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Thursday, September 28, 2023

1d1212

Indulge me, if you may. So lately I wanted to make a game about Orbtech for some time now. This has me thinking about the 12-sided dice because they are one of the most spherical dice out of the platonic solids. I wouldn't want to make a game requiring a player to buy too many specialized dice, which is why most of my games focus on using d6's. The d12 is the one die I would consider worthy of an exception because 12 is a good number. It has many divisors: 2, 3, 4, and 6.

I assume everyone reading this knows how the dice work. 3d12 means three twelve-sided dice, while 1d6 means one six-sided die. There's a peculiar idea within the TTRPG space of a d66 roll table. It doesn't use a special sixty-six-sided die, it's actually a table with 36 results that you get by rolling two d6's without adding the numbers: 11, 12, ..., 16, 21, 22, ... 65, 66. I suspect this type of table was inspired by 1d100 - since most people do not own the singular hundred-sided die that almost looks like a golf ball, most players would roll this type of roll with a 1d10 and a percentile die (which is a 1d10, but with a 0 after every result). This got me thinking... wouldn't this technically make it a 1d1010?

So, these two lines of thought converged yesterday and led me to 1d1212. This abomination of a notation seems to hint at first at a table with 144 elements in it. But unless we distinguish which digits belong to which die, we might get into some complications. Is the row labeled "112" an 11 and 2, or 1 and 12? ... how about both? Don't worry, the only other exception like that is 111, so this table loses only two of its elements.

The only next step beyond this is 1d2020. ... Let's not roll this one, I'm sure plenty of people here still feel off about that number. That being said, ... how about mixing things up? 1d1220, 1d2012, 1d120, 1d200 (technically 1d1210 and 1d2010), and then going into combinations of 3 or more dice.

That's about it for now. Just a silly brief thought I had the other day that I felt like sharing. Maybe I'll actually make a d1212 roll table someday, only time will tell. Until then, it's time for me to get back to my projects. Have a great day!

Tuesday, September 19, 2023

Bars on Mars

Ahoy once again! This time, I was inspired by a system creating challenge in the community of a youtuber TTRPG designer JFace Games. On his discord server, people tend to roll a couple of random tables for several themes, and then see what comes out of it. This time, the challenge prompts were: modern, sci-fi, scoundrel (like Firefly), diplomatic, and must use a d8. Upon reading these, I had two thoughts that I needed to resolve quickly and surely enough did. "How am I going to make this sci-fi and not cyberpunk?" Well, the answer is simple enough: aliens. Just situate it on not-Earth, fill it up with alien species, have a blast. Well, that'll be difficult to fit into 200 words on its own (though the challenge isn't to write just 200 words, that's a restriction I kept for myself). Now a bigger question: how to combine the scoundrel prompt with diplomatic matters? Well, my answer was simple, and it was illegal substances. It's not a perfect answer, but I ran with it, and created this game. Since it was made for a challenge, I also gave it a bit more flourish with a one page RPG treatment, with an image, and some experiments regarding the formatting.

I hope you'll enjoy this, and have a nice day!


Fun fact: making the rules and the PDF took me about 33 hours and 22 minutes of total time. I was on a roll this one time!


Bars on Mars

You sell narcs in Mars city bars to humans and aliens alike.

GM names and describes the city. GM and all players name and describe strengths of one alien species each and one narc each. Then, everyone gives one downside to their right neighbor's alien species, and one downside to their left neighbor's narc.

Describe your character. They get:

  • a Number (between 5 and 13, your choice),
  • 8 + 2d8 megacredits,
  • species,
  • two narcs they specialize in,
  • a weapon,
  • and their love (not money).

At the start of a day, everyone's Presence is 0, and GM rolls 1d8 to get every narc's current cost. You can get narcs you specialize in for half the price (round up).

Take turns clockwise. When GM tells you, roll 2d8. Reroll either die once when receiving help. Your character succeeds if the result is:

  • ≤ their Number and they're selling, lying, or pushing.
  • ≥ their Number and they're running, sneaking, or cautious.

Identical number on both dice increases your current Presence by 1. Laying low lowers it. GM picks the threat: competing dealer gang, or lawkeepers.

