Diceless Risus:
The pretentious edition
Diceless Risus is a supplement to the Role
Playing Game (RPG) RISUS by S. John Ross. It is designed to provide an
acting-focused gaming experience. It is meant for players who value role playing
over dice-rolling but want a quick, simple system for any short gaming session.
But it is also a great tool to introduce new players into the world of Role
Playing Games. Diceless Risus
works better for intense play-acting and improvisation. The simplicity of the
system makes it so that character creation takes only a minute!
Credit for this game goes to…
Inspiration
for this supplement of Risus comes from S. John Ross’ original Risus
game system, of course, but also from sources such as Amber, White Wolf’s Live
Action Role-Playing games and GURPS. The
original RISUS (click for the link) is a free game created by
game designer S. John Ross.
Character Creation:
Characters in Diceless Risus are still defined by
clichés. But now they are split into two groups: Innate clichés (Stats) and Learned clichés (Skills).
Human maximum for any one cliché should be 5 points.
Beginners’ clichés shouldn’t exceed 4 points.
Clichés describe what a character is (Innate) and what
he knows or can do (Learned). You can choose cliché abilities associated with
Warriors, Rangers, Wizards or Hobbits, or more modern ones like Spy, Computer
Geek or Adam West (once an actor, now just a cliché).
Unlike regular Risus, the clichés (Stats & Skills)
are not defined in terms of dice but in terms of points. The number of points
they have represents the numbers you add up to find how good you are at doing
something. The total of one Innate cliché plus one other Learned
cliché represent how well you perform a task. In Diceless Risus, a total
of two points is bad, four is talented, six is professional and eight is
mastery.
Basics
The
GM assigns Innate
Clichés: the number and names of which varies to his whim / game
style.
-The player is given a total of
2.5 points / stat to spend on them (on average).
Examples
of Innate Clichés: “Strength” “Smarts” “Motormouth”
The
Player comes up with Learned Clichés: stuff his character knows / can
do.
-The player is given twice the
amount of points of Innate clichés to share among
them.
Examples
of Learned Clichés: “Driving” “Brawling” “Cruising” “Handling
booze”
Why
two sets of clichés?
Regular
Risus lets the player pick all his clichés.
Because the diceless system is a little static (no
randomness: the highest total wins), it helps to be able to combine different
scores in new manners to reach a better total and win a contest. (Maybe you can
use your Smarts instead of your Motormouth Innate cliché when trying to seduce a professor).
The number of Innate clichés can vary according
to the complexity of the game
A “Toon”
game might have ‘BULK’ and ‘BRAINS’ as the only Innate Clichés.
But a fantasy game might have four stats: ‘Strength’ ‘Dexterity’
‘Intelligence’ and ‘Presence’ for example. A GM can make up whatever Innate
Clichés are appropriate to the game.
The name of the game
Learned Clichés can be named as the player want (mostly words that
end with “–ing”). Of course they must meet the GM’s
setting and approval. “Smash Things” is just as good as “Fighting”. One might
be more appropriate for The Hulk than Adam West.
The GM gives the player a description of the game
world he is going to play in: Sword and sorcery, Space opera, Horror etc. Then
the player writes up his character concept accordingly.
Characters are
created by naming and describing them and listing their clichés.
Example: The GM says “The game takes place in a survival-first post-apocalyptic
world.”
(And tells him, in this game, he has 3 Innate Clichés: Strength, Smarts & Motormouth.)
Inspired by that, the player comes up with a “Road warrior” concept:
“An ace driver who likes to
fight, score with chicks and is often drunk” From this he writes up his Learned Clichés.
(Driving, Brawling, Cruising, Handling booze & Belching)
He then looks over the Innate clichés.
First the GM tells him he has 8 points to spend among
them (a little over 2.5 on average). He puts 4 in ‘Strength’, 2 in ‘Smarts’ and
2 in ‘Motormouth’.
Second, he is given 16 points to spend in Learned Clichés
(X2 the points for Innate clichés).
Like so: Driving [4] Brawling [3] Cruising women [3]
Handling booze [2] Belching [2].
He then decides to make up another skill for his
remaining 2 points: “Looking cool on the road”.
