Roll To See If I Have Underpants On

I was reading through the RPG StackExchange looking for some inspiration and clarification, when I stumbled across Roll for Shoes via this link (http://story-games.com/forums/discussion/11348/microdungeons-i-roll-to-see-if-i-have-shoes-on/), mentioned in a post about rules-light pen-and-paper RPGs (hereafter PnPRPG). It’s a PnPRPG system described in seven bullet points.

It looked really simple and more importantly, easily adaptable to lots of different systems, making it appropriate as an entry-level PnPRPG, and also great for quick sessions. It requires almost no setup if you stick to low fantasy settings (i.e. no magic, Middle Ages technology), but even other subsystems are pretty easy to invent on the fly, as long as the players agree. Incidentally, it can be played without a GM if the players take turns narrating events that other players roll for.

I won’t repeat the rules here — just read the original post. In fact, I insist. Also, this page has a clear summary: http://rpg.stackexchange.com/tags/roll-for-shoes/info.

This time, I tried a one-player game against myself, both as a test drive of the system and as a way of practicing my GM-ing. What follows is the record of my 4-hour playthrough. I’ll mark significant changes to my character sheet by writing it like so:

Name: Melvin; Class: Greenhorn; XP: 0; Coins:0;
Skills: Do Something 1.
Inventory: -None-

I’ll also be marking GM internal decisions — as in, dialogue I have with myself as GM, but not made known to me as the player — like so:

//Roll for Shoes uses d6 to decide things. Roll to challenge, and GM rolls based on difficulty. If player’s total exceeds the GM’s rolled total, it’s a success. Otherwise, player fails, marks XP, and awaits narration.

I didn’t record the exact dialogue I had with myself (esp. since I was writing), but I did record most of the salient points. I’ll reconstruct the playthrough using my notes, marking lines by the GM with a brace (>) and the player’s lines with an equals sign (=).


(GM) > A couple of days ago, you realized that a normal life as a peasant wasn’t a life worth living. Goodness knows why you didn’t realize that earlier. Fortunately for you, the local adventurer school is accepting its next batch of aspiring adventurers. Or perhaps more accurately, its next batch of monster fodder. Welcome to this no-name, sorry excuse for an adventurer school. You enroll with the entirety of your savings. At least you’ll get equipment that suits your abilities when you finish the course. What name do you write down on the enrollment form / liability waiver?

(Player) = “Melvin”.

> Okay, paperwork done. At least you know how to read and write, which is more than can be said of the average peasant. You have 10 days of training. The first 5 days cover 5 different training courses, and on the next 5 you can choose to attend additional sessions of the basic training courses. Training starts tomorrow. …And it’s now tomorrow. Day 1 is the Obstacle course.

= So, since I only have the Do Something 1 skill, I roll 1d6 right?

> That’s right. Of course, you’re free to narrate how you try to approach the course, or just leave it to me.

= I’ll leave it to you for now. I try my hardest to make it through the obstacle course as fast as possible.

> Okay, roll 1d6 against Easy difficulty (that’s 1d6).

→ROLL: PC 4 v GM 4

> You make it through most of the course okay, but have trouble climbing the wall at the end. Not a good start. Mark 1 XP.

= Aw.

> Day 2. Melee combat training, or smacking each other with sticks. This is an easy challenge.

→ROLL: PC 1 vs GM 2.

> You and your opponent take several wild swings at each other, but both of you are unconsciously holding back. When your sticks finally connect, the shock knocks it loose from your hands. Your opponent swings through, but the inertia makes him trip and knock you over. The instructor sighs with disgust.

= Oh man, I can’t even swing a stick properly?!

> Don’t worry, you still get 1 XP for that. Remember that you can upgrade a failed roll with XP to get a skill, but it won’t affect the outcome. Or you know, roll all sixes. >:D So now you have 2 XP.

= OK.

> Day 3. Archery, or trying to hit a stationary dummy without breaking the crappy training bow. Should be easy enough.

= Come on…

→ ROLL: 5 vs 4.

= Yes! Finally!

