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Creating an easy, universal RPG

Is it easy? Is it universal? Is if fun?

Sience fiction role playing game character
EZ RPG An easy universal role playing game system

As a youth, I was an avid role player. I spent large amounts of time learning new roleplaying game systems and when they failed to live up to my expectations, I adapted them. I would spend weeks of my spare time creating experiences for friends. We would gather nearly anywhere for a good rpg session. Each time, we grew bored with a specific game or genre, I would spend weeks brushing up on an entirely new game system and setting. I was always learning newer, more complex systems. It got to a point where I spent much more time creating adventures than friends and family spent playing them. Then came family responsibilities. I needed one easy system. Easy to learn, easy to create compelling, story driven game sessions, easy to create characters that were fun to play, and most of all — universal.

So I created EZ RPG with these concepts in mind.

The first thing I did was remove the crazy dice that can only be found, or replaced online, at a specialty gaming store. My role playing game system would use only two six sided dice. This would produce variables between 2 (or 2.78%) to 12 (100%) with the average roll being 7 (58.3%). The role distribution would also curve heavily toward the average on a bell curve. These dice are available nearly everywhere, and can be borrowed from most board games.

Next, I realized the charts and tables that covered numerous game situations had to go. Replaced with one that handled everything. The character attempts to do something.

Roll 2 dice (add or subtract situational and skill modifiers)

A 7 or above succeeds

A 9 or above indicates a great success

An 11 or more the best possible outcome.

Likewise, a 6 or less fail.

A 4 or less is a dangerous failure (some one is getting hurt or something breaks),

And a 2 or natural 2) results in the worst possible outcome for that action.

Used for all things including taking damage.

Next, I wanted to eliminate the stat based bonus’. No longer will you have to remember what bonus is awarded for the level of personal characteristic you possess. Your stat is the bonus. They range from -3(disabled) to +3 (for most normal campaigns with 0 being average. When attempting an action using that stat, simply add to dice roll along with any other bonuses.

I chose stats that effect something specific —

Strength: the ability to effect physical things, and the world about the character.

Agility: the ability to use their own body.

Toughness: the ability to endure strain and survive damage.

Intellect: the ability to think, reason, learn and use complex skills and equipment.

Psyche: The ability to resist temptation, domination, distractions et.

Personality: the ability to influence people and make friends.

To create a truly universal system, the classes/ types/ professions would have to be more flexible, otherwise the game would have to lay down rules and skill lists for thousands of professions, sub profession and careers. Instead my rpg will allow the character and Game Master to determine they profession and level. Simple professions will be easier to acquire than more complex ones. Each level off profession will be used to modify any die rolls when attempting an action associated with that profession. A doctor -2 class will get +2 do first aid, diagnosis, surgery, etc. A character can also specialize by taking additional specialties such as +2 neurosurgery. A so-so doc but brilliant neurosurgeon; even better if his Agility and intellect are above average.

Damage taken in battle or accident will not be point based. Every wound, accident or illness bust be endured and survived. The character will roll 2 dice add (or subtract) their toughness, armor, or any other factor that could help them survive. (look at the table a 7 would be an annoying, but harmless wound or scratch. A 2 would be fatal. A 9 or 11 would be up to the game master but always beneficial to the character.

Using these premises, I began to create my role playing game system: EZ RPG. My first published ready-made adventures come with enough rules to play each game, but being universal also expand your role playing universe. The core rulebook is required only to create your own worlds or modify the existing ones.

A Cruise to Die For: A modern horror adventure. The characters play everyday people stuck on a cruise ship with zombies.

Pets vs Zombies: A funny animal adventure. The characters play house pets at the start of the zombie apocalypse as they strive to stop their humans from making every stupid cliché zombie movie mistake and survive the end of the world.

Escape From Dino City: Everyday people must escape an accident at a television studio which unleashed dinosaurs upon the earth.

Legacy of the Dragon Slayer: A sword and sorcery game. Create and play high fantasy characters as you save the world from fiery destruction.

All using the same rules.

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