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Feedback on mini RPG
- Matt Thrower
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- Shiny Balls
- Number Of Fence
Do the rules I've written down make sense? Does it sound any fun?
Ace of Spades
3+ players choose one to be GM and use one suite of 13 playing cards to make a deck. “Reshuffle” means to shuffle cards and discard pile together into a new deck.
The GM starts describing a dangerous situation. Then the other players should say who their character is and pick one thing they're good at.
Play continues as per a normal RPG with the GM narrating and players explaining their actions.
To complete a non-trivial task, the GM picks a difficulty up to 10 and the player draws a card. If the task is what they’re good at, add 2 to the value. If it's higher, they succeed. If it's a court card they succeed and narrate the results of the action themselves. If it's the ace, their character dies, then reshuffle.
After a draw, the card goes into the discard pile and the next card is handed, face down, to the GM. These cards form a separate GM deck. If it's the ace they give it back and reshuffle.
Once only one player is left, both they and the GM reshuffle their decks. Now on each action, both draw. If the player draws higher, they overcome the situation and survive. If they draw an ace before that happens, they die in the struggle.
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I would also consider making it more forgiving. I mean if you have a 1/13 chance of not dying, then failing is a pretty stiff penalty for drawing a card. Why risk it? I'd suggest that if you don't draw an ace, you succeed, but if you get less than the difficulty number then there's a complication. E.g. You get over the fence in time, but cut yourself on the metal and now there's a blood trail that the monster might track.
Overall it is very reminiscent of Dread.
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- Cranberries
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- D10
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Fiasco
A Quiet Year
Dogs in the Vineyard
Apocalypse World
Dungeon World
So I think what I'm saying is that if you have a solid, interesting narrative-engine wrapped around those mechanics then it would make a big difference.
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- Cranberries
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- D10
- You can do this.
- Posts: 3127
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dysjunct wrote: TYQ is amazing but you really have to get everyone on board with the "no talking when it's not your turn" thing. You can't have the normal kibitzing and wisecracking and still maintain the feel of the game.
I would love to hear more about your experiences with TQY.
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cranberries wrote:
dysjunct wrote: TYQ is amazing but you really have to get everyone on board with the "no talking when it's not your turn" thing. You can't have the normal kibitzing and wisecracking and still maintain the feel of the game.
I would love to hear more about your experiences with TQY.
fortressat.com/forum/17-other-types-of-g...he-quiet-year#246638
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- Matt Thrower
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- Shiny Balls
- Number Of Fence
Yes, it was definitely inspired by Dread. Yes, it's supposed to be a very deadly short, one-shot game.
There's a little competition that collects 200 word RPG's that inspired me to come up with a couple of entries. This is one. That's partly why it's so terse and a bit unclear - I'm trying to keep the word count down to the absolute minimum.
I don't have the time or inclination for rules-heavy role-playing much any more. Except for maybe D&D because I know it like the back of my hand. I thought I might as well have a go at inventing some super-light narrative games that I'd fancy playing myself.
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