> You didn’t get all of your arrows in the dummy, but a couple were head hits. The instructor claps you on the back. “Well done.” You now have the option of receiving a bow and a small quiver of arrows when you graduate.

= OK, but I was kinda hoping to be a melee fighter…

> Well you still have several chances, depending on how you spend your elective days. In any case, Day 4! Magic for dummies. Actually, not everyone will be able to wield magic properly, but at least you all get lessons on fundamental magic theory and types.

= Ooh, can I be a swordmage?

> You can be anything you want, as long as you have the skills to merit that title. I’d say you need at least Low Magick and Melee to be a swordmage.

= That makes sense. So, roll 1d6 right? How hard is it?

> Easy. You’re up against 1d6.

→ROLL: 3 vs 1.

> You are able to summon a small orb of light before it sputters out. Nonetheless, it looks like you have the potential to wield magic, unlike some of the other candidates who failed, in spite of their constipated-looking faces as they tried so hard. You can choose to get a spellbook on graduation.

= Incidentally, how many magic spells would I be able to use?

> Let’s say you start out being able to cast up to 3 minor spells between rests. Sound fair?

= Sure. How do I learn spells?

> Hmm. I haven’t decided yet, but the spellbook, if you choose to take it, will contain several simple spells.

= Do I have to be holding the spellbook to cast spells?

//Let’s let him play swordmage and not require that he be holding the spellbook.

> I’d say no, as long as it’s on your person or nearby with no hindrance, and the spell is in your spellbook. So if it’s in your pocket or on a table within a few meters, I’d say it’s okay. Before you ask, I’m setting the initial capacity at 5 spells.

= Okay. Day 5 then?

> Day 5. Defense. Dodge, block, deflect, parry, or stand and take it like a man (a stupid man, that is). You are given a small shield and a stick, though you are forbidden from attacking, because this is an exercise in defense after all.

= Well, I’m not just going to let them hit me! I try to dodge the slow attacks and block quick ones.

→ROLL: 2 vs 2

> You just barely make it through without a scratch. Unfortunately, the instructor was taking it easy on you. He sighs heavily and points out that perhaps it would be best to focus on one style for now since you hesitate when choosing to dodge or block. Mark 1 XP.

= Darn.

> Now you can choose which sessions to attend. What do you choose for Day 6?

= Hmm. Well, I’ll just go through all of them again in the same order. Let’s find out what kind of adventurer I will be.

> All righty then. Day 6 is Obstacle Course, from the top. Have at it.

→ROLL: 3 vs 1.

> The mud pit wasn’t as slippery this time around, and you make it across the balance beam with ease. This time around, your foot somehow finds purchase on the wall, and you make it over in time. That’s a pass.

= Hmm… I have 3 XP. I could upgrade it but… What would I get?

> Let’s say Field Mobility, which covers things like running, crossing rough terrain, vaulting low fences, and climbing.

= I guess I’ll save it for a combat skill for now.

//Good call, I think.

> OK. Day 7. Your second knock at Melee. Let’s hope you don’t mess up like last time.

= Hey, that was partly my partner’s fault! Anyway, I really want this one…

→ROLL: 4 vs 4

> Your partner this time isn’t half bad, and your desire to learn how to smack your enemies around helps too. It’s an even match though. You feel more confident wielding a stick now. Mark 1 XP.

= May I spend 2 XP to get the skill?

> Of course. You now have the Melee 2 skill. That means if you make a melee attack, you can roll 2d6.

Name: Melvin; Class: Greenhorn; XP: 1; Coins:0;
Skills: Do Something 1. Melee 2.
Inventory: -None-

> Day 8. Archery, same as last time. You good with that?

= Yes.

> Archery again. Maybe this time you’ll hit your mark with all the arrows.

→ROLL: 3 v 2.

= Well, that’s how the dice roll…

> Indeed. It’s pretty gusty today, and you miss your mark a couple of times. The instructor advises you to slow down, and think about how the wind affects your arrows. “Either shoot into the wind and let it curve your arrow’s flight, or loose when the wind dies down.” His advice works, and you land the rest of your shots.

