The CQ StoryHammer game system is a core set of game mechanics and crafting tools for table-top role-playing games.

About the System

The system is designed to throw players into immersive stories. Plot and setting are integral parts of games using the CQ StoryHammer game system. On the scale of linear-to-sandbox, this system provides a hybrid. Instead of an open-world sandbox setup, stories tend to be more of a series of micro-sandboxes, called “scenes”. Players can do what they want while in a scene, and their actions can dictate which scenes come next, but the scenes available are limited to the story.

Core Mechanics

At the core of the conflict management system is the Probability Deck which is used to determine random outcomes. The Probability Deck is a regular deck of playing cards but with key cards removed to calibrate probable difficulty. In other words, the Narrator should be able to call out a number from one to ten (ten being extremely difficult) and the chances of drawing that number would correlate as expected.

Another core mechanic is that of Vim and Trauma used to track a character’s health and status. A character’s Vim is the energy they store and utilize in order to maintain life functions and produce work. Trauma is any external effect on a character that would reduce the amount of Vim available because the Vim would be used to repair damage or fight disease; or, lost by way of expulsion (e.g. blood loss, etc.) or drained in some other fashion.

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