At‑a‑glance: Universal • 1d6 push‑your‑luck • 1–5 players • Near‑zero prep • Rules‑lite • 1–2h sessions
Push is genre‑agnostic. Instead of prescribing lore, it provides prompts that let a table quickly sketch a world in motion—from neon heists to cozy mysteries. The result is a focused quest framed by evocative cues, leaving tone and detail to the group’s taste.
Everything resolves with a single d6: take an action when it’s dramatically interesting and roll. Weak/Strong Hits move the fiction forward; you can “push” by adding another d6 to chase a Strong Hit—at the risk of tipping into a Miss. There are no stats or modifiers. Traits, agendas, and a 36‑prompt Matrix guide scenes while keeping bookkeeping near zero. GM duties are distributed: players take turns spotlighting, framing, asking questions, and consulting an oracle when uncertainty remains.
Push distills resolution to blackjack‑like risk decisions that always change the situation. Its statless design centers conversation and creative description instead of bonuses. Because the SRD includes a two‑page template and guidance, designers can draft a complete game in an evening, and tables can pivot genres without retooling builds.
Best for groups that enjoy rulings‑over‑rules play, fast scenes, and collaborative authorship. Newcomers appreciate the low learning curve; facilitators like that prep is mostly curating prompts. If your table prefers crunchy advancement or tactical grids, Push is more a story engine than a minis game. For quick one‑shots, convention slots, or prototyping new ideas, it excels.
Players praise Push for its single push-your-luck roll and collaborative, GM-optional play. It’s fast to learn, works across genres, and keeps scenes moving with meaningful complications. Common caveat: its statless approach relies on group buy-in and strong table conversation.
Compare Push SRD with other great ttrpg games.
Shares ultra‑lite, conversation‑first play and one‑move resolution; Push adds explicit push‑your‑luck tension and a quest Matrix for scene flow.
Both enable fast, genre‑agnostic stories. Fate Accelerated leans on Aspects and invokes; Push strips to a single die and emergent complications.
Rules‑lite and comedic‑friendly. Risus uses cliche dice pools; Push removes stats entirely and leans into push‑your‑luck risk to escalate scenes.
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