ATRIM: Versatile Tabletop RPG Guide
ATRIM: Versatile Tabletop RPG Guide
Character creation in ATRIM involves several components: choosing a Name, Species, Profession, and a Wheelhouse, which define the character's basic persona, role in the game world, and their special abilities. Traits (Might, Agility, Smarts) are assigned to die faces, affecting how actions related to these traits succeed in game mechanics . Equipment, a special item or ability, and personal details like relationships and starting money add further dimension, providing players with tangible and narrative tools to embody their character's identity and capabilities .
In ATRIM, the Gamemaster (GM) plays a critical role by describing scenes and events, controlling the game's narrative, and adjudicating the players' decisions and actions. The GM decides the difficulty of actions and determines outcomes when success is not certain using dice rolls . The GM is also empowered to improvise and fill in any gaps in the game's written content, necessitating good improvisational skills to adapt the story as players interact with the world .
ATRIM resolves conflict through opposed dice rolls between the involved parties at a Moderate difficulty as a baseline. Success is determined by who rolls more successful trait numbers, and the winner’s degree of success influences the impact, such as inflicting Wounds. Character progression in conflict is non-linear, with no traditional leveling up; instead, it is driven by acquiring new equipment, abilities, and narrative developments . This approach emphasizes strategic planning and role-playing over grinding for experience points .
In ATRIM, success or failure of actions is determined by rolling dice and matching the rolled numbers with the traits assigned to each die face on the character sheet. Each action is associated with a specific trait, and if any dice roll the number corresponding to that trait, it results in a Success. If none of the dice show the number for the required trait, it results in a Failure . For conflicts, the side with more Successes wins, and the difference in Successes can determine the extent of the outcome, such as causing Wounds to an opponent .
The 'Wheelhouse' in ATRIM defines actions or abilities that a character excels at, allowing them to perform these actions with reduced difficulty. When a character's action falls within their Wheelhouse, the difficulty of the task is lowered by one step on the predefined difficulty chart, making success more likely. This mechanic not only emphasizes the character’s role and expertise but also facilitates storytelling by ensuring characters shine in situations relevant to their specific strengths .
'Notable Equipment' and 'Cool Stuff' in ATRIM enhance character adaptability by providing tools and unique advantages that can be leveraged to overcome challenges and create memorable role-playing moments. These items not only augment a character’s abilities (e.g., lockpicks for stealth, or a 'Ring of Light Steps' for extra stealth advantages) but also aid in defining personal and narrative depth, enabling players to engage in creative problem-solving and storytelling, as they navigate through plotlines and interactions . This approach broadens gameplay diversity beyond character traits alone.
In ATRIM, traits are assigned to specific die faces (1-6), with each trait (Might, Agility, Smarts) potentially occurring multiple times. This influences strategy as players optimize trait distribution based on character role, desired skills, and potential scenarios. Balanced or focused distribution affects success likelihood in relevant actions, encouraging strategic planning for various challenges, such as opting for more Agility rolls for a rogue facing frequent movement and stealth tasks . This design teaches players to anticipate likely situations and prepare accordingly, enhancing decision-making skills.
ATRIM's design for setting and genre flexibility allows players and GMs to tailor the game's narrative and mechanics to fit any desired theme, tone, or style. This adaptability enhances the experience by empowering creativity and personal expression within the gameplay. It enables storytelling without restrictions from rigid systems, thereby accommodating a wide range of playstyles and interests. GMs are expected to improvise and adjust game rules, filling in gaps and customizing elements like spell and equipment lists, which enriches the collaborative storytelling aspect of the RPG .
Healing in ATRIM involves a combination of GM discretion and player actions. The GM sets the healing rate, influenced by rest, meals, and medical care, while dangerous conditions can hinder recovery. Players with healer-type professions can expedite healing by performing a Moderate difficulty dice roll, where each Success equates to removing one Wound immediately. This system encourages player involvement and strategic decision-making regarding resource management and safety during adventures .
ATRIM's advancement system eschews traditional leveling, focusing instead on narrative progression through acquiring new equipment, abilities ('Cool Stuff'), and narrative elements (in the Etcetera section). This change emphasizes role-playing, storytelling, and situational creativity over numerical growth, potentially leading to a richer, more personalized gameplay experience where players focus on their character's personal journey and influence on the game world rather than just skill acquisition and stat improvement .