on christmas eve, i couldn't sleep. instead, i made a short story / game with Twine called "TIME QUEST" based on D&D. check it out
thanks!
http://www.borisran.com/timequest.html
Wednesday, December 26, 2012
Sunday, December 23, 2012
HOW to USE the SAME PLOT OVER & OVER AGAIN (without anybody noticing)
think you don't have the time to run an adventure with all that intrigue and roleplaying and shit? think again!
AN ADVENTURE THAT DOES NOT TAKE PLACE UNDERGROUND (part 1)
here's the story so far: the PCs come to
a) a village
b) a castle
c) a city
d) a manor
e) anywhere else
in order to
a) make
b) secure
c) save
d) whatever
the
a) ghost hound
b) magic sword
c) free booze
d) evil general
e) something
descriptive text: {it's autumn and the mome-raths have come to town to purvey nautili shells in return for corn blah blah blah purple prose}
the INTERESTING STUFF
there are 1d6 (or more) of the following people in power:
1d6
1) a benevolent old weirdo - he is in the highest regional political office or has secret mystery powers, and wants the best for everybody OR the best for the PCs OR both, but is weak or anti-social or myopic or otherwise mostly unhelpful
2) a brash young asshole - often the chosen prince or a powerful warrior. tends to react quickly and may not have full control of his emotions; may or may not be good at heart. often a military man. often ascribes to a certain code of principles (honor, sectarianism, nationalism). makes a good trusted lieutenant or enforcer or warmaster. can often be convinced to side with the PCs if they prove they have "the Right Stuff".
3) a scheming asshole pulling the strings - he wants to be in control of the city/money/inheritance whatever. he will block the PCs at every turn and will always be an enemy. often has magical powers or uses underhanded methods to manipulate people. sociopathic
4) the Bureaucrat - he just wants everything to return to normal. he is morally independent and may choose whichever side looks most likely to benefit the status quo
5) the sex trap - can just as easily be a man as a woman. sexy but dangerous. may be a hedonist or may have hidden agenda. always works towards self's best interest
6) the innocent - appeals to sentimental emotions. young prince/princess/sword-maiden/kindly cleric, benevolent. wants the best for everybody, and freedom / equality. can sometimes be duped
so just roll on this chart, re-roll if you don't like the results (obviously) and insert whatever ideas you had for the adventure into it. here's some examples that i steal from frequently:
DOOM OF THE SAVAGE KINGS
The PCs must KILL the GHOST HOUND while in a VILLAGE, while dealing with an ELDERLY JARL and his SCHEMING SORCERER HENCHMAN, while the hound keeps killing people
Ending: They kill the ghost hound but get no reward or TPK
THE POWER BEHIND THE THRONE
The PCs must SAVE the GRAF'S LIFE while in a CITY, while dealing with VARIOUS DISINTERESTED MERCHANTS/SPECIAL INTEREST GROUPS, an UNHELPFUL CAPTAIN OF THE GUARD, a FLAMBOYANT HYPNOTIST, an ELIGIBLE PRINCESS, and a SCHEMING ASSHOLE SORCERER WHO DEALS WITH DEMONS & DOPPELGANGERS, while demons try to make their way into the world
Ending: They may or may not save the Graf's life and may or may not be imprisoned for it; the bad guy probably is foiled but escapes
Disney's ALADDIN
The PCs must MARRY the PRINCESS in a CITY, while dealing with an ELDERLY SULTAN, a SCHEMING ASSHOLE SORCERER/HYPNOTIST, a PLAYFUL GENIE WHO WANTS TO BE FREE, and a BRUTISH CAPTAIN OF THE GUARDS, while highlighting the disparity inherent to a class system
Ending: Aladdin saves the day, marries the princess and everybody is happy
HAMLET
The PCs must PROVE their FATHER'S MURDER in a CASTLE, while dealing with AN ASSHOLE USURPER UNCLE, a SLUTTY QUEEN, a POTENTIAL LOVE INTEREST THAT THEY KNOW FROM CHILDHOOD, and an OLD GUY WHO WISHES EVERYTHING WAS BACK TO NORMAL
Ending: Everybody Dies
GORMENGHAST
