I'm going to spend the next few articles talking about Deathtrap Lite. This little OSR game was my personal passion project in 2021.
When we started the World of Weirth campaign, Stephen Smith was looking for a scalable skill system that would allow him to determine the outcome of events without relying on the somewhat "pro-PC" skewed skill system of Low Fantasy Gaming. He adopted a fairly straightforward system from the old blog Taps and Tankard. He adjusted the difficulty levels inherent to that system and added a system for skills to grow as the PCS use them, rather than as they levelled up.
In practice, however, we found that the players were avoiding tasks that would require rolling using the system if they could. My fellow players found that there was some lack of clarity in the rules. Stephen invited me to write a proposal as how I would rewrite and rejig the system so that the players would be more comfortable using it, which I did in a matter of a few hours. But that got me thinking about how I could build a whole role-playing game system out of it...
This is where Deathtrap Lite came from, tweaking an existing skill system into something new and flexible. I'm going to go over the basics of the system with you here.