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ELEGANT ROLE-PLAYINGby Gregor HuttonVersion 1.03. October 14, 2002Elegant Role-Playing (ERP) is a free role-playing game system. The ERP rules are also available as a PDF in an updated form. CONTENTS1. THE BASICS 2. THE SYSTEM 3. CHARACTERS 4. THE GAMESMASTER 5. ACKNOWLEDGMENTS 1. THE BASICSElegant Role-Playing (ERP) is a simple system for running role-playing games. Role-playing is an interactive narrative between several players and a moderator, called the GamesMaster (GM). The players all play a single character each (called a PC, for Player Character) and the GM describes the world in which the adventure is taking place. The GM also plays all the incidental characters, such as the friends and enemies of the PCs. The idea is for everyone to have a good time, adventuring, solving puzzles and mysteries, and making stories. ERP is based on three Characteristics: MASTERY, WISDOM and POWER. You will need a six-sided die (d6) to play. ERP can be used for anything from a fantasy setting to modern and science-fiction games. It can also handle anything from human to Godlike level. I hope it is simple to use and allows you to have many enjoyable adventures. 1.1 CharacteristicsMastery, Wisdom and Power are described in rating points, an average human has a rating of 3, while a mighty hero may have 12 or more.
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Type
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DM
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Example |
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Ultra Lt
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3
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Kick, Punch, Sling, Improvised Attack (bottle, etc.) |
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Very Lt
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2
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Knife, Sap, Shortbow (long range), .22 Handgun or SMG |
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Light
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1
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Club, Machete, Shortbow (short range), Longbow (long range), 9mm Handgun or SMG |
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Medium
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±0
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Sword, Axe, Crossbow, .45 Handgun or SMG, Longbow (short range), Shotgun (short range) |
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Heavy
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+1
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Sword (2H), Flail (2H), Spear (2H), .357 or .44 Handgun, Light (.22) Rifle |
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Very Hv
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+2
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Greatsword (2H), Greataxe (2H), Halberd (2H), Pike (2H), Medium (5.56mm) Rifle |
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Ultra Hv
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+3
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Chainsaw (2H), Heavy (7.62mm, .303) Rifle, Shotgun (pointblank) |
(2H) = two-handed use
Armour reduces the number of wounds by a set amount. Hardened leather armour reduces the damage by 1, ring mail by 2, chain mail by 3 and plate mail by 4. Armour will not reduce a blow below causing 1 wound. Also note that armour does not protect against non-physical wounds. Rings of Protection typically reduce damage by either 1 or 2 points depending on the strength of the magic, these can reduce a blow to causing no wounds (unlike armour). Protective magic is subtracted from the damage before any armour is taken into account. Rings of Protection also protect against almost all sorts of damage (psychic attacks and so on). Strangely Rings dont protect against the damaging effects of casting spells, and some say that the rings even take pleasure in being bathed in such damage... Legend also says that rings can gain Glory...
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PR
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EN
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Armour |
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+1
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0
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Leather |
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+2
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1
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Ringmail, Light Chainmail Armour or Flak Jacket |
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+3
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2
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Heavy Chainmail, Scale Armour or Kevlar Vest |
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+4
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3
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Plate Armour or Reinforced Kevlar |
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+1
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0
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Helmet |
PR = Protection, EN = Encumbrance
Heavy armour limits the wearer in his agility, flexibility and movement; the scores of all contests involving agility are reduced by the encumbrance level of the protective clothing worn.
Role-playing is a hobby that has to be played to be understood and enjoyed. To play you will need a character (called a PC). Note that while the GM does not play a PC along with the other players, the GM plays all the incidental characters in the game: so-called Non-Player Characters (NPCs). They are created in much the same way as PCs but are less important to the game. Ideally the game should be about the adventures of the PCs, not the machinations of an NPC.
As a player you have a responsibility to play your character fairly and with vigour. You also have a responsibility to the other players in the group, this is a joint experience.
