SLUSH POST: Gold & Bears, Cozy RPGs, Open Tables, Fighter Classis, Half a Paladin, Scooby Doo, and Arthurianism

Gold and Sleeping Bears

The gold is just lying there, but so is the bear.

What do you do?

And just like that, we're playing Dungeons and Dragons.

Now, yes, someone will tell me there's all sorts of rules about Conflict Resolution, Dice Mechanics, Action Economy, Death and Dismemberment, etc. But all of that exists to support one question:

How do you get the gold?

This gives us not 2, but 4 categories to consider:

1. Rewards

What is the reason for the players being here, what do they want? While gold is the simplest answer, and the most versatile, other rewards exist as well.

2. Danger

Why hasn't someone else claimed the treasure?

3. Environment

Dreams of the Slumbering Moon

Each player takes on the role of a member of the small village with an important job. Each turn represents 1 week, wherein the members of the village do their best to overcome the struggles of the village and prepare for the coming festivals.

Each season is 12 weeks, and ends with a Festival.

To start, players should choose a job and a trouble.

Jobs: Baker, Tavern Keeper, Mayor (Elected), Lord (Bloodline), Captain of the Guard, Wizard, Witch, Farmer, Smith, Teacher, Librarian, Rancher, Elder, Etc. Make it up.

Toward Better Open Tables

The Shattered Coast is a strange place, wracked by horrible storms that drag in all kinds of things.

Monsters, wanderers, necropolises, just about anything and anyone could show up.

It's intentionally built as a Discord server for all kinds of GMs and players, and there are some interesting things happening over there!

And yet because it can be everything, it doesn't feel like much of anything particularly unique or interesting.

Don't get me wrong, it is absolutely achieving the stated goals. GMs are GMing, players are playing, dice are being rolled almost daily.

I wouldn't change much of anything right now.

Yet part of me dreams strange dreams. 

What if...

What if we ran an open server with a more specific story? What if we were members of the Bureau of Oddities riding trains around a post-war landscape, investigating mysteries and staving off insanity?

What if we limited class and gear availability, and made new classes "unlockable" by locating teachers or artifacts?

What if we started small, a settlement on the edge of a vast wilderness, and grew over time, slowly building the town up to a grand metropolis over the years?

What if... What if... What if...

But then, I suppose these are just different ideas for campaigns. What we have now is as open as it gets. Anyone can GM any adventure with any monsters, any treasure, any methods, and players can play any class written for GLoG.

To do anything else right now would actually be to close doors. To impose limits. To partially close the table. And maybe that would be fun, but it would be a certain kind of fun, not for everyone.

Ah, well.

Warrior Chassis

A man can die but once.

With inspiration from Phlox and Vayra.

A: Stamina, Second Wind, Surge, Discipline Novice, +1 to Hit

B: Discipline Adept, +1 SD, +1 to Hit

C: Extra Attack, +1 SD, +1 to Hit

D: Discipline Mastery, +1 SD, +1 to Hit

Stamina: Warriors trained for combat gain 1 Stamina Dice (SD) with each template. SD are d6s. Spent SD may be regained by resting for at least 1 hour. Whenever an SD is rolled, it is retained on a roll of 3 or less.

Strain: If SD roll doubles, the warrior cannot use SD again until they rest.

Second Wind: Any number of SD may be rolled as an action to regain [sum] HP. 

Surge: Any number of SD may be added to any combat related d20 roll, including saving throws, even after the outcome is announced.

Discipline: Each warrior is part of a discipline, which 

Extra Attack: Any character who gains 3 Warrior templates may attack twice on their turn.

Discipline: Brotherhood of Fangs

Steel for Hire, Wandering Killers, Drunken Whoresons--The only thing you're sure to get when you hire the Fangs is trouble, hopefully for someone else.

Starting Gear: Any 2 Melee weapons, Scarred Brigandine Armor (Medium),  3 Throwing Knives, Fang Medallion (0 Bulk)

Mark of the Fang: You may recognize other members of the brotherhood by their fang medallions. It's taboo to kill, rob, or imprison another member of the brotherhood.

Skill: 1. Herbalism, 2. Navigation, 3. Riding, 4. Thievery, 5. Story-telling, 6. Survival

  • Novice:
    • Iron Strider: Roll SD to remove up to [sum] fatigue. Gain lost fatigue+1 tomorrow.
    • Whirling Blades: While wielding two weapons you gain +1 AC and you may roll the damage dice of each when you attack, keeping the highest result.
    • Salt & Steel: As long as you have SD, you may emit a menacing aura. Creatures with [templates] HD or less leave you alone.
  • Adept:
    • Quick Step: You may spend SD to increase your AC by [sum] against a single attack.
    • Brotherhood: As a reaction to an ally within 10' being the target of an attack, you may take their place. Shove or pull your ally up to 5', and become the target of the attack.
  • Master:
    • Fangs: Whenever you kill a creature, you may make another attack for free. Regain 1 SD for each creature you kill past the first on your turn.