For your inspiration
Sample Innate
Clichés
Strength, Force,
Power, Body, Bullyness
Dexterity,
Agility, Speed, Weasel factor
Intelligence,
Reason, Wits, Brains, Noggin
Charisma,
Presence, Looks, Sex appeal
Wisdom, Intuition,
Smarts, Savvy, 6th sense
Willpower,
Chutzpah, Guts, Luck, The Devil
Sample Learned
Clichés
(For an Explorer) Traveling, navigation, speak
‘cannibal’, holding his lunch at weird customs
(For a Vamp) Seducing, fashion design,
signing, dancing, flirting, not
flirting...
(For a Geek) Hacking, computer games,
trivia knowledge, stuttering in front of girls
(For a Girl Scout) Knitting, baking, extortion,
being stalked, being cute
(For a Rocket
scientist)
Math, mechanics, building a TV from a paperclip & rubber band
(For a Thief) Sneaking, peeking, taking,
opening, running, denying the former
(For a Shoe-shinning
kid) Shining
shoes, spotting eavesdropping, following the hero, getting in trouble
(For a Prince) Diplomacy, riding white
horse, dueling, prancing, heraldry, courting
(For a Mad
Scientist)
Electricity, chemistry, biology, rambling, faulty planning, playing God
(For a Magician) Occult, alchemy, throwing
fire spells, dealing with demons, speaking in tongues
(For Adam West) Law, *Pow* fighting, non-swearing, bending camera angles,
stylish dancing
Game System
When
attempting to do something, anything:
Innate Cliché + Learned Cliché
= Total
Your total must beat a Target Number or an opponent’s Innate cliché +
Learned cliché.
The
highest Total wins.
Whoever looses
reduces by 1 point the Innate Cliché he used in
the contest.
If the Innate Cliché reaches 0 you are down, KO,
paralyzed, dead, stupefied etc depending on the nature of the cliché used in
the contest.
Draws could result in partial success or both
characters getting hurt / losing. (GM’s discretion)
Example:
GM Your Strength + Brawling
total is 4 and BIG Boss’ total is 6. “You get a couple of swings, his head
swings left and right. But even your best punches don’t faze him. He looks at
you and grins. He throws a lightning-fast punch that sends you flying through
the wall.” (Deduct 1 from your Strength Innate Cliché.)
Player
“Huh-ho.
He’s too tough for me: and now I’m in a bad a shape. I have to get out of
here.”
In contest
against things/problems, the GM assigns a Target Number for the difficulty.
Target
Numbers:
2: Real easy. Difficult for a loser.
4: Easy for a
pro.
6: A challenge
for a pro.
8: Usual for a
hero. A difficult stunt.
10: A hero’s
challenge.
12: Difficult
for a Master.
15: Almost
beyond human.
20: Superhuman
challenge.
Player “My total to break the exit
door is 4 (my Strength plus Brawling).”
GM “The door has a break target
of 6. You keep smashing into it but it doesn’t break down.”
What Innate cliché do I add with what Learned cliché?
The GM decides that and it can vary according to the
situation. He can either:
1-
Ask for a specific combination
of clichés. If he knows what you have on your character sheet.
2-
Ask the *player* to tell you
what cliché he thinks he could use. (May be debated)
Can’t succeed in that contest?
Try to change the situation or convince the GM that
you could use a different cliché.
Example:
Player “I try to hack into the
computer system.”
GM “Add Smarts
plus Computer”
Player “That’s 1 + 2. The total is
3.”
GM “Bah! No way you
can get in. Try to beat a 5.”
Player “Damn! I smack the computer!”
GM “Real mature.”
Player “Does it work?”
GM “Huh?”
Player “You know my character is no
genius. Sometimes machines work when you punch them. I’m good at that.”
GM “Ha-ha! Funny
but true. Okay: I’ll let you use Strength
plus Computer.”
Player “Can I use Strength plus Brawling instead?”
GM “Don’t push it monkey boy!”
Note: Funny shticks clichés are good
because you can easily make up funky uses for them. Maybe the Learned cliché
“Knows drinking games” can be used instead of other social clichés with frat
boys and bar pillars. “Adam West” might justify odd camera angles.
You can also try to convince the GM that some Learned Clichés can
be applied to effects he might not have considered. See Modifiers (Role-playing) below.
Example:
GM “You don’t have any computer
skills. So you can only use your Smarts cliché
as a total for hacking.”
