[OLD] I followed a Wikihow tutorial on TTRPG Creation (so you dont have to).
That's Right. Acclaimed online suppository for esoteric-stock images and semi-useful information has at least 3 guides on making TTRPGs. Now in my personal opinion, games of Pen and Paper require naught but mechanics of Resolution and Wellbeing, but that is a story for another time. This method is absolutely Ai Sludge, as so are the 2 others, however I find this at least kind of funny, so I will do one but not do the other 2 out of spite and to entertain people. So let’s get right to the meat and potatoes, shall we?
The method divides itself into three parts, in which we will follow the steps to a tee as described in the article. The first part is about the games actual mechanics. First off, it wants us to choose if this is a LARP or a TTRPG, and for obvious reasons, we’ll go with a TTRPG. The weirdest part about this step is that it’s referred to as “Developing Main Mechanics”, although no mechanical interfacing.
Character Creation
All characters assign 20 points to one of 5 stats, with each stat starting at 10.
Charisma is street smarts and displaying emotions
Dexterity is reflex and movement
Intelligence is book smarts and academic prowess
Strength is tests of physical power and resilience.
Wisdom is intuition and senses
To decide point Pools
Health: For each point above 10, add 4 Health. You can have a minimum of 1 health. When at 0, the character Dies.
Speed: Divide your Dexterity by 2. This is your Speed.
Mystic Power: Add up your Intelligence, Wisdom and Charisma scores and divide them by 10. This is your Mystic Power score.
Next, pick a class.
Hunters gain -1 per level to Rootin’, Tootin’ and Shootin’.
Paladins gain -1 per level to Defending the Helpless, Upholding the Weak and Undoing the Wicked.
Priests gain -1 per level to Reciting Dogma, Penal Flagellation and Daily Rosary Recital.
Rogues gain -1 per level to Flourishing Blades, Seductively Twirling and Being Dastardly.
Thieves gain -1 per level to Backstabbing People, Sneaking Around and Spreading Lies.
Warriors gain -1 per level to Hitting Very Very Hard, Deploying Evasive Maneuvers and Making Rousing Speeches.
Wizards gain -1 per level to Muttering Chants, Scrying via Orbs and Chasing Stars.
Each time a character finishes a Quest, Adventure or other sort of story, they gain 1 XP. Each time they gain XP, they level up, which means they increase their level by 1. For each time a player levels up, they mark down their bonuses and add 5 total stat points. All characters start at level one.
All characters assign 20 points to one of 5 stats, with each stat starting at 10.
Charisma is street smarts and displaying emotions
Dexterity is reflex and movement
Intelligence is book smarts and academic prowess
Strength is tests of physical power and resilience.
Wisdom is intuition and senses
To decide point Pools
Health: For each point above 10, add 4 Health. You can have a minimum of 1 health. When at 0, the character Dies.
Speed: Divide your Dexterity by 2. This is your Speed.
Mystic Power: Add up your Intelligence, Wisdom and Charisma scores and divide them by 10. This is your Mystic Power score.
Next, pick a class.
Hunters gain -1 per level to Rootin’, Tootin’ and Shootin’.
Paladins gain -1 per level to Defending the Helpless, Upholding the Weak and Undoing the Wicked.
Priests gain -1 per level to Reciting Dogma, Penal Flagellation and Daily Rosary Recital.
Rogues gain -1 per level to Flourishing Blades, Seductively Twirling and Being Dastardly.
Thieves gain -1 per level to Backstabbing People, Sneaking Around and Spreading Lies.
Warriors gain -1 per level to Hitting Very Very Hard, Deploying Evasive Maneuvers and Making Rousing Speeches.
Wizards gain -1 per level to Muttering Chants, Scrying via Orbs and Chasing Stars.
Each time a character finishes a Quest, Adventure or other sort of story, they gain 1 XP. Each time they gain XP, they level up, which means they increase their level by 1. For each time a player levels up, they mark down their bonuses and add 5 total stat points. All characters start at level one.
