Showing posts with label Free. Show all posts
Showing posts with label Free. Show all posts

Tuesday, August 4, 2026

Myth & Measure - A Simple TTRPG for Beginners

This game is intended to suit brand new players and can work for fantasy or sci-fi.

How to Play
The medium of the game is conversation. Follow this pattern:
  • First, the Game Master (GM) describes a scene or situation.
  • Second, players describe what their characters say or do.
  • Third, the GM determines and describes what happens.
  • Repeat until the scene or situation is resolved. Then, establish a new one.
Grounded Fiction
Fiction doesn't mean anything goes! Try anything if it makes sense in a believable make-believe world. Use the stock of your crossbow for an improvised weapon strike or flip a table and fling its contents at a foe.

Rolling Dice
Roll your dice pool (1 to 3) and compare it to a difficulty (2 to 12). If actions are contested by an opponent, the highest roll wins. Ties go to the defender.

Die size is based on skill:
  • d4 = average
  • d6 = trained
  • d8 = skilled
  • d10 = expert
  • d12 = master

Difficulty
2 to 12, and it should feel intuitive. No roll if something can reasonably succeed. 1 is bad - the GM can ascribe a narratively appropriate consequence.
  • 2 = Trivial
  • 4 = Novice
  • 6 = Intermediate
  • 8 = Expert
  • 10+ = Master
Push Fate
If the difficulty is out of reach, increase your base die by one step (ex: d4 to d6). Must be emotional, environmental, or resource driven. Maybe a personal goal or loved one is at stake, or features of the environment can give you an edge such as a storm wind that diverts arrows.

Dice Pool
Your base roll is one die. Add additional die based on situations (one to three dice). Roll and keep the highest die.

Player Characters (PCs)
Create an ordinary person who becomes an adventure. You start out as a nobody, but you have a chance at greatness.

Attributes
Characters have five attributes. Begin with one d8 and two d6s. The rest are d4s. At character creation, you may upgrade one by one die size.
  • Strength measures brute force, lifting, carrying, melee, and brawling
  • Agility measures reflexes, throwing, sneaking, tumbling, ranged weapons, hand-eye-coordination
  • Knowledge measures lore, knowledge, technology, crafting, tool use
  • Vitality measures your resistance to poison, fatigue, disease, enduring harsh weather, going without sleep, to avoid stagger and stun
  • Willpower measures magic, resistance to stress and effects against the mind
Player Skill Over Character Skill
Statistics don't describe your character's personality or mind! Players portray their character. Rely on your own charisma, wisdom, intelligence, and luck!

Below is a list of actions or reactions associated with each attribute.

Strength
Melee for attacking and parrying with melee weapons
Brawling for barehanded attacks and grappling, to avoid being shoved
Athletics for climbing and swimming

Agility
Projectile & Throwing Weapons
Tumbling to balance and land after a fall
Defending against attacks
Sneaking to move silently or hide in shadows
Pickpocket to pick pockets, plant items, or cut purses without notice

Knowledge
Tools is your ability to use tools such as lockpicks or to use mechanical devices
Crafting is your knowledge of creating quality goods such as alchemy
Lore is your knowledge of history, nature, religion, society, and obscure things
Medicine to diagnose and treat people or animals
Tracking for finding and following tracks
Games for card games, board games

Vitality
Resisting fatigue, disease, poison, etc.

Willpower
Sense to detect magic or divine the unseen
Channeling to commune with entities and command them or their powers
Weaving to manifest effects, conjure, mend, ruin

Talents
Choose one talent. Your talent lets your roll a bonus die when you make specific actions, or gives you special abilities. 

Attractive: Add a bonus +2 to reaction rolls
Bushcraft: Add a bonus die to tracking rolls and wilderness survival
Elemental Affinity: Once per day, ignore harm from one elemental (choose)
Gambler: Add a bonus die to a game of skill or chance
Healing Hands: Restore 1 health with a touch per character per day
Magic Bloodline: Roll a bonus die to resist magic that causes sleep or charm
Thievery: Add a bonus die to picking locks or pockets
Weapon Specialist: Chose one weapon. Roll a bonus die to attack.

Resources
Divide 5 points among three resources. Recover completely each day. GMs should feel free to make recovery rate slower or faster, or require specific rest or treatment.