  • 0. Safe
  • 1. Tracking you
  • 2. Following you
  • 3. Catching you
  • 4. Caught you
  • 5. Killed you


The first image won mainly because I could include more of its stuff in a vertical game page. This one is a cooler, calmer bar.
Alien Bar by KangJason


If some parts of this design seem familiar, that's because they are. I must admit, I really really grew to enjoy the combination of Lasers and Feelings' conflict resolution mechanic with rolling either above or below a number, and with my extra outcome mechanic from Double the Zombies of "something unrelated happens if both dice are the same". Frankly, this is mostly a numbers game still, but I try to add at least some roleplay-ability with the requirement for a character to have a love that isn't money. It's left up to the reader whether that's another character, some activity, a place, or even an item.

My final piece of inspiration for the mechanics has a surprisingly nostalgic source for me, the 5th edition of Dungeons and Dragons. Specifically, its Exhaustion rules that came with six levels were kind of inspiring. After I wrote up the levels of Presence in my game, I realized they sort of reflect those, and also that I'm not the first one to come up with this idea. Wild!

I also used this as a learning opportunity to experiment a little with visual design. A crooked box, neon glow letters, colored highlights and a numbered list that flows between colors, it's not a design I am perfectly happy with but it was meant to be an experiment.


Huh, the October is just around the corner. I should get ready to write up the blog post about the design of my reworked slasher horror TTRPG, and prepare the October TTRPG. Time is ticking. Until then, have a great day!

Thursday, August 24, 2023

Intercosmic Bonds

Ahoy! The August was a close call due to the fact that I was visiting my girlfriend in another country for a couple of weeks. Both the travel and the visit were as fine as they could be, I had a fantastic time. For a while, I was afraid that I wouldn't be able to make the 200 word TTRPG for August, but shortly before my return home I talked to an online acquaintance of mine I look up to. Irina, also known as SwordMeow, makes D&D homebrews like I used to. My favorite creations of hers include the Atavist, 10th-level spells, and the Way of One Hundred Blows monk. Her idea was a TTRPG that would begin with a slice-of-life group of friends in modern-time world, but over time it would pivot into a multiverse-spanning story of how friendship bonds can cross the worlds. And while that's not literally what I made, it gave me the kick I needed to be inspired. After the prompt, what began my process was a simple thought: if we are a mosaic of our closest people, … what if the regular stats an in-game character has were replaced by relationships? Well, my thought experiment on that can be seen below. Just a note - it will come with an example listed below, but I don't want to count examples as part of the rules (both for the word limit, but also because they're not rules per se).

Thank you for reading, and have a wonderful day!


It's safe to assume that League of Legends kind of inspired this idea. The default ninja character is displayed in the image above as (left to right): a popstar, a cyber ninja, a sushi chef, a blood moon priestess, a nurse, a soccer player, and a fire djinni.
All of these pictures belong to Riot Games.


Intercosmic Bonds

Each player creates a different

  • world (they'll GM),
  • character (to play while not GMing),
  • stat (their character excels at).

Starting Level equals the number of players. Assign whole numbers to relationships your character has with other characters until their sum equals your Level. These relationships remain identical across the worlds even after changes. Relationships needn't be identical both ways.

Make a version of your character for every other player's world.

Select a GM before each session, different when possible. The GM comes up with a scenario that others' characters undergo as a group in one session. Scenarios combine into greater plots.

If a significant action's outcome is uncertain, the GM picks a relevant stat and asks the player to roll 2d6, adding the relationship with that stat's character.

  • 3+ success (your stat only),
  • 7+ success for simple challenges, 
  • 10+ success.

3 failures in a row cause 1 stress to the character. Eliminate the character from the world if your Level equals the stress.

You can increase your character's relationship with another by 1 when relevant, but you must decrease another by 1.

+1 Level after completing greater plots.

Let's have a look at an example of how a single character might look in a game like this below.
Elementalist Lux, by Citemer Liu.

Since this is a high concept game, let's make an example that involves five players. Their characters are named: Aleez, Bhob, Charcol, Daann, and Elvenoore (initials are ABCDE, for easier tracking). Let's see how these characters might be built based on every player's creations before the first session.