The PCs must BECOME an ADULT in a GIANT CASTLE, while dealing with a DETACHED FATHER, a HEDONISTIC MOTHER, a DAY-DREAMING SISTER, and a SCHEMING ASSHOLE WHO WANTS TO BE IN CHARGE, while everything is really really weird
Ending: Becoming an adult isn't all it's cracked up to be
LORD OF THE RINGS: THE TWO TOWERS
The PCs must FIND the CAPTURED HOBBITS in a COUNTRY, while dealing with a BRASH YOUNG CAVALRY MARSHALL, an ENFEEBLED BUT ONCE-BADASS KING, an EVIL ASSHOLE NAMED "WORMTONGUE", and a BEAUTIFUL SWORD-MAIDEN, while a huge war is going on
Ending: They get drawn into plight of the region and end up saving the day at a huge tower-defense battle
DAVID COPPERFIELD
The PCs must BECOME an ADULT in a CITY, while dealing with a POWERLESS BUT KINDLY UNCLE, a CRAZY OLD LADY, a TREACHEROUS BUT BEAUTIFUL GIRL FROM CHILDHOOD, a SOMEWHAT LESS RADIANT BUT PERFECTLY LOVELY AND KIND-HEARTED GIRL FROM CHILDHOOD, an IRRESISTIBLY CHARISMATIC CHILDHOOD CHUM WHO IS NONETHELESS TROUBLE FOR SURE, and a NASTY CREEP WHO WANTS TO CONTROL/SEDUCE EVERYBODY
Ending: They grow up and marry the good girl
ANNA KARENINA
The PCs must NAVIGATE a RAPIDLY CHANGING RUSSIA in a RUSSIA, while dealing with a KINDLY BUT CLUELESS OLD PRINCE, an IRRESISTIBLY SEXY BUT TOTALLY IRRESPONSIBLE YOUNG CAVALRY OFFICER, and an INSUFFERABLE STUFFY HUSBAND
Ending: One of the PCs dies and Russia is a weird but cool place
THE CIDER HOUSE RULES
The PCs
BEOWULF
The PCs must KILL the GRENDEL in a THRONE ROOM etc etc you get the idea
whatever order you roll them in is the order the PCs encounter them in or the order of power (whichever works better to your sensibilities)
here are some potential ideas that i made up just now:
WHAT LIES BENEATH
The PCs must DESTROY the ANCIENT UNDEAD ABOMINATION in a MONASTERY, while dealing with an ASSHOLE ABBOTT WHO WANTS TO KNOW EVERYTHING THERE IS, a FLAMBOYANTLY SEXUAL YOUNG MONK WHO WANTS TO LEAVE THE MONASTERY, and his SECRET LOVER
Ending: ???
THE CASE OF THE DUNVILLE GHOULS
The PCs must SOLVE the MYSTERY OF THE MURDER in the ANCIENT MANSION, while dealing with a KINDLY BUT CRIPPLED OLD GROUNDSKEEPER, an ELDERLY BUT KINDLY DOWAGER WHOM EVERYBODY IGNORES EVEN THOUGH SHE KNOWS SECRETS, a SCHEMING ASSHOLE BROTHER WHO COMMITTED THE CRIME FOR THE INHERITANCE BUT MADE IT LOOK LIKE VAMPIRES DID IT, the CLUELESS BUT GOOD-INTENTIONED OLD INSPECTOR CHIEF, and a DIFFERENT BROTHER OF THE DEAD GUY WHO WANTS TO COVER EVERYTHING UP FOR FEAR OF SHAME TO THE FAMILY
Ending: ???
THE CAVES OF CARNAGE
The PCs must ERADICATE the CHAOS WORSHIPPERS in a SERIES OF CAVES, while dealing with a DECIDEDLY CALCULATING LOCAL LEADER, while the aforementioned local leader is considering becoming a vassal of the all-powerful chaos lords unless something changes soon(okay this one takes place underground)
AN ADVENTURE THAT DOES NOT TAKE PLACE UNDERGROUND (part 1)
here's the story so far: the PCs come to
a) a village
b) a castle
c) a city
d) a manor
e) anywhere else
in order to
a) make
b) secure
c) save
d) whatever
the
a) ghost hound
b) magic sword
c) free booze
d) evil general
e) something
descriptive text: {it's autumn and the mome-raths have come to town to purvey nautili shells in return for corn blah blah blah purple prose}
the INTERESTING STUFF
there are 1d6 (or more) of the following people in power:
1d6
1) a benevolent old weirdo - he is in the highest regional political office or has secret mystery powers, and wants the best for everybody OR the best for the PCs OR both, but is weak or anti-social or myopic or otherwise mostly unhelpful
2) a brash young asshole - often the chosen prince or a powerful warrior. tends to react quickly and may not have full control of his emotions; may or may not be good at heart. often a military man. often ascribes to a certain code of principles (honor, sectarianism, nationalism). makes a good trusted lieutenant or enforcer or warmaster. can often be convinced to side with the PCs if they prove they have "the Right Stuff".
