Hey everyone, I'm looking for 3 other people who would like to practice GM-ing with me every other week, Friday's 6:00-10:30 EST. By practicing together we can give each other useful feedback and trade ideas on what makes for a fun and compelling campaign! We will take turns GM-ing in the following fashion: Pick one person to GM for the next hour. After the hour is over, we spend 5-10 minutes talking about how the session went. Then we pick another person to GM for another hour. The new GM can start from scratch or pickup from where the last GM left off. Play continues until all four of us have had a chance to GM! Since we will be coming from different roleplaying backgrounds (some of us from D&D, others Dungeon World, others Shadowrun), I'd like to use a rules-simple system that is independent of all of these. So this is what I have in mind. The System: Each character starts with 4 hitpoints. Before play starts, decide the following: What is your character's knack (what are they good at)? What does your character want? How does your character know the other characters, or any NPC's that the GM has described? When a character attempts to take a risky action (an attack, an attempt to persuade an NPC, a daring feat of gymnastics, etc.), the GM will decide a difficulty level given the GM's opinion of the character's expertise regarding the risk she or he is taking. The difficulty levels are as follows: 1: Easy 2: Medium 3: Hard 4: Vary Hard The player then rolls 1d4, and if the result is greater than or equal to the difficulty level the character succeeds. When a player fails a roll, the GM decides the consequences. This can by anything from making an NPC angry, to having the character lose an item, to dealing damage. When the GM deals damage it is always only 1 or 2 points. And that's it! Pretty simple system :) Let me know if you're interested by posting a comment below. Cheers!