| Where does the blood trail lead to? [2D6] | |
| 2 | A ferocious monster finishing eating it's last victim. It's still hungry! |
| 3 | Straight into bandit ambush. They clearly outnumber you. |
| 4 | A blood covered obelisk, it's starts to siphon your blood as you get closer. |
| 5 | A harmless looking woman covered in fresh eldritch scars. She's got a knife. |
| 6 | An Unconscious messenger with a crude arrow in his knee. His bag is gone. |
| 7 | Dead peasants, they where clearly attacked by some kind of animal. |
| 8 | A strange creature, not native to this land; died here of a poisoned arrow. |
| 9 | A family is hiding here, they rush you to get down and stay quiet. |
| 10 | A blood stained magic tome on the ground. The trail ends here. |
| 11 | A dying adventurer – his plan to slay [wandering monster] has gone south. |
| 12 | A wounded nobleman. He will do anything in exchange for your help! |
Pages
09 December 2013
Where does the blood trail lead to? [2D6]
Doesn't matter if it's in the wilderness, city or some gods forgotten dungeon - it is easy to miss a small blood trail. But, when you found one, you know that it leads to something interesting.
06 December 2013
What are those bandits doing? [D10]
Bandits have lives too, they don't just wait around to attack everybody they encounter.
Roll D10 to see what are they doing as you notice them:
Roll D10 to see what are they doing as you notice them:
| What are those bandits doing? [D10] | |
| 1 | Sleeping? Nope – it is an elaborate ambush! |
| 2 | Looking angrily back at you, their weapons drawn. |
| 3 | Guarding the camp and waiting for rest of the band to come back. |
| 4 | Preparing an ambush you up ahead, there is still time to back away. |
| 5 | Just a off day at the camp – talking, resting, washing clothes. |
| 6 | Unloading some heavy loot from a stolen cart. |
| 7 | Getting ready to leave the camp, leaving only few sentries behind. |
| 8 | Drinking heavily from barrels full of wine and dancing half-naked. |
| 9 | Treat their wounded after a recent robbery. |
| 10 | Fighting among each other for loot from a recent robbery. |
Introducing Randomday
NEW! As seen on the Internet! Saves Times and Money!
RANDOMDAY RANDOM TABLES
What?
Randomday is a random table "feature" of this blog that will take place on a random day at least once a week. It even has a tag and everything - so you know it is official and professional. Randomday is a place for system agnostic tables for role-playing games spanning across different genres... but will probably start with generic fantasy.
While OSR in it's nature, I believe that even non OSR games can benefit from some fine narrative randomizer (as written here). I will try to create each random table based on a question that can show up during play, and make results interesting enough that they'll spawn at least an interesting scene. I am using tables like that to add some fluff and detail to my games, but feel free to use them as you wish.
How?
The rules are simple. You have a detail that needs filling, either for a pre-planned scenario, or something that came up on the spot. You get a random table that has a question/topic that you need, you check the die/dice needed for it, roll them and you get your detail! ...or you can just choose whatever you fancy. The rule of thumb is, that high results are good for the players and low are bad.
BUT WAIT! That's not all! You can use the tables as inspiration for your games, maybe scene/adventure seeds, maybe idea for a magic item, or an NPC? Use it in any game you want, as the tables are supposed to be a narrative and system-agnostic fuel.
Why?
I decided to create Randomday for many reasons; because I feel random tables (when used correctly) create great RPG experiences, because I appreciate your readership and something like random tables is a quick way for me to give something to you that you can use during your games, and because I want to keep myself motivated to post more often. I have few big('ish) projects going on now and it would take weeks, if not months, before I can deliver something worth sharing... so in the meantime, I will make myself create some random fluff for RPGs, hopefully you'll find Randomday tables as much fun to read and use, as I have them to read.
I like it! What should I do?
Feedback is always a great reward, comments make me happy and motivated, but if you would like to help, drop a comment with a topic idea for a random table - the more eclectic collection of random tables we will have, the better; I am also planning on periodically releasing a free Randomday pdf, collecting those tables - so you will be able to see your name/nickname in a electronic booklet that will probably reach tens, if not dozens, of readers!
