The Game
Willpower is very simple RPG. All you need to play is a Game Master (GM) some players and a D6. You can play this game in any setting including fantasy, modern or sci-fi. In this system the player's characters can do anything that they have enough will to do. A mother can lift a car, but only if her child is under it. A ranger can shoot two orcs with one arrow, but only if his friend is in danger. The characters only have the will to make an action when they believe that they can do a thing.
Willpower
Willpower is a game with one stat, will. All characters start with 5 will points. These can be spent on any roll of the dice. Each will point spent adds +1 to the die, and can be spent regardless of beliefs. A player cannot add more than two points to any roll. Points need to be added before the roll is made.
World/Character Creation
The GM’s role is to create the game world (GM’s feel free to be led by your players in this). The players then decide on characters that might live in this world. For example a knight might exist in a fantasy setting. The players then decide on three things that their characters believe. For example a knight might believe "I am good with a sword", "I am a paragon of justice" and "I am in love with the princess." Players are limited by the GM as to whether the character and their beliefs make sense in their world. See more character examples here.
Beliefs
The game should to be played considering the characters beliefs. A GM can decide to add or take away 1-2 will points to a role, depending on if a character is attempting an action that is within his characters beliefs (and makes sense for the situation). Some players will have very broad beliefs for example "When I take off my shirt I can do anything." Players can only receive 1 will point from the GM for general beliefs. Points are assigned before the roll is made. Conflicts between characters are resolved by a contested role. For example two players argue which is the stronger. The GM assigns will points based on character beliefs, each player (or GM) assigns their will points, then the dice is rolled and the higher number is successful. Tied rolls result in a re-roll. At the end of a game session will points are restored. GM’s if you want to play more than one session, you can level up characters by assigning them additional will points and adding character beliefs. For example a knight kills many enemy footman on a horse. The GM assigns +1 will point (to a total of 6) and (after talking and agreeing with the player) adds the belief “I’m an excellent horse rider.”
The Dice
Willpower is played with one six sided die or a D6. As the game is played the GM decides that there is enough doubt (anytime a person might ask the question "Can I do this.") to warrant a roll. This can be something simple, like a sales person making his pitch, to something complicated, like repairing a starship console. The player can add up to two of their will points, and the GM can add or remove 2 will points (depending on how well the action fits with the characters beliefs) before making any role. Read the dice as follows;
8+ Critical Success
7. Success with added benefits
6. Simple Success
5. Success with complications
4. Mitigated failure
3. Failure
2 or lower. Epic Fail.
Optional Rules
GM's, with the above rules Willpower can be run very effectively, including combat. However you may wish to play a combat heavy game. You may even wish to include miniatures. In this case;
Hit points and Combat
Cognitive Dissonance
GM's, you may wish to allow your character to pick any beliefs regardless of how that character fits into your world. In that case consider the optional cognitive dissonance rule. When a player creates a character with beliefs that don't fit into your world, the real world can challenge that belief. The real world can impose a –2 penalty in place of the GM awarding the usual +2 belief bonus. The belief should then be exchanged based on the following events. For example a player creates a human character that can fly in a real world setting. The player attempts to fly at a –2 penalty, but chooses to add 2 will points. The highest they can roll is a 6 a simple success. The GM says "You jump really, really high and for a moment it looks like you're flying, but you land hitting the ground hard. I would suggest that you're a excellent jumper, why don't we change your belief to something around jumping." Should be player steadfastly refuse to change the belief, then all rolls for that belief are made at a –2.
Final Thoughts
This game assumes that you already have a working knowledge of table top RPG’s, ideas like theatre of the mind and the GM's role. If you are unfamiliar with these ideas, I strongly encourage you to have a look at some of the many excellent RPG’s out there, watch some live action games or play a game with an experienced GM. In particular Roll20 is an excellent place to find a game.
If you're keen to get in touch you can find me on discord Tom F#6824
Willpower is very simple RPG. All you need to play is a Game Master (GM) some players and a D6. You can play this game in any setting including fantasy, modern or sci-fi. In this system the player's characters can do anything that they have enough will to do. A mother can lift a car, but only if her child is under it. A ranger can shoot two orcs with one arrow, but only if his friend is in danger. The characters only have the will to make an action when they believe that they can do a thing.
