Thursday, May 5, 2016

Junkland Blues Gear

Players start with 3d6x10 barter points. These are used to buy starting possessions, not counting a set of traveling clothes. PREACHERS start with a holy book or symbol. Prices are in Town price/Junkland price format. Assume Town prices for starting possessions.


There is no more hard currency. To get new things, you must exchange goods worth equal barter points. These are guidelines, and some people may set their own prices.


You have 25 slots of inventory, not counting worn items. Bulky items take up 2 slots and small items take up slots in units of 25. Movement is reduced after 10 slots are full, and again after 15 and 20 slots. After 25, you can't move.


Slots
Turn
Round
Run
Day
0-10
120 ft
40 ft
120 ft
24 mi
11-15
90 ft
30 ft
90 ft
18 mi
16-20
60 ft
20 ft
60 ft
12 mi
21-25
30 ft
10 ft
30 ft
6 mi


Armor
Price
AC
Leather jacket
25/50
+2
Junk armor
100/200
+4
Ballistic armor
800/1,000
+6


Mechanical
Price
Notes
Blowtorch
200/400
Used to make structural mods or major repairs
Car battery
20/80
Lasts up to 3 years
Gasoline, 5 gal can
10/40
-
Gas generator
100/200
Burns 1 gal/hr
Toolkit
50/100
Used to make minor or medium repairs
Motor oil, 1 qt
5/20
-
Radio
50/100
Receives signals and transmits up to 5 mi
Scrap, 1 unit
1/1
Used for repairs and mods


Adventure
Price
Notes
Batteries
5/10
-
Binoculars
50/90
Objects appear 10 times closer
Canteen
2/4
Holds 4 DRINKS
First aid kit
7/14
Used to dress wounds at ≤0 HP
Grenade
8/10
Thrown, 3d6 damage, 10 ft radius
Landmine
6/9
Explodes on contact, 3d6 damage
Matches
1/2
50 matches
Molotov cocktail
3/4
Thrown, 2d6 damage, 10 ft radius, burns 10 rounds
Net
5/10
Entangles on failed BODY save, range 10 ft
Pots and pans
1/3
Used to cook meals from raw ingredients
Rope, 50 ft
3/6
-
Shovel
3/6
-
Sleeping bag
1/2
-
Tent
5/10
-
Watch
10/10
-


Light
Price
Range
Lasts
Notes
Flashlight
5/10
60 ft narrow arc
24 hrs
Requires batteries
Floodlight
30/50
90 ft wide arc
-
Requires ext power
Lantern
3/5
30 ft circle
24 hrs
Requires oil
Oil flasks, 2
1/1
-
-
24 hrs/flask
Torches, 5
1/1
30 ft circle
1 hr
-


Food
Price
Rations
Notes
Beer, 6 pack
6/12
6 DRINKS
BODY save or drunk for each after 2nd
Cricket chips
1/1
1
-
Fried lizard
3/3
3
-
Liquor
5/2
0
BODY save or drunk for each swig after 3rd
Raw meat
1/1
1
Must be cooked
Real vegetables
5/8
2
-
Spam
1/1
1
-
Skewered rat
2/2
2
-
Twinkies
1/1
1
-
Water, 1 gal
16/32
16 DRINKS
-


Melee Weapon
Price
Unarmored
Leather
Junk
Ballistic
Brass knuckles
10/10
+2
+1
-1
-2
Garrote*
5/5
-
-
-
-
Mancatcher**
20/20
-
-
-
-
Spear†
5/3
-2
-1
+1
+2
Staff†
5/3
+1
+1
0
-1
Weapon, great†
50/80
-2
-1
+1
+3
Weapon, medium
20/30
+2
+1
-1
-1
Weapon, minor
5/5
+3
0
-1
-2
Weapon, small
10/15
+2
0
0
-2
Whip
10/15
+2
0
0
-2
*Requires a successful grapple to do damage.
**Hit opponent must succeed in an INSTINCT save or be caught.
Two-handed.


Ranged Weapon
Price
Range
Accuracy
Capacity
Jam
Boomerang*
10/10
150 ft
-1
-
-
Bow
30/30
600 ft
0
-
-
Crossbow**
30/30
150 ft
0
-
-
Longshot†
300/500
2700 ft
0
1
1-2
Revolver
60/80
90 ft
-1
6
1
Rifle
100/200
900 ft
0
5
1-2
Shotgun
80/120
120 ft
+1
6
1-2
Shotgun, sawed off
80/120
30 ft
+2
6
1-2
Uzi††
300/500
600 ft
0
50
1-3
Arrows/bolts/ammo - 0.5/1 each, not interchangeable.
*Returns to thrower after a missed ATTACK.
**Ignores 2 points of ARMOR.
-4 to hit at less than 150 ft.
†† Automatic: 3 ATTACKS/round, uses d4 ammo per ATTACK.

Tuesday, April 12, 2016

The Ideal

For mine own clarity of purpose:

1. There is something interesting to do in every direction. The players know that, have some idea of the options, and can discover the rest of the options through play.  They have enough information for each option to make an informed decision on what to do.

2. All of my creative energy goes into making these interesting things to do. There is enough variety that the game doesn't feel repetitive. History, character motivations, relationships, etc are very important, but only if they can inform player decisions.

3. Prep feels like a game rather than a chore. I have a baseline of resources that can be repurposed when working on something new and prevent me from feeling overwhelmed. My methods are fun and efficient, consistently produce interesting material for the players, and don't burn me out.

