RS²: Roleplaying Social Relationship System

Funded on Kickstarter in November 2020


In every roleplaying game we played, we found it difficult to manage the social relationships and interactions between PC and NPC in a flexible and instant way.

That’s why we started to think about a system to make it possible and, after different brainstorming and lateral thinking sessions we understood that the system needs to be:

Fast: No complex math, no long explanations

Easy to understand: Really simple and straightforward rules

Plug and Play: Both the gamemaster and the players have to be able to use it in seconds

Open-ended: Not related to a specific roleplaying game system but good for all of them


We started testing with various ideas and, finally, we created the system that satisfies all the four points.

The system we are creating works for every roleplaying game system and can be operated GM-side or PCs-side (guided by the gamemaster).


All the rules will be simple and fast to learn and to use in your campaigns.

No additional dice rolls needed.


You just have to print, photocopy or draw by hand the social relationship sheets and start playing, that’s it!

You can also apply it in your ongoing games without any tweak.

No modifications to the existent character sheets needed.


Last but not the least: you can use the system both for the whole party (master side) and\or for any single player (player side) with the exact same social sheet.

Build social maps for your party and your character.


The social map brings life to your campaign making it more realistic: using the social map it will be easy for the GM to create realistic and context related social plots on the fly.



This is an example of a social plot created in one minute using RS² rules.

There are a lot of possible relationship and social statuses, this is just an example.


-The facts-

The party was at the local tavern last night and witnessed a brawl: three men with the same red pin attacked one man.

The group saved the victim by attacking the three men and putting them on the run.


-RS² GM side-

The GM writes on the social sheet that now the group has a good relationship with the man who was saved and a bad relationship with the three attackers.

What the party does not know is that the three attackers are part of a guild of merchants in the city and that the characters now have a bad relationship with the guild itself.

The man they helped is a thief who was caught by the merchant guild trying to sell stolen goods.


-RS² player side-

All the members of the party write on their social sheet that they have a good relationship with the saved man.

They don’t know anything about the guild of merchants so they don’t write anything on their social card about this.


-Gameplay effects-

Now the party notices a lot of distrust from the merchants when they enter a store, prices are higher and trade negotiations are denied.

The party receives a thank you note from the man who has been saved containing an address to go to in case they need to find rare items.

It is up to the party to investigate to understand what is going on, trying to re-establish its reputation among the merchants or follow the path of thieves.

All this information is written in a few words on social sheets and social map (if used), all this is easy to do and does not change the normal character sheets.

Visit our Kickstarter page