Character World Stat Aleez Bhob Charcol Daann Elvenoore
Aleez Corrupted Wonderland Senses -1 +1 +3 +2
Bhob Post-apocalypse iron age Might +3 -1 +0 +3
Charcol Grand conspiracy renaissance Intellect +4 -3 +1 +3
Daann Space opera horror Spirit +1 +6 -2 +0
Elvenoore Cyberpunk dystopia Finesse -2 +1 +4 +2

Let's have a closer look at Aleez. If her player is GMing, the setting the game will take place in is a corrupted version of the Wonderland. According to the above table, one could say that she adds the following bonuses to her rolls:

  • Senses +0 (but she succeeds on a roll of 3+)
  • Might -1
  • Intellect +1
  • Spirit +3
  • Finesse +2

It might seem counter-productive to track them as relationships, but keep in mind that these can change throughout the sessions, and even across the multiverse. If Bhob helps Aleez out in the grand conspiracy world and Aleez figures it's significant enough, she will increase her relationship with Bhob from -1 to +0 (either by also decreasing her relationship with another character, or the next time the group gets a Level up).

While Aleez' player isn't the one to GM, the character has to be adjusted slightly to fit into other worlds easily. A reminder that Aleez doesn't exist in her own Corrupted Wonderland.

  • In Bhob's world, she might be an easy to impress gatherer who's curious about the way the world was before its apocalypse.
  • In Charcol's world, she's a nosy handmaiden who smokes and seeks everyone's secrets.
  • In Daann's world, she's a janitor equipped with special tech that allows her to shrink down for cleaning hard to reach places. (The ability to shrink down isn't written anywhere in the rules per se, but maybe Daann decided to treat the players by letting them have a gizmo of some kind.)
  • In Elvenoore's world, she's a spy working for the criminal underworld, pretending to be but a simple delivery girl.

A final note is that there are no rules on crossing between these worlds, or anything akin to that. If you wish to do that and have a way of pulling it off, be my guest, but the game is only so long and crossing the worlds would take way too many words for me to pull off.

Overall, I think it's a promising concept that I might make into a more fleshed-out game someday. Maybe by mixing in a bit of the rubix cube, maybe by mixing in other games' mechanics I've been coming up with recently. But for now, this is what it is.

Thank you once again for reading! I hope that soon I'll get to write up a blog post on the design of my latest TTRPG I've released on itch.io, but for now that's all. I wish you all a great day!

Sunday, July 23, 2023

Design of Your Royal Slyness

One Page RPG Jam 2023 began this Monday, and the same as in 2022 and 2021, I wanted to participate. This year, I have a bit of a disadvantage, an extra time limit since I won't be available for a significant portion of August. I had to work quick. Within five days of it starting, I published my TTRPG and submitted it to the game jam, feeling great about it. In this article, I'd like to go through the details behind this system and its development.


I had the idea of using for logo an image with all four suits in it. My girlfriend drew it much better than I could. It's simple and effective.


In the Beginning

A week before the game jam started, my wonderful girlfriend told me about this one show she stumbled upon and convinced me to watch it. Am I Being Unreasonable? is a British comedy thriller that, honestly, at a glance gave me the impression of a low-brow British comedy about an awful mother and her son who's way too emotionally mature for his age. I was quite impressed after binging it for over three hours, having gone through all of its twists, turns, and reveals. It's best to go into it blind, but I think it could be compared to Odd Taxi, another short-ish show that I liked a lot. Thinking about these two shows, and some others, had led me on some interesting thought trains. One of them is the essence of social interactions.

A mechanical way to run a social interaction feels to me like a holy grail within the TTRPG designer community. Some games have done it and are known because of it, but generally, I hear folks say "It can't be done", or "It shouldn't be done". I've given it a try, several times actually. Giving attributes like Trust, Stubbornness, Composure, and others, or mechanizing it, turning it into a social combat as per suggestions on Tribality. But it didn't feel right, something wasn't clicking. When I actually ran the social combat I just linked in my D&D campaign, the novelty wore out quickly and it devolved into a literal name-calling fight. Why? Because I required players to keep making arguments and to roll to see if they convey the arguments well enough. It was a fine thing to try, but I can tell now in hindsight that I likely didn't play it right. After all, you don't require your fighters to describe every single maneuver as something completely new in a battle, right? Of course, after a time it would get tiresome and they'd devolve into something simple. Experiences like that one, combined with never achieving the goal of designing a good social interaction system had led me to a conclusion that it's not impossible, but not worth it either. My philosophy ever since has been that what players need isn't an intricate mechanical system, it's a set of tools they can use to do what they want.