Sketches

Two small humanoids, perhaps children, are fighting over something in the alley. There is a horrible shriek, and then only one figure remains, his face gleeful.

The Breaker of Chains

A Paladin Class for the GLoG.

The gods formed us, gave us being and will, taught us to sing, to build, and to explore their world.

We are the devils who forged chains from the gods' creation, bound our brothers and sisters in iron, and called ourselves "masters".

How can we be forgiven?

You are a Paladin of the Highest Powers, dedicated to the freedom and good of all. If you see a being wrongfully bound and do not attempt to secure that being's freedom, you lose all access to the features of this class. You may regain class features lost in this manner by earnestly attempting to liberate the slave you ignored, or—if such an act is impossible—by taking a major action for the good of the oppressed.

You have 1 Zeal Dice (ZD) that powers your abilities, which is a d8. You gain 1 ZD for each additional template you take from this class. ZD are regained at dawn through meditation on the plight of the oppressed. Whenever a ZD rolls a 3 or less, it is not expended.

A.  

Liberation: You may expend a ZD to cause any restraint or lock you are touching to break. If the restraint is magical, roll the ZD and take that much damage. The restraint then breaks. 

Mercy: You may spend 1 ZD as an action to restore that much HP to a creature you touch.

B. 

Devoted. You are immune to the effects of terror. 

Righteous Cause. If you are fighting for a noble cause, you may spend a ZD give a short inspiring speech as an action. Roll the ZD and restore that much HP to yourself and all allies who can hear you.

Zoinks!

A Saturday Morning Gumshoe TTRPG

This is a very early concept draft, and is liable to a lot of revision. If you test it out, let me know what you think in the comments!

Setting

Zoinks! assumes that you want to relive the golden moments of Saturday Morning cartoons from yesteryear. Gangs of unsupervised high-schoolers team up to solve mysteries around their neighborhood, baffling the local police force as well as all those would-be villains and their grand designs. 

Home computers are yet a thing of the future, though some businesses use them for book-keeping. Telephones are all wall-mounted. Televisions are mostly black and white, with only the wealthy being able to afford color. Analog radios are nearly everywhere blasting news headlines, jazz music, and advertisements for questionable products. Photo-copiers are brand new and rare.

Creepy old houses, abandoned manufacturing structures, rotting amusement parks, all of this is the stuff of Zoinks! but hacking is always welcome, it is after all your table, your players, and your time. Play how you want!

Of course, the dark-side of mid-20th century America rarely made it into cartoons, but could come up at the tables for those interested in exploring themes of racism, drug abuse, and the cold war. This will be the last mention of such themes in this book, not to pretend they didn't happen, but because like those old cartoons, we're striving for something better. If you wish to use such themes in your game, be sure the whole group is ok with them.

Characters

The party is made up of 1 to 100 characters (depending on your GM's bravery) of all kinds and sizes, each with a variety of Strengths & Foils.

To start out, choose:
  • 2 Strengths
  • 2 Foils
  • A Name
  • A One Sentence Backstory.
  • Physical Appearance
  • Catchphrase

Strengths

Your character's strengths may be anything you wish your character to be good at. Unless the GM states otherwise, these are not super-powers, but things folks in the real world could do. You may roll twice on the provided list, or work with the GM to create a few.

  1. Brawny
  2. Quick
  3. Quiet
  4. Brave
  5. Brainy
  6. Crafty
  7. Perceptive
  8. Charming
  9. Persuasive
  10. Acrobatic

Foils

A character's foils represent the situations in which they are much less likely to succeed. You may roll twice on the following list, or work with the GM to create your own. If you get a foil that is directly opposed to one of your strengths, re-roll the foil.
  1. Gluttonous
  2. Cowardly
  3. Flirtatious
  4. Greedy
  5. Prideful
  6. Clumsy
  7. Weak
  8. Loud
  9. Clueless
  10. ???

Details

Choose your character's name, backstory, and physical appearance. E.G. Loretta, a brunette cheerleader who really wants ghosts to exist. or Charles, a tall bespectacled nerd who wants to be a reporter after high-school.

Catchphrase

Your character's catchphrase can be any 1-2 words that they shout when things are getting intense. 

