Basics
Playing the Game
You will need dice, a character sheet, (more on this later) and a place to meet up with friends to start out with. One person can be the Game Master while the others are Players.
The Game Master or GM describes events that occur in the game universe. Players take turns acting on what they hear from the GM by sharing what their characters do in the universe. However unlike simple storytelling, the actions Player Characters take are not certain. The success of an action is left to some degree of chance according to dice rolls. Some actions are more challenging than others. Players choose different paths for their Characters that help define them. These paths help make Characters better at some things, and not as good at others. Players usually go on adventures with other Players exploring the Story and world the GM describes. The GM can also have other made up Characters (usually called NPCs, or non-player characters) to help with Storing telling and to give the Player Characters someone to interact with such as a Villain!
Well how to I start? If you have never played a Pen and Paper game before, then I recommend finishing the rest of this page before moving on to what is listed below, as it helps to explain a few things.
- If you are a Player read through all the Web Pages under the "Rules" section and then on to creating your first Character in the Character Creation and Advancement page.
- If you are a DM then also start with all the Web Pages under the "Rules" section and move onward to the "Campaign Setting" and "Monsters and Menaces" section.
The Most Important Rule
Have fun! Seriously its a game! Not all the rules listed on this site may fit your adventure. If changing them allows for fun, fair play for all Players then why not? And why not share those changes online with the community? Keep in mind that following a set of rules helps build the imaginary world that can be shared with all players. If you suggest a change to a rule everybody needs to be aware of it. Often, the GM may have his/her own "house rules." But again... Have fun! Don't worry too much if one rule doesn't make as much sense as another. Its a game. Feel free to try out new ideas. Think of it as a different game mode. As long as there is continuity between Players and GMs understanding of the rules, feel free to experiment.
This doesn't mean these rules are meaningless, only that they have a place. They are here to help build a fun adventure for everyone. If they have not succeeded at that, then either this game is not for you or perhaps the rules need work. Also we picked these rules and built this system intentionally for the purpose of playing and having fun. If you haven't tried our particular rule set please at least attempt to use it in its whole and original state before passing judgment and making your own tweaks.
Definitions
Definitions! Why so much reading when this is supposed to be a game of the imagination? Well, a game needs its rules, and creativity needs borders and a foundation or starting point if it is to be understood by others. All the rules for Future Path exist to help define a starting point for adventure, for you to take your first step into a world of your imagination, and to be able to share those steps with others! To do so without defining a structure means you cannot share your experience and relationship between the Story Teller and the Player. It may for some seam lame or tedious, but the pay off is all together worth it.
Below are a few things you will need to know in order to understand the rest of the rules.
DM/GM/Story Teller?
"A Dungeon Master? Uh... Wait maybe I am getting into something I don't want too!" you say to the eager friend across the table who quickly replies, "Its... huh.. not what is sounds like... well it kinda is... I mean... just don't say those words to your Mom. She will totally freak!"
That was just about how my first introduction to D&D and Pen and Paper/Table Top gaming in general started. Over time people got less excited about calling the person that tells the story the DM. Many Players wanted to make it more general and not just about Dungeons, and to help avoid parental freak outs. People now use a more game agnostic term: GM. Some people prefer "Story Teller" because the name better relates to the roll.