Health: Subtract 1 if hit. KO'ed at 0.
Stamina: Spend 1 to exert yourself and add a die to your pool or push fate. Subtract 1 if you fail a roll to resist fatigue.
Magic: Subtract 1 to cast a spell.

Gear
Adventurers and explorers need gear. Gear is managed with "slots" as shown below. Slots describe your carrying capacity. There is no catalog of gear. If you want something at character creation, write it down.

Character Slots
Weapon
Armor
Shield
Ring
Ring
Pocket or Pouch
Pocket or Pouch

Backpack Slots
Rations
Water Canteen
Torches
Rope
Ammunition Container
Currency
Tools
Personal Item (a memento or trinket)
Other

Magic and Extraordinary Powers
Character creation is when you choose if your character can use magic or other extraordinary powers. Refer to the Magic Section.

Character Improvement
Milestone based. Complete an adventure or train under an NPC instructor. Improve one attribute by 1 die size, increase a resource by 1 (cap 5), add a new talent, or add another gear slot. To earn a d12 attribute, complete an extraordinary milestone. Characters should not fulfill multiple milestones per adventure.


Combat Section
Combat should feel intuitive, fast and fluid. Transition in and out of combat seamlessly. Measure space with your pencil or hand rather than count spaces.

Time
One combat round represents a few seconds. 

Turn Structure
Whoever acts first in the scene goes first. Then, turns go clockwise around the table.

Turns
Move without acting, act without moving, or move as part of your action, but acting ends your turn. No double moves or double actions.

Movement and Range
Precision and tracking literal space is not the intended way to play. Use abstract space. A pen, pencil, or your thumb and first finger is about 6".
  • 1" or less is melee range (eyeball it)
  • 6" or less is short or throwing range, and is also normal movement
  • 12" or less is medium range (no penalty for ranged weapons, -1 die for throwing)
  • 18" or less is long range (-1 die)
  • Cannot attack beyond 18"
Opposed Rolls
Any time your action is opposed by another character. Example: Attacking an opponent. Each character rolls the applicable attribute. Ties result with nothing substantial.

Character Death
No complex countdown. At 0 or less hp, you're KO'ed for the length of a scene or encounter. Subsequent hits are automatic deathblows. No resurrection.

Attacking
Choose an opponent within range. Attacker and opponent roll their appropriate die pool. Highest roll wins. Ties mean nothing happens. On a hit, opponent subtracts 1 health.

Defending
Spend your action to Defend, add a die to your pool to oppose attacks.

Brawling and Grappling
Unarmed strikes don't subtract health unless the opponent rolls a 1 or is unable to roll. While grappling, unable to move or act based on the logic of the pin, hold, shove, etc. To escape a grapple, use an action and make a successful roll. If you're on your feet, you can move on the same turn you escape. Attacking barehanded or with small weapons like daggers is effective in a grapple if arms are reasonably unrestrained.

Hit Locations / Disarming / Other Maneuvers 
The attacker subtracts one die from their pool (minimum pool 1). If already at minimum pool, opponent gets a bonus die to oppose.


Magic Section
The availability of magic depends on the genre and setting of the game. In a sci-fi game, it may be PK or ESP instead.

Theme
Choose a theme for your character's magic that suits the setting and tone of the game, and discuss its limitations with the GM.

Casting
No catalog of spells! Magic is freeform. Describe the effects of the spell you want to cast that suits your theme. Then roll against either a difficulty or an opposed roll. All spells cost 1 magic to cast regardless of success.

Difficulty
Magic should be mystical but not super heroic of physics breaking. A difficulty scale is below.
  • 1 Something unintended happens! This is up to the GM.
  • 2-3 spells that effect one character or object, have one trivial effect, a short range, short duration. Manipulate an object remotely, conjure a small illusion, or detect if an object has magic.
  • 4-5 spells that effect one character or object, have one minor effect including damage or a condition, a medium range, short duration
  • 6-7 effect one character or object and up to three adjacent or nearby characters or objects, one minor effect, a medium range, short duration
  • 8-9 effects an area, one major effect or multiple minor effects, a medium range, a short or medium duration
  • 10+ multiple or powerful effects, multiple characters, a long duration, great range

Game Master (GM) Section
Rules are not intended cover everything, that's why there's a GM!

Rulings
The GM determines the outcomes of actions. Base your rulings on the established logic of the setting and the fiction. Rulings should make sense for a believable make-believe world.