Coming back to the shows, I had an epiphany sometime in the week after. These shows, and social drama generally, are about manipulating the information flow. Think about it: character A finds out about something character B hides from characters C and D. What will they do about it? Will the character B find out? We might assume that character C would react to this fact with sadness, while character D would use the secret in the future against character B, but can we be sure? I was pondering this over the weekend before the game jam began, staying up a little past midnight while chatting with a friend about this, toying with the idea of making it into a game. And then, the game jam began. I put those thoughts on hold, refreshed the game jam website, and waited... That's when the theme was revealed, and it hit me.

This title provided me with the other half of the social dynamic. Sure character A holds the power because they know something nasty about character B, ... but what if it's not true at all? And just like that, I had the perfect game for this game jam.


Finders, Keepers, Binders, Weepers

I started writing down all the rules, slowly but methodically. The structure was clear: secrets, rumors, discovery, revelation and finding out if it's true or not, reactions. To speed up the process, I decided I'll need a basic setting to write this game for instead of trying to make a generic system on my first try. I chose medieval royal courts, and I believe it worked quite well.

What are some basic secrets that I need? I narrowed down the qualities I needed them to have and came up with several, seeking a fourth one online in various group chats. Each secret must be something that can be done rather quickly instead of over the case of days or months. Each secret must be something doable by a single person. Each must harm at least one other person. And each one must be something immoral. I settled on these four:

  • murder,
  • theft,
  • affair,
  • and libel.

In the original version of this game, I started with two stats: Composure and Trust. Composure goes down whenever you find out that another person knows about any of your secrets. Trust goes up and down based on who one shares secrets with, whether these secrets turn out to be true or not, and whether the secret could harm you. Based on my theories before, I developed four character roles that you can see in the title:

  • Finder is someone who finds out about a secret.
  • Keeper is the original owner of this secret, the one it regards.
  • Binder is a finder who would use the secret against the Keeper, for example in blackmail.
  • Weeper is whoever would be hurt by learning this secret.

Of course, these roles would be dynamic, and related to each secret individually. A Finder of one secret could be a Keeper of another and a Weeper of yet another. One might even have multiple roles at the same time. Sadly, this roles system kind of fell apart the more I wrote and the more I realized just how complicated this system is getting, involving inconsistent dice rolls, as well as some other props. Originally this system was even supposed to be played on a simple building map, with rooms similar to Runehack: Fairy Heist's or Slasher Oneshot System's. I had to ditch several things and simplify it, and the one tool that helped me out the most was a deck of 52 playing cards.


Your Royal Slyness

Cards are great because drawing a card is like rolling two dice and then banning that combination of die rolls for some time. Suits and ranks can represent a lot of different stuff. Inspired by Bang!, I started with cards that would define player characters: one for Class, their social standing, and one for their secret Motive. Unlike in Bang!, I don't use the face-down card for tracking hit points, and these two cards don't come from a separate deck.

Depending on one's Class, they came with several Secrets and Rumors off the cuff. Yes, it's a little on the nose, seeing the theme of game jam is literally that, but I can't argue - it has inspired me. These numbers increased based on your Class card's suit: hearts giving you both an extra rumor and an extra secret, diamonds giving you an extra rumor, spades giving you an extra secret, and clubs not giving you anything extra. That's also why the suits are ranked the way they are: Hearts should get to go first because they hold more Secrets as well as Rumors, and so on.

There were three Classes: Monarch, Noble, and Servant. The only things they determined were the starting amounts of Secrets and Rumors, as well as the turn orders and how they can be possible targets for other players' Motives. Speaking of, Motives could be grouped into five categories: Collect more X than any other player, Silence (kill) X, Slander X, Steal from X, and Seduce X. The first motive's X is a resource that takes the form of one of the card suits, the other X's stood for one character at the table each.

Fun fact, originally I had four resources tied to the cards: hearts for favors, spades for military stuff, diamonds for material resources, and clubs for information and development. I couldn't fit these into the rules, though, so... I guess they'll remain hidden here on the blog.

The game needed turn order, and turns should be made up of distinct actions. I borrowed the basic structure from Bang!, which is: draw cards, do stuff, discard cards if you have too many. To limit how long a turn can take, I decided to make the middle phase a "do one or two of these actions", listing: Bartering with other players (for cards or Secrets), Plotting, and thus creating a new Secret for yourself (and possibly another player), Presenting two or more cards which can possibly earn you secrets or their details, and Revealing a Secret to the public. Each new Secret created by Plot gave you mechanical boons, Revelation of a Secret had some mechanics, and I decided that the game will end after the drawing deck ran out three times. The game was almost done.

