Found this one on the internet and it seems easy enough to implement:
Everyone is John, a game in which every player is the same character: John, a man with split-personalities and a tendency to turn simple situations into challenges of epic proportions. I think it could be fun if people are interested, but since I'd be a first time GM I don't know where to proceed. I already tweaked the system a little because it seemed "too simple" for something forum based. On the other hand, it can't be "too complex", because then it's more about math than roleplaying itself (which isn't necessarily not fun, but I'm working with the assumption most of you would prefer to not roll tens of dice everytime you want to play

). Thus, I'm trying to add some elements from Chuubo (a diceless RP system) to it because I felt it was pretty similar - but again, I dunno if I'm verging on the "too complex" line.
Well, there's the GM, aka Everyone Else, but I'd rather leave the players to move conversations (though that'd mean I wouldn't get to make intrusions in case I want a NPC to do something [well, technically I could, but timezones or not being online might cause so]), which would reduce me to giving away "quests" and throwing in extra challenges here and there. The Players, aka the Voices, are multiple facets of John's personality. Each has an amount (or none) of
Willpower, a set of
Skills and a few
Obsessions.
Willpower has two uses: determining post order and improving John's chance of success in any given action. We'll see the latter later, for now, before each round the voices choose whether or not they want to spend Willpower to have a higher chance of starting with control or not, then roll 1d6 + Willpower spent and compare results. For example: Granny John chose to spend 2 Willpower and rolled a 3, the result being 5. Cool John chose to not spend Willpower at all, but rolled a 6, so he will post before Granny John. However, Joanna chose to spend 1 Willpower and rolled a 5, resulting in 6. Cool John and Jenna have each to roll 1d6, this time without spending Willpower, and whomever rolls higher posts first. Every player starts with 10 Willpower.
Skills just tell how good a Voice is at doing a specific thing. Each Voice starts with three skill points, but can get a negative skill to give themselves an extra skill point. -1 means you're bad at something, 0 means average, 1 good, 2 very good and 3 awesome. For example, Granny John spends 2 skill points in Baking, resulting in Baking 2, and another in Needlework, resulting in Needlework 1. But she thinks this isn't enough, so for Needlework 2 she decides to get Motion -1, which means any task involving speed will be harder for her. She takes twice the time to walk to places - heck, she drives at the minimum speed limit. I assume if she wanted to "Bake cookies fast", however, that her positive skill has advantage over the negative one. If you want more dice in this, each skill point could mean an extra dice for an action. Say you need to roll 1d10 (where you check the result in a table that tells you how much you've succeeded, varying from 0 - Fails and Shames John, 6 - Makes Johns Happy and 10 - Succeeds and Impresses Everyone Else) for every action: each skill level would add 1 dice to it, and you'd pick the higher result. For example, Granny John would roll 3d10 for either Baking or Needlework-related actions. Spending Willpower would work the same way, and you need to spend it beforehand too.
Obsessions are... Well, things each Voice enjoys doing
a little too much. They come in three levels: One (easy to accomplish and mostly unharmful, e.g.: "eating candy"), Two (more difficult or risk, like "trying to find my grandchildren") and Three (really hard and/or criminal, such as "blowing up buildings"). Everytime you fulfill an Obsession, you regain its level in Willpower.
What do you think?
Dolphins are some of the smartest animals, yes, but by human standards… Let's say you should praise the god that forces them to stay handless and underwater.