Author Topic: ISOTIR review planning...  (Read 38167 times)

bun

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ISOTIR review planning...
« 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:

  • Untold: Adventures Await
  • 24XX
  • Amazing Tales
  • Fate Accellerated
  • Risus
  • Rory's Solitaire RPG
  • minimald6
  • Final Girl (Play different "characters" as things single characters can do? play around with it)
  • Princess with a Cursed Sword (homebrewing it a bit, too)

Considering to analyze for a good fit:

  • Cortex Prime
  • Heresy System of Victoriana 3rd Edition (no idea what kind of game this is, but I'm interested in a description of some of its dice mechanics I heard)
  • Polymorph
  • DOGS by KN Obaugh
  • Chronia

Need more research:

  • Swords Without Master
  • Dinosaurs...in Spaaace
  • One Roll Engine
  • Wanderhome
  • Dream Askew
  • Labyrinth

bun

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Re: ISOTIR review planning...
« Reply #1 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...

bun

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Re: ISOTIR review planning...
« Reply #2 on: November 21, 2021, 08:48:04 PM »
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

bun

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Re: ISOTIR review planning...
« Reply #3 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 - 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.

bun

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Re: ISOTIR review planning...
« Reply #4 on: May 12, 2022, 07:29:04 PM »
Bunpocalypse World (working title)

Inspirations:
  • Apocalypse World - Meguey & Vincent Baker
  • Risus, Uresia & Uresius - S. John Ross, Big Dice Games, Dyskami
  • FATE - Leonard Balsera, Fred Hicks, Rob Donoghue, Evil Hat Games
  • Ironsworn - Shawn Tomkin
  • John Fiore



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.
  • STATS are quite classic- spread across STR, DEX, CON, INT, WIS. It might feel like something's missing. Don't worry about it.
    • STR :: Feats of strength, strength-based weaponry power level and efficacy.
    • DEX :: Feats of agility and evasion, ranged and elegant weaponry power level and efficacy.
    • CON :: Feats of endurance, immunity to elements and general fortitude.
    • INT :: Feats of intellect, book-smarts, procedure and logic. Wizardly magic.
    • WIS :: Feats of faith, street-smarts, experience and intuition. Sorcerous and Shamanistic magic.
  • 4 POINTS are distributed across the five STAT values. Initial STAT values start at 0. You can take negative POINTS to trade for more to spend. No STAT's value can go beneath -2, nor above 3.
  • HP is 4 + CON with a minimum of 3.
  • STAMINA is CON + DEX with a minimum of 1.
  • TRAITS are central concepts of the character and how they interact with the world- points that may be fortunate or unfortunate, given differing circumstances.
  • A character will have at least one TRAIT - their "strong point" or core concept, which makes them formidable and informs what might be thought of as their "class."
  • As an option, you may opt to throw in a TRAIT that would be considered to be generally unfavorable, and in exchange you may add another generally favorable TRAIT.
  • Although TRAITS are "generally fortunate" or "generally unfortunate" there is no rule against a fortunate one resulting in DISADVANTAGE, or an unfortunate one resulting in ADVANTAGE. It all comes down to the context.
  • Some TRAITS may change the way the character mechanically operates. These are OPTION TRAITS, and they do not count towards the TRAIT count for character creation, so with an OPTION TRAIT a character may have four total TRAITS. The available OPTION TRAITS are detailed in the following section.

Character Style Option Traits
  • ⚠️ Glass Cannon: Character does 2 damage instead of 1 when making an attack in their specialization made clear by a TRAIT- ("Fire Mage" using INT, etc.) Character also takes 2 damage normally when damaged. An option meant for assassins, "nuke" oriented mages- powerful but frail, needs to avoid combat.
  • ⚠️ Healer: Character cannot use the RESOLVE ACTION "Power Strike." However, the RESOLVE ACTION "First Aid" costs 2 RESOLVE instead of 3.

