3 Dice Dungeon, A Solitaire Dungeon Crawl Game

'P1050124' by indiepants on Flickr

'P1050124' by indiepants on Flickr

Nearly a year ago, Greywulf posted RPG Solitaire Challenge: 3 Dice, a simple solitaire game of dungeon exploration. In his game, you roll 3 dice for your adventurer’s stats, then for each room in the dungeon, roll 1 die to determine the room’s type, 1 die for a monster, and 1 die for a treasure.

I played the game a couple of times, and while I had fun, I found two major issues:

  1. The game is very swingy. I played several games where I died within two encounters, and others where I could’ve continued playing forever.
  2. There’s nothing to do except trade blows with monsters.

There’s a tantalizing possibility resting in the rooms, though. So, let’s add some design and map the dungeon as you go!

3 Dice Dungeon

3 Dice Dungeon is an expansion of the rules in  RPG Solitaire Challenge: 3 Dice.

You create a character by rolling three six-sided dice (re-rolling if your total is 10 or lower). One die roll represents your BODY, another your MIND, and a third your SPIRIT (or magic). These represent both your current and maximum points in these attributes. You’re now ready to adventure!

Create each location by rolling 3 dice (one for each column) and consulting the table below.

Result Location Monster Treasure
1 Corridor (straight or curved) Goblins None
2 Small room (1d2 exits) Orcs Healing potion
3 Large room (1d3 exits) Ogres Magic sword
4 Vault (1d3 exits) Giants Tome of Enlightenment
5 Temple (1d3 exits) Dragon Spell scroll
6 Great Hall (1d3+1 exits) None Map fragment

Mapping: Draw this location on a piece of paper. Each location takes up about the same space on the overall map, and can have exits to the north, east, south, and west. You must mark the exits logically (an exit cannot lead to a room with no entrance on that side), but otherwise exits can be wherever you want.

How Many Exits Is That? The number of exits in each room includes the one that you entered from, so each room may be a dead end.

Combat

Attacking: If the room contains a monster, you must attack it! Pick an attribute and roll a die. If you roll less than the attribute, you hit! Turn the monster’s die so that it shows one point lower. When you hit a monster that’s at 1, it is defeated. If you roll equal to or greater than the attribute, the monster hits you; decrease the attribute chosen for this attack by 1.

Bleeding Out: If an attribute is reduced to 0, you take -1 on all attack rolls. If all three attributes are reduced to 0, you’re dead.

Crits: When attacking, a 1 always hits and a 6 always misses.

Training Wheels: In your first location, if you roll 4 or 5 for the monster, re-roll (multiple times if necessary). In your second location, re-roll any 5’s for the monster.

Treasure

Once a location’s monster is defeated, you get the location’s treasure.

  • Map fragment — When you’re in a vault, you may use up a map fragment to unearth a powerful ancient artifact (see below).
  • Healing Potion — Increase one attribute by 2 points, or two attributes by 1 point each, up to their respective maximums.
  • Magic Sword — +1 on all BODY rolls. This is cumulative, so if you have two Magic Swords, you add +2 on all BODY rolls.
  • Tome of Enlightenment — +1 on all MIND rolls. This is also cumulative.
  • Spell Scroll — Use this scroll for a +3 on one SPIRIT roll. The scroll disappears once used.

XP

When you defeat a monster (or if there is no monster in the room), total the value of all three dice rolled for the location (room, monster, and treasure). Add this to your XP total.

Leveling Up: For every 50 XP you earn, increase the maximum of one attribute, and return all your attributes to their maximum values.

Moving Around The Map

Returning to Danger: When you return to a room you’ve already visited, you run the risk of encountering a low-level monster who’s sneaked into the room. Roll a die for a roving monster. If you roll 3–6, there’s no monster.

Temple Teleportation: From a temple, you can teleport to any other temple already on the map. When you do, roll for a roving monster. You may only teleport after defeating any monsters in the room.

Descending To The Next Level: You may only descend to the next level of the dungeon from a Great Hall, and only after you have collected one artifact on this level.

