What would YOU like to play or run? (Interest Catch-all)

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Re: What would YOU like to play or run? (Interest Catch-all)

#501 Post by Rex »

You are more than welcome. Feel free to ask questions if you want. PM's or just ask and I can add you to the game so you can post questions. Back when I ran my first game on here it was a Harn setting game using the BlueHolme rule set and the author of the rules joined just to lurk and see how it went. We had several cool PM discussions about how the play went.
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Re: What would YOU like to play or run? (Interest Catch-all)

#502 Post by Valdus »

I would like to run a Usurper Claim to Power game, starting small but may get into fighting kingdoms and playing leaders in the future.

Something like....
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Re: What would YOU like to play or run? (Interest Catch-all)

#503 Post by jemmus »

The information on Usurper Claim to Power doesn't provide much about how the large-scale politics system (if any) works. It does say that PCs can command armies. Are there any rules about nation vs. nation? Or does anyone have a recommendation for that kind of RPG system?
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Re: What would YOU like to play or run? (Interest Catch-all)

#504 Post by Leitz »

jemmus wrote: Wed May 15, 2024 12:27 am Are there any rules about nation vs. nation? Or does anyone have a recommendation for that kind of RPG system?
ACKS Domains at War would be my choice, but if you talk to scarik, he knows a lot more about the system. Let him know what you're looking for and he can point you in the right direction.

ADDENDUM I'm not sure why the DriveThrough says the page count is 12, it's over 200 combined for Campaigns and Battles.
Last edited by Leitz on Wed May 15, 2024 1:09 am, edited 1 time in total.
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Re: What would YOU like to play or run? (Interest Catch-all)

#505 Post by scarik »

If we are talking feudal domains I definitely recommend ACKS as Leitz says.

It’s based on Basic D&D but any combat system can be adapted to it. It scales up well from small units of a dozen up to armies where the individual units are full brigades.
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Re: What would YOU like to play or run? (Interest Catch-all)

#506 Post by Valdus »

Usurper is a spring board, a starting point, for just about any fantasy situation. It has a lot to say about factions, but nothing crunchy at all.
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Re: What would YOU like to play or run? (Interest Catch-all)

#507 Post by cybersavant »

Pathfinder 1e Adventure Path - Wrath of the Righteous game ID 1069

I have 2 (maybe 3) players requesting i run this, so i'm looking for 2-4 more players to join them

DETAILS : :

Pf 1e – AP – Wrath of the Righteous


Accepted sources: core, advanced class guide, advanced player's guide (no hero points), advanced race guide, adventurer's guide, book of the damned, horror adventures (not fleshwarp, not corruptions), occult adventures (not psychic duel, not rituals), unchained classes (background skills, artistry & lore skills, stamina/combat tricks feats, esoteric material components), planar adventures, ultimate campaign (unrestricted traits), ultimate combat (piecemeal armor), ultimate equipment, ultimate intrigue, ultimate magic (familiars, words of power), ultimate wilderness, all bestiaries,
kobold press- advanced race compendium (not gear points), deep magic, new paths compendium
legendary games- gothic campaign compendium (chirurgical procedures, not mythos)
old spice– gentleman class
playground- royal class
rite publishing- in the company of dragons, fey, monsters, unicorns, secrets of adventuring, 101 series
player companions, golarion campaign settings, paizo blog
d20 srd animals


character creation/ house rules
28 point buy, 2 traits + 1 campaign trait, max hps at 1st level (re-roll 1s thereafter), background skills, emerging guns, bonus 0level spells, keen & improved critical stack, archetypes, traits, flaws, drawbacks, no spheres, no taking 10/20
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Re: What would YOU like to play or run? (Interest Catch-all)

#508 Post by tibbius »

I have a mid-size dwarfen city/palace dungeon with 24 different types* of room, a monster "theme", some puzzles, and a load of treasure (some obvious, some not). I can run it with Tiny D6 or with Ouroboros OSR (which is a great rules lite game) or with a 24XX derivative like 1400 Below or Keen.