Player “Hey wait, how about my
‘Security’ Learned cliché. Couldn’t I use that?”
GM “How can you justify that?”
Player “Well almost all security
works with electronics and computer: I am bound to know a lot about that. I can
also try to get information on computer security on the net.”
GM “That’s pretty reasonable.
I’ll allow it.”
The GM might choose to reduce
new totals if he feels the combination is a stretch.

This system is
somewhat static...no?
Enter: ‘Pumping up’ and
‘Modifiers’.
Pumping up
When things become too difficult you can make extra
effort, pull a muscle, cram very hard, show some guts and increase your
abilities. It may be necessary if Adam West (4) is fighting Robot Ninja (8).
When a cliché is pumped it temporarily increases your Total for one contest.
But, after the contest is resolved, the character
reduces his Total by the same amount of points he used in the pump. This loss
is treated like “injury”.
Unlike in a
normal contest, when you pump you can deduct the points lost in any cliché you
want (Bright people usually pick Learned ones.)
Example:
Player “My total to break the exit
door is 4.”
GM “The door has a break target
of 6.”
Player “Okay. I bet an additional 2
points.”
GM “You smash it once, it
doesn’t break. You take a run at it, dislocate your shoulder, and break it
down. You loose 2 points from your total.”
Player “Ouch! Do I loose Innate cliché or
Learned cliché points?”
GM “Wherever you want. But Innate clichés can be used
with every other Learned cliché.”
Player “Making them more useful. So
I will remove 2 points from Brawling. Next fight is going to be hard”
Modifiers
Throughout the game players (and the GM) are expected
to imagine ways to beat a superior opponent.
You might think “Hey, without dice, if I don’t a high
enough total, I can’t do a thing!” Yes and no. Your ability to role-play is
your dice. You can get the upper hand on a challenge that is too difficult by
manipulating the situation. Not strong enough? Convince someone to help you. No
way you could take the Cardinal’s place at the court? Stir up a scandal by
exposing his affair.
1- Tools:
Tools are the most common way to get the upper hand.
Players are assumed to have all the proper tools to do their profession. An
accountant might be able to gain a bonus to his fighting ability by picking up
a stapler, but a warrior is expected to be carrying around a sword and gains no
bonus from it. It is assumed that, whatever fighting score they have, it
encompasses their gear.
Hint: if the character doesn’t
have the appropriate Learned Cliché…he probably doesn’t have the tools on
him/herself.
Examples of Modifiers
Spoon, pea shooter, rubber chicken +1
Small arms, sword, wrench +2
Big-ass sword, table, handgun +3
Laser pistol, anvil, machine gun +4
Death ray, bulldozer, airplane food +5
Those are only examples of weapons or combat-oriented
tools. They serve as a gauge on how to assign bonuses. In other situations a “Maximus logger 3000” industrial printer could give you a +5
bonus to hand your paper on time for the finals.
Remember: The GM assigns all modifiers.
He is not expected to be fair but expected to create a fun ambiance (which may
require him to be fair for the enjoyment of all…most of the time.)
2- Assistance:
“I can’t beat the school bully alone. So I try
to enlist all the 1st graders to help me.”
Probably one of the most obvious or easiest idea
players can come up with. If overused the GM may feel the players’ lack of
imagination will only lead them to find more opponents to bash their heads in.
Only certain tasks can be accomplished with assistance
and the GM is expected to use common sense when determining if a situation
warrants it.
A quick way to calculate group effort would be to use
the highest appropriate cliché total and add +1 to it for every person helping.
In some instance maybe there can be a maximum bonus or
number of people who can help. Or the GM may assign a lower value for
additional help.
# of significant helpers:
+1 / X 2 number
of ‘helpers’ (1, 2, 4, 8, 16)
Helpers not skilled
for contest:
-Set a maximum
to the modifier
Or
-Ask player to
role-play help for a +1 bonus
3- Circumstantial:
The player (or GM) can call on or create events that
benefit or diminish a total score.
The Gm decides how much bonus he gives according to
how much work was put into creating the circumstance or how imaginative the
player is in pointing out the benefit. Often that means the player has to argue
his point of view on how the conditions benefit him.
Example: “After a lengthy
investigation, I expose the Cardinal’s affair in front of the whole court!