Artifacts

Roll a die to find an artifact:

Result Artifact
1 Jade Idol (+2 on an attack roll)
2 Crystal Pendant (+3 on one MIND roll)
3 Boots of Swiftness (run from one fight per player level into a random adjacent room, with no penalty)
4 Scroll of Teleportation (after clearing a room, teleport to any other explored room; use once)
5 Sleeping Salts (cause one monster to sleep; no XP for the monster, and when this room is next visited, it is awake again)
6 Shielding Charm (ignore one hit against you)

Multiple Players

To play with others, each player rolls their own stats. In each location, roll one monster die per player. The highest monster die determines the type of the monsters in the room; sum all the monster dice rolled for the monster’s hit points.

Each player earns the XP total for each location (so, if a location provides 10 XP, each player gets 10 XP).

Note that playing with multiple players is harder, because you’ll have to share the rewards.

The Undead Level

Finally, just for the fun of it, here’s an undead-themed level:

Result Location Monster Reward
1 Corridor (straight or curved) Skeletons Map fragment
2 Small room (1d2 exits) Zombies Healing potion
3 Large room (1d3 exits) Mummy Magic sword
4 Crypt (1d3 exits) Vampire Tome of Enlightenment
5 Temple (1d3 exits) Lich Spell scroll
6 Great Hall (1d3+1 exits) None None

Crypts? A crypt acts just like a vault.

The Undead Are Weak Against Magic: A SPIRIT attack against undead does not automatically fail on a 6.

That’s it. If you play 3 Dice Dungeon, please let me know in the comments!

Categories: Uncategorized | 60 Comments

50 Games in 50 Weeks: InSpectres

'Ghost Exit' by rbrwr on Flickr

'Ghost Exit' by rbrwr on Flickr

InSpectres is a lot of fun.

It’s a tabletop role-playinggame that’s basically Ghostbusters. The lightweight system includes only four attributes per PC–Academics, Athletics, Technology, and Contact–with a focus on one of them. A total of 9 points are distributed among these attributes.

The core mechanic involves rollingsix-sideddice–as many dice as you have points in the attribute that applies to the attempted action–and looking up the highest die rolled in a results table. Higher numbers provide extra Job Dice (each job requires the players to collect a certain number of job dice), while lower numbers mean that bad things happen.

Similarly, when faced with something scary or otherwise stressful–which happens a lot to paranormal investigators–the player rolls a number of dice equal to the force of the stress, and lower numbers provide bad results, including the loss of dice from attributes. Once all of a character’s attribute dice are gone, the character freaks out and retires from that particular job (and possibly from the ghostbusting franchise).

That’s most of the system. The franchise itself has a couple of attributes that can be called upon in dire circumstances, and there’s also a “confessional” mechanic, that lets players add facts to the world by narrating an aside,noir-style(“But what we didn’t know was that the tool shed contained an old stick of incense that the ghosts hated!”). And that’s about it, mechanically.

In play, we had a great time. We decided to play a small franchise in New Orleans, that was invited to investigate strange nightly noises in an old government building that once served as the governor’s mansion. The PCs faced down various ghosts wandering the cubicled building before discovering that the top office doubled as a seance chamber. Further paranormal hijinks ensued.

The rules describe a 10-die job as “easy” and a 30-die job as “hard.” We started with a 10-die goal, but within an hour upped the goal to 20, as the players quickly gathered job dice with few ill effects. Indeed, we finished the 20-die mission after losing only a couple of attribute points per player. A 10-die job seems trivial, though perhaps the players were rolling well.

The system’s simplicity let us get to the action quickly, which is critical for a light-heartedgame like this. Moreover, the high-levelmechanics prevented us from bogging down in blow-by-blowcombat.

InSpectres fits its genre almost perfectly. The only downside is that it fits this genre only. However, if bustin’ makes you feel good, I’ve found no system better than InSpectres.

Categories: 50 Games in 50 Weeks | 1 Comment

50 Games in 50 Weeks: Everyone Is John

As part of DC Gameday, I volunteered to run a game of Everyone Is John.

