Tale RPG - The Game

What is this?

Tale RPG is a role-playing game that takes place in the world of The Tale of Westala and Villtin. It is designed by Ingvar Mattsson (of Six Foot Games). It is designed to be fairly easy to play, quick to get started with and, in general, fit as well as can be into the world of the Tale.

This is a role-playing game. It needs "adventures" or "modules" to be played. Feel free to construct these yourself or just plain improvise. It is played by one or more players controlling their characters and one player controlling the rest of the game (we call this person "the GM" or just "GM" (this is short for "game master)). The aim of the game is to have fun. If everyone has fun, everyone wins. Otherwise, no one wins.

Archetypes

The archetypes represent the different types of characters you see in the Tale. The archetypes are, by necessity, quite broad and may well lean towards only representing the protagonists well. Each archetype also has a prime characteristic.

Barbarian
Barbarians are well-known for their strength and their fighting ability. Typical barbarians found in the Tale would include Westala and Autopet. The barbarian's prime characteristic is brawn.
Inventor
Inventors figure things out, build things and the like. Typical inventors found in the Tale include Peterwok and Messy. The inventor's prime characteristic is clever.
Thief
Thieves make their living from quick hands and brains. Not all thieves live by stealing, some of them live by sheer adventuring. Among the (ex?) thieves found in the Tale, the most prominent is Villtin. The thief's prime characteristic is deft.
Trader
Traders are the talkers and jokers of the world. Making their living from buying cheap and selling dear, they need lots of verbal ability. A trader's prime characteristic is wisecrack.

Characteristics

All characters (both player and non-player) have five characteristics that describe them in numbers, as it were. They're fairly broad categories. Out of these five characteristics, there is one primary and one secondary (well, there is a secondary for player characters and major non-player characters). The primary characteristic depends on the archetype and the secondary characteristic is the choice of whomever controls the character in question.

An average value for any characteristic is 3, so anything lower than 3 is less than normal and anything above 3 is above average.

The primary and secondary characteristics control what values will be defaulted to when there isn't any pre-determined combination of characteristics to use. They are also used in combat.

Brawn
Brawn is the attribute of physical strength, stamina and other "barbarian" attributes. It doesn't, necessarily, imply size, but as a rule of thumb, the higher someone's brawn, the wider and taller they will be.
Clever
Clever is the characteristic that governs how intelligent a character is. In game terms, this means that (when stumped) the GM can give aid as and when needed. This attribute also determines observational powers.
Deft
Deft is the characteristic that reflects speed, agility and hand-eye coördination.
Skill
Skill is the over-arching "doesn't fit in any of the above" characteristic. It is used whenever there is no other, more suitable, characteristic. It is also used (paired with the primary and possibly the secondary) characteristic in combat. It is a measure of "general competence", as it were.
Wisecrack
Wisecrack is verbal ability. Ideally it would've been named "mouth leather", but that is a Swedish colloquialism, so it isn't. Wisecracking is the ability to always have something to say and at least making it sound half-way related to the rest. Typical uses for wisecrack is joking under pressure, speech-making (improvised, at least) and negotiations.

The secondary characteristic is used to track subtype(s) of archetypes. Look at barbarians, there's the wisecracking barbarian (secondary characteristic of Wisecrack), there's the just plain competent barbarian (secondary characteristic of Skill) and so on.

Resolution mechanisms

Resolution mechanisms, also know as "roll the dice" or "did I succeed".

Tale RPG has two resolution mechanisms, depending on the circumstances of the skill check. If there is time pressure or the check is for something that is inherently a sequential process (typical example would be combat, at least combat that isn't peripheral to the story), the process used is iterated resolution. If it's not under time pressure, use the straight roll.

Straight roll resolution is quite simple. First, find the size of the dice pool (each skill has two characteristics coupled to them, add these number, gather that many six-sided dice (D6)), roll them and sum the numbers. If this number is equal or higher to the taregt number (or target roll), the roll is successful. Typical example would be something like this:

Juhani is running across a bridge, with a section missing. The GM ponders a bit and decides that the difficulty is 21. Juhani needs to jump and this is governed by the characteristics deft+skill. Juhani is a very average character and his player rolls a total of 29. Juhani makes it across the missing section, without falling in.

Iterated resolution is a process of opposed rolls, with wearing down of one or both parties. This is mostly used in combat, but is also applicable to lock-picking under adverse conditions, hiding from someone actively searching for one, finding people that are actively hiding and similar activities, where exhaustion plays a definite role.