Playing as the Party Pet

Of course, 1 player may choose to play as an animal such as a cat, dog, or parrot. Animals usually can't read, speak (though parrots may repeat a phrase they've heard), or operate tools or door-knobs, and so they get 1 extra Strength. 

Playing the Game

The GM begins each session with the crew arriving to the location of the Mystery. The GM gives the party a handful of rumors about what's going on, and then it is up to the party to find out what's really happening.

The Timer

As soon as the party is turned loose, the GM starts a real-world timer. Typically this timer has anywhere from 1-2 hours on it, depending on how long the group has to play. Once this timer goes off, the law shows up. If the party has enough evidence to make an accusation, they may do so. Either the law will believe them and make an arrest, or they won't, and the party will be kicked out for the night.

Searching for Clues

Each turn, each party member may take 2 meaningful actions, such as opening a door, investigating a room, reading a journal, picking a lock, etc. Party members do not need to stick together.

Rolling Dice

If a party member attempts something difficult but possible, such as climbing a fence, picking a lock, walking away from a bagel sandwich, running from a monster, etc. they may roll a d100 against the "Odds" which is a number from 1-100 set by the GM. Lower odds mean that an attempt is less likely to succeed. Typically, the Odds should be about 50%.

If the character has a Strength related to the challenge, they may subtract 20 from their roll.

If the character has a Foil related to the challenge, they must add 20 to their roll.

If the roll is less than or equal to the Odds, the attempt succeeds. Otherwise the attempt fails, and may not be tried again. The character will need to find another solution.

If a player fails a roll, they may shout their character's catchphrase and reroll the attempt. However, if they do, the GM reduces the timer by 2 minutes. Only one re-roll may be used for each attempt.

Writing Mysteries

Mysteries are the heart of Zoinks! To create one, we need 3 main ingredients.

The Villain & Their Plot

Who's causing trouble, and why? Consider the following roll tables:

In order to:

  1. Gain Wealth
  2. Get Revenge
  3. Earn Love / Respect
  4. Destroy their Fear
  5. Beat a Rival
  6. Control the Locals
  7. Serve a Greater Evil
  8. Recover Something Lost
  9. Choose The Lesser of Two Evils
  10. Watch the World Burn
A local:
  1. Priest
  2. Politician
  3. Janitor
  4. Teacher
  5. Factory Worker
  6. Businessman
  7. Lawyer
  8. Mayor
  9. Mechanic
  10. Reporter

...makes everyone think the location where they need to carry out their plan undisturbed is haunted by:

  1. The Swamp Monster
  2. Ghosts
  3. The Werewolf
  4. Aliens
  5. Green Goo
  6. The Gator Man
  7. Skeletal Dinosaurs
  8. Living Electricity
  9. The Sentient Swarm
  10. The Giant Bat

 

The Destruction of Leviathan - Gustave Dore

The Leviathan Campaign

Wherein the greatest monsters are cruel humans bound in plate armor and swollen with gold and bread.

For one reason or another, you are no longer welcome in the safe places of the world. The stone castles and fortified cities are more dangerous to you than the lands between, and so there you find yourselves, outcasts, wanderers, dreamers, ruffians, bound together by a single hope—a safe place to call your own.

Whether fate smiles upon you, destiny calls you on to even grander designs, or the laws of entropy wither your dream to a sad and lonely tale, only time will tell.

The Realm

Whatever else may be true of these lands, there is no safe haven for outcasts. Powerful Lords & Ladies may rule over their vassals and offer safety and military might in return, but they will likely execute you on sight, if they ever even deign to look down upon you.

A plurality of petty kingdoms and loose alliances is paramount to this campaign. The rulers of these lands are almost universally selfish and certainly hostile to any perceived threats. The Game Master should flesh out each of these rulers with assets, weaknesses, and strong personality. 

The Game Master may also desire to give each land a unique culture, as discussed in a previous post on this blog.

The Party

After a brief background of the Realm and its rulers has been given by the GM, each player will roll up characters randomly. Any system may be used (though by nature this is a low-power campaign with the potential for epic fantasy in later levels).

Each character should know what kingdom they were originally from, and why they are no longer welcome there. 

A few options for gathering the party may be:

  • The party (a band of thieves) is waiting in ambush for a petty noble carriage to pass through.
  • The party has all been captured by a gang of slavers, and is being taken to the worst kingdom imaginable.
  • 1/2 the party is traveling together looking for a nice place to stay when they hear the screams of the other 1/2 of the PCs being attacked by a monster.
  • The party was on the gallows, waiting for the hangman to pull the lever, when a few friends started a riot and freed them, though the nooses are off, the gates are a ways away yet!

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