buntalkin

General => Traditional Games => Topic started by: bun on September 20, 2021, 09:29:22 PM

Title: ISOTIR review planning...
Post by: bun on September 20, 2021, 09:29:22 PM
Here's a list of games I want to acquire (if I don't already have them,) play and review for my "ISOTIR" series (https://bunblogg.in/2021/09/19/my-platonic-ideal-of-a-tabletop-rpg/):


Considering to analyze for a good fit:


Need more research:

Title: Re: ISOTIR review planning...
Post by: bun on November 20, 2021, 01:47:09 AM
Read Final Girl. It's excellent!

Thinking about how it could be used in non-slasher contexts is pretty interesting to me...
Title: Re: ISOTIR review planning...
Post by: bun on November 21, 2021, 08:48:04 PM
https://www.goblincrafted.com/recommendations/genre/Kids/ (https://www.goblincrafted.com/recommendations/genre/Kids/)

Good resource, considering taking a look at Labyrinth mechanics deeper.

Pilgrims of the Flying Temple - something to check out

https://www.reddit.com/r/rpg/wiki/genericrpgs#wiki_minimalist - good "generic rpgs" list
Title: Re: ISOTIR review planning...
Post by: bun on May 12, 2022, 03:55:03 PM
Reviewed Risus very thoroughly. Loved it in 2008, love it now. My biggest interest with it now would be the Uresius variant.

Bought Labyrinth. It's a fun setting/book. Mechanics are a'ight. Not sure if I'd try running it or transplanting the system elsewhere, but good stuff, nice bespoke little system for the setting.

Tricube Tales - owes a bit to Risus and etc. Roll 1-3 D6 against target difficulty- 4 5 or 6, easy standard or hard. If at least one dice matches the threshold, it's a success. I really like this one.
Character has a specialty between Agility, Brawn and Cunning- when a roll matches your specialty, you roll one more dice (2d6 by default.) If the situation is specialized and your character's concept doesn't cover the situation well, you roll one less dice. So if it's not within your specialty and your concept would lead one to believe you're bad at it, you roll 1d6.

Dungeon World / PbtA in general - hadn't come to grips with GM Moves until recently. Really like them, they're very useful. You can basically use them in any other system, and follow the principles, to great potential. Not sure I'd like DW, or most PbtA games in general because of character sheet bulk. But cool stuff, great design philosophy. Danger / Location moves are to DW as "anything can be an opponent/have a cliche" is to Risus. I would need to put in the work to learn the GM Moves but I think it is a good way to systematize the act of keeping the game "forward moving."

Fudge Lite (http://www.fudgelite.com/) - cool stuff! This is what led to me understanding GM Moves because they link to the Dungeon World Guide, and use those GM Moves themselves here. The war I wage with Fudge is its ladder, lmao. But that can be fixed with flat numbers, after all. Mediocre, Fair, Good just does not linearly parse to me. Great and Superb are less fiddly. But it's easier for me to imagine 0, +1, +2 instead of mediocre, fair and good.
Title: Re: ISOTIR review planning...
Post by: bun on May 12, 2022, 07:29:04 PM
Bunpocalypse World (working title)

Inspirations:



CHARACTER CREATION

Core Components
A character is composed of STATS and TRAITS. They also possess an amount of RESOLVE that accumulates and may be spent throughout play.

Character Style Option Traits

Example Characters


SPIRIT OF THE GAME

The Agenda and Principles (For Narrators)

Fiction-First (For Players)



CENTRAL MECHANICS

The Core Roll: 2d6

Roll Modifiers: Advantage and Disadvantage

Measuring the Outcome

Opposed Competition
  • If two characters are competing to do the same thing outside of Combat, they both roll 2d6+relevant STAT, possibly adding on (DIS)ADVANTAGE if they have a relevant TRAIT. The character with the higher roll after modifiers and (DIS)ADVANTAGE is the victor, whatever that entails.
Helping a Teammate
  • If one character wants to help another, they can roll 1d6 and optionally replace the lowest d6 of their teammate's roll. However, if the ultimate result is 9 or below, collaborating teammates must undergo the same penalty.

