YOU

The Role-Playing Game of Tomorrow

Copyright 1997 by Michael Petty

I'm taking out the best part of an RPG-the part that lets you be someone else. Yeah, maybe you do have to be yourself in this one, but you're only thinking of yourself the way you are today. Just remember, tomorrow is a whole other story....
 

YOU expansion materials!!

After you've read the basic rules, have fun with these additional materials.

Contents

Introduction

Setting

System

Some final tips on running adventures


Introduction (return to contents)

In this RPG you play yourself. You'll give yourself some attributes and skills that match the way you really are. The action starts the minute you get out of bed tomorrow morning.

When you plan to get together to play, the most imaginative person among you and your friends should be the Storyteller (ST). This person will lead the rest of the players through their adventure in the land of Tomorrow. There you run into people you already know (or think you know) and you'll visit the same places you do in real life. The mysteries, action and adventure of Tomorrow, however, are always anything but ordinary.

In order to play this game you'll need a ten-sided die* (called a d10) and a few sheets of paper. Oh yeah, and you'll need a lot of imagination.
*NOTE:  I've added a brief variation for a six-sided die (d6) below.  Read these rules first, then the d6 variation will make more sense.

The rules here begin with some general ideas for the setting of the game. After that there are some rules for carrying out actions using the characters' attributes. Only the ST really needs to know those rules, so the rest of the document is written to him or her.


The Setting (return to contents)

YOU takes place in our world tomorrow. It's that fabled place "always a day away". Be glad, because it's wierd!

Just about anything can happen in this game, but a good ST will keep it within the limits that the players will enjoy. The following guidelines and story-starters are offered to insure that all YOU adventures have the correct "feel". Just let your imagination and good judgement be the guide from these starting points.

Guidelines for adventures: (return to contents)

All adventures start "tomorrow morning". Find a way to quickly gather the characters in one place as they begin their strange day together.

Adventures are very mission oriented. The players must have a sense that they know what they are supposed to be doing. Finding new ways of communicating their mission is a lot of the fun.

Details of "why" things are going so strangely should be ignored. It's all part of the feel of the game. Strange devices the players find don't need much explanation and they don't have to be that realistic. Actions of NPCs don't need to be supported and explained in depth. The players must just deal with their world in all its wierdness. Of course, if you want to give an explanation for something, humorous ones work great for this game.

Give the players new abilities or equipment early in the game if they'll need them. Extra strength or mental powers as well as mighty weapons and high-tech tools can be fun and essential for their success.

Have scenes occur in familiar places and include NPCs that the players actually know in real life. Give them a chance to do the things they'll never really get to do.

Take the players back to reality at the end of the adventure as if nothing out of the ordinary really happened (assuming they make it through!).

Some adventure story-starters: (return to contents)

This brief list is only meant to give you an idea of the types of things I have in mind for this setting.

If you come up with some fun, original ideas, please send them to me. I'll add them to the list if they are consistent with the feel of the game.


The System (return to contents)

The attributes: (return to contents)

The YOU system is based on three simple attributes for each player. Each attribute is assigned a number (the higher the better). When a player requests to do a certain action in the game, the ST will often use one of these attributes (in a manner described below) to see if the player is successful. Here are the attributes and their descriptions. Begin a gaming session by having each player start a character sheet on any blank sheet of paper. Each one should put his or her name at the top of the sheet. The next step is to choose the values for the attributes described above.

A value of "5" is average for each attribute. The players must decide what value to assign themselves in each attribute. If a player is particularly athletic, for example, he might give himself a "7" for Body. If the same player is not much of thinker, maybe he'd get a "4" in the Mind attribute. Players should be encouraged to be realistic about the numbers they pick. Of course all of these values must be accepted by the ST before the game begins. His or her judgement is final.