System basics: Each player is a voice in the head of a totally insane man named John from Minneapolis. Each voice has a few skills, an obsession (something they really want to accomplish), and a pool of Willpower tokens. Whenever John is hurt, bored, or falls asleep, the voices all wager Willpower tokens to take control of John. The winner controls John until he’s hurt, bored, of falls asleep again.

The system perfectly simulates the competition among voices. The only potential issue is the absolute control of one voice and the lack of input from the other voices.

On the one hand, this system generates a very intense, one-on-one experience between the controlling voice and the GM. I’m sure it’s odd for a player to have the full attention of the GM for long stretches.

On the other hand, everyone else has nothing to do except observe. The player and DM have to be entertaining. I’d like to see a mechanic that allows non-controlling voices to give Willpower Points to the current voice, in exchange for accomplishing something the giver wants.

In our case, the system resulted in a very wacky story. Each voice had to deal with strange circumstances as they took over John–the players knew what had happened, but the voices didn’t–and had to cope.

That highlighted another difficulty: voices were often presented with situations that completely non-plussed them, because the voice has no context. I’d add a stipulation that voices remember only what’s happened since John’s most recent full night’s sleep. We may have been playing it wrong, though, by assuming that voices “lose consciousness” when they lose control.

Overall, the game itself was a lot of fun. The system provided a weird, strong, memorable experience that we learned quickly.

Categories: 50 Games in 50 Weeks | 1 Comment

Castles Were Decoration

'Castle' by Dave Stokes on Flickr

'Castle' by Dave Stokes on Flickr

I’ve been listening to a series of lectures on historical castles, and it’s changed how I think about castles in an RPG setting.

Debate rages, naturally, so take all this with a grain of salt, but:

Castles were not just fortifications. Indeed, fortification was a relatively minor element of their function. Castles were homes and symbols of power. Many of them were indefensible but looked imposing.

Castles became symbols of power and stability. Not only did they say, “This noble is wealthy,” they said, “This noble can protect his peasants.”

Statistically, most castles were earth-and-timber affairs. Stone was just too expensive for most lords. In later centuries, many earth-and-timber castles were slowly converted section by section to stone. That conversion was, of course, messy and slow. So one might enter a “castle” that consisted of an earthen wall surrounding a stone keep.

Speaking of keeps: an important aspect of every castle was its relation to the noble who owned it. Each gate and wall added another layer between you and the noble, so the deeper you were allowed inside a castle, the more important you were. The inner keep was a special political place, because of what it said about anyone allowed to get inside it.

As the Middle Ages wore on, sieges grew increasingly popular, and two practices wore down the utility of castles: slash-and-burn tactics and cannons. As important as cannons were for wearing down a castle’s defenses, destroying all the surrounding property was arguably the larger problem. It does little good to lock oneself in a castle only to watch the destruction of your long-term food supply.

Implications for role-playing games:

  • If running a castle siege story line, why aren’t the besiegers destroying the surrounding countryside? What do the besiegers want out of that countryside?
  • How much food is in the castle’s stores? Many castles would keep months’ worth of food, but many had only a few weeks’ worth. What happens when the besieged run out of food?
  • What if the castle is in the middle of conversion to stone, or partly built? How easy is it to defend? Might the castle need human or monstrous protectors for its weak spots?
Categories: Role-playing | 1 Comment

Let’s Play an Interesting RPG, episode 5: Dungeon World, part 3 of 3

In our 17 December 2011 session, we played Dungeon World, a story-oriented game of fantasy adventure with a classic D&D feel.

The Group: Let\’s Play an Interesting RPG

The System: Dungeon World

The Players

Video (part 3 of 3)

[podcast format=\”video\”]http://rpg.brentnewhall.com/media/LetsPlay-0005-part3.m4v[/podcast]

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Let’s Play an Interesting RPG, episode 5: Dungeon World, part 2 of 3

In our 17 December 2011 session, we played Dungeon World, a story-oriented game of fantasy adventure with a classic D&D feel.

The Group: Let\’s Play an Interesting RPG

The System: Dungeon World

The Players

Video (part 2 of 3)

[podcast format=\”video\”]http://rpg.brentnewhall.com/media/LetsPlay-0005-part2.m4v[/podcast]

Categories: Let's Play an Interesting RPG | 1 Comment

Let’s Play an Interesting RPG, episode 5: Dungeon World

In our 17 December 2011 session, we played Dungeon World, a story-oriented game of fantasy adventure with a classic D&D feel.

