wepon: orange mantis sitting on a partially-peeled orange, holding part of the peel in its forelegs (Default)
You are a robot. You were once owned by a human, but you ran away, were rescued,
were thrown out, or something else. Now you live in a community of fellow independent robots.
Your community faces challenges to survive, both environmental and interpersonal. You face
challenges, too - to grow beyond the use your ex-owner had for you.

This is a game for multiple players. To play, you will need pencil, paper and at least one
ten-sided die. You may find it useful to have tokens of different colors to represent your identity
track, stress track, and so on.

Before play, decide on some details of your setting. Where is your community? How
many robots strong? What’s the overall technological aesthetic? Are humans still around, or are
they extinct? What sort of common tasks does the community do to survive (ex. communal solar
panel maintenance, scrounging for spare parts)?

Note: the game assumes that all pcs are similarly sized, but if you wish to play with large
differences in character scale, go for it.

To create a character, write down what your function was for your ex-owner - “washing
machine”, “personal assistant”, “artillery drone” or the like. Next to it, draw 10 bubbles and fill 7
of them in. This is your identity track. Underneath your identity track, write down four traits your
ex-owner perceived you as having. At least one trait should have been perceived as desirable
(ex. “quantum-positronic brain”, “GPS”), and at least one should have been seen as a negative
(ex. “delicate wiring”, “sensitive targeting systems”). A negative trait need not be
disadvantageous to the character, it only needs to have been seen as such by the ex-owner. If
needed, indicate which is which. Rate two traits at 1 dot, one trait at 2 dots, and one trait at 3
dots. Below, draw a row of 10 bubbles and fill 1 of them in. This is your stress track.

Example:

air conditioner • • • • • • • ◦ ◦ ◦
(+) smart-house integration •
(-) embedded microphone •
(-) bulky size • •
(+) body language prediction algorithm • • •
stress track •◦ ◦ ◦ ◦ ◦ ◦ ◦ ◦

Play proceeds in rounds. Each round, every player sets up one scene for their character.
This character is the focus of this scene. The player may choose other player’s characters to be
present at scene set. Other players can choose to introduce their characters into the scene as
appropriate, or choose to introduce/control npcs or environmental aspects.

Scenes should be either one of two types: providing challenges for the pc that require
drawing on their abilities to overcome, called conflict scenes, or providing opportunities for the
pc to reflect on themselves and their identity, called reflection scenes.

In conflict scenes, play should progress to a climax that points to a key obstacle or
challenge the focus character must confront. The player will roll one or more d10s to determine
success or failure. The player only makes one roll per scene; a complex challenge that could be
composed of multiple rolls should either be narratively collapsed so that a single roll will suffice,
or split between multiple scenes.

Players will mostly roll using their identity, and occasionally roll using their stress.

If rolling identity, first decide if your character is acting in accordance with their old
identity or in spite of it. Next, decide if your character is using one of the traits their ex-owner
saw in them.Rroll a number of d10s equal to 1+the dots associated with the trait used, if any.

When acting in accordance with their old identity, a die result at or below their identity
dots is a success, and above is a failure. When acting independently of their old identity, a die
result above the number of identity dots is a success, and at or below a failure.

If rolling multiple dice, a success on any die results in a success for the character.

After the roll, gain or lose one identity dot if possible. If acting with identity, gain a dot for
a success and lose a dot on a failure. if acting against identity, lose a dot for a success and gain
a dot for a failure. Note that the maximum for identity is 9 and the minimum is the total number
of dots among all traits held by the character.

On any failed roll, add a dot of stress. When rolling multiple dice, any die that is a failure
adds a dot of stress. If the used trait was a negative one, you always gain at least one stress
dot, no matter the result.

After confirming the results of the roll, work towards a scene conclusion that reflects the
results.

One may choose at any time to use stress to roll instead. If stress ever reaches 10, one
must roll it to resolve the next challenge. 10 is the maximum stress a character can have at any
time.

Rolling stress means that your character acts erratically: lashes out, runs away, or some
other outburst of emotions. This can’t solve large or long-term problems; at best, it provides a
short-term solution to an immediate stressor on the character.

Roll one d10. If the result is above the character’s current stress, this is all that happens.
If it is at or below the character’s current stress, the character only makes things worse with their
action.

After rolling stress, reduce the character’s stress by the difference between their current
stress and the die result. The minimum stress a character can have is 0. Then work towards a
scene conclusion that reflects these results.

In reflection scenes, play should center around the focus character considering their
identity and past, either through talk, thought, or gentle action. Setting up an obstacle is
inappropriate here; these scenes are about interiority, not conflict.

