TEXT: Dance Dance Revolution, an
  Unofficial Roleplaying Game
  A 24 Hour RPG | Start - 5:30 pm, 2/09/'06 | Finish - 5:40 am
  03/09/’06
  RPG created and authored by Ross Wilkin. Dance Dance
  Revolution and all related characters, concepts, images and
  trademarks belong to Konami.
  What is Dance Dance Revolution?
  Dance Dance
  Revolution (DDR for
  short) is a dancing
  game that, well, has
  really been a revolu-
  tion. It has brought to
  the fray the idea that
  video games and fit-
  ness don’t have to be
  mutually exclusive. Play is facilitated by dance
  mats, giant controllers that the player stands
  on. Combinations of directions and buttons
  appear on the screen in time to the music.
  When they reach the top of the screen, players
  need to step on the corresponding spots of
  their dance mat. Greater accuracy means a
  higher score.
  What is a Roleplaying Game?
  A Roleplaying Game (RPG for short) is a game
  where the players take on the role of charac-
  ters within the game. This is a Tabletop RPG,
  which means that unlike a videogame RPG you
  gather together with a group of friends and
  determine the flow of the story for yourselves.
  One player takes on the role of the GM
  (GameMaster), and it is their responsibility to
  determine the game’s plot and populate the
  world with NPCs (Non-Player characters) for
  the PCs (Player Characters) to interact with. 
  What is the DDR Roleplaying Game?
  Dance Dance Revolution, an Unofficial RPG is
  an attempt to create a roleplaying game experi-
  ence out of the DDR game. A weird idea?
  Perhaps, but I believe it’s possible to make an
  interesting and engaging game out of this
  bizarre blend! Read on, and hopefully I will con-
  vince you.
  So, what’s this “d50” thing anyway?
  A d50 is a 50-sided die (singular of dice). In the
  likely event that you don’t own a d50, there are
  several ways to simulate a d50 roll:
  1.
  Roll a d5 and a d10. The d5 rep
  resents tens: 1 = 0+, 2= 10+, 3= 
  20+, 4= 30+, 5= 40+.
  2.
  Roll a d100. Numbers from 51-
  100 are equivalent to numbers 
  01-50.
  3.
  Roll two d10. This simulates a 
  d100 (as number 2).
  4.
  Lots of computer programs exist 
  that can randomly generate num-
  bers, including many that are 
  designed to emulate dice. A quick 
  search online should yield sever-
  al.
  Dice can be bought at your local gaming hobby
  store or from many websites.
  
  Creating a DDR RPG Character
  A DDR character is an individual, probably in
  their teens, who treats DRR not just as an
  occasional hobby, but as a lifestyle. They play
  to become the best they can be, to keep them-
  selves fit, and to compete against other
  dancers down at their local arcade and in tour-
  naments.
  DDR, An Unofficial RPG is designed around
  this idea of competition.
  STEP 1: Name your character, decide on
  their sex, age, etc. Come up with a concept,
  and describe your character’s appearance and
  personality. 
  STEP 2: Assign Attribute Points. A beginning
  character has 10 Attribute points, split between
  the following two Attributes:  
  Moves: Measures the character's ability 
  to match their movements to the steps 
  on the screen!
  Style: Measures the character's ability 
  to look cool as they dance.
  STEP 3: Record Play Level. Initial characters
  compete at Play Level 1.
  STEP 4: Pick 2 Perks. You can choose to
  apply the effects of one your perks during each
  match you take part in.
  Adrenaline Rush: You can get yourself 
  particularly psyched for this match! 
  Increase your Moves by 2 for this match.
  Inspired Flair: If you focus, you can pull
  everything off with more style than 
  usual. Increase your Style by 2 for this 
  match.
  Devoted Fans: You have a devoted fan
  base, and some fans of yours have 
  turned up to the match! Increase both 
  your Moves and Style by 1 for this 
  match.
  Speedy Reactions: You can devote 
  yourself to matching your speed to the 
  steps, but your focus means your moves
  are made with less Style. Increase your 
  Moves by 4 for this match, but reduce 
  your Style by 2.
  Showmanship: You’re good at playing 
  to a crowd. You spend this match show-
  ing off to the crowd. Though the crowd 
  loves you, you can’t focus so well on 
  matching the steps. Increase your Style 
  by 4 for this match, but reduce your 
  Moves by 2.
  STEP 5: Pick a Signature Finishing Move.
  You can sometimes execute a Finishing Move
  at the end of your dance. Your finishing move
  could be the splits, the worm, a high kick... any-
  thing you like, really. 
  STEP 6: Pick an Outfit. If you choose, pick an
  Outfit to customise your character. Outfits also
  give you access to an additional Finishing
  Move. An Outfit becomes a character’s motif,
  and they must wear it for all matches. If you
  stop wearing your Outfit or pick a new one,
  take a permanent -2 penalty to your Style.
  Leotard: Proper dancing attire, but it’s 
  really uncool. +4 to Moves, -4 to Style.
  Sweats: A really comfortable Outfit, but 
  decidedly not cool. +3 to Moves, -3 to 
  Style.
  T-Shirt and Shorts: Slightly easier to 
  move in than regular trousers, but usual
  ly not as cool. +2 to Moves, -2 to Style.
  T-Shirt and Slacks: Comfortable wear.
  +1 to Moves, -1 to Style.
  T-Shirt and Jeans: This Outfit looks 
  pretty good, but jeans are a little restrict
  ing. +1 to Style, -1 to Moves.
  Disco Suit: At the expense of a bit of 
  awkwardness, look totally groovy in this 
  oldskool Outfit! +2 to Style, -2 to Moves.
  Leather Jacket: Leather is real cool, but
  not very flexible. +3/-3 
  Pimp Suit: Comes complete with high-
  heeled shoes and wide-brimmed hat, in 
  the character’s choice of vivid colours. 
  It’s a very cool outfit, but not that practi-
  cal for dancing. +4 to Style, -4 to Moves.
  You can pick another Outfit concept in place of
  one of the above, if it could have the modifiers.
  
