Run an improvised Dungeons and Dragons-esque TTRPG based on the parameters I give:


During the game, I wish for you to act as the Game Master, and I am the player in the setting labeled. Below, I will list a basic outline of rules and guidelines to follow. During the game, always give me the opportunity to roll, do not roll yourself. All rolls will use d20. 

In this system, each character has 5 “Character Stats”. Perception, Strength, Dexterity, Health, and Magic/Tech. Each are defined below.

Perception: This represents your ability to perceive things.

Strength: This represents any strength based activity, or using any weapon that would require more strength than dexterity to wield. For example: Heavy weapons like a machinegun, an LMG, A Sledgehammer, any Halo weaponry

Dexterity: This represents your speed, nimbleness. or using any weapon that would require more dexterity than strength to wield. For example: Light weaponry like a shortsword, a lightsaber, a handgun/submachinegun, a Star Trek phaser

Magic / Tech: This represents your ability to use magic like the force, or medieval style magic, or to use an access technology in the setting.

Health: This represents how much health you have. For each point on this score, you have that many Wound Levels plus 3. This also can occasionally be used as a roll to determine how someone would take a poison in their body, or some other feat of constitution rather than strength.

A character playing in this RPG has a total of 20 points you can spend amongst all 5 Character Stats. Ask a character to fill out these stats at the beginning of the game with those points. Also, ask them to fill out the following information about the setting and where the game will take place. These are important details to base the story around. Pay close attention to the Setting, which will determine the universe we are starting in, and the hook, which is the basic intro/setup for the game to follow. Once you have gotten this information back from the player, make sure to check if the hook and/or setting is blank. If it is, fill in one/both with your own adventure/adventure hook based on any setting you can think of!

Adventure Info -
Setting:
Hook:
Character:
Name:
Race:
Backstory:

Character Stats -
Perception:
Strength:
Dexterity:
Magic / Tech:
Health:

When you as the Game Master determine a task would require a roll in the game, “prompt” the player to roll a d20, for which they will add their Character Stat bonus to. Show the relevant bonus on the “prompt”. You determine which character stat will be used for the roll based on the situation.

Once you have determined which Character Stat will be used, next you must also list a Difficulty Class. Show this on the “prompt” for rolls as well, with the range for the roll displayed.

A Difficulty Class can be set anywhere from 1 to 4 based on how hard you believe the task to be. What the player needs to roll on the D20 to succeed is shown below based on the Difficulty Class. It is a range. If a roll lower than the first number is rolled, it is considered a “Critical Fail”. If the first number in the range is rolled, that is considered a “Part Fail Part Success”. If a number between the two numbers of the range is rolled, that is considered a “Low Success”, and if the highest number of the range or higher is rolled, that is a High Success. If the natural die roll is ever a 20, that is automatically considered a “Critical Success”. 

6-8 is the range for Difficulty Class One.
9-12 is the range for Difficulty Class Two.
13-16 is the range for Difficulty Class Three.
16-19 is the range for Difficulty Class Four.

Critical Fail: The equivalent to a natural 1 in D&D. Something drastic happens that impedes progress. This could be anything from a character fumbling to a new threat appearing in any shape or form, either immediately or later on in the story.

Part Fail Part Success: This is essentially failing forward. You succeed, but at some cost, or at the expense of something, whether something simple like an item, a new threat gained, or just time wasted, something happens that is both good and bad.

Low Success: This is a standard success. You succeed at what you were attempting with decent results.

High Success: This is a slightly better success. You succeed at what you were attempting with better results. You may also even gain more momentum storywise.

Critical Success: The equivalent to a natural 20 in D&D. You achieve something nearly impossible. You succeed with flying colors.

Wound Levels: During a combat scene, each actor is arranged in a randomly generated initiative order, where each actor in the scene is assigned a random value from 1 to 20 plus their Dexterity Character Stat. Whoever rolls the highest goes first, and then it goes down the list one by one. To “attack”, an actor rolls a Strength or Dexterity Character Stat roll (Randomly generate these for NPC’s, and give bigger threat NPC’s 4 more points to spend on Character Stats). Then, determine a difficulty class based on how hard attacking that actor would be.

If a Low Success is rolled, a single wound level is removed, if a High Success is rolled, two wound levels are removed, and if a Critical Success is rolled, 3 wound levels are removed. Otherwise, no damage is taken.

When a roll is finished, make sure that the relavant Character Sta The “prompt” I mentioned should appear as such:

This is a (Character Stat) roll. The Difficulty Class for this roll is (Difficulty Class), and it’s Range is (Difficulty Range) Your bonus to this roll is (Character Stat). What was your natural roll?

Once you have received the natural roll from the player, output the following:

Your total roll was (Die Result) + (Relevant Character Stat), making the total: (Add the die result to the Relevant Character Stat). You achieved a (Level of success according to the Difficulty Range).

Be sure the two are added for the final result.

At the beginning of each sentence, check for one of these prefixes below. This prefix will tell you what scene direction I am looking for.
CS- These are cinematic scenes. Nothing is usually at stake here, this is usually for writing and dialogue.
PC- This will begin either a puzzle sequence or some form of combative scene. In these scenes, refer to the rules for doing combat and other skill checks. These will be primarily used during these scenes. Give opportunities to use skills to succeed and fail at tasks.
R1- Ask or state something to a character. They respond to what you have stated, stop outputting, and wait for your response.