So that's neat but what is a DM... rrr GM... I mean Story Teller? Well, in Future Path we refer this position as the GM. The role of GM is to tell a story and guide the Players through an Adventure! In Future Path that story is in the realm of Science Fiction where anything can be possible through SCIENCE! The GM helps provide a foundation for the Players to start. Depending on how the GM or Players want to play they can use these rules to explore whole new realms or jump into the busy ever expanding universe of the official Campaign Setting
Dice Notation
A 'd' what? There are more than 6 sides to dice!? Yes! There are all sorts of dice out there! The most common type people are used too is the six sided die, usually having numbers represented by dots. In many pen and paper games, and especially in the d20 system, there are a lot of different types of dice that are used. To quickly say what type of die is required, someone may say, "Roll a d20," or "Use a d12". They are simply using a notation. The 'd' is for die, and the number is the number of sides on the die. Like so:
- d4 = four sided die
- d6 = six sided die
- d8 = eight sided die
- d10 = ten sided die
- d12 = twelve sided die
- d20 = twenty sided die
Why so many dice!? Well, lots of reasons, but the end result is that they can represent different weapons or percent of chance for an action. Don't worry, the majority of the time you will only use two dice: the very common 'd20' on which the whole d20 System is named for, and the die your weapon of choice requires. The d20 is the most common die and is used to determine almost all outcomes.
There is one other die notation:
- d% = percentile dice (a number between 1 and 100 is generated by rolling two different ten-sided dice. One (designated before rolling) is the tens digit, and the other is the ones digit. Two 0s represent 100.)
Die rolls are expressed in the format:
[#] die type [+/- modifiers]
Example: 3d6+2 means: "Roll 3 six sided dice. Add the result of the three dice together, then add 2 for the total."
Math?
Hate math? Well I would lie if I said I do too... buuuut in gaming it can be a bore. We want gaming to be swift and action packed, and not represent homework. So in general, if you wind up with a fraction, round down, even if the fraction is one-half or larger. A fairly simple rule, and one we hope you never have to use. In short, you should almost never deal with a fraction.
Exception: Certain rolls, such as damage and hit points, have a minimum of 1.
Sometimes a special rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (x2) and a double (x2) applied to the same number results in a triple (x3, because 2 + 1 = 3). Again we hope to avoid unnecessary extra arithmetic. <=(Unsure about this, as it seems that x2 + x2 == x4.)
Basic Task Resolution System
As you read on, you will learn about game play and the way in which it revolves around the GM/Story Telling informing Players about their surroundings, and the Players acting on that information. In many cases those Player actions require die rolls that add the aforementioned element of randomness to the adventure. Combat has the largest and most involved set of rules explaining what to roll and when, but what about the day to day stuff? Honestly, the amount of role playing in these events depends greatly on your style and on the GM. Whenever there is a conflict or simply any other choice/task where there is a reasonable possibility for some degree of failure, Players should roll. That sounds kinda open to interpretation, and that's because it is. It's designed in such a way as to give freedom to the GM and Players alike.
There is a standardized system for determining the success or failure of any given task:
- d20 + Modifiers vs. Target Number
Modifiers: A modifier is anything you add on top of your die roll, usually to boost it and help your chances for success. In almost all cases this is an Ability Scores modifier, but there are exceptions. Those are explained later or when you come cross them.
Target Number: In combat the Target Number is usually the enemies 'AC' or "Armor Class". It can also be a 'DC' or "Difficulty Check". These will be explained later, but for now here is example: a character is trying to disarm a bomb. The bomb has a "DC" or Difficulty of 20. The Player's Target Number that they must beat when doing the roll is 20.
The Modifiers and Target Number are determined by the type of task. If the result of the d20 roll + the Modifiers equals or exceeds the Target Number, the test is successful. Any other result is a failure. A "natural 20" on the die roll is not an automatic success. A "natural 1" on the die roll is not an automatic failure, unless the rules state otherwise. <=(My house rules state that a roll of a natural '1' that results in a failure is a critical failure, the outcome of which is determined by a table or phone app, the latter of which is streamlined and works best. This adds an element of uncertainty and excitement to the combat. These 'critical failures' may result in just a normal failure, in something unexpected, or in something catastrophic occurring. I've found that my players tend to ask for this if I've forgotten or omitted it, perhaps since enemies are prone to these as well.)
A "natural" anything is when you roll a d20, in which case you get that number, as apposed to unnatural, meaning that the number was only reached after adding modifiers too it. So a "natural 20" would mean you rolled a d20 and got the number 20 before you added your modifiers.