A Role-Playing Game by Ethan Greer
Version 2002.11.13
Hi there. This RPG system is called Pollies, short for "polyhedral dice." Pollies is a generic system that can be easily tailored to various settings, and it is designed to facilitate dramatic story creation through "traditional" role-playing. What does "traditional" mean? It means that there is a GM who provides narration and description to drive the story, and there are players who control fictional personas to define the story.
As one might guess from the title of the game, all sorts of polyhedral dice are necessary to play, along with the usual accoutrements of writing utensils, paper, snack foods, creativity, and a few friends. This document's target audience is experienced gamers. As such, the text does not contain any definitions of the role-playing hobby or the conventions and common terms thereof. Did I mention that I'm lazy?
No game exists in a vacuum, and no game is entirely unique. If you enjoy Pollies or find it interesting, I'd encourage you to check out these other role-playing games:
Since I didn't write Pollies for monetary gain, I am making it freely available to anyone who feels like using it. This text is licensed under a Creative Commons License.
The core of the Pollies system is centered around the concept of levels. Character traits and task difficulties are measured in six levels, numbered (and loosely defined) as follows:
| Trait | Level | Difficulty |
| Mediocre | 4 | Easy |
| Competent | 6 | Inconvenient |
| Accomplished | 8 | Challenging |
| Great | 10 | Hard |
| Masterful | 12 | Formidable |
| Incredible | 20 | Herculean |
The definitions of the levels are left intentionally vague in the main Pollies rules document. It might be helpful to think of the levels in terms of a scale from 1 to 6, with 1 being the worst (or easiest) and 6 being the best (or hardest). In these terms, levels become a relative measure that can be applied to a particular scale or setting. Some experimentation with the system is recommended in order to get a feel for how the system may best be used to help a group tell their stories.
Each task is resolved by rolling two dice. One die represents the character's trait, and has a number of sides equal to the trait level. The other die represents the difficulty of the task, and has a number of sides equal to the task difficulty. Ideally, these dice are rolled simultaneously; it is convenient to have two sets of distinguishable polyhedral dice for Pollies.
For example, an archer with a trait level of 8 trying to hit a bull's-eye in target practice (difficulty level 6) would roll an 8-sided die to represent the skill level and a 6-sided die to represent the difficulty level of the task.
Once the dice have been rolled, compare the values. If the trait roll is greater than or equal to the difficulty roll, the character succeeds. If the difficulty roll is greater than the trait roll, the character fails. The amount by which a character succeeds or fails is the margin. GMs may use the margin as an aid for describing the outcome of a task. Generally, the greater the margin, the more spectacular the success or failure.
When two entities are acting in opposition to one another, simply treat each entity's trait die as the other's difficulty die. For example, James and Arthur are in an arm wrestling match. James has a strength of 10, and Arthur has a strength of 12. Both entities roll their trait dice, and the entity with the higher roll wins the contest.
Usually, a GM will tell a player when to roll, which trait to use, and the difficulty level. However, players may wish to make rolls on their own in order to assist in decision-making and the like for their role-playing, and this is in no way discouraged.
In general, a roll should only be used for tasks with significant difficulty, or for tasks that are of significance to the story.
For example, Herbert the swordsman is going into battle for the first time and has the poor luck to run into Bloody Max, the master swordsman of the land. This type of task should require a roll, since it represents a significant challenge to the character.
In another example, Elizabeth the archaeologist should not be required to make a roll in order to brush excess dirt away from an artifact. Unless, of course, the particular artifact is the Key of Ra, the One True Relic that will defeat the evil zombie horde and reunite the nations of the world under the glorious rule of the ancient Sun God. Even trivial tasks might call for a roll if the GM wishes to impart tension and drama to the players.
Level 6 is a good default difficulty for tasks. If the GM doesn't specify, assume a difficulty of level 6.
Levels may be inserted at the GM's option. For example, 16 may be inserted as an extra level if 16-sided dice are available. Likewise if 2 or 3-siders are available. On the other hand, levels may also be removed as desired.
If a character does not have an appropriate trait for a task, assume the character to have an effective trait level of 4.
Use the following steps to create a Pollies character:
The first step in creating a character is writing down a moderately detailed description of the character. This description should fit the character firmly within the setting as presented by the GM and understood by the players.
A good character description should probably address the following issues:
Of course, the player is keenly encouraged to provide as much information as desired and should not feel confined to the above list.
Once the description is finished, the GM must review it and discuss any changes or suggestions with the player. The description should be reworked if necessary until it meets with the satisfaction of the player and GM. Only then should the player proceed to the next step.
Based on the character description, the player should have a pretty good idea what sorts of abilities the character has. Is the character a bartender? A mobster? A fashion model? A mage? A chartered accountant? A cat burglar? A janitor? In short, what does the character do?