But how would one motivate the players to create a new Secret for themselves, if it puts them at a risk? To keep it simple, Secrets are power in this game: you get as many marker tokens as you have Secrets in the game, and at the start of your turn you draw that amount of cards. Though looking back at it, instead of secrets I could have just asked the player to keep track of their number of secrets on a paper slip. But tokens are nice, I imagine them being little stones or poker chips that the player can toy with to show off just how many secrets they have.

You don't need to personally do your secrets. You could let poisons do it for you. Or you could also get a trusty loyal servant (NPC, not a player) to do it for you. I'd count all of those as your own Secret, you were their direct cause.
This artwork is from Gwent.

It was at this point that I knew the game needs a better name. Finders, Keepers, Binders, Weepers was kind of lame for the concept of royals playing dirty. I did my research on the puns and rhymes and settled on... Your Slyness. But to make its setting a little clearer, Your Royal Slyness.


The Second Page

One Page RPG Jam allows for the second page to cover stuff like character sheets, variant rules, and GM tools, so I figured I'd make use of mine. Among the examples, there's a variant ruleset there for longer-term games that span several sessions. You just need to record your characters and make a mark for every time they've succeeded in their Motive while also surviving a session without getting murdered. It's simple, and yet a little complicated. I like the way it turned out.


Hacking Potential

Could this system be hacked? Absolutely! After all, most of it is a card game. You could replace Classes with something else, like school roles (Principal - Staff - Students), and you could establish that there are more or fewer of the highest Class people, that they do or don't belong to different "kingdoms". You could also swap out the types of Secrets and their effects when one Plots to make a new Secret. There's some potential for hacking and reflavoring it all, even adding more actions to the middle phase and magic. Maybe someone can draw an extra card in phase 1 and return one to the top of the drawing pile. Maybe some Plot could let you swap one card with a player against their will. Maybe you could just hand someone a card (maybe this counts as Barter where you get nothing and they get a card?). Plenty of possibilities.


There are some things I could have handled better. For example, if a player does some secret through the Plot action, others will certainly know it's not a rumor, so they wouldn't be afraid to Reveal such secrets. I don't know yet if and how I could fix that. Another potential issue is that players could be killed off before their first turn, which could be not fun. I might update it later on down the line if I'll feel like it.

And that's about it! While I hope I'll get to write another TTRPG for this game jam, because the game is excellent, I'm not sure if I will, because I have about two weeks of time left before I go for a summer vacation. Thank you for reading, and have a nice day!

Friday, July 14, 2023

Cryptosynonyms

This is a little idea I actually came up with more than 6 years ago. I coined the term back then and never returned to it, so I figured I'd share it with the world by archiving it here, seeing how "well" Reddit has been doing lately.



Cryptosynonyms are pairs of words that would normally mean opposite things, but they can have a synonymous meaning in some contexts. Examples I came up with in English are mostly this way because of slang:

  • hot and cool mean opposite things when it comes to temperature, but when it comes to trends they can be synonymous.
  • "This sucks!" and "This blows!" are phrases that can mean the same thing ("This is bad!"), despite the fact that suck and blow are antonyms.


I do want to have some cryptosynonyms in my conlangs, but for now this is it. I have some ideas for conlangs that I'm toying around in my head with, but so far most of them are too raw to really share here. Just as a teaser, they are languages for dwarven workers, some goblins, and for elves from some region I have yet to figure out.

Until then, though, I would like to wish you all a great day!

Thursday, July 13, 2023

The Heaviest Metal

A couple weeks back, I challenged myself to write a TTRPG that would involve a rubik's cube. I know there's a TTRPG out there that uses it to randomly generate dungeons, which is perfectly fine, but I wanted something more. See, TTRPGs love rolling dice. Some even feature custom-made dice. What if... I made a game that's all about rolling an ever-shifting die? But what kind of game could make use of an ever-shifting die, I hear you say. Well, hear me out: scrappy mechas made out of junk.

Hope you'll enjoy reading this, and have a wonderful day!


Please ignore the wrecking balls.
Originally I hoped to make it themed around heavy metal in the style of League of Legends' Pentakill or Brütal Legend, hence the title. Sadly, I ran out of words for doing proper English grammar, so that would be a hard squeeze. At least it's more broadly applicable this way, so I think it's a win.
Metal god, by glooh.


