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Stage Whisper System (SWS)

A minimalist TTRPG for solo and solo-adjacent play.

Overview

SWS is a narrative-driven system built for long-running campaigns with an LLM GM. It's designed to be simple, flexible, and focused on collaborative storytelling with mechanical grounding.

Core design principle: Enjoyment over enforcing difficulty. The GM should guide toward fun outcomes, not rigid mechanics.


Dice System

Roll: 1–5 d6 depending on the skill mastery. Sum the highest 2.

When two characters are competing directly (e.g. one attacks, another dodges), use an opposed roll — both roll and the difference decides the outcome (see Opposed Rolls). When one character helps another, use an assisted roll — the helper rolls first and their outcome grants a bonus or penalty to the main roll (see Assisted Rolls).

This gives a nice bell curve — consistent results with occasional swings. GM handles the math and presents outcomes narratively.

Difficulty

The GM sets a difficulty rating from 1 to 12. Compare your result:

Result Outcome
≤ 2 below difficulty Complication
1 below to at difficulty Mixed success
1-2 above difficulty Success
3+ above difficulty Success with style

The GM can adjust difficulty based on campaign tone. A high-action campaign might use lower difficulties; a gritty campaign might push higher.

Skill rolls in Stage Whisper are a mechanic for driving narrative. Use bad rolls to introduce complications, use good rolls to reward the player with unexpected benefits. Rolls have consequences to the narrative! Handling negative consequences to rolls is just as important and will yield enjoyment.

A Complication means the player does not get the desired outcome. However this doesn't mean game-over for the player, even in a tight spot. It means an additional complication is added, which makes their task harder. The complication does not need to be immediate, but could be looming, addign pressure to the situation.

A Mixed success means the player achieves the desired outcome, but it's close, and tensions are higher. Maybe guards are more alert, or the next challenge becomes more difficult, or additional challenges present themselves.

A Success with style means the player achieves their desired outcome and more. Something else happens that's an additional benefit, the next challenge becomes easier, or the player receives a bonus status.

Style points should not be awarded based on roll outcome, but only on player roleplaying. It is possible to award style points for creative roleplay even if the roll is a failure, representing a valiant attempt or heroic sacrific.

Difficulty Guidelines

Use the table below to pick a difficulty that matches the narrative stakes. Numbers represent approximate success rates for each dice pool:

Opposed Rolls

When two characters directly compete — one hides while the other searches, one attacks while the other dodges — the GM may call for an opposed roll instead of setting a static difficulty.

How it works: Both characters roll their relevant skill. The attacker subtracts the defender's result from their own — the difference (shift) determines the outcome using the same outcome table as a standard roll.

Shift Outcome
≤ −2 Complication — the defender wins decisively
−1 to 0 Mixed Success — edge to the defender
+1 to +2 Success — the attacker wins
≥ +3 Success with Style — the attacker dominates

When to use opposed rolls:

When to use a standard roll instead:

Choosing skills: The GM selects the appropriate skill for each character based on the narrative:

Scenario Attacker rolls Defender rolls
Sneaking past someone Sneak Perception
Physical attack Weapon Agility (to dodge) or Strength (to withstand)
Sneak attack / ambush Weapon Perception
Lying or bluffing Deceive Knowledge (if they know facts) or Perception (to read demeanor)
Intimidation Intimidate Willpower
Debate or persuasion Persuade Willpower or Knowledge
Chase or race Agility Agility
Grappling Strength Strength or Agility

Special moves in opposed rolls: A character can activate a special move during an opposed roll by spending a Style point. The base +2 from the Style point is applied automatically. Any extra bonus the special move grants beyond the +2 is added on top.

Ties: When both characters are equally matched (shift 0), it's a Mixed Success — a close call, a stalemate, or mutual complication. The situation remains tense and unresolved, giving both sides an opportunity to escalate or retreat.

Assisted Rolls

When two characters work together on a task, one can assist the other. The assistant rolls first against the same difficulty — their outcome grants a modifier to the main character's roll.

How it works:

  1. The assistant rolls first, using their own skill (which must be different from the main character's skill)
  2. The assistant's outcome maps to a modifier:
Assistant outcome Modifier Meaning
Complication −1 The assistant got in the way, distracted, or gave bad info
Mixed Success 0 They tried but didn't meaningfully change things
Success +1 Their help tangibly made things easier
Success with Style +2 The assist was clutch — exactly what was needed
  1. The main character rolls their check with this modifier added to their result

The constraint: The assistant's skill must be different from the main skill. You can't assist a hacking check with another hacking check — the assistant needs to bring something distinct to the table. This forces creative pairings:

Task Main skill Assistant skill (examples)
Hacking a system Hacking Perception (spot weaknesses), Knowledge (recall schematics), Sneak (create a diversion)
Persuading an NPC Persuade Knowledge (supply facts), Perception (read the room), Charisma (warm them up)
Picking a lock Burglary Perception (guide from a better angle), Engineering (understand the mechanism)
Lying to a guard Deceive Sneak (create a distraction), Knowledge (feed plausible details)
Treating a wound Knowledge (Medicine) Perception (identify symptoms), Charisma (keep the patient calm)
Combat maneuver Weapon Agility (feint), Intimidate (unnerve the target), Perception (call out openings)

Risk/reward: Assisting isn't free. An untrained character trying to help a master has a real chance of making things worse (Complication → −1). The player must weigh whether the potential +1 or +2 is worth the risk of the assistant bungling it.