Surely now I will be able to challenge him publicly.”
Or: Loosing the race? “May I
remind you that we are in my hometown? I have my fan club in the stands
cheering for me and they might give me the moral boost I need to win.”
4- Role-play:
Gm should give additional points for good role-play:
coming up with one-liners and acting out their actions. Of course these must
help solve or fit the contest. “As I lay
my hands on his face and cast my death spell, I shout to the evil priest; Your God cannot help you now!!”
Good
one-liner, fitting habit or quirk +1
Acting
in character +2
Creative
stunt, imaginative plan, drama +3
Acting
in character against self-interest +4
Acting
in character against self-preservation +5
5- Bribe:
Offering some nachos to your GM can earn you some
brownie points. Use it often.

Optional Rules
Character Cliche
Archetypes come in many colors. The original Risus
game suggests character concepts as a cliché. From “Mad
scientist bent on world domination” to “Fashionably Gay Interior Designer” or
“Adam West”.
These are all-encompassing clichés that defines a
character. In a way it is a player character’s “level”, the gauge that defines
how good they are at being . . . who they are.
Players could write their concept up as the cliché. In
our previous example the character’s cliché could be “Ace Driver” or
“Womanizing Ace Driver”. This cliché is given 1 point at the first game. The
cliché’s point(s) can be used to boost any contest that is within his
expertise, his turf (see Pumping Up). Every game where they succeeded
in role-playing their character well the GM can give them 1 point to add to its
value.
Essentially, this works like a Fluid Cliché. (See next
chapter.)
Anatomy of a Cliché
The Risus
Companion (© S. John Ross) has a good review on what constitutes a cliché.
Think on what you can include when making all your
clichés:
Job, race,
culture, personality, looks, pop culture references (like Adam West) are good
areas to work with.
Fluid Cliches
“Willpower, Luck, Magic,
Chutzpah”
Make an Innate Cliché that can add one-time points to a
single contest. Like a universal blood donor for contests. Points used are
lost. Replenish the points at the next game. If he uses them too early the
player is out of points for the last showdown.
These can represent an ability to adapt to various
situations and offer more options to players.
Optional rule #58.3:
What makes you,
you!
There is several ways to give additional “humph” to a
character. Heroes have nifty gadgets, friends, money and flaws. If it is
assumed the warrior has a sword in his basic equipment, why is he looking for
the sword of Jake? Sure you are a rock star, but where are your fans? Saying “I
am a model” is nice, but where does it show on the gaming table?
The GM allows 3
points that can be moved from the Learned Clichés into buying Options. Only 3
points, total, can be moved by
starting characters: given or taken.
Those options are:
- Equipment
- Advantages
- Disadvantages
- Powers
How to manage
unique abilities or tools:
1-
Give them a bonus to add on some totals (permanent or temporary)
2-
Have them cost some Innate or Learned character points. (If used at PC’s
creation)
3-
Assign “types” to them: limits their use and gives specific benefits.
(‘Ranged’ or ‘Hand’)
Types?
“What is a type?”
Again: a new rule? Well, not really. Types are just
key words you associate with things, they define what
the object does. Having a gun against a guy with a knife may not make a
difference during a regular contest. But if he’s on the other side of a highway
with passing cars, most likely you can claim you are the only one who can hurt
him. Basically they are clichés that apply to objects.
Types allow the player to claim an upper hand in
certain situations / contests. They are also like a voucher that clearly states
that what you have can do this or that.
· Equipment
As said in the ‘Tools’ chapter, equipment is assigned a value
according to their usefulness, efficiency or power to solve a contest.
What players buy with equipment is twofold: a bonus to
their total and Types. A ‘Type’ basically describes whatever that thing does
that most others don’t. In other words Type gives a circumstantial bonus. A typical sword (+2 Value) can have the Type
‘Slashing’ but a typical gun (+2 also) has ‘Ranged’. One may get you to act
first from a distance but the other can cut rope or a ham sandwich.
