Automatic RPG System

Do you ever get tired of being too powerful in aiDungeon scenarios? Want it to feel more like a game? This attempts to automate a basic system to provide an element of luck while still having customizability and remaining small. This is inspired by narrative based games similar to PBTA games. It uses two six sided dice and functions with three general stats that attempt to cover all types of activities and a way to force the AI to perform the check using a specific stat (Like if you want to you use your physical stat instead of social to intimidate someone). (P)physical, (M)ental, and (S)ocial (use the first letter in parenthesis to manually select that Stat for your action. Example "Do: You walk over a smile, standing over them and too close for comfort. (P)" the game will parse the (P)/(M)/(S) and use your rating in that Stat to perform the action. Every Action has the potential to Fail, Succeed with Complications, Succeed, or Critically Succeed. Each Stat is rated 1-4 with 2 being Average and 4 being the Amazing. NEW: Story mode actions will NOT roll for success, which allows you to narrate things that should not involve a roll! If you use a Say action, it will default to using your Social rating unless you change it manually in your action. (P) or (M) in this case. So, if you DO NOT want to roll dice for an action use the Story mode to narrate it. There is no character advancement stuff and it doesn't try to replicate a real RPG, but more do a quick down and dirty improvisational style of game with you. **Instructions to use** This works best if you do not make the Stats all one number. Mix it up to give your character a weakness and a strength. 1. Add the Script via the new feature. 2. Create a Story Card titled: Stats 3. Inside the Stats card, write: (P) with a number 1-4 on one line. (P) 4 4. On the next line, write: (M) with a number 1-4 on the same line. (M) 2 5. On this last line, write: (S) with a number 1-4 on the line. (S) 1 6. Copy and paste the following text (or something like it) to the AI Instructions: ## Stats - When it is unclear which Stat is associated with an Action, you must must pick which Stat is most closely associated with the Action, which will determine the outcome of the Action. Physical: pertains to anything done using their body. (ex. Fighting, running, making something) Mental: pertains to anything done with the mind. (ex. Perception, driving a vehicle, using a computer interface, remembering things) Social: pertains to anything involving interactions with other people. (ex. Convincing, lying, bluffing, getting along with others) ## Failure and Success - Complications: These are narrative and should involve the enemy getting the upper hand in some way, forcing the player to have to respond to the enemy and can also involve injury. - Critical Success: Brings an extra unplanned narrative bonus beyond the scope of what the player aimed for. That's it. You can have other info in the card like their name and even use Placeholders to let the player customize their character further. I gave a placeholder after each Stat for the player to describe that aspect of their character with a positive adjective for each point in the Stat. (M) 2 (Educated, Resourceful) Now when you take an action you will have an increasingly greater chance to succeed and even critically succeed as skill level goes up. Please tell me what you think if you try it. I'm here to squash any bugs or try to add features you want.

Cover art for Automatic RPG System, a rpg script on AI Dungeon