Play continues until the focus player draws a connection between two or more of their
character’s past, present and/or future. While this connection doesn’t have to be explicitly made
in-character, the focus player should state it to the group and make a note of it on their
character sheet, and then have it affect the scene and their character however is appropriate.
After this connection is made, the players should try to wrap up the scene in a satisfactory
conclusion.

At the end of a reflection scene, the focus player may choose to erase one dot from one
of their character’s traits, to reflect their character healing from the image their ex-owner had of
them. When a trait loses all dots, the player may choose to keep the trait - indicating that the
trait is true, but that the character has shed the baggage associated with it - or change the trait
to something else - either indicating that the trait was a false perception by the ex-owner and is
now replaced by a true perception, or that the character has lost attachment to the trait and
modified themselves to become something else. Using these reclaimed traits in a roll add only
one d10, but only add a dot of stress when the roll has no successes.

Note: the default assumption is that a trait that has been reclaimed can no longer be
changed in any way, including adding trait dots. However, if long-term play is desired, reflection
scenes may add a dot to a modified trait instead of reducing a dot in an unmodified trait. In this
case, modified traits add a number of d10s to identity rolls based off their rating, and still only
add a dot of stress when a roll has no successes. Modified trait dots are not counted as trait
dots for a character’s minimum identity rating.

The goal of the game is to reduce all characters’ identity tracks to zero. If a character
reaches zero, they have successfully worked to heal themselves from the image of themselves
cast by their ex-owner. Although these characters can still be the focus of scenes if the players
find this fun and engaging, play should generally be focused around the characters who still
have yet to shed their identity points.

Notes:
Did I really forget to post this here? I guess I did.

Inspirations include Exalted, Lasers & Feelings, Dream Askew and the emotional mecha game jam. Shoutout to my sweetheart for suggesting the title and some edits!

I think this could be used for a fun hack of Dream Askew...I'm still not sure if I want some sort of option for players to "play" external problems from the environment. Oh well.

Inversus

Dec. 4th, 2018 08:31 pm
wepon: orange mantis sitting on a partially-peeled orange, holding part of the peel in its forelegs (Default)
For two or more players who trust each other and who have paper and pencil.

One of you is The World, or Culture, or Society. The others represent a beast.

Together, the players should feel free to define the parameters of the setting if necessary, although they should do as little as possible before play. There are some essential assumptions: a) beasts exist in this world; b) they are known by and coexist with humans; c) this coexistence is uneasy; d) the players represent one individual beast. The World draws a silhouette of this beast on paper, large enough for the other players to add details to the drawing, but leaving space around the edges for writing. This paper is passed to the beast players.

The game proceeds in rounds. The World stars a round by describing a feature of the beast (or the beast’s species, depending on whether such has been stated beforehand) that it finds abhorrent, ideally dangerous but unpleasant will do. The description should include both the feature and The World’s perception of it. Any setting details they add should exclusively be based in public perception.

One of the other players then narrates a moment in the life of the beast, in which they use this trait in a moment of love and gentleness. In this, the player is free to add whatever details to the setting are necessary, although they should all be in service to this moment. Other players who are not The World are free to suggest additions or help out if the narrating player is stuck, but the narrating player has ultimate veto power. At the end of their narration, this player draws this trait on the diagram of the beast and adds a short phrase describing the trait in positive language.

Once the narrating player is done, The World starts the next round, and a different player narrates a moment in the life of the beast. Play continues until each beast player has at least one turn narrating. When a beast player fills up the last of the space on the diagram, the game ends.

All players build the setting together through what they say. Contradicting previous details is in poor form, but beast players may interpret previous statements as opinions or incomplete observations, and must do so with The World’s statements. It is recommended to write down setting details instead of relying on player memory.

Notes:
You might want to add some support tools to this - the x-card, for example.

This game has a very different feel if there are only two players.

Inspirations: all things bright and beautiful, a new heaven and a new earth, every kind of touch, on being raised on fairy tales in which you are the monster, “it is not incumbent upon you to complete the work, but neither are you at liberty to desist from it”

Thanks to my wonderful partner for reading this over.
wepon: orange mantis sitting on a partially-peeled orange, holding part of the peel in its forelegs (Default)
To play, you need players, pencil, paper, and cards.

All players are researchers on the Human Oneirome Project. You are collectively studying a sleeping subject. They might have a number designation, or might simply be referred to as "the subject".

One researcher records the subject’s dream. They narrate a short but vivid scene - one or two sentences. The others debate the dream’s meaning. Majority vote decides the official interpretation. If there is a tie, the recorder casts the deciding vote; otherwise they provide no input.

The recording researcher writes the scene and interpretation on paper. They choose one symbol from the dream and its interpretation to write on a card and place in the center. Recording duties pass to the researcher on the left.