= *Sigh*

> Buck up, it’s Day 9! Magic for noobs. There are fewer students this time around, so the instructor is able to give more detailed advice. Maybe a more concrete goal would be helpful, she thinks. This time, you’re handed a sheet of paper with a simple fire spell. Your target is a bunch of sticks in a fire pit. No tinder though, because that would make it too easy. Roll 1d6.

→ROLL: 6 v 2.

> You focus intently on the target, recite the spell as precisely as you can, and will energy to flow. A gout of flame jumps from your outstretched hand and sets the sticks ablaze! You’ve got a knack for this —add Low Magick 2 to your sheet.

Name: Melvin; Class: Greenhorn; XP: 1; Coins:0;
Skills: Do Something 1. Melee 2. Low Magick 2.
Inventory: -None-

= Yes! Swordmage!

> Wait until after graduation, okay? One last day. Do you challenge Defense again?

= *Nods*

> Day 10. Defense, or winning by not losing. Brace yourself and roll.

→ROLL: 2 vs 6

= ಠ_ಠ

> Maybe it’s because it’s the last day, but the Defense instructor (incidentally also the Melee instructor) goes all out on your ass. You don’t do any better than before, but against this flurry, it’s but natural to take a few whacks. He thrusts his stick at you, and you raise your shield to block it, but it glances off the top section and hits you in the face! It’s not too bad, but you’ve got a black eye for your efforts. Mark 1 XP.

= Ouch.

> Today is your graduation day. The sun is out, the birds are chirping, and you have nothing to do until the ceremony late in the afternoon (probably so everyone can go celebrate at the tavern afterwards). Yesterday, before you left the school, you were asked whether you preferred a melee weapon or ranged weaponry, and if you had any preferences as to the type. Which did you choose?

//Ugh, should have done that before graduation day. Anyway…

= I chose Melee. A sword sounds about right.

> The ceremony has begun. As your name is called out, you approach the head instructor, a grizzled man who walks with limp. He congratulates you on completing the course, and invokes the names of some of the old gods to help you survive. He hands you a suit of padded armor — which to be honest is little more than a sturdy and somewhat bulky coat. Next, your former melee instructor approaches, and hands you a short sword in a scabbard. Finally, your former magic instructor presents you with a small but serviceable spellbook. She advises you to sleep with it nearby tonight, to let it attune to your signature.

//Note that the spellbook contains: Light, Magic Missile, Cure Minor Poison, and Heal Minor Wounds. One slot is empty.

= Nice. Can I equip them now?

> Not yet, because you’re off to the celebratory party! You’ve get a week’s stay at the inn, breakfast and dinner included. You are told to stash your new equipment and come back to the main hall immediately so the party can begin. Drink and be Merry! Roll 1d6!

= Roll for what?

> Well, it’s not all combat skills you can get, you know. If it’s not too silly, I’ll grant it to you if you roll sixes or expend XP.

//This should also encourage him to take a more active narrative role from here on out, though I’ve been limiting it so far.

= So you mean if I roll a six on this or use XP to complete a six, I can name a skill I want?

> As long as it is relevant to drinking, eating, or general merriment. For example, I could offer you the skill Holds Liquor 2, allowing you to roll 2d6 whenever you drink something alcoholic.

= Cool. I roll…

→ROLL: 2 vs 5.

> Oof. Mark 1 XP, for a total of 3. How do you act when you’re drunk (speaking to you as the PC)?

= I go quiet and sit in a corner, watching other people with a zoned-out smile on my face.

> Pretty benign, huh. Well, that’s what you’re doing right now, after being made to drink faster than your normal pace. One of the customers — not a member of your group — makes fun of you, commenting on how crappy you greenhorn adventurers are, especially you, sitting there like a moonstruck cow with a spot around its eye. How do you deal with this?

= I try to keep my temper.

> That’ll be a Do Something 1. Roll please.

→ROLL: 3 vs 3.

> It’s probably the alcohol, but you can’t hold it in. Mark 1 XP. Do you confront this jerkwad, or ignore him? He doesn’t seem very strong.

= Hmm. Well, I think I can take him. I stand up and challenge him to a fistfight outside!

> Alright, let’s see what effect your bold approach has. Roll 1d6.

