One of Three
(Check it out: I released a single-session adventure on itch called Quest for the Vorpal Sword. You might use it with Dungeons and Dragons 5e or you might borrow bits for your other games.)
Picking one of three choices is a very popular video game mechanic, and sometimes it even shows up in roleplaying games. In this post, we'll look at what a tabletop game built entirely from picking one of three choices could look like.
Character Creation
Characters are made up of three parts:
- Background
- Items
- Motivation
Background
To create your Background, pick one of three origins from one of three archetypes.
Experts: You have a specific set of skills and/or knowledge.
- Apprentice. You're skilled at basic magic.
- Scoundrel. You're skilled at trickery.
- Minstrel. You're skilled at storytelling.
Laborers: You've worked in a specific trade for a long time.
- Farmhand. You managed crops and animals.
- Sailor. You managed a ship with a crew.
- Servant. You managed a noble house.
Warriors: You've fought a lot of different people.
- Gladiator. You fought in arena pits and battle rings for profit.
- Soldier. You fought in the worst war against better people.
- Hunter. You fought animals and monsters in the wild.
Items
Characters begin with an item relevant to their Background. Ideally each origin has a choice of one item from 3 options.
Here is an example of an origin item list:
Minstrel. You're skilled at storytelling.
Minstrel Items. Take either a lute, a love letter, or a handheld firecracker.
Motivation
This idea was inspired by this article on Sly Flourish. Your character has one of three motivations that helps you level up.
- Greed. You level up when you amass more money than you can easily spend or make out like a bandit on a trade deal.
- Heroism. You level up when you save someone in need or make a meaningful sacrifice to make the world a better place.
- Wonder. You level up when you discover a forgotten piece of history or return a lost artifact to its rightful owner.
Level Up
When you level up, make a list of three skills, backgrounds, traits, or activities that were relevant in your most recent adventures. Choose one of those to add to your character. Save the rest for the next time you level up. If you think of a skill that has become far more relevant to your character than an old one on the list, you can replace it.
Example:
Jory went on a few adventures before finally managing to save someone in need for his Heroism motivation (he got very unlucky during the previous adventures). For his level up, he writes down three skills that would have been helpful:
- City Bartering
- Undercity Brawling
- Basic Potion Brewing
Deciding the most useful at the moment is "City Bartering", Jory learns that skill and adds it to his character sheet. Now he can use it on his adventures! The
The other two skills are saved for the next time Jory levels up, in case he wants to take them that time. After some more adventures Jory levels up again, adding "Winery Management" to his list. Also, because of how many adventures he went on, Jory no longer thinks "Undercity Brawling" is very useful or thematic. He replaces it with "Fencing Initiate", and ends up taking that skill for his level up.
After those two level ups, Jory's skills now include both "City Bartering" and "Fencing Initiate". The next time he levels up, he will be able to choose from a set of skills including:
- Basic Potion Brewing, and
- Winery Management, and
- one new skill that has become relevant
Core Gameplay
Sometimes you follow a course of action and aren't sure if you'll succeed. Here's how to adjudicate success and failure with a quick dice pool:
Build a Dice Pool
- Grab 2d6
- Add d6 if your background helps you (max 1)
- Add d6 if an item helps you (max 1)
- Add a d6 if you have "Increased chances of success"
- Remove a d6 if you are disadvantaged by circumstance
- Remove a d6 if you have "Lower chances of success"
Roll the Dice Pool and take the highest result:
- 6: Everything works out swimmingly
- 4-5: It mostly goes according to plan, with a minor downside
- 2-3: It doesn't go according to plan, with a major downside
- 1: Everything that could go wrong goes wrong
If you ever build a dice pool with 0 or fewer dice, instead roll 2d6 and take the lowest result.
Minor Downsides Choose one of three downsides:
- Lose Time. It takes time to fix your mistake. Something bad might happen in the meanwhile.
- Noticed. Someone took note of your actions. They might do something about it, now or later.
- Slip Up. Something falls through and you find yourself in a new, slightly less dire, situation
Major Downsides Choose one of three downsides:
- Wound. You or someone near you is hurt! They take a wound. If you get three wounds, your character is retired. You can recover one wound every week you spend doing nothing dangerous.