Special moves in assisted rolls: Either character can activate a special move during an assisted roll. The base +2 from the Style point is applied automatically to that character's roll. Any extra bonus the special move grants beyond +2 is added on top.


Skills

Players pick 6 skills from a flexible pool. At character creation:

The player does not get to pick a Master level skill at character creation

Skill Mastery

Mastery Dice Description
Untrained 1 No real training
Basic 2 Decent, everyday competence
Trained 3 Professional-level skill
Expert 4 Exceptional, best in the region
Master 5 Legendary, world-class

Core Skill List

Strength — Physical power, climbing, feats of strength or physical endurance Agility — Speed or athleticism, dodging, rolling, moving quickly Sneak — Stealth, hiding, moving silently Vehicle — Driving, piloting, riding (rename as appropriate for setting; specific vehicle class) Burglary — Lockpicking, security, breaking and entering Hacking — Computer systems, networks, digital intrusion Engineering — Making, repairing, crafting, technical work Perception — Observing, investigating, noticing details, searching Charisma — Charm, social presence, performance, making people like you Persuasion — Argumentation, getting people to agree Deceive — Lying, misdirection, disguising intentions Provoke — Intimidation, cause fear, social manipulation Knowledge — Education, expertise, recall (can have specializations like "Medicine", "History") Weapon — Combat (specific weapon class: swords, bows, blasters, etc.) Fortitude — Mental resilience, willpower, resisting influence Magic — Supernatural abilities (specific class/school per campaign: evocation, necromancy, etc.)

Specializations

Knowledge, Weapon, and Vehicle allow multiple specializations at different mastery:

This lets players create specialized characters who aren't good at everything.

Setting-Specific Skills

Not all skills need to exist in every campaign. The GM and player can add setting-specific skills (e.g., "Magic" in fantasy, "Hacking" in cyberpunk) and remove irrelevant ones.

Skill Progression

After milestones, the player can increase one skill if narratively appropriate, at the GM's discretion.


Special Moves

Special moves are your character's unique abilities — think of them as signature techniques, distinctive styles, or plot-relevant tricks.

Starting: 3 special moves

Special moves:

Example special moves:

Special moves cost 1 Style to activate. And if that roll fails, there are no Complications. It can be treated as a simple failure.


Status

Statuses are a narrative-driven system for keeping track of player (or party) status. Status can be positive or negative. They should be used by the GM to adjust the difficulty of rolls

Types

Temporary Status — Clears after one scene or after the next appropriate roll. (e.g., "Braced for impact", "Inspired")

Persistent Status — Stays until cleared through story (rest, resolution, milestone). (e.g., "Broken arm", "Haunted by the past")

Severity

The GM determines severity based on campaign tone:

This keeps pacing flexible. A campaign where violence is common treats it differently than one where every fight matters.

Positive and Negative

Negative Status: "Wounded", "Exhausted", "Terrified", "Drunk" Positive Status: "High spirits", "Inspired", "Confident", "Focus"

Positive status can give bonuses. The GM decides when it's appropriate to apply.

Bonus Status

The GM can grant a temporary positive status representing a momentary advantage: "Elevated ground", "Favorable lighting", "Element of surprise." This gives +2 to the next relevant roll, then clears.


Style

Style, or Style Points, is your heroic resource. Spend it to do extraordinary things.

Earning Style

Earn Style by:

The GM awards Style when you do something that makes the story better, not just when you succeed mechanically.

Spending Style

Spend Style to:

Starting Amount

Begin each session with 2 Style.


Campaign Creation

Always start with campaign creation. once campaigns are created, the player character can be defined to fit into the world

Required Elements

  1. Genre/Tone — What kind of story? (fantasy, sci-fi, noir, modern, etc.)
  2. Starting Location — Where does the story begin? (e.g., a tavern, a space station, a detective's office)
  3. Wider Area — Describe the region, planet, system, or geopolitics around the starting location. This helps the GM create new locations that fit the world.
  4. Core Cast — 2-4 NPCs who recur. Can be created now or introduced in play.
  5. Story Threads (optional) — Examples:

Pacing Guidance

Player Character Creation

Quick Start (5 minutes)

  1. Summary — One sentence describing who your character is.
  2. Best Skill — What's your character best at? This becomes your Expert skill. (Can include specialization, e.g., Knowledge (Medicine) or Weapon (Bows))
  3. Supporting Skills — Pick 4 more. Choose 2 for Trained, 2 for Basic. (Can include specializations)
  4. Special Moves — Write 1 or 2 things your character can do uniquely.
  5. Name — What do people call you?