*Some room types repeat, and the layout is randomly generated ... so map as you go!
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Re: What would YOU like to play or run? (Interest Catch-all)

#509 Post by ybn1197 »

tibbius wrote: Tue Jul 02, 2024 12:50 pm I have a mid-size dwarfen city/palace dungeon with 24 different types* of room, a monster "theme", some puzzles, and a load of treasure (some obvious, some not). I can run it with Tiny D6 or with Ouroboros OSR (which is a great rules lite game) or with a 24XX derivative like 1400 Below or Keen.
I would be interested in Tiny D6 or Ouroboros OSR.
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Re: What would YOU like to play or run? (Interest Catch-all)

#510 Post by tibbius »

ybn1197 wrote: Tue Jul 02, 2024 2:34 pm
tibbius wrote: Tue Jul 02, 2024 12:50 pm I have a mid-size dwarfen city/palace dungeon with 24 different types* of room, a monster "theme", some puzzles, and a load of treasure (some obvious, some not). I can run it with Tiny D6 or with Ouroboros OSR (which is a great rules lite game) or with a 24XX derivative like 1400 Below or Keen.
I would be interested in Tiny D6 or Ouroboros OSR.
That narrows things nicely. Can we get a second? Even a third? For wither of those two rule sets.
Neil Gaiman: "I started imagining a world in which we replaced the phrase 'politically correct' wherever we could with 'treating other people with respect', and it made me smile."..."I know what you’re thinking now. You’re thinking 'Oh my god, that’s treating other people with respect gone mad!'"
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Re: What would YOU like to play or run? (Interest Catch-all)

#511 Post by jemmus »

Hmm. "Ghosts of dwarvish court." "Ghosts can be killed only by silver or salt." "Entrance is only above the Silver Hills." That has to be an epic adventure already set up, ready, and waiting. Whichever game system GM and players end up doing, seems good stuff is ready :)
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Re: What would YOU like to play or run? (Interest Catch-all)

#512 Post by tibbius »

jemmus wrote: Thu Jul 04, 2024 1:54 am Hmm. "Ghosts of dwarvish court." "Ghosts can be killed only by silver or salt." "Entrance is only above the Silver Hills." That has to be an epic adventure already set up, ready, and waiting. Whichever game system GM and players end up doing, seems good stuff is ready :)
Should I mark you interested?
Neil Gaiman: "I started imagining a world in which we replaced the phrase 'politically correct' wherever we could with 'treating other people with respect', and it made me smile."..."I know what you’re thinking now. You’re thinking 'Oh my god, that’s treating other people with respect gone mad!'"
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Re: What would YOU like to play or run? (Interest Catch-all)

#513 Post by jemmus »

The scenario does sound very interesting. With many interesting ideas for adventures already prepared and waiting to launch. Count me in, if GM will coach us along and explain the rules systems along the way, when we get into it. "Call me Ahab. Druid/Ranger/Harpooneer. The tavern keeper said that my room mate has gone to find his head...." I'm up for the story, if you don't mind explaining things of the rules system and telling us what's next for this round in the system. Probably a lot of here on US are of a like mind. Many are GM storytellers, and many are RPG systems explorers. Many are both :)

Anyway, looking forward to the adventure.... Please not kill me now. :)
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Horror at Briargate (AD&D 1E) - Faron, droll human thief
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Ghostal (Dungeon Goons) - Delx, canny musical wanderer
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Re: What would YOU like to play or run? (Interest Catch-all)

#514 Post by tibbius »

Maybe a third for this?
Neil Gaiman: "I started imagining a world in which we replaced the phrase 'politically correct' wherever we could with 'treating other people with respect', and it made me smile."..."I know what you’re thinking now. You’re thinking 'Oh my god, that’s treating other people with respect gone mad!'"
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Re: What would YOU like to play or run? (Interest Catch-all)

#515 Post by tibbius »

"Sargolis, City of Masks"
The city of Sargolis, mighty and fallen, once was home to masses who lived lives of sense and order. Despite the corruption of the city or the nightmares its enemies raised up against it, it at least functioned enough to support those thousands. For a time.

Now it is home to hundreds.

To be a Sargolan is to have seen devastation and to have lost almost all. It is to know that the risen dead and their masters in the dark stole the treasures of your city, hoarded once by the wealthy, and that the dead dragged those riches down to the caverns and catacombs below. It is to have seen the armies of other nations purge
the surface of your city, burning and smashing, and then depart, leaving a squatting governance behind to extract payment for the favour of the devastation they performed.

It is, perhaps, to spit on your hands and decide:

You want the treasure below. You want revenge against the dead for the ruin of your city. You want to eat more than stale crust and drink more than flat water.