Example Characters
  • Quote
    Hiiro the Hero
    1 STR .. 1 DEX .. 1 CON .. 0 INT .. 1 WIS :: 5 HP .. 2 STAMINA
    * Brave Hero

    Scarlet the Witch
    -1 STR .. 0 DEX .. -1 CON .. 3 INT .. 3 WIS :: 3 HP .. 1 STAMINA
    * Harbinger of Whirling Flame
    ⚠️ Glass Cannon


SPIRIT OF THE GAME

The Agenda and Principles (For Narrators)
  • When you make judgment calls to narrate Bunpocalypse World, keep in mind the following agenda as your goal in illustrating the universe:
    • Paint a whimsical and wonderful world
    • Make the characters' adventures fantastical and fun
    • Darkness lends meaning to the light
    • Play to find out what happens
  • You may modify these agendas or replace them as you see fit, but know your agenda in your judgment calls and the situations you imagine, and they will be your guide to the kind of experience these rules are meant to run.
  • Beyond the agenda, there are some principles to follow, as well:
    • Address the characters, not their players
    • Let the storytelling guide your choice of Narrative Action
    • Don't speak the name of your Narrative Action
    • Fiction is the reason for calling upon game mechanics, and fiction is the reward for using them
    • Be a fan of the characters
  • These principles are your guide on how to best follow your agenda.

Fiction-First (For Players)
  • When playing this game, you interact with your world in terms of how you describe it, and the narrator will decide what should be rolled, when appropriate. That is to say, you don't say, "I roll DEX," but instead "I parry the opponent's rapier with my own," to which the narrator then tells you "okay, roll + DEX." The fictional intent is first clarified, and then the narrator's job is to adapt it into the game mechanics. You may raise a suggestion to the narrator's decisions on what roll should be used, but the narrator has the final say.



CENTRAL MECHANICS

The Core Roll: 2d6
  • If you want to do something, and there would be interesting* results for failure, you will roll 2d6: two six-sided dice. You add a relevant STAT onto the result.
    • For example, rolling to break a boulder, you would be rolling 2d6 + STR. With 2 STR, this brings your dice results from 2~12 to 4~14.
      *If it would be banal, or your character should just be able to do it given their background and skills, no roll is necessary. They do it for free.

Roll Modifiers: Advantage and Disadvantage
  • If a TRAIT relevant to this action ADVANTAGES or DISADVANTAGES you, add an (DIS)ADVANTAGE dice appropriately.
  • If rolling against a certain statistic of the target's, for instance your STR v.s. target's CON, and the values are not equal, add an (DIS)ADVANTAGE dice appropriately.
  • ADVANTAGE and DISADVANTAGE cancel each other out. So typically the possible rolls are: 2d6, 3d6 with 1 (DIS)ADVANTAGE, 4d6 with 2 (DIS)ADVANTAGE.
  • When there are (DIS)ADVANTAGE dice rolled, take the two highest of all rolled dice if ADVANTAGED, and take the two lowest of all rolled dice if DISADVANTAGED.

Measuring the Outcome
  • Result of ~6: Failure, and the attempt is complicated- the Narrator is to decide how, possibly with the use of Narrative Actions. You gain a RESOLVE point.
  • Result of 7~9: Mixed. You do what you want, but the action is complicated.
  • Result of 10~: Success. You did what you wanted! And you gain a RESOLVE point.

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.

  • Push It: (costs 1+) If you are Failing after rolling, you can Push It to bring the result up to 7, but no further. When declared before rolling, there is no limit. After rolling, the limit of up to 7 is instated.
  • Scramble: (costs 2) If you don't like a roll, roll the dice again as your character frantically scrambles to succeed.
  • Power Strike: (costs 2+) When successfully causing damage on a target, you may deal 1 DAMAGE extra for every 2 RESOLVE spent.
  • First Aid: (costs 3 per every 1 HP) Recover 1 HP for you or someone else for every 3 RESOLVE spent.
  • Second Wind: (costs 2 per every 1 STAMINA) Recover 1 STAMINA for every 2 RESOLVE spent.
  • Plea: (costs 2 per every 1 RESOLVE given) Give a comrade 1 RESOLVE for every 2 of your own RESOLVE spent.

bun

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Re: ISOTIR review planning...
« Reply #5 on: June 08, 2022, 02:56:27 AM »
COMBAT

Attacking
  • When you make an Attack, following the principles of The Core Roll, you will roll 2d6 and add the relevant TRAIT value. This value is compared to the target's relevant TRAIT for defending this kind of Attack, and (DIS)ADVANTAGE is considered.
  • Failure: You fail to land the attack somehow, and the narrator incurs a penalty, such as making you Take a Hit, or triggering a Narrative Action.
  • Mixed: You deal damage to your target, but as with failure, the narrator incurs a penalty.
  • Success: You deal damage to your target with no penalty!

