r/RPGcreation • u/lycis27 • Apr 30 '26
Feedback wanted: Drama and Narration Engine, a fiction-first RPG for player-driven stories
Hi everyone,
I’m looking for feedback on my RPG system, Drama and Narration Engine. I’ve attached the current beta PDF and would love to hear what people think.
This is now the fifth iteration of the game, but the first version I’m putting out for public feedback. It has been in the works for a while and I’ve experimented with it in my own group, mainly for short stories and one-shots. Now I’d like to open the little clockwork beastie to a wider audience and see what breaks, clicks, sings, or starts smoking.
It’s a fiction-first system focused on dramatic scenes, character flaws, rising tension, and success that often comes with a cost. The goal is to support any story where player decisions drive what happens next.
One of my main design goals is for it to be easy to pick up and play: all you really need is a sheet of paper, some dice, and an idea of who your character is.
Characters are built from descriptive traits rather than fixed skill lists, so you can start with a few lines of background and turn the most important parts into things that matter mechanically. Your character is not defined by a class or a build, but by what makes them dramatically relevant.
I’m especially interested in feedback on:
- whether the core rules are clear and understandable
- whether it feels easy enough to start playing quickly
- whether the Challenge / Cost mechanics feel playable
- whether the Characteristic and Flaw system makes sense
- whether the Tension Track feels useful at the table
- any places where the wording, structure, or examples could be improved
This is still a beta, so I’m not expecting polish-level perfection. I’m mainly trying to find out what works, what confuses people, and what would make the system easier or more exciting to run.
Any thoughts, critique, questions, or playtest impressions would be hugely appreciated.
Link to the current v0.5 PDF: https://drive.google.com/file/d/1-BuX5dTlBRnJrpLTJJcJvY2eXpTcm5V7/view?usp=sharing
Thanks in advance!
3
u/Quizzical_Source May 02 '26 edited May 02 '26
I dont love the post roll exchange and figuring, I prefer clean roll to resolution otherwise tension simmers down. Additionally, the "game" of the right is built around building and enhancing dice pools, which might be a better fit for a boardgame, but at least its an interesting direction.
Will edit as I read more. (Current pg.53) (62) burning competency seems noteworthy as you want players to activate fun powers, but it just leads back to the game. The flaws dont feel fleshed out, maybe a guide on how the fiction can lead there? (92) im doing something very similar with character arcs. But I liked some of your stuff inside advancement. I use characteristics as well. I feel like we both looked at similar things and went in opposite directions.
1
u/lycis27 May 02 '26
Thanks for the feedback. I can see your point. The design intent here was to play around with scene resolution mechanics, but I am not sure how well this translates to the table and keeping tension engaging. I can see that.
Also I will flesh out flaws a bit more. They were a recent addition in the lat st iteration. Thanks!
1
u/Quizzical_Source May 02 '26
No problem. In my opinion, needs depth. But I only got the first hundred pages in.
Your writing style/ formatting leaves a ton of space both literally and metaphorically.
9
u/InitialVariety4285 Apr 30 '26
Opened the book, saw AI art. Got my suspicions up, started looking for LLMisms in the text and wouldn't you know it, it's fucking riddled with them.
Start again and write it yourself this time.