After posting The Thief, the fourth game I designed, I started thinking about the third, Storylike. I designed Storylike for my daughter, Lark, for New Game Day 2014, and we played it with my wife, Alysia, and our friend Jaben.
I came away thinking it probably needed some work, but a year later I haven’t done that work. So why not put it out there?
I’d probably design it differently now, but in cleaning it up to publish I realized that that’s not a bad thing — Storylike reflects what I wanted out if it in 2014. It’s a snapshot, and a playable one; we had fun playing it. I might tweak it someday, I might not.
My design goals for Storylike were:
- Create an RPG for my daughter, age four, that plays quickly enough for her attention span but which includes some traditional RPG trappings. There are dice, you roll them to see what happens, you have “hit points” (sort of), and the game has a “strong GM” role. It plays in about 30 minutes.
- Use as many of the standard polyhedrals as possible, as she’d just bought a set of her own. (Storylike uses d4, d6, d8, d10, and d12).
- Make it easy to tell which dice are which on the character sheet, since she was still working on her numbers at the time.
- No math, just compare results, because addition doesn’t come easily to her yet. Every roll is one die vs. one die, high die wins (players win ties).
- Encourage creative thinking, teamwork, and perseverance. Storylike does this through Talents, which require creativity to apply; dice odds, which incentivize helping; and Problems, which anyone can have and which need to be overcome.
- Assume the GM can improvise a short game on the spot, and don’t provide advice for doing so. The GM was me, so for good or ill the game assumes I know what I want to do with it.
- Fit the whole thing on one page. It’s two pages if you count the character sheet.
The odds of success also tell you quite a bit about the game:
These odds incentivize players to help each other (which increases your roll to the next die type) and to try to use their abilities (d4 is the “I don’t have that” default, and gives the worst odds), but the odds are always tilted in the players’ favor thanks to players winning ties. The possibility of failure exists, but it’s not rampant; that felt about right for my kiddo.
My favorite things about Storylike are Problems, Hidden Talents, and the visual character sheet. You can tell that the latter wasn’t designed by an artist, and that I created it in Word. Anyone with a drop of design talent could sexy it up in just a few minutes.
I like Problems because they’re so flexible. They can be injuries, sure, but they can also be conditions like Afraid, Embarrassed, or Dazed. Problems were inspired by stress and consequences in Fate, but they distill that combination of tracks and aspects down to a single mechanic for the sake of simplicity. Hidden Talents are similarly flexible, and they also signal that characters should develop during play.
If you try out Storylike, I’d love hear what you think of it. Enjoy!
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.