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Sunday, March 23, 2025

A Modest Life, RPG of retired adventurers

I've been sitting on this one for weeks at this point. Might as well just publish it so I can make a character for it tomorrow.


A Modest Life

"We've done our part in saving the world. It's time for us to rest, and let the younger ones save it next."
Windless Valley, by Kui Lee

Design Notes

This project started when I realized I wouldn't have enough characters for the Character March 2025. Instead of opting for more games I merely helped with writing or reaching for games I didn't even work on at all, I decided on the foolish idea of making a game just so I could make a character for it and compare it among my other games. When I sat down to work on it though, I quickly realized... I don't have any ideas. I asked Kate for some ideas, and she told me she'd like a game about a bunch of retired adventurers, now taking care of a village, resolving simple problems there.

I figured out the boundaries of what I wanted to do and set out to work. For example, early on, I pondered whether magic has a place here, and I didn't make anything magical, nor fantasy humanoids, such as elves, orcs, or dwarves. It's all down to earth, so grounded it's medieval fantasy. The only fantastical elements are the adventurers' competence and the four mythical creatures in the events table.

Players are defined by their age, which defines the sum of their stats (ranging from 1 to 20 each). Whenever they use a stat, they roll 1d20 and try to roll less than the stat.  I went with quick and easy stats, and stat resolution, and tried to keep things minimal overall. This even reached into the combat system, which boils down to "everyone wears down the animal, and then someone tries to slay it with one fell swoop" instead of your typical "let's treat it like a pinata" situation from many other fantasy TTRPGs.

The abilities the player characters get are mostly meant to represent things they'd do as adventurers. I tried to make as many of them as I could useful in general day-to-day stuff too, though here and there I had to resort to doing less. At the moment, I feel pretty good about them.

When it comes to managing the village, there are two main things the players are to aim for: expanding the village by gaining the resource cards through work and protecting the village from animals and mythological creatures by fighting and forgoing the work. The table of events also includes natural dangers that the player might try to resolve, as well as some peaceful events.

Included is a small procedure for working, some medieval buildings, ... and it's a game I suppose. Is it in a perfect state? Not sure. Am I going to publish it on itch.io? Almost certainly, but I doubt I'll get around to that until the end of March. I have some surprises to work on before that.

I hope you enjoyed reading this, and I'd like to wish you all a lovely day!

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