The Heaviest Metal

Every player (rider) needs a standard solved rubik's cube and a soft surface to roll it on. GM optional.

Twist – 90° rotation of a cube's side, done to your cube usually.
Match – tile that matches the color of that side's central tile.

Riders construct their mechs for a tournament. Twist every side once. Take turns clockwise starting with the oldest player. On your turn, roll your cube and count the matches. Consult table below, roleplay the bold part, and twist the cube as instructed.

Roll

1 Another Man's Treasure. Make three twists.
2 Breakdown. Twist two sides twice each.
3–5 Secret. Make two twists.
6–8 Explosion. Twist another player's cube twice.
9 Revelation. Twist one side once/twice. The tournament begins!

Tournament is a battle royale. Go counterclockwise, starting with the youngest player. On turn, either:

  • Fix: make two twists.
  • Strike: pick one opponent. Roll your cubes. Player whose side has more matches does two twists to the other's cube. Mech without 3 matches on any side is eliminated.

Winner chooses one side of their final cube to roleplay (see table) and gets +1 twist on every future roll.

Variant: Construct your cubes alone. No 9 matches allowed.


My headcanon is still that each mech is built with a music genre in mind. Mostly the subgenres of metal, punk, or rock.
St. Elmo's fire, by Alexey Egorov.

As always, this section is for my design thoughts and similar stuff. I started this one with rubik's cube, imagining where it would fit, and I arrived at mechs made out of junk and scraps found in a junkyard. Curiously, my first thoughts right after were of a sort of "deck-builder" but with the cube: everyone comes to the table with a pre-built cube. That idea was scrapped though (pun intended) when I realized that that would make it a tabletop game, but not a roleplaying one. So, I've added a construction phase, where some roleplaying prompts are handed to the players for inspiration. I think that's called a "draft" in the TCG terms, probably?

While playing, I found out that the role of a GM in this game is mostly optional. If you can deal with roleplaying NPCs to each other, and developing the world together, the GM is largely unnecessary. That being said, it might be useful to define your characters and the world you're in before the game together if you don't have a GM.

Originally the game was so much more complicated: matching tiles being attacks, amounts of colors on a side being defenses, each side representing one body part of the mech, ... but adding the construction part took up most of my allowed words, so I had to trash it (pun intended) and simplify it a ton. It's hacked together, and there isn't much to distinguish characters from each other, but it works as a proof of concept.

Small clarification: The +1 twist on every future roll was intended to reset on losing the tournament since that would likely cost you your cool mech, but I'm afraid I ran out of words to include that in the game. My bad!

Let me know what you think though! Do you like it? Thank you for reading, and have a nice day!

Thursday, June 15, 2023

Hacks of One Trade

In my previous blog post, I explained that I had this game ready for May when I got a better idea to publish. Originally, this came to be (as most of these games have) through a conversation with other game designers. This one was about whether crafting belongs in the heroic fantasy-focused tabletop RPGs. I've entered the discussion claiming that it can, but in the end, I do agree that it depends on the circumstances and the story one wishes to tell. Either way, what came of it was the system below, which I quite grew to like. It's what Play It by Cheer! (released in May) was initially based on, but that game has evolved into something very different the more I worked on it.

I hope you'll enjoy this article, and have a wonderful day!


Hacks of One Trade

Players describe their craftsmen and their shared trade. Choose one specialization:

  • Brisk. Adds +1 to Progress increases.
  • Cautious. Can ignore a Steps and Progress reduction once per item.
  • Prepared. Adds +2 to Progress before crafting.
  • Stylish. Has cool equipment.

The GM describes a customer, their item, and its requested qualities.

The craftsmen list the planned qualities and get to work.

Qualities
Steps
4 10
5 15
6 21
7 28
8 36
9 45
10 55

Progress begins equal the number of craftsmen (max 6), Steps are found in the table above. Track them like this: Progress/Steps.

Craftsmen take turns working on the item. Describe how, and roll 2d6.

6+ Progress+1, and Steps-1 if the craftsman chooses to.
Otherwise, Progress-1, and Steps-1.

If ProgressSteps, the item is finished, possessing a number of qualities according to its final Steps number listed on the table (round down). The item is destroyed if Progress ≤ 0. Item can't be finished or destroyed without crafting.