→ROLL: 6 vs. 1

> Excellent. Your voice is firm, and you are able to make it clear that you are serious about this, drunk or not. You clench and shake your fist as you confront him, showing off your arm muscles. He is instantly cowed — probably a coward to begin with, who thought you’d be an easy target because you looked out of it. He cringes and starts to back away.

= So, no fistfight then?

> Nope, but you get a new skill for rolling a natural 6. How does Social 2 sound? You can use it to make all sorts of socially-relevant rolls, such as confronting, convincing, and so on.

Name: Melvin; Class: Greenhorn; XP: 4; Coins:0;
Skills: Do Something 1. Melee 2. Low Magick 2. Social 2.
Inventory: -None-

= That sounds pretty useful.

> What now?

= Hmm. Well if he’s backing down, then that’s that.

> Your fellow graduate, full of himself and a bit too much drink, isn’t letting it slide though. He heard that part about you lot being crap, and he’s pissed. Do you attempt to stop him? It’s going to take some assuaging, since he’s angry and drunk, so Normal difficulty.

= Normal?

> Normal difficulty is 2d6. This would be your first Normal challenge. Unless you have some other action in mind?

= Nah, I’ll try to stop him. Since this is a sort of convincing, I can use my Social 2 skill, right?

> You’re getting the hang of this game. Yes, roll 2d6 with Social, and let’s see how well you do.

→ROLL: 11 vs 6.

> You quickly defuse the situation by convincing your fellow graduate that it’s not worth it. At the same time, you grab a drink off the counter (never mind whose it is), and hand it to him. “Come on, let’s just celebrate tonight. He’ll be eating those words before too long!”

> A female member of your class saw what you did, and smiles at you. What do you do?

= Can I try to sleep with her?

> If you can charm her, then sure. Roll Social.

→ROLL: 8 vs 10.

> You chat for a while, but it becomes clear that she isn’t interested in “that”. Mark XP.

= Oh well.

> It’s now pretty late. Several of the instructors have left, and some of the graduates are either passed out or have headed back to their rooms. What do you do?

= I guess I’ll go and rest.

> You head back to your room. What do you do?

= So I don’t go to sleep right away? Is something off here?

> You can try to find out. Normal difficulty, but you don’t have an appropriate skill.

= So my 1d6 versus your 2d6. Fingers crossed.

→ROLL: 6 vs 5.

> You scan the room for anything suspicious, pushing and prodding as you go. Nothing out of place, and there don’t seem to be any trap doors or walls. The window is open, letting a cool draft into the room. By the way, your room is on the ground floor. By the way squared, you get Investigate 2.

Name: Melvin; Class: Greenhorn; XP: 5; Coins:0;
Skills: Do Something 1. Melee 2. Low Magick 2. Social 2. Investigate 2.
Inventory: -None-

= Well, I’m feeling kinda hot under the collar from the drinking and merrymaking. I’ll leave it open.

> Okay. You take off your clothes, somewhat groggily. You remember your magic teacher’s advice to sleep with your spellbook nearby, so you stick it under your pillow. You lie down and go to sleep… But a danger approaches! Roll 1d6!

→ROLL: 4 vs 2.

> You hear something that awakens you. You see a shadow at your window. What now?

= What spells do I have?

> Your spellbook currently contains Light (as in illumination), Magic Missile, Cure Minor Poison, and Heal Minor Wounds.

= Can I cast Light like a flash? I want to try to startle and blind whoever it is at the window.

> Okay, you can roll Low Magick 2 for that. However, since you are still half-asleep, it’s a Difficult (3d6) task.

→ROLL: 7 vs 11.

> You try to charge the light spell under the covers to let it blow in one dazzling burst as you throw open the covers, but it fizzles! Are you wearing underwear? Roll 1d6 against an Easy check!

= Oh shit, I do hope I’m wearing underwear…

→ROLL: 2 vs 6.

> Hahaha! Nope, you’re butt-naked, and now your pubes are slightly singed too. In shock, you throw off the blanket and do little hot-hot-hot jig. This startles the shadow at the window, but before they run away they throw something inside your room. I lands with a clatter and a hiss. What now?

