Tag Archive for not entirely successful

[200 Word RPG] Squamous

Written for the 2017 200 Word RPG Challenge.

Squamous

You are each eldritch abominations, taking human form for nefarious purposes. Your human vessels are… weak. Disgusting. Meat. Always sweating, defecating, desiring. How do humans tolerate this?

Each abomination has a secret eldritch Goal. Write down a noun and a verb. Give the noun to your left-hand player and the verb to your right-hand player. Combine the noun and verb you receive for your Goal. Take 15 d6s. You succeed at your Goal when you have no dice.

Describe your human appearance and identity.

Each player has authority over a human Need. Things like hunger, hygiene, sexual desire, romance, social acceptance. Name yours.

Take turns framing scenes where you perform tasks to achieve your Goal. Other players roleplay NPCs, describe scenery, etc.

When they describe how their Need complicates your task, they offer 2-5 dice. Roll one die.

If you roll higher than the number of offered dice, the Need causes problems. Take the offered dice.

If you roll lower, you resist the urge. That player takes back their dice and the die you rolled.

If you roll equal, then you succeed at your task even while still succumbing to the Need. Discard all rolled and offered dice.

[Actual Play] The Devil, John Moulton, again

The Liberation Industries podcast is doing a second playthrough of The Devil, John Moulton. So far there are two parts posted:

Part 1
Part 2
Part 3

[Actual Play] Keeping on the Borderlands

There are several play by forum games of my Fiasco playset, Keeping on the Borderlands, though I don’t think any actually finished playing. Play by forum is a slow process, prone to failure.

[Actual Play] Deathtrap Dungeon

Some folks on Facebook tried (and eventually failed) to complete my Parsely game, Deathtrap Dungeon

[Actual Play] Bad Habits

On the Gosh Darn Fiasco podcast, they played Bad Habits, my Fiasco playset based in a convent.

[Actual Play] Death Takes a Holiday

At the Bearded Quail blog, they discussed their experiences playing the (original version of) Death Takes a Holiday.

Mesopotamians revision

I revised Mesopotamians slightly, so that it is now a complete rpg on 16 cards (printed double sided) or 32 cards (single sided).

You know, the game I wrote about ancient undead warlords seeking fame and fortune as an indie band, based on a song by They Might Be Giants and the Indie Mixtape anthology.

[13th Age] A couple monsters

Here are a few monsters I made for my 13th Age campaign, which may or may not be of use to other people out there. The PCs had recruited a group of dwarven sailors to fight a necromancer dragon, so I needed some monsters for that fight.

Probably I made all of these overly complicated. You could probably use one or two and a few simpler creatures and have a good encounter, though.

Zombie Accordionist
2nd level Spoiler

Initiative +1

C: Music of the Damned With its first standard action, the Zombie Accordionist begins to play its musical instrument. Any creatures that can hear it have to reroll any die that rolls it maximum result (just the first roll is rerolled. If it comes up maximum again you can keep it.) In addition, any enemy with 12 HP or less are affected by its Fear aura (-4 to attack, no escalation die.) These effects all last as long as the zombie accordionist continues to play its instrument.

C: Maddening Chord (all enemies that can hear it play) +9 vs. MD. Hit: 5 psychic damage.

Empty Husk The Zombie Accordionist does not move, take Opportunity Attacks or basic attacks.

Vulnerable: Holy

AC 15
PD 9
MD 13
HP 35

Skeleton Archer
3rd level archers
Initiative +7

Rusty Scimitar +10 vs. AC. Hit: 10 damage. Miss: The Skeleton Archer takes 1d6 damage.

Wicked Longbow +11 vs. AC. Hit: 9+escalation die damage and attacks against the target add the escalation die to their crit range (normal save ends).

Resist weapons 16+
Vulnerable: Holy

AC 19
PD 17
MD 13
HP 32

Thoradin
2nd level dwarven mercenary
Initiative +4

Heavy Axe +6 vs. AC. Hit: 4 damage. Natural Even Hit: +1d6 damage per point of escalation die.

Escalator: Thoradin adds the escalation die to his attacks.

Dwarven Defenses: Thoradin adds the escalation die to his AC and PD.

AC 18+
PD 16+
MD 12
HP 38

Flugel
1st level gnome lookout

Initiative +6

Dagger +5 vs AC. Hit: 3 damage and one ally gets a +2 to attack the target on their next attack before Flugel’s next turn.

Crossbow +7 vs. AC. Hit: 5 damage and Vulnerable (easy save ends).

Warning Cry Once per battle, Flugel can interrupt an enemy attack. Make a Crossbow or Dagger attack. If it hits, the target is also Dazed until the end of its next turn.

Delayed Healing Something is odd about Flugel. Any healing he receives does not take effect until the round after it normally would.

Small Flugel has +2 to defenses against Opportunity Attacks.

AC 17
PD 11
MD 15
HP 25

Helja
1st level Dwarven hedge wizard

Shocking Grasp +6 vs. PD. Hit: 5 lightning damage and the target pops free from Helja. Miss: Helja takes 3 damage.

Gain Mystic Focus Helja takes a standard action to gain her mystic focus. If Helja still has mystic focus on the start of he turn, she deals 5 damage to a random enemy. Helja loses her focus if she moves or takes any damage.

Illusory Image While the escalation die is odd, Helja can lose focus to redirect an enemy attack on a nearby ally onto a different target that the attack could have hit. Make the attack roll against the new target instead of the original.

Dwarven Defenses Helja adds the escalation die to her MD, but not to her attacks.

AC 17
PD 14
MD 12+
HP 30

Dwarven Sailors
1st level Dwarven mooks
Initiative +3

Improvised Axes +6 vs. AC. Hit: 5 damage.

Each dwarf also has a special ability:

Zahig is Strong Add the escalation die to his damage.

Orsik is Distracting Enemies engaged with Orsik are Hampered.

Snurri is Tricky Enemies engaged with Snurri subtract the escalation die from their disengage results.

Adrik is Helpful Attacks on an enemy Adrik has engaged add +1 to their critical range. (so most attack will crit on 19 or 20.)

Dwarven Defenses All dwarf sailors add the escalation die to their PD but not to attacks.

Mooks For each 7 damage the dwarven sailors take, one mook is taken out of the fight.

AC 17
PD 15+
MD 11
HP 7 each (28 total)

Unsupervised Apprentices

Unsupervised Apprentices

Unsupervised Apprentices is a simple little game I made where you play sorcerous apprentices who can’t quite control your magic. When your wizardly mentor disappears, you probably should find him or her. Or you could just goof off and do all those things you couldn’t get away with while the archmage was around. Either way, the use of magic tends to be entertaining and create interesting complications.

Mechanically, it is more or less a mashup between Ars Magica and Zombie Dice. It’s fun to play, but it probably could use some serious revision and some more large scale structure.

Mesopotamians

Mesopotamians is a game I wrote, inspired by the sone The Mesopotamians by They Might Be Giants. It’s part of a charity project by Jonathan Walton to make a bunch of one or two page games inspired by songs and sell those to raise money for charity.

It’s a fun game that was fun to make. Scribus is a pain in the ass, though.