Welcome to Glitch Sequence! The hand typed pocket TTRPG zine. In this
issue we layout rules for play with almost no extra tools.
What you need (to play):
2-5 "Monopoly" dice (d6s)
A pencil and some paper
Two or more players
::Rules::
The Writer is the player telling the story. They create NPCs,
challenges, and narratives for the game. They are the computer if this
were a computer game. Everyone else takes on the role of a protagonist
and shapes the world with their actions. When there is a chance of
failure or a test of skill dice are used to apply chance. If the roll is
not a contest the Writer decides how many hits are needed to succeed.
The PC or NPC rolls. If they get enough hits they succeed. If they get
more than enough they succeed better. If it is a contest all parties
roll and the one with the most hits wins. A die is considered a hit if
it rolls a higher value than the minimum for the approach the character
uses. See Making Characters for more.
::Making Characters::
A character begins with 9 points split between 3 attributes, body, mind,
and spirit. These values are the num of dice rolled if a roll is related
to that attribute such as body for jumping, mind for researching, or
spirit for sensing being watched. Next each attribute is assigned a
best, an okay, and a bad for the three approaches. These are intense,
precise, and careful. The best rated needs a 3 to be a hit, the okay a
4, and the bad a 5.
::6-Again::
If a die is a 6 it is a hit and is rolled again as a bonus die. If it
rolls a 6 again it is another hit and another bonus die. Keep rolling
until it is not a 6.
::Roll Results::
If enough hits are achieved the roll is a success. The character
achieves the result they wanted. If not then they do not achieve their
result or they do so with a complication.
Gameplay goes on like this until the story is told.
::Tricks::
Some characters have tricks that give them extra hits if they roll at
least one hit on the die. Player characters begin one trick.
::Getting Hurt::
When a character is attacked it is a contest. The defender takes damage
equal to the difference in hits (attack roll - defense roll = damage).
Damage is taken by losing dice from attributes. If any attribute reaches
0 the character is incapacitated. Damage heals dramatically. In some
cases that means all dice are restored at the end of the conflict. Other
times it may come back one at a time over time, or maybe only comes back
with medical treatment. A player chooses which attribute is damaged when
damaged.
::Getting Stronger::
A character gets stronger as they get new gear, gain attribute dice, and
learn new tricks. Writers should pass out attribute dice after a
character finishes a big goal or completes an arc of the story. Gear may
be available for purchase or found as treasure, and tricks might be the
result of training or research.
::Gear::
Gear either gives a bonus die, lwers the target value for rolls or is
simply required to even attempt a roll. Gear when used well keeps things
interesting and is motivating (as treasure) too.
::Antagonists::
Antagonists in GSd6 are just characters with goals that oppose the
players interests. They are built the same way but can bend the rules to
make more sense or be more interesting.
::Example Bestiary::
Big Mean Dog
Body: 7 (I:3, P:5, c:4)
Mind: 2 (I:4, P:5, c:3)
Spirit: 2 (I:5, P:4, c:3)
Tricks:
Strong Bite: If a bite roll is successful add one additional damage to
the final result.
Thug
Body: 3 (I:3, P:5, c:4)
Mind: 2 (I:3, P:4, c:3)
Spirit: 2 (I:3, P:5, c:4)
Tricks:
Gang Member: Thugs roll one extra die for all roles as long as they have
support from at least one other thug in the action.
Ghost
Body: N/A (0)
Mind: 3 (I:4, P:3, c:3)
Spirit: 6 (I:3, P:5, c:4)
Tricks:
Incorporeal: A ghost has no body and can pass through solid objects.
They are immune to most physical attacks or body effects.
Weakness Salt: A ghost cannot pass a line of salt and can be injured by
salt as though it were solid.
::Sample Player Character::
Name: Joanne Piedmont
Pronouns: She/They
Body: 2 (I:5, P:4, c:3)
Mind: 3 (I:5, P:3, c:4)
Spirit: 4 (I:5, P:3, c:4)
Tricks:
Sense Lie: Add one hit to rolls to detect lies that have at least one
naturally rolled hit.
::Closing::
Okay, you made it. From here it is up to you to make your story and play
your game. I hope it is epic! In future issues we will be writing
adventures for you to make characters and play. Please feel free to
share, copy, or remix this zine.
Feel free to get in touch. Email me at:
glitch.sequence.zine@gmail.com
Thanks for reading!
Typed in Tacoma WA
September 22nd, 2025
Released as CC 4.0 Attribution
Credit: AutMouse or AutMouse Labs