3) a scheming asshole pulling the strings - he wants to be in control of the city/money/inheritance whatever. he will block the PCs at every turn and will always be an enemy. often has magical powers or uses underhanded methods to manipulate people. sociopathic
4) the Bureaucrat - he just wants everything to return to normal. he is morally independent and may choose whichever side looks most likely to benefit the status quo
5) the sex trap - can just as easily be a man as a woman. sexy but dangerous. may be a hedonist or may have hidden agenda. always works towards self's best interest
6) the innocent - appeals to sentimental emotions. young prince/princess/sword-maiden/kindly cleric, benevolent. wants the best for everybody, and freedom / equality. can sometimes be duped
so just roll on this chart, re-roll if you don't like the results (obviously) and insert whatever ideas you had for the adventure into it. here's some examples that i steal from frequently:
DOOM OF THE SAVAGE KINGS
The PCs must KILL the GHOST HOUND while in a VILLAGE, while dealing with an ELDERLY JARL and his SCHEMING SORCERER HENCHMAN, while the hound keeps killing people
Ending: They kill the ghost hound but get no reward or TPK
THE POWER BEHIND THE THRONE
The PCs must SAVE the GRAF'S LIFE while in a CITY, while dealing with VARIOUS DISINTERESTED MERCHANTS/SPECIAL INTEREST GROUPS, an UNHELPFUL CAPTAIN OF THE GUARD, a FLAMBOYANT HYPNOTIST, an ELIGIBLE PRINCESS, and a SCHEMING ASSHOLE SORCERER WHO DEALS WITH DEMONS & DOPPELGANGERS, while demons try to make their way into the world
Ending: They may or may not save the Graf's life and may or may not be imprisoned for it; the bad guy probably is foiled but escapes
Disney's ALADDIN
The PCs must MARRY the PRINCESS in a CITY, while dealing with an ELDERLY SULTAN, a SCHEMING ASSHOLE SORCERER/HYPNOTIST, a PLAYFUL GENIE WHO WANTS TO BE FREE, and a BRUTISH CAPTAIN OF THE GUARDS, while highlighting the disparity inherent to a class system
Ending: Aladdin saves the day, marries the princess and everybody is happy
HAMLET
The PCs must PROVE their FATHER'S MURDER in a CASTLE, while dealing with AN ASSHOLE USURPER UNCLE, a SLUTTY QUEEN, a POTENTIAL LOVE INTEREST THAT THEY KNOW FROM CHILDHOOD, and an OLD GUY WHO WISHES EVERYTHING WAS BACK TO NORMAL
Ending: Everybody Dies
GORMENGHAST
The PCs must BECOME an ADULT in a GIANT CASTLE, while dealing with a DETACHED FATHER, a HEDONISTIC MOTHER, a DAY-DREAMING SISTER, and a SCHEMING ASSHOLE WHO WANTS TO BE IN CHARGE, while everything is really really weird
Ending: Becoming an adult isn't all it's cracked up to be
LORD OF THE RINGS: THE TWO TOWERS
The PCs must FIND the CAPTURED HOBBITS in a COUNTRY, while dealing with a BRASH YOUNG CAVALRY MARSHALL, an ENFEEBLED BUT ONCE-BADASS KING, an EVIL ASSHOLE NAMED "WORMTONGUE", and a BEAUTIFUL SWORD-MAIDEN, while a huge war is going on
Ending: They get drawn into plight of the region and end up saving the day at a huge tower-defense battle
DAVID COPPERFIELD
The PCs must BECOME an ADULT in a CITY, while dealing with a POWERLESS BUT KINDLY UNCLE, a CRAZY OLD LADY, a TREACHEROUS BUT BEAUTIFUL GIRL FROM CHILDHOOD, a SOMEWHAT LESS RADIANT BUT PERFECTLY LOVELY AND KIND-HEARTED GIRL FROM CHILDHOOD, an IRRESISTIBLY CHARISMATIC CHILDHOOD CHUM WHO IS NONETHELESS TROUBLE FOR SURE, and a NASTY CREEP WHO WANTS TO CONTROL/SEDUCE EVERYBODY
