Procedure: One Action per Pip
One Action per Pip (1APP) is a procedure, a way of structuring play, for GM-driven, high trust roleplaying games. It builds on my resolution mechanic Cheating the devil, though this time around, the actual resolution is left to the referee.
These rules assume an ongoing story, mission or adventure, run by a referee as free play interspersed with occasional conflicts, for a group of at least two players. They could of course be supplemented with a simple resolution mechanic, like tossing a coin.
Preparations
Each player picks up two white and one red six-sided dice.
The referee describes a scene with a conflict at its core. They also set the timeframe accordingly. Is it the exploration of a trapped dungeon room (10 min)? A melee probably decided within half an hour? A car chase around the city? A legal battle expected to last weeks and months?
They go on to announce the Danger Level (DL) of the scene, 1 being straightforward, 2 average, 3 dangerous, 4 lethal. Finally, they will answer any immediate player questions and thus clarify the situation.
Basics
Each player rolls their three dice. They now have a choice between the following two options:
- deduct the value of the red die from the white dice, then putting the red die aside. If any, the remaining number of pips is the number of actions they may still perform in the current scene.
- offer a devil's bargain to the referee, i.e. something bad happening to their character, like losing an item, taking a wound or phobia, having a new enemy appear etc. If (after some negotiation) the referee accepts, the devil's bargain will definitely come true in the course of the scene. The player may remove their red die. The number of pips on the white dice is their action contingent for the round.
Whenever a player performs an action (see below), they lower or remove one die. Thus, the dice in front of them always show the remaining number of actions.
Possible actions may include, but are not limited to:
- running away
- pursuing someone
- casting a spell
- opening a lock
- searching a room
- reading a book
- doing research in a library
- planting a false rumour
- picking a pocket
- holding a speech
- threatening or charming someone
- throwing a rotten tomato
- firing a gun
- lashing out at someone
- parrying or deflecting an attack
- dressing or undressing
- watching someone, analyzing their behaviour
Order of play
- NPC Actions: The referee narrates up to DL dangers (monsters, NPCs, but also traps) performing one action each.
- Player Actions: Going clockwise around the table, players perform one action each, reducing one of their white dice by one or removing a die.
- Judgement Phase: After players have acted, the referee describes any changes in the game state. Did the players get new information, find treasure? Did anyone get hurt or condemned? Monster and NPC actions not countered will usually be successful. Player actions will not be countered and are usually successful; however, the referee decides on the degree of success. Not every problem can be resolved in one action.
- Go to 1 except if the players have spent all their actions or the Referee says otherwise, especially if no danger remains.
Depending on the outcome, the referee will wrap up the session or continue free play, possibly offering players choices (will you follow the corridor where you heard the music or the dusty one? will you hire a new attorney or give up your suit?) and resolving actions with no obvious obstacles or danger.
As soon as danger is on the horizon, the referee introduces a new scene. Go to Preparations.
Things to consider
- The referee is impartial; they will judge the effect of traps, NPCs and monsters according to preconceived limits.
- Players always act last. Thus, they can spend their last action in a given conflict fleeing or trying one more stab at the dragon's soft underbelly. If they fail, though, they might get killed in the Judgement Phase.
- Though player actions will not be countered by NPC actions, the referee may judge that the nimble goblin dodges the first blow, a strike with an axe splinters the opponent's shield instead of causing a wound, only barely pierces armour etc. However, the referee should always strive to describe at least a gradual success: After dodging, that goblin will surely be scared or off balance.
- When narrating an action, always leave room for counter-actions. Say "I swing my sword and strike at the goblin" or "you hear a click - you must have triggered a hidden trap, it is about to release an arrow." Thus, a goblin may be able to dodge one blow (though probably not two) and a player character may throw themself on the ground to escape the arrows.
- When calling a scene, the referee should always come up with at least as many different dangers or enemy groups as the danger level (DL).
- A scene will end prematurely if the referee judges that all traps have been disabled, all enemies defeated, all members of the jury convinced of the PC's innocence.
Some possible scenes
DL and suggested dangers are in brackets.
- finding the counterspell in time before the ritual happens (DL 3: angry cultists, madness, police force)
- stop the love of your life from marrying a business tycoon (DL 4: tycoon, tycoon's bodyguards, love of your life, missteps and mistakes you made in the past)
- find proof of wrongdoing in a office (DL 2: co-workers, parrot)
- ward off pirate attack (DL 4: cannon fire, boarding troops, one-eyed Captain Veralynne, upcoming storm)
- reach the door to the treasure chamber (DL 3: floor trap, bolt trap, poison gas)
Legal
Take and adapt as needed. If you need a license, this text is under CC BY 4.0, written by Florian Kalenda.