Total//Effect is a game toolbox, SRD, set of personal preferences about game rules, whatever you want to call it to make medium-crunch games.
Built around a very clear, robust rolling system that uses both the sum of three dice and the individual dice themselves to get different kinds of information.
Provides subsystems (combat, as an example of a “traditional” one, but also things like character relationships, factions, and economies) that can easily be configured, combined and intermingled. Nothing is assumed to be required.
Provides clear examples, not just dry rules: as part of the SRD, I outline the approach I take with it for 3 games with very different vibes, and include things like sample abilities or outlines of how I’m approaching it and why.
Living document. As I make more games with it my intent is to go back and add features or redefine things as I figure out better ways to express concepts.
It’s not quite as “mad libs”-ish as a lot of SRDs: there are definitely rules you can copy and use, but it’s a lot more assembly-required. If you have the inclination to dive into it, however, I think you’ll find you have the tools to make a game that’s much more tailored to what you’re looking to convey.
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What would be your elevator pitch for T//E?
Total//Effect is a game toolbox, SRD, set of personal preferences about game rules, whatever you want to call it to make medium-crunch games.
It’s not quite as “mad libs”-ish as a lot of SRDs: there are definitely rules you can copy and use, but it’s a lot more assembly-required. If you have the inclination to dive into it, however, I think you’ll find you have the tools to make a game that’s much more tailored to what you’re looking to convey.