Showing posts with label whole-ass games. Show all posts
Showing posts with label whole-ass games. Show all posts

Friday, November 10, 2023

fantastic journeys, powered by BIRG

This is a hack of TFT and, to a lesser extent, GURPS. The main novelties are in the readiness/experience rules and in the injury and recovery rules. It's not quite complete, there's no list of skills or special abilities, but I think it's enough to share. Use your favorite list of skills and make up abilities if you want.

Characters have three attributes:

  • Dexterity (DX), used for physical rolls
  • Strength (ST), used for endurance and overpowering
  • Wits (WT), used for mental rolls.
Human characters have a minimum of 8 in each attribute.

Characters succeed at difficult tasks if a roll of 4d is less than or equal to their adjusted attribute. If they have a skill specific to the task, they roll 3d instead. A roll of 4 or less always succeeds, even if the attribute is adjusted to lower than this.

If two characters are directly opposed, they both make rolls. If both would succeed, the character with the higher roll does. On an exact tie, or if both fail, they are in a deadlock.

Monday, February 6, 2023

towards a medieval "brown stone" game

Note: this is not an earnest attempt to recreate any game that was played in the Twin Cities in 1971. It is just something that I threw together based on one explanation I have seen of the (poor quality and contradictory) evidence of how combat in that game worked.

These are incomplete, I basically just wrote and edited until I ran out of steam but I think it'd be enough to start playing. 

I didn't include any Referee's guidance for timekeeping or reactions or things like that, just do your best I guess.

Rules Brief for Players

The game is about a companies of adventurers going on expeditions into strange mazes and uncanny places to find their secrets and treasures. These expeditions are dangerous; adventurers may well die. If they survive, however, their fame and power will grow...

Advice:

  • If you don't know what to do, ask questions.
  • Tell the others what you want to do.
  • The Referee won't lie to you, but they may not tell you everything.
  • There aren't rules for everything. If you make a good play, you won't need to roll any dice.
  • If you fight, someone will get hurt. It could very well be you.

Adventurers usually go on expedition in large companies, to have the advantage of numbers. Each player can have a few different characters in the company.

Friday, December 9, 2022

digression: ICBWS

I have a bee in my bonnet to run a kind of high school isekai game, and this set of rules just kind of came together. The HD/saving throw rules, if you're interested, are based on this thread speculating about the combat system used in the original Blackmoor game.

A brick school in the woods with vines and such growing all over it.

Working Title: I Can't Believe My Whole School Got Transported to a Fantasy Dimension Just Before Summer Break

Just assume that anything not covered here you don't have to worry about until I say you do.

Character Creation

The stats represent what kind of high school kid you are. For each, roll 3d. Half that roll, rounded down, is your Defense for things related to that stat. You have one-third the roll, rounded down, advances to divide between its skills:

  • ARTS, craftiness and matters of taste. Skills: cooking, mending, nuts-and-bolts, taste.
  • GOTH, self-reliance and dedication to the bit. Skills: animals, literature, mending, stealth.
  • JOCK, morale and physical condition. Skills: animals, cooking, scouting, sports.
  • NERD, analysis and specialized knowledge. Skills: book smarts, literature, nuts-and-bolts, scouting.

Skills with no advance have no rating. One advance for a 5th-Rate, two for a 4th-Rate, three for a 3rd-Rate, four for a 2nd-Rate and five for a 1st-Rate skill.

Then, give your character

  • A name and class year.
  • One or more named people you care about at school. These can be other players' characters but don't have to be.
  • What they have on their person and in their bag. This can be whatever you want, within the bounds of teen stuff.

Harm and Saves

In circumstances of peril, roll harm dice (HD) appropriate to the danger. A normal adult trying to do you harm is 1HD, while you'd roll 2HD for every 3 normal teens.

When rolling HD, discard all 6s and add up the other dice to determine the harm. Teens are taken out if they take 3 points of harm, and adults if they take 4.

When the character is able to do something to defend themselves, make a saving roll of 2d; if the roll is less than the appropriate Defense, reduce the harm taken by up to the amount rolled. Protective gear improve a Defense by 1 or 2, but the gear is damaged if that difference saves you. A risky plan and space to try it can also add 1 to Defense.

