Untethered is the first game built atop of Ogreish framework, an experiment that emerged to escape complex, number-heavy RPG systems. Evolving over the years, its design shifted towards a fiction-first approach, aiming to streamline and simplify the gaming experience for effortless, low-prep play.
At its core, Ogreish uses traits and facets – descriptive labels instead of numerical values – to construct dice pools. This design bridges the immersion gap between story and mechanics, allowing players to stay engaged in the narrative while discussing the facets of the game mechanics. Character arcs are integrated into gameplay and story direction, offering cues for players and the setting.
While minimal math is involved, the emphasis is on descriptive character and world aspects, not numbers. Ogreish balances vivid character portrayals with familiar, accessible rules, aiming for a lean, conversation-friendly experience. It is continually open to player feedback and adaptation.
How to Use this Book
This book has seven chapters:
- Chapter 1 – Introduction – An overview of game and basic concepts.
- Chapter 2 – Playing The Game – For both the players and Game Master.
- Chapter 3 – Creating Your Character – For the players.
- Chapter 4 – Mysticism – For both the players and GM.
- Chapter 5 – Running the Game – For the Game Master.
- Chapter 6 – Setting – A walk-through of the game setting.
- Chapter 7 – Appendix – References, equipment and opposition.
For now, this game is WIP. For further details, refer to the release notes.
Credits
Untethered and its underlying framework is influenced and inspired by many established story games, such as;
- Games Powered by the Apocalypse, by Vincent and Meguey Baker
- Games Forged in the Dark, World of Dungeons, and Lasers & Feelings, by John Harper
- Games Powered by Fate, by Fred Hicks and Rob Donoghue
- Cthulhu Dark, by Graham Walmsley
- Sorcerers & Sellswords, by Ray Otus
- 24XX, by Jason Tocci
Each of the above mentioned author owns their respective work, which is mentioned here with permission.
Player Safety
We all have diverse backgrounds and unique experiences that shape our responses to the world. Embracing this diversity fosters a welcoming culture. As a GM, being mindful of themes or situations that might discomfort or trigger players is vital. Use tools to maintain a safe and enjoyable gaming environment. A few good recommended are:
- The X-Card, by John Stavropoulos, allows any participant to remove distressing content mid-game.
- The Door Is Open is one of many policies and methods by Lizzie Stark which assures players they can exit the game without judgment at any point.
- Script Change, developed by Beau Jágr Sheldon, lets players or the GM adjust the game narrative when content becomes uncomfortable. The GM uses “Rewind,” “Fast Forward,” and “Pause” commands to facilitate this.
License
Untethered use the ORC license. While brand and fictional elements in the game is under copyright by Christian Svalander, the game mechanics are open and free to use according to ORC. Reads more about the license details #here.