Methods serve as summaries of the character and groups of skills that the character possesses. A method can be a profession, an archetype, a hobby, etc. The player selects methods for the character and chooses a level for each. During the game, if a character attempts a task that is covered by one of the chosen methods (subject to GM interpretation), that method's level is used for the trait die.
Characters may have more than one method, but it is unusual to have more than three without a strong case being made for it in the character description.
In addition to the methods, the player may wish to record some more focused skills that are not covered by any of the character's methods. This allows for maximum customization. So, for example, if Shirley the lawyer takes a karate class in the evenings, it may be noted on the character sheet. In the event that Shirley is attacked by ninjas on the subway home, she will be able to use her karate skills for defense.
As with the character description, the methods and any skills the player selects must be approved by the GM. The GM may require that the method be narrowed in focus, or may rule that the method is inappropriate for the setting, or may decide that the levels are too high or too low. In any case, the GM and player should discuss and approve the character's methods before the player proceeds to the next step of character creation.
There are four attributes used in Pollies. Attributes reflect the character's raw ability to interact with the game environment. The player must choose one attribute to be level 10 and one attribute to be level 6. The remaining two attributes start at level 8.
The four attributes and their uses in the game are described below:
Perception |
What it represents: The character's ability to detect elements of their environment. Includes sight, hearing, smell, taste, touch, and any other similar sense that might be used in the game setting. Why it is an attribute: Since neither the character nor the setting physically exists, it is impossible to know how (or how well) a character processes sensory input from the setting. The Perception attribute is therefore necessary to simulate the character's interaction with the game environment. How it is used: Perception can serve a variety of purposes within the game. Sample uses for Perception are listed below:
It is recommended that the GM make Perception rolls in secret. Merely knowing the result of a Perception roll (or knowing that one has been made) can tell the players more about what is happening than the GM may wish them to know. |
Health |
What it represents: The character's ability to withstand physical hardship and resist injury, poison, hunger, disease, and similar elements. Why it is an attribute: To quantify the effects of physical trauma on the character. How it is used: When the character experiences physical trauma, the GM may require the player to make a Health roll. the difficulty will depend entirely upon the character, the style of the game, and the nature of the trauma. Success indicates the character has endured the trauma. Perhaps the dose of poison was too small, or the exposure to the virus was not sufficient to result in contamination, or perhaps the bullet only grazed the character. Failing a Health roll, on the other hand, means that the character is adversely affected by the trauma. The effects of failing a Health roll are of course subject to GM interpretation, but in general:
Unless the character is dead or has been permanently disabled, the lost Health levels will be recovered over time. How much time this takes depends on the type of trauma (damage, poison, disease, etc.), the game setting (historic, fantasy, S.F., etc.), and the game style (realistic, heroic, cinematic, etc.). A severe stab wound might require a month or more of game time to heal, while the effects of a drugged drink or a boot to the head might wear off in a few hours. |
Athletics |
What it represents: character's overall physical fitness and ability to move effectively. Why it is an attribute: Many games separate Athletics into two attributes, usually called Strength and Agility. Pollies combines these traits into the single Athletics attribute for two reasons. First, strength and agility are very closely related. Honing the ability to move gracefully tends to strengthen the body; just examine the physique of a professional dancer. Likewise, strengthening the body tends to increase the ability to move quickly and effectively. If this were not the case, professional athletes would theoretically be far less likely to lift weights; most do. Second, grouping both strength and agility under one attribute eliminates time spent in arguing over which of the two attributes will be used for a specific task. How it is used: Use Athletics to determine the outcome of tasks that rely solely on the physical ability of the character. |
Cool |
What it represents: The character's ability to deal with stressful situations and think clearly and rationally in times of adversity, overall mental stability, sanity, willpower. Why it is an attribute: While players can visualize and imagine the (sometimes) horrifying or traumatic events that can take place in RPGs, they cannot experience them as their characters do. Cool provides a mechanism to assist in role-playing characters' reactions to stress. How it is used: Cool is tested whenever the GM feels that the character is undergoing a stressful situation. Examples of such situations are listed below:
Failing a Cool roll results in the character freaking out in some fashion. Players are encouraged to role-play the freak-out; the GM may provide guidelines to assist the players. |
Note that certain game settings might not have a need for one or more of the above attributes. For example, a setting in which the characters are emotionless androids would have little need for the Cool attribute. The GM should indicate which attributes will be used for the game before the characters are created.
There is no formal combat system included in Pollies. Players and GM are expected to resolve combat through narrative and description. When needed, the dice are rolled and the results interpreted by the GM.
As it has been previously noted, Pollies may be used in a variety of settings. In order to best utilize the system, both the players and the GM will need to have at least a basic understanding of the setting that is to be used. Educating the players about the system is considered to be the province of the GM.