Quarrel and Fable is my British OSR game that’s been out for a couple of years now, hearkening back to the UK gamebook craze of the fin de siecle. The digital rules are forever free, but I’m working on a paper quickstart that’ll be a single sheet total. This is the first draft of that — it’ll be packaged with a short wilderness module and four pregen characters.
I’m largely seeking input on its brevity and clarity — does this make sense from a first read, considering you’d be able to tear off and distribute some small character sheets too?
QUARREL AND FABLE QUICKSTART
Tell stories where YOU are the hero — with only three dice, a pencil, and an eraser.
- To achieve an uncertain outcome in a risky situation, roll 2D6 equal to or higher than 9. This is known as Testing your Mettle.
- If you have an advantage, roll 3D6 and sum the highest two. If you would gain advantage from multiple sources, the situation is no longer risky and you succeed without needing to roll.
- Combat has a slight variation. Instead of rolling to hit 9, you need to hit your target’s SKILL or higher: success means you inflict damage on them, failure means they inflict damage on you. In combat, whichever side is smaller gets to act first.
Three stat system
- SKILL is a catchall measure of martial prowess. You gain advantage when attacking a foe with lower SKILL than your own.
- STAMINA dictates longevity and resilience. Damage you take reduces your STAMINA: if it falls to 0, you fall unconscious; if it falls below 0, you die.
- LUCK is self-explanatory. You may spend a point of LUCK to give advantage to any time you Test your Mettle. You can also spend Special Skill points in the same way, if the situation is within the remit of the skill.
No more Vancian magic
- Instead of characters, players must memorise the spells by their three letter codes. Players cannot refer to this list during play. Players can’t cast non-existent spells: they lose D6^ STAMINA instead.
NAD — Spend 1 STAMINA. Thirty seconds later, one ignited source expends all of its energy in a single moment.
YAD — Spend D6v STAMINA. Push one creature three feet in any direction.
YIP — Spend D6v STAMINA. Summon the shadow of a small dog that lasts until the next dawn. It loudly barks at unfamiliar people or strange smells.
- D6v is the lowest of 2D6; D6^ is the highest of 2D6