Each craftsman receives coins equal to the number of finished item's Qualities. If they spend 10 coins on improving, they gain an extra specialization. Treat the Steps column as costs for further progression.


Love it or hate it, I really like this sequence from the first Hobbit movie. I don't care how exaggerated or unrealistic it is, it looks awesome.

The initial draft that this was loosely based upon came from Izzy, who wanted a crafting minigame. The biggest issue was, that he required tracking of three separate numbers. I couldn't help myself and took it upon myself to tweak his system by boiling two numbers into one and giving them a neat X/Y format that's intuitive. What isn't intuitive is that when we use this notation normally, for example, "2/10 flags found", we expect the latter number (10 in this example) to be fixed. What I've done is that I've allowed for this value to change too, and define how well the final product is made.

I like it when I have space in the 200-word TTRPG for player options, which is what Specializations at the start of the ruleset are for. Even better when I can add something silly, which in this case has to be Stylish. Because who wouldn't want to be "that one tailor with the coolest sewing machine", or "the carpenter who's using Mjolnir replica, no kidding!", right?

If there is a downside to this system, it's that you might have to come up with up to 10 qualities for an item and that there isn't much to say about progression beyond "it exists". Part of what made me rework Play It by Cheer! into its own rules system instead of a proper Hacks of One Trade hack is the fact that I wanted the musical qualities to come in opposing pairs that would fit. For example, instrumental vs. acapella is technically an opposing pair, but it's unfitting because you don't accidentally stop playing an instrument and start imitating it during the concert (or at least not unintentionally). It might be tough to come up with 10 qualities, and a lot of work to achieve them all, but I haven't really had time to playtest this.

That's about it for now when it comes to Hacks of One Trade. Just in case you're wondering about the title, it's a riff on the idiom "jack-of-all-trades". Hack can be somewhat synonymous with a craftsman (not sure if just a bad one or generally, it could work either way I hope), and it's meant to say that the players are all crafting the same kind of stuff: everyone is scribes, blacksmiths, basket-weavers, etc.

In the meantime, I'll see what I do for June. Yesterday I came up with an amazing game mechanic that I had to add to Runehack: The Asterist immediately, and I think it sparked my interest in finishing the ruleset once again. I'm absolutely thrilled about it and believe that for this one idea, the game was worth waiting entire months for. That being said, I hope to release a 200-word TTRPG for July as well, and right now I got this one gizmo on my desk that I might experiment with.


Pondering the orb is so 2021.


Thank you for reading, and have a nice day!

Saturday, May 27, 2023

Play It by Cheer! (100th Blog Post)

Ahoy, everyone! After nearly 7 years, the blog has finally reached its 100th post. This means that on average, there were 1.2 blog posts every month for you to read. On such a special occasion, I would like to make an announcement. I could talk about how I'm working on a Runehack: Fairy Heist update, or on an expansion and update for the D6 Feet Under, but there isn't much to be said on those topics until I'm done with them. So I'll keep the main announcement relatively short to get to the May's 200-word TTRPG quickly!


Youtube Channel

I'm starting a youtube channel that covers pretty much the same topics that I do on the blog: my personal musings on worldbuilding and game design. There are two major reasons why I want to do this. The first one is that audio content is easier to binge while doing other stuff, such as chores. The second reason is that I'd like more people to discover my content naturally. Unless I were to jam this blog with various Search Engine Optimizing keywords, it'd be hard to stumble upon it without being linked to it. And while I don't expect Youtube to be too kind to me by recommending my videos to thousands of people for no reason instantly, maybe the algorithm will someday give me a chance.

Now, I don't know how difficult this will be and whether I can keep it up. I find writing to be a lot easier than video-making. My main sources of inspiration are Worldbuilding Notes and Nakari Speardane, and there are likely plenty more sources of inspiration that I'm unaware of at the time of writing this. While my first reason is to make content that's audible, I'd still like to put some effort into it by providing at least some visuals. I'm not that good at drawing just yet, but hopefully, I'll work something out in time. And I'm afraid working out these visuals is going to take up the most time, along with editing.

The channel's name is Proph, the Prophecy Breaker. Those who are long-time readers might recognize the name. Those who know me on Discord know me by that name, so I figured I'll go with that. The PNGtuber avatar I'm using for it was drawn by my lovely girlfriend Arell.

So far it's just this video, but I'm happy because it's more than nothing. Now then, with the announcement out of the way, let's get to the game!



