What You Need

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

One of the founding principles of Alacrity is that you don’t need a trunk full of gear to play a great game. The essentials are simple, portable, and easy to teach.

Here’s what you’ll need to get started:

1. A Set of Percentile Dice (or Two d10s)

Alacrity runs on a d100 system. That means you’ll need two ten-sided dice—one to represent the “tens” digit and one for the “ones.” Roll them together, and you’ve got your result. If you’ve got dice numbered 00–90 and 0–9, you’re all set. Otherwise, just agree on which color represents which digit.

You can play with a digital roller, but a physical d100 roll carries weight at the table—and weight is good.

2. A Character Sheet

You’ll find everything you need to track your character on a single sheet. Character creation is fast, but detailed enough to give you identity and direction. The sheet tracks your Attributes, Skills, Vital Stats, and any special abilities or gear. No nested rule systems or buried subsystems. What you see is what you roll.

3. A Game Master

The GM (Game Master) is the referee, narrator, and the world’s collective brain. In Alacrity, the GM makes rulings, interprets the rules, and keeps things moving. They’re not bound to a script—they’re reacting, improvising, and helping tell a story that belongs to everyone at the table.

4. A Group of Players

One GM, at least one player, and preferably a few more. This system plays well with small groups and thrives with 3–5 players. If everyone’s on board with the tone and the world, everything else will fall into place.

5. Some Way to Track Numbers

Pen and paper works. A dry-erase board works. A shared Google Doc works. You’ll want a simple way to note Hit Points, Status Effects, and gear—nothing more complicated than a grocery list.

6. A World to Explore

You can use the setting material provided later in this book, build your own, or drop Alacrity into your favorite fantasy world. The system is setting-neutral by design, and it thrives on world-building. The GM doesn’t need a complete atlas—just a place where interesting things can happen and the players have room to move.


That’s it. No cards, no trackers, no plastic widgets, no apps—unless you want them. Alacrity is designed to run on whatever you’ve got, whether you’re around a kitchen table or connecting through a screen.

Everything else is optional. Imagination is not.

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Print for Personal Use

You are welcome to print a copy of pages from this book for your personal use. Please note that mass distribution, commercial use, or the creation of altered versions of the content for distribution are strictly prohibited. This permission is intended to support your individual gaming needs while maintaining the integrity of the material.

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File Created: 04/30/2025
Last Modified: 04/30/2025

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