= Can I see it?

> Not really. It landed in a dark corner of the room, where the moonlight coming in through the window doesn’t reach.

= I cast Light so I can see better.

> You knocked the pillow away when you got up in a rush, so you have access to your spells. This time you’re wide awake — I think anyone would be after almost setting their crotch on fire. Low Magick, Normal check.

→ROLL: 5 vs 3.

> The orb of light forms in your hand and moves to float above your head. The room is now illuminated… and you see a scorpion the size of a house cat! It skitters backward, startled by the light. Its beady eyes seem to be sizing you up. You have a moment.

= Can I try to analyze it? Like, figure out its weaknesses?

> You don’t have an appropriate skill. Investigate won’t work because it takes time you don’t have right now. You’ll have to roll 1d6 against normal difficulty.

→ROLL: 2 vs 4.

> You don’t remember hearing any advice from your instructors about scorpions. They aren’t common in these parts.

> It raises its stinger and snaps its claws at you. It’s trying to intimidate you. What now?

= I attack!

> With what? You don’t have your sword at the moment, but you could try to grab it. That might bring you into the scorpion’s striking distance though. Or will you have at it with fists and feet flying?

= Would I be rolling Melee 2 if I try to kick it?

> You haven’t received training as a martial artist, so only 1d6.

//Though I probably should have said that he can only find out if he rolls.

= Never mind, then. I dive towards my sword.

> Roll 1d6 against an Easy check.

→ ROLL: 6 vs 1.

> You perform a textbook dive roll, land on your feet, grab your sword and hop back out of range. Your natural 6 earns you Combat Mobility 2!

Name: Melvin; Class: Greenhorn; XP: 8; Coins:0;
Skills: Do Something 1. Melee 2. Low Magick 2. Social 2. Combat Mobility 2.
Inventory: Short Sword

= Awesome! What can I do with it?

> Moving in and out of melee range, as well as gaining positional advantage by flanking, and some acrobatics, as long as you are in combat. You can also use it when trying to dodge attacks during combat.

> You draw your sword. What now?

= Attack!

> Head on?

= Yeah!

> Melee 2 vs Normal.

→ ROLL: 7 vs 7

> It dodges your attack, but just barely. It draws its tail back to strike!

= Dodge!

> Combat Mobility 2 vs Normal.

→ ROLL: 6 vs 9.

> You attempt to dive roll to the side, but its stinger gets you in the lower leg. You complete your roll and get up on your feet, but your leg is starting to feel numb. It’s back on the defensive. What now?

= Gotta kill it before I’m paralyzed. Melee, head on.

→ROLL: 6 vs 5.

> Your attack lands on its head! It’s tougher than it looks though, and your sword merely cracks its carapace without making it through. However, it is dazed by this. What now?

= Hold on, I’ve got a bunch of XP. Can I upgrade my melee skill?

> Sure. Would you like Heavy Strike or Quick Attack?

= Quick Attack.

> That’ll be 6 XP.

Name: Melvin; Class: Greenhorn; XP: 4; Coins:0;
Skills: Do Something 1. Melee 2 — Quick Attack 3. Low Magick 2. Social 2. Combat Mobility 2.
Equipment: Short Sword

= I use it right away, while the scorpion is stunned.

> Where are you aiming at?

= I’m trying to hit it in the same place as last time.

> So, the scorpion is dazed, and you are attacking a spot where its armor is weakened. I’d say this is an Easy check. Go ahead and roll 3d6.

→ROLL: 11 vs 4.

> Your thrust slips nicely in between the cracks in its carapace and into its head. The scorpion is dead.

= Yes!

> Your leg is pretty swollen now though. How do you deal with that?

= What are my options?

//I could be nice here, but I choose to make him take a more active role. Keep his head in the fiction, so to speak.

> Hey, it’s your leg, not mine. Think fast.

= Argh. Uh, I try to cure it?

>Magic?

= Yep.

> So I’m guessing you want to get rid of the poison first?

= Yeah, then afterwards I want to heal it up.

> Roll Low Magick 2 against a Normal check for Cure Minor Poison.

→ROLL: 9 vs 5.

