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HOORAY!  You can now buy "Nutshell Role-Playing Game" in actual book form from LuLu (and have them ship it to you) at: http://www.lulu.com/content/4099938

Download the free ODF text document of Nutshell RPG! (Version: 14/September/2008) - you will need Open Office or an open document reader.

If you appreciate Nutshell RPG, please donate funds to Electric Gypsy! Be sure to check out the progress of "The World of Weorai" (a high fantasy setting I am slowly working on for use with Nutshell RPG.)

NOTE: the html text below currently supersedes the previously published rules! (It was updated on 22 Sept. 08 to correct a few minor errors.)

Nutshell
Role-Playing Game



INTRODUCTION

Nutshell is a "pen and paper" style role-playing game (RPG) of imagination and collaborative story-telling. Participants interact to create an adventurous story. A role-playing game is really nothing more an evolved form of traditional children's make-believe games such as "cops & robbers", "playing house", and "cowboys & Indians", albeit with a more structured set of rules to be followed. Like most other RPG's, Nutshell is not a contest to be "won" by any of the players. The goal is instead for each participant to find enjoyment in ongoing character development and furtherance of plot within the bounds of an interesting background setting.

Game-play in Nutshell is conducted by one player serving as the Game Master (GM) who narrates and moderates the events while the other participants take on the roles of player's-characters (PC's) who are the protagonists of the game's story. The GM has the demanding job of furnishing the background setting and portraying all of the non-player characters (NPC's) whom are the sidekicks, extras, antagonists, monsters, and/or villains with whom the PC's will interact.

Nutshell is intentionally simple and easy to understand. Having been designed for novice and experienced gamers alike, these rules are ideally suited for those wishing their role-playing sessions to involve minimal intrusion from underlying game-mechanics. Due to this fact, many things necessarily fall outside the scope of Nutshell (being left to the prerogative of the GM) and players must be willing to accept their GM's final decision on all matters. It is therefore important to choose a fair and consistent GM of high caliber who is capable of applying logic, sound reasoning, and “common sense.”

Nutshell's game mechanics focus on the aspects and capabilities of normal human beings as characters. If it is desired that non-human characters, magic, and/or "super powers" are options available to the PC's, these rules will need to be altered and expanded accordingly. (Supplemental rules covering these often "genre/setting-specific" things may be published at a later date by Nutshell's author and/or others expanding on the Nutshell RPG System!)


DICE

These rules use the short-hand convention of "d" to mean "die" or "dice". The number preceding "d" means how many dice, and the numeral following "d" indicates a die-type (its' number of sides.) Nutshell uses four, six, eight, ten, twelve, twenty, and thirty-sided sequentially numbered polygonal gaming dice (d4's, d6's, d8's, d10's, d12's, d20's, and d30's) to randomly resolve actions/events. At least a few of each kind of die should be on hand, but be prepared for rolls that include as many as ten (10d) of each die-type at a time. (This shouldn't pose much of a problem for initiated RPG enthusiasts who tend to have lots of dice!)


TASK RESOLUTION

The main purpose of any RPG's rule system is to provide a structured formula for determining the success or failure of a character's attempted actions (or, to resolve the outcome of an event happening to the character.) Nutshell RPG provides a simple and elegant method.

For the most part, characters should be allowed to have automatic success at their normal uncomplicated everyday actions (such as walking, talking, breathing, etc.) However, at those times when the GM decides that there is going to be a chance of failure, task resolution is performed.

The GM needs to first come up with a precise "yes or no" question to be answered. It should be formulated as regarding only one specific character attempting the action (or, potentially being affected by the event) at a time. (Break any more complex action/event down into individual parts and instances in order to comply with this rule!) The question to be resolved is called a task.

Next, the GM will arbitrarily assign a difficulty factor on a scale of "1 to 10" with "10" being the most difficult. (Without getting into exact dice probabilities, GM's should take note that a difficulty factor of "1" is to be considered somewhat easy, a "2" is moderate, a "3" is hard, "4" is even harder, "5" to "7" are increasingly extremely difficult, and factors of “8” to "10" are approaching damn near impossible!)

Dice are rolled to randomly resolve a task. The type of dice thrown (d4 to d30) will be governed by a character's applicable trait. (More on traits later.) The number of dice to be rolled (1d to 10d) is equal to the task's difficulty factor.

To succeed at a task, a player must avoid rolling any "1's" on any of the dice thrown. As should be readily apparent, a larger trait-die bestows a better chance of success, but the more dice required, the more likely that failure will be the result.


AFFLICTION RULE (Optional)

GM's might occasionally decide to assign the penalty of an affliction due to such situational circumstances as when a character is suffering from the effects of fatigue, encumbrance, injury, illness, etc. This would then mean that any rolls of "2" (for what are ruled as moderate afflictions) and even also of "3" (for severe afflictions) would likewise be ruled as indicating failure during task resolution.


