Showing posts with label ghost-echo. Show all posts
Showing posts with label ghost-echo. Show all posts

Friday, July 3, 2026

2 Workers 2 Placement

Update: see my 2w2p tag for all posts on this framework.

Or, "how to play an RPG as if it were a cooperative worker-placement board game." This (sub?)system is in response to Marcia B's worker placement manifesto, which I endorse. It inspired me in a specific way that I realized probably can't be communicated effectively in a couple of sentences so here it is as a whole post.

I have some additional thoughts about how to flesh out this mechanical skeleton (specifically, to use it to replace the overloaded die in the enchantingly fractal structure of Brendan S.'s Hazard System) but in the interest of actually getting a post out there I think this is good enough. Drawing the rest of the owl is left as an exercise to the reader.

the board game "pandemic"


structure of play

The GM describes a situation, and the players ask questions and decide what their characters are going to do. The GM identifies what tasks are being attempted, what their goals are and communicates what the risks are for each. The players make a final decision of which characters are on which task.

For each task, dice are rolled and its outcome settled. The GM describes the new situation and the cycle resumes.

before rolling

Find out the number of (six-sided) dice based on the number of people on a task: 1 die for an individual, 2 dice for 2-3 people, 3 dice for 4-6 people, 4 dice for 7-10, and so on. People with experience count as double their number and specialists count triple.

If task uses some scarce resource, there is a risk of using it up. At the GM's discretion, the players may declare that they are using up a scarce resource before rolling to roll one extra die.

after rolling

Once rolled, the players must assign individual dice to goals and risks: each roll of 5-6 achieves a goal or removes a risk and each roll of 3-4 advances a goal or avoids/delays a risk. If no die of 3+ can be assigned to it, whatever the risk threatens happens and whatever opportunity there was for the goal is lost.

Perceptive readers will note that this is more or less the dice mechanic from GHOST/echo, which I have previously riffed/elaborated upon.

Unless the GM says otherwise, no risk may be delayed more than twice, but advancing the same goal three times achieves it.

complications

To increase the difficulty of a given goal, divide that goal into multiple steps which are each treated as their own goals. The opportunity to work on a later step should not be lost as long as an early step is being advanced.

Similarly, risks can be heightened by splitting them into multiple risks; a simple way to do this would be to treat the same consequence for each participant as a separate risk.

Tuesday, February 9, 2021

GLOG/echo

This is a GLOGhack, I guess, or the first part of one. The original GLOG is from Arnold K but it seems that the real GLOG is the GLOG you had inside you all along.

The most gloggy feature of this is the class structure, since rather than more traditional dice mechanics, this uses the an only slightly modiefied version of ghost/echo. I drew from a lot of GLOG classes from different bloggers, but particularly from Finders Keepers for the backgrounds and Vain the Sword for a couple of the classes.

Dice

Before rolling dice, identify dangers, edges and goals. Roll one die for each and assign one roll to each danger and one to each goal (discarding any left overs):

RollDangerGoal
1-2Comes true.Failed, opportunity may be lost.
3-4Mixed, danger remains.Mixed, opportunity remains.
5-6Avoided.Achieved.

Nothing extremely good or bad should happen on a mixed result, but it may make those outcomes more likely; mixed results should maintain or increase tension, not resolve it.

Roll dice in the following situations and pick the appropriate goals (including ones not listed) and use the given danger (in addition to others the situation may call for).

  • Act under pressure. Goals: complete a task, get out of harm's way, rescue someone in peril. Danger: you suffer harm.
  • Sneak. Goals: move without being noticed, plant an item, remove and item, defeat a lock. Danger: you are caught in the act.
  • Close combat. Goals: cut down a foe, dodge past a foe. Danger: you suffer harm.
  • Fire missiles. Goals: stop a foe short, cover an ally, destroy something. Dangers: you cause unwanted harm or get unwanted attention.
  • Suffer harm. Goals: shake it off, fight through the pain, impress with your toughness. Danger: you are incapacitated.
  • Make an impression. Goals: they believe your story, they remember you later, they answer your question, they agree to a bargain. Danger: they distrust or dismiss you.

Characters

Characters are defined by lots ("templates" if you prefer). You set out with four lots: the Adventurer rank, two backgrounds, and the first of a class of your choice.