Skills: (return to contents)

Along with the attributes, the ST may decide to let players begin with one or two skills. A skill is associated with a particular attribute and it will add "1" to that attribute when the skill is used (see below for details). For example, a player might enjoy and be particularly good at using computers. She may decide, then, to give herself the skill of computers. This would allow her to add one to the related attribute (Mind, in this case) whenever she was using a computer (or related technology) in the game. Skills here are very general. As always, the ST will be the final judge as to whether or not a player can have a skill. He or she may also have to modify the wording of a skill or in other ways further define it before the game begins.

Making/interpreting attribute checks: (return to contents)

What do these numbers mean? Well, lets take a typical example from this game. Steve's boss has just taken him and four other employees hostage. While the boss is busy making his demands over the phone to the police, Steve notices he's placed his gun on the desk. Could Steve manage to rush across the room and jump him before he can pick up the weapon? He asks the ST and he says "Make a Body check."

Whenever the ST decides that outcome of an action us uncertain, an appropriate attribute check must be made. To do this, the player simply rolls the d10. If the number is equal to or lower than the indicated attribute value, then the action is a success. It's that easy.

In the above example, lets assume Steve's Body attribute was "6". He rolls the die and get a "7". Sorry, he didn't manage to knock his boss to the ground. Does that mean the boss grabs the gun and all the hostages are dead? Not necessarily. See, the ST must interpret the roll from there. Since the roll was close, maybe Steve just knocked him away from the desk. It might take a little more effort to keep him away. Probably more checks are in store.

As an ST, first make sure that the desired action is clear. Be sure the player understands what he or she is trying to do. If a player is trying to punch another character, where's he going to hit him? In the face, the stomach, does he even care? You need to ask details if it's unclear.

Secondly, as ST you may decide an action will require a modified attribute check. For example, if a player is trying to run across a room with several large objects in his way, the attribute might be lowered by one (-1 modifier). This means that instead of having a Body attribute of "6", for example, the player will use an attribute of "5". Particularly easy or very hard actions might even affect the attribute by 2 or 3 points. Of course, if the player decides an action might be too difficult, he or she might make a different decision if the ST agrees there's time to change the plan.

Just remember when modifying attributes that +1 or -1 alters the chances of success by 10% either way. Also remember that if a player is doing something that he or she is skilled at (as defined by the skills above), that player automatically gets a +1 to his or her attribute before making a check.

After the check has been made, interpret it according to the result on the die relative to the attribute used. The lower the roll, the better. Therefore, whenever a player rolls a "1", something exceptionally good might happen. On the other hand, when a player rolls a "10" (actually a "0" on most d10's), bad consequences should take place. All other extremes can happen in between. A failed check that is close might allow the player a second chance. A check that is barely successful should make the player(s) sweat a little.

Above all else, checks must be interpreted in light of what the adventure needs. Don't ruin the whole game because a player really blows it in a key situation. Work around it whenever possible. This game is meant to be a bit humorous, so ridiculous saves can happen occassionally.

Some words on combat: (return to contents)

Many people enjoy RPGs just because they get to fight in them. There's a lot more to RPGs than that, but the occassional combat sequence can be pretty fun. Here are some guidelines.

It will be your responsibility as the ST to run all characters who don't belong to the players (these are usually called non-player characters or NPCs).

Run combat in turns. Let the players tell what they want to do first most of the time. If it's important that the "bad guys" (usually the NPCs) go first, then give them a chance by having both sides (you and the players) roll the die. The side with the highest roll goes first.

Actions are carried out according to appropriate checks. Whether the characters are using weapons or simply fighting hand to hand, consider the damage in light of the rolls and make it as realistic as possible while still being very fun for everyone.

If a character is trying to do something that another character is trying to stop (like hitting the guy in the face with a 2' x 4'), there are a couple ways you may use to handle this. First, just make the attacker do a modified check to represent the fact that the defender is blocking his attack. Otherwise, you may wish to just have both make a check. If the blocker is successful, the damage can be less than usual or totally irrelevant if you desire. Get the idea? Keep it moving and keep it simple.