Mundane & Magic equipment
+1
Bonus Value
Shoddy items, cheap, barely adequate for the job
Object Type
Rubber gloves to climb walls Sticky
Microsoft Clunky
Rubber chicken as comedy prop Clucky
+2
Bonus Value
Common items, do the job well, affordable
Object Type
Hand weapons (swords) Close, slashing
Guns & rifles Ranged,
charges
Tool kit Specialized,
solid
+3
Bonus Value
Finely crafted items, expensive, professional tools
Object Type
Locksmith key set Breaking
& entering
M-16 with telescopic sight Precise
+4
Bonus Value
Rare objects, master craftsmanship, world-class
Object Type
Spy kit High
tech
Wand of fireball Bring
fiery death
+5
Bonus Value
Unique items, outrageously expensive, best ever
Object Type
Stradivarius Melodic,
status
The one ring Rules
them all
Note: GMs might want to handle
Magic items differently and come up with special rules. Other equipment like
super-technology (death ray, teleporter), normal but
really expensive stuff (manor, helicopter) could be covered within the normal
equipment rules or require special rules too.
Gadgetry
The player can always have, on the spot, the
appropriate equipment according to half the value of what he has put aside for
the Gadgetry equipment. This can be used only as many times as the number of
points invested in Gadgetry. Example: if he sets asides 4 points in “Gadgetry”
he can pull out of his hat any tool that the GM assumes is worth 2 points. He
can do that 4 times this game session.
The GM is allowed to disregard impossible choices
(a car while you started alone in the desert) or tools that do not exist
(unless you have the ‘super spy’ or ‘mad genius’ cliché.)
Magic Items
These are defined through their types. Maybe only a magic
sword can defeat the monster or maybe the fire wand just happen to have the
right Type to be useful against the Flammable People. They have the same value
as any normal equipment but will have unusual types. Perhaps the Gm will only
allow players who have magic abilities access to them.
Example of
unusual, “magic” Types: ‘Instant healing’ ‘Bring back the dead’
‘Create love at first sight’
· Advantages
Advantages give circumstantial bonuses, like
equipment, to certain contests. However, they have no type. They give
circumstantial bonus only and require some role-playing from the player to
justify gaining the bonus. For these reasons every Advantage has a ½ point cost
and half points are dropped (don’t count towards the total).
They are natural abilities, however, and can not be
taken away easily. Although they can be negated (being beautiful doesn’t work
if you are sprayed by a skunk).
Every advantage has a point cost. Like when buying
equipment, players are limited to the 3 point-exchange limit. More expensive
advantages can be bought later on or might be reserved for non-player
characters.
Bonus Cost
Beautiful +1 to +5 -
.5 to 2.5
Works as a bonus on seduction-like social contests and
applies only to those who have a chance to be attracted to the character.
Bonus Cost
Allies +1 to +5 -
.5 to 2.5
Provide clichés unavailable to the player (only one).
Their total point is equal to the bonus. Their
total value is used as an Assistance bonus not a total. The player MUST
role-play the request for help. He can have as many allies as he wants.
Bonus Cost
Money +1 to +5 -
.5 to 2.5
Like Gadgetry: the money advantage provides variable
resources.
The bonus is the Value of the equipment and the total
number of objects.
However none of these can be chosen on the spot: they
must be given a Type (the only use of type in advantages).
The types can be ‘property’, ‘vehicle’, ‘weaponry’
etc. These limit the kind of things the player can get. Other items can be
bought at half Value (round down).
Example: for a +4 bonus (costs 2 points) Adam West can
get any +4 Value “Pop culture” items four times per game. Or he can buy any +2
Value item.
· Disadvantages
“Now why would I want bad
stuff for my character?”
“Because they give you extra
points to spend fool!”
Penalty Cost
Ugly -2 / -4 +1
/ +2
Works as a penalty on seduction-like social contests
halve that value for other types (otherwise all players would take that and
just never try to talk to anyone).
Penalty Cost
Poor (Debt) - +1
(Destitute) -2
or -1* +2
Debt- You owe
money. Every asset you find or earn is sold and replaced at half value (a +2
Value sword is seized and replaced by a butter knife Valued at +1). The debt
should not be a set number and must be repaid through play.
Destitute- You own practically nothing.
* The -2 penalty is applied to either your highest cliché (you don’t have any
tools & equipment). Or a -1 to all your lowest clichés until you get proper
tools. Player’s choice.
Penalty Cost
Code of Honor -1 +1
The player can create a code of conduct that has to be
very restrictive (prohibits even trying some common kind of contests like
seduction). Some times he might get a -1 penalty to social rolls when the code
goes against someone’s values or insults them.
