Quick and Simple RPG Glossary
Below is a very quick glossary of some of the
System commonly reoccurring terms in the game.
• Dice:
Intro d6: The regular, six-sided dice.
The Gateway RPG System (Gateway) d3: Roll a d6 and halve it, rounding up.
- quick intro and outline/aims (1st half PC, MC 1 & 2 = 1, 3 & 4 = 2, 5 & 6 = 3
all of it) XdY: X amount of Y type dice. Most
--- inspirations, osr and narrative tradition commonly you’ll see 2d6.
--- ‘systems complete’ d66: Roll two d6 dice, treating one die as
--- setting neutral / agnostic the tens dice and one die as the units dice.
Using different coloured dice is helpful.
- player agendas • Action Test: The game’s resolution mechanic
to see if characters succeed or fail.
- rules as guidelines • The Fiction: The shared world and narrative
of your game.
What You’ll Need • MC: The Master of Ceremonies. The player
To play Gateway you’ll need a few things to who helps run the game, plays the extra
help make your life easier. characters and makes calls when needed.
• - A copy of the book • PC: Player Character. The main focus
• - copies of record sheets characters portrayed by the non-MC players
• - dice in the game.
• - pencil and paper • --- NPC
• - somewhere to play (space, time and snacks) • --- The Players
• Counters: Theses aren’t needed. Some • --- Gateway (this game)
players find it useful, or just fun, to have • Jobs
counters for things like Focus points or • Tags
wealth. • Talents
Taking Care of Each Other
Outside the obvious (hopefully you’re not
having to play with a mouthy bigot), it’s still
important to make sure that everyone playing
the game feels safe and accepted.
Think of this as an additional agenda for every
player involved in the game.
There are a number of great safeguarding tools
available for RPG’s. A popular and easy to
implement tool is John XXX’s X-Card. Please
follow the link for full details.
(Insert link to X-Card)
Another wonderful source of tools and
suggestions is….. RPG safety toolkit, curated by
XXX and YYY. Among the many tools of the
kit you’ll definitely be able to find one that suits
your group, game and players. Link below.
(Insert link to RPG safety toolkit)
If there’s ever any question as to whether a
System scene has changed or if a character would have
a Talent or item available again, the MC will
This section includes all of the basic rules you’ll clear this up and let you know.
need to play the game. The additional rules for
combat then follow in the next section, and then There are three different types of scene. They
characters the section after that. are mainly narrative, descriptive distinctions,
but some actions, talents or items may only be
The Fiction available in certain types of scene:
The Fiction is a central concept in Gateway. The
• Combat: Theses are scenes of intense action
Fiction is the shared world of your game, its
and moment to moment drama. They use
setting and narrative. It is treated as sacrosanct
additional rules, see pg. xxx for more details.
and true whenever you need to refer to it. The
• Downtime: Theses scenes usually cover
actions and precedents set in The Fiction are
extended periods of time quickly, while
treated as seriously as if those of real life. If
exacting order of actions isn’t as important.
something is true ‘according to The Fiction’ it
Think the montage in a movie or the filler TV
should be respected as such.
episode or book chapter.
• Exploration: These scenes are what is
This can sound quite grandiose or over the top,
considered the regular state of play of the
but there are a couple of reasons for it. Firstly, it
game. All actions and activities that aren’t
helps players orientate themselves in the game,
better suited to combat or downtime;
as well as setting the narrative rules, or truths,
investigation, social interaction etc.
for the game. Secondly, it acts as a guideline or
guidance for the actions, outcomes and
As above, if there’s ever any question as to what
characters of the game.
type of scene you’re in, the MC can clear this up
and let you know.
The rules of Gateway often ask you to do things
considering, or in light of ‘what makes sense’
according to, The Fiction. This is to encourage
you to think of these pre-established truths and Action Tests
precedents to help make a vibrant and consistent Action tests are the core and only resolution
game guided and supported by the world you’ve mechanic in The Gateway RPG System.
created together. Sometimes, the outcome of an action may be in
doubt or unclear. This is when the Action Test
Scenes can be used to see how things go.
Scenes are sub-sections in the play of your
In Gateway, Action Tests should be taken when
game, in a very similar way to scenes in film or
something interesting or meaningful is at stake.
TV shows, or the chapters in a book. They can
The base Difficulty (see below) in the game
help to orientate you in the fiction and give the
already corresponds to a task that is considered
game some structure.
challenging. Actions that would usually be
considered easy or regular to achieve should be
Scenes and scene changes will usually be
dealt with narratively. Advice for MC’s is
obvious and flow naturally from your game. A
provided on pg. xxx.
new combat encounter becomes a new scene, or
when you search a building you’ve just found,
The Test
the search is a new scene etc.
When you’re called on to take an Action Test,
you roll 2d6 and add your Action Modifier. You
In game mechanics terms, players should be
succeed by meeting or beating the Difficulty
aware of scenes as some Talents or items are
Value (Dv.) given by the Difficulty of the Action
only useable X (usually 1) times per scene.
being attempted.
