- Open Table / Inclusion over realism: If you disappear for a while and then come back, your character will immediately reappear as though they've been there the whole time. Come and go as you please. Open door policy! Drop in and drop out as you please.
To do something, say that you do it, and then it probably happens!
If there is a risk, or chance of failure, we'll roll dice to determine the outcome. We'll use a variation of "Roll for Shoes" because it's probably the most simple system there is. Everybody will start out pretty even skills wise. But you will eventually get really good at really specific things.
Everybody starts with one skill: *Do anything 1*
So to attempt to *do anything*, roll 1d6.
- 1 - 3: Things go poorly. Gain 1 xp.
- 4 - 5: Partial success / success at cost
- 6: Great success!
If you roll all sixes, you gain a new +1 skill which must be a subset of the skill you just used.
Example:
> Player: I kick down the door. I'll roll Do Anything (1) aaaand, that's a six!"
>
> Referee: You now have "Kicking Down Doors 2"
>
> Later....
>
> Player: I bust down the door with a flying kick! I'll roll Kicking Down Doors 2 aaaand, two sixes!
>
> Referee: You now have "Doorbane 3"
>
> Player: Siiiick, doors fear me.
Every time you fail a roll, you gain 1 xp.
You can spend xp to turn any die into a six for the purpose of advancement.