If any characters get wounded, have them record the wounds on their character sheets. If you consider the damage to be serious enough, the player may lose the use of an arm, for example, or a whole attribute may even be modified by -1 for the remainder of the fight.

It is perfectly acceptable to ignore occassional rolls that would make the NPCs win too easily. Keep the rolls made for NPCs secret and interpret them with caution. Also, the NPCs may go unconcious a little more easily that the players' characters (PCs). After all, isn't that how they usually do it in the movies?

In some situations, like two players wrestling on the ground, you might wish to make the players do a different type of check. Have the competing players roll the die and add their Body (or other appropriate attribute) to the roll. Compare the two resulting values. The character with the highest value gets the upper hand. Handle ties as you see fit.


Some final tips for running adventures (return to contents)

Remember that "role playing" is a lot like acting. Give the players plenty of time to talk to others in the adventure. Speak in the voice of your NPCs. Make the scenes of the adventure depend on the outcome of what they say and choose to do rather than simply on dice rolls.

Make sure that the only excitement doesn't come from fight sequences. Add puzzles (or possibly even short games!) for the players to actually solve. Include traps that make them think. If the players can't really figure them out, have them do Mind checks (or modified Mind checks) to see if the characters can figure it out instead.

Be sure to provide situations to use all attributes as equally as possible. This gives all players a chance to be involved and use their strengths.

Remember, making checks with the die is only a tool to represent chance and to aid your imagination and storytelling. Making the game enjoyable for the players is your main goal.

Definitely plan out the general ideas of the adventure ahead of time. Consider some key scenes, locations and people your players will interact with. After all this planning is done, though, don't be afraid to stray wildly from it. If the adventure is working for the players, go with it even if you're flying by the seat of your pants.

Most of all, remember that what you say goes. If you're not sure how to handle a situation, don't let the players know it. Make a call and handle the consequences fairly. This loose type of action resolution may seem difficult at first, but you will get much better at it the more you do it. Remind players to go easy on the ST at as he or she is learning to run the game.


The D6 Variation

One fellow gamer who came across YOU suggested modifying the game to use a d6.  Yes, I wanted YOU to be heavy on imagination and role playing rather than die rolling.  I guess I'm a minimalist and d6 probably fits better with that type of thinking than a d10.  If nothing else, at least it's easier to find a d6.  Rather than modify what I believe to be a very useful system, however, I've decided to just add this variation.  I've pasted the vital paragraphs from above down here and changed a few numbers here and there.  I didn't rewrite everything above that mentions a number, but I think you'll get the idea....
 

Character Creation for d6 version:

A value of "3" is average for each attribute. The players must decide what value to assign themselves in each attribute. If a player is particularly athletic, for example, he might give himself a "5" for Body. If the same player is not much of thinker, maybe he'd get a "2" in the Mind attribute. Players should be encouraged to be realistic about the numbers they pick. Of course all of these values must be accepted by the ST before the game begins. His or her judgement is final.
 

Modifying Attributes for some checks:

As ST you may decide an action will require a modified attribute check. For example, if a player is trying to run across a room with several large objects in his way, the attribute might be lowered by one (-1 modifier). This means that instead of having a Body attribute of "4", for example, the player will use an attribute of "3". Remember that when using a d6, modifiying an attribute one way or the other changes the probability of success by plus/minus 17%.  Therefore it's not suggested that attributes be modified by any value higher than "1".
 
 

Interpreting Attribute checks:

When a player rolls a "1" or a "6" on the d6, you (the ST) may decide to allow the player to experience some exceptionally good or bad effect.  Since there's only a 1/6 chance of either event happening, however, it's not recommended that the rolls be interepreted this way everytime.  In other words, don't let your players expect it to turn out GREAT everytime they roll a "1"!

Return to New World Games.


This page was last updated January 8, 1999. (added counter)