Skill Checks

When presented with a challenge, a skilled character may make a skill check. Their chance of failure is their Rate in the skill plus 1-3 if they lack each of information, time or tools. If this chance is 1-5, they pass if a roll of 1d is greater than it.

An unskilled character doesn't usually get to make a check. A lack of the appropriate information, time or tools can each increase the chance of failure.

If the chance of failure is 6 or higher, the roll fails unless a roll of 2d is 12 or higher. A character with a stat of 6+ adds 1 to this roll, and one with a stat of 8+ adds 2.

  • Animals. Check to calm or handle an animal.
  • Book Smarts. Check to diagnose a problem or follow a procedure.
  • Cooking. Check to preserve or stretch supplies.
  • Literature. Check to find or know relevant information.
  • Mending. Check to repair clothing or gear.
  • Nuts and Bolts. Check to make or repair simple structures and machines.. 
  • Scouting. Check to find food, paths, shelter or water.
  • Sports. Check to perform athletic feats.
  • Stealth. Check to avoid notice or hide something.
  • Taste. Check to color reactions to your art, music or presence with a feeling.

Monday, May 9, 2022

Tuesday, May 3, 2022

HULK RATS

Hulk Rats, with the help of Heaven a game by Zev, after the fashions of Orbiters Local 519 and Maze rats, in the year 5782 of the world

Well, it's certainly been long enough since I made that uncharacteristic scifi weapons post, so it was only to be expected (as, indeed, Orbiters Local 519 was itself the sequel to what was meant to be a standalone scifi post) that in the meantime I have written up HULK RATS as its own hack.

what's in it

  • A very cool, very sexy take on Maze Rats saves and attacks, where saves are to roll under and attacks roll over targets' saves.
  • Adventurer templates rebranded as skills.
  • Adrenaline as HP
  • Rules for resource exhaustion and how much you can carry on your spacesuit.
  • Extremely half-assed environmental hazard rules.
  • All the power tools stuff, in somewhat less clunky form.
  • A surprisingly detailed bestiary with eighteen stat blocks for iconic sf/horror enemies that I hope are all absolutely busted in different ways.

why's in it

To be honest, one of the main reasons I pushed through to completion on this project despite losing my steam for it weeks ago was because I wanted to make more posts about the Maze Rats-derived GLOG chassis I developed here. I really like the way this hack uses templates as "skills" and I really like its lineup of RUN, HIDE and TRICK for the saving throws. I will probably post a more traditional fantasy GLOGhack using them at some point.

Sunday, September 5, 2021

towards a 3e hack

The third edition of D&D was my first exposure to it and to roleplaying games in general. Although I haven't played it in years and it does a thousand things I find frustrating, but it retains a draw for me. The more I learn about other editions of the game, earlier and later, the more I find myself appreciating parts of the vision for 3e. It's a design itch I don't feel that I've fully scratched yet, so here is some work I've done in various areas towards a 3e-based hack. The one sentence pitch is like: what if third edition was more like into the odd, but it also only used d20s and d6s for some reason.

This post is not going to go into any character creation mechanics (classes, templates, feats, etc) because it's still pretty unclear to me how I'd like those to work.

woodcut of an angel and a skeleton, both holding downward-pointing arrows

Thursday, September 2, 2021

reverse dragonball stew

(With apologies and indeptedness to Spwack's Reverse Owlbear Stew and Phlox's Orbseeker.)

For each stat, roll 3d6 and write down half the total (rounded down) for the stat and the lowest die as the defense (using the highest lowest die for each pair of stats).

  • Strength and Constitution -> the FORT defense (blocking).
  • Dexterity and Wits -> the REF defense (dodging).
  • Intellect and Charm -> the WILL defense (resisting).

Your max HP is equal to the sum of your three defense ratings. Resting a few minutes and taking refreshment restores 1 lost HP after a fight. Taking a night's rest in a safe place restores 1d6 HP. Regular attacks do 1d6 damage, awkward or unarmed ones do the lower of two d6, dangerous ones do the higher of two d6 and things you wouldn't expect someone to survive do 2d6 or more.

