How the Discworld TTRPG Works

Modiphius has created a new rules-light system for Discworld.

discworld.jpg


Modiphius's new Discworld TTRPG will feature a new bespoke game system that's light on rules but heavy on wordplay. The Quickstart for Discworld: Adventures in Ankh-Morpork will be released to the public later this week, giving Discworld fans a first look at Modiphius's new Narrativium game system. Modiphius opted to create a new game system for their new Discworld TTRPG instead of using their usual 2D20 system, although details about the new game system were rather light....at least until now.

The isystem utilizes a stat-less Trait system that leans heavily on the wit and cleverness of the players and the GM. When a player wants to make a Test to accomplish something that has a chance of failure, they declare an action and then attempt to justify that action using one of their Traits. After a player has provided their justification, the GM assigns them an Outcome Die, with the size of the die dependent on how well the Trait fits with the action they are attempting to accomplish. If a player has provided the perfect justification (or if an action fits within a character's wheelhouse), the GM may assign a d12 or a d10. If the justification is particularly weak, the GM may assign a d4 or d6. Once the Outcome Die is determined, the player rolls their Outcome Die while the GM rolls the Narrativium Die (a d8), with the highest result determining the outcome of the Test.

If the player's result is higher than the Narrativium Die, they succeed in their Test, but a lower result earns a Consequence...which usually means another Trait added to a player's character sheet. In the result of a tie, the player succeeds in the Test but also faces a consequence of some kind.

Players can manipulate results using Luck, the sole resource of the game that's given out for excellent roleplay or original use of Traits in Tests. A player can choose to spend Luck to either aid another player's Test or lessen the Consequence of a failed Test. If a player chooses to aid on a Test, they have to justify their action with a Trait and are assigned an Outcome Die to roll. The GM doesn't re-roll the Narrativium die, but the result of the second player's Outcome Die replaces the original roll. In the case that both players fail the test, the Consequence is one degree worse and both players suffer it.

One key to keep in mind is that Discworld doesn't feature any Hit Points, nor is their a Combat system of any kind. The Quickstart notes that the full rules includes a section on dying, although this is usually an exceptional Consequence to a failed test. In true Discworld style, players are encouraged to get creative with their Traits and how they use them to justify their actions and the GM is encouraged to give out Luck to reward players who live up to the spirit of the books.

The Quickstart will be available to the public starting on Friday, with those on Modiphius's mailing list getting access a day early. The Kickstarter for Discworld: Adventures in Ankh-Morpork launches on October 15th.
 

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Christian Hoffer

Christian Hoffer


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overgeeked

B/X Known World
The system seems tailor made for my kind of gaming. No maths. Freeform traits. Randomness in difficulty. I'd venture to guess you wouldn't even need the actual book. Everything you need to play is right there in the Quickstart.

I love that the header font is the same as WFRP. Makes me think of drawing from that and taking the piss.

I do wonder why the referee isn't allowed to roll 1d8 for the Narrativium Die. Ties go to the PCs, so that's slightly more than 50%. Seems like an odd choice.

All that said, I don't see most gamers wanting this for more than love of the novels. As in most gamers will be categorically allergic to the system and refuse to play. All the typical nonsense about referee fiat and making it up instead of hardcore sim, etc.
 

darjr

I crit!
The system seems tailor made for my kind of gaming. No maths. Freeform traits. Randomness in difficulty. I'd venture to guess you wouldn't even need the actual book. Everything you need to play is right there in the Quickstart.

I love that the header font is the same as WFRP. Makes me think of drawing from that and taking the piss.

I do wonder why the referee isn't allowed to roll 1d8 for the Narrativium Die. Ties go to the PCs, so that's slightly more than 50%. Seems like an odd choice.

All that said, I don't see most gamers wanting this for more than love of the novels. As in most gamers will be categorically allergic to the system and refuse to play. All the typical nonsense about referee fiat and making it up instead of hardcore sim, etc.
I want it.

What do you think of the adventure?
 

Tonguez

A suffusion of yellow
after reading the quickstart its pretty much FATE aspects with a lot more negotiation taking place to twist traits in the manner FATE stunts
Player “I have X trait,therefore I should be good at Y action”
DM "um er okay d8?"

I can imagine things being sped up by using cyphers approach of preassigning dice to standard uses of a trait (The Watch D10, Knows where he is by the feel of the Cobbles d12, Quirk: Quis custodiet ipsos custodes? D6) and getting the player to narrate the outcome instead
 

Whizbang Dustyboots

Gnometown Hero
All that said, I don't see most gamers wanting this for more than love of the novels. As in most gamers will be categorically allergic to the system and refuse to play. All the typical nonsense about referee fiat and making it up instead of hardcore sim, etc.
There is a whole world beyond the D&D folks on this board, where we have some people clearly working through some PTSD over wild playstyle mismatches with past DMs. I don't think ENWorld is representative of "most gamers" by any stretch.

I think this system sounds like it has a lot of potential for all sorts of games. I could see it being used to play screwball comedies or heist stories or even Jane Austen romances. I wouldn't be surprised to see this system have legs independent of Discworld.

That said, I do think the big appeal of the book is cataloging a lot of Discworld between two covers, but there are already a ton of books that do that, with the same Paul Kirby art, in fact. I can easily imagine people who are iffy on the system just opting for the Ultimate Discworld Companion (probably the final update in the compliations) instead.
 



overgeeked

B/X Known World
There is a whole world beyond the D&D folks on this board, where we have some people clearly working through some PTSD over wild playstyle mismatches with past DMs. I don't think ENWorld is representative of "most gamers" by any stretch.
That's fair.
I think this system sounds like it has a lot of potential for all sorts of games. I could see it being used to play screwball comedies or heist stories or even Jane Austen romances. I wouldn't be surprised to see this system have legs independent of Discworld.
I certainly hope so. We definitely need a rules light generic system to catch on. The others seem to have all faded into the background lately. You would just need to tweak a few of the descriptions of the mechanics to turn the game towards less silly play. Namely being rewarded for absurd descriptions and "one in a million" plans.
That said, I do think the big appeal of the book is cataloging a lot of Discworld between two covers, but there are already a ton of books that do that, with the same Paul Kirby art, in fact. I can easily imagine people who are iffy on the system just opting for the Ultimate Discworld Companion (probably the final update in the compliations) instead.
Right. Like with Avatar, a lot of people backed the Kickstarter but were confused about the whole RPG thing. They just collected it rather than intended to play it. That's going to fuel a lot of this one as well, I think.

But I do honestly love what I'm reading system wise. Hopefully this will lead to more people waking up to the notion that you don't need massive rules tomes and that a few traits and some dice are more than enough.
 

darjr

I crit!
Considering you were gung ho for the original Adventure Time system that's not surprising. Is it a system you'd actually use?

I haven't read it yet. I tend not to unless I know I'm going to be running it. Don't want to spoil the adventure on the off chance I get to play.
I def want to try it. If it works, yea I’d use it. I imagine some folks I play with wouldn’t appreciate it. But some might love it.
 

As Fate takes pains to explain the 3-stress boxes are a pacing tool between action and consequences, and yes so is HP.

I'd be interested to know how this narrativium system achieves that 'game pacing' to make taking consequences fun.

Seeing as this game has all the hallmarks of a "comedy" game, it's going to take a ton of praise from incredibly smart people for me to look into it at all. It seems like it's just about weaponizing puns, which, no thank you!
 

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