**Character Creation** Characters begin with five Merits (defining traits). Merits should generally be one-to-two words, such as "archer", "strong swimmer", "socialite", "champion sleeper". Players should have at least one for social, combat, and exploration situations. The Game-Planner may want to avoid Merits that are too broad. **Playing** The Game-Planner presents goals; Characters achieve goals by interacting with the world. **Conflict Resolution** Whenever Characters want to do something, but an obstacle exists, conflict occurs. Conflicts are resolved through Difficulty-Checks. The Game-Planner sets Difficulty-Checks, but may use this guideline: Easy - 5+ Medium - 7+ Hard - 9+ Legendary - 12+ Oppose Difficulty-Checks by rolling a twelve-sided die and adding +1 for each relevant Merit; success occurs if the total matches/exceeds the Difficulty-Check. Demerits are like inverse-Merits. Each Demerit grants +1 to relevant rolls against their owner. Examples include "broken armor", "publicly shamed", "drugged". - If damage occurs, apply a Demerit. - Characters may attempt (possible Difficulty-Check) applying/removing Demerits from a target. - If creatures/objects have five (or more) Demerits, they're considered unconscious/broken. - Characters decide what happens to unconscious creatures after successful conflict-resolution. - Demerits go away after conflict-resolution. **Advancement** Characters may advance by gaining more Merits, which should be derived from in-game accomplishments.
I love Dungeons and Dragons, but I wanted to make something that was easy to start playing and lightweight… And I’ll take any excuse to promote usage of twelve-sided dice.