I wrote two games and didn't get to post them here. So, why not post them today?
Gelt and Sand
On a desert planet populated by giant sandworms and masses of microbiologic aliens, people do their best to mine the Gelt that allows for extraordinary feats.
Success is decided by flipping a coin. Every heads counts as a success. Flip additional coins depending on your stat.
A coin on its side allows you to glimpse the future briefly, but the character doesn't enact its action. You can ask a yes/no question and receive a true answer from the GM.
You have three points that you can assign into the following stats (max +2):
Strength, Senses, Smarts, Socializing
Depending on your class in society, you can add an extra coin when performing duties characteristic to it, and you gain one of the following features:
- Artist - Consume 1 Gelt to make someone believe a fact.
- Merchant - Can buy anything for 1 Gelt less.
- Philosopher - Once per session, you can place a coin on its side for free.
- Warrior - Can kill a creature with 2 successes.
Gain Gelt by defeating the aliens, bartering, and serving.
You can consume 1 Gelt to place 1 coin any way you choose. Furthermore, you can consume 10 Gelt to permanently increase one stat by 1.
I wrote this game after a presentation I had on D&D Slovakia on April 29th regarding writing 200-word TTRPGs. I followed all the steps I outlined during the presentation while making this. (Please ignore the fact that the list should start with a 0.)
- Reason for me writing it (demonstration of the process)
- Concept (a game heavily inspired by Dune)
- Conflict resolution (coin pools)
- Things that distinguish the players (stats, societal class)
- Extra stuff (managing Gelt as a resource, visions, advancement)
- Keep cutting down stuff until there's merely 200 words.
I don't think I've written a game with dice pools ever before. I wanted it to retain some of the inspiration from the Dune, hence the giant sandworms and visions, but I was trying to come up with something that's not outright Spice. I've received a suggestion for Gelt, so I rolled with that. I especially like the placing of a coin on its side that a Philosopher can do once per session for free, or that anyone can do by spending Gelt. Can it happen in an actual coin flip? I mean, possibly. I don't think I've seen it happen yet, but there are videos of it online, so... why not have a bit of fun with it?
The Hungering End
This was for another challenge on JFace Games' discord server. According to the random rolls, we had to go with:
- Period: Renaissance
- Genre: Cosmic Horror
- Tone: Grimdark
- Playstyle: Theatre of the Mind
- Resolution: New design with anything
I published this game on March 4th, and back then I was quite fascinated by the Heckadeck. I still am, don't get me wrong, it's just that my focus has shifted on other things. I still await the day though when I'll be able to incorporate the heckadeck into some game proper, perhaps even in a not-so-distant future... hint-hint nudge-nudge.
I will admit, it's been a while since I wrote this. Upon rereading it, it honestly doesn't even feel like a proper TTRPG, but that's up for a debate I'm too lazy to have. What I really like about this though is the fact that all of the archetypes the players can play use different resources for different purposes. Back in the days when I played World of Warcraft, the classes I found the most interesting were those that deviated from the Mana norm. Rogue has Energy which lets them use their abilites a lot more frequently, Warrior has Rage that builds up the more damage they take, Rune Knights have three pairs of runes (and more with some talent tree, iirc?) with a simple recharge, and Runic Power that charges up the more runes they use. You get the point. Ever since writing D6 Feet Under, I couldn't stop thinking about replacing the "hit points" with an actual resource that explains somehow how you survive attacks: Energy, Power, Protection, Will, Plan, Luck.
Honestly, I don't know if the game is even playable. Right now I'm having a hard time finding how many cards is a player supposed to hold in their hand. And with a condition of destroying all GM's cards in the deck? That would make for quite a long campaign, if it can be called that. This all feels more like a board game with some story bits inbetween, but I still wanted to post it here for completeness' sake.
Back then I wasn't entirely satisfied with calling this "renaissance", but honestly? What better way is to do a renaissance cosmic horror is there than with a tale of an actual inevitable rebirth of a world?
The game is serviceable I suppose, and there are some neat ideas hidden within. But I wouldn't call it a great game. It's just made for a challenge.
Recently I counted how many games I've published, and I believe the number is 29 for now. The One Page RPG Jam 2024 is here. I know I said I don't have to participate this year, ... but with a theme like Transportation? It's hard to resist the call.
Thank you for reading, and have a great day!
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