Recording researchers may choose to either narrate novel scenes or pick a symbol from the center to involve. The latter reopens the debate on that symbol’s meaning; the recorder is encouraged to narrate scenes that support alternate interpretations. If the symbol is revised, note the revision on the card.

The game ends when everyone loses interest, the paper is filled, or all are satisfied with the interpretations’ implicit narrative.

Once per cycle around the table, anyone can describe the behavior of the subject in their sleep. Researchers are free to incorporate or ignore the subject's behavior in future interpretations. The subject cannot wake up.

EXPANSIONS:

Publish or Perish
All researchers have a stat, reputation. Reputation starts at zero.

Every time a researcher’s interpretation on a novel scene is made official, that researcher gains one reputation.

Every time a researcher’s interpretation supersedes another’s on a preexisting symbol, the successful researcher gains one reputation and the outdated researcher loses one reputation. (It is useful to note on cards who has supplied the current interpretation.)

At the end of the game, the researcher with the highest reputation is made lead author and wins.

Subjectivity (by my wonderful partner)

One of the players is the sleeping subject. They lie down in the center of the circle. The subject’s sleep may be as restful or disturbed as they wish, but they cannot wake up.

Lucid Dreaming (by my wonderful partner)

One of the players is the sleeping subject. They sit in the middle. For any turn, the sleeper may choose a single symbol from those present. The current recording researcher must either choose that symbol or narrate a de novo dream. Alternatively, the sleeper may choose to reject all symbols and the recording researcher must make a de novo dream.

Partner’s note: “I could also see a version where the subject never gets to hear the symbols’ interpretations, they just know the ones the researchers have picked out as important, and they reject or keep as appropriate
varying degrees of knowledge and control”

My note: the original game is centered around the lack of autonomy and voice of the subject - the researchers operate off of no personal knowledge about the subject, yet their interpretations are canonized. A subject as the player character with mechanical power changes the feel of it significantly.

NOTES:
Inspirations are The Shab-Al-Hiri Roach (rpg), Mysterium (board game), human rights abuses in research.

I originally wrote this to be under 200 words for the, well, 200 word rpg contest, but I missed the deadline. So I'm padding it out a bit.
wepon: orange mantis sitting on a partially-peeled orange, holding part of the peel in its forelegs (Default)
PbtA
-Apocalypse World
-Monsterhearts
-The Veil
-Dream Askew
-blades in the dark
Fate
Perfect, Unrevised
Burning Wheel
-Torchbearer
-Mouse Guard
GURPS
Nobilis
Chuubo's Marvelous Wish-Granting Engine
Dogs in the Vineyard
The Quiet Year
Ryuutama
Technoir
Stars Without Number
The Sprawl
Genesys
Tekumel
Polaris
My Life With Master
Fireborn
Ars Magica
The Dying Earth
Microscope
Sorcerer
Exalted
Fiasco
Leverage
Smallville
Golden Sky Stories
The Mountain Witch
Gumshoe
Bluebeard's Bride
Questlandia
Magical Burst
Swords without Master
Poison'd
Shadow of the Demon Lord
Spider Dance
wepon: orange mantis sitting on a partially-peeled orange, holding part of the peel in its forelegs (Default)
I am realistically never going to DWRP, let alone mod a game, but I keep having ideas so here's my idea tracker. They're open for anyone to use.

Read more... )
wepon: orange mantis sitting on a partially-peeled orange, holding part of the peel in its forelegs (Default)
The world is ending. It's had a good run, but God has judged it and found it wanting. Everything you know and love will be wiped from existence, along with existence itself, when the seven seals are opened. That's where you come in.

One player is the Law - the GM. The other players make characters. You need at least two eight-sided dice that look different, perhaps more if your group tends towards inter-character conflict.

To make a character, come up with a reason why they want to stop the world from ending. Write this down as their Motivation. Split five points between three stats: Light, Fire, and Clay. No stat can have a value higher than three. If Light is highest, your character is an angel; if Fire is highest, your character is a spirit; if Clay is highest, your character is human. If there's a tie pick one. Create a Trait for the stat that reflects your character's nature, such as "wielder of the flaming sword", "naiad of the river", or "big bro".

If you haven't already, talk with the other players over what the seals are. Are they physical structures residing in remote corners of the world? Rituals that must be carried out under specific circumstances? The souls of certain humans as designated by prophecy? Something else?

In play, the Law narrates the world. The other players narrate their own characters' actions. When there's a significant conflict, the player whose character is involved picks up the dice and chooses a stat for each. They then roll the dice and add the appropriate stat value. If the character has a trait that's applicable to the character's action, they can add +1 to whichever stat they like before the roll. If the character's Motivation is at stake, they can choose to reroll one die.