4. Prep is useful no matter what the players choose to do and supports player agency rather than the illusion of choice. Prepared resources inspire me at the table. They don't allow me to go on autopilot, but they provide enough of a safety net that even when I have an off night the game is still fun.

5. Players don't feel like I am the boss who tells them what to do. They are in charge of themselves and don't feel artificially constrained.

6. Decisions have consequences. There are good decisions with good consequences and bad decisions with bad consequences, and these feel consistent and comprehensible. The rules enforce these consequences and are simple enough that players have an idea of likely outcomes.

7. The rules generate fun and interesting outcomes, whether good or bad. They support rather than resist creative problem solving. They don't get in my way but prevent me from screwing things up too badly.

8. I leave each session feeling energized and with clear goals of what to prep for next time, guided by the notes I take during and immediately after the session. I make sure that, no matter where the players go next, there is something interesting to do.

Friday, April 8, 2016

Death, Revised


I think I've made my death and injury procedure significantly more complex than the previous iteration without actually making it any more complicated for the players, and that makes me feel like a good boy.

INJURY AND DYING
At 0 HP, make a CON/Paralysis save to remain active and roll d100 on the following table. For further successful attacks against you, roll d100 + cumulative damage x 10 on this table. Italics indicate an infection, with an onset of 4d4 turns on a failed CON/Poison save. No infection has the same cure twice. The duration of non-permanent effects is 2d4 weeks or as described.


d100
Effect
1-4
Flesh wound. Looks worse than it is.
5-8
Hideous scar or burn.
9-16
Broken ribs. Disadvantage on all CON rolls.
17-25
Internal bleeding. Disadvantage on DEX rolls.
26-34
Broken arm. Temporary -2 CON and disadvantage on attack rolls.
35-43
Broken leg. Temporary -2 CON and move as if one encumbrance level higher.
44
1: Wound blisters and turns a sickening fuschia color, burning badly. Disadvantage on all rolls.
45
2: Lacrymal glands leak a black mucus that seals eyes shut. DEX halved, disadvantage on all rolls.
46
3: Agonizing convulsions and retching for d4 turns on a failed WIS/Paralysis save during any physical exertion.
47
4: Vomit acidic, boiling blood that corrodes worn equipment.
48
5: Fever, can’t keep down any food or drink. -1 to all abilities each day, death if any reach 0.
49
6: Fetid pus-filled boils cover the skin. Confusion and madness. Too weak to stand after 2d6 days. Death follows d6 days later.
50
7: Lockjaw after d4 days, no speaking. Rest of limbs follow 2d4 days later, and death d4 more.
51-52
Lose an eye. Permanent -4 DEX.
53-59
Lose an eye. Permanent -4 DEX + Infection 1 (53), 2 (54), 3 (55), 4 (56), 5 (57), 6 (58), 7 (59).
60-61
Lose d4 fingers. Permanent -1 CON and DEX.
62-68
Lose d4 fingers. Permanent -1 CON and DEX + Infection 1 (62), 2 (63), 3 (64), 4 (65), 5 (66), 6 (67), 7 (68).
69-70
Lose a hand. Permanent -2 CON and DEX.
71-77
Lose a hand. Permanent -2 CON and DEX + Infection 1 (71), 2 (72), 3 (73), 4 (74), 5 (75), 6 (76), 7 (77).
78-79
Lose an arm. Permanent -4 CON and DEX. Disadvantage on attack rolls.
80-86
Lose an arm. Permanent -4 CON and DEX. Disadvantage on attack rolls + Infection 1 (80), 2 (81), 3 (82), 4 (83), 5 (84), 6 (85), 7 (86).
87-88
Lose a leg. Permanent -4 CON and DEX, always move as if heavily burdened.
89-95
Lose a leg. Permanent -4 CON and DEX, always move as if heavily burdened + Infection 1 (89), 2 (90), 3 (91), 4 (92), 5 (93), 6 (94), 7 (95).
96
Decapitation.
97+
Septic shock and agonizing death.

Why I like this:
  • Consequences kick in at 0 HP. No more negative numbers.
  • Players can remain active, but put themselves at considerable and quickly increasing risk if they don't run. Inspired by Small but Vicious Dog. I love forcing hard choices!
  • Standardized mechanical effects for injuries.
  • Infections! This is a gamey, built-in way for players to get sick. Inspired by Last Gasp. Pull cures from that post if you want.
  • Still only a single roll (per attack) on a single chart.

Saturday, March 26, 2016

Report: Maze of the Blue Medusa!

Read these:

Mandy:
Facebook
Google+

Zak:
Blogger

In the absence of hard evidence on either side, you need to decide for yourself whose words are more credible. For my part, I find Mandy more credible because I can see Zak's great incentive to lie, but I can't see hers. I've decided to withdraw my support for Zak - through both my money and my blog - unless I can be absolutely certain that I'm not supporting the person Mandy describes. I wouldn't send someone to jail based on this level of evidence, but I'm not sending him to jail so that standard doesn't apply. The only things I know for sure about Zak are that he makes good RPG material and is unnecessarily combative online, and those things neither condemn nor exonerate him.

Monday, March 7, 2016

Things That Could Use A Red & Pleasant Landing

This is mostly something for me to come back to later.

Oz. Duh.
Phantom Tollbooth
Moomin
Harry Potter. As you can probably tell from my previous post, I think this would make a great megadungeon.
Wrinkle
Earthsea
Wild Things