• 2d6 + Action Modifier Instead of the difficulty posed by climbing a
• Meet or Beat Dv. = Success wall or picking a lock, the character is trying to
convince a guard or spot someone hiding.
Action Modifier
The Action Modifier is a measure of the skills, In these situations, the difficulty for the action is
inclinations and other circumstances that are set by the opponent. For NPC opponents, this is
affecting the action being made. given by their Tier and other attributes. For
more details on NPC’s, see pg. xxx.
The action modifier is composed of 3 things; a
Character’s Job Level, Tags and any Ongoing - pvp
Impacts. Total these together to find your final
Action Modifier, then add it to the 2d6 when Impacts
making the test.
--- circumstance (adv / disadv)
--- twists (interventions and costs)
• Character Job: +1 per level of a single
--- ongoing (bonus and penalty)
relevant Job the character possesses.
• Character Tags: +1 for each relevant Tag the
character possesses. Conditions
• Ongoing Impacts: Bonuses and Penalties
(see below, pg. xxx). Rest and Recouperation
Difficulty
Difficulty is a measure of the complexity or
challenge presented by the action being
attempted.
--- standard (DV 8)
--- hard (DV 10)
Combat
- initiative
--- very hard (DV 12)
- actions
- modifiers
Critical Results
- damage and injuries
Certain results on the dice (2d6) are treated as
- rest and recouperation
Critical. Criticals occur when you roll double
1’s or double 6’s on the dice, irrespective of the
Action Modifier. Double 1’s are Critical Failure,
Double 6’s are Critical Success.
If you roll a Critical Failure, things have gone
particularly badly. You automatically incur a
twist (see pg. xxx), or an additional twist if
relevant.
If you roll a Critical Success, things have gone
particularly well. You regain a Focus Point, up
to your maximum. You can exchange this bonus
for a more interesting or narratively appropriate
benefit. Chat to your MC as they may have
some ideas. The MC has final say if needed.
Opposed Actions and Player Vs Player
Some actions that characters take will face
‘active’ rather than environmental opposition.
Characters
This section includes all of the information
you’ll need to make characters in Gateway. It
will also let you know how those characters
gain experience and advancements as they go
through the game and their adventures.
Jobs and Tags
Jobs
The Jobs that a character has worked, or is
currently working, are a measure of both the
characters history and their skills. They speak to
where the character has been and what they’ve
learnt to do, consciously or not.
In Gateway, jobs come in levels. They add the
value of their level to tests in which the
knowledge and skills provided by the job are
relevant (see pg. xxx). The levels are:
• 1) Novice: Someone with knowledge but
relatively little experience, either recently
started or didn’t stay in the job for long.
• 2) Seasoned: An experienced person with a
thorough grasp of the skills and knowledge
associated with the job.
• 3) Expert: You are one of the best in your
field, with a deep and wide ranging
knowledge of the activities of the job.
Only one of a character’s jobs can every be
applied to any given test. If more than one job
seems relevant, use the Job with the highest
value. If it’s ever in question whether applying a
job to a test is tangential or straining its
usefulness, apply its value but also take
disadvantage on the test.
A list of the recommended Jobs available to
players follows this section.
Players are encouraged to rename them or come
up with their own Jobs, as needed to suit your
game and Fiction. Just make sure everyone
knows what the Jobs is and what sort of
activities it’s likely to cover/benefit. The MC - driver
has final say, if necessary. (/ pilot, Navigator)
Tags - medical
Tags are descriptive titles that represent the ( / vet, caregiver)
approaches and/or inclinations of a character.
They also tell you something about how the Talents
character may come across to others.
Talents are abilities, tricks, assets or particularly
--- fastidious, rugged, sneaky, charming, refined areas of expertise that are available to a
deceptive, energetic, reasoned, stoic character. You can think of them as being like a
PC’s ‘special powers’.
Job List
Below you’ll find some example Jobs for use in Talents will generally fall in to one of the
Gateway. following categories:
Warrior • Grant Advantage in certain situations
(Soldier, Security Officer, Barbarian) • Avoid Disadvantage in certain situations
You’re someone that has known combat or • Re-roll a test, once per scene, under certain
potentially violent and charged situations as a circumstances
way of life. • Get additional stuff (HP, Focus Points etc.)
Activities: fighting, athletic pursuits, tactics, • Enhance an existing action or activity
weapon knowledge and maintenance, survival • Provide a new action, ability or asset
Tags: 1) Aggressive, 2) Stoic, 3) Rugged
Talents: Some Talents will say that you need to ‘spend a
focus’ to use them. If that is the case, they can’t
be used unless the character has Focus Point(s)
Thief
available and one is spent before it is used.
(Spy, Charlatan, Thug, Outlaw, Ganger)
Players are encouraged to come up with their
Hunter own unique Talents, led by what makes sense
(bounty hunter, ranger, scout, guide) for their character and The Fiction.
Scholar There is no complete list of Talents, but some
( / academic, teacher) suggested Talents are provided below. These are
examples of what character talents look like and
Labourer the scope of what they can do. Feel free to use
them as written if you want. The MC has final
- mechanic say as to which talents are available and what
( / engineer) they are able to do.
- investigator - pet/retainer
(security, Law Keeper - extra HP
- see in the dark
- mystic
- clerical Swing for the Fences
( / office) When you use a Heavy Melee Weapon, you
have a technique to produce maximum damage.
- socialite You can choose to take Disadvantage on the
(/ fixer / networker)
attack test. If you hit, you gain an additional d3 • Make an Attack (ranged or melee) as a light
damage. weapon, once a turn. The damage is
elemental or chaotic. This attack can’t be dual
- sword and board wielded.
- dual wielding • Produce light, enough to fill a small to
medium sized room. You can place this light
on an object.
• Conjure a static image, up to the size of a
Sharpshooter person. This image can be complex, it just
You are an expert with ranged weapons. You can’t move.
ignore any cover and ranged distance penalties • Conjure a complex but indistinct sound. For
with ranged weapons. Additionally, you can instance, you could make the noise of people
choose to take Disadvantage on the attack test. talking but not specific words or phrases.
If you hit, you gain an additional d3 damage. • Grant +1 to an action test. This can benefit
you or someone else within your eyesight.
- 2nd story work Multiple uses in a scene require spending
- hold a crowd focus points.
- magnetic personality •
- contacts
- Hardy Use Major Magic
- Iron Skull - attack as a medium weapon
- focussed - inflict a condition
- jack of all trades - grant advantage
- gift of the gab
Survivalist Weightlifter
You are experienced at reading your You’re strong and generally used to lifting or
environment. When relevant, you always know moving heavy weights. You can carry, move
roughly what time it is (within 30 mins), which and/or topple any but the most heavy items
direction north is and other spacial orientation, without issue. Other items will require an action
such as relative up, down, left, right and centre. test. You’re not Herakles, but you’re pretty
The MC may also allow other options as well. close.
Martial Artist Virtue and Vice
You’re experienced in the art of facing combat - moral compass and personality
unarmed. When you take an attack action - what they do
without a weapon, you treat punches, kicks, - virtues
headbutts etc. as medium weapons. You can’t - vices
use these ‘two-handed’. You also gain
Advantage on any action that aims to restrain,
pin or otherwise grapple a target.
Use Minor Magic (Focus) Extras
You are able to produce small magical effects. - HP (10 Hp)
You can produce one of these effects at will, it - Focus Points (5)
lasts for the scene. You can produce more than --- gain advantage
one of these, but must spend a focus point for --- second wind
each after the first. --- use ability / item
- Defences
Below is a list of sample effects, but you can
create others. Talk to the MC, they have final
say on what effects count as ‘small’ or ‘minor’. Equipment
- choose equipment
--- basic equipment
--- 1 weapon
--- 1 general equipment
--- anything from talents
- optional
--- 1 weapon / general equipment
--- 1 armour / general equipment
--- MC extras
- starting wealth
Characters
- creation
- advancement
- jobs and tags
- talents (abilities)
- virtue and vice
- equipment
- extras (hp, focus etc.)
Equipment
- wealth
- encumbrance
- equipment bonus
- tags
Recharge
Some items of equipment, once they have been
used, go on recharge. They can’t be used to gain
their benefits again until the recharge trigger has
been met. This is a way of potentially limiting
the use of powerful items or representing
equipment that may consume resources or last
for limited durations.
It’s also possible that any item could go on -
recharge as the consequence of a twist being -
introduced (see pg. xxx).
Theses are not the only possibilities for magic
Weapons items and players should feel free to come up
with and suggest their own ideas. The MC has
• Light: d3+1 damage, only one-handed, can final say as to what suits The Fiction and your
be dual wielded for +2 additional damage. game.
• Medium: d3+2 damage, one or two-handed,
when used two-handed +1 damage
• Heavy: d3+3 damage, only two-handed
Armour
- light
- medium
- heavy
- general
- goods and services
- assets
- vehicles
‘Magic’ Items
Magical or powerful, named equipments are a
staple of fantasy stories and settings. Even
outside fantasy settings, these items, and the
rules presented below, can stand in for unique or
master-crafted items.
These items of equipment use the same basic
rules as usual items of their type, i.e. a light
weapon is a light weapon, but have additional
tags available to them. ‘Magic’ items will
generally have 1 to 3 of these special tags
depending on how powerful the item is.
All equipment types
- Master-crafted: +1 equipment bonus
- Unbreakable: item can’t be damaged and/or
broken by twists.
- Narrative
Weapons
- Ignore resistance
- Change Damage type
Armour
--- classes/archetypes,
(warrior, expert, mystic, face)
--- flaws,
--- special/focus skills,
--- goals,
--- upgrading/extras talents
- magic tests
NPC’s and Adversaries
MC Bit
- playing ‘rolls light’
- using twists
--- when the fiction calls
--- when it’s fun or interesting
--- when they fail
- fronts and clocks
The basic function of fronts and clocks are to
record, measure and track progress towards a
goal or outcome.
--- front (the goal or outcome)
--- clock (segments, intensity)
--- types
- running campaigns
--- the first session
--- group ‘characters’
--- settlements
- settings stuff
- Character options
--- Focus Points as Hero Points
--- backgrounds,