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
  • A LOCK is the process of an assailant or trap restraining a character. It may be started by a character as a roll to attack as normal, but rather than dealing damage, a LOCK is initiated, where the most appropriate attacking and defending TRAITS are in competition over a series of rounds until STAMINA and/or HP are depleted, or the assailant chooses to let go of the target.
  • Upon initiation of a LOCK, the assailant can only make other actions if it makes sense. For example, if it is a many-armed creature, the assailant can probably make other actions, perhaps with DISADVANTAGE. Otherwise, there's probably not much the assailant can do aside from Maintain the LOCK unless they want to let go.
  • The LOCK is Maintained with the TRAIT used to initiate it.
    • STR LOCKS are generally holds using arms and muscles.
    • DEX LOCKS are generally claws, talons and the like of predators.
    • CON LOCKS are generally size or weight-based holds, or being trapped in the stomach of a monster.
    • INT LOCKS are generally magic chains, forcefields, elemental barriers to hold one in place.
    • WIS LOCKS are generally faith or sorcerous barriers.
  • The trait used to defend the LOCK depends on the nature of the LOCK and what best suits the target.
    • STR is generally using strength to try and struggle away.
    • DEX is generally trying to weasel out of a grip.
    • CON is generally withstanding elements or enduring a body press and pin.
    • INT is generally to magically repel elements or energy.
    • WIS is generally to steel oneself mentally and emotionally against arcane and faith power.
  • The assailant may change from one method of LOCK to another (such as STR to CON) as a free action after successfully Maintaining a LOCK.

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
  • Small: Faewee, Mote (1~2 feet)
  • Medium: Chibbit, Huumin, Elphin (2~5 feet)
  • Large: Large creatures, monstrous huuminoids (6~10 feet)
    • +4 HP .. +2 STAMINA .. +1 DAMAGE
  • Great: Even larger creatures, giants (10~20 feet)
    • +8 HP .. +4 STAMINA .. +2 DAMAGE
  • Extreme: Enormous creatures such as dragons (20~40 feet)
    • +16 HP .. +8 STAMINA .. +3 DAMAGE
  • Epic: Beasts of gargantuan proportions (40~100 feet)
    • +32 HP .. +16 STAMINA .. +5 DAMAGE
  • Beyond Epic: Beasts of legendary proportions (100~ feet)
    • +64 HP .. +32 STAMINA .. +7 DAMAGE



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

Fundamental Actions
  • Go with the Flow: Is an NPC having a good conversation, or is it clear to you what should happen with no actions involved? Keep it going! But try to make sure to spread involvement in the conversation and share engagement. NPC bartering and challenges are called by the narrator at their own discretion.
  • Hurt or Heal: If occurring for narrative reasons, feel free to do or undo some damage. Consider first if a roll + relevant TRAIT should be employed to feel more fair in case of sneak attacks or traps, but if it makes narrative sense that the damage is unavoidable, don't worry.
  • Player Spotlight: Spread out the utility of the party members to make everyone feel like they're engaged. Add a barricade only your STR member can break down, ancient writing only your INT member can make sense of. Narrate in a way that makes the player you have in mind want to ask if they can handle this specific problem, and then narrate the effects in a way that outlines how cool they are for being able to do this.

Direct Stressors
  • Option Stress: Options decrease. A bridge or staircase to your destination is destroyed, a "plan B" fails, the only way to get what you want is through fighting, encourage diligence to manage threats.
  • Time Stress: The characters are running out of time. The magic eclipse to help you defeat the demon king wanes, the launch countdown is proceeding, prisoners or hostages are in danger, encourage risk-taking to thwart delayed/environmental threats.
  • Pursuit Stress: The characters are risking detection and attack. Guards or pursuers are drawing near, raising the stakes for whatever the party is attempting, encourage party to flee, or remain and continue trying to accomplish their current task, gambling with possible confrontation.

Indirect Troublemaking
  • Dire Twist: An end you were going towards is revealed to be something you didn't want, or perhaps even the opposite, or they have entered a dangerous situation unwittingly.
  • Oh No! Success!: You achieve something you want, but it goes too far or has unintended consequences, such as giving the opposition time, opportunities or intel. Think "monkey's paw."
  • Trolley Problem: Two bad things are happening, and you basically have to choose one or the other. Jump in the way and take the bullet for the innocent, or use the chance to apprehend the assailant. The direct path is convenient, but will surely mobilize the guards.