David Johansen
Legendary Pubber
- Joined
- May 4, 2017
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A Very Simple Fantasy Game
This is a game about heroes going on quests, fighting dragons, winning treasures, and rescuing evil sorcerers from the clutches of fair princesses. The game is run by The Master who describes the world, events, and takes on the roles of the foes, strangers, and friends the characters controlled by the other players meet. The game uses simple dice rolls to determine the outcome of events. Only six sided dice are needed. You could buy buckets of miniature figures and build elaborate scenery for them but they don’t really do much in play.
Characters
Nobody’s the best at everything. You get one die in each ability and two dice to assign. You roll these dice whenever you face a challenge. Whoever gets the most of the highest number wins the challenge. Challenges are usually resisted by the same ability that is being challenged. Losing a challenge temporarily costs one die from the ability until you can take a good rest.
Conjure is used to do magic. The harder the spell is the more dice you’ll need to cast it.
Move It lets the magician move things they can see around without touching them. Moving small stuff slowly is relatively easy but fine manipulation at a distance is hard so untying shoe laces and such cost one die. It takes more die to move bigger stuff like a person, two dice for a horse, three dice for an elephant. The stuff usually moves at a walking pace, moving it at a running pace costs one die, moving it fast as a horse costs two dice, and moving it as fast as a bird costs three dice.
Blast It lets the magician throw fire, magical energy, bees, or whatever to kill stuff they can see. Normally Blast counts as one die of shooting but it can hit multiple targets for one die, and can count as more dice by spending more dice.
Summon It lets the magician call up monsters to fight for them. Each die of fight costs one die.
Know It lets the magician get vague and confusing hints by looking in a crystal balls, and reflecting pools. Normally the information is about a day in advance and can be from within a day’s travel but by spending an extra die they can look forward a month or a month’s journey or for two dice they can look forward a year.
Find It lets the magician see specified object’s surrounded in magical light or flames. If the object is out of sight, as in a box or around a corner they will see a bit of a glow through cracks. The type of object must be specified upon casting.
Fake it lets the magician create images and illusions about the size of a person, if the magician can’t see the illusion it’s not going to fit properly into things and will look glitchy. The size of the image can be increased to that of a horse for one die and to an elephant for two dice.
Fight is used to kill stuff up close. You can try moves in fights Feint, Sweep, Smash
Shoot is used to kill stuff at a distance. Snipe lets you attack a single target you can see with all your dice. Volley lets you attack one target per die with one die. Trick lets you shoot around corners, knock weapons out of hands, and fire over obstacles. The big advantage of Shoot over magical Blasts is that shoot never costs you dice.
Move is used to get around. Obstacles can be climbed. Bodies of water swam, beasts rode, barriers jumped, if you want to do fancy acrobatics it costs you one die.
Socialize is used to turn enemies into friends. Foes can be provoked into foolish actions or befriended. Strangers can be befriended, seduced, or subverted. Overcoming particularly strong resistance like trying to seduce a foe costs one die.
Equipment and Accouterments
The characters are assumed to have the proper equipment they need, skilled fighters will have more weapons and armour, magicians will have bigger hats and robes and fancy items, courtiers will have finer clothing and nicer hair. Provisions for long journeys are generally refreshed at each town but long journeys may place the characters in a position where they will starve to death or die but this should always be part of the adventure.
Foes, Strangers, and Friends
The people and monsters the characters meet are controlled by The Master. Most will have one die in each ability but some will have zero. A zero isn’t necessarily indicative of weakness as much as absence. You can’t really fight most mice and bunnies, and a large statue might be immovable.
The Seasons
The year is divided into four seasons, spring, summer, autumn, and winter. Characters generally try to spend the spring, summer, and fall adventuring and the winter studying, training and healing.
Progression
As the characters have adventures they will become more skilled and powerful. This is represented by moving through a path of progression. On that path the character must first resolve to improve a trait they must then study, practice, experience and triumph to increase the ability by one die. Study and practice must be done during the time between adventures. Thus it will take two seasons to prepare to have experiences on an adventure. The triumph required is that the character overcome a foe or obstacle that is at least their equal with real stakes on the line, a fight to the death or for the hand of the princess or to win a great treasure. Once these four requirements are met, the rating is improved by one die.
Orcs
The foot soldiers of the enemy are dull witted, mean, and ugly. Their variety and coloration abound but they are the most common foes faced. Conjure 0, Fight 1, Move 1, Shoot 1, Socialize 1.
Trolls
The monstrous beasts of the enemy are even duller than the orcs and easily tricked but they are deadly in battle. Conjure 0, Fight 3, Move 1, Shoot 1, Socialize 1.
Dragons
The flying, fire breathing lizards of fantasy are deadly foes. Conjure 2, Fight 5, Move 2, Shoot 3, Socialize 3.
Champions
The mightiest warriors of the enemy are generally tougher and smarter than the common lot. Conjure 0, Fight 3, Move 2, Shoot 2, Socialize 2.
Sorcerers
Evil wizards and necromancers are powerful foes. Conjure 5, Fight 2, Move 1, Shoot 1, Socialize 3.
Wolves
Packs of wolves often serve the enemy they can’t be talked to but they’re often smarter than the orcs when it comes to tactics and planning.. Conjure 0, Fight 1, Move 2, Shoot 0, Socialize 0.