The Group: Let’s Play an Interesting RPG

The System: Dungeon World

The Players

Video (part 1 of 3)

[podcast format=”video”]http://rpg.brentnewhall.com/media/LetsPlay-0005-part1.m4v[/podcast]

Audio Only (entire episode)

[podcast]http://rpg.brentnewhall.com/media/LetsPlay-0005.mp3[/podcast]

Post-Game Comments

I received some great feedback from an experienced Dungeon World player, who pointed out that the GM shouldn’t roll in Dungeon World, so I was doing that incorrectly. Also, we weren’t using Lore the way it was intended. So, FYI!

Categories: Let's Play an Interesting RPG | 1 Comment

One Little Tweak

\""Paxil

I ran a game of Searchers of the Unknown, a simplified and free original D&D rule set, at RyvenCon a while ago. \’Twas fun, and the system worked well, but we agreed that it could use one little tweak.

This way, madness lies. It\’s so tempting to house-rule a system because it\’s \”not perfect.\” Soon, a rules-light system grows into a rules-moderate system.

Well, this is a minor issue, but a significant one. There are four kinds of weapons in Searchers:

  • Ranged weapons, worth 1d6 damage
  • Small melee weapons, like daggers, worth 1d4 damage
  • Medium melee weapons, like swords, worth 1d8 damage
  • Large melee weapons, like polearms and two-handed swords, worth 1d10 damage.

(The actual terms are a little different, but these are more clear for my purposes.)

Those are all of the stats for weapons. Thus, there\’s no mechanical reason to wield a dagger instead of a polearm.

There\’s a good reason for this: space. Searchers of the Unknown is supposed to fit on one page. Complicated weapon rules would take up space and, well, complicate the system.

However, Ryven came up with an ingenious rock-paper-scissors solution: what if medium weapons give you +1 on your attack roll against enemies carrying small weapons, large weapons give you +1 against enemies carrying medium weapons, and small weapons give you a +1 against enemies carrying large weapons (simulating the ability to duck around the large weapon)?

It\’s an elegant solution, and though it does introduce a slightly more complicated attack roll, I think it\’s worth the tweak to balance out the game.

Hope this helps!

Categories: Uncategorized | 1 Comment

How Does Magic Work?

Rules of Magic for 21 Different WorldsMagic is weird. By definition.

As role-players, this creates problems. We exercise one magic system, become comfortable with it, then move to another world and struggle to understand its ways.

This blastr post includes a chart (shown at right) of the “rules of magic” for 51 different worlds/universes. It answers six questions about each:

  1. Where does magic come from?
  2. How do you wield it?
  3. Is there good and evil magic?
  4. Is magical ability hereditary, or can anyone learn?
  5. What’s the secret to defeating magic?
  6. Is magic a secret from a primarily non-magic world?

It’s fascinating to compare how magic “works” in different contexts and for different reasons.

Plus, if you’re playing and a spell’s effects seem illogical, these are good questions to ask: why does magic work this way? What was the designer’s intent?

Categories: Role-playing | 3 Comments

Let’s Play an Interesting RPG, episode 4: Hangout playtest, part 2 of 2

The Let\’s Play group plays a different RPG every week.

In our 9 December 2011 session, we played Hangout, an experimental system that Brent is still developing. The system is explained over the course of the session. The session was set in the world of TRON.

The Group: Let\’s Play an Interesting RPG

The System: Hangout

  • Rules complexity: Light (9-page PDF)
  • Availability: Still in private development
  • Website: None yet

The Players

  • Brent P. Newhall, GM (@BrentNewhall, this site)
  • Brian (@ripcrd)
  • Josh Roehm (debhaal)
  • Richard Ashley (owner of Dragon\’s Bay)

Video (part 2 of 2)

[podcast format=\”video\”]http://rpg.brentnewhall.com/media/LetsPlay-0004-part2.m4v[/podcast]

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