Mechanics
Ask to do something. The GM will say which relevant stat roll you have to roll for. Roll 1d20. If it is under the score for that stat, then you succeed. If not, it fails
To determine who goes first, Roll 1d20. Whoever rolls highest goes first, then followed by the second highest etc. Ties are broken by each player rolling 1d20, and the highest amongst them goes first.
In combat, players move an amount of squares equal to their speed and then make 1 action. Wizards and Priests gain a natural -1 to movement, While Rogues gain +1. Each movement in combat is called a Turn.
On the Overworld, the players move between points for each Distance Value. For each distance value, the players spend an amount of day’s equal to their slowest player’s speed score.
In their journeys, players will be given Godopoc, the currency of the land. When they return to town, they may spend godopoc on some services:
A mug of ale and enough gruel to fill a man’s stomach: 1
A solid night’s sleep: 1
Stables for mounts and animals: 5
Medicinal Healing: 1 per Health Regained
Meditative Chamber: 1 per Mystic Power Regained
Reviving the Dead: 100 per Level
Characters also can buy some items to heal themselves.
Phoenix Feather (100 Godopoc): The instant the character dies 1 Phoenix feather they own is spent. However, they gain- +7 bonus to all rolls, reducing by 1 for each day until at 0.
Gold Ankh (100+ Godopoc): For every 1 level, the Ankh costs 100 more Godopoc. When the character dies, 1 Golden Ankh is spent, at which point they wake up perfectly fine.
Healing Potion (25 Godopoc): Spend 1 as an action. You regain 1d6 Health.
Healing Herb (50 Godopoc): Spend 1 as an action. You regain 2d6 Health.
Healing Amulet (100 Godopoc): Spend 1 as an action. You regain 3d6 Health.
Ask to do something. The GM will say which relevant stat roll you have to roll for. Roll 1d20. If it is under the score for that stat, then you succeed. If not, it fails
To determine who goes first, Roll 1d20. Whoever rolls highest goes first, then followed by the second highest etc. Ties are broken by each player rolling 1d20, and the highest amongst them goes first.
In combat, players move an amount of squares equal to their speed and then make 1 action. Wizards and Priests gain a natural -1 to movement, While Rogues gain +1. Each movement in combat is called a Turn.
On the Overworld, the players move between points for each Distance Value. For each distance value, the players spend an amount of day’s equal to their slowest player’s speed score.
In their journeys, players will be given Godopoc, the currency of the land. When they return to town, they may spend godopoc on some services:
A mug of ale and enough gruel to fill a man’s stomach: 1
A solid night’s sleep: 1
Stables for mounts and animals: 5
Medicinal Healing: 1 per Health Regained
Meditative Chamber: 1 per Mystic Power Regained
Reviving the Dead: 100 per Level
Characters also can buy some items to heal themselves.
Phoenix Feather (100 Godopoc): The instant the character dies 1 Phoenix feather they own is spent. However, they gain- +7 bonus to all rolls, reducing by 1 for each day until at 0.
Gold Ankh (100+ Godopoc): For every 1 level, the Ankh costs 100 more Godopoc. When the character dies, 1 Golden Ankh is spent, at which point they wake up perfectly fine.
Healing Potion (25 Godopoc): Spend 1 as an action. You regain 1d6 Health.
Healing Herb (50 Godopoc): Spend 1 as an action. You regain 2d6 Health.
Healing Amulet (100 Godopoc): Spend 1 as an action. You regain 3d6 Health.
Spells
For Every 4 Mystic Power, a Character gains 1 spell. They can only know 1 spell per every 4 Mystic Power. To cast a spell, a player makes 1 action or adds a day to travelling.
Poison Spells
Weak Poison: Target takes 1d4+2 damage at the end of their turn/at the end of the day until healed.
Medium Poison: Target takes 1d4+5 damage at the end of their turn/at the end of the day until healed.
Strong Poison: Target takes 1d4+10 damage at the end of their turn/at the end of the day until healed.
Death Spells
Death Ray: 50% Chance the target instantly dies, 50% Chance you die.