This is a game about heroes going on quests, fighting dragons, winning treasures, and rescuing evil sorcerers from the clutches of fair princesses. The game is run by The Master who describes the world, events, and takes on the roles of the foes, strangers, and friends the characters controlled by the other players meet. The game uses simple dice rolls to determine the outcome of events. Only six sided dice are needed. You could buy buckets of miniature figures and build elaborate scenery for them but they don’t really do much in play.
Characters
Nobody’s the best at everything. You get one die in each ability and two dice to assign. You roll these dice whenever you face a challenge. Whoever gets the most of the highest number wins the challenge. Challenges are usually resisted by the same ability that is being challenged. Losing a challenge temporarily costs one die from the ability until you can take a good rest.
Conjure is used to do magic. The harder the spell is the more dice you’ll need to cast it.
Move It lets the magician move things they can see around without touching them. Moving small stuff slowly is relatively easy but fine manipulation at a distance is hard so untying shoe laces and such cost one die. It takes more die to move bigger stuff like a person, two dice for a horse, three dice for an elephant. The stuff usually moves at a walking pace, moving it at a running pace costs one die, moving it fast as a horse costs two dice, and moving it as fast as a bird costs three dice.
Blast It lets the magician throw fire, magical energy, bees, or whatever to kill stuff they can see. Normally Blast counts as one die of shooting but it can hit multiple targets for one die, and can count as more dice by spending more dice.
Summon It lets the magician call up monsters to fight for them. Each die of fight costs one die.
Know It lets the magician get vague and confusing hints by looking in a crystal balls, and reflecting pools. Normally the information is about a day in advance and can be from within a day’s travel but by spending an extra die they can look forward a month or a month’s journey or for two dice they can look forward a year.
Find It lets the magician see specified object’s surrounded in magical light or flames. If the object is out of sight, as in a box or around a corner they will see a bit of a glow through cracks. The type of object must be specified upon casting.
Fake it lets the magician create images and illusions about the size of a person, if the magician can’t see the illusion it’s not going to fit properly into things and will look glitchy. The size of the image can be increased to that of a horse for one die and to an elephant for two dice.
Fight is used to kill stuff up close. You can try moves in fights Feint, Sweep, Smash
Shoot is used to kill stuff at a distance. Snipe lets you attack a single target you can see with all your dice. Volley lets you attack one target per die with one die. Trick lets you shoot around corners, knock weapons out of hands, and fire over obstacles. The big advantage of Shoot over magical Blasts is that shoot never costs you dice.
Move is used to get around. Obstacles can be climbed. Bodies of water swam, beasts rode, barriers jumped, if you want to do fancy acrobatics it costs you one die.
Socialize is used to turn enemies into friends. Foes can be provoked into foolish actions or befriended. Strangers can be befriended, seduced, or subverted. Overcoming particularly strong resistance like trying to seduce a foe costs one die.
Equipment and Accouterments
The characters are assumed to have the proper equipment they need, skilled fighters will have more weapons and armour, magicians will have bigger hats and robes and fancy items, courtiers will have finer clothing and nicer hair. Provisions for long journeys are generally refreshed at each town but long journeys may place the characters in a position where they will starve to death or die but this should always be part of the adventure.
Foes, Strangers, and Friends
The people and monsters the characters meet are controlled by The Master. Most will have one die in each ability but some will have zero. A zero isn’t necessarily indicative of weakness as much as absence. You can’t really fight most mice and bunnies, and a large statue might be immovable.
The Seasons
The year is divided into four seasons, spring, summer, autumn, and winter. Characters generally try to spend the spring, summer, and fall adventuring and the winter studying, training and healing.
Progression
As the characters have adventures they will become more skilled and powerful. This is represented by moving through a path of progression. On that path the character must first resolve to improve a trait they must then study, practice, experience and triumph to increase the ability by one die. Study and practice must be done during the time between adventures. Thus it will take two seasons to prepare to have experiences on an adventure. The triumph required is that the character overcome a foe or obstacle that is at least their equal with real stakes on the line, a fight to the death or for the hand of the princess or to win a great treasure. Once these four requirements are met, the rating is improved by one die.
Orcs
The foot soldiers of the enemy are dull witted, mean, and ugly. Their variety and coloration abound but they are the most common foes faced. Conjure 0, Fight 1, Move 1, Shoot 1, Socialize 1.
Trolls
The monstrous beasts of the enemy are even duller than the orcs and easily tricked but they are deadly in battle. Conjure 0, Fight 3, Move 1, Shoot 1, Socialize 1.
Dragons
The flying, fire breathing lizards of fantasy are deadly foes. Conjure 2, Fight 5, Move 2, Shoot 3, Socialize 3.
Champions
The mightiest warriors of the enemy are generally tougher and smarter than the common lot. Conjure 0, Fight 3, Move 2, Shoot 2, Socialize 2.
Sorcerers
Evil wizards and necromancers are powerful foes. Conjure 5, Fight 2, Move 1, Shoot 1, Socialize 3.
Wolves
Packs of wolves often serve the enemy they can’t be talked to but they’re often smarter than the orcs when it comes to tactics and planning.. Conjure 0, Fight 1, Move 2, Shoot 0, Socialize 0.