INFLUENTIAL TRAIT RULE (Optional)

At times, the GM may rule that one trait has influence over another during task resolution. For example; the feat of walking a tight-rope might come easier to a character who is naturally more agile (i.e. a “tight-rope walking” skill being influenced by an “agility” trait.) How this works is; in those instances and circumstances deemed applicable, if there is a high-rated trait that is ruled as having influence over the trait actually being used in the task at hand, a number of failed dice may be re-rolled. (Failed dice being any rolled “1's” ...or, when the affliction rule is applied, also “2's” and/or “3's”.) If the influencing trait is rated at d12, one failed die may be re-rolled. If d20, two ...and if d30, three failed die may rolled again!


CHARACTER TRAITS

A trait can be virtually any conceivable attribute, (be it a faculty, skill, capability, capacity, or other type of characteristic.) To reflect levels of ability (or quality) a die is assigned to each trait. The “greater” or “better” a character's ability/quality, the larger the die assigned to the given trait will be.

The following chart displays comparative trait-die ratings:

 

d4
d4

 

mediocre, weak, beginner, poor, inept, low, pitiful, unskilled, pathetic, deficient

d6
d6

 

fair, okay, novice, amateur, layman, adequate, decent, moderate, regular, normal

d8
d8

 

good, competent, solid, capable, proficient, handy, notable, effectual

d10
d10

 

better, improved, above average, professional, talented, skilled, savvy

d12
d12

 

great, expert, distinguished, superior, excellent, remarkable, superior

d20
d20

 

superb, excellent, paragon, virtuoso, amazing, astounding, extraordinary

d30
d30

 

best, supreme, ultimate, optimum, omnipotent, transcendent, legendary, mythical


ASSIGNING TRAITS & TRAIT-DIE RATINGS

It is not necessary, (nor at all practical) to attempt listing on a stat sheet each and every imaginable trait a character might possess. It will suffice to keep record of only those traits the GM feels to be of importance and/or will come often into play. This should of course include any traits a character is especially “good” at (or inordinately “bad” at) along with the recommended rudimentary traits listed later.

GM's could simply allow players to choose whatever trait-die ratings are desired to best suit the envisioned concept of their characters. However, Nutshell recommends instead allowing each PC to have 100 (or so) development points which the player spends on dice ratings during initial character creation. A d4 costs 4 points, a d6 costs 6 points, etc. (up to 30 points for a d30.) This method restricts players from having overly powerful characters while still giving them sufficient control over their character's abilities and attributes.


DEFAULT TRAIT-DIE RATINGS

Any trait not specifically chosen/purchased during initial character creation will simply be assumed as rated at a default level of either d0, d4, d6, or d8 (per the GM's prerogative ...as best suiting the technological, social, and/or other particulars of their own game world.) Those traits not allowed a default rating (d0) are skills and/or abilities that are too complex to be possessed by an untrained character until somehow learned or otherwise acquired. (If players want their character's to be proficient with such a trait they must purchase it!)

Default ratings are meant only to reflect the expected mundane capabilities and “run-of-the-mill” qualities of non-especially skilled, typical human beings. (Untrained characters should not have a chance of success at performing complicated feats of brain surgery or rocket science!)


SKILL IMPROVEMENT

A trait ruled as subject to possible improvement over time can be called a skill. It is ultimately left to the GM to decide if, when, and how often a character's skills improve during the course of the game. Keep in mind that it should be progressively more difficult to obtain higher and higher dice ratings. Furthermore, complex skills should be harder/take longer to improve than more trivial ones.

The method of awarding development points may be used for skill improvement. A point could be granted when the GM decides that a character has sufficiently practiced/used/trained enough at a particular skill. Each die “costs” it's number of sides in development points to acquire, but, unlike during initial character creation, each previous trait-die rating must be first obtained before graduating to the next. (A character starting with a trait rated at d8 must completely “buy” a d10 before being allowed to accumulate points towards the purchase of a d12. It would therefore cost 22 points to reach a d12 rating starting from a d8. Not just 12!)


SUGGESTED TRAITS

The suggested traits listed here in Nutshell are by no means exhaustive. The creation of additional traits is certainly encouraged. It is up to the GM to let players know which traits are available to their characters in his own particular game world and setting. Precise definitions of each of the traits, (and in which instances of task resolution they are used,) ultimately falls to the GM.


