The summary of ‘I found the EASIEST D&D-like RPG (and it's FREE)’

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00:00:0000:14:51

The video discusses organizing a quick and engaging RPG session for ten players using the game system "Cairn," praised for its simplicity and effectiveness compared to more complex systems like 5e or Pathfinder. Created by Baron De Ropp and inspired by "Into The Odd" and Old School Renaissance (OSR) principles, Cairn emphasizes intuitive gameplay, collaborative storytelling, and minimal reliance on dice rolls. Character creation is highlighted as seamless, with players rolling for attributes such as Strength, Dexterity, and Willpower, and selecting equipment that influences character progression.

Gameplay mechanics utilize a d20 "roll under" system for actions and automatic hits for attacks, enhancing flow. Damage affects Hit Protection (HP) first and subsequently the character's Strength (STR) if HP depletes, with specific outcomes like scars that enhance stats. The game also features mechanisms for managing fatigue and spellcasting, with spells taking up inventory space and being derived from a versatile d100 spell table. Despite challenges with spell ambiguities, Cairn's flexible approach encourages creativity and engaging role-playing, making it a suitable choice for both new and seasoned players.

00:00:00

In this part of the video, the presenter discusses the challenge of organizing a quick RPG session for ten players using a new game system and creating characters from scratch. They suggest that while this might be difficult with systems like 5e or Pathfinder, it is achievable with other games. The presenter shares their positive experience with the simple d20 fantasy RPG system named “Cairn,” which allowed for a smooth and enjoyable session prepared under 15 minutes. The game is highlighted as intuitive, free to download, and ideal for introducing new players to RPGs. The presenter praises the GM, Baron De Ropp, for an excellent session and explains that Cairn is inspired by works like “Into The Odd” and features a classless, level-less system where characters progress through equipment and stat upgrades.

00:03:00

In this part of the video, the host discusses the essential principles and mechanics of the game “Cairn,” emphasizing that death is always imminent but predictable. The game adheres to Old School Renaissance (OSR) principles such as prioritizing conversation over dice rolls and collaborative storytelling. The host then demonstrates how simple character creation is in “Cairn” by rolling up a new character. They choose a surname, Glass, and a background, Herbalist. The host rolls for additional traits, resulting in a flabby physique, frizzy hair, droning speech, and a respected reputation. They also determine the character’s three main attributes: Strength, Dexterity, and Willpower, along with starting Hit Protection (HP) and gear, which includes brigandine armor, a longbow, pick, chalk, and fake jewels.

00:06:00

In this part of the video, the speaker concludes the character creation process, noting that players can choose or use predetermined equipment packages. The video then shifts to gameplay details, explaining that Cairn uses a d20 “roll under” system, making gameplay intuitive and accessible. Each character can move 40 feet per turn and take various actions, with all attacks automatically hitting to keep the game flow smooth. Damage calculations involve armor negation and reducing Hit Protection, with remaining damage affecting the character’s health if HP runs out. Resting can easily restore HP, highlighting the system’s simplicity for all players.

00:09:00

In this part of the video, the speaker discusses mechanics from a fantasy role-playing game, detailing how damage impacts characters. When a character’s Strength (STR) is reduced due to damage, they must roll under their new STR score to keep fighting; otherwise, they become incapacitated but not dead. The fate of incapacitated characters depends on enemy morals and ally intervention. The speaker notes that attacks always hit, armor mitigates damage, and damage first affects Hit Protection (HP) before reducing STR. If a PC’s HP hits zero precisely, they take a scar that often boosts stats. The game also includes rules for hiring henchmen, morale checks, dual weapon fighting, and a dice chain system for enhanced or impaired attacks. Spellcasting is unique, based on equipment rather than classes, allowing any character with a spellbook to cast spells, though it limits their inventory space.

00:12:00

In this segment, the discussion centers around the concept of Fatigue in the Cairn RPG, which functions similarly to Exhaustion in D&D 5e but occupies an inventory slot each time a spell is cast. The segment explains how Fatigue limits the number of items a character can carry and outlines various ways characters might gain Fatigue. There’s also a description of the d100 spell table derived from Ben Milton’s “Knave,” which features open-ended spells that encourage creative interpretation by players and GMs. The video highlights potential challenges with these spells, such as their vague descriptions, and exemplifies this with the spell “Elasticity,” raising questions about its mechanics and use cases. Despite these ambiguities, the open-ended nature of the spells can lead to enjoyable and imaginative gameplay. An example is provided where a spell intended to pull a bandit resulted in a humorous situation. The segment concludes by encouraging viewers to engage with the Cairn RPG further.

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