Fetid Cloud: At the end of each turn, The target must make a Strength Check. If they fail, they die. This lasts for 1 turn per Mystic Power.
Lightning Strike: If the target has less HP than your Mystic Power, they Die.
Paralysis Spells
Static Touch: The target cannot act their next turn.
Really Bad Arthritis: The target cannot move their next turn.
Slow-Down: The target gains a penalty to movement and a bonus to their rolls equal to your Mystic Power.
Blindness Spells
Flashbang: Target cannot see for 1 turn.
Eye Gouging: The target loses 1 eye.
Meme: The target sees only 1 image overlayed over everything.
Unconsciousness Spells
Sleeping Powder: The target falls into a coma for 1 day.
Very Hard Blow: The target must make a Strength Save or become knocked out for 1 hour.
Brain Tumor: The target roils on the floor for 1 turn per Mystic Power.
For Every 4 Mystic Power, a Character gains 1 spell. They can only know 1 spell per every 4 Mystic Power. To cast a spell, a player makes 1 action or adds a day to travelling.
Poison Spells
Weak Poison: Target takes 1d4+2 damage at the end of their turn/at the end of the day until healed.
Medium Poison: Target takes 1d4+5 damage at the end of their turn/at the end of the day until healed.
Strong Poison: Target takes 1d4+10 damage at the end of their turn/at the end of the day until healed.
Death Spells
Death Ray: 50% Chance the target instantly dies, 50% Chance you die.
Fetid Cloud: At the end of each turn, The target must make a Strength Check. If they fail, they die. This lasts for 1 turn per Mystic Power.
Lightning Strike: If the target has less HP than your Mystic Power, they Die.
Paralysis Spells
Static Touch: The target cannot act their next turn.
Really Bad Arthritis: The target cannot move their next turn.
Slow-Down: The target gains a penalty to movement and a bonus to their rolls equal to your Mystic Power.
Blindness Spells
Flashbang: Target cannot see for 1 turn.
Eye Gouging: The target loses 1 eye.
Meme: The target sees only 1 image overlayed over everything.
Unconsciousness Spells
Sleeping Powder: The target falls into a coma for 1 day.
Very Hard Blow: The target must make a Strength Save or become knocked out for 1 hour.
Brain Tumor: The target roils on the floor for 1 turn per Mystic Power.
Lore
There is a very evil wizard. He is very evil. He kicks puppies, steals from babies and pirates indie games without crediting their creator. You have set out to kill him, because that’s what everyone’s been complaining about. You start in sludge town.
Sludge Town: A small cantankerous hole with four people with the plague.
1 distance away is the Scary Mountain. There are many scary dragons there. Very scary.
2 distance from that is the Troll’s Bridge. There is a troll here who will riddle you. He is green and smells like a cigar lounge without air conditioning filled with old men in the summer.
3 distance from that is the Sea of Worms. Instead of water, it is filmed with carnivorous maggots. A ferryman offers to take you across, costing all of the party’s Godopoc.
2 distance From that is the colosseum of demons. Various big, oily, muscular, horned and red fellas slap each other with sharp metal objects.
1 distance form that is the Wizard’s tower. He is the Wizard. Go kill him.
There is a very evil wizard. He is very evil. He kicks puppies, steals from babies and pirates indie games without crediting their creator. You have set out to kill him, because that’s what everyone’s been complaining about. You start in sludge town.
Sludge Town: A small cantankerous hole with four people with the plague.
1 distance away is the Scary Mountain. There are many scary dragons there. Very scary.
2 distance from that is the Troll’s Bridge. There is a troll here who will riddle you. He is green and smells like a cigar lounge without air conditioning filled with old men in the summer.
3 distance from that is the Sea of Worms. Instead of water, it is filmed with carnivorous maggots. A ferryman offers to take you across, costing all of the party’s Godopoc.
2 distance From that is the colosseum of demons. Various big, oily, muscular, horned and red fellas slap each other with sharp metal objects.
1 distance form that is the Wizard’s tower. He is the Wizard. Go kill him.
Comments
Post a Comment