- Lose Something. Get rid of an item. If its a useful item, the situation gets better.
- Major Slip Up. Situation has changed, probably more dire now. Make a new plan or hope the old one is adaptable.
Approaching Risky Situations
Characters go on quests to do things. One these quests they might find themselves in risky situations. When they do, they can pick one of three approaches to that situation:
Approach
- Head On. Increased chances of success if you try to make a good first impression. Pick the lock on your first try, say the right thing in a conversation, knock the wolf out with one strike.
- Carefully. Increased chances of success if nothing changes in the time it takes to set up. Examine the trap for its mechanism, stall the conversation until you understand the other person, find a good hiding place to set an ambush.
- Not At All. You can't fail if you don't try. Turn around, back away, run the opposite direction. Lower chances of success if the situation can chase you.
Adventure Design
When created adventures, give players a choice from three different quests they could go on (inspired by another Sly Flourish article).
Each quest should directly appeal to one of the three motivations previously discussed, however it's alright (and encouraged) to have smaller or less obvious appeals to the other two motivations.
Quests thrust characters into a collection of situations that can be resolved. If you want to prep them ahead of time, think about at least three different ways each situation might be resolved. This can be helpful when trying to decide how the world reacts to the actions of your players.
Quests can optionally benefit from the involvement of three factions. These need not be large groups, but having opportunities for players to pick one of three factions to align with (at least temporarily) can often be fun and exciting.
Example:
The quest selected by the players is named: "Steal the Horned Egg from Lord Faun Elroy"
Situations in this quest:
- Infiltrate Elroy Manor
- Find the Vaults
- Open the Locked Door to the Vaults
- Escape the Manor with the Egg
Three ways the characters might infiltrate the manor: get in through the front door, climb in through a window, scuttle through sewer pipes into the underground kitchens.
Three ways the characters might find the vaults: conversations with Lord Elroy's maids and butlers, scrabbling about the manor, observing the hand-drawn map in Lord Elroy's observatory.
Three ways the characters might open the locked vault door: use the password found in Lord Elroy's diary, threaten Lord Elroy's head butler to open the door or else, tunnel in through a weakened side wall in the boiler room.
Three ways the characters might escape the manor with the egg: the same way they came in, sneaking out in disguise, as loud and violent as possible.
Factions involved in this quest:
- Lord Elroy's butlers and maids, overworked and stressed out
- Lord Elroy's friends and family, celebrating his 50th birthday
- Sewer rodents of unusual size (and intellect), also trying to raid the vault
Expanding the Game
There are, of course, lots of ways to make this game more complicated and probably a lot more interesting. Here are a few ideas that might be useful:
- Pick one of three choices to build a name
- Pick one of three bonds/relationships to other characters
- Pick one of three bonds/relationships to relevant factions
- Pick one of three deities to worship
- Pick one of three alignments
- Pick one of three group patrons
- Pick one of three starting towns
- Pick one of three ways to attack someone
- Pick one of three ways to rest and recuperate over time
- Pick one of three ways to defend yourself
- Pick one of three ways to cast a spell
- Pick one of three classes, and one of three subclasses for specific character abilities
And also
- Lots more backgrounds and skill ideas
- Is the dice pool a good idea?
Final Thoughts
This was a fun little thought-experiment! We look at creating a game from the premise "Pick one of three choices" and I think I did alright. I'm a little disgruntled that my way of rolling dice for the dice pool has four different outcomes rather than three, but I couldn't decide on which outcome to take out.
I hope you enjoyed this little game idea. Have a great week, and see you next Saturday!
Things on my radar:
- I finished Detroit: Become Human this week. I watched a playthrough a few years ago, and it's still a great game, 8/10.
- There is a Bundle of Holding for Wolves Upon the Coast, an OSR sandbox for $18.
- There is a Forgotten Realms fiction Humble Bundle for $18. This includes books like Brimstone Angels by Erin Evans.
- Also a Beamdog/Owlcat RPG Humble Bundle for $23. This includes games like Pathfinder: Wrath of the Righteous and the old Baldur's Gate I & II.