The Simple Approach (Lightspress)
A review of a tabletop roleplaying game
Lightspress Media has been going on for years, now. Berin Kinsman even created a Substack account here, until he found that this site gives shelter to nazis. Then he nuked his account and moved to another site to sell his titles.
The Simple Approach is a system-agnostic game. The game engine, which operates across all the genres supported by Lightspress, can be bought here. And by “bought,” I mean “for nothing.”
The Simple Approach is free on the Lightspress website, and Pay What You Want if you go to DriveThruRPG here.
Using The Simple Approach
Player characters are defined by Traits, not by the usual mechanical details such as Characteristics, Attributes such as Movement Speed, Hit Points, combat stats, lists of known spells, and so on.
To quote from The Simple Approach:-
The Simple Approach exists to support the story, keeping the focus on character choices and making every action meaningful. The mechanics are there to shape the narrative, not overshadow it …
… When a character attempts an action, the outcome is determined by rolling against a set difficulty. A high roll means success, a low roll means failure, but most results fall into a gray area where the complications aren't binary. Success may be partial or costly, while failure may not mean complete defeat but instead introduce complications, force new decisions, or escalate the situation.
Difficulty isn't static. A task that seems simple under ideal conditions may become nearly impossible when rushed, under pressure, or without the right tools. An expert lockpicker can open a standard door lock with ease but might struggle against a mechanism designed to resist magic. A character trained in persuasion can sway a reasonable noble, but changing the beliefs of a zealous fanatic requires a different level of influence. The system accounts for these variations naturally, higher difficulty means fewer straightforward successes, more compromises, and greater risk of unintended complications.
Every roll is a moment of uncertainty. A success keeps the momentum moving forward, while a failure forces characters to react to shifting circumstances. The system is designed so that failure doesn't stall the story but instead shapes its direction, forcing new approaches, introducing unexpected dangers, or escalating the stakes. A failed negotiation might turn into a tense escape, while a poorly executed spell could unravel forces beyond the caster’s control. The mechanics exist to determine success but also to shape the rhythm of the story, ensuring that tension rises naturally and that every action has weight.
The actual core mechanic is this.
Player Roll: The player rolls a number of dice equal to their relevant trait and adds them together.
Gamemaster Roll: The gamemaster rolls a number of dice based on the difficulty of the action and totals them.
Success: If the player’s total is higher, the character succeeds, and the action plays out as intended.
Failure: If the player’s total is lower, or if the results are tied, the character fails, and the situation changes.
Success means the character achieves what they set out to do. Failure doesn't mean the attempt simply stops. It shifts the situation, introduces complications, or forces the character to take a new approach. Every roll moves the story forward, creating new challenges, opportunities, and complications. Players should describe their actions in character terms, making their intentions clear rather than just stating they're rolling. The more their actions are tied into the story, the more meaningful the outcome becomes.
A classic example, two idiots giving chase on a rooftop. The chaser, the protagonist, has the Daredevil Trait rated 4; the quarry, the Agent in possession of a flash drive containing a NOC list for every undercover Agency Operative in Eastern Europe, has Nimble rated 3. The leap between flat rooftops is rated difficulty 3.
The quarry, Agent Dobrov, rolls three six-sided dice, as does the guide; the quarry rolls 3, 4, and 6; the guide rolls 1, 6, and 3. Agent Dobrov makes it across the gap and lands on the far roof without injury, continuing to run.
The chaser, Agent Marks, rolls 1, 2, 1, 3; the guide rolls 5, 6, 3. Agent Marks gets a sudden attack of cold feet. He teeters on the edge of the roof, then backs away. Agent Dobrov reaches the access door on the far rooftop and ducks inside, leaving Agent Marks pondering what to do next.
The rooftop access door to Agent Marks’ roof opens. It’s Agent Anathema, the mysterious Operative from the rival Department M. “Quick!” she calls out to him. “We can still take him on the street!”
Agent Marks follows the gorgeous brunette through the access door, and into the fast freight elevator. Can Marks trust this mystery woman? If she was after the NOC list for her own Agency, why did she stop to bring Agent Marks under her wing? What are her motives for aiding him?
The story goes on.
The Simple Approach is quick to learn, simple to apply, and the rules just step out of the way. Lightspress has released a bunch of sourcebooks to cover different genres: Guillotine Protocol (espionage / modern), A Lantern In The Ivy (cozy fanasy), Order of The Magpie (heroic fantasy), House of Small Woes (occult / magical realism / modern), and Galactic Fantasy (science fiction).
Give Lightspress a go.


