I like running forum games. I or my players are always flaking on forum games. I blame the faff of writing out complex rules interactions for these failures (because of course it's not
my fault) so I was very pleased when I came across the nicely simple RPG microsystem dubbed
'Roll for shoes' and figured it could be adapted quite nicely into a nice lite fun dungeon romp for forum play.
Rules in a nutshell:
- All characters start out as formless undefined figures with the ability '
Do anything [1]'
- All actions are performed by the player picking an applicable ability and rolling a number of d6 equal to its level and totalling the dice. The DM rolls a number of d6 applicable to the difficulty of the check and totals the dice. Beat the DM to succeed, draw for partial success.
- If all the dice a player rolls come up with a 6 then they gain a new ability at one level higher than the ability they were rolling, and related to the task they were rolling for.
- A failed check earns 1 destiny point.
- A destiny point can be turned in to avoid defeat in combat or some other form of grisly doom.
- A destiny point can be turned in to treat an ability roll as a 6 for ability gain purposes only (not for action success).
The more broadly applicable the earlier abilities the better for later development. As I'm going to run a by the numbers D&D-esque world I suggest initial abilities would be nicely covered by things like the standard classes, races and stats.
Example character:
Do anything [1]
-Elf [2]
-Wizard [2]
--Fire Magic [3]
---Fireball [4]
--Illusion [3]
-Intelligence [2]
--Translate [3]
You get the idea. Evolutionary characters defined by their actions.
Hopefully quick, fun and with free reign to become more than a little silly.
Anybody fancy it?
I'd probably run the dungeon printed in the Dungeon Crawl Classics rule book so sorry, if you've read that you're probably ineligible to play. Probably four players.
Posts
XP:1
From the Desk of Darth Vertroue Diplomat to the USA.
Unnamed
Do Anything [1]
-Kobold [2]
Hopeless Gamer
Unnamed
Do anything [1]
-Dwarf [2]
--CHAAARGE![3]
0xp
Chicago Megagame group
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Hopeless Gamer
That said, I have a game design question for you, if you don't mind! (I will spoiler it, though, in case it divulges SECRET GAME INFO!)
So let us begin shadowy unknowns. Off to adventure!
Chicago Megagame group
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(I think this is right?)
From the Desk of Darth Vertroue Diplomat to the USA.
@vertroue No.
As I told you in the PM. Your character is currently undefined. Think of him (or her! who knows right now?) currently as an out of focus blurry figure. Make character neutral descriptions of your actions and when you attempt some actions and gain some skill ups related to them then your character will start to focus in and be defined.
You aren't supposed to guide the character to an idea you already have, but let it organically grow and surprise you. Had your character gained a skill up whilst trying to track someone, or smell something, then gaining Dog [2] and from now on being defined as a dog would be acceptable and amusing. Starting out as as a dog, or trying to steer yourself toward gaining the dog skill by deliberately doing doggy things is missing the point and shall be punished sternly. You may have to let the dog idea go at this point.
From the Desk of Darth Vertroue Diplomat to the USA.
"Looking at the door, I try to see if there's anything notable about the metals, that could provide ingress."
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Well, there are hinges and a twiddly bit that looks like a handle. Nothing else leaps out at you.
Hopeless Gamer
Edit: What am I doing wrong with this url...
@Cheeseliker Door resist: 2d6 10 You try the handle but it won't budge, you give a shove, nothing, you back up and try a shoulder barge, your shoulder hurts now and the door remains firmly shut.
You gain both a skill up for a six and an XP for a failed check! You lucky thing. I suggest you use editing your first post in his thread to keep track of these things.
Hopeless Gamer
Hopeless Gamer
From the Desk of Darth Vertroue Diplomat to the USA.
@TheHopelessGamer Gem resist: 2d6 5 Success. And a skill up for the 6!
It takes a while but after some working at it you've just about managed to pry out a nice looking gem which could be worth a few coin, when a searing light burns from the
star-shaped inscription and knocks you on your ass. Slightly singed but still intact you check your hand and find the gem safely nestled within.
No lasting damage but you don't want to keep taking shocks like that or there may be consequences.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Hopeless Gamer
So, to get a skill up, do you just need to roll one 6 or all sixes?
Door resist: 2d6 12 Harsh! Cruel dice there.
You need all 6s for skill up. But can spend an XP to count a dice as a six for skill up purposes and thus gain a 3 dice skill! Within the first corridor even.
I want to poke the dwarf to make sure he is ok after his bounce.
From the Desk of Darth Vertroue Diplomat to the USA.
You're pretty sure he's fine. Some bruises but his pride is more hurt than his body.
From the Desk of Darth Vertroue Diplomat to the USA.
Digging through the floor: 5d6 10 Worryingly close but no cigar. You spend a good while hacking at the ground with whatever tools you have to hand, but can achieve no more than few shallow scratches in the solid stone beneath you. This has however passed the time somewhat and the stars are indeed coming into alignment with the door as predicted soon.
You have that skill point and my apologies.
Also, don't worry about it, Jam. I understand the reason for your prior decision.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!