Preparing and Running Games
Keep it simple. Less is more. Rely on improv.
Design problems, not solutions. Allow the players to find their own solutions.
Prep the setting and the characters who live there, not the story.
Prepare obstacles and opportunities. Let the players find these themselves.

Dice and Rules
Dice and rules are not in charge of the game. Dice are for simulating things we can't do at the table. Rules are for structure.

Reaction Rolls
When the player characters (PCs) meet new non-player characters (NPCs), roll two six-sided dice (2d6) to determine the NPCs starting attitude towards the PCs. High is favorable, low is unfavorable. Middle numbers are neutral.

Morale Checks
Thinking, feeling people and beasts do not want to fight to the death. They act on a sense of self-preservation when reasonable. When in doubt, roll to determine if they continue to fight or if they attempt to parley, surrender, or retreat.

Fate Die
When you want to be surprised by what happens next, roll a d6. Low numbers mean something unfavorable to the players, high numbers mean something favorable happens to the players.

Sample Setting
Adventures take us from a settlement to a dungeon, and across the wilderness in between. Settlements are any town or hub with non-player characters (NPCs) who offer resources and quests. The dungeon is any place where the player characters (PCs) overcome dangerous challenges and obstacles for a reward, even a derelict ship or the ruins of a colonny. Wildernesses are untamed, wild, and un-explored lands, seas, or space routes.

Settlement: Haven
Society: small frontier town with a lot of simple rugged folk
Politics: Good Sheriff Reed enforces the law. Honest Mayor Baker runs the town.
Economy: Haven is self-sufficient with many trades. Includes a Traveler's Lodge, Smithy, Bowman, and general trader.
Religion: Church of Lucius run by Father Maxwell.
Military: sheriff and militia only, no military
Local Experts: Jeff, an old huntsman with failing eyes; Mack, a retired veteran with a bad sword arm; Les, a surgeon with an addiction.
Local Conflicts: infrequent confrontations with raiders. Reward for their leader Red Samuel AKA Samuel the Manslayer.
A Wild Maneater: an injured cougar is forced to hunt men, women, and children for food.
Goblins: people who go to far west off the edges of the map don't always come back. Some people claim to have escaped goblins out there.

Wilderness
Terrain: mix of plains, hills, forrests, occasional rocky outcropping
Climate: Mediterranean. Hot, dry summers but cold wet winters. 
Local Landmarks
Nina River. Shallow but wide. Non-navigable
Gregory's Pale. Wide, deep. Occasional floods during the winter.
Pagan Shrine: A stone monument to some nature deity hidden in the woods. Occasionally littered with empty alcohol bottles sold in town.
Animals: Crows, rabbits, elk, occasional bears, cougars, venomous snakes
Plants: Oak Trees, Fruit-bearing trees (apple), Devil's Thorn, Mako Leaf, Vigor Root, Elder Berry

Dungeon: Old Lionheart Fortress
History: This fortress was intended to be the springboard for expansion into the frontier, but the alchemist loosed something he couldn't control and the fortress was abandoned.
Goal: vault filled with gold deep inside
Challenges: traps, monsters
Factions: black tooth goblins lead by Snake Biter; Raiders lead by Red Samuel
Notable Rooms: alchemists' workshop; prison; kitchen; grand banquet hall; art gallery; servants' quarters; lord's quarters; old barracks.
Other Inhabitants: a slime; a half-troll hiding from society; a speechless wooden man animated by a mysterious alchemic source; a mad homunculus with a fatal flaw trapped in a coffin.

Friday, June 5, 2026

How to Play D&D for Free

You don't need D&D to play D&D. There are free alternatives. Not to mention that its not hard to make your own game if you understand how table top roleplaying games (TTRPGs) are played. 
  • Basic Fantasy RPG is a free retroclone of an old school edition of D&D. It's like the Basic / Expert edition (B/X) with a few modern rules. This is the GOAT! They have a downloads page where you can get supplemental books including adventures.
  • White Box : Fantastic Medieval Adventure Game has a free pdf. It's a 100 page retroclone of original D&D and I love it!
  • Blueholme Prentice Rules is a retroclone of an older ed of D&D taking you on levels 1 to 3.
  • OSRIC 1e, which stands for old-school reference and index complication, is a retroclone of Advanced D&D (AD&D) 1e.
  • For Gold & Glory is a retroclone of