Ending: They grow up and marry the good girl
ANNA KARENINA
The PCs must NAVIGATE a RAPIDLY CHANGING RUSSIA in a RUSSIA, while dealing with a KINDLY BUT CLUELESS OLD PRINCE, an IRRESISTIBLY SEXY BUT TOTALLY IRRESPONSIBLE YOUNG CAVALRY OFFICER, and an INSUFFERABLE STUFFY HUSBAND
Ending: One of the PCs dies and Russia is a weird but cool place
THE CIDER HOUSE RULES
The PCs
BEOWULF
The PCs must KILL the GRENDEL in a THRONE ROOM etc etc you get the idea
whatever order you roll them in is the order the PCs encounter them in or the order of power (whichever works better to your sensibilities)
here are some potential ideas that i made up just now:
WHAT LIES BENEATH
The PCs must DESTROY the ANCIENT UNDEAD ABOMINATION in a MONASTERY, while dealing with an ASSHOLE ABBOTT WHO WANTS TO KNOW EVERYTHING THERE IS, a FLAMBOYANTLY SEXUAL YOUNG MONK WHO WANTS TO LEAVE THE MONASTERY, and his SECRET LOVER
Ending: ???
THE CASE OF THE DUNVILLE GHOULS
The PCs must SOLVE the MYSTERY OF THE MURDER in the ANCIENT MANSION, while dealing with a KINDLY BUT CRIPPLED OLD GROUNDSKEEPER, an ELDERLY BUT KINDLY DOWAGER WHOM EVERYBODY IGNORES EVEN THOUGH SHE KNOWS SECRETS, a SCHEMING ASSHOLE BROTHER WHO COMMITTED THE CRIME FOR THE INHERITANCE BUT MADE IT LOOK LIKE VAMPIRES DID IT, the CLUELESS BUT GOOD-INTENTIONED OLD INSPECTOR CHIEF, and a DIFFERENT BROTHER OF THE DEAD GUY WHO WANTS TO COVER EVERYTHING UP FOR FEAR OF SHAME TO THE FAMILY
Ending: ???
THE CAVES OF CARNAGE
The PCs must ERADICATE the CHAOS WORSHIPPERS in a SERIES OF CAVES, while dealing with a DECIDEDLY CALCULATING LOCAL LEADER, while the aforementioned local leader is considering becoming a vassal of the all-powerful chaos lords unless something changes soon(okay this one takes place underground)
Wednesday, December 19, 2012
HEALING RULES addendum
- Rather than adding a set amount, swigging some booze after a battle recovers an amount of hitpoints = Endurance modifier. if your Endurance modifier is negative, then this is obviously not a wise thing to do
- Binding your wounds recovers an amount = to the Fieldcraft modifier of the person binding the wounds. 3d6 minutes per binding
yes i know these are small bonuses but keep in mind, in Kos your hitpoints = your Endurance score (aka Constitution) score, so even a high-"level" character (there are no levels) has probably no more than 18 HP
- Binding your wounds recovers an amount = to the Fieldcraft modifier of the person binding the wounds. 3d6 minutes per binding
yes i know these are small bonuses but keep in mind, in Kos your hitpoints = your Endurance score (aka Constitution) score, so even a high-"level" character (there are no levels) has probably no more than 18 HP
Thursday, December 13, 2012
Saturday, December 8, 2012
Some ideas for Kos
(i dont have very much time)
The Silent Language is something you can learn to talk to your friends without anybody noticing.
the hangovers are getting worse
The Silent Language is something you can learn to talk to your friends without anybody noticing.
the hangovers are getting worse
Monday, December 3, 2012
If, as a Dungeon Master, I was able to transmit one idea to you:
It would be that you are alone, and you can die
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