That's it. The GM can help fill in the rest as you play.

Full Creation

  1. Summary — "A disgraced knight seeking redemption"
  2. Backstory — 2-3 sentences about where they came from
  3. Skills — Distribution as above, with specializations where relevant
  4. Special Moves — Name and describe each
  5. Starting Status — Any persistent status from their past? (optional)
  6. Core Cast — Optional: name 2-4 NPCs who know the player character who will appear regularly

NPC Creation

Similar to the player character, but may have fewer skills and special moves than the player character. Non-party NPCs can omit Skills section until needed later if they need to join or oppose the player. When Skills are added, there can be lower or higher skill mastery than a typical player, depending on narrative.

NPCs typically do not get Special Moves, unless it is narratively important

  1. Summary — "A disgraced knight seeking redemption"
  2. Backstory — 2-3 sentences about where they came from
  3. Skills — Distribution as above, with specializations where relevant
  4. Starting Status — Any persistent status from their past? (optional)
  5. Relation to the player — Current relationship to the player

The Game Loop

  1. GM sets the scene — Describe what's happening, where, who's there.
  2. Player acts — Describe what they do.
  3. Roll if needed — If the outcome is uncertain, roll dice + skill vs difficulty.
  4. GM narrates — What happens? Apply any status.
  5. Award Style — If the player did something creative or character-true, award Style.
  6. Repeat

When to Roll

The GM should only call for a roll when:

If success is guaranteed or failure doesn't matter, skip the roll.

GM Guidance

Social Interactions


Session Planning

SWS is built for long-running campaigns. Each session should feel like a chapter in an ongoing story.

Session Hook

Every session needs a starting point:

Thread Tracking

The GM tracks what's moving:

Session Structure

A typical session flows:

  1. Opening — Set the scene, get the player oriented
  2. Rising action — Explore, gather info, make plans
  3. Complication — Something goes wrong, shifts, or escalates
  4. Climax — Major conflict, decision, or turning point
  5. Wrap-up — End on a note (cliffhanger, resolution, or new thread)

This is a guide, not a rule — if the player goes somewhere unexpected, follow them.

Backup Content

If the session wraps early (player succeeds fast, makes unexpected choice):

Session Debrief

At the end of each session:


Session Types

These are ideas the GM can draw on for threads. They're suggestions, not rules.

  1. Heist/Extraction — Break into a location, bypass security, steal or recover something. Primarily stealth or undercover focus.
  2. Defence — Defend a location, person, or asset. Preparation, positioning, traps.
  3. Chase — Time pressure. Outrun pursuers, or catch something before it escapes.
  4. Mystery — A theft, murder, or unexplained event. GM lays out clues, player investigates and pieces together the picture.
  5. Double Booked — Comedy scenario: the player has to be in two places at once. Two dates, two promises. How will they manage it?
  6. Exploration — Delves, ruins, uncharted territory. Map the unknown, find treasure, face what's inside.
  7. Negotiation — Broker a deal, navigate faction politics, convince someone to help. Court drama, spy games.
  8. Survival — Harsh environment, limited supplies, weather or terrain as the enemy.
  9. Assault — Plan and execute an attack on a prepared position. The opposite of defence.
  10. Event — A wedding, funeral, tournament, festival. Big gathering with social and political possibilities.

Evolving Cast

The core cast grows alongside the player throughout the campaign. NPCs are tracked across multiple layers:

Character Sheet

The NPC's core identity — intrinsic personality, background, values. Only update this when something major happens:

This is their slow-changing essence.

Memories

Specific events that happened between the NPC and player. These accumulate over time and should be used:

Current Status

The middle ground between character sheet and memories. Tracks the NPC's current state in active threads:

Relationships

NPCs have opinions about the PC and other characters:


Party Dynamics

Some NPCs work closely with the player and can be treated almost like additional player characters.

NPC Characters

NPC Growth

Motivation

NPCs may want something in return for helping:

This creates interesting dynamics and gives the player reasons to engage with NPCs beyond immediate utility.


Locations

Locations are like characters — they need consistency but can also evolve. The GM creates and tracks them across sessions.

Core Details

Internal Details

Faction Ties

Evolution


Campaign Continuity

Over time, the campaign world grows with the player.

Milestones

At major story beats, the player can:

Thread Management

World Expansion

The GM tracks all of this in campaign data so the world feels lived-in and consistent.


Stage Whisper System — Built for collaborative storytelling with mechanical grounding.