To succeed on something that needs a roll, you must roll a d20 under or equal to the relevant stat (Ref's decision) plus all ranks in relevant skills. If this is a roll against an obstacle (like a foe's defense), your roll must be higher [not equal to] the relevant obstacle or defense rating. If this is an opposed roll and your opponent rolled under or equal to their total, you must roll under or equal to your total but higher than their roll.

When you create your character, split 10 ranks between the following skills. You may not start with more than 4 ranks in any skill.

  • Acrobatics
  • Attraction
  • Engineering
  • Fencing
  • Hypnosis
  • Intimidation
  • Medicine
  • Naturalism
  • Navigation
  • Physics
  • Riding
  • Skullduggery
  • Sailing
  • Shooting
  • Stealth
  • Striking
  • Swimming
  • Wrestling

After an adventure or a season of training, you may roll 2d6 for up to three different skills you exercised. If the result is more than your current ranks in the skill, gain a rank. You can never gain more than ten ranks in a skill.

Characters who carry more things than their Constitution can't have reduce all their defenses by the excess (gear never affects HP). Bulky items count as two things, thrown weapons and similar small stuff can be bundled.

Characters start as fighter B, orbseeker B or fighter A/orbseeker A.

Goku DBZ and Piccolo DBZ making fighting poses at an enemy not pictured.

fighter type characters

Fighters cultivate their qi in order to perform amazing martial arts. For each template, fighters increase one of their defenses (and therefore their max HP) by 1. Gain a fighter template whenever you defeat a foe that is stronger than you.

  • A Bronze Body. If you take no action other than resisting an attack, reduce damage you take from it by your relevant defense.
  • B Golden Core. You have a pool of qi dice (QD) equal to the number of fighter templates you have. You may roll any number of QD from your pool instead of normal damage dice for an attack. Whenever a 6 is rolled on a QD, add 5 to the sum of the dice and reroll the die (repeating this for subsequent 6s). After rolling QD, your pool is diminished by 1QD for every reroll. Your pool is restored by spending a suitable amount of time eating, resting or meditating.
  • C+. +1 technique.
A list of sample techniques follows. Don't roll QD for an attack unless it hits.
  1. One Hundred Blows. Deals [sum]x2 damage, divided between all the targets you can hit with (separate) Strength attacks. There is no upper limit on the number of targets.
  2. Concussion. A Constitution attack that deals [sum] damage to everyone within [dice]x2 paces of you and 1 damage to you.
  3. Monkey Arms. You may make up to [dice] Dexterity attacks at targets up to [sum] paces away.
  4. Owl Eyes. Whenever your REFLEX saves you from an attack, you may immediately use this technique to make a Wits attack dealing [sum] damage to your attacker.
  5. Feint. An Intellect attack that paralyzes the foe for [dice] turns (or until they take damage) instead of damaging them.
  6. Demon Beam. A Charm attack that deals [sum] damage that cannot be reduced to a target up to [dice]x5 paces away.
  7. Many Shadows. Creates [dice] duplicates of you, dividing your current HP between them (round down). Any duplicates that clasp hands re-unite add their HP together. Otherwise, all duplicates (and their HP) except your choice of one dissolve after 60 minus [sum] minutes.
  8. Light Body. You can fly, faster than anyone with a lower [sum].
  9. Iron Body. [sum] body parts become indestructible for [dice] rounds.
  10. Devil Feint. Calls for an opposed roll with one foe (you get +[dice] to your total), the loser of which takes [sum] damage.
  11. Fierce Aura. You glow brightly for [sum] minutes. During this time, your HP is increased by [dice]. When this ends, lose half your current HP (rounded down).
  12. Double Strength. For 30 minus [sum] turns, increase all your stats and defenses by [dice]. After the effect ends, lose half your maximum HP.
  13. Fusion. Using this technique requires two fighters who know it to each select the same number of QD (without consulting each other beforehand); if they fail to do so, the fusion fails.
    A fusion adds together the stats, defenses and HP of the fighters who formed it, uses the better of either of their skill ranks for each skill and has QD equal to however many dice were not exhausted in the fusion. After [the lower of the two sums] turns, the fusion ends and the two fighters each get half the fusion's HP, rounded down.
Bulma DBZ looking at the dragon radar.

orbseeker type characters

Orbseekers roam the earth, seeking communion with mystic orbs. For each template, orbseekers gain one rank in each of two different skills (no skill can have more than ten ranks). Gain an orbseeker template whenever you awaken a new orb.

