We have always wanted to design a fun and unique game that most everyone could enjoy, be they new to table top gaming or have been playing games like Dungeon and Dragons for years. We decided the best way to this was to start from scratch.
As we worked on S3RPG, we focused on what we thought would be interesting features. This did, on occasion, lead to us wanting to include features that were too complicated, driving the game into a direction we did not want to go.
It took many (and we can't emphasize that word enough) hours of brainstorming, play testing, breaking rules, creating new rules, and a plethora of tweaks to ensure there's enough complexity to the game to keep it exciting but simple enough that we stayed true to the heart of what S3RPG is supposed to be...a super, super, simple role-playing game.
S3RPG (Pronounced Ess-Cubed-Ar-Pee-Gee) is a super, super, simple role-playing game system built from the ground up. Using a simplified character creation system and simplified rules, players can begin playing S3RPG within minutes, and because of the streamlined scenario and combat systems, and subtle video game style elements, players will be enjoying their latest adventure right away. Keep in mind, S3RPG isn't your typical RPG, it is a silly place, filled with quirky humor, bizarre monsters, and a fantastically absurd little feature called 'Foodality!'
As mentioned earlier, the world of S3RPG is a quirky place. Monsters occasionally turn into food (conveniently called Foodz), shiny little pieces of magic called Sparks litter the world upon completing most tasks (even those that seem completely mundane), and the NPCs will sometimes speak with weird and random accents (though that may just be the Storyteller’s fault…the world may never know).
S3RPG is designed for fun and intentionally silly at times. Rats may be found drinking tea and wearing top hats, zombies may be part of rave, dancing to their heart's (or lack there of) content, and don't be surprised if you have an awkward encounter with an Orc Lawyer.
Game play starts with gathering a minimum of two friends, co-workers, strangers, or whomever you want to play with. One player is the Storyteller, who'll be guiding the other players through the adventure.
The other players will choose the Archetype they'd like to use, which includes the Archer, Boxer, Dark Mage, Guard, Light Wizard, Solder, and Warrior. And don't worry if you only have one or two players, the simplicity of S3RPG allows for one player to easily play two different archetypes at the same time!
The 44 page core rule book includes everything needed to play S3RPG: The rules (of course), game play examples, 7 Unique Archetypes, 2 Short Mini Adventures (each ranging from 1-3 hours), 1 Main Story Book containing 4 Unique Chapters (likely to run multiple play sessions), and 20+ Monsters.
To play S3RPG, it's recommended you have either a game board with 1” squares/hexagons or a ruler/tape measure for measuring Player movement (generally only needed during dungeon crawling/adventuring where combat may occur), a list of Monsters the Players will be encountering during the play session on a wound tracker (which is included in the book for ease of use) to keep track of damage the Monsters have received during combat, and at least two 10 sided dice (2d10) for each Player and for the Storyteller.
While S3RPG does have pre-designed Archetypes, Chapters, and Monsters, Storytellers will have everything they need to create their own unique worlds for them and their players to adventure through.
As players adventure forth, they'll encounter NPCs (non-player characters for the uninitiated) and monsters. NPCs will generally point players in the right direction on their adventure but they may also provide players with items.
The following is an example of a situation the players may encounter while adventuring:
The three player characters, Philbo, Lothar, and Captain Jack Flamingo enter a room. There are four goblins guarding a treasure chest; as the players enter the room the goblins see them and draw their weapons.
There are many different ways players may approach this encounter, however, we'll focus on two possibilities.
- A) The players, weapons drawn, charge the goblins and engage in combat.
At this point the Storyteller may choose to draw the room on a game board and place four goblins upon it. The players place their characters on the map (See Game Mechanics for more info; also anything can be used to represent the goblins and players, so long as everyone knows who is who).
- B) Philbo sheaths his weapon and steps forward, pointing at the group of goblins. He attempts to speak in Goblinese; the Storyteller has the player roll one 10 sided die and manages to roll a 9. The Storyteller decides this is a good enough roll that Philbo does indeed speak Goblinese. Philbo says "Y'all don't look like dancers so this should be easy, Imma challenge any one of you to a dance of and if'n I win, that there treasure is ours."
The Storyteller may choose to draw the room and place the four goblins on the grid, this time however, one goblin stands front and center while the other three are off to the side. The players place their characters in a similar fashion (See Game Mechanics for more info).
Before we continue with the encounter from earlier, lets talk a little about combat. During their journey, monsters will provide players with their main point of contention which is generally solved via combat. When a player engages in combat, they'll roll 2d10; if the total value of their roll plus their archetype Hit stat total is greater than monster's Defense, the monster is dealt 1 wound...just remember, monsters will get a chance to attack as well!
However, as mentioned earlier, not all encounters with monsters have to result in combat. In the earlier instance, a player challenged goblins to a dance-off; they may at some point also attempt to bribe a walking corpse with donuts, check with a Hollow Armor to see if they just want a hug, or whatever bizarre and goofy ideas they come up with. Keep in mind though, the storyteller has control of the monsters, so there's no guarantee what'll work, but hey, it's always worth a shot!
Now, here's the followup to the previous encounter.
- A) Philbo decides to go first, spending two of his four AP (Action Points) to move two spaces (each space/inch requires 1 AP). He is now within range to attack the first goblin. Attacking costs two AP so he will have no more AP until the start of the next round; he rolls 2d10 to hit the goblin. He adds his dice roll to his total Hit value and combined, the value is greater than the goblin's defense; the goblin takes one wound. Once the other players have gone, the goblins will then attack the players; the Storyteller rolls for the goblins' attacks.