This works by both parties (usually GM and player) portion up their available dice pool in one to three smaller pools (attack, defence and do-nothing pools).

For an iterated skill roll, simply roll all of the dice pools for the player and the task/opponent, sum the dice an compare the sums. On equal, nothing happens, continue next round. If one is higher than teh other, sort the two dice pools (separately) from high to low and (from high) go down both pools, once die at a time, eliminating the loser's die if it is lower than the winner's. Like this:

Torkild is hiding from Evilbloke. This is determined as being dramatically important. Hiding is governed by clever+deft. Torkild ends up with a dice pool of 9 dice, whereas Evilbloke is a right fiend, with a Spot Hidden (governed by clever+skill) of 10 dice.

In the first round, the rolls are as follows:
Torkild: 6 3 3 2 1 5 1 3 2 (sum 26)
Evilbloke: 3 1 6 6 2 5 4 5 4 4 (sum 40)

This means that Evilbloke is getting closer to spot Torkild. How much closer? We start by getting the dice in sorted order:
Torkild653332211
Evilbloke6655444321

Since Evilbloke won, we start going through the sorted dice from left to right. We can see that Evilbloke manages to spot Torkild right in the first round.

Let's look at another example. Sinistre Obf is trying to hide from Autopet, tracking him. Sinistre has a clever+deft of 12, whereas Autopet has a clever+skill of 12. They start with the same number of dice. To make things complicated, Autopet hears a posse chasing him, just as he starts looking for Sinistre. If there's nothing found in three rounds, Autopet must dash onwards and forwards.

Autopet rolls: 5 3 4 2 1 1 2 1 3 3 4 5 (sum 34)
Sinistre rolls: 1 3 4 6 1 6 1 1 2 1 4 2 (sum 32)

We look at the values sorted, to see how much of Sinistre's dice pool Autopet can knock out.
Sinistre664432211111
Autopet554433322111

As we can see, the first round there's no dice eliminated.

In the second round, the rolls are as follows:
Autopet: 4 5 2 4 5 2 6 1 4 2 1 1 (sum 37)
Sinistre: 4 5 5 1 1 2 2 3 3 4 1 2 (sum 33)

Sinistre554433222111
Autopet655444222111
This means we remove 1 die from Sinistre's dice pool (6 is higher than 5, move to the next pair and it's equal, thus we stop eliminating dice).

In the third and last round, the rolls are as follows:
Autopet: 6 1 6 3 3 1 6 3 2 2 1 3 (sum: 37)
Sinistre: 1 4 6 2 6 3 1 2 3 3 1 (sum 32)

Sinistre66433322111
Autopet666333322111

No dice are eliminated. Sinistre managed to keep hidden until Autopet needed to run away, to evade the posse chasing him.

Difficulty levels

Each challenge in Tale RPG has a difficulty level, this is measured in dice. A trivial challenge would be at the level 1D (one six-sided die) and the more dice associated with a challenge the more difficult it is. A challenge of "average difficulty" (that is, a challenge that an average person would succeed with 50% of the time) is rated at 6D (a challenge rated at 1D is something that an average person is essentially guaranteed to succeed).

This means, on the face of things, that there's lots of dice roll involved, but for straight resolutions there is a faster way of finding the "average value" for a challenge. Simply multiply 3.5 with the dice rating and round up (this is because dice roll sums form a Gaussian normal distribution (also known as a bell curve) and the peak is right in-between the lowest and highest possible result).

Reference table for difficulty levels, dice and the chance for an average person (that is "one rolling 6D") would have to succeed.
DifficultyDiceAverage chance
of success
Trivial2D99.8%
Almost trivial3D97.5%
Very easy4D88.4%
Easy5D70%
Normal6D46.7%
Hard7D26.0%
Difficult8D12.1%
Very difficult9D4.8%
Extremely difficult10D1.6%

Skills

All skills are coupled to two characteristics. They're not "primary" and "secondary", but rather "one and another". As far as possible, they've been listed in alphabetical order in the skill list.
Climb
brawn+deft
Climb is the skilll of getting up steep slopes, walls, cliffs and the like. It can be used both with and without climbing tools, but climbing something that is near vertical without tools adds 2D to the difficulty.
Haggle
skill+wisecrack
Haggle is the skill of modifying prices. It's more often enjoyable playing this out than rolling for the skill, but it can be handy having a measure of haggling skill when interacting with NPCs.
Hide
brawn+deft
Hide, the skill of staying hidden. There's two ways of using this skill, it can be used to hide oneself or used to hide an object.

