Just found this game earlier, sounds pretty interesting, anyone care to give it a shot?
Roll for Shoes is a tabletop RPG βmicro systemβ with a very simple set of rules.
The original post is archived at βI roll to see if I have shoes on!β, but here are the rules:
Say what you do and roll a number of D6s, determined by the level of relevant skill you have.
If the sum of your roll is higher than the opposing roll, the thing you wanted to happen, happens.
At start, you have only one skill: Do Anything 1.
If you roll all sixes, you get a new skill specific to the action, one level higher than the one you used.
For every roll you fail, you get 1 XP.
XP can be used to change a die into a 6 for advancement purposes only.
Below is a video of players playing the game for the first time.
RollForShoes
Example of a combat situation.....
GM: OK, so Timmy runs through the woods in the direction of Sally's voice. Stumbling out of the bushes, he sees the clearing and the tree Sally has climbed into. The werecat-thingy is crouched under the tree, snarling at Sally as she continues to belt it with pinecones, but turns to face Timmy as it sees and hears him.
Timmy's player: I wanna save Sally, so I guess I'll attack.
GM: OK, the werecat is facing you with its fangs bared, hissing. Those claws look sharp, too. How are you going to attack it?
Timmy: Can I roll to see if I have a weapon? Maybe a knife, or just a stick?
GM: Sure. Roll 1d6. (Timmy rolls 1; GM rolls 5.) Um... OK, you don't have a knife. I'm pretty sure the camp instructors wouldn't let you play with knives unsupervised, anyway. You do find some used chewing gum in your pocket, but you're not sure how that would help you.
Timmy: Aw, that sucks. Oh well, I've still got my Brute Strength (2), so I guess I'll just try to punch the cat thingy on the nose.
GM: OK, you charge straight at the werecat and try to punch it with all of your 9-year-old muscles. The werecat is pretty agile, though, so I'm gonna roll 2d6 too. (Timmy rolls 6+1; GM rolls 3+5.) Well, your punch is good, but the werecat is faster than you and just barely twists out of the way. You can feel the whiskers brush your hand, though.
Timmy: Aww, that was close. Wait, didn't I have XP from before? (GM: Yes.) Can I use one XP to upgrade my fighting skills?
GM: Sure, how's "Fists of Fury (3)" sound? (Timmy scribbles on their character sheet.) Anyway, you did manage to kind of scare the werecat with your charge. It's retreated a couple of feet up the tree trunk, and is clinging to it with its claws and still hissing at you.
Sally: I throw more pinecones at it!
GM: Sure, roll 1d6. (Sally rolls 6; GM rolls 2.) Nice. The werecat-creature's backside is just too tempting a target to ignore, as it's hanging upside down on the trunk. Your well aimed pinecone hits it right under the tail, startling it and making it let go of the trunk and land on the ground beside Timmy. Oh, and you just got a new skill, too! May I suggest "Accurate Aim (2)"?
Sally: Cool! (Scribbles on character sheet.)
Timmy: I'm just gonna try another punch with my Fists of Fury (3)!
GM: OK, you know how this works, roll for it. Actually, I'll just roll 1d6 for the werecat because Sally distracted it. (Timmy rolls 2+5+3; GM rolls 3.) Well, that one sure worked. As soon as the werecat hits the ground, you smash your fist right into its pink nose. There's a kind of a crunching sound, and you'll later notice some blood on your fingers. The first thing you notice, though, is the earshattering wail the werecat lets out as it turns and runs away into the woods, nose slowly dripping blood. Gradually, the sound fades off into the distance. Looks like it's gone, for now at least.
Timmy: Awesome! And kinda eww. But still awesome!
Roll for Shoes is a tabletop RPG βmicro systemβ with a very simple set of rules.
The original post is archived at βI roll to see if I have shoes on!β, but here are the rules:
Say what you do and roll a number of D6s, determined by the level of relevant skill you have.
If the sum of your roll is higher than the opposing roll, the thing you wanted to happen, happens.
At start, you have only one skill: Do Anything 1.
If you roll all sixes, you get a new skill specific to the action, one level higher than the one you used.
For every roll you fail, you get 1 XP.
XP can be used to change a die into a 6 for advancement purposes only.
Below is a video of players playing the game for the first time.
RollForShoes
Example of a combat situation.....
GM: OK, so Timmy runs through the woods in the direction of Sally's voice. Stumbling out of the bushes, he sees the clearing and the tree Sally has climbed into. The werecat-thingy is crouched under the tree, snarling at Sally as she continues to belt it with pinecones, but turns to face Timmy as it sees and hears him.
Timmy's player: I wanna save Sally, so I guess I'll attack.
GM: OK, the werecat is facing you with its fangs bared, hissing. Those claws look sharp, too. How are you going to attack it?
Timmy: Can I roll to see if I have a weapon? Maybe a knife, or just a stick?
GM: Sure. Roll 1d6. (Timmy rolls 1; GM rolls 5.) Um... OK, you don't have a knife. I'm pretty sure the camp instructors wouldn't let you play with knives unsupervised, anyway. You do find some used chewing gum in your pocket, but you're not sure how that would help you.
Timmy: Aw, that sucks. Oh well, I've still got my Brute Strength (2), so I guess I'll just try to punch the cat thingy on the nose.
GM: OK, you charge straight at the werecat and try to punch it with all of your 9-year-old muscles. The werecat is pretty agile, though, so I'm gonna roll 2d6 too. (Timmy rolls 6+1; GM rolls 3+5.) Well, your punch is good, but the werecat is faster than you and just barely twists out of the way. You can feel the whiskers brush your hand, though.
Timmy: Aww, that was close. Wait, didn't I have XP from before? (GM: Yes.) Can I use one XP to upgrade my fighting skills?
GM: Sure, how's "Fists of Fury (3)" sound? (Timmy scribbles on their character sheet.) Anyway, you did manage to kind of scare the werecat with your charge. It's retreated a couple of feet up the tree trunk, and is clinging to it with its claws and still hissing at you.
Sally: I throw more pinecones at it!
GM: Sure, roll 1d6. (Sally rolls 6; GM rolls 2.) Nice. The werecat-creature's backside is just too tempting a target to ignore, as it's hanging upside down on the trunk. Your well aimed pinecone hits it right under the tail, startling it and making it let go of the trunk and land on the ground beside Timmy. Oh, and you just got a new skill, too! May I suggest "Accurate Aim (2)"?
Sally: Cool! (Scribbles on character sheet.)
Timmy: I'm just gonna try another punch with my Fists of Fury (3)!
GM: OK, you know how this works, roll for it. Actually, I'll just roll 1d6 for the werecat because Sally distracted it. (Timmy rolls 2+5+3; GM rolls 3.) Well, that one sure worked. As soon as the werecat hits the ground, you smash your fist right into its pink nose. There's a kind of a crunching sound, and you'll later notice some blood on your fingers. The first thing you notice, though, is the earshattering wail the werecat lets out as it turns and runs away into the woods, nose slowly dripping blood. Gradually, the sound fades off into the distance. Looks like it's gone, for now at least.
Timmy: Awesome! And kinda eww. But still awesome!