I haven't redrafted the rules since the playtest because I'm staring down the ENnies reading deadline. There are going to be some modifications to these rules. In particular, I'm still working on (a) whether every action is going to be opposed by a weakness or only when there is an obvious one (b) what kind of stable criteria I can establish for choosing a weakness that opposes an action (c) what level of player input there should be on deciding what weakness should oppose an action. Basically, that was the main thing that went wrong in the playtest. Sometimes applying weaknesses made things funnier and more realistic. But other times it seemed arbitrary.
Also, there will probably be a reduction in the total number of weaknesses. Greedy is a strong candidate for being merged into Greasy and Drunk and Stoned may get fused into the single attribute "Drunk and On Drugs." Anyway, you guys have a better sense of game rules than I do so maybe you could give me a hand hashing out some of these problems.
Also, I recall thinking I had written some things down in the rules and it turning out that I forgot to. So, keep an eye out for obvious gaps. Without a doubt, the valuables mechanic was the most successful in the playtest.
I can't come up with an adventure premise until I see everyone's valuables but I am going to release some setting information before the game in the form of the trailer park newsletter.
Trailer Park Boys RPG
Trailer Park Boys is a simple RPG based on a dice-pool system in which players play characters who live in a trailer park. Inspired by the TV series, Trailer Park Boys, each game is based around a fairly simple structure: the party or “boys” must respond to an immediate problem by mobilizing whatever resources they can obtain to address it, within a finite period of time. Often problems are of a monetary nature and most of those that are not are law enforcement problems.
Premises
Common episode premises include:
• A character must make a critical payment by a predetermine time to avoid serious consequences such as jail time for unpaid fines, mortgage foreclosure, retribution from loan sharks, loss of visiting rights for unpaid child support, etc.
• A character must establish an alibi or other defense to avoid jail time for a crime he is alleged to have committed
• A character must obtain something he has promised an important person, like a Playstation III for one’s child, a stable, clean home for a fiancée or a plane ticket to visit a dying relative
Once the premise is set in motion, the boys form up and develop a plan to amass the resources necessary to get the job done. Questions of why the boys must work together or solve one another’s problems are not interrogated. While a character might have moral qualms in the course of play about the means used to accomplish goals, this game is not designed to explore why characters are on the same side or team. They just are.
Where To Go
It would seem like a TPB game would be a pretty freeform affair with the whole world as a potential field of action. But this is not the case; poverty, social class and a peripheral location render most trailer park universes fairly small. In Mr. Lahey’s Got My Porno Tape, for instance, Ricky announces that he is planning to “move to Toronto and become a street person” until Julian explains to him that he actually doesn’t have enough gas money to get to Toronto to take up this new life of poverty.
Trailer park residents lack connections into middle class society and urban life. They might have a few friends in the city who are trying to move up in the world by living in suburban apartments but, for the most part, trailer park residents’ ability to influence events and individuals outside of the park is limited at best. The exception to this general rule are people in professions trailer park residents often interact with. Lawyers, judges, social workers and security guards are people with whom they are proficient at interacting but not as peers, as adversaries to be manipulated, ignored or overcome. People working at flea markets, pawnshops, liquor stores and convenience stores are also people with whom trailer park residents are accustomed to interacting, albeit in a less adversarial way.
A helpful tool for both players and GM is a trailer park Buy and Sell. These monthly one-page newsletters can provide people with a picture of the resources available in the park.
Game Mechanics
Trailer Park Boys is an RPG with simple mechanics. It utilizes a dice-pool system whenever a character attempts a challenging task. Challenging tasks fall into two broad categories: (a) opposed tasks and (b) GM-set tasks. In opposed tasks, two characters with opposite objectives roll against one another and whichever character has the largest number of successes wins the contest. In GM-set tasks, a predetermined number of successes is set by the GM for completing a particular task and, if the character achieves an equal or greater number, he succeeds.