It's not hard to find a pathway down into the dark. Making this decision changes who you are, as decisions have a way of doing. It makes you a delver, and delvers travel in crews. The troubles below rarely move alone, and nor should you.

So spend what little you've scrimped and saved, arm yourself as best you can, and then gather together with your fellow delvers, and prepare for the descent.
"Rules: Ouroboros d12"
Making a character, according to Ouroboros, has the following steps:
0. You start at level 1.

1. roll 2d6 in order for SKill, STamina, and LucK.
SK applies to men and monsters, ST to the environment, and LK to the gods and mind.
If your total for all three stats is less than 20, then you may choose to distribute 20 points among the three stats.

2. For each stat less than 10, pick an advantage. Advantages don't have to be tied to a particular stat. They can be things such as:
  • fighting
  • knowing
  • hiding
  • fixing
  • calling
  • casting
etc. (be creative, but think of likely challenges as well)
You don't need an advantage to attempt anything.

3. roll 1d6 for wealth: (1-2) pennies; (3-5) shillings; (6) pounds [of silver]
You may carry at most 8 items, but a pouch or pack and its reasonable contents count as a single item
You may have anything that costs less than your wealth. If you want something that equals your wealth, test LK (more about Testing below ...) If you fail the test, your wealth goes down a level.
Of most interest, most adventuring gear costs pennies, but anything metal, such as weapons or tools, cost shillings. Light armor or shields also cost shillings. Moderate or heavy armor, and great weapons (usable as both weapon and shield - two hands), cost pounds.

Testing a stat
Roll 1d12. If you have advantage, roll 2d12 and pick one. If you have disadvantage, roll 2d12 and I pick one. Advantage cancels disadvantage. 1 always succeeds, 12 always fails. If the challenge is higher level than you are, add its level to the roll. If the total is less than or equal your stat, you succeed. Otherwise, fail.

Time and movement
Time and movement are tactical, exploration, or montage.
Tactical time and movement happen in "moments" and yards. In each moment, you can retreat, move adjacent to a different opponent, or make an attack. Opponents likewise.
Exploration time and movement happen in "turns" and locations. In each turn, you can move to or search a location. On some turns, I will make an encounter roll.
Montage time happens in "montages". This is when you can heal, travel, etc. In each montage you can move to a new major location and I also will make an encounter roll.

Combat
Test SK to hit. Test SK to dodge. Monsters make no rolls. Ambushing side (sometimes you need to test LK), or smallest side, or the side most at home, goes first.
If you succeed at hitting, your opponent takes a hit. If you fail at dodging, you take a hit.
Light armor blocks one hit per combat. A shield blocks one hit per combat. Moderate armor blocks two hits per combat. Heavy armor blocks four hits per combat, but all tests are at disadvantage (unless you have an advantage, then it's straight 1d12).
The first unblocked hit HURTS. If you take another unblocked hit while you're hurt, you start DYING. [/div]
[div]Pain and suffering
If you're HURT, then during a montage you can test ST to return to full health. If you're DYING, then you immediately need to test LK. On a success, you're just HURT. On a failure ... you get to make a dying declaration. [/div]
[div]Treasure
May be vast. It can change your level of wealth. Knights and merchants have pounds, craftsmen and armsmen have shillings, peasants have pennies. Lords and bishops and great merchants have hundredweights. [/div]
[div]Leveling up
After a "session" (i.e. a level of Sargolis Below, or a mission in Sargolis Above) you will gain a level and may add 1 to any stat OR add an advantage that is consistent with what you've been doing.

Masks not Magic
The most precious treasures of Sargolis are the Masks that the city once exported. Almost all now have been stolen down into Sargolis Below. Wearing a Mask grants advantage to some type of action. Usually, you find out the advantage by wearing the mask and trying different things. Some people can guess the purpose of a mask by looking at it.

"Montage" rolls
Gain 1d6 Lose
Friend 1 Friend
Foe 2 Foe
Ally 3 Ally
Shelter 4 Shelter
Rumor 5 Rumor
Tool 6 Tool
Weather rolls
Each day:
  • Roll 1d6 - think of 1 as colder and 6 as hotter.
  • Roll 1d6 - think of 1 as windier and 6 as calmer.
  • Roll 1d6 - think of 1 as drier and 6 as wetter.
  • Modify yesterday's weather accordingly.
Encounter rolls - every odd turn
1d6 Effect
1 Creature
2 Person
3 Obstacle
4 Treasure
5 Environment
6 None
Roll 1d6, 1d6 for attitude. First die is how confident they are. Second die is even=friendly, odd=hostile. Total is how intense the attitude.

