RPG Highlights: Troika! Numinous Edition
Next up on the list is one of my current favorite games, Troika! Numinous Edition.
Quick Summary: Troika! is a science-fantasy, relatively “rules-lite”, random character creation-driven, wild ride of a game. d66 out of 10 stars. Play it.
Longer-Form What It Is: Troika! (the exclamation is important) is an excuse to go wild and explore a gonzo-weird science-fantasy, plane-hopping maelstrom of a game. I love it. I’m going to just quote the entire introduction, because it does some very heavy lifting in setting your expectations and welcoming you to the game.
“You are reading a tabletop role-playing game (RPG) in which one player takes the part of the games master (GM) and prepares the world and controls the people and peril in it while the other players create characters on a journey through that self same world.
You now have the context and key terms to explore the medium independently and nothing I say here can fully instruct you on what is a deep and rich form of entertainment on par with cinema or fly fishing. Treat it like you would any new hobby.
Beyond that what you have here is Troika!: a science-fantasy RPG in which
players travel by eldritch portal and non-euclidean labyrinth and golden sailed
barge between the uncountable crystal spheres strung delicately across the hump-backed sky.
What you encounter on those spheres and in those liminal places is anybody’s guess — I wouldn’t presume to tell you, though inside this book you will find people and artefacts from these worlds which will suggest the shape of things. The adventure and wonder is in the gaps; your game will be defined by the ways in which you fill them.”
At its core are a few pretty straightforward mechanics. You have some numbers established at character creation that you add to skill rolls to roll under that skill total with 2d6. So, if you have Skill 4 (base stat) and 5 Gambling (a skill) you need to roll under a 9 to succeed on a gambling check. In combat or in contests, each party involved rolls using the same procedure, but the win goes to the higher roller. Pretty straightforward.
There are some extra rules you can layer on top, as well as an explicitly stated expectation that you will be creating your own rules as you play. The “chassis” for Troika! just begs to be hacked, and it really does lend itself to that. Skills in particular make up a big part of this. The given skill list is limited, really on purpose, and you get to come up with more skills as you go.
Another part that makes Troika! unique is the initiative system. Instead of rolling for an initiative, you assemble a pool of tokens representing both players, enemies equal to initiative scores, and an “end of round” token. You then pull at random from that pool to see who goes or when the round ends. Its, admittedly odd, but it works surprisingly well and adds some randomness and tension to initiative orders.
The highlight of Troika! is undoubtedly the backgrounds. Backgrounds function like a class or playbook, they come with a set of starting possessions, skills, sometimes spells, and a short description. Skills and spells help define what your character can do, and offer all sorts of implied hints as to the “lore” of that background. But what does the most heavy lifting is that description. Individually they’re filled with potential hooks and stories, but if you read all the included backgrounds as a unit, it creates this wildly flavorful setting without having an actual setting section. It’s fantastic and more games should do the “implied setting” thing.
Some backgrounds you can pick from (or roll for) include;
Journeyman of the Guild of Sharp Corners
Sorcerer of the Academy of Doors
Quick tangent, but Troika! is also just a great design space to tool around in. You might recall I dabbled in some background making, if you want to get a sense for the flexibility that this system allows for.
Anyways, lastly, I would just like to wax poetically about the art in this book (you can see some examples in the image at the start). There are several artists in this book, and all of them do a real fucking good job. Poetic.
Final Verdict: You should 100% get Troika! Do it now. I’ll wait. If you ever wanted to experiment in systems outside of dnd (and you should do that, there are multitudes out there and chances are one will fit you better than dnd might), Troika! is a great place to start (or end, but really, go on a ttrpg journey. it’ll be fun).
You can pick up a pdf here, as well as check out the free SRD it has all the rules in it seriously. If you prefer dead tree versions, you can pick up a physical copy here. The quality of the hardcover is great, and it definitely feels sturdy and like it wont fall apart at the bindings like certain hardcovers of certain systems. Also, the pdf? Fully hyperlinked. Not even paizo does that for you.