Willpower
Willpower is a game with one stat, will. All characters start with 5 will points. These can be spent on any roll of the dice. Each will point spent adds +1 to the die, and can be spent regardless of beliefs. A player cannot add more than two points to any roll. Points need to be added before the roll is made.
World/Character Creation
The GM’s role is to create the game world (GM’s feel free to be led by your players in this). The players then decide on characters that might live in this world. For example a knight might exist in a fantasy setting. The players then decide on three things that their characters believe. For example a knight might believe "I am good with a sword", "I am a paragon of justice" and "I am in love with the princess." Players are limited by the GM as to whether the character and their beliefs make sense in their world. See more character examples here.
Beliefs
The game should to be played considering the characters beliefs. A GM can decide to add or take away 1-2 will points to a role, depending on if a character is attempting an action that is within his characters beliefs (and makes sense for the situation). Some players will have very broad beliefs for example "When I take off my shirt I can do anything." Players can only receive 1 will point from the GM for general beliefs. Points are assigned before the roll is made. Conflicts between characters are resolved by a contested role. For example two players argue which is the stronger. The GM assigns will points based on character beliefs, each player (or GM) assigns their will points, then the dice is rolled and the higher number is successful. Tied rolls result in a re-roll. At the end of a game session will points are restored. GM’s if you want to play more than one session, you can level up characters by assigning them additional will points and adding character beliefs. For example a knight kills many enemy footman on a horse. The GM assigns +1 will point (to a total of 6) and (after talking and agreeing with the player) adds the belief “I’m an excellent horse rider.”
The Dice
Willpower is played with one six sided die or a D6. As the game is played the GM decides that there is enough doubt (anytime a person might ask the question "Can I do this.") to warrant a roll. This can be something simple, like a sales person making his pitch, to something complicated, like repairing a starship console. The player can add up to two of their will points, and the GM can add or remove 2 will points (depending on how well the action fits with the characters beliefs) before making any role. Read the dice as follows;
8+ Critical Success
7. Success with added benefits
6. Simple Success
5. Success with complications
4. Mitigated failure
3. Failure
2 or lower. Epic Fail.
Optional Rules
GM's, with the above rules Willpower can be run very effectively, including combat. However you may wish to play a combat heavy game. You may even wish to include miniatures. In this case;
Hit points and Combat
- Assign some beliefs to NPC’s for example a medusa might believe her gaze turns adventures to stone. Then assign the NPC will points equal to the difficulty of the encounter I suggest you start with 3-4 per NPC.
- For epic encounters give your NPC 10 will points and you can spend those will points when they act in line with their beliefs. Just like the players can.
- Assign players an additional 5 will points to a total of 10. Each time a character is hurt in conflict (usually by rolling a 4 or below) take 1 will point for a light wound, 2 for a medium wound and 3 for a heavy wound.
- For grid based games standard movement for characters is 5 squares (modified by +-1 square for beliefs). If you want this part of the game to be turn based, roll for turn order will points can be added just like any roll.
Cognitive Dissonance
GM's, you may wish to allow your character to pick any beliefs regardless of how that character fits into your world. In that case consider the optional cognitive dissonance rule. When a player creates a character with beliefs that don't fit into your world, the real world can challenge that belief. The real world can impose a –2 penalty in place of the GM awarding the usual +2 belief bonus. The belief should then be exchanged based on the following events. For example a player creates a human character that can fly in a real world setting. The player attempts to fly at a –2 penalty, but chooses to add 2 will points. The highest they can roll is a 6 a simple success. The GM says "You jump really, really high and for a moment it looks like you're flying, but you land hitting the ground hard. I would suggest that you're a excellent jumper, why don't we change your belief to something around jumping." Should be player steadfastly refuse to change the belief, then all rolls for that belief are made at a –2.
Final Thoughts
This game assumes that you already have a working knowledge of table top RPG’s, ideas like theatre of the mind and the GM's role. If you are unfamiliar with these ideas, I strongly encourage you to have a look at some of the many excellent RPG’s out there, watch some live action games or play a game with an experienced GM. In particular Roll20 is an excellent place to find a game.
If you're keen to get in touch you can find me on discord Tom F#6824