A new week, a new game idea. While watching The Many Loves of Dobie Gillis, I thought... "I wanna pl Written: July 1, 2024 A new week, a new game idea. While watching The Many Loves of Dobie Gillis, I thought... "I wanna play the characters from old-time Black and White TV!" Below are the basics. If I get some likes/comments/shares on this post that it sounds fun, I will put together a full book. Black and White TV RPG Rulebook Introduction Welcome to the "Black and White TV RPG," where you can step into the shoes of iconic characters from classic black-and-white TV shows. Navigate the humor, challenges, and moral lessons of a small town inspired by the golden age of television. Choose your favorite characters and use their unique abilities to solve problems and create unforgettable stories. The Basics Dice Mechanic: The game uses six-sided dice (d6). Most actions are resolved by rolling 2d6. Success typically requires a 5 or 6 on at least one die. Character Creation: Choose a Character Archetype: Select from iconic TV characters, each with unique traits and abilities. Assign Traits: Each character starts with 3 traits that define their skills and personality. Determine Hit Points (HP): Characters start with 6 HP. Select Gear: Start with basic gear appropriate for your character's archetype. Character Archetypes and Abilities Andy Taylor (The Andy Griffith Show) Traits: Wise, Patient, Charismatic Abilities: Community Spirit: Can rally the town to solve a problem together. Calm Presence: Can defuse tense situations with a roll of 2d6, success on 4+. Sheriff's Authority: Gains advantage when dealing with town law and order. Lucy Ricardo (I Love Lucy) Traits: Mischievous, Creative, Determined Abilities: Comedy Relief: Can turn a failure into a humorous success once per session. Schemer: Gains advantage when planning or executing a scheme. Performer: Can entertain or distract with a roll of 2d6, success on 4+. Ward Cleaver (Leave It to Beaver) Traits: Reliable, Honest, Caring Abilities: Fatherly Advice: Can provide guidance that grants a +2 bonus to another's roll. Moral Compass: Gains advantage when making moral decisions. Problem Solver: Can fix broken items or situations with a roll of 2d6, success on 4+. Dobie Gillis (The Many Loves of Dobie Gillis) Traits: Romantic, Optimistic, Charming Abilities: Dreamer: Gains advantage when pursuing a heartfelt goal. Charming: Can persuade others with a roll of 2d6, success on 4+. Resilient: Can recover 1 HP once per session after a setback. Maynard G. Krebs (The Many Loves of Dobie Gillis) Traits: Nonconformist, Loyal, Lazy Abilities: Beatnik Charm: Can use music or poetry to influence others with a roll of 2d6, success on 4+. Loyal Friend: Can assist Dobie or other friends, granting them a +2 bonus. Resourceful: Gains advantage when finding unconventional solutions. Ozzie Nelson (The Adventures of Ozzie and Harriet) Traits: Easygoing, Friendly, Practical Abilities: Mr. Fix-It: Can repair or create items with a roll of 2d6, success on 4+. Community Hub: Can gather information from neighbors with ease. Family Man: Gains advantage when helping or protecting family members. Donna Stone (The Donna Reed Show) Traits: Nurturing, Intelligent, Graceful Abilities: Home Maker: Can prepare or organize anything with a roll of 2d6, success on 4+. Mediating: Gains advantage in resolving disputes. Supportive: Can provide a morale boost, granting a +2 bonus to another's roll. Jim Anderson (Father Knows Best) Traits: Dependable, Thoughtful, Pragmatic Abilities: Voice of Reason: Can calm others and provide logical solutions. Steadfast: Gains advantage in stressful situations. Provider: Can secure resources or money with a roll of 2d6, success on 4+. Gameplay Encounters and Challenges: Players face various challenges that require them to use their character's traits and abilities. The GM will set the scene and present obstacles, and players will describe their actions and roll dice to determine outcomes. Moral Choices: Scenarios often involve moral decisions. Players can use their abilities to influence outcomes, but success requires thoughtful choices that align with their character's values. Social Interactions: Much of the game focuses on social interactions. Players can use traits like Persuasion, Charm, and Community Spirit to navigate these situations. Advancement: Characters gain experience through successful encounters. After significant milestones, characters can: Gain a new trait. Improve an existing trait. Gain an additional ability. Example Adventure: "The Great Jackpot Caper" Act 1: Setting the Stage Scene 1: The Gillis Household Dobie asks his father for money for Jackpot night, encounters paternal resistance but receives secret support from his mother. Act 2: School Conversations and Planning Scene 2: Central High School Dobie shares his plan with Maynard, and they brainstorm how to ensure Dobie wins the jackpot without cheating. Act 3: The Bijou Movie Theater Scene 3: The Jackpot Night Dobie and Maynard attend the drawing, Dobie meets Thalia, and faces the moral dilemma about rigging the draw. Act 4: Conclusion Scene 4: The Final Realization Dobie learns the value of honesty, wins Thalia's respect, and enjoys a memorable prom night. This setup provides a rich environment for players to explore the humor and moral lessons of classic black-and-white TV shows. Enjoy creating and living out these nostalgic adventures!