GMMichael
Guide of Modos
I wrote 13 essential rules for a DRPG. In the form of mechanisms, these are:
That fifth mechanism/rule seems less than essential, so I'd say there are Four Essential Mechanisms. If one were curious, s/he could explore further mechanisms (as rules modules) that turn four mechanisms into something a bit more interesting.
- A game master (GM) presents a setting and leads a discussion that the group forms into a story.
- The GM rolls a d20 against a player's d20 to determine if some situations go well or poorly. These results can receive bonuses.
- Rolls as "attacks" can be negated by "defenses," but defenses aren't allowed without the defender's prior knowledge of a threat.
- One table (to rule them all) of Difficulty is used as a guideline to help the GM add the aforementioned bonuses.
- A roll result that's too low always goes poorly, but the roller can choose to use half of the die's max result (the Halfmax) to avoid disaster.
That fifth mechanism/rule seems less than essential, so I'd say there are Four Essential Mechanisms. If one were curious, s/he could explore further mechanisms (as rules modules) that turn four mechanisms into something a bit more interesting.