The players would continue this, moving around the room as necessary, and attacking until either the goblins have been slain or the players have been defeated.
- B) Philbo stands proudly in front of the goblins, ready to dance his heart away. One of the goblins motions to the others to step away, they gladly oblige. The main goblin then sheaths his sword and removes his belt. With one quick motion he removes his outer layer of clothes to reveal a rhinestone encrusted jumpsuit with a high, fancy collar. He then removes his musty, leather cap to reveal an immaculately sculpted pompadour hairdo and, almost magically, he flips out a pair of golden-rimmed sunglasses and places them upon his face. The players are almost in awe of this spectacular display.
At this point, as there are no stats for dancing, the storyteller would choose how the dance off would go down. Would the player and Storyteller take turns rolling one d10, highest roll determining the winner of each round? Would the player describe his dance with words (or even with a dance) to try to impress the Storyteller? Maybe the dance off is really just a distraction and the other players now want to sneak around to steal the treasure...the beauty to S3RPG is that there are no wrong answers to this situation as long as everyone is having fun!
Players will get stronger and purchase abilities (which we call Buffs) via the use of Sparks. Sparks are earned after encounters are completed or whenever the Storyteller wants to reward players' creativity. Sparks can be used to improve Hit, Defense, Health, and AP, as well as purchasing the aforementioned Buffs. Buffs may include the ability to stun monsters, increase range of an attack, or taunt monsters into attacking a certain player, among many other options (all of which are unique to each archetype).
For many experienced role-players, death can be a pretty daunting experience as it's usually permanent. In S3RPG, death isn't permanent, however there are consequences to death: all Sparks earned (but not spent) will be dropped at the location all the Players died and, as payment to Mr. Grim for reviving the players, all unused Foodz will be lost. Players will have to venture back to the location to get their missing sparks back (yes, a very similar feature to one of our most loved/hated video games).
There's so many more exciting and interesting features to be found in S3RPG, all of which we believe will keep players coming back!
We want to ensure players have everything they need to play, which, coincidentally, is just the book. However, we realize not everyone has dice and blank game boards, laying around, which is why we are offering those as rewards as well!
The following as a quick breakdown of the rewards:
- 44 page Core Rule Book
- 20" x 24" quad-fold S3RPG themed game board
- Set of 10 random d10s
- Personalized 4-5 Chapter Adventure with new NPCs and Monsters
In addition to the primary rewards, we have additional items you, as the backer, can add to your pledge. We've got additional copies of the book, d10s, and much more (some of which will be come available through stretch goals)!
If we surpass our goal, we have some groovy little extras, some of which will be available to all backers, some to just physical backers, and some will become available as an Add-on.
Check out this fun interview we did with Midgardia, an awesome gaming channel you should definitely be watching!
Daniel Lutz has been in gaming most of his life. From the kitchen table with 1st Edition Dungeons and Dragons, he developed a deep seated love for all things "Role-Playing" and "Fantasy Adventure". This also came with a love of video games, which allowed him to see the adventures, rather than just imagine them. After he met Dan Feldmeier, and after many hours of chatting about games, he decided to just go for it. As an aspiring novelist and game creator, and with the strong friendship that developed, he strives to share his ideas with the world.
Dan Feldmeier is a freelance artist who has done cover work for Brian Pulido's "Lady Death", Marat Mychaels' "Do You Pooh", and Jacob Bear's "Batbear". He is also an avid gamer, both video games and table top games. While he has also been wanting to make games for quite some time, it wasn't until recently, when he began hanging out at a local gaming store, that he met Daniel Lutz and has been able to start making games. From their friendship and a love of gaming, Dan's dream of making games is coming to fruition.
The majority of the funding will go into printing the books, screens, and game boards, as well as covering the shipping costs to get you awesome backers your rewards.
"S3RPG is a great game for people unsure if they wanna play tabletop rpg's. character creation is quick and easy and takes only a minute to get into the game. I would recommend it to anyone on the fence for playing D&D or any other table top rpg's. "
- Chris Morse
"Lighthearted and whimsical, fun for a quick game night. Super super simple enough, I gm'ed for my first time ever."
- Kevin Smith (No, not that Kevin Smith)
"Honestly it's a simple and easy to learn rpg you can play in a realative short time. I really enjoyed the fact that it's more on the silly side with the DM making it fun. 5 stars for me."
- Josh Nielsen
"Amazing rpg good for newbs."
- Ian Kerr
The book is pretty much done at this point, the only issues we may run into would be minor grammatical corrections or slight tweaks to be doubly sure the everything is balanced.
As soon as the campaign is finished and we have an idea of how much of each item needs to be printed, we'll be immediately placing the orders! We are looking to start shipping out rewards to our backers as soon as we receive them from the printers.
If everything goes smoothly, we'll be shipping products by early to mid July. Of course, we'll be sending out the digital PDFs immediately after all surveys are received, which should mean most of you wonderful backers should be enjoying S3RPG very soon after this campaign ends. Our "Estimated Deliver Date" of August for most rewards is only as such to give a little leeway should there be printing/shipping issues.
Risks and challenges
The core rule book has been mostly completed and a multitude of play testing has been done so the only risk we run into will be with the printers and ensuring the product is up to our standards.Learn about accountability on Kickstarter
- (30 days)