Introducting Irregular - Work in Progression

Namesake project for the blog. But what is it, outside the obvious clues from the image? 

Irregular is a d4 exclusive role playing system which seeks to be rules lite, modular, and inspired by the OSR games, but not an OSR game strictly. It is still under heavy construction and revising from both me and some of my personal friends. I plan to make it free and maybe, if there is interest enough, I will make a print version.

'Okay, okay that's some nice fluff, give me something concrete!' I hear you, so here is a specifications list for the product design (I said it might be handy somehow). It will function as a promise/guideline from/for me, and give you a clear idea of what I plan to do. The subjects of relevance are Design, Rules, Character Creation, Items, Tables, Referee Guideline, and Theme (as of right now).

Design
  • Irregular will be a modular game. Only providing the relevant rules for the specified module/setting.
  • Irregular will be short. Not exceeding 60 pages.
  • Irregular shall have a consistent feel and look. Using the same fonts and consistent graphical style.
  • It will have a clear use of language, that is fully defined from the beginning of the document.
Rules & Rolls
  • The system rules should not exceed 4 pages.
  • The rules shall be light, and allow for hacking by the target audience.
  • There will only be one type of dice in use, the d4.
  • Progression will be level-less, and instead work with a point buy system.
  • It will provide a re roll mechanic.
  • The system will be roll over, and roll versus.
  • The initiative system will be a randomised draw a token sort of thing.
Character Creation
  • Fast character creation. It should not be a mini-game of its own to create a character, and the presented methods will aim to not spend more then 5 mins of the players time.
  • Customisation/Variety. There should be ample of possibilities to get a different character every time.
  • It will be class based, sorta. The game will have loose classes which give benefits, however they should not be restrictive in anyway.
Items
  • Items should add customisation to the play experience. Items will have play defining properties.
  • Damage Tables. Just like in Troika!, weapons will use a damage table you will have to roll on to see how much damage you deal.
Tables
  • Tables will have a clear layout and consistent layout.
  • They will be numerous tables to help both referee and players. Procedural generation of campaigns, additional character tables, etc..
Referee Guideline
  • OSR Playstyle. The game will come with a section for referees to get into the OSR game philosophy.
Themes
  • Semi-Universal. The modular nature will allow for a more universal thematic experience. The Core Module will, however, have a more fantastic theme.
I can tell you that I have worked out ~45% of the Core Rule Module. There is still some way to go. But, I plan to publish sections when they are satisfying as a first draft release and ready for playtesting, just to keep you all updated. I hope you will sit through this with me, and lets throw some neglected pyramid shaped dice.

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