Zero Commitment RPG

A quick and simple tabletop system for one-off games

When I was in college I was briefly part of a tabletop RPG club. At the first meeting of each academic quarter, the club split into gaming tables which would last the next three months. I missed that first meeting, so I started a table of “leftovers” like me who couldn’t commit to a recurring weekly game.

Given the non-committal nature of our group, I didn’t want to waste time getting the players up to speed on a large tome of rules. I had previously been inspired by the simplicity of Fabletop, an online-only RPG. So I tinkered with the rules to favor in-person play and switched to six-sided dice since I had a bunch of them available.

This system is the result. It’s a short read, allows quick character creation, and encourages character death or retirement by the end of the session. We called our group the “Zero Commitment RPG,” so I kept the name.

Making a character

Start the character with a name and a two- or three-sentence description, which should focus on their personality, background story, and goals.

Each character has three basic traits and two bonus traits.

The three basic traits are Agility, Mind, and Might. All three must add up to seven points, and each must be at least one point. A split of 2–2–3 is recommended, putting the three in whichever trait is most central to your character.

The two bonus traits connect your character’s background to the mechanics of the game. Each should describe some aspect or skillset of your character, such as Archer, Ninja, Smooth Talker, Terrifying, etc. Each bonus trait counts as one point. If you’d like to play a specific class, use it as one of your traits.

Starting Health is (Might + 1). When health reaches 0, the character is dead.

Each character starts with (Mind + 1) expendable Power Points. Throughout play these will be used up, so write them where they can be crossed off. They are restored at the start of each scene.

Performing actions

When a character attempts an action, they roll multiple dice (or the same die multiple times). The number of dice to roll is the points of whichever base trait is most applicable plus any bonus traits that apply.

Examples:

⚀⚁⚄⚅ (1, 2, 5, 6) gives 2 stars due to the 5 and 6, and gives no twist.
⚀⚀⚄⚅ (1, 1, 5, 6) gives 2 stars and a bad twist, due to double 1s.
⚀⚀⚅⚅ (1, 1, 6, 6) gives 2 stars and a good twist, due to double 6s and because good twists take precedence.

  • Each 5 or 6 counts as a star
  • If there are two 5s or two 6s, add a good twist
  • Otherwise if there are two 1s or two 2s, add a bad twist

Success is determined by the number of stars vs. the difficulty of the action. For most challenges, 1 star is enough. Especially difficult challenges require 2 stars.

Only one bad or good twist may occur; good twists take precedence.

A good twist means the action has some beneficial side-effect besides the goal of the action itself. Examples: noticing extra details, regaining HP, getting a positive perk for the rest of the scene.

A bad twist means the action has some detrimental side-effect besides the goal of the action itself. Examples: tripping, making a loud noise, nicking oneself and losing HP, getting a negative perk for the rest of the scene.

Power Points & magic

Power Points can be added to a roll to provide a guaranteed star. The player must declare they are using a Power Point before they roll the dice.

Once used, a Power Point is crossed off the character sheet. It can be regained through rest; see below.

Additionally, Power Points are used when magic-wielding characters perform their arcane craft. When the mage performs their spell for the first time, they expend a Power Point. Thereafter they can reuse the spell without using any Power Points, if it is a simple spell (fireball, healing light wounds, shining a light, etc.) More complex, impressive spells cannot be reused.

Rest & recovery

After each scene, or whenever it makes sense that the characters could rest and eat for a couple hours, Health and Power Points are fully restored.

Making the story

The GM should actively seek ways to include players in the creation of the story. This generally involves dividing players up, either into sub-groups or as individuals, and having them form stories about others.

Here are common forms of collaboration:

A wheel is when each player writes a story about the character sitting next to them. The GM gives each player a prompt, announces the direction (either the character to your right or your left), and then gives players time to respond.

A grouping is when the players divide into two or three sub-groups. Each sub-group receives a prompt to write a story about the characters in the other group(s).

A shuffle is when each player writes something about their character on a slip of paper, then the papers are randomly shuffled among players. Each player then adds on to what was written, contributing some twist or secret to the character’s story.

When the end is nigh

As the session draws to a close, it’s time for characters to start dying. Or retiring, disappearing into the woods, getting lost at sea, being sucked into an alternate plane, falling into an eternal slumber, etc.

Consider ending the session with an epic boss battle. When characters die, have them assume the roles of the enemy, or allow their ghosts to participate somehow.

For a less severe ending, have the players decide how their characters might disappear happily into the sunset—perhaps how they retire with their riches. Form a conclusion to your story.

Regardless of whether they die or retire, characters should go “out of commission.” Next session, new characters will be played instead.

Although the characters go away, the world may remain the same. Try to incorporate the fallen characters’ stories and actions into the world for next session—game settings should get better with age, marinating in the flavorful stories of former characters.