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I started with the Hero's Journey structure and asked myself: what mechanics would naturally emerge from each story beat?
Take the opening scene. I needed players to establish their normal world before disrupting it, so I prompt the GM with questions like "How do they normally live?" This isn't just exposition - it's investment. When that world breaks, players care.
Character creation reflects this approach. Each character needs a Profession (what they can do), a Bond (what they care about), and a Weakness (what gets them in trouble). That Weakness isn't a penalty - it's a story engine. When Mara "can't leave anyone in danger," that drives her into the plot, not away from it.
The dice mechanics serve the narrative. You roll 1d6 base, add another d6 if your Profession applies (taking the highest), but add a third d6 if your Weakness triggers (then taking the lowest). This means your greatest strength and greatest flaw often activate together, creating natural character tension.
I designed three outcome ranges:
- 1-2: Failure with a Hero Point (currency for later success)
- 3-5: Success with a cost
- 6+: Clean success with an Advantage
Most rolls land in that middle range, ensuring success comes with complications that drive the story forward. The Hero Point from failure means even bad rolls contribute to eventual triumph.
The three-act structure isn't prescriptive - it's supportive. Act breaks trigger character evolution: you can change your Bond, Profession, or Weakness based on what happened in play. Characters don't just get stronger; they change in response to their experiences.
The Heroic Act mechanic crystalizes this philosophy. A player can choose to go "out of play" to turn another character's failure into success. If used during the story's climax, that character dies. This creates genuine dramatic stakes - mechanical sacrifice enables narrative heroism.
In playtesting, I watched these systems create emergent storytelling. When Gareth used his Bond with Old Bear to reroll dice at the bridge, he wasn't just getting a mechanical advantage - he was showing character growth through system mastery.
The game fits on two pages because every rule serves multiple purposes. Weaknesses create conflict AND character development. Bonds provide mechanical benefits AND emotional investment. Evolution mechanics reward growth AND maintain narrative continuity.
Give it a try! I really appreciated feedback!
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Two Page heroes
Un gioco di ruolo minimalista per avventure eroiche
Status | In development |
Category | Physical game |
Author | Vas Quas Editrice |
Tags | hero, Minimalist, Simple, Tabletop role-playing game |
More posts
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