SOAR

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Simple Old-fashioned Adventurous Roleplaying (SOAR)

Introduction

This system is designed to be quick and easy to learn and use. The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution. The main goal of roleplaying is to have fun. A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story. Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck. This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook. An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature. Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on. Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.

Roles & Rolls

The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end. They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline. In SOAR the Narrator is always right. Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often. The Narrator is also referred to as the Game Master (GM) or Referee.

The Actor (Player) Role – The player’s role is to have fun! They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would. The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions. It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature. Giving them the freedom to have their character act in ways they themselves might not normally act.

Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”. The first number tells you how many dice to use and the second number tells you how many sides the die should have. So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice. You will also use modifiers like +1 and -3 that are applied the die roll after it is made. Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.


More to follow if and when I think you need to know more :-)

--Eamon 14:42, 28 December 2009 (UTC)-Eamon


SOAR and the text provide here are the intellectual property of C. M. Perry The SOAR rulebook and supplements are protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry or Once Upon A Time Press. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental. Created in the U.S.A. ©2009 Once Upon A Time Press.