So check-in on a random day each week, for some random fun!
24 November 2013
HEI$T_ACES - Power 19
This is another in a series of posts about my free RPG/Story Game - HEI$T_ACES (available now on the sidebar near you). This time we will look at Power 19 for the game. Power 19 is a series of questions meant to help guide game designers. I am using it for HEI$T_ACES to give more info about the game and focus the design for the upcoming expanded rulebook.
As always, comments and questions are more then welcome.
1.) What is your game about?
It is a narrative heist simulator set in not so distant future. Game focuses on both planning and running aspects of a heist job.
2.) What do the characters do?
Characters are members of a team of specialists working for a shadowy organization. They plan and pull off elaborate heists for the organization in exchange for money and power.
3.) What do the players (including the GM if there is one) do?
Players first research their job by drawing from a deck of cards and narrating their "findings" - basically collaborate within the game's mechanics to create the adventure/scenario outline. After that they follow standard RPG player roles.
GM (called GM_OPERATOR) follows standard GM role.
4.) How does your setting (or lack thereof) reinforce what your game is about?
The game has an implied setting of near future, but what the future holds is for each group to decide. The lack of setting was inspired by old school dungeon-crawls - near future can be as "magical" as a fantasy setting and can accommodate creative ideas (robot guards, spy drones etc.) better than a modern setting and by extent make the story more interesting
5.) How does the Character Creation of your game reinforce what your game is about?
Players choose 5 FATE-like aspects for their characters (one for each card suit and one random). This is supposed to show that all of the characters are specialists of more or less the same skill level.
6.) What types of behaviors/styles of play does your game reward (and punish if necessary)?
The fact that the game uses a single deck of cards, where outcome may be predicted to some extent, encourages some gamist behaviors and attempts to "game the system" are considered fair play. But the game is mainly narrative.
7.) How are behaviors and styles of play rewarded or punished in your game?
Being a team player is rewarded by lowering the amount of cards the GM can play against you, but on the other hand, being selfish will improve your character.
8.) How are the responsibilities of narration and credibility divided in your game?
Players have more narration rights than in a standard RPG formula. After a task is successfully resolved, they have the right to narrate the outcome. They also create the adventure outline in-game, taking it away from the GM.
GM is there mainly to narrate and oversee the game. He can introduce new obstacles, but only by playing a card from their hand. GM retains the rights to narrate outcomes of partial success and failure, as well as interprets and narrates, the player-created, obstacles
9.) What does your game do to command the players' attention, engagement, and participation? (i.e. What does the game do to make them care?)
Apart from giving the players the tools to create a fun heist/caper story, players have the opportunity to improve their character after each job by adding new aspects.
10.) What are the resolution mechanics of your game like?
Game uses a deck of cards as a resolution mechanic. Only the card suit is used in game, each suit has a narrative approach attached to it.
Players draw amount of cards equal to the amount of aspects used in their narration and must match the suit to the obstacle's card suit. They can also use a card of the same color (red or black) for partial success. If they can't do any of the above, the task fails.
11.) How do the resolution mechanics reinforce what your game is about?
The card suits have narrative approach attached to them, that limit players' way to narrate the outcomes of a task. Approaches are themed (ghost, fixer, mastermind, enforcer) which reinforces the heist atmosphere.
12.) Do characters in your game advance? If so, how?
While HEI$T_ACES is planned to be played as a single-session pick-up game, a simple advance system is provided for those who are interested in more campaign-style play.
During play, you can keep obstacle cards for scoring and after the heist, you can spend those cards to add new aspects to your character. You need 1 card per aspect in a suit, to create a new aspect (so if you have 2 aspects in Fixer, you need 2 Fixer cards to create a 3rd aspect).
13.) How does the character advancement (or lack thereof) reinforce what your game is about?
The focus of the game is a thrill of pulling of a heist, so character advancement is not too important, but scoring cards can represent extra in-game income, so players can compare who got the most "money" out of this heist.
14.) What sort of product or effect do you want your game to produce in or for the players?
Heist games of any kind (RPGs, board or even video games) are too few and far in between, so this game aims to fill in a niche for those who want to experience planing and running a heist.
Also, it was designed as a small pick-up game, that can be played without any preparation when you can't run your planned game.