  • A Orb Waker. You can smell dormant orbs when they are nearby. If you hold one in your hand, you can awaken it (roll for a random power below) or return it to dormancy.
  • B Domain. You may take a few minutes to commune with an awakened orb and ask it a question that can be answered in no more than three words. If the question is within the orb's domain, it will answer. There is a 1-in-20 chance of the orbseeker contracting Orb Madness (see below) from this consultation.
  • C+. Invention. Every week that you bear an awakened orb, you have a [orbseeker templates] plus [awakened orbs] minus [current inventions] in 20 chance to create a prototype of an invention (random arcanum). These all have a [uses] in 6 chance to stop working ofter each use.

Anyone who holds an awakened orb may invoke its power, although there is a 1-in-6 chance that an orb falls dormant for a week after being invoked in this way. Awakened orbs call their bearers to one another, even from far away. A list of some sample orbs follows.

  1. Orb of the Ram. The bearer of this orb may conjure a tremendous force that smashes a hole in barriers up to a foot thick. If it strikes a being, it deals damage like 2QD. Domain: anger, locks and keys, unexpected acts of violence.
  2. Orb of the Ox. The bearer of this orb may transform into a large, monstrous form that is inconveniently large and extremely strong. Double their Strength, Constitution, FORTITUDE and HP for 3d6 minutes, at the end of which they lose half their current HP. Domain: growth, strength, ironic reversals.
  3. Orb of the Twins. The bearer of this orb may cause two similar things to experience what the other experiences, with the potency of the effect increasing the more similar the things are. Domain: disguises, substitutions, things that come in pairs.
  4. Orb of the Crab. The bearer of this orb may surround it with a magical sphere shell up to ten paces in diameter. Though transparent, nothing can pass in or out of the boundary of the sphere until the bearer lets go of the orb or one hour passes, whichever comes first. Domain: shells, walls, things that are buried.
  5. Orb of the Lion. The bearer of this orb may create an unbearable thunder-like rumbling, making an Intellect attacks against anyone within shouting distance. Those successfully attacked take no damage but cannot approach the orb until the thundering subsides in thirty seconds. Domain: fears, thunder and lightning, things that are heard but not seen.
  6. Orb of the Maid. The bearer of this orb may, in any place where things are stored, retrieve any object other than another orb that they have stored away since they first awakened the orb. It does not matter how long ago they stored the object in question or how far away it is, but this effect will not retrieve anything that has been removed by another person since it was deposited. Domain: storage, neglect, things that have been kept safe.
  7. Orb of the Sting. The bearer of this orb may render any amount of food or drink in their presence poisonous, resolved as an Intellect attack dealing up to 7QD of damage, divided (before rolling) between all consumers. The names of any creature slain in this way become permanently tattooed on the body of the bearer. Domain: poisons and venoms, betrayal, things that creep upon the earth.
  8. Orb of the Scales. The bearer of this orb may solemnize any promise or agreement between at least two people. If any one of them breaks the agreement, the others may (at their option) either transport the offender to their presence or immediately transport themselves to the offender. Domain: agreements, punishments, things that are deserved.
  9. Orb of the Arrow. The bearer of this orb may name any thing other than another orb that has a name and know the direction and distance to that thing. Domain: weapons, targets, things that have missed the mark.
  10. Orb of the Crocodile. The bearer of this orb may call forth a tremendous terrifying beast from the shadows. It obeys your commands slowly but implacably for thirteen minutes, and can only be turned away or banished by extremely bright light. Domain: darkness, deep water, unusual hybrids.
  11. Orb of the Jar. The bearer of this orb may make Intellect attacks that, though they deal no damage, cause the being so attacked to become imprisoned within an available, prepared vessel if two such attacks are successful before the orb falls dormant. Anyone who either opens the vessel or invokes the orb to do so may free a prisoner. Domain: prisons, traps, the contents of containers.
  12. Orb of the Fish. The bearer of this or may, with a touch, cause an air-breathing creature immersed in water to become a water-breathing creature or a water-breathing creature on dry land to become an air-breathing creature. This transformation is permanent and also adapts the creatures skin and limbs to their new environment. Domain: abundance, migration, novelties.