> Your spell slows down the flow of blood momentarily as the poison is removed. It seems to vaporize through your skin, dissipating as a light yellow smoke. Okay, now roll for Heal Minor Wounds.

→ROLL: 6 vs 3.

> You concentrate and recite the words that stitch flesh together and restore the flow of blood and life energy to the skin torn open by the scorpion’s attack. The wound closes without leaving a mark. It’s kinda itchy, but that’ll pass.

> The scuffle apparently alerted the innkeeper because he unlocks your door and busts in with a chipped and rusty sword.

= Took him long enough!

> Haha! You explain the situation, and he sighs in relief. Probably more because he won’t have to deal with a dead body, rather than for your safety. He tells you that he’s going to take the scorpion out back for disposal.

= Wait, I want to loot it! I tell him to leave it be.

> You’ll have to convince him. It’s his inn after all. Thankfully, this is an Easy check, since he isn’t at his sharpest at this time of night. Roll Social 2.

→ROLL: 5 vs 4.

> He relents grudgingly, and lets you keep the scorpion carcass on the condition that you get rid of it tomorrow. He leaves your room and you lock the door after him.

= Loot time!

> Roll Investigate 2!

= What for?

> You could get more stuff or information.

= Oh, OK.

→ROLL: 5 vs 2

> You spot a bead of venom forming at the tip of the scorpion’s stinger. You find a small jar and collect the venom — about a teaspoon’s worth after you tap the stinger repeatedly to knock as much of the liquid out. The claws should also be worth something. The carapace is worthless though, since your attack broke it. After you finish, you dump the rest of the carcass out back. Now to go to sleep… But first, close the window!

= Haha, yeah… Oh, can I Investigate if the intruder left any clues?

> Go ahead and roll for Investigate against a normal check.

→ROLL: 3 vs 2.

> You don’t really see anything unusual, aside from a couple of footprints. They aren’t very large.

= OK. I close the window and go to sleep.

> You fall asleep quickly. It might be the remaining venom in your blood, but you have some pretty vivid dreams.

= Anything important?

> Could be. Roll 1 die for it.

→ROLL: 3 vs 6

> You relive your fight with the scorpion. You wake up feeling like you learned something from that dream. Mark 1 XP. It’s now early in the morning.

= I’m hungry, and I want to wash myself.

> Which one first?

= Bath.

> You pay a visit to the local bathhouse. No one us here yet.

= Oh, can I try bending water?

> I’d rule that a type of magic. You don’t have an approriate spell for this, so it’s going to be hard to make it happen. Roll Low Magick against Hard.

→ROLL: 3 vs 9.

> You kind of pushed water around and kinda gathered some water in a lump, but couldn’t make it work.

= How much XP do I have at the moment?

> 6.

= Never mind then.

> You finish washing yourself, noticing your singed crotch hairs. You head back to the inn for breakfast. The innkeeper prepares your meal and hands you a tray with a loaf of bread, a fried egg, and a glass of milk.

= Any rolls here?

> Do you mean bread or dice?

= D’oh. Dice rolls I mean.

> Could be, if you can think up something.

= Hmmm… Oh! I ask for a knife and fork! That’s Social, right?

> Yes, versus a Normal check.

→ROLL: 7 vs 6.

> The innkeeper gives you a dirty look, because it’s more washing up for him, but he hands them to you. Um, what are you trying to do?

= Practice fine dining! XD

> Hahaha! OK, 1d6 versus an Easy check!

→ROLL: 6 vs 2.

> Like a sir! You even dab your lips with a handkerchief after finishing your milk. I’d say that you have Table Manners 2!

Name: Melvin; Class: Self-Professed Swordmage; XP: 6; Coins:0;
Skills: Do Something 1. Melee 2 — Quick Attack 3. Low Magick 2. Social 2. Combat Mobility 2. Table Manners 2.
Equipment: Padded Armor, Short Sword, My First Spellbook.
Inventory: Scorpion Venom (small), Scorpion Claw x 2, Scorpion Stinger

> You’ve finished breakfast. What now?

= I think I’ll sell my loot first.

> At the general store?

= Yes.