15.) What areas of your game receive extra attention and color? Why?
Because of the limited space nature of the pocketmod a lot of attention has gone into graphic-design and wording used in the game. Both of those aim to highlight the theme of the game without stating it right out.
16.) Which part of your game are you most excited about or interested in? Why?
Forced narration based on a theme/approach. I am a firm believer that constrains spark creativity and I would like others to experience it in practice.
Also, planning and running your own heist is a lot of fun for me.
17.) Where does your game take the players that other games can’t, don’t, or won’t?
Heists - as mentioned before, very few game exist that focus on running heists. Anything from planned bank robbery, thru rescuing a target from a high security prison, to overthrowing distopian government can be planned and run as heist - and this is what this game can do that others can't.
18.) What are your publishing goals for your game?
The first version of the pocketmod is already available for free on 1km1kt.net website, but I am planning on releasing free (or pay-what-you-want) bundle of updated pocketmod and expanded rulebook pdfs. I have no plans in producing a printed copy at this time, but I might self-produce some limited edition copies and donate it to some RPG themed contests in the future.
19.) Who is your target audience?
People who want to play a heist game are my target audience: fans of caper movies and people who enjoy planning missions in detail.
So far, some prior knowledge of indie/story games terms is required, but this no longer should be true once the expanded rulebook is produced.
If anything of what you read sparked your interest in this game - check it out and tell me what you think, send me your ideas and I will try to incorporate them in the expanded rulebook.
As always, comments and questions are more then welcome.
1.) What is your game about?
It is a narrative heist simulator set in not so distant future. Game focuses on both planning and running aspects of a heist job.
2.) What do the characters do?
Characters are members of a team of specialists working for a shadowy organization. They plan and pull off elaborate heists for the organization in exchange for money and power.
3.) What do the players (including the GM if there is one) do?
Players first research their job by drawing from a deck of cards and narrating their "findings" - basically collaborate within the game's mechanics to create the adventure/scenario outline. After that they follow standard RPG player roles.
GM (called GM_OPERATOR) follows standard GM role.
4.) How does your setting (or lack thereof) reinforce what your game is about?
The game has an implied setting of near future, but what the future holds is for each group to decide. The lack of setting was inspired by old school dungeon-crawls - near future can be as "magical" as a fantasy setting and can accommodate creative ideas (robot guards, spy drones etc.) better than a modern setting and by extent make the story more interesting
5.) How does the Character Creation of your game reinforce what your game is about?
Players choose 5 FATE-like aspects for their characters (one for each card suit and one random). This is supposed to show that all of the characters are specialists of more or less the same skill level.
6.) What types of behaviors/styles of play does your game reward (and punish if necessary)?
The fact that the game uses a single deck of cards, where outcome may be predicted to some extent, encourages some gamist behaviors and attempts to "game the system" are considered fair play. But the game is mainly narrative.
7.) How are behaviors and styles of play rewarded or punished in your game?
Being a team player is rewarded by lowering the amount of cards the GM can play against you, but on the other hand, being selfish will improve your character.
8.) How are the responsibilities of narration and credibility divided in your game?
Players have more narration rights than in a standard RPG formula. After a task is successfully resolved, they have the right to narrate the outcome. They also create the adventure outline in-game, taking it away from the GM.
GM is there mainly to narrate and oversee the game. He can introduce new obstacles, but only by playing a card from their hand. GM retains the rights to narrate outcomes of partial success and failure, as well as interprets and narrates, the player-created, obstacles
9.) What does your game do to command the players' attention, engagement, and participation? (i.e. What does the game do to make them care?)
Apart from giving the players the tools to create a fun heist/caper story, players have the opportunity to improve their character after each job by adding new aspects.
10.) What are the resolution mechanics of your game like?
Game uses a deck of cards as a resolution mechanic. Only the card suit is used in game, each suit has a narrative approach attached to it.
Players draw amount of cards equal to the amount of aspects used in their narration and must match the suit to the obstacle's card suit. They can also use a card of the same color (red or black) for partial success. If they can't do any of the above, the task fails.
11.) How do the resolution mechanics reinforce what your game is about?