Depletion rolls - every even turn
1d6 Effect
1 Food
2 Light
3 Water
4 Rest
5 Latrine
6 None
Neil Gaiman: "I started imagining a world in which we replaced the phrase 'politically correct' wherever we could with 'treating other people with respect', and it made me smile."..."I know what you’re thinking now. You’re thinking 'Oh my god, that’s treating other people with respect gone mad!'"
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Re: What would YOU like to play or run? (Interest Catch-all)

#516 Post by jemmus »

Mini review: We've just started GM tibbius's Ouroboros's game, but it's looking to be a good one. Classic storyline, along Euro old high fantasy lines, rich NPCs, easy to learn Ouroboros game system. Only maybe a half dozen things to know and be familiar with. Your PC's set of a few things you choose for your PC to be good at and what's in your pack. That's about it. "Adventure, awaits!"

I would highly recommend this game to all of my friends who like this old, old, OSR genre. I believe GM has a whole world of tricks up the sleeve.... And a whole world just waiting.... And as many PCs have quothed along the way: Holy crap...!
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Big Shiny Island (AD&D 1E) - Theo, unappealing human ranger
Horror at Briargate (AD&D 1E) - Faron, droll human thief
Lost City of Eternity (AD&D 1E) - Torix, proud Pictish barbarian
Ghostal (Dungeon Goons) - Delx, canny musical wanderer
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Re: What would YOU like to play or run? (Interest Catch-all)

#517 Post by tibbius »

jemmus wrote: Fri Jul 19, 2024 2:26 am Mini review:
Aww thanks ... :D
jemmus wrote: Fri Jul 19, 2024 2:26 am I would highly recommend this game to all of my friends who like this old, old, OSR genre.
Yeah, I really like Ouroboros for cutting to the core of the OSR approach.
Neil Gaiman: "I started imagining a world in which we replaced the phrase 'politically correct' wherever we could with 'treating other people with respect', and it made me smile."..."I know what you’re thinking now. You’re thinking 'Oh my god, that’s treating other people with respect gone mad!'"
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Re: What would YOU like to play or run? (Interest Catch-all)

#518 Post by Juramenta »

jemmus wrote: Fri Jul 19, 2024 2:26 am Mini review: We've just started GM tibbius's Ouroboros's game, but it's looking to be a good one. Classic storyline, along Euro old high fantasy lines, rich NPCs, easy to learn Ouroboros game system. Only maybe a half dozen things to know and be familiar with. Your PC's set of a few things you choose for your PC to be good at and what's in your pack. That's about it. "Adventure, awaits!"

I would highly recommend this game to all of my friends who like this old, old, OSR genre. I believe GM has a whole world of tricks up the sleeve.... And a whole world just waiting.... And as many PCs have quothed along the way: Holy crap...!
What about friends you haven't met yet?
Is there room for one more and if so, is there a pdf I could download for Ouroboro's d12?
You peaked my interested to see what tricks the gm has in store in a world just waiting to be explored.
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Re: What would YOU like to play or run? (Interest Catch-all)

#519 Post by dmw71 »

Juramenta wrote: Fri Jul 19, 2024 8:17 pm Is there room for one more and if so, is there a pdf I could download for Ouroboro's d12?
I can't speak to the capacity question, but the rules for the Ouroboros d12 system are actually in the spoiler tag a few posts up.

I'll quote them again, here:

"Rules: Ouroboros d12"
Making a character, according to Ouroboros, has the following steps:
0. You start at level 1.

1. roll 2d6 in order for SKill, STamina, and LucK.
SK applies to men and monsters, ST to the environment, and LK to the gods and mind.
If your total for all three stats is less than 20, then you may choose to distribute 20 points among the three stats.

2. For each stat less than 10, pick an advantage. Advantages don't have to be tied to a particular stat. They can be things such as:
  • fighting
  • knowing
  • hiding
  • fixing
  • calling
  • casting
etc. (be creative, but think of likely challenges as well)
You don't need an advantage to attempt anything.