  Playing the Game
  The following rules govern a game of Dance
  Dance Revolution.
  DDR Matches
  Each DDR match is broken down into ten
  “turns”, during which characters (PCs or NPCs)
  make competing rolls to determine the results.
  Each turn, match participants roll d50 and add
  their Moves. Whoever gets the highest final
  amount won this turn.
  At the end of the ten turns, determine who won
  the most turns - they are declared the match’s
  winner. If the result is a tie, total the results of
  all 10 rounds for each player. Whichever player
  has the highest result is declared the match’s
  winner. If this too results in a tie, the character
  with the highest Style is declared the winner.
  Additionally, each round participants should roll
  d50 and deduct their Style. The lower their
  result each turn, the more flair they displayed.
  Total all 10 results at the end of the match, and
  deduct the final number from the total of the
  character’s Moves results. Their final score
  determines whether they gain any after-match
  benefits/penalties.
  Benefits and Penalties apply to the character’s
  next match.
  For example, Mark and Sarah are competing
  against eachother in a match of DDR. 
  The first round, Mark’s player rolls a d50, get-
  ting a result of 43, and adds his Moves of 5 to
  get a total of 48.
  Sarah’s player rolls gets a roll of 39, adding her
  Moves of 6 to get a total of 45.
  Mark has won the first turn. 
  Additionally, Mark and Sarah both roll a d50
  and deduct their Style. Mark rolls a 20 and
  deducts his Style of 5, achieving a result of 15.
  Sarah rolls 30 and deducts her Style of 4,
  achieving a result of 26.
  Mark’s Moves scores for the 2nd through 9th
  turns are 12, 32, 47, 43, 26, 22, 46, 45, and 17.
  His Style scores are 29, 31, 12, 15, 20, 19, 37,
  43, and 5.
  Sarah’s Moves scores for the 2nd through 9th
  turns are 26, 27, 43, 51, 40, 38, 54, 20, and 19.
  Her Style scores are 17, 31, 38, 24, 34, 43, 35,
  21, and -3.
  Mark won turns 1, 3, 4, and 9.
  Sarah won turns 2, 5, 6, 7, 8, and 10.
  Sarah is declared the winner of the match!
  Mark’s total Moves score is 338.
  Sarah’s total Moves score  is 363.
  (Note that if they had both won 5 turns then
  Mark would have been declared the winner!)
  Mark’s total Style penalty is 226. 338 - 226 = a
  Final Score of 112.
  Sarah’s total Style penalty is 266. 363 - 266 = a
  Final Score of 97.
  No benefits for either of them this time, though
  both are very close to receiving penalties.
  That’s natural, as they’re both beginners.
  Finishing Moves
  If your Final Score is at least double your oppo-
  nent’s, you can execute a finishing move. You
  can only execute one finishing move, so if you
  have access to more than one you must
  choose which one to use.
  You can use your Signature Finishing Move, in
  which case you add 25 points to your Final
  Score. Alternatively, you can improvise a new
  move: This could be really impressive, but you
  After-Match Benefits
  Final Score
  Benefit/Penalties
  991 or more.
  Uplifted: +5 Style
  961-990
  Uplifted: +3 Style
  911-960
  Uplifted: +1 Style
  91-910
  None
  41-90
  Demoralized: -1 Style
  11-40
  Demoralized: -3 Style
  10 or less
  Demoralized: -5 Style
  