When hiding oneself, an initial straight roll is needed to see if one succeeds at all (rough estimates of how hard it'd be to hide:
PlaceChallenge rating
Open space10D
Light undergrowth6D
Heavy undergrowth4D
Heavy forest2D

Interrogate
brawn+wisecrack
Interrogate is the skill of extracting information from unwilling subjects. It's not necessarily the most pleasant method, so is usualy saved as the last option.
Lift heavy object
brawn+clever
Lift heavy object is the skill of lifting and/or moving objects that normally lie outside one's strength. This is a skill with a slightly unusual way of rolling. Simply roll a straight resolution each five seconds the object is being handled, then take 1D off for the following round. On a missed roll, the character is utterly exhausted and cannot do anything but sit down and rest for the following fifteen minutes.
Negotiate
clever+wisecrack
Negotiate is the refined cousin of Haggle. It's for more long-ranging haggling, as it were (long-term contracts, large deals, that sort of thing).
Pick locks
clever+deft
Pick locks, the skill of opening and locking doors without having the key. As a general guide, not having suitable picks adds 3D to the complexity of dealing with any lock. Locks range from 6D to 15D, depending on how expensive they were and how important a thing they guard.
Pick pockets
deft+wisecrack
Pick pockets, a way of relieving others of small items they don't really need. You wouldn't pick them unless you needed it better would you? This is a straight roll against clever+wisecrack.
Ride
deft+skill
Ride, the art of moving forwards on a horse without falling off (and, possibly, even in comfort). As a general rule, this skill only needs rolling for in exceptional circumstances (horse chases, while under attack, taht sort of thing).
Spot hidden
clever+skill
Spot hidden is the skill of finding things that are concealed. This might be people hiding, things hidden, trapdoors and similar. Unless the character is specifically saying they're prepared for a lengthy search, only use the straight resolution when resolving this skill.

Here is a list that shows what skills depend on what combinations of characteristics:

The character

Creatinmg a character

All player characters start with 20D to allocate as wanted (or needed) on their characteristics. This allocation, the choosing of an archetype and the choosing of a secondary characteristic is all that's needed to start playing.

Advancement

After each session, the GM should hand out advancement points to the players. These can either be used straight off or saved for later.

The cost to increase a characteristic is as many advancement points as the number of D you're going to (and it can only be increased by 1 at a time), so to increase (say) brawn from 4D to 5D costs 5 advancement points.

Buying skill increases (tallied separately, like this: "Ride: +1D") and this is added to the two characteristics that the skill is based on. Skill increases are half the cost (rounded up) of buying characteristic increases.

A rough guideline would be to award 2-5 advancement points for each gaming session. Since Tale RPG is a rather heroic and cinematic game, there's no requirement for time off or actual training to advance skills and characteristics rapidly.

Combat

Of course there's the inevitable combat that may (or may not) happen. Combat is handed as an iterated resolution. Each combatant takes a pool of their archetype's primary characteristic and their skill value. If (and only if) the combatant is a player character can the secondary characteristic be added (up until a failed attack roll). Doing so means taking a 2D penalty for the following two rounds, though.

The available dice pool (primary+skill, plus possibly secondary) is divided into two portions. One attack portion and one defence portion. The attack portion and defence portion are rolled separately and compared to the correpsonding rolls of the opponent (attack vs. defence).

If the attack roll is higher, we hand out damage (this is done in the same fashion as a normal iterated resolution; if at any point the defence portion is exhausted, roll over onto the attack portion).

If the attack and defence rolls are identical, nothing happens.

If the defence roll is higher, the attacker misses the atatck and gets a 1D penalty in the next round of combat.

Remember that the attacks and defences all happen at the same time. Don't forget what was rolled, it might well be needed later.

After combat is finished, reclaim all "exhaustion" dice (the one- and two-round penalties not yet recovered) and make sure to adjust skill and the primary characteristic so that they sum to what's left after the damage has been taken. THese will be recovered by 1D per day's rest (so the barbarian Autopet, with 2D damage, having spread them one on brawn and one on skill, will be fully recovered after one day of full rest).