Monthly Archives: April 2020

Collaborative Audio Dungeon III | locations 21 to 30

During my self-imposed blogging break over Christmas, I started an Anchor podcast.

AD icon sm

Anyway, I recently thought it would be neat to make a collaborative ‘Audio Dungeon’, so here is Part III.

The idea being that people leave an audio message of 1 minute or less (preferably using the Anchor record feature) detailing something found in a fantasy dungeon (whatever that means to you), e.g. room, location, encounter, statue, fresco etc.

If you are interested you can find out more (and record a message) here:

>>link <<

Rules (for want of a better word):

  •  By making a submission you agree to make the content Creative Commons
  •  The message is for a fantasy dungeon
  •  Each message is 1 minute or shorter
  •  It’s probably useful to think of the submission as the audio equivalent of ‘box text’
If I get enough of these audio submissions, I’ll pull them together as a Creative Commons Audio Dungeon. I’m imagining a dungeon of audio ‘box text’ which people can them populate with their own encounters, perhaps from random tables.
At least one listener has pointed out that while this idea is fun in its own right, it might also be a helpful resource for anyone with a visual impairment/disability.

– – –

InHotS the cover imageMe on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

S.M.A.R.T. RPG | a one page rules light 1D6 RPG system (updated)

A little while ago I posted about retrofitting the AD&D 1e Surprise Mechanic as a combat system (blog link) and then a RPG system (blog link).

I’ve now gotten this rules light RPG system down to a one page PDF: image_preview  here

But, here it is also in a less portable web page version:

smart rpg log

^^ Despite the name, I don’t appear to have the wherewithal to remove the boarder around the above image ^^

Player Characters (PCs) statistics (stats)

S – SKILL; fighting skill / physical prowess

M – MAGIC; ability to do magic

A – ARMOUR; used to reduce damage done to RESILIENCE

R – RESILIENCE; equates to life / health (0 is unconscious, -1 is dead)

T – TRICKERY / THIEVERY; non-magical specialist type skills

Starting and advancement

PCs start with 1 point in SKILL and RESILIENCE, and have 1 further point to put in any one of their stats.

When a PC ADVANCES, the PC gains +1 point to add to any stat. Only ARMOUR is limited to a maximum of 3.

Stat interactions

There are no classes per se, but advancement in one area comes at a cost to other areas, so multi-classing is difficult:

In the set ‘SKILL, MAGIC and TRICKERY’: for every 3 points gained in one stat, then -1 point from the other two.

For every 1 ARMOUR, then -3 MAGIC and -2 TRICKERY.

Opponents and EXPERIENCE (XP)

To ADVANCE a PC must gain new XP equal to the cube of the PC’s highest stat. So, if the PC’s highest stat is 4 then 4×4×4=64 XP is needed. Defeating an opponent gives XP equal to the square of the opponent’s highest stat.

Each increment in an opponent’s stat should be thought of as an exponential increase. So, an opponent with 6 SKILL is as good as it gets at fighting, e.g. a dragon. A Lich would have 6 MAGIC. Some illustrative opponents:

Orc              S M A R T: 1 0 1 1 0 (1 XP)

Ogre            S M A R T: 3 0 2 2 0 (9 XP)

Dragon        S M A R T: 6 3 3 9 1 (81 XP)

Zombie        S M A R T: 1 0 0 1 0 (1 XP)

Werewolf      S M A R T: 4 0 1 3 0 (16 XP)

Vampire       S M A R T: 5 4 2 4 2 (25 XP)

Combat

The player rolls a d6, and if the roll is equal or lower than their PC’s SKILL, they hit (a roll above SKILL is a fail).

An unarmoured opponent’s RESILIENCE is reduced by that die roll.

An armoured opponent reduces the die roll by their ARMOUR; but this number is never lower than 1.*

Example 1: a PC with 4 SKILL rolls 3 on a d6, which is a hit. An unarmoured opponent would have their RESILIENCE lowered by 3. If the opponent had 2 ARMOUR, their RESILIENCE would only be lowered by 1.

Example 2: a PC with 4 SKILL rolls 5 on a d6, which means they fail to hit.

Damage to RESILIENCE can be spent over multiple opponents. However, to carry damage over to the next opponent, the current opponent’s ARMOUR and RESILIENCE must be zero. So, in Example 1, a roll of 3 would defeat two orcs: 2 points to reduce the first orc’s ARMOUR and RESILIENCE to 0, and 1 point to defeat the second orc.*

Magic

A PC can cast a number of successful magics per day equal to their MAGIC. Failed magics do not count to the tally.

The player describes the magical effect the PC is trying to achieve. Optionally, using no more syllables than the PC’s MAGIC, e.g.: fire < fireball < cone of fire < delayed fireball < localised fireball < localised cone of fire etc.

The magic is successful if the d6 roll is equal or lower than the PC’s MAGIC (a roll above the PC’s MAGIC is a fail).

The potency of the magic equates to that roll; a 1 being low potency and a 6 being the most potent possible outcome.

Example 3: a PC with 4 MAGIC rolls 3 on a d6, which means the magic works and on a scale of 1 to 6 it is rather successful. The 1 to 6 scale should be thought of as an exponential type scale, so a 3 is much better than a 1.

For example, if the magic was: Magic Missiles, it might generate 3 magic missiles each harming 3 RESILIENCE; Stinking Cloud, this might cover 30 feet and last for 3 rounds. In a one-page RPG system with a free-form magic system, the GM will need to arbitrate, preferably discussing the possible scaled outcomes with the player first.

Example 4: a PC with 4 MAGIC rolls 5 on a d6, which means the spell fails.

Magical items and bonuses

Any modifiers, like ‘plus weapons’ (e.g. +1 sword) will distort the d6 game mechanic markedly, because in this system a +1 is a big modifier. So, it is probably best to imbue magic items with useful/narrative properties rather than pluses.

… That’s it!

– – –

InHotS the cover imageMe on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

Flip the table – random dungeon; random encounters, and faction tracking etc?

I’m not even sure what kind of book this is:

mix0

… but, I think you know the drill, flip the panels and you get this:

mix2

Then this got me wondering … has this concept been used for random dungeon/wilderness generation (probably):

dungeon

It could also be used like a random table to generate parts of whole:

tables

It could also be used as a faction tracker:

factions

Please forgive the crappy mock-ups!

That’s it.

– – –

InHotS the cover imageMe on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous