I am working on a solo rpg that uses many 6 sided dice because they are easy to obtain for most people, a pencil and paper.
The rules will be one page (double sided). It is kind of based on "Wall-e" and "The Brave Little Toaster".
Here is the background story; A nerdy, kinda lazy, sort of genius tech decides to make a little robot to help him around his studio apartment. You are that little robot and must accomplish the task(s) he sets before you.
The game; 6d6 is the robots name (the tech is into Star Wars). He has 6 'batteries' that have six charges each. Two batteries are used for Movement (i.e. getting to a certain place), two batteries are used for Attack (performing a task) and two batteries are used for Defense (protecting operating systems or work done). It is a MAD system (Movement, Attack, Defense) with 12 points assigned to each. The batteries can be moved at the cost of one point. For example, 6d6 after working a while has Movement:2, Attack:7 and Defense:12. He decides to move a battery from Defense to movement. So he now has Movement:7 (one point was lost in the move), Attack:7 and Defense:6.
Random
6d6
Submitted by MiTern on Sat, 2012-01-28 12:08. Design | RandomMore Blather: Options for D6
Submitted by JPMullen on Thu, 2011-07-21 02:58. RandomSo... while i am thinking about it, here is the direction I want to go with some of the options in OpenD6... just to keep my wheel turning even though I've been distracted this week from progressing too much.
Wild Die - Out. Out, out, out. OMG, I absolutely HATED the Wild Die. Just flat out we'll call anything that is two steps needed for a success a botch, and anything that is two steps above what is needed a crit, and just leave it at that.
It's not that the Wild Die is all that bad, I suppose. A lot of people liked it. I just don't like the thing. It makes things too chaotic for me, and I really don't think it adds as much as it takes away from the game.
Deciding on Directions...
Submitted by JPMullen on Thu, 2011-06-30 21:17. RandomSo, it's been a long time since I last posted, and for that I apologize. Shortly after posting the first alpha of The Volume of Secrets, I was ill for about a month, and didn't really have any energy to post more. However, I am back, and I figure this out of all times would be the best time to restart thoughts.
Right now, I have two thoughts on which type of games I would like to finish up and actually run.
The first is Space Aesir. I intend on using the OpenD6 system, and basically it's a reaction to what was a game that could have been much better, Too Human. I just deeply think that Too Human took the wrong road, and I've done a re imagining to do Space Vikings right.
Scythe Design and Play Ethos 01
Submitted by crusader131 on Sat, 2011-04-09 01:34. Design | RandomLevel 1
A player character at level 1 is weak. That’s a given. But the level 1 character is not intended to be worthless, incompetent, or a nobody. Players can conceive their characters as being members of the city guard, a low ranking noble, or even a graduated wizard. If for some reason the level 1 strength of a character does not suit the player’s concept of that character, players may start their characters out at a higher level, and accept tougher challenges and risks starting out.
There is also the concept of level 0 which may be introduced to the players early on, giving them something below level 1 to compare their characters to. Level 0 has only 30 starting Attribute points, 1 skill point, and no traits. This is commonly useful for young children, weak adults, and wild animals.
Stats, Knowledge, Skills and Magic
Submitted by shin on Fri, 2011-01-14 11:43. Mechanics | RandomHi Again,
Well,
In my last blog post, I've started my first thoughts about everything in the mechanics system base.
STATS
Like I've write before,
I'll use only five stats (Str, Agi, Int, Spi, Sta), all of this stats will start with a number of 20. Race and Class will increase this in 10 points.
Every level you'll gain another three points to improve stats. You have to use these point in different stats.
[Why three points? Because only one point will create "min/max" character, with that, the player choose a primary stat and can use the other points to all other options]
KNOWLEDGE
The Beginning
Submitted by earwig74 on Sat, 2010-01-16 00:57. Design | RandomPlayed several RPGs over the years and decided to try my hand at design. Just getting used to the site and so I'm just doing a few test posts. Thanks for reading.
Massively Multiplayer PnP
Submitted by alderneyvamp on Thu, 2009-11-12 17:24. RandomSo I've not been having many ideas about mechanics or settings lately, as has been mentioned in some of my other posts. But I have been having little snippets of inspiration about games in general. Nothing I say should been taken as a serious proposal, but as the idle musing of someone who doesn't have much else to talk about.
PnP RPGs are made for small groups. I have never played in a group of more than 8 and I have always found playing in a group of more than 5 to be a bit awkward. I've played singleplayer computer RPGs and always find the worlds to be a bit hollow, because the revolve around me. However I have played in MMORPGs and LARP games in which there are hundreds of other people swarming about me doing there own thing whilst I'm doing mine, and that feels right. They make the world seem alive, and when I do interact with them I feel like I'm still telling my own story, just roping in what is effectively an NPC, and I imagine they get a somewhat similair feeling.
Items in Dramo Worlmoro
Submitted by Ar Kayon on Tue, 2009-11-03 09:10. Design | RandomDescription: A general inventory of items to be found in the dream world.
Weapons
Lizard - Lizards found hanging around can be caught and used as fun projectile weapons. Pull their tail, and watch what happens! Will it be a stream of fire? A predigested animal? A bunch of rocks?
Ball n Chain - Ball n chains are some of the best tools for defeating bosses.
Really Big Fist - Essentially weaponized Hulk Hands.
Croc Cannon - Assuming that you can manage to not get devoured in the process, pull a croc's tail for maximum mayhem. You'll be the coolest kid on the block!
Musing
Submitted by Ar Kayon on Mon, 2009-11-02 11:16. RandomIf I made Nevercast into a video game, it wouldn't be action-oriented, although the short bursts of action would be intense and visceral. It would focus predominantly on the development of a character.
You would play as the Des Xiac woman Indra, Meh Kada's protege, from her teenage years to early thirties. Instead of solving people's problems, the game will revolve around the harsh and insane training regimen that Meh Kada subjects her to. She will learn the high arts and philosophies of the Old Masters, and will suffer frequent beatings and verbal abuse at the hands of Meh Kada, more so should she perform to sub-par standards. It's possible to die during training. As the player, you will be required to time your learned techniques perfectly and with strategy as you spar with Meh Kada, smash through stone, free-run, shoot guns, get shot, ride a power cycle, duel students from other schools, break into places, stalk people, role-play personalities in social settings, and pick fights with dangerous Outworlders on the streets.
Finally Back Home
Submitted by mjluke on Wed, 2009-10-28 11:15. Design | RandomFinally back from Texas, El Paso... land of the eternal burrito... Looking forward to getting back to illustration forays... I contacted Williamm earlier this week about letting me do some illustrations for his very groovy recent RPG, MYTHIC. Something about the setting of this one really spoke to me... He hasn't gotten back to me -thus I'm gonna assume he's ok with it... or not... I figure a cool cover design, 6 chapters + 2 Appendices = 8 interior illustrations. Hopefully no more than about a month's worth of work (a few hours a week or so).