> You arrive at the general store. They’ve got a few pieces of basic equipment, in addition to various items that make life a little more bearable. They’ll also buy off of you pretty much any loot you can find. A general merchant learns to make all sorts of connections, and there will almost certainly be someone who can make use of what you sell. Of course, that means that your loot generally sells for a minimal price here, but it’s a convenient place to turn carcass parts into coin.

= How much can I get for the claws and stinger?

> The shopkeeper takes a look at them. He checks if the claws open and close easily, and taps the stinger with his fingernail. He offers 1 coin for each claw, and 2 for the stinger.

= How much for the venom?

> The shopkeeper eyeballs the jar, estimating the contents. He offers you 3 coins for this amount.

= Hmm. I kinda want an offhand weapon.

> Anything in particular that you want?

= Another sword or a dagger would be nice.

> A short sword is 10 coins, and a dagger is 7 coins.

= Aww. Can I haggle? Try to get more for the loot, I mean?

> You can try, but it won’t be easy. You don’t survive in the general store business if you can’t keep an eye on profit, after all. Roll Social 2 against Hard.

→ROLL: 6 vs 14.

> He’s not having any of it, especially since these aren’t particularly good specimens. His offer remains unchanged. Mark 1 XP.

= Fine, I sell the claws and stinger. Not the venom though, that could be useful.

> You get 4 coins.

= Can I haggle for the dagger?

> Go ahead and try. Roll 2d6 against Very Hard (that’s 4d6) because you bombed so badly last time.

= Oh damn.

→ROLL: 8 vs 18.

> This guy is obstinate. Now he looks kind of annoyed. You get one more XP though.

= Can I get a skill in haggling?

> Sure. Your last roll was 8 out of 12, so it will cost you 4 XP.

= Take ‘em.

> You learn how to make offers that consider what you want and what the other person wants. It’s as much about knowing how to nudge the line, and knowing when to make a stand. You gain Haggle 3!

Name: Melvin; Class: Self-Professed Swordmage; XP: 4; Coins:4;
Skills: Do Something 1. Melee 2 — Quick Attack 3. Low Magick 2. Social 2 — Haggle 3. Combat Mobility 2. Table Manners 2.
Equipment: Padded Armor, Short Sword, My First Spellbook.
Inventory: Scorpion Venom (small)

= Does this mean that the next Social-type skill I can get will be a 4 dice skill?

> If you do something that would fall under Haggle. For example, you could learn something like More Bang For Your Buck 4, which is a 4d6 skill for selling stuff, but not for buying. An equivalent skill for buying for less is… uh, Discount Diplomat!

= Oh… But I can still get other 3d6 skills?

> Yes. As an example, you can get Interrogate 3, which can help you get more information from creatures you can communicate with.

= Interesting.


So that’s how my first game of Roll for Shoes went. Pretty sensible, especially in the context of how crazy shenanigans can get with Roll for Shoes. It’s up to the GM what we will require rolls on, and setting difficulty levels is pretty arbitrary. But the way I see it, that is how one’s skill as a GM is tested. If you can weave their choices into a narrative that is not “unfairly” difficult and allows them to achieve success, then you are doing your job well as GM.

Of course, you can also be a hard GM, if that is the kind of game your group wants to play (that’s the key there — matching what the group wants). For example, the most unusual roll I called for was the underwear check, a little homage to the event that inspired the name for this mini-system, which you can read in the first link. I called for that roll mostly for comedic effect; I wanted to set up a silly scene to keep things light.

However, if we were playing this in a more gritty, unforgiving setting, the GM may call for seemingly-random rolls that reveal unpleasant truths. As one example, if the player group is in a city of thieves, they may be called to roll to see if they still have their weapons or coin pouches at inconvenient times. This could encourage the users to get their heads in the fiction in ways that could be too low-level, such as checking their equipment before every single potential encounter. Sure, real adventurers do that, but that bogs things down and keeps the narrative from flowing.

In any case, I plan to continue playing this game as a means of developing my storytelling and GM-ing skills. Thanks for reading!

P.S. Holy cow-faced demigods, transcribing from paper and writing it up took longer than the actual game.