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MiniLOG & MiniDELVE : One Page Rules & Dungeon Generation

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We're playing as these guys. MiniLOG Ages ago I wrote a One Page GLoG as a challenge to myself. I looked back on it recently and shuddered. While there were some good ideas there, I felt it lacked precision, beauty, and was still plagued with too much bulk. I slimmed it down and painted it up into MiniLOG, which is everything a player really needs to know to enjoy a game of GLoG. The basic rules are: 3 Attributes (Might, Grace, and Will) that are  the modifiers. 3 Fixed DCs Boons and Banes that stack, cancel each-other out, and boost the Crit/Fumble chance. A simplified Death & Dismemberment table. Simple and familiar gear, spells, and leveling. Plus some other things. All on one page. You can take a peak here . MiniDELVE   We're slaying these things. To accompany such a small game, I needed an equally small but punch-packed GM toolkit. Enter MiniDELVE, a distillation of everything I know (or think I know) about dungeon crafting. Dungeon overview prompts. Layout guidelines...

OSR Religion: Eserra, the Wanderer's Star

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An article for GLoGtober '23 ,  Challenge 1: Failed Gods and their Consequences Art generated via Bing Image Generator "The trouble with being a god is that you've got no one to pray to." - Terry Pratchett, Small Gods . Practicing Religion While a cleric or similar class gains abilities from their associated deity or pantheon, any character may practice a religion of their choice. Adherents of a religion may:  seek out the blessing of their religion's priest (a d6 added to any dice roll, which is lost once used. Most priests may only have 1 such blessing active at a time),  pray for wisdom at a shrine of their deity (once per day, base 1-in-10 odds of receiving a minor but useful divine revelation, +1 each for an appropriate offering, a recent act of service, or additional follower present, up to 5-in-10),  pray for a miracle related to the deity's domain (X% chance of success, where X is the character's level. Praying for a miracle takes an action, and ca...

OSR Boss Fights: A Simple Recipe

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From time to time I tinker with a ruleset that is an abominable crossbreed of OSR concepts and the Heroic Fantasy aimed at by 5e. This ruleset may never see the light of day, but here's a little portion of it, inspired by Skerples and various others.  Boss Fights A Boss is a unique creature that is designed to be dangerous for a full party of 3-5 adventurers of average level equal to its HD. Boss creatures are marked in the creature section with an *. A boss’s HP is equal to its HD*10. Boss Actions: A boss activates 3 times per combat round: once during its normal turn, once at the end of the combat round, and once as a telegraphed action. A telegraphed action is announced at the start of any player’s turn, and then occurs immediately following that player’s turn. Boss Saves: If a boss fails a saving throw it may choose to only partially suffer the negative effects. E.G. it may be polymorphed into a half-dragon, half-rabbit abomination. Or a knight targeted by the sleep spell may f...

Game Recap: The Mirror Academy

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Inktober 16, Mike Phillips The Mirror Academy To test out "Magus Ludus", a domain game centered on each character being a wizard, I threw 10 level 4 GLoG wizards into a school and told them they were responsible to raise up the next generation of students. Things did not  go according to plan. NOTES ON PLAY Co-Creating With Microscope To begin our game, we played a few rounds of Ben Milton's "Microscope". This resulted in this document (not required reading, but it contains much of the lore). Turn Structure Each turn, players described their goal and how they pursued it. For the most part this meant they were working towards a particular plan of their own design, gaining progress on it until poof  it happened at 100%. While this resulted in some interesting hijinks, I found that it often fell flat in terms of interesting play. Players had a lot of freedom to choose what they wanted to do, but the process often looked identical and presented few risks to the cha...

Roam: A Play-by-Post Game of World-Wanderers.

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  "Address to the Deil" by William Hole “Eyes that fire and sword have seen, and horror in the halls of stone, shall look at last on meadows green, and trees and hills they long have known.” - J.R.R. Tolkien Roam: Version 0.1 Rules The Lord of the Rings, The First Law, A Song of Ice and Fire, these are stories that follow a diverse cast of characters as they pursue their goals in a world opposed to them. If I could create a game that fosters those kinds of stories, I'm not sure I'd play much else. I have no idea if I've captured it or not, but I intend to find out. Roam is largely based on my previous post, Magus Ludus , and takes a few pointers from Into the Odd. I still hold to the belief that the best rules are the ones that stay firmly out of the way, and only step in during moments of uncertainty to show the path forward. With that in mind, Roam is a minimal 2-page ruleset that includes suggestions for Tests & Saves, Stamina & Rest, Combat (including ...

Students of Wind & Stone: A GLoG Monk

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  Tucson Waldorf School, Artist Unknown Students of Wind & Stone Starting Equipment : Staff, incense, robes in a color of your choice, 3 rations. Skill : Spiritualism | Nature | Riddles A . Ki, Ways of the Masters, Honor B . Flow, +1 Understanding, +1 Way, +1 Ki C . Wisdom, +1 Understanding, +1 Way, +1 Ki D . Choose 1 Form, 1 Element, & 1 Master, +1 Way, +1 Ki A. Ki , Your mastery of your body has unlocked the flow of ki within it. You have 1 Ki, and gain 1 Ki with each level. You may regain all your ki by remaining motionless for 10 minutes. A. Ways of the Masters , You have sat with ancient masters and repeated the same careful motions countless times.  Your unarmed strikes deal d4 damage, your unarmored AC is 12+DEX+[Templates], and you may attempt 1 non-damaging maneuver (shove, grapple, etc.) for free on your turn. In addition, this patience has granted you understandings of the capabilities of the human body that few truly grasp, known as Ways. Using a Way costs ...

GM Pointers: Live-Text Games

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The Shattered Coasts server sees a fair share of games. Some are via voice, some are slow-form play-by-post, and then there are the dreaded "Live-Text" games. The other night, a small dungeon ran from about 4 PM to 11 PM PST. Over the course of 7 grueling hours (admittedly I only glanced at it occasionally), the players investigated a town, made their way to a dungeon, dealt with a strange curse and some interesting enemies, and eventually made it out alive with some lute  loot. Afterwards, the GM swore off live-text games, understandably so. The adventure shouldn't take half the time it did. I spy one key problem. Every interaction in a live-text game takes a minute or two, rather than a few seconds. Players have to type out responses (when they're paying attention), then other players have to read those responses, and so on. In a voice game, folks (hopefully) listen at the same time someone else speaks, and a silence of more than a few seconds is rare. Things simply...