You can't fail rolls in Passengers


I wanted to create a game system that encourages players to react quickly yet also trigger creative ideas and ways to explore table top storytelling without being constrained by heavy mechanics. In passengers, when you take an action, you do it. You always succeed. The challenge is found within the action selelection.

You roll 3 dice, 2 white and 1 black. You can use 2 of any of the rolled dice to choose actions a player has previously written down in columns and rows on their character sheet. The dice only decide which column you must take that action from. This, to me, forces interesting outcomes. If you put your melee attack on the left column ( rolling a 1 or 2 will allow you to take it) but you rolled 3-5-6 this turn, you'll not be able to attack, but in stead, will have to find a creative way to still gain advantage in the battle using your other abilities, whether they be combat actions ( here called Exertion) or other types. 

You may use your rolled black die on an action that has a special black die ability. If you do, place it on the black space under that action.  Normally it is a very strong, game-changing thing. But on your next roll, you have to use one of your white dice on an ' unforeseen outcome', which might be bad! This is interesting to me since you need to choose unforseen outcomes at character creation that will balance well with the build you are going for.

There is no min-maxing in this game, only systems put in place for you and your friends to have fun reacting and bouncing off of what the dice give you as opportunities of play.

Files

Ritual Cuts - Passengers alpha - playtest.pdf 3 MB
Feb 26, 2024

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