The card suits have narrative approach attached to them, that limit players' way to narrate the outcomes of a task. Approaches are themed (ghost, fixer, mastermind, enforcer) which reinforces the heist atmosphere.
12.) Do characters in your game advance? If so, how?
While HEI$T_ACES is planned to be played as a single-session pick-up game, a simple advance system is provided for those who are interested in more campaign-style play.
During play, you can keep obstacle cards for scoring and after the heist, you can spend those cards to add new aspects to your character. You need 1 card per aspect in a suit, to create a new aspect (so if you have 2 aspects in Fixer, you need 2 Fixer cards to create a 3rd aspect).
13.) How does the character advancement (or lack thereof) reinforce what your game is about?
The focus of the game is a thrill of pulling of a heist, so character advancement is not too important, but scoring cards can represent extra in-game income, so players can compare who got the most "money" out of this heist.
14.) What sort of product or effect do you want your game to produce in or for the players?
Heist games of any kind (RPGs, board or even video games) are too few and far in between, so this game aims to fill in a niche for those who want to experience planing and running a heist.
Also, it was designed as a small pick-up game, that can be played without any preparation when you can't run your planned game.
15.) What areas of your game receive extra attention and color? Why?
Because of the limited space nature of the pocketmod a lot of attention has gone into graphic-design and wording used in the game. Both of those aim to highlight the theme of the game without stating it right out.
16.) Which part of your game are you most excited about or interested in? Why?
Forced narration based on a theme/approach. I am a firm believer that constrains spark creativity and I would like others to experience it in practice.
Also, planning and running your own heist is a lot of fun for me.
17.) Where does your game take the players that other games can’t, don’t, or won’t?
Heists - as mentioned before, very few game exist that focus on running heists. Anything from planned bank robbery, thru rescuing a target from a high security prison, to overthrowing distopian government can be planned and run as heist - and this is what this game can do that others can't.
18.) What are your publishing goals for your game?
The first version of the pocketmod is already available for free on 1km1kt.net website, but I am planning on releasing free (or pay-what-you-want) bundle of updated pocketmod and expanded rulebook pdfs. I have no plans in producing a printed copy at this time, but I might self-produce some limited edition copies and donate it to some RPG themed contests in the future.
19.) Who is your target audience?
People who want to play a heist game are my target audience: fans of caper movies and people who enjoy planning missions in detail.
So far, some prior knowledge of indie/story games terms is required, but this no longer should be true once the expanded rulebook is produced.
If anything of what you read sparked your interest in this game - check it out and tell me what you think, send me your ideas and I will try to incorporate them in the expanded rulebook.
21 November 2013
HEI$T_ACES - a free narrative heist-crawl RPG
So... I wrote a game for the 1km1kt.net 's “Harder than Granite” 24 hour RPG competition and NaGaDeMon2013. I started it on the evening of Nov 10 and finished on the afternoon of Nov 11.
And that's a big thing for me, because this is the first game of any kind that I actually finished (even that I started more than a dozen of games) and motivated me enough to come back to blogging. So without further ado...
HEI$T_ACES takes place in near future, where a group of skilled agents plans and executes an elaborate heist. The game borrows heavily from both story games (narrative at the center of the game) and dungeon-crawls (resolving problems "room-by-room"), and is a low/no-prep game. All you need to play it is the rules, a deck of cards, some post-its, pens and the heist's target.
And that's a big thing for me, because this is the first game of any kind that I actually finished (even that I started more than a dozen of games) and motivated me enough to come back to blogging. So without further ado...HEI$T_ACES takes place in near future, where a group of skilled agents plans and executes an elaborate heist. The game borrows heavily from both story games (narrative at the center of the game) and dungeon-crawls (resolving problems "room-by-room"), and is a low/no-prep game. All you need to play it is the rules, a deck of cards, some post-its, pens and the heist's target.
If it sounds like something you might be interested in - get the rules from 1km1kt.net and tell me what you think - I plan on working on it a bit more and giving it an expanded (no-pocketmod) rulebook soon.
Stay tuned for more posts about HEI$T_ACES.
Stay tuned for more posts about HEI$T_ACES.
Subscribe to:
Posts (Atom)