Resolve Actions
Resolve Actions are special actions that players may take at any time, following any timing rules outlined in the actions' descriptions and as long as they possess the RESOLVE required.

Title: Re: ISOTIR review planning...
Post by: bun on June 08, 2022, 02:56:27 AM
COMBAT

Attacking

Traits on Offense
  • STR offensives are straightforward and rely on brute force.
  • DEX offensives are ranged or elegant and rely on technique.
  • CON offensives leverage ones own heft and body as a weapon.
  • INT offensives are intellectual, learned magic.
  • WIS offensives are intuitive, faith-based magic or smiting prayers.
Traits on Defense
  • STR defenses are weapon clashes against oncoming STR, INT or WIS attacks.
  • DEX defenses are parries against oncoming DEX attacks, or attempted dodging of any TRAIT.
  • CON defenses are relying on your armor or endurance to resist oncoming attacks of any TRAIT.
  • INT defenses are arcane shields, or clashing your own magic offensive against oncoming INT or WIS attacks.
  • WIS defenses are faith shields, or clashing your own magic or faith offensive against oncoming INT or WIS attacks.

Taking a Hit
  • HP Damage: You take damage to your HP normally.
  • Stamina: You put a lot of effort into blocking or dodging out of the way, losing 1 STAMINA.
  • Resolve: You take minimal impact from the attack and use your willpower to ignore it, burning 4 RESOLVE.
Defending Someone Else
  • If you want to stand in to Take a Hit for someone else and it is possible to do so, roll with CON.
  • Failure: You must take two hits.
  • Mixed: You take a hit.
  • Success: You take a hit and gain 2 RESOLVE.

Locks

Maintaining Locks
  • Maintain a Lock: Always take one extra ADVANTAGE when Maintaining a LOCK. If you are successful in Maintaining a LOCK, your target's STAMINA is reduced by one.
  • Failing to Maintain: If rolling 7~9 when Maintaining a LOCK, choose one of the following, and if rolling ~6, choose two:
    • ① Take damage.
    • ② Take a reduction of STAMINA.
    • ③ Lose 2 RESOLVE to a minimum of 0.
    • ④ Let the target go.
  • Excruciate: When your target's STAMINA is 0, reduce their HP by 1. The target may take no recourse. If there are no remaining threats existing to stand in your way, then you may freely reduce the target's HP to an arbitrary amount of your choosing.
Resisting Locks
  • Resist a Lock: Always take one extra DISADVANTAGE when Resisting a LOCK.  If you are successful in Resisting a LOCK, choose one:
    • ① Deal damage.
    • ② Reduce assailant's STAMINA.
    • ③ Escape LOCK.
  • Failing to Resist: If rolling 7~9 when Resisting a LOCK, choose one of the following, and if rolling ~6, choose two:
    • ① Take damage.
    • ② Take a reduction of STAMINA.
    • ③ Lose 4 RESOLVE to a minimum of 0. (If resolve is already 0, you only need to choose one other penalty.)
  • Excruciation: When you have no more STAMINA, you are at the assailant's mercy and must wait until you are released (such as into imprisonment,) completely defeated or you are saved by an ally.



SIZE DIFFERENCE MECHANICS
There's a point where size discrepancies between races and sizes of creature pose intrinsic logistical differences. If a character is attempting a physical action against an opponent in the adjacent greater or lesser size class, 1 (DIS)ADVANTAGE is added to the roll in favor of the larger character.
An exception to this rule is that while Small characters do take DISADVANTAGE initiating a LOCK on Medium characters, they do not for other physical rolls.
Furthermore, a physical LOCK may only be attempted on opponents up to one size class higher than the initiator.

Size Classes



NARRATIVE ACTIONS
The Narrator is to keep the game moving by employing the following Narrative Actions.

Fundamental Actions

Direct Stressors

Indirect Troublemaking