No complex or extraordinary randomizing tools are used for resolving these tasks. If a player is using dice, he simply calls “odd” or “even” and then throws the dice. Each odd/even result is then counted as a success while the other scores are ignored. Alternatively, a deck of cards may be used and “red” or “black” may be called.
Determining how many dice to use is a fairly simple matter that will be covered after the basics of character creation.
Character Creation
Every trailer park resident has seven primary strengths, seven primary weaknesses, seven skills and seven valuables.
Primary Strengths
Decent: The higher this strength is, the more morally obviously morally upstanding the character is. People will see him as a straight shooter and accord him with more trust and respect.
Fast: The higher this strength is, the more physically quick the character is. He will be able to draw guns quickly, catch balls, brake his car efficiently and quickly.
Sexy: The higher this strength is, the more people will find themselves sexually attracted to the character. Note that this is an outcome-based stat; many trailer park residents are mysteriously attractive despite poor hygiene, masses of ear hair or a massive gut.
Smart: The higher this strength is, the more mentally quick the character is. He will be able to come up with big, complex schemes, read court documents or pass school exams. This ability in no way, however, reflects the character’s powers of personal judgment, intuition or good sense.
Social: The higher this strength is, the more socially adept the character is. This skill does not merely reflect his popularity in the trailer park but his general persuasiveness even to middle class professionals.
Strong: The higher this strength is, well… the stronger the character is. Pretty simple.
Tough: The higher this strength is, the more punishment the character can take. This toughness may reflect a strong physical constitution but it might just as easily reflect a high pain tolerance or simply a masochistic tendency to take masses of




. How tough a character is also determines how many physical injuries he can handle.
Players must assign exactly 20 points to these attributes overall. Most the resolution of most tasks in the game is based on rolling a number of dice equal to a single primary strength. It is therefore most ill-advised to assign a zero to any attribute because the player forgoes the opportunity to ever succeed in a contest (except against another resident also with zero) based on that attribute.
As evidenced by the paucity of assignable points, most trailer park residents will find themselves rolling a single die on occasion, meaning that difficult and complex tasks in a particular area are often off-limits to them unless they are pitted against another resident.
After assigning 20 points to primary strengths, players must then assign 15 points to their character’s primary weaknesses.
Primary Weaknesses
A Dick: The higher this weakness is, the bigger dick the character is. He will find it difficult not to lord even small amounts of authority over others or avoid insulting people, no matter how socially appropriate. More importantly, most dicks are unable to perceive that they are ever in the wrong. A dick is unable to separate how they feel like treating a person at any given moment from how that person should be treated.
A Mark: The higher this weakness is, the more gullible a character is.
Drunk: The higher this weakness is, the bigger drunk the character is. And being a drunk is not just a problem when you are drunk. Drunk characters who are not drunk are impaired by this weakness because, if they are not already drunk, they are going to be distracted by their need to obtain a drink.
Greasy: The term “greasy” has many and powerful meanings in the Trailer Park Boys universe. But for the purposes of attribute assignment, greasiness does not refer to any physical attributes. It refers instead to a character’s tendency to act in a sleazy, dishonest fashion. The higher this weakness is, the greasier the character – the more likely he is to compromise any task he is performing by adding another unnecessary layer of dishonesty or illegality to it.
Greedy: The higher this weakness is, the more focused the character is on obtaining material advantage from a situation even at his own peril. Greedy characters steal salt shakers while robbing restaurants, demand extra cartons of cigarettes from the person who has agreed to buy them some groceries until their cheque arrives, etc.
Gross: The term “greasy” is sometimes used in the Trailer Park Boys universe to refer to people being physically disgusting in a disquieting way – eating hot dogs so frequently that their sweat smells like hot dog, not wearing underwear with big shapeless shorts, allowing their scrotum to spill out onto the furniture, etc. While some gross characters’ grossness arises from their physical aspect; for most, it is a behavioural problem that has acquired an ugly physical dimension.
Stoned: Like drunks, stoned characters are not just affected by this weakness when they are stoned. Not being stoned is an uncomfortable state to be avoided at all costs. A stoned character with no dope, for instance, might be disabled because he interrupts people to whom he is speaking, mid sentence, to ask “do ya have any weed or hash?”