RUDIMENTARY TRAITS (Recommended)

agility - coordination of the entire body, nimbleness, maneuvering
aim - accuracy at sighting a target, dealing a blow, marksmanship
alertness - speed of noticing an occurrence, quickness of attention
awareness - cognizance of environment and surroundings
beauty - physical attractiveness, handsomeness, good looks
brawl - raw hand to hand fighting skills, melee combat
brawn - physical strength of the entire body, might, muscle power
charisma - likability, charm, persuasiveness, personal magnetism
craftsmanship - raw aptitude for making useful items by hand
creativity - penchant for original invention, thinking new ideas, art
dexterity - manual dexterity and hand-eye coordination, manipulation
empathy - perceptiveness of the thoughts and feelings of others
eyesight - seeing, ocular vision
hearing - listening, auditory
luck - good fortune and fate, karma, kismet, destiny
mystique - aptitude with magic, affinity for the metaphysical
olfactory - sense of smell, ability to scent (and perhaps, taste)
reckoning - intuition, estimation, calculating, "sizing-up"
rhythm - general sense of timing, cadence, meter, beat
splendor - metaphysical inner light, magnificence, glory, grace
vigor - stamina, ruggedness, toughness, capacity to endure
vitality - general health and immunity to disease or toxins, virulence
volition - will power, determination, self control
wisdom - intellect, knowledge, cunning, smarts


OTHER TRAITS (Suggested)

acrobatics/tumbling, alchemy/chemistry, algebra/advanced math, animal husbandry/care, apply disguise/masquerade, appraise (types of valuable items), archeology, archery/bow & arrow use, astrology, astronomy, audio-video arts, ballistics, bartering, basic math, basket weaving, bee-keeping/apiarist, bend bars, blacksmithing, boating, boomerang, boxing/fisticuffs, braid rope/twine, burst doors/force entry, business sense, cannoneer, carpentry/woodworking, cartography/draw maps, carving, change tire/fix a flat, chop wood, climb tree, climb with ropes, clock making/watch repair, cold weather survival/arctic lore, computer skills, concoct poison, cooking/food preparation, counting, creative writing/author, cryptography, cultural lore, deceive/tell convincing lies, desert lore, direction sense, drawing/sketching, drive automobile, drive wagon/chariot, electrician, engineering and design, engraving/etching, fencing, fire clay/kiln, fire making, first aid/tend minor wounds, fishing (hook & line), fishing (netting), fix or repair item, fletcher/arrow making, fling spear, flint knapping, fly airplane, fly helicopter, forestry/woods lore, foretell weather, gardening/crop raising, gem-cutting, geography, geology, grooming/hygiene, gut fish/skin animal, ham radio, herb lore, herding/shepherd, hide in environs/camouflage, hide in shadows, hold breath, hone/sharpen blade, hunting/trapping, hurl ax, hurl spear, inn/house-keeping, jeweler, juggling, jump/leap, kick, knot tying, lasso/lariat, law & jurisprudence, leather working, library/research skills, lock picking, lovemaking/sexual prowess, maintain weapon, make/tend fires, martial arts (karate/judo/etc.), mechanic, meditate, military fighting tactics, mimic sound/bird-calls, Morse code, navigation, operate machine/device, operate siege weapon/catapult, orate/public speaking, pack bags/stow baggage, painting/illumination, particle physics, perform ceremony/ritual, picking pockets, pilot spaceship, play dead/remain still, play instrument, plumber/pipe layer, pottery/clay tossing, punch/jab, radio dispatcher, read and write (foreign), read and write (vernacular), read maps, record keeping/accounting, red-smith/copper working, ride horse, rocket science, rowing, run/sprint/jogging, sailing, scale walls (freehand), sculpture/modeling, seamanship, set/remove traps, sewing/stitching, shield use, shod horse, shoe-maker/cobble, shoot pistol, shoot rifle, sing/chant, sleight of hand, sling & stone use, slingshot (elastic pull type), sneak/move quietly, speak (foreign language), sports (basketball, baseball, etc.), stealth/move unobserved, stone-working/masonry, strangle/choke opponent, surgery, switchboard operations, swordsmanship, taxidermy, throw dart, throw knife/dagger, tight-rope walking, tin-smith, torture/apply pain, tracking, trapeze artist, typing, weaving/loom craft, welding, whistle, wield hafted weapon, wrestle, yell/bellow, give a mighty shout, yoga, etc.


AFTERWORDS

In a nutshell, that's it! Make sure to select a good Game Master with an interesting and sufficiently detailed background setting. Create a character and just play! Improvisation and GM's prerogative are more important than an over-abundance of nit-picky rules!



Nutshell RPG is released by the author under his own version of an “open game license.” Those wishing to publish their own works that build upon the contents of this document are free to do so, even for commercial purposes, PROVIDED that attribution is made to Mike (Shmoo) Steely of Electric Gypsy as the creator and author of Nutshell RPG. And, provided that a link to http://electricgypsy.info/nutshell.htm is prominently included in the derivative work. (Please do not commercially publish this document verbatim or post it online without prior consent. Permission is granted to make any reasonable number of copies for personal use!)



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