3. roll 1d6 for wealth: (1-2) pennies; (3-5) shillings; (6) pounds [of silver]
You may carry at most 8 items, but a pouch or pack and its reasonable contents count as a single item
You may have anything that costs less than your wealth. If you want something that equals your wealth, test LK (more about Testing below ...) If you fail the test, your wealth goes down a level.
Of most interest, most adventuring gear costs pennies, but anything metal, such as weapons or tools, cost shillings. Light armor or shields also cost shillings. Moderate or heavy armor, and great weapons (usable as both weapon and shield - two hands), cost pounds.

Testing a stat
Roll 1d12. If you have advantage, roll 2d12 and pick one. If you have disadvantage, roll 2d12 and I pick one. Advantage cancels disadvantage. 1 always succeeds, 12 always fails. If the challenge is higher level than you are, add its level to the roll. If the total is less than or equal your stat, you succeed. Otherwise, fail.

Time and movement
Time and movement are tactical, exploration, or montage.
Tactical time and movement happen in "moments" and yards. In each moment, you can retreat, move adjacent to a different opponent, or make an attack. Opponents likewise.
Exploration time and movement happen in "turns" and locations. In each turn, you can move to or search a location. On some turns, I will make an encounter roll.
Montage time happens in "montages". This is when you can heal, travel, etc. In each montage you can move to a new major location and I also will make an encounter roll.

Combat
Test SK to hit. Test SK to dodge. Monsters make no rolls. Ambushing side (sometimes you need to test LK), or smallest side, or the side most at home, goes first.
If you succeed at hitting, your opponent takes a hit. If you fail at dodging, you take a hit.
Light armor blocks one hit per combat. A shield blocks one hit per combat. Moderate armor blocks two hits per combat. Heavy armor blocks four hits per combat, but all tests are at disadvantage (unless you have an advantage, then it's straight 1d12).
The first unblocked hit HURTS. If you take another unblocked hit while you're hurt, you start DYING. [/div]
[div]Pain and suffering
If you're HURT, then during a montage you can test ST to return to full health. If you're DYING, then you immediately need to test LK. On a success, you're just HURT. On a failure ... you get to make a dying declaration. [/div]
[div]Treasure
May be vast. It can change your level of wealth. Knights and merchants have pounds, craftsmen and armsmen have shillings, peasants have pennies. Lords and bishops and great merchants have hundredweights. [/div]
[div]Leveling up
After a "session" (i.e. a level of Sargolis Below, or a mission in Sargolis Above) you will gain a level and may add 1 to any stat OR add an advantage that is consistent with what you've been doing.

Masks not Magic
The most precious treasures of Sargolis are the Masks that the city once exported. Almost all now have been stolen down into Sargolis Below. Wearing a Mask grants advantage to some type of action. Usually, you find out the advantage by wearing the mask and trying different things. Some people can guess the purpose of a mask by looking at it.

"Montage" rolls
Gain 1d6 Lose
Friend 1 Friend
Foe 2 Foe
Ally 3 Ally
Shelter 4 Shelter
Rumor 5 Rumor
Tool 6 Tool
Weather rolls
Each day:
  • Roll 1d6 - think of 1 as colder and 6 as hotter.
  • Roll 1d6 - think of 1 as windier and 6 as calmer.
  • Roll 1d6 - think of 1 as drier and 6 as wetter.
  • Modify yesterday's weather accordingly.
Encounter rolls - every odd turn
1d6 Effect
1 Creature
2 Person
3 Obstacle
4 Treasure
5 Environment
6 None
Roll 1d6, 1d6 for attitude. First die is how confident they are. Second die is even=friendly, odd=hostile. Total is how intense the attitude.

Depletion rolls - every even turn
1d6 Effect
1 Food
2 Light
3 Water
4 Rest
5 Latrine
6 None

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Re: What would YOU like to play or run? (Interest Catch-all)

#520 Post by Juramenta »

Guessing 9 is the magic number?
A rules lite game sounds like fun, I'll wait for the gm to see if there is room.
Luca Silvercharm Shadow of the Kinslayer (Dark Dungeons X)
Bishop Godfrey Thames Ghostal (2400 Legends)
Elias 'Headstone' Grub Ace in the Hole (SR 3)
Barazephyr 'Bobby Haste' Uneven Numbers (In Nomine)

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