There should be a simple, structured and effective way to describe anything using just text. A way to describe any thing, situation, process, recipe, any plan or project.

There is. It’s called **HyperList**.

Become familiar with the efficient way to create plans, process descriptions, Todo lists, idea outlines, documentation, logic structures and much more with this OnePageBook. Download for the free pdf.

I wonder how could this be applied to the arts. May be this would seem like a robots contest:

don’t panic, there are more games around to be played.

Formatting didn’t transfer from Word, but anyway, here is a submission for you for your One Page Book format. You can either publish it or be inspired to write your own “Amar RPG – a One Page Book”, or whatever. I was inspired yesterday and realized I never delivered to you a finished version of your game. So … here you go. A finished version of Amar – in ONE PAGE.

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HyperPlay: A One Page RPG

Written by Will Harper, Adapted from the AMAR RPG game engine created by Geir Isene.

Step 1. Start a story in your current environment RIGHT NOW. Be either yourself, Wonder Woman, Ford Prefect whomever … You are actually playing RIGHT NOW. So, let’s go! CHOOSE!

Step 2. Get a six sided die or a paper and pen. A die is best, but if you don’t have one draw on the paper a large, three line asterisk with the first line perpendicular to you. Make sure you have six even segments. To use this “die” randomly drop or spin your pen and align it with the paper to see which segment the tip landed in.

Step 3. Think of 3 options that can happen to you and able them: A, B, or C RIGHT NOW. Roll the die RIGHT NOW to find which one “happened”. A = 1-2 = A; B = 3-4; and C = 4-6.

Step 4. Choose your character’s response regarding what happened!

Step 5. Approximate the Difficulty Rating (DR) of handling the situation. The DR is a number you have to meet or beat after a die roll for it to be successful. EXAMPLE: Matt’s character is walking across a room with a platter full of drinks when a three year old starts running around like a madman, we’ll say he assigns the difficulty rating of saving the drinks from catastrophe to 4. That means there is a 4 out of 6 chance the kid WON’T cause the spill. Now YOU assign the difficulty rating for YOUR task RIGHT NOW.

Step 6. Roll the Die and check the Open Rolling Rule. After you clear the Open Rolling Rule, you have your final result.

THE OPEN ROLLING RULE: If you rolled a 1 or a 6 you are in an open roll – SURPRISE! That means your result isn’t final and requires more die rolls to resolve it. Here is how to resolve it RIGHT NOW. If you rolled a 2, 3, 4, or 5 THAT is your die result and you just move along.

IF YOU ROLLED a “1”: Roll again and if you roll a 1, 2 or 3 subtract 1 from the die roll of 1 and roll again. If you roll another 1, 2, or 3 subtract 1 from the new value of 0 and roll again. Now, as long as you keep rolling either a 1, 2, or 3 keep rolling the die and keep subtracting 1 from the value. The first time you roll a 4, 5, or 6, the open roll resolves at the value you had before you rolled the 4, 5 or 6.

IF YOU ROLLED a “6”: Roll again and if you roll a 4, 5 or 6 add +1 to the die roll of 1 and roll again. If you roll another 4, 5, or 6 add ANOTHER +1 to the new value of 7 and roll again. Now as long as you keep rolling a 4, 5, or 6 keep rolling the die and keep adding +1. The first time your roll a 1, 2, or 3 the open roll resolves at the value you had before you rolled the 1, 2 or 3.

Step 7. Got Your Result? What Happened? Use this time to expand your story. Imagine details, processes, dialogue. How do you WANT to respond in those situations, and then act accordingly. EXAMPLE: The roll resolved in the example was at 3. The Difficulty was a 4, so the drinks in our example are spilled from the tray onto the floor because of the happy 3 year old. What is YOUR result?

Step 8. Roll your die! If you get a 1, 2 or 3 choose either 2, 3 or 6 random things that could happen TO YOU and use the die to see which one actually did. EXAMPLE: You choose two things and roll. 1-3 = A, 4-6 = B.

If you roll a 4, 5 or 6 YOU CHOOSE what YOU DO FROM YOU RIGHT NOW WITH NO DIE ROLL. Assign a reasonable DR and roll your die as described to see if you succeed.

Step 9. Play act this world as long as you want. Go outside and use the stage of the planet or play at a table. Play alone or with friends!

Step 10. After Playing a bit, Go With the “Advanced Rule” below. You can choose to add items or skills that can make the rolls more realistic. Also, you can break tasks down into multiple rolls to make the story align more with real time. It might take ten rounds to defeat a robber in your house, for example. Adjust the rules as you want, it’s YOUR game.

DAMAGE: Every character has five damage levels. 5 is fit, 0 is dead. As you battle, use your common sense when calculating the odds of knocking off a damage level from a character. It is easier for Superman to knock off a level of damage from Sam Spade than vice versa. And yeah, it’s possible to lose multiple levels at once, just use logic. “Let’s see, a lion is about to attack me and I have no weapons. He could knock all five levels off me if he’s successful, YIKES!”

THE GOLDEN RULE: To make it easy and avoid the value tables common in RPGs, use common sense to determine the odds of things happening! Accurately estimate as best you can the real odds before you roll.

Now. Keep. Playing!

Ugh. Typo: “That means there is a 3 out of 6 chance the kid WILL cause the spill.” Amazing what one sees when one hits “post”.

Anyway. There you go.

Also, no “advanced rules” I deleted them for space but missed the lingering reference.

Anyway, if you want you could do a version of this on card stock and staple a die in a plastic bag to it and hand it out to promote your business. You can accurately mirror real world events in real time, in the real places to help people perform better.

Just a gift for an old blog I used to hang around …

Wow! Great book 😀

We can add a link to the advanced rules (d6gaming.org).

Also, on step 3, it would be helpful with a short example.

When we finalize this, I will do the formatting and the cover and back and send it to you before we release it.

Again; Nice work!

Awesome! Glad you like it! I’ll get it to you tomorrow. Also, before we wrap it up, I’ll get it tested by rank beginners with a stop watch to see how long it takes for them to play the game.

Other One Page Books can be expansions to the rules. Or, adventures, or chapters of ongoing adventures.

I forgot my D6Gaming.Org log in and I don’t have your email so I apologize for making a mess of your comments section … These rules are a LOT better. If you send me your email in FB, I’ll send you the formatted version in Word or Open Office.

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HyperPlay: A One Page RPG – Solo Play Rules

Written by Will Harper, Adapted from the Amar RPG Game Engine by Geir Isene.”

Step 1. Start a story in your current environment playing as yourself RIGHT NOW. You can play others people if you want, but for now THIS ACTIVE GAME IS ABOUT YOU!

Step 2. Get a six sided die, or phone app that does die rolls. You can also use impromptu chance generators like a stone dropped in the middle of a large, three-lined asterisk.

Step 3. Choose 3 Extreme Options RIGHT NOW that Can Happen to You: A, B, or C. And then roll your die RIGHT NOW to find which one actually did. (A = a roll of 1 or 2; B = a roll of 3 or 4, C = a roll of 5 or 6.) EXAMPLE: “Hmm … If I roll a 1 or 2, I’ll say zombies are scratching to get in. If I roll a 3 or 4 I get a phone call from a mysterious person telling me I’m in danger if I don’t do what he says, and if I roll a 5 or a 6 I’ll say a giant rock comes smashing through my wall.” (NOTE: You can also choose 2 or 6 options as they both divide equally into 6.)

Step 4. Choose your character’s response regarding what happened! “I GOT A 5? YIKES! My wall has a hole in it from a giant rock! Was I injured? Better figure out if I’m hurt!”

Step 5. Approximate the Difficulty Rating (DR) of handling the situation or dealing with consequences. The DR is a number you have to meet or beat after a die roll for it to be successful. EXAMPLE:” To avoid being hurt from the boulder, I would have to have great reflexes. I AM behind the sofa, So, I’ll assign the difficulty rating of not being injured from this crashing boulder to 4. That means if I roll a 4, 5 or 6 the boulder WON’T cause me any injury. (Okay. Now YOU assign the difficulty rating for YOUR task RIGHT NOW based on what, to you, seems realistic (you don’t ALWAYS need a DR but you often will.)

Step 6. Roll the Die RIGHT NOW and check the Open Rolling Rule. After you clear the Open Rolling Rule, you have your final result:

THE OPEN ROLLING RULE: If you just rolled a 1 or a 6 you are in an open roll – SURPRISE! That means your result isn’t final and requires more die rolls to resolve it. Here is how to resolve it. If you rolled a 2, 3, 4, or 5 THAT is your die result and you just move along. But …

IF YOU ROLLED a “1”: Roll again and if you roll a 1, 2 or 3 subtract 1 from the die roll of 1 and roll again. If you roll another 1, 2, or 3 subtract 1 from the new value of 0 and roll again. Now, as long as you keep rolling either a 1, 2, or 3 keep rolling the die and keep subtracting 1 from the value. The first time you roll a 4, 5, or 6, the open roll resolves at the value you had before you rolled the 4, 5 or 6.

IF YOU ROLLED a “6”: Roll again and if you roll a 4, 5 or 6 add +1 to the die roll of 1 and roll again. If you roll another 4, 5, or 6 add ANOTHER +1 to the new value of 7 and roll again. Now as long as you keep rolling a 4, 5, or 6 keep rolling the die and keep adding +1. The first time your roll a 1, 2, or 3 the open roll resolves at the value you had before you rolled the 1, 2 or 3.

Step 7. Got Your Result? Move Your Story Along! Did you get a good result or a bad one? Use this time to expand your story. Imagine details, processes, dialogue etc. EXAMPLE: “My roll resolved at 4. The Difficulty Rating was 4, so the crashing boulder didn’t actually hurt me, but my brown leather couch is in shambles. HOW DID THIS HAPPEN? Wait a sec. What’s THAT outside? …”

Step 8. The Die Roll is Over! On to Something Else Go Back to Step 3! Roll your die again RIGHT NOW! If you get a 1, 2 or 3 create either 2, 3 or 6 random things that could happen to you and go back to Step 3 to find out which option did! But …

If you roll a 4, 5 or 6 choose what you do to your world with no randomity. Now, assign a reasonable DR and keep going! EXAMPLE: “I think I’ll go see if there are any Zombies outside.”

Step 9. Learn About Health! You and every other character have five health points. 5 is fit, 0 is dead. As you battle and play, use your common sense when calculating the odds of reducing a character’s health. It’s easier for a Giant to knock off one of a wimpy Human’s five health points than vice versa. And yeah, it’s possible to lose multiple levels at once. EXAMPLE: “WOW! There’s a giant outside my house and he threw that boulder! Now he’s attacking! He could crush me with one blow ..!”

Step 10. After Playing a Bit, You May Want to Check Out the HyperPlay Advanced Rules OPB! There are infinite worlds you can create with just the basic rules. Like … the story you are in RIGHT NOW!

Okay, to be nice, we are resetting your health to 5 in case you lost some health above. Because, RIGHT NOW you are going to need it … our Giant in the example just broke the forth wall into YOUR Story and is reaching to grab YOU after busting through your forth wall. You can get back to your story AFTER you deal with Percy the Giant! Hmm … what do YOU think your odds are of handling Percy?

Keep Playing! Go at Least for 10 Rolls!