Animation Lead on Wanderstop! She/Her & Transgenderrific! Past: Radial Games, Gaslamp Games


posts from @MOOMANiBE tagged #mostly

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Jackie-Tries-Internet
@Jackie-Tries-Internet

They should make a ttrpg where you getta have a cool sword


MOOMANiBE
@MOOMANiBE

You are an adventuring party exploring the vast world of Færül, an endless land of small towns, beguiling mysteries, and magical beings. During your group's first adventure, you stumbled across the dying Elminstro Do'arnen, Færül's foremost hero. With his final words, he bequeathed you his collection of legendary weapons. Using their power, it is up to you to right the many wrongs of this land. Strike forth and do justice, Inheritor of the CoolSwords!

Players: Create Characters

  • Choose a style for your character: Fighter, Wizard, Rogue, Cleric, Minmaxer, Roleplayer, Flirt, Logged Into FF14, Political Podcast Commentator
  • Choose a type for your CoolSword: Impossibly Sharp, Impossibly Huge, Constantly Emitting Things, Transforming, Sentient, Cursed, Laser, Gun
  • Choose your Number, from 2 to 5. A high number means you're better at Sword (using your sword on people or things). A low number means you're better at Cool. (Resolving any situation without violence is Cool). If an action doesn't seem to fall into either of these, consider whether you COULD be using your sword to do that action instead. If yes, do so and treat it as Sword. If no, it's Cool.
  • Give your character a cool fantasy roleplaying name, like "Froid Baggis"

You have:

  • An outfit appropriate to your Style. (E.g. if you are playing a Flirt it exposes as much of your torso as possible).
  • A backpack full of all the basics you need for adventures (Ropes, lockpicks, implausible maximum carrying capacity).
  • Any nonmagical weapons you would like, in any quantity you would like. They all do 0 damage.

Player goal: Get involved in fantasy shenanigans and learn the true meaning of Cool Swords
Character goal: Choose or create your own: Become king, overthrow the king, become obscenely rich, overthrow the rich, slash bad guys, slash anything and everything, discover legendary treasure, solve the mysteries of existence, create your own cool sword, or make the DM smile

Players: Create your Fantasy Setting.

As a group, pick two strengths for your setting: Bountiful, Traversible, Friendly, Well-patrolled, Treasure-filled, Gods-loved, Strong Economic Currency Conversion, Cavalier Cultural Attitude Towards Wanton Murder
Also, pick one problem: Deadly Wilds, Frequently Raided, Haunted, Strict Laws, Everyone Is Mad At You And You Can't Remember Why, Constant Political Infighting, Overly Complicated Lore Backstory, Swords Are Banned Here

Also Also, pick a Look (Lush, Dry, Mountainous, Coastal, Rocky, Islands, Plains, Cityscapes)
And a Vibe (Rustic, Adventurous, City Living, Survival, Summer Vacation, Decaying Empire, LARP)

Rolling the Dice

When you do something risky, roll 1d6 to see how it turns out. Roll +1d if you’re prepared and +1d if you’re an expert. (The GM tells you how many dice to roll,based on your character and the situation.) Roll your dice and compare each die result to your number.

  • If you're using your Sword on someone or something, you want to roll UNDER your number

  • If you're keeping your Cool, you want to roll OVER your number.

  • If none of your dice succeed, it goes wrong. The DM will say how things get worse.

  • If one die succeeds, you manage it but there is a complication, harm, or cost. If you were rolling Sword, the complication should involve collateral damage.

  • If two dice succeed, you do it well!

  • If three dice succeed, you get a critical success! The GM tells you some extra effect you get.

  • If you roll your number exactly, you have a Cool Sword. Treat the roll as a success, and also choose one of the following:

  1. You realize something important about your Sword. Say what it is, and increase or decrease your Number by one as fits the fiction.
  2. Everyone within view of you is so incredibly impressed/terrified by your Sword that they will give you whatever you want for the next 5 minutes.
  3. You do something incredibly cool with your Sword beyond the bounds of any normal fictional reason or scope. (Chopping a mountain in half, Destoying an entire army, cutting someone's memories away, carving a wormhole into existence, instantly chopping every vegetable in town, destroying a CoolSword)

Helping: If you want to help someone else with rolling, say how you help and roll. If you succeed, give them +1d. If you fail and you were rolling Sword, cause some sort of collateral damage.

DM: Create a Fantasy Adventure

Roll or choose on the tables below

  • An mysterious...
  1. Magical Treasure
  2. Evil Wizard
  3. Political Figure
  4. Innocuous-seeming Quest we took on
  5. Setting-inappropriate Technology
  6. Lore Dump
  • Has...
  1. Become the focus of a nation-wide hunt
  2. Activated a long-sealed spell
  3. Caused mass political upheaval
  4. Trapped an entire city in the bowels of the earth
  5. Set off a countdown to an apocalypse
  6. Caused the players to mistakenly kidnap the king
  • And...
  1. There's a big bounty on offer for anyone who'll solve the problem
  2. Triggered a sudden and deadly invasion
  3. Thrust us into a civil war
  4. We accidentally got conscripted into the revolution
  5. Only CoolSword wielders can bring it to an end
  6. Now we're wanted criminals
  • Which Will...
  1. Probably End Poorly For Everyone Involved
  2. Probably End Poorly For Everyone Involved
  3. Probably End Poorly For Everyone Involved
  4. Probably End Poorly For Everyone Involved
  5. Probably End Poorly For Everyone Involved
  6. Probably End Poorly For Everyone Involved

GM: Run the game

Play to find out how the players deal with the Situation you've created. Thrust them directly into the action and don't let up. Before a threat does something to the characters, show signs that it’s about to happen, then ask them what they do.
"The Great Dragon rears up on its hind legs, ready to slide the peice and capture your rook. What do you do?"
"Zoel smiles and pats your head. 'It's okay. Just because your sword turned me into a slime catgirl and I'm off to rediscover selfhood in my new body doesn't mean you'll never find love again.' What do you do?"

Call for a roll when the situation is uncertain. Don’t pre-plan outcomes—let the chips fall where they may. Use failures to push the action forward. The situation should always changes after a roll, for good or ill - let failures bring about a new situation. Use collateral damage and destruction like salt, especially when players use their swords.

Ask questions and build on the answers. “Have any of you ever prepared seared fish with a flaming greatsword before? Where? How many people died?”