Fortunately, unlike most trailer park residents, TPB characters have a special advantage: they must select one weakness to be reclassified as a strength. The impact of this new strength will be covered later in the rules. No strength or weakness may exceed a score of 5.
Skills
Trailer park residents, like mainstream society, as specialized in certain tasks such as car repair, paralegal work, amateur electronics, scrounging and the other skills necessary to make trailer parks function. There is no set list of skills. Instead, players are encouraged to come up with their own list of skills.
Each skill a player creates may then be associated with two primary strengths. Which primary strengths are associated with the skill help to shape GM and player understandings of how it works. For instance, a Car Repair skill based on being Tough and Strong has a lot to do with handling parts of a car normally requiring proper industrial tools instead of just an incomplete wrench set but the character’s ability to lift things, jimmy things and, equally importantly, endure the burns, cuts, pulled muscles and scrapes that result. This is very different from a Car Repair skill based on being Smart and Social which is more about correctly diagnosing exactly what is wrong with a car and then persuading the person or people with the skills or resources needed to contribute to the project.
Valuables
Each character may have up to seven valuable items. These items are not merely physical objects; they include his family, friends, connections, etc. For every valuable a player creates for his character, he gives his character more resources to deploy in the course of the adventure. Unfortunately, valuables are a double-edged sword. Anything of value that a character has may be threatened in the course of play; when a valuable is threatened, a character must act to protect it, no matter how important his current project is.
Play
Most of the events in TPB will arise from simple agreement of the players and GM on the general narrative of the game. However, in certain stress situations where the will of player characters and other residents are in opposition or the boys attempt an especially difficult feat, dice will come into play. These situations fall, mechanically, into two main categories: skilled rolls and unskilled rolls.
Skilled rolls take place when a character’s skill list covers a particular task or one pretty similar. If a character has a Car Repair skill and is fixing a lawnmower, he rolls on his Car Repair skill (provided the strengths he has chosen to assign to it indicate lawnmower fixing would be related) given that the tasks are pretty similar. The dice pool used for skilled rolls starts as the number of dice equal to the sum of the two strengths on which the skill is based.
Unskilled rolls take place when no skill on a list covers a particular task. In this case, the player may select one strength as the basis for his dice pool. While the GM may not modify the difficulty of the roll, obviously certain strengths are going to take more time and additional personnel than others. Players should keep this in mind when choosing to fix a car with Sexy rather than Strong.
Once the starting pool of dice is determined, the GM then selects the weakness that is going to have the biggest impact on the toll. A driving test might be affected by a character being drunk, stoned and a dick but only one of these will come into play for the test.
They player then makes two rolls: the first on his strength or skill and the second on his weakness. The number of successes on his weakness is then deducted from the number of successes on his strength, unless the weakness is the one he has chosen to be converted into a strength. If this is the case, the second number is added to rather than subtracted from the first.
This will yield one of the following outcomes:
(a) The score equal or exceeds the difficulty of the task. In this case, the character succeeds.
(b) The score is less than the difficulty of the task but greater than -1. In this case, the character simply fails with few repercussions.
(c) The score is less than zero. In this case, the character




s Up.




-ups cause whatever situation the character attempted to address by rolling to get worse. A traffic ticket can turn into an arrest; an argument can turn into a drunken brawl; a business deal can turn into a feud, etc.
Combat
Usually failure and




ups are their own punishment. But when characters are fighting, the stakes get higher. Any time a resident using physical violence wins a contest, the loser deducts one point from his hit points. Hit points are determined by doubling a character’s toughness.
Characters with hit points greater than or equal to their toughness score are beaten up but unimpaired (at least by the violence); but, for every hit point lost between 0 and the toughness score, he must deduct one temporary point from a strength of his choosing (except for Decent) to reflect his impaired state. Characters with zero hit points lose consciousness.
Hit points are regained at a rate of one point per day.