Whichever stat has the highest total determines what you can narrate. Light means that you can say the facts of the matter, explain the state of the world, and describe how what your character does is effective. Fire means that you can say how you retain your freedom of action, assert your character's selfhood, and how what your character does is impressive. Clay means you can say what your character's actions means in context, how things ought to be even if they aren't, and how what your character does is productive. Everything outside a player's current narrative scope is narrated by the Law.

If the conflict is between two or more characters, each player chooses two stats and simultaneously rolls two dice. They compare their highest stat total to the other player's results and discard their lower roll. Whoever has the highest total for a stat is in control of that aspect of narration. Any narrative aspects that are not in control of a player defaults to the Law. It's possible, especially as the number of involved players increases, that there will be players in the conflict who don't have any narrative control at the end of a roll. That's expected.

For a player in desperate need of narrative control, they have the option to request at token of Will from the Law. Receiving a token gives that player complete narrative control over that decision point. (If more than one player requests a Will token during a conflict, those players roll as normal.) They then place the Will token on their character sheet. A character can have only one Will token at a time. At any point in the future, the Law may reclaim a player's Will token during a conflict. Doing so lets the Law dictate to that player a single stat that they must use at that time - they are not allowed to roll any other stat. The player automatically gains that narrative control in a player-vs-Law decision, and rolls that stat during a player-vs-player decision.

The role of the Law in this game is to narrate the world and provide obstacles for the characters. While this game is only suitable for groups who trust each other enough to be comfortable with shared narrative control, the Law ought to provide a certain level of antagonism to the players' actions and make active choices towards opening the seals. Groups can decide at game setup that there are things characters can do that would save the world; however, the default assumption is that the apocalypse cannot be averted, and can only be postponed.

(Optional rule: every time a seal is broken, you may add one trait to your character under any stat. You may only add one trait per roll attempt. Whichever stat has the most associated traits defines your character's nature - if a starting character with zero Light gains two Light traits they become a (shitty) angel.)

Notes:
Based off of this game design challenge. Credit to Nobilis, Wisher Theurgist Fatalist, and Christian mythology.

FTHTTC

Dec. 13th, 2017 01:47 pm
wepon: orange mantis sitting on a partially-peeled orange, holding part of the peel in its forelegs (Default)
(From The Heavens To The Center)

To play this game, you’ll need at least two other people and temporary pigments that are okay to use on human skin. No permanent markers.

Your characters live in a city, surrounded by desert. The city has fallen, or is on the verge of falling - your characters’ community is tenuous. The desert is wild and dangerous and full of hidden things.

Talk for a while with each other about what that means. Develop character concepts with each other. let your characters influence the setting, or vice versa. Feel free to make up history, society and background NPCs as needed. At some point, you’ll be ready to play.

There are two stages to play: desert and city.

Eventually, there will be something your character needs that they can’t find in the city. They must go out into the desert. Water for a community dying of thirst, gasoline to fill your almost-empty car, a part-time job to pay the rent, or a cursed emerald as big as your head because You Want It are all good reasons.

If it’s your character who is going out, it’s your round. You must take at least one other character with you. At least one player must sit out. If no one wants to go with you, your character must do without and the round passes to the player to your left. If no one wants to stay, the player with the most marks who isn’t leading the round must stay.

During a desert round, each player takes turns narrating. Players with characters in the desert narrate the actions of their characters. One of their goals is to have memorable experiences. Players sitting out narrate the world. Their goals are to provide challenge, put characters in tight spots, and create opportunities for memorable experiences.

The round ends when all characters either find what they’re looking for and return, give up and return, or are overcome. Each player of a surviving character chooses one player who accompanied them. Rhey paint a mark on that player’s arm that represents a moment from this round, something significant or memorable. Ideally it should be something abstract or symbolic. If there’s no more space, that player must wipe off one of their current marks to make some.

At the end of the round there is a city stage, in which the current characters react to what happened in the desert and participate in city life. All players are free to narrate the world as well as their characters, including supporting NPCs. The goals of this stage are decompression and freeform character development.

When it is appropriate, another player takes on the next desert round. The default assumption is that the round goes to the player to the left of the previous round-holder, but players may prefer to have the decision rise organically from play.

During desert stages, a character’s players are only allowed to narrate their character’s actions, but this also covers their character’s reactions, including bodily integrity. World players can put characters in situations that will almost certainly result in harm, but only the character’s player says if that harm occurs. There are two exceptions. The first is that a character’s player can choose to wipe off one of their marks in order to narrate a single statement about the world, like a world player can. The other is that if a character’s player has no marks at the end of a desert round, their character leaves the game in whatever manner they choose.

Notes:
Credits: We Know The Devil, With Those We Love Alive, Game Chef

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