How the Discworld TTRPG Works

Modiphius has created a new rules-light system for Discworld.

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Modiphius's new Discworld TTRPG will feature a new bespoke game system that's light on rules but heavy on wordplay. The Quickstart for Discworld: Adventures in Ankh-Morpork will be released to the public later this week, giving Discworld fans a first look at Modiphius's new Narrativium game system. Modiphius opted to create a new game system for their new Discworld TTRPG instead of using their usual 2D20 system, although details about the new game system were rather light....at least until now.

The isystem utilizes a stat-less Trait system that leans heavily on the wit and cleverness of the players and the GM. When a player wants to make a Test to accomplish something that has a chance of failure, they declare an action and then attempt to justify that action using one of their Traits. After a player has provided their justification, the GM assigns them an Outcome Die, with the size of the die dependent on how well the Trait fits with the action they are attempting to accomplish. If a player has provided the perfect justification (or if an action fits within a character's wheelhouse), the GM may assign a d12 or a d10. If the justification is particularly weak, the GM may assign a d4 or d6. Once the Outcome Die is determined, the player rolls their Outcome Die while the GM rolls the Narrativium Die (a d8), with the highest result determining the outcome of the Test.

If the player's result is higher than the Narrativium Die, they succeed in their Test, but a lower result earns a Consequence...which usually means another Trait added to a player's character sheet. In the result of a tie, the player succeeds in the Test but also faces a consequence of some kind.

Players can manipulate results using Luck, the sole resource of the game that's given out for excellent roleplay or original use of Traits in Tests. A player can choose to spend Luck to either aid another player's Test or lessen the Consequence of a failed Test. If a player chooses to aid on a Test, they have to justify their action with a Trait and are assigned an Outcome Die to roll. The GM doesn't re-roll the Narrativium die, but the result of the second player's Outcome Die replaces the original roll. In the case that both players fail the test, the Consequence is one degree worse and both players suffer it.

One key to keep in mind is that Discworld doesn't feature any Hit Points, nor is their a Combat system of any kind. The Quickstart notes that the full rules includes a section on dying, although this is usually an exceptional Consequence to a failed test. In true Discworld style, players are encouraged to get creative with their Traits and how they use them to justify their actions and the GM is encouraged to give out Luck to reward players who live up to the spirit of the books.

The Quickstart will be available to the public starting on Friday, with those on Modiphius's mailing list getting access a day early. The Kickstarter for Discworld: Adventures in Ankh-Morpork launches on October 15th.
 

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Christian Hoffer

Christian Hoffer





Tonguez

A suffusion of yellow
the system appears to put a lot of control in the GMs hands and making it entirely based on justifying traits puts a big burden on players to be witty and get in to the Discworld punny mindset, thats not going to be easy at all.

At least they have enough wit to admit that 2d20 wouldnt work ...
 

Whizbang Dustyboots

Gnometown Hero
the system appears to put a lot of control in the GMs hands and making it entirely based on justifying traits puts a big burden on players to be witty and get in to the Discworld punny mindset, thats not going to be easy at all.
Definitely not for every group, but for the right group, it'll be fantastic.

This also seems like it'd be a great actual play podcast or show with talented improv actors used to thinking on their feet. The Improvised Shakespeare Company would be amazing playing this.
 
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dbm

Savage!
Supporter
Sounds like an interesting option for a game that will generate Discworld style hijinks.

If you more want a game about playing a character who is in the Discworld then the GURPS version is still available. It’s probably the best ‘Powered by GURPS’ system, too, with rules and lore mixed well and aligned to the tone. My guess is it will always remain in print since Sir Pterry is one of the listed authors of the book.
 
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Distracted DM

Distracted DM
Supporter
A game without combat.. I know they exist, but they don't usually spark my imagination. Here and there I may have sessions of DnD without combat, but it's still core to my ttrpg experience with the exception of a couple games of Paranoia.
Buuut I have read and reread the Discworld series many times, so combat being not a thing in this game seems perfect- I could probably count the number of times there was a brief actual swordfight in the novels on my fingers. I'm almost scared of trying to imagine running such a game, but it'd be a great excuse to stretch out and try something new, exercise those narrative muscles.
 
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Ghost2020

Adventurer
Sounds like an interesting option for a game that will generate Discworld style hijinks.

If you more want a game about playing a character who is in the Discworld then the GURPS vetsion is still available. It’s probably the best ‘Powered by GURPS’ system, too, with rules and lore mixed well and aligned to the tone. My guess is it will always remain in print since Sir Pterry is one of the listed authors of the book.
I'm going to eventually get the GURPS third edition version. Just to be a completionist.
 

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