Talespinner: A Roleplaying Game

Talespinner is a free RPG game system operating on a single 10-sided die. Mechanically simple, yet complex in content, this system offers a combination of ease of entry and use with plenty of crunch for those who seek it.
Talespinner has no character classes and no levels, and its skill system can be used for any setting, flavoured or trimmed as one sees fit.

The website includes a worldbuilding guide to get worldbuilding beginners started, as well as a Creature Creation guide with some sample creatures to populate your world. Its Device skill, accessible to players, allows you to invent and build any machine imaginable suitable or necessary for your setting, from wind chimes to spacecraft.

Though Talespinner can be played with 2 players (one Player, one Narrator), a group of 3+ is recommended.

Author(s): 
Game Type: 
Roleplaying Game
Crunch: 
3 - Mildly Crunchy
Players: 
3+
GM?: 
Yes
Free?: 
Yes
Excerpt: 

Talespinner represents the chance to fail with a single die: the ten-sided die. A die is rolled to determine the outcome of an action, and certain bonuses are added to that die-roll in order to minimize the risk of failure. If the die roll meets or exceeds the situation’s target number, the player succeeds.
Alternatively, if you cannot find ten-sided dice in you area, you can make use of a dice-rolling app (or the rolling function in the banner), use 2 six-sided dice and subtract 2 points from the roll, or use a deck of playing cards using only the ace through 10 cards and shuffle before each draw.

Rolling dice; what to add?
There are four basic die roll checks in Talespinner: Skill Checks, Target Numbers (or Passives), Attack Checks and Defence Checks.

A Skill Check adds both the corresponding Skill rank and the score of the Attribute that fits the situation best. The Skill Check is rolled against a Target Number, a difficulty you need to equal or surpass in order to succeed.
A Target Number (or a Passive) is essentially a Skill Check that doesn’t require a die to be rolled. The die’s result is always assumed to be 5, adding the appropriate skill rank and attribute. This is the number Skill Checks need to equal or beat in order to defeat you in a skill challenge.
An Attack Check adds the corresponding weapon or magic Skill to the die roll, and is rolled against the target’s Avoidance (see How to Play: Avoidance). Remember that you can use a weapon for a Basic Attack manoeuvre as well as for the special strikes unlocked with your skills.
A Defence Check adds the required Defence skill (usually Armour) to the die result. On a total score of 10 or higher, the check is successful, allowing the character to reduce a portion of the damage she would otherwise receive (see How to Play: Absorbing and Armour).

Have you played it?