Terry Pratchett’s Discworld is a world that holds a satirical mirror up to our own. A fantasy world where people struggle with familiar problems: growing industrialization, wars and cultural feuds that nobody’s sure which side started, bureaucracy, and assassins coming after tooth fairies*. It is a world governed by extraordinary stories and filled with memorable characters like Death and Susan, Moist Von Lipwig, “Throat” Dibbler, and the four Ws**.
Now Modiphius, who brought us the Fallout RPG and Dune: Adventures In the Imperium, have created a fun and accessible rules-light system that gives you the chance to create your own memorable character and tell your own extraordinary stories in the Discworld setting. Specifically the Ankh-Morpork setting, although this may expand as the project grows.
The system is simple: players use traits from their character sheet to justify why their character would be good at the action they’re trying to accomplish, and based on how well the trait fits the action (or, critically, how well the player argues that the trait fits the action) they are assigned by the GM one of four increasingly large dice: a d4, a d6, a d10 or a d12, which is rolled against the GM’s d8, to determine whether they succeed or fail. Failed actions have consequences which are then marked down on the character sheet, and become traits themselves, which may hinder the player in future actions. Luck can be assigned by the GM in-game to allow players to lessen consequences, or help other players.
When Modiphius releases the core rulebook they will likely have a detailed list of traits to choose from. For now, work with your GM to develop traits of your own that befit a Discworld character. These traits are the key to the game, and anything on the character sheet is a trait, so with that in mind let’s walk through creating a character by filling out the sheet together. We’ll start with a core idea: an unconfident assassin.
Name / Pronouns:
In a world of names like Verity Pushpram and Reacher Gilt, a Discworld name is important to get right. In this game even your name is a trait you can use to justify actions, and Discworld tradition says the name should have a hint of Dickensian whimsy while also saying something about your character. For our assassin, let's go with Pensive “Penny” Garotte. Their pronouns are They/Them. This reflects Penny’s thoughtful, quiet character and the fact that they were raised in the Assassins' Guild.
An example of gameplay:
Penny has been spying on someone for the group. They want to get the attention of the others, who are concealed some distance away.
Penny: “I’d like to use my dagger to reflect the sunlight back at the party. I should be pretty good at that.
GM: really? Why?
Penny, smugly: Well my full name’s “Pensive” so you could say I’m “Reflective”
Everyone groans
GM: Fine roll a d10 and have a luck point for the terrible “Pune”.
Organization:
Players new to the disc may be surprised to learn there’s a guild for every trade in the commerce-driven city of Ankh-Morpork. Your GM can help you find one that’s right for you but to give some examples: you could be a card-carrying member of the Thieves’ Guild, or a licensed Beggar. Penny will be a member of the Assassins’ Guild. From this we know that Penny has had training from Master Assassins in the arts of stealth, gaining entry to places they’re not welcome in, and using deadly weapons. Even though these skills are not stated directly on the character sheet, we know the organization would have taught them.
Penny: I’d like to pick this lock
GM: You cast your mind back to the lockpicking lessons you had at the Assassins’ Guild, but it’s a pretty complicated lock, roll a d10.
Background:
This is where we start to distinguish our character as an individual. Think here about what shaped your character’s identity. Penny was a foundling, an orphan left on the doorstep of the guild, mocked by their peers from rich families. Penny would have learned at a young age to rely on themself.
GM: Penny, your team are too far away to help, you’re on your own and you’re trapped under this cart, roll a d4.
Penny: As a foundling I’ve learned to be self-reliant, I don’t need help!
GM: ohh narratively satisfying, but it’s still a massive cart, roll a d6 for a slight advantage.
Penny: 5!
GM: Mine’s a 2, muscles straining, teeth clenched, you lift the cart just enough to wriggle out.
Penny: YES!
Niche:
What are your character’s special skills? What do they bring to your party? Penny is Vigilantly Unobtrusive after years of watching their back for bullies, so they’re constantly watching for danger and figuring out ways to avoid notice. And the training from the guild makes them Silent but Deadly.
GM: You’re going down a dark alley in the Shades, you don’t want to get caught unawares here.
Penny: I’m Vigilantly Unobtrusive and Silent but Deadly so I’m definitely going ahead of the group and clearing the way of anything that might cause noise or get us noticed.
GM: definitely, roll a d12 for that.
Core trait:
This is the trait that is foundational to your character. What is at the center of their personality? As Penny is still young and figuring themself out, their core trait is Finding Myself.
GM: The group’s taken a wrong turn, you’re lost in the messy streets of Ankh-Morpork.
Penny: Ah but I can’t be because my core trait is Finding Myself
GM: Infuriating but inarguable, alright then Penny roll a d12 to see if you know where you are
Penny: 10!
GM: Alright, well mine’s a 6 so for a minute it seems unfamiliar but you spot a sign that tells you it’s Morphic street.
Quirks:
Here we need a few more distinguishing features to flesh out our character. Penny, due to their lonely upbringing, is more comfortable in a knife fight than at a party and as a quiet, thoughtful child they found solace in books. They are a familiar sight in the library.
GM: You spot the killer taking aim with a crossbow at one of the guests at the ball below.
Penny: I run at him, one of my quirks is “More comfortable in a knife fight than at a party”, so I should be pretty good in a scrap
GM: Sure, go ahead and roll a d12
Penny: it’s a 6?
GM: Mine’s an 8 unfortunately, you both tumble off the balcony. He lands on you. Add the consequence “Twisted ankles.” and it gets worse, Penny… Now you’re at a party!
Now that we have a clearer picture of these different aspects of our character, let's write a short bio: “It is widely known that the guilds of Ankh-Morpork will take in foundlings. A parent without hope of providing a life for their child may leave a baby in a guildhouse doorway. Pensive Garotte was found on the doorstep of the prestigious Assassins’ Guild, wrapped in a blanket, and clutching the small coil of wire that gave them their name. Growing up an orphan, educated alongside the children of Ankh-Morpork’s nobility, they found themselves ostracized and teased mercilessly. They lost themself in books and in their lessons, coming top of the class in their studies. Having recently graduated they are hoping to find themself and their place in the wider Disc.”
If you prefer to do things the other way around you can write a short paragraph describing your character first and then work out their traits. Remember: a trait should say something concrete about your character that can be used when they’re presented with a situation to determine how they respond.
It’s an incredibly simple system which leaves itself open to a lot of ambiguity. In Discworld, this ambiguity is part of the fun. You’re supposed to stretch the meaning of a vaguely-worded trait beyond the original intent, and as we’ve seen wordplay and puns are encouraged! The Disc is a place where geography is fuzzy, history is hazy and physics can be nudged this way or that by a well-told story. So head over to the Discworld page to find a game and tell yours!
Aidan Wels is a writer and professional game master who runs Cyberpunk Red, Vampire The Masquerade 5e, Discworld, and D&D 5e games on StartPlaying.