The rules of Maze Rats fits on one page, and character generation fits on another. They will be easy to explain on the fly.
The Basic Mechanic
- Most actions should be resolved through rulings and narrative description.
- If an outcome is uncertain and there is risk involved, then a Danger Roll is called for.
- Danger Roll: Roll 2d6 + ability bonus. If you roll 10 or higher, you avoid the danger.
- Advantage: roll 3d6, keep 2.
- Most danger rolls will fail, so it is the player's job to try to mitigate risk as much as possible before the dice come out.
- The ability scores are Strength, Dexterity, and Willpower. The bonuses range from +o to +2.
- Everyone begins with 4 health.
- Characters choose one option: (1) +1 to attacks; (2) 1 spell slot; or (3) an expertise (briarborn, fingersmith, roofrunner, or shadowjack)
- Random tables fill out character details and starting equipment.
Magic
- Characters with spell slots randomly generate their spell every morning after a full night's rest.
- Spell generation tables output an evocative name. The GM them makes up what the spell does (with player input).
- A spell is forgotten after casting.