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Short on time but craving some RPG action? The Quick RPG offers easy-to-memorize rules and a ready-to-play adventure, allowing you to dive into a game in minutes. Every roll propels the story forward, ensuring you're always crafting an epic tale - whether you succeed brilliantly or face exciting challenges. Perfect for busy gamers or last-minute sessions when plans fall through.

This 2 page pamphlet contains the rules to play, steps for creating characters, and a 1 page dungeon crawl. It would be extremely easy to use the rules as-is to play sci-fi, post-apocalyptic, weird west, or pretty much any other genre.

The game uses opposed rolls for everything and very simple characters. You can literally go from character creation to action in minutes. Because it uses simple opposed rolls and step die for difficulty, you can use this system to play published adventures from other systems and convert on the fly. Simply assign a difficulty die and roll.

Updated 2 days ago
Published 15 days ago
StatusIn development
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(5 total ratings)
Authorsquidhead-games
Tagsfkr, one-page-rpg, rules-lite, Tabletop role-playing game

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Click download now to get access to the following files:

The Quick RPG - v1.11.pdf 2.8 MB
The Quick RPG Character Sheet.pdf 17 kB

Development log

Comments

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(+1)

Great work, this is really good. The strain mechanic is excellent and allows a bit of tiring or damage to be applied slowly over the course of an adventure, very cool.

I think I would add in a houserule to roll double the attribute die when the character's Role is applicable to to the task. Example: George is a thief and attempting to figure out a trap to disarm it. His Mind is d6, with his thief role, I would have him roll a 2d6, taking the highest to overcome the difficulty. I could see where this could result in a player trying to justify how his role applies to nearly everything, but that is why we have GMs.  ;-)

That's a good idea, thanks. The game this core mechanic was taken from has a Momentum/Karma mechanic where characters earn 1 Momentum on each full success. 3 Momentum turn into 1 Karma and characters can have a max of 3 Karma.

Karma can be spent before the roll to:

  • Decrease the difficulty die (no lower than d4)
  • Increase the attribute die (no higher than d12)

Karma can be spent after the roll to:

  • Avoid taking strain

I really like that mechanic and it's fun at the table, but there's quite a bit of record keeping involved AND it was way too much to explain in this one page pamphlet! 

Perhaps I should create an addendum of optional rules and put that in there (along with the 2 attribute die when the role applies if you'd allow me to use it).

Ah, that makes sense.


Sure thing! Though I really borrowed it from D&D’s Advantage mechanic.

(2 edits)

Another idea, which may avoid the player arguing the characters role applies to everything.

  • Advantage: Roll an extra Attribute die, take the highest
  • Disadvantage: Roll an extra Difficulty die, take the highest

That is a great idea, very intuitive! 

(+1)

Tight little system with enough mechanical flair to feel full but easily understandable and playable immediately. 5 stars!