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
I had a glitch in my brain and needed to run the numbers on the dice system. Here's the data. Anyone who's good with maths is welcome to correct me. I did this with Excel.

GM always rolls 1d8. Only the GM rolls 1d8; PCs never do.

PC rolls 1d4. PC wins 18.75%. Tie 12.50%. GM wins 68.75%.

PC rolls 1d6. PC wins 31.25%. Tie 12.50%. GM wins 56.25%.

PC rolls 1d10. PC wins 55.00%. Tie 10.00%. GM wins 35.00%.

PC rolls 1d12. PC wins 62.50%. Tie 8.33%. GM wins 29.17%.
 

aramis erak

Legend
Checked your numbers OG. Bracketed numbers [ P Win, tie, GM win, total permutations]
d4: [6, 4, 22, 32] P= 18.7 % T= 12.5 % P= 68.7%
d6: [15, 6, 27, 48] P= 31.2 % T= 12.5 % P= 56.2%
d8: [28, 8, 28, 64] P= 43.7 % T= 12.5 % P= 43.7% (Included for completeness if modding)
d10: [44, 8, 28, 80] P= 55.0 % T= 10.0 % P= 35.0%
d12: [60, 8, 28, 96] P= 62.5 % T= 8.3 % P= 29.1%

fully confirmed, within the truncation limits.
Python:
d4 =[1,2,3,4]
d6 = [1,2,3,4,5,6]
d8 = [1,2,3,4,5,6,7,8]
d10 = [1,2,3,4,5,6,7,8,9,10]
d12 = [1,2,3,4,5,6,7,8,9,10,11,12]
res = [0,0,0,0]

for a in d8:
    ## change next line for each size
    for b in d12: 
        if a < b:
            res[0] += 1
        elif a == b:
            res[1]+= 1
        elif a > b:
            res[2]+= 1
        res[3] += 1
print (res)

print ("P=", int(1000*res[0]/res[3])/10,
       "%\tT=", int(1000*res[1]/res[3])/10,
       "%\tP=", int(1000*res[2]/res[3])/10)
 

So … is there anything in the system that makes it a better choice for Discworld than another simple system like Fudge or Fate Accelerated? Curious if we there are new mechanics, or if I could just run with an existing system without losing any “special sauce”
 

overgeeked

B/X Known World
So … is there anything in the system that makes it a better choice for Discworld than another simple system like Fudge or Fate Accelerated? Curious if we there are new mechanics, or if I could just run with an existing system without losing any “special sauce”
It’s a new bespoke system. It’s not Fate. So the whole thing is new mechanics.
 




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