Anyone who rests with more awakened orbs than they have orbseeker templates has an [orbs]-in-20 chance to contract Orb Madness from one of them. Only returning the orb that causes madness to dormancy will stop and Orb Madmen from raving portentious nonsense related to that orb's domain. They will fight without restraint to stop anyone who attempts to remove the orb from their possession.

Shenron DBZ appearing to grant a wish.

Anyone who gathers seven awakened orbs together and shouts, "eternal dragon, grant my wish!" Causes a terrifying mystical dragon to appear. The dragon will grant one wish (although it has been known to refuse wishes for seemingly arbitrary reasons) before disappearing. The orbs used to summon it fall dormant for one year and are scattered to the ends of the earth.

money and equipment

The various nations of the Major Continent all use the same currency, the zorkmid. It has many boring uses, but its interesting use is prize money. The All Earth Martial Arts Tournament is hosted once every four years. This is a double elimination tournament with sixteen competitors. A competitor loses their match if they concede, touch the ground outside the ring, lose consciousness or attempt to kill or permanently injure their opponent. The first place winner at the Continental Martial Arts Tournament takes home 7,500,000zm, the second place finisher, 2,500,000zm and anyone who wins three matches 1,000,000zm. At a local martial arts tournament, the prize money is usually much smaller.

Some boring things to spend money on:

ThingPrice (zm)
Candy99
Sunglasses199
Soft drink199
Fried snack249
Box lunch299
Sandals349
Liqour (glass)399
Colorful Hat499
ThingPrice (zm)
Hotel (hourly)699
Sit-down entree799
Liqour (bottle)999
Shirt1,499
Pants1,999
Shoes2,199
Hotel (nightly)2,499
Hotel (weekly)15,999

Ordinary clothes do not matter in combat. Here is some gear that does:

ThingPrice (zm)Effect
Martial arts uniform2,499Martial artists recognize your school.
Hard helmet4,499+1 defense against all physical attacks.
Gun9,999Damage die explodes like QD. Lose all martial arts credibility.
Body armor19,999Minimum defense 7 against physical attacks, reduce damage taken by 1.
Sword49,999Deal dangerous damage, look baddass.

Characters start with no more than 10,000 zorkmids worth of stuff, and one-tenth of the remainder in cash.

Wednesday, March 10, 2021

solo dungeoning experiment

I have done very little actual dungeon crawling in my gaming career. I have also done basically no solo gaming, so I was inspired to try to get a feel for both things in a more practical and less theoretical way. So, I made myself some dungeon tiles:

I decided to fill in the empty spaces red after I took this. Passages (round) have about a 1 in four chance of traps and a 3-in-8 chance of being the sometime abode of monsters. Most of the treasure (triangles) is in the larger chambers (square) which are much more likely to contain monsters. And I adopted a probably absurdly basic dungeon crawling procedure:

  • For every new tile, roll two distinct dice. If there's a random chance of something bad, that's keyed off the darker die. If there's a random chance of something good, it's keyed off the lighter die. Doubles mean wandering monster.
  • If part of a larger chamber is drawn, draw more chamber pieces until the chamber is complete. If there are multiple keyed things in the chamber check separately for each.
  • When a monster is indicated, roll a die: 1-2, their strength is 1 per monster, 3-5 it's 2 per monster and 6 it's 3. Another die indicates number, divided by strength (round up).
  • In a fight, every 2 companions or 1 fighter adds a die. Monsters roll their total strength in dice. Every die hits on 2-in-6 and a hit figure can save on 2-in-6 or die. If you want to escape from the fight roll your opponent's strength or better on two dice.
  • A triggered trap hits one figure, who can save or die.
  • If you find the magic fountain, you can wish. Roll a game of craps; if you win, you get your wish and if you lose a water demon (1x4, takes two hits to kill) attacks you.

With that established, I set about dungeon crawling. We set out with two fighters and four companions. Not all of us would escape the dangers of the dungeon.

  1. From the exit we went North to an empty passage.
  2. West, we encountered wandering monsters (1x3) whom we defeated without a loss.

