Wednesday, February 26, 2014

DCCRPG Dark Sun Setting

I'm pretty happy with the Paranoia/A Boy and His Dog/Star Wars/Dune (duh!)/Logan's Run/The Prisoner/New Feierland tone this thing has taken, if only in my mind. I'd run the sessions much like Paranoia with missions from the templars and secret preserver, gestapo, and defiler characters mixed in to the PC ranks.

Which classic modules would fit this Paranoia spin? Hmmm....

The embedding probably isn't pretty, so you can visit here to read it in a more print-friendly form.


----
Want to give feedback? Share this on g+ and give me a tag (+claytonian JP) (if you want to keep it private, share with only me).
If you spot a typo or don't have g+, you can just email me. Claytonian at the gmails.

Friday, February 21, 2014

Play Dirty: The Dirty Dungeon

I can imagine some interesting ways to integrate this into the bloodpool system of my KIWF RPG rules...

Monday, February 3, 2014

Initiative Dice

Messing around with the initiative rules for the KIWF RPG. Keep in mind that there is a limited amount of attack and defence dice for each creature each round, so I don't really see this system getting abused. Here it is in as per the current draft:
At the beginning of a combat round, the Ref will announce the enemies’ apparent intentions. “Charles the vampire attempts to mesmerise Sarasa” and so on. The players then announce their intentions. Every being taking an action (which constitutes something like: a move, quaffing a potion, an attack, readying a conditional action, intoning a spell, etc.) needs to roll an initiative die. If it is at/under their coordination, they will keep acting after this action. If not, they are done this round with the one action (keep in mind your attack and defense pools only get replenished at the beginning of a round). If a determination is needed to see who acts first at any given instant, the one with a lower-numbered initiative goes first (same numbers act simultaneously as possible).
A die may be forfeited from your group’s bloodpool to take a bonus action, provided you then roll it at/under your coordination score.
Outside of your turn on a round you can try something like talk, warn, threaten, taunt, or cajole.


----
Want to give feedback? Share this on g+ and give me a tag (+claytonian JP) (if you want to keep it private, share with only me).
If you spot a typo or don't have g+, you can just email me. Claytonian at the gmails.