Showing posts with label For My Own Amusement. Show all posts
Showing posts with label For My Own Amusement. Show all posts

Thursday, July 30, 2015

Rule 1-2-3: A Super-Simple RPG Mechanic

While preparing my Stuper Powers adventure for the upcoming convention season, I remembered that this particular RPG is kind of lacking in the mechanics department. There are no PC stats, no combat or action rolls, no resolution rules of any kind. The game is solidly tongue-in-cheek, and most actions are resolved in a narrative manner. (AKA “Tell me what you do and I’ll tell you what happens.”) When a random result is needed, Stuper Powers suggests either 1. flipping a coin, so all actions have a 50/50 chance of success/failure, or 2. Beating the GM in a game of rock-paper-scissors, so all actions have a 33% chance of success/failure/tying.

Needless to say, I’m not a fan of either system.

I suggested a system using 1d4 in my earlier post about the game, but the mechanics never really "gelled" for me. So I’ve been noodling around with a super-simple random gaming mechanic that I can shoehorn into games I want to run simply – or games that don’t have a “true” mechanic, such as this one. So here is my concept for my “Rule 1-2-3” RPG mechanic system:

Before I begin explaining, keep this all-encompassing rule in mind:

1s, 2s, and 3s are ALWAYS successes.

Each player and the GM will need to have one 4-sided die, one 6-sided die, and one 12-sided die.

For any action that has a chance of failure, the GM should determine the difficulty of the task, whether it's Easy, Average, of Difficult.

Easy tasks would be remembering a phone number you were told 5 minutes ago, punching someone while they're asleep, or parking a car at the mall.

Average tasks would be remembering a phone number you were told last month, punching someone you're fighting with, or parallel parking a car during downtown rush hour.

Difficult tasks would be remembering a phone number you were told 5 years ago, punching someone who's currently shooting at you, or parking a car while blindfolded.

For an Easy Task, the player should roll the d4. On a 1-2-3, he succeeds. (A 75% chance of success.)
For an Average Task, the player rolls the d6. On a 1-2-3, he succeeds. (A 50% chance of success.)
For a Difficult task, the player rolls the d12. On a 1-2-3, he succeeds. (A 25% chance of success.)

The system is somewhat reminiscent of "target number" mechanics, but with Rule 1-2-3, the target numbers never change -- you always need to roll a 1, 2, or 3. However, it's the die used that represents the challenge level.

That's really all I've sussed out so far. I want to keep this super-simple, so I've steered clear of bonus/penalties or contested rolls. I'd like opinions on whether you think this would work well as a basic resolution mechanic. Thoughts?

Wednesday, July 9, 2014

The Tale Of "Willie The Nadstabber"

All of the online talk about D&D 5e has me reflecting on the classic D&D games of my youth. The adventure, the excitement, the acts of valor and chivalry. Then, there’s the one hysterical event that derailed the game so hard, we had to break for the evening to regain our composure…

The game was a low-level one with most in our party hovering around level 2 or 3. One member of our group was playing a kender thief named Willie who was armed with only a dagger. During a typical wilderness random encounter, we met an ogre who swiftly trounced everyone but Willie. As the only one left conscious, he knew he was the only thing standing between us and a TPK.

"I run between the ogre's legs and stab him as I dart through!" the player announced. The DM nodded, and the player rolled a successful hit.

Now then, the guy playing Willie meant to say he was stabbing at the ogre's LEG as he ran through, hoping the ogre would drop to the ground where he could fight it better. Instead the DM assumed Willie was stabbing UPWARD as he ran through.

"OK, you run through his legs and stab up and under his loincloth as you do so,” the DM said. “His groin takes 4 points of damage.”

Howls of laughter erupt from the table, and Willie's player smiles.

"OK, I do it again!"

The orge took a clumsy swipe at Willie, missing handily, and Willie darted through its legs again with a successful called shot to the ogre's plumsack.

"You stab it in the nuts again, and it takes double damage. The orge screams and staggers a bit. It’s clutching its groin and cursing in orgrish, but it's still on it feet."

Half of us are on the floor, laughing ourselves sick due to the absurdity of the fight. By the time the fight ended, Willie was victorious, and the ogre was dead due to multiple called shots to its junk.

From that day forward, Willie demanded that we call him "Nadstabber."

Thursday, May 22, 2014

[Cryptworld] The Secret Of Transpacific Flight 810

Enough time has passed since Cryptworld's release that I'm ready to share an "easter egg" I tucked into "Red Eye," the introductory adventure found in the rulebook. To keep from spoiling anything for players who have not yet taken a ride on Transpacific Flight 810, I'll play it cagey by presenting the hidden in-joke by way of a puzzle to solve. Here you go:

The first and last name of the THING lurking in "Red Eye" can be rearranged into a three-word phrase.

_ / _ _ / _ _ _ _ _ _ _

Originally, this was going to figure into the plot of the adventure. But I eventually scrapped that idea, although I retained the name of the THING for my own amusement.