  3. North, the passage was trapped but we evaded it.
  4. North, an empty passage.
  5. North, a chamber opened before us with monsters (2x3) but no treasure.
    We fled (6+ on 2d6) and escaped back down the passage, evading the trap again.
  6. Returning to the exit, we struck East, where a chamber opened again containing monsters (2x3) but no treasure. We chose to fight, took down one of them but lost three of our companions, then fled (4+ on 2d6).
  7. West of the exit is the only way left, where we lost our last companion to a trap. Foolishly, we pressed on.
  8. South, there was a chance of a monster but none was present.
  9. East, an empty passage.
  10. East...a magic fountain! We chose to wish, and were immediately rewarded. Being sentimental, we wished our friends back to life. Then, feeling confident again, we pressed on.
  11. Returning West and then South, we found monsters (2x2) lying in wait.
    We dispatched them with no losses.
  12. East, more monsters (4x1).
    We fought and defeated them, but they killed all our companions (who had only just been returned to life).
  13. South, empty passages.
  14. East, more of the same.
  15. East...a trap! Which killed one of our fighters.
  16. North, nothing.
  17. East, we found an alcove with a bit of unguarded treasure!
    Now all that remained was to evade the two traps encountered on the way over (which our last fighter did) and finally to escape the dungeon with a bit of loot (but five dead friends...)

I'm not sure what my reflections on this experiment should be. It was pretty fun, but in the future I probably wouldn't document with photos since that took me out of the game a fair bit. 

  • The combat worked, I think, but monsters are probably a bit too strong, perhaps monsters with 1/2 (companion), 1 and 2 strength would even things out somewhat. Probably also include a wizard who can toss +2 dice onto a round a limited number of times.
  • Using some sort of reaction or negotiation options rather than automatic hostility would be good too. 
  • Traps felt...ok? I liked the danger of knowing we had to backtrack past them, but losing party members to traps felt kind of arbitrary.
  • I liked the wish, although I had not decided when I included it what things could be wished ofr. Having more random magic in the game would be fun.

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. 

Friday, January 22, 2021

"target 20" modern

This is an idea I've had for some time. It's a silly idea, but that's rarely stopped me before. Back in high school I played a lot of d20 Modern, at least until my friends and I collectively realized that the game was kind of a mess and d20-system combat and character creation was majorly in the way of the way we actually wanted to play.

This is an attempt to strip as much of the cruft from that game while leaving parts of it recognizable. A lot of the mechanical inspiration here is due to the Target 20 system on the one hand and UVG's SEACAT system on the other. Revisiting d20 Modern I was struck by how many fiddly mechanical choices there are, in the forms of talents and feats and skills and advanced classes, and how little most of that stuff matters. Most abilities boil down to a small modifier on certain saving throws or skills checks. I only bothered importing interesting rules as Target 20 Modern's talents.

Wednesday, July 15, 2020

one page rules and five-way alignment

From the chaos of whatever I'm working on at the moment, relatively complete one page player rules for a retrohack have fallen. It's difficult to make a complete account of one's influences, but the frame of the thing (and the one page format) owes a lot to Searchers of the Unknown, the starting equipment tables to Necropraxis, the encumberance and saving thows to Delta, the use of hit points for damage dealt to Akratic Wizardry and the 'length in feet' polearm rule to the Nine and Thirty Kingdoms. My innovations are mainly the the Guard/Agility defense system, canny/uncanny check mechanic, the (minimal) magic-working rules and the five alignment system.

The five alignments are something I've been messing with a fair amount in the context of traditional fantasy RPGs, and I've gone through several different incarnations of how I want to handle them. A year or so ago, I read Cuisine and Empire which, in its general treatment of the culinary ancient world, discussed a group of theories about the nature of the world it described as 'Cosmological Correspondences.' What I'm working towards with the alignments in here is in the vein of those theories, a way of dividing the world, society, the body and so forth into thematic groups:


Weight Star Ring Red Bright
planet Jupiter Mercury Saturn Mars Venus
direction West Center North South East
season Fruit Winter Grain Autumn Spring
tissue Bone Nerve Viscera Lean Fat
color White Blue Black Red Green
taste Pungent Sweet Salty Bitter Sour

I intend to add spell, monster and treasure lists themed around these five alignments, probably one page each.