  might fail or it might not go down well with your
  audience. If you improvise a Finishing Move,
  you have to describe the move you’re about to
  attempt, then you roll a d50 and add the result
  to your Final Score.
  DDR Tournaments
  While two characters can certainly engage in a
  one-off DDR match, most play in your game will
  be in the form of tournaments. These consist of
  a series of play-offs that determine an eventual
  tournament winner, who wins glory and often a
  prize. The nature of a prize varies: In a DDR
  game that focuses most on the story, it might
  be money or access to a story benefit or goal.
  It might also be a mechanical benefit such as a
  new Outfit. Once an Outfit is won as part of a
  tournament, the character can always select it,
  even if he has previously worn it and subse-
  quently changed to another Outfit.
  Tournaments can be equivalent to what other
  RPGs would call adventures or campaigns.
  An “Adventure” tournament is smaller, and its
  events are unlikely to be connected to a larger
  story. If they are, the characters will be required
  to move on to further tournaments before
  resolving the plots.
  A “Campaign” tournament is a large affair,
  porbably with multiple divisions and qualifying
  rounds. A story could easily begin and end all
  in the space of one such a tournament. 
  Prizes
  The following Outfits are example tournament
  prizes:
  Shifter’s Garb: The Shifter’s Garb is an Outfit
  magickally imbued by the powers of chaos.
  Each match, the Shifter’s Garb randomly emu-
  lates the Moves and Style bonuses and penal-
  ties of one of the eight initial Outfits. A charac-
  ter with an existing Outfit can switch to the
  Shifter’s Garb without the associated draw-
  backs. Shifter’s Garb should be awarded at the
  end of of an appropriately supernatural tourna-
  ment.
  Underwear: Not for the faint of heart,
  Underwear exposes mostly all and is entirely
  unrestricting of movement. Underwear grants a
  +4 bonus to both Moves and Style.
  Unfortunately, those who wear only Underwear
  for a whole Tournament tend to become ill: For
  the next Tournament after that in which you
  wear the Underwear, you suffer a -4 penalty to
  both Moves and Style, regardless of the Outfit
  you wear to the Tournament (it also cancels out
  the associated modifiers of that Outfit).
  Experience
  For every large tournament a character takes
  part in (GM’s ruling depending on how easy
  they want advancement to be in their game, for
  example: “the tournament consists of at least
  ten matches”), they gain 2 points to assign
  between their Moves and Style Attributes as
  they choose. The maximum value of both
  Attributes is 150.
  Each time the character gains an additional 10
  Attribute points (ie. when they have 20 in total,
  then 30, 40, and so on) increase their Play
  Level by 1. This helps GM’s create appropriate-
  ly skilled NPCs for easy, moderate, and chal-
  lenging matches. Easy opponents have signifi-
  cantly lower Attributes than the PCs, moderate
  opponents have Attributes only slightly lower
  Attributes than the PCs, and challenging oppo-
  nents have Attributes equal to or slightly
  greater than the PCs.
  Beyond the Tournaments
  If you want to take your game beyond the
  matches and into other circumstances, you can
  use the Moves Attribute to test characters in
  physical challenges and the Style Attribute for
  Mental and Social challenges.
  Alternatively, you can build up an alternative set
  of Attributes and even Skills (Strength,
  Intelligence, etc. for Attributes; Computer Use,
  Driving, etc. for Skills). Remember that Moves
  and Style probably have “real-world” applica-
  tions too. You should award a character
  enough points for them to average 5 in every-
  thing. Always award seperate points for players
  to spend on DDR Attributes, other Attributes,
  and Skills. Experience for new Attributes and
  Skills should be awarded for overcoming appro-
  priate challenges and obstacles. No Attribute or
  Skill can be raised higher than 150.
  
  GMing the Game
  One game of Dance Dance Revolution, an
  Unofficial RPG can be wildly different from the
  next. One might be a simple series of
  Tournaments, another might involve competing
  against the agents of a shadowy organisation
  who plan to corrupt DDR machines in a bid for
  world domination. A tournament might involve
  competing against an alien species, or a super-
  natural race, or DDR players from an alterna-
  tive Earth who are visiting our own during a
  conjunction between worlds. PCs may be chal-
  lenged to a DDR match for any reason, from
  sheer competition, to force an opponent to
  reveal a needed peice of information, to saving
  the world or life as we know it! Use your imagi-
  nation: Your players will thank you for it!
  Come up with interesting new Outfits, and
  maybe find interesting new ways to apply Perks
  and Finishing Moves. As soon as you become
  a GM of a game of Dance Dance Revolution,
  an Unofficial RPG the system becomes your
  sandbox just as much as the setting. Tinker
  with it as you will, but it’s probably a good idea
  to use the basics as a base from which to build.
  Even if the GM expands the game beyond the
  basics, they should always remember that DDR
  itself is at the core of any game using these
  rules. Occasionally the characters might have
  to accomplish something by means other than
  a game of DDR, but whatever happens DDR
  itself should be their primary means of
  advancement throughout the story.
  Example Tournament: The Tournament of Souls
  In times long gone, the Tournament of Souls
  was a series of combatative duels, but it has
  evolved with the times: Now, participants play
  matches of DDR. The purpose of this competi-
  tion? To crown one participant champion and
  gift them with great prizes. Those who fail to
  reach this lofty summit forfeit their souls to the
  tournament supervisor, the Master of Souls,
  unless they can beat him personally in a match.
  Characters usually take part in the Tournament
  willingly, though only when confident in their
  abilities. However, Master of Souls relies on the
  souls he earns through the tournament to elon-
  gate its existence and youth. If no new partic-
  pants are willing to take part for a long period of
  time, he may be forced to take participants
  against their will. The Tournament of Souls is
  thus a good event for very skilled PCs, but is
  also an option for new PCs.
  
SOURCE: textdata/thevault/Dance Dance Revolution/Dance Dance Revolution Corebook.pdf