Information
Primary Name
Organic Rules Components (ORC)
Alternate Names
ORC character creation is fairly crunchy, but its crunchy for a reason.
The rules are primarily meant to model physics and biology.
ORC gameplay is easy to learn and quick to use.
All rules work from the same basic mechanic.
The most complicated part is combat, because the combat system allows for people to use real-life strategies and to employ every resource available to help them win.
ORC is not a generic system designed to be able to be instantly dropped into any setting.
ORC is designed for realistic, low-powered gameplay (as opposed to legendary, superheroic, comedic, etc. games).
ORC character creation must be specifically tailored to each game setting.
ORC does character classes in a realistic and flexible way.
They say what the character's place in society is, not what the character can become.
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Mechanic:
Action Table (table determines action outcomes)
Attribute/Stat Based (STR, CON, PER, etc)
Cards (cards drive the action)
Class Based (Pilot, Wizard, Scientist, etc)
Competitive (players compete against each other to win)
Description Based (Narrative more so than Dice)
Dice (Percentile)
Dice (Primarily d10)
Dice (Primarily d12)
Dice (Primarily d2/coin)
Dice (Primarily d20)
Dice (Primarily d6)
Dice (Primarily d8)
Dice (Primarily Fudge/dF)
Dice (Specialized)
Dice (Various)
Dice Pool (Roll multiple dice vs target)
Dice Step (variable dice vs. static target)
'Diceless' (does not use dice or other randomizer)
Exploding Dice (Die may 'explode' into a second roll)
Free-form (minimal or no rules - think improv theatre)
GM-less (No gamemaster needed to play)
Grid-based (uses square terrain for move/combat)
Hex-based (uses hex terrain for move/combat)
LARP (Live-Action-Role-Playing)
Level Based (Earn XP and level up)
Lifepath Character Generation (Character starts at birth)
Point Based (allocate points to get skills, powers, etc)
Progression Tree (Skills, professions, magic abilities, etc.)
Race Based (Player Race/Species affects gameplay)
Random Attribute Generation (during Character Creation)
Reading (for Periodicals, Adventure Books, etc)
Roll and keep (4k2 means roll 4 and keep 2)
Skill Based (buy or gain skills)
Trait / Aspect Based (personality affects gameplay)
Unusual Randomizer (not using dice or cards)
Wagering / Betting (wagering during play)
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