Penalty Cost
Cursed -1 / -4 +.5
/ +2
The GM selects (not you: you don’t know) certain
contest where you will always fail on a draw (-1). Seduction
or thievery for example.
At -4, bad stuff happen to you at least 4 times per
game session, preventing you from even attempting one particular contest. For
example: climbing a rope that breaks off. These contests must not be in the
player’s field of expertise (his highest cliché).
Penalty Cost
Enemies -1 to -5 +.5
/ +2.5
Once every game session, the GM assigns an event with
an additional enemy. This enemy (or enemies) adds his “penalty” value as a
bonus to the contest against the player. This has to be justified within common
sense for the player’s enemy (-ies) to be there.
· Powers
It is recommended that Powers, especially
super-powers, be handled outside the 3 point move system. Their value goes
somewhat beyond Equipment and may unbalance a game. It is suggested that GM
allow players to have a ‘pool’ of points they can only spend on superpowers.
Magic
A special benefit: costs 3 points. You get an
additional Innate
Cliché called “Magic”. This cliché has only 1 point & can only
have 1 point for beginners (or ever, in low-magic games.)
Magical Style
In addition you get a Learned Cliché that fits a magic
style (like a Type). This has to be appropriate like “Necromancy” or “Bringing
fiery death”. Not too general or specific. To get the benefits of Magic the
player must work with his style when role-playing. Of course you can have more
than one style.
A ‘Totemic Shaman’ can role-play having his totem
animal fight for him but it will be harder to use this style to gain control of
a car. “KLATU-VERATA NIKTO! May the fires of the 9 hells devour you mortal!”
Mechanics
Magic points can be used to pump up the total of any contest. This must be role-played as a magic ritual/effect that fits the chosen
magical style (above).
Although Magic points spent are lost after a game
session, the base point in the Innate Cliché is permanent (except in magic vs.
magic contests.) So you can always pump up any one contest with at least 1
point with magic. An imaginative player with lots of magic could do pretty much
everything with magic while only having low scores in all his other innate
clichés. The GM may dismiss un-fitting/original ‘casting’ as a spell failure
(point loss optional).
Super Powers
Super Strength /
Agility / Smarts etc
Any “super” Innate Cliché is allowed to have more than
5 points. In a superhero game, it is
suggested that in addition, any contest won by the player costs 2 points to the
opponent’s Total. This power costs 2 points.
Other super
Powers
Like magic, super powers can have Types. They are
handled the same; they have Cost and Types. Additional types add +1 to the
Cost.
Value Type
Change self +2 Change
looks/ height & weight / color, hide
-Polymorph +4 Change species, realm, atoms
Control +2 Ask
X to do stuff, ask X to kill or die for you.
-greater +3 (x2)
Choose a Type of controlled object: Plants, People,
animals (specific), insects. They have as much Innate Cliché points as the
player (no Learned ones). The greater version gives
them twice as much. (Points are spread between one or several individuals.)
Elemental
control +2 Element
+ Control
You can pick one element: fire, water, air, earth,
metal (magnetism) sound (sonic) light, darkness etc
Fly +1 Air travel
-super flight +2 + Speed
Heat Vision +2 Ranged + Fire
Insubstantial +3 Pass
trough stuff, can’t be touched, infuriate others
Invisibility +2 Hide
+ Totally
Invulnerability +1 Protection
Reduces by 1 the damage received in contests lost by
only 1 point. It can be stacked several times.
Regenerate +1 Heal
-fast +2 Heal,
fast
(+1) Regain 1 lost physical clichés lost to contest
after a scene.
(+2) Regain all lost points within a scene.
Size change +1
Growth or Reduce
Stretching +1 Ranged
-greater +2 Ranged
+ Entangle
Telekinesis +2 Ranged + Damage
You can manipulate things as if your hands are a stone
throw’s away. Hit & push damage as fighting.
Telepathy +2 Hear
+ Thoughts
Like a psychology / charm related contest.
Wall-walking +1 Climb at 90·
Character Progression
(And what have we learned
today?)
Players will eventually want to advance their characters,
especially if the game last several sessions.
Gm are free to come up with their home made
progression rules, we only encourage them to keep in mind the spirit of the
game.