Play It by Cheer!

The music band is made up of each player's character. Their qualities start at 10's. Players can increase or decrease their musician's quality by one 12 times.


Low
Quality
High
Slow (Careful) Tempo Fast (Quick)
Calm (Subtle) Intensity Strong (Forceful)
Bright (Uplifting) Authenticity Dark (Empathetic)
Stock (Simple) Creativity Fresh (Unconventional)

The concert crowd has preferences for high or low qualities that the GM can generate randomly, or pick based on a musical genre. Players must discover the crowd's preferences while performing based on their reactions. The crowd doesn't need a preference for each quality.

Players take turns clockwise. Turn steps:

  1. Announce a quality and if you're trying to roll higher or lower than your quality.
  2. Roll d6+d12 and d8+d10, keeping the sum further from 10.
  3. Three successful predictions across the group achieve the quality. Three failed predictions disallow achieving the quality.

The amount of crowd's preferred qualities achieved determines the concert's success. After sufficient success (determined by GM), the band members choose one upgrade (pedals, microtonality, etc.) that lets them add or subtract 1 to rolls on one specific quality.

The qualities can also be used when roleplaying outside of concerts. Use common sense.

I wasn't sure if I want to include the Pentakill or True Damage pic, so I figured I'll post both to highlight something about the game. It is setting agnostic, and it can work well for any world with music and audiences willing to listen to them, no matter if it's modern hip-hop, or fantasy heavy metal.
Both of these are skin lines in League of Legends, owned by Riot. The top one is Pentakill II, made by suqling (Kat C.K.Y).


Believe it or not, I've gone through at least two other ideas for music bands performing before getting to this one. The first one was more akin to D&D 5e combat, except the "damage" dealt was good quality notes and the goal was to add them up to some high number. The second idea was of just rolling a lot of dice, and finding "chords" (groups of identical numbers) and "riffs" (sequences of numbers that go in a row), and adding them up to get the quality of the music played. While those were okay, something felt off about them. It was just about gathering big numbers, and that was it.

The latest iteration started when an acquaintance of mine on a discord server I frequent wanted to make a crafting system. For a long while, I've theorized about making a crafting system that could also work for providing services. The premise was that to craft an item, one needs the materials, the tools, and the goal. The goal would be composed of several qualities that could be developed independently of each other. I created some ideas, kept working on them, and eventually made an entire crafting game. My plan originally was to make this crafting game my 200-word TTRPG for May, but it was delayed due to my Youtube channel preparation. I kept postponing the recording of the first two videos more and more, due to being busy and procrastinating on it. In the meantime, I started wondering how I could adapt the crafting game into a music one. My third attempt at a music-focused game however failed when I realized that I can't come up with any more than four pairs of qualities. I needed to pivot this.

On May 23rd, I woke up, thinking about how to do a dice graph with two bumps. I tried looking for one on the internet, but I couldn't find it. I was sure there has to be a way to do it, and yet my searches yielded none. Then, I remembered Brennan Lee Mulligan's houserule that I was told about recently, "Rolling with Emphasis". This method of his is meant to give the player an extreme result more often than the average one, being essentially an inverse of 2d10. I could feel it, I almost have the two-bump graph in my hands. And that's when... it clicked. "What if I roll 2d10 twice with emphasis?" That was it!

"Look at this braph!"
Look, why bother just pasting here just the straight results if I can have a little fun with it? So what if the meme is dead, I loved wasting 10 minutes of my time on this.

In fact, the secret to a two-bump graph is rolling multiple dice twice and taking the result further from their average. For Play It by Cheer!, I went experimental and decided that the rolls will be d6+d12 and d8+d10. Why? Because this way, the player can roll all four dice at the same time without getting confused about which d10 was paired with which. Another important reason is that both of these averaged 10, which is an easy-to-remember number (and hopefully easy to compare to).

If I had more than 200 words to spare, I would've added more stuff. Maybe how much money the players make, how many fans they have, maybe some way to classify instruments, definitely something about the kind of audience you attract when you get famous, and maybe more stuff. Maybe I'll include this in the big project I'm working on. Only time will tell.

Play It by Cheer could, in theory, be played without a GM or other players, you just need to determine randomly what are the crowd's preferences, perhaps after the first roll. Of course, without friends who are there to support you in your weak points, you'll have a harder time.
Art by Guweiz

Thank you for reading, and have a nice day!