Lately, I've been playing a game called Lethal Company. It's about going on abandoned moons to collect scrap that's sold to an ominous company afterward. I couldn't resist joining the trend, and it really is the funniest horror game I've ever played. Spooky monsters, sudden deaths, and perfect proximity voice chat make for an awesome experience. This was my mindset when I started pondering what I should make for my December game. I took some extra time with it because I agreed to a collab with a streamer King Starman. I was a guest on his stream to help him and guide him through the process of writing a 200-word TTRPG of his own. I believed in his capability to do it ever since the summer, and today his moment finally came. With minor assistance from me and his chat, he wrote a game named Lighthouse Keeper. Going by his description, it's a game of Among Us, except it's about a ship that's steered by the captain based on the directions given to him by his crew. He thought less of it, but I'd say it's better than my first 200-word TTRPG ever. I was happy to hear just how proud he felt about actually finishing the very first game that he could call his own. After the stream, we agreed on more collaborations in the future, which is awesome. One possibility is... playing Lethal Company together.
That's not the only reason why I brought up the game, though. The main reason for that would be that it is the major source of inspiration for my game. And it all started by flipping the premise on its head: what if the players were the monsters?
Thank you for reading this ahead of time, and I wish you a wonderful day!
The rules I present in this article are given in the form in which I wrote them during the stream. I had to do the formatting after, figured I should give that a go. |
Lethal Companions
Your created monsters protect their home from the burglars. Distribute d4, d6, d8, d10, d12, and d20 into:
Hide | Kill | Resist |
Sway | Track | Steal |
You succeed on a roll if you roll 4+. Die on failing Resist thrice.
Generate the facility starting from the entrance by rolling a 1d6 or 1d4 for every room. Add a corridor of choice if only dead ends are left. All rooms are squares, connected if at least one has a corridor aimed at the other.
- Dead end
- Corridor (roll for Direction)
- Two routes (roll for missing Direction)
- Crossroads
- Staircase (d6: 1-3 up, 4-6 down) + 1d4
- Entrance + 1d4
Direction d6: 1-2 left, 3-4 straight, 5-6 right
For each room, roll for the loot and describe it.
1—3 | Nothing |
4 | Small |
5 | Expensive |
6 | Two-handed (holder can't act) |
The game begins when 1+1d6 humans enter. Each has 1d6 Morale, reduced when they:
- See a monster
- See a dead body
- Have an item stolen
A human with 0 Morale runs away. When all humans leave, every living monster chooses one stat to increase by 1 step.
Look back, look back! Lethal Company (Coil Head), by Cuautzin |
The biggest reason why I said before the game that I present it in the form in which I finished it during the stream is because it has some shortcomings. But let's start with the strengths.
I wouldn't have guessed that I would be able to fit an interior generator into a 200-word game. I surprised myself here, I think it's pretty well done. If one wishes to do a flat map, they just keep rolling d4 and decide wherever the entrances are, or they roll d6 but keep rerolling a 5 (or just ignore the stairs part). The loot generator isn't that in-depth, I mean it barely says that a two-handed item prevents you from acting.
The stats were fun to come up with, but eventually, I realized I should get a sixth one. During the stream, I settled on Sway because I figured some of the monsters were so threatening/cute/passive that one wouldn't want to kill them. But honestly, ... if I were to edit the game, I'd replace it with the Speed. It would be pretty cool for enemies like coil heads. The stat system and the conflict resolution are otherwise picked up completely from the Savage Worlds.
The action economy of this game isn't quite clear either, so let me clarify: the intent is to both move and either pick up an item in the room or do something that requires a roll in a turn. This applies to humans too, with the fact that their attack actually causes the attacked monster to make a Resist roll. A couple more and a little more time would have resolved this, but I'll just fix that if I want to rework the game into something bigger.
Of course, I couldn't fit into it special abilities or "monster types" that I hoped I would include at the start, but... I hope at least the stats will provide some variety, along with the players' descriptions. For what it is, I'd say the game is kind of neat.
This is the final 200-word TTRPG that I've made for this year's challenge of mine. I will list all twelve of them during my 2023 retrospective, and I can confidently say that I am proud I finished this challenge I set for myself. Whether I'll keep making more 200-word games or not is a question I can't answer. What I can say though is that I will make these tiny games when I'll have a concept that I want to test out quickly. I don't have plans as of yet to keep up the challenge in 2024, so my blog activity might go down a bit. I do have some of my resolutions figured out, though. It's hard to tell whether I'll make a post around Christmas time, so just in case I won't: Happy Holidays and Happier New Year!
P.S. Almost forgot to link my Twitch channel, where I'll likely play more Lethal Company and make more funny clips.
Thank you for reading, and have a great day!
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