Thursday, December 20, 2018

"Dungeonpunk"

Pure dungeon crawling, without any greater metaphor or metaplot, in the largely unexplored land of Greymoor at the very frontier of the known world.

Dungeons are either apocalypse-derived ruins of ancient kingdoms, or semiliving intrusions from the nightmare realms. (13 the Age, the Nightmares Below.) Or both.

Wednesday, December 19, 2018

The Moxie System

Moxie System

Character Generation

Name/Species/Description: Make it up

Belief or Goal: Your character's reason for doing stuff.

Each character has four Attributes — numbers that describe his or her basic abilities. These are Muscle, Moves, Wits, and Moxie. Muscle is simply how strong a character is. Moves includes speed and coordination. Wits is just what it sounds like; intelligence, knowledge, that sort of thing. Moxie is how "pushy" your character is. A character with lots of Moxie has a lot of nerve.

Assign the scores -1, 0, +1, +2 to your four attributes.

Hits: Roll 1d6 and add 6 to determine how many Hits you can take before you Fall Down.

Universal Damage Die: 1d6
___________
Actions

roll 2d6, add modifier
Advantage: roll 3, drop the lowest.
Disadvantage: roll 3, drop the highest.

2-6 Oh No!
7-9 Partial Success/Failure
10 + Success
13+ Critical Success

(With DNA stolen from Steve Jackson Games' TOON)

Nembeth: Prologue

In the seaport city of Nembeth, in the maze of alleys and crumbling brick just east of the docks known as Lowtown, a girl with red hair cut close and ghost-blue eyes carries a sharpened blade and a quickened spell at the ready. One must always be ready to survive in a city of thieves.

The Secret Origin of the Psychotronic Earth

Stop me if you've heard this one before.

1965—the Year of the Thunderkiss. Some fat-fingered bureaucrat pressed the shiny red button and set off Armageddon. However, instead of resulting in a grim, gritty wasteland where humanity struggles to survive, the atomic fallout instead warped the fabric of reality itself...

’45 was the year everything changed, the year what seemed like an inevitable defeat for Hitler’s armies became something altogether different and more terrifying. The year the world shattered under the glow of hundreds of atom bombs that swept away everything that
stood before.

Civilisation teetered on the brink of collapse across the world as the superweapons of all sides collided and science thrashed about in frenzy, casting off strange new technologies and weapons on all sides until, finally, the war petered out...

In the fall of 2012, scientists at the Large Hadron Collider in Geneva, Switzerland, embarked on a new series of high-energy experiments. No one knows exactly what they were attempting to do, but a little after 3 P.M. on a Thursday afternoon came the Big Mistake. Something unexpected happened, and in the blink of an eye, many possible universes all condensed into a single reality...

Time and space being relative, of course, these three Events (and others just as catastrophic) resonated across the multiverse, interacting to create the setting known as the Psychotronic Earth, continuity and copyrights be damned.

Or, there are five or six similar rpg settings and I just decided to put them all in the cosmic blender and hit "puree."

Web-based Oracle

A webpage that operates as a solo oracle and adventure/idea generator.

Source Code

http://tinysolitarysoldiers.blogspot.com/2012/04/solo-rpg.html

This is an excellent introduction to Solo gaming

Behind the 8 Ball

Wikipedia says:

"The Magic 8-Ball is a hollow plastic sphere resembling an oversized, black-and-white 8-ball. Inside, a cylindrical reservoir contains a white, plastic icosahedron floating in alcohol dyed dark blue. Each of the die's 20 faces has an affirmative, negative, or non-committal statement printed in raised letters. These messages are read through a window on the ball's bottom."

That's right, folks, the ever famous kid's oracle is secretly the gamer's ubiquitous d20. So grab one and consult the forces of the beyond the next time you sit down to game.

1  It is certain.
2 It is decidedly so.
3 Without a doubt.
4 Yes - definitely.
5 You may rely on it.
6 As I see it, yes.
7 Most likely.
8 Outlook good.
9 Yes.
10 Signs point to yes.
11 Reply hazy, try again.
12 Ask again later.
13 Better not tell you now.
14 Cannot predict now.
15 Concentrate and ask again.
16 Don't count on it.
17 My reply is no.
18 My sources say no.
19 Outlook not so good.
20 Very doubtful.

Simple Oracle

Roll + Tags

Inspired by City of Myst and Vagabonds of Dyfed

Fate Accelerated Hybrid

Powered by The Apocalypse

The PBTA mechanic is usually to roll two six-sided dice and add a modifier (from a stat, skill, or trait) and consult the chart.

Some games use Roll with Advantage (roll three dice and ignore the lowest) and Roll with Disadvantage (roll three dice and ignore the highest) instead of a modifier.

6 - below, failure or setback
7-9 partial success, success with complication, or similar
10-12 success

Simple Pocket Oracle

Why Play Solo ?

Role-playing games are a social activity for introverts, paradoxically enough. True, it's the players who make a game, but sometimes you have a setting you REALLY want to play in that's so niche (Damnation Decade, Starchildren, octaNe) that you can't find anyone interested...

And sometimes you just want to while away a few hours by yourself with your favorite setting or character, or play out a story in more detail than you would normally be able to while trying to manage a table full of ADHD players. (The sheer amount of detail in Ptolus, for example, would be difficult to impart to some groups, but still begs to be played with.)