How the Discworld TTRPG Works

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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

Sounds heavily inspired by FATE, with "Traits" instead of "Aspects", a Narrative Currency (FATE points or Luck ) and negative Consequences instead of any kind of hit points. However, this system is even even somewhat lighter than a FATE variant, since there aren't skills, approaches or types of actions. Also the variable dice sizes rather than the FATE -+2 dice are a small difference. I am optimistic that this will work well for Discworld actually.
 
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Hmmm. So the GM decides what you roll and opposes it with a d8. I suppose in a sense that's the inverse of you have a set roll (die + modifier or whatever) and the GM sets the DC. It does sound quite arbitrary though--I'd be interested to see it in play.
 

Sounds heavily inspired by FATE, with "Traits" instead of "Aspects", a Narrative Currency (FATE points or Luck ) and negative Consequences instead of any kind of hit points.

Point of order: FATE totally has HP. It just calls them Stress. Those aren't the only consequence, but they're a pretty major one, with Stress broken up into Mental and Physical boxes, which are based on you Skills (and sometimes Stunts).
 







Point of order: FATE totally has HP. It just calls them Stress. Those aren't the only consequence, but they're a pretty major one, with Stress broken up into Mental and Physical boxes, which are based on you Skills (and sometimes Stunts).

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.
 

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