A common way to create characters suitable for adventuring is as follows. Allocate 15 points between the three Characteristics: Mastery, Wisdom and Power. Typically the Characteristics should be rated as 4, 5 and 6. Pick 1 skill. Pick 1 Attribute for one of the three Characteristics. Take 15 Glory and either mark it on the Character Sheet as unspent Glory or use it to buy Skills, Attributes, Characteristics or a Gift. Note that the highest rated Characteristic can be no more than five higher than the lowest rated one.
Of course, you must also have an idea of the character's name, what they look like and what they do. Try to create your character with flair.
Write down all that the character owns. This list is subject to the approval of the GM and your fellow players. Think about what your character has very carefully. Do not make this an exercise in writing down every useful piece of equipment that you can think of. For instance: why does your character have only the clothes he wears, and why are they wet? Or why does your character have the fabled Cutlass of Mandang, and why is it not in the Sultan's Palace in Rumardia?
Think about you character for a moment. How does the character see the world they live in? Why is the character where they are? What does the character believe in, and which things in life do they enjoy? And what do they dislike? Try to create a well-rounded character that will be fun and memorable. Also think carefully about how and why they will integrate with the other PCs. Do not create reasons that your character will not be a team player. When you have found you character's 'voice' within the 'choir' of the group then you are ready to play.
CHARACTER NAME
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WISDOM knowledge memory reason education
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Attributes:
POWER chi charisma determination fate
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Attributes:
MASTERY dexterity skill talent strength
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Attributes:
WOUNDS injury damage pain
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GLORY fortune experience destiny
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SKILLS
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GIFTS
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MY LEGEND
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MY POSSESSIONS and their effects
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The players all have a responsibility to play their characters fairly and with vigour. The GM has a responsibility to do likewise, but the GM is responsible for the whole gaming world and all its inhabitants! A good GM will be fair and allow everyone to have a good time, while creating interesting adventures for the PCs. This is a difficult task, but one that can be very rewarding.
The GM creates the basis for the stories. It is the GM that fleshes out the adventure with mysteries, clues, vibrant NPCs and dastardly foes. The GM should ensure that the adventure makes sense, has a beginning, middle, a climax and a definite end. The GM is also in charge of handing out rewards at the end of the adventure (see Glory in Section 1.9). If the players are going off-track it is the GM's job to re-evaluate the story and ensure that a new story unfolds seamlessly.
The GM is the final judge of what is, and what is not, allowed in the game. This power should be wielded fairly and in cooperation with the players. The players, in turn, must trust their GM to run the game fairly and in the best interests of everyone. If they give you their trust ensure that you keep it. It can be a tricky line to walk; at times you must put the PCs in danger while making sure that you are not seen as unfair. Never make rash decisions or treat the players with disrespect. After all, if you are not fair and balanced no one will play any games you run in the future.
The mood of the game, while maintained in cooperation between the GM and the players, is set by the GM. The tone of the game is important and the game will be more memorable if the GM establishes and maintains the atmosphere appropriately. As a GM, whether you are fostering a mood of inspiration, fear, high adventure, tension or slow-creeping horror, it is up to you to convey the mood at all times. Music and lighting can be an aid to this if used well and subtly.
An alternative style of play is so-called 'Troupe-style' play where the players all take turns in being the GM. This can be very enjoyable as everyone gets a turn at presenting interesting adventures for the others. The golden rule for this sort of game is that the GM must not favour their own PCs. In fact I would recommend that PCs of the GM are not involved in adventures at all. Still, as mentioned in Section 1.9, a fair GM may receive Glory for one of their PCs should the other players think the GM did a good job. This type of play can prevent a series of adventures becoming stale. On the other hand many players prefer to be only a player or a GM, so it is not a style of play that suits everyone.
Gregor Hutton was born in 1972 near Glasgow in Scotland. He has been a role-player, game-tinkerer and writer since 1984. He currently lives in Edinburgh and works as a Senior Editor for a publishing company.
Thanks to David Bruns for suggesting the addition of Attributes, Skills and Gifts. David continues to make an invaluable contribution to ERP and ERS (the German translation). Cheers David!
ERP is (c)2002 Gregor Hutton. Text and art by Gregor Hutton. http://gregorhutton.com/