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Redwall MUCK is an interactive, multiplayer text game set in Brian Jacques' Redwall universe.

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#1 2019-03-02 09:46:14 PM

Dylan Locke
Member
Registered: 2017-02-07
Posts: 24

Simple RPG

A simple Redwall themed rpg you can do in 5 easy steps.

Making a Character:

Step One, Cosmetics:

   Name:
   Gender and species:
   DANGER: starts at 0 (explained later)
   Brief Description:
   Stuff they are carrying:

Step Two: What is their job / source of living? Example, warrior, freelancer, thief, farmer, bookseller, village idiot, etc.


Step Three: Name TWO skills they are good at. Example, sword fighting, archery, farming, charming, tough, etc etc

Step Four(Optional): Qualities and flaws. Qualities are special perks your character enjoys and give you +1 to your dice roll. They can be privileges you enjoy, like being the ruler of the kingdom, having items of note like being in possession of the Sword of Martin. Or perhaps they are rare talents that make you special, like being the number one archer in all of Mossflower.

New Characters can start with ONE Quality, existing characters can start with THREE, but every quality you take, or gain later on, must be accompanied by a FLAW. Flaws can be personality quirks, failings, or circumstances that work against you.

Unlike Qualities, Flaws can STACK. So instead of taking two flaws, you can take a higher level one.


Step Five: Learn how it all comes together

Conflicts and dice rolling: Most conflicts can be resolved with out dice, but when failure can change the story for the worse, you roll 1d8. You can upgrade the type of dice depending on if you bring your job or skills into play. For every job or skill that applies to the given situation, upgrade the dice by one type.

1d8 becomes 1d10. 1d10 becomes 1d12.

The largest dice you can roll is 1d12. Extra skills add +1 to your dice roll. Qualities never upgrade your dice, but always add +1 to rolls. Every flaw that is applicable will subtract from your roll.

EXAMPLE: Fox is a warrior but has no skills in archery. He rolls 1d10 to use a bow, and add's or subtracts any Qualities or Flaws to the total rolled.

SUCCESS and FAILURE and Glorious horrible CONSEQUENCES

rolling 7+ is considered a success. You hit the enemy, you talked your way past the guard, you figured out your taxes, etc etc. The extent of the success is up to the GM.

Most of the time, failing a roll simply changes the story. When in dangerous situations, failure adds +1 to your DANGER stat. The DANGER stat slowly builds over time. When rolling for conflicts, if you roll at or below your DANGER stat, you suffer dire consequences. You can get captured, you can get knocked out, or you get wounded.

The GM and player can work out the exact consequence, but the GM has final say. If you are wounded, you take a new temporary flaw to reflect the damage at the level the DANGER stat was at the time you failed the roll. The Danger stat will then reset to 0.

EXAMPLE: Fox has a DANGER stat of 2. He swings his sword at an enemy and rolls a 2. Not only does he fail, but he takes a level 2 wound. Until the wound is addressed in story and given time to heal, he rolls -2 to his rolls.

If it becomes impossible to roll a success in combat, you are considered defeated or are killed.

You can remove DANGER by rolling 10+, or when the scene ends.


And... that's it. Make a character, have fun. Post any questions you have big_smile

Last edited by Dylan Locke (2019-03-02 09:59:51 PM)

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#2 2019-03-02 09:52:37 PM

Dylan Locke
Member
Registered: 2017-02-07
Posts: 24

Re: Simple RPG

Example:

Bandit the Male Fox
Danger: 0
Description: A brown furred fox. Despite being very, very plump, his hide has several scars, suggesting at a life much harsher than it is now.
Stuff: Wears an apron and a vest.
Job: Baker
Skills:
   Sword fighting- Skilled with blades.
   Baking - good with creating deserts and breads

Qualities:
   Ex pirate: he knows his way around blades
   Retired head guard: Bandit used to have a commanding presence, both with his station and skills with the blade.

Flaws:
2 Obese: Bandit's health is very poor.

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#3 2019-03-04 09:30:32 AM

Lutea
Member
Registered: 2018-08-07
Posts: 151
Website

Re: Simple RPG

I like it! I've been leaning more towards RPG styles like Monster of the Geek with a simple rolling system like this one.


Lutea, Aden, Samara, Mary, Nautch, Jinora, Kympa, Isla, Rionach, and Jion
Avatar is a free base from Ace_Coyote on FA that I edited over

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#4 2019-03-05 12:31:36 AM

Dylan Locke
Member
Registered: 2017-02-07
Posts: 24

Re: Simple RPG

Thanks!

I might change it to just d20 in the future, as it is a little geared towards failure this way. At most you have a 50/50 change with out mods

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#5 2019-03-05 04:57:58 PM

Dylan Locke
Member
Registered: 2017-02-07
Posts: 24

Re: Simple RPG

ALTERNATE VERSION:

For those who like a few more stats and a few more dice types to roll.

Your character sheet looks like this:
Cosmetics: Name, species, gender, age, description, items etc.
Job: Your job. adds 1d8 to your roll if applicable.
Skills: Things you are good at. you start with two. Each skill gives you +1d6 to a roll, if it applies.
Traits: You get 4 points, each point can by a new trait or add increase the traits value. Traits can be both good and bad depending on the situation. Being the head guard can give you a bonus in a fight, but work against you in other areas. Each trait, or each level of a trait, adds or subtracts 1d4 to your roll.

When resolving a conflict, you roll 1d10 + <your job, 1d8> + <skills: 1d6> + <traits: 1d4> against the level of difficulty. If your roll is higher than or equal than the difficulty, you pass. If not, and if the action carried some kind of physical danger, you gain a Danger point. At any time if you roll equal or below your danger level, you suffer dire consequences. Death, capture, taking a wounded trait etc.

If you roll below your danger stat, but succeed in the roll, you preform an epic, dangerous action that removes all Danger points.

DIFFICULTY: There are three levels of difficulty. Tasks that don't carry danger should be d8's, but any action that carries the possibility of death or severe consiquences should be rolled with d12's.
1d12: moderate.
2d12: high danger. Fighting multiple enemies or a rival of equal strength.
3d12: Extreme danger. You are outnumbered or facing a giant snake monster or you are talking a crowd out of lynching you.

You also add +1d4 for every trait that works against you.

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