The core of any good role playing game is the STORY. The mechanics should be there to add some randomness and determine the outcome of challenges and get out of the way of the storytelling aspects.
There are two roles that players can fill in the game.
Dungeon Master (DM) -A Dungeon Master serves as the game’s referee and storyteller, while also maintaining the setting in which the adventures occur and playing the role of the inhabitants.They lead the players forward, act as the monsters and enemies, fudge the dice, and keep the peace. As a DM you are placing the bread crumbs that the players are following to fame and glory.
Player Character (PC) -They are the brave antagonists of the story.They are the ones exploring lost ruins, hunting down outlaws and battling the monster hordes! The characters form a party that interacts with the setting’s inhabitants (and each other). Together they solve dilemmas, engage in battles and gather treasure and knowledge. In the process the characters earn experience points to become increasingly powerful over a series of sessions.
How to Play SimpleDnD
One of the first things a new SimpleDnD player may puzzle over is the weird dice used in the game. SimpleDnD uses six polyhedral dice, with four, six, eight, 10, 12 and 20 sides. They’re what you use to figure out if what you’re trying to do works.
In SimpleDnD the dice are identified by a lowercase “d” followed by the die’s total number of sides, so a 20-sided die (an icosahedron) is a d20. This shorthand also tells you the number of times the die needs to be rolled: 2d8 would mean you need to roll the eight-sided die twice (or roll two eight-sided dice) and then add the numbers.
When you roll, you and your DM will be comparing your result to a Difficulty Check (DC). If you the result of your roll equals or exceeds the DC what the player is trying to do will succeed.
For example, your player party is exploring a dungeon. The Dungeon Master would describe the room you are in:
“You are in a dark hallway. You can see light shining faintly down the hallway. To you right there is a wooden door. It is locked. Would you like to pick the lock or continue toward the light?”
The player’s discuss what they’d like to do next. The party decides that the thief will attempt to pick the lock. The DM announces that it is a normal lock (secretly setting the difficulty to 17). The thief rolls d20 and adds his bonus. 17! The DM says, “door clicks and it now unlocked.”
Carefully the party’s thief leans into the door and listens for sounds, again he rolls a d20 and the DM determines whether or not they hear anything.
NOTE: It’s up the DM to drive the party forward and if the DM wants them to hear something, see something or open a lock, then they should – this is the fudging of the dice.
As the PC’s explore the dungeon the DM is keeping track of their experience points and at the end of the game session each player will receive a number that will advance their character forward with better bonus, health and strength.
Sounds exciting, right? Everything you need to play this game is on this web site.
Read the Full Rules Summary for SimpleDnD
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