Again, Diceless Risus should incite players to role
play their progression. After each session the GM can ask each player “What has
your character learned?” This would allow the player to participate in their
character’s progression.
Based on the cost of increasing clichés below, we
recommend giving between 2 and 3 points to players after each game session.
Points
After every game session, players should receive one point for succeeding in each of
these areas:
1- Success
Managing to achieve their goal
2- Role Playing
Having & creating the fun, playing in character
3- Creativity
Bonus for extra imaginative play, heroic deeds
Don’t forget that if you use the generic Character
Cliché, you must give an additional point after every game he plays.
This only increases the character cliché however. There is no cost to this
cliché.
These points could be used to increase any Cliché. Of
course, as mentioned earlier, this has to be debated as to why the point would
go to such a Cliché. Has the character really used that cliché? Did he learn
anything in its use?
Progression
Cost
Learned clichés should be less expensive in points
than Innate ones.
Learned clichés: 1 point / value of cliché.
(Increasing a 2 point cliché to 3 costs 3 points)
Innate
clichés: 3
points / value of cliché.
(Increasing a 2 point cliché to 3 costs 9 points)

Example of Play
session: the final Showdown
Player “But wait a minute: we are
fighting at a construction site?”
GM “Yes”
Player “There’s bound to be a hammer
lying around.”
GM “Hmmm, I’ll give you that.
But try to put a role-play spin on it.”
Player “Ha-ha, as I struggle to my
feet, a look of desperation on my bloodied face, I try to run for an exit. The
villain laughs at my despair. Then…I spot a hammer.”
GM “The villain stops laughing
and his eyes open in an obvious surprise….he tries to run away.”
Player “Bastard! I’ll get you! I run
with him and try to smack his legs.”
GM “I give your hammer a +4 to
your total on this turn because you are attacking from behind too.” SMACK! Your
total is 7. Your diminished Strength of 3, plus your 4 points in Brawling. You
injure his legs; he trips and noisily falls into scaffolds and boxes of nails.
Player “He’s done for it. I keep at
it.”
GM “Not so fast! This round,
because of your wounds, you panic and end up too close. He’s facing you and
wrestles with you trying to get you to loose the hammer. I lower your hammer
bonus to +2. Both your totals are now 6.”
Player “Hey you can’t do that!”
GM “Sure I can! +2 is still a
very good bonus and he is now facing you.” “Besides this is the final showdown:
you have to work for it. So suck it up!”
Managing Play
Playing a diceless game brings a slew of new problems.
Here are some tactics on how to handle them.
Game
Format
The format of Diceless Risus goes basically like this:
1- Game Master describes the
situation, the surroundings and the problem / opponent
2- The player asks for some
additional information, decides what his character does.
3- The GM announces what
combination of Innate and Learned clichés he needs to do the contest. (Secretly
tallies up the total for the opponent / obstacle. Or he assigns a target number
to the task.)
The GM could also ask the player:
“What are the clichés do you plan to use or think are
appropriate for your character to use in this situation?”
4- The player decides if he
wants to do some Pumping up to increase his total. (Not knowing the total of
his opponent / obstacle.) He can also debate with the GM to gain some modifiers
according to things at hands, help available etc.
The player can also keep his total as-is and see if he
can beat the target number set by the GM.
5- The GM compares the two
totals and assesses: a success, a draw or a failure. It is highly suggested
that the GM describes the result.
Do not just say: “You win!” Describe fighting
moves, long and arduous efforts, the player’s moves or his final unexpected
failure due to a twist of fate.
This way the player does not know how much more effort
he has to put in to succeed.
(Of course, the GM should be clear as to how hard the
contest is without using numbers. “The Troll towers over you. Your hardest blow
doesn’t even faze him.” etc)
Turn of play
Since debating is the mainstay of a character’s
survival in the contest system, players might go into a shouting match over
things like who acts first, what does each character do etc.
Resolving matters in Diceless Risus is made through
debating how one has the upper hand. Because of that players might tend to want
to have first say and turn the game table into incoherent blabber.
To avoid this, the GM might want to assign clear turns
when the group is asked to debate what they are doing and how they are going to
react to what is obviously a new contest. Illustrate the situation / contest
directly at the first PC that sees the even / opponent. Then ask the player
what he does, not to the whole table. Go back to the other players after this
first “surprise” round.
You can also explain why you want this player to talk
first by saying his character is the most likely to do so. (The character is
quick, perceptive or the contest is within his specialty etc.)
When player have to plan against an event or an
obstacle, the GM is least likely to have to break up people talking at the same
time. Encourage them to talk amongst themselves for group tactics.
Arguments
(subjectivity)
Players are asked to present their point when
resolving a contest. In order to win the upper hand they have to convince the
GM why their cliché has a good value or how it is logical that they would get a
bonus from circumstance A or tool B.
Players are bound to disagree on what is ‘logical’,
accurate or what has real value. This is where players should remember that:
1- The GM is always right! (He is the referee. And,
don’t worry, he’s not out to get you.)
2- This is just a game and that everything is
relative. What seems important to you might not be to others.
Other situations can be handled like so:
Player 1 “Now that I picked up this
hammer my accountant’s Fighting cliché is at 4.”
Player 2 “But he has as much Fighting as
my swordsman’s and my character is assumed to already have a sword. This makes
no sense.”
GM “Player #1; you left your
hammer where you picked it up. You are not a fighter like #2 and you didn’t
think of keeping it. Besides the danger is over now you don’t think you need it
anymore.”
Player 1 “Why would you take my hammer
away?”
GM “The only purpose this hammer
had was to reward you for smart thinking for that fight scene. See it as you
landed a lucky strike with it. Now it’s over; let’s return to our regular
programming.”
As long as everyone understands that their task is to
have fun, everything should be all right.
Abuse
& repetition
Once a player has got his hand on a trick, he will be
very tempted to use it again and again. This is bound to happen when a player
comes up with an inventive way to increase his Total in a contest (he picked up
a hammer, you gave him a +2) and wants to keep the bonus beyond its original
use (he has a permanent boost of +2 to his fighting cliché).
Eventually the GM should step in and say that the
bonus was lost through misuse or that it was a fluke, a critical success use
and so on. If the player insists on keeping the bonus, things should be made
clearer.
Diceless Risus is a storyteller system. The player has
to find inventive ways to succeed and every new challenge brings new ideas.
Your goal is not to accumulate things or to find some kind of racket that
abuses the rules where your character reaches some kind of haven where nothing
can reach him and he has no more contest to win anymore.
The game is about using your imagination and
creativity. If you spend lots of energy into avoiding that, you have missed the
point entirely.
Preparation
& adventures
This system is very open to improvisation; Target
Numbers as well as opponents can be made on the spot. You can also use movies
and simplify pre-made adventures from other RPG sources for story material.
A good way to plan ahead is to think of a classic
challenge: defeat villains, rescue X, find Z, destroy the evil-thingy-that-speaks-in-my-head,
copy Adam West’s dance moves etc.
Then write up a couple of obstacles and events. Decide
on one or two choice of paths for the players and you have yourself an event
tree that is good enough for a solid adventure.
Use stereotypes, exaggerate and smash them into pieces
for humor. You can also use TV dramas for plot twists that require
heart-wrenching decisions from the players. “Do I save Timmy who fell down the
well or do I stop the cultists from invoking Cthulhu? ©”
It also helps to have a couple of prepared grunts and
big villains, as well as some typical Target Numbers for obstacles (locked
door, falling boulders) on paper.
The “No contest”
rule
There are some events that are “No Contest”. Like
opening a door or identifying Adam West as being a living cliché. Diceless
Risus encourages you to make assumptions and not bother the players with
useless contests.
Make the contests count. The challenges in your story
are supposed to be dramatic events because the game is all about role-playing
through the obstacles. Diceless is about plots,
contests are about story.
Additional Rules
GMs can create more rules as they see fit. Remember to
keep in mind that Diceless Risus is all about subjectivity and role-playing
instead of dice-rolling.
If your home rules keep reflecting that then this
small game has done its part. Hope you enjoy this game or that it at least
gives you some ideas for new RPG experiences.
Final Word
Diceless Risus
can be used for simple, one-shot games or more serious ones. The diceless
system is meant to encourage players to replace dice rolling with acting and
creative thinking to change the outcome of situations or overcome challenges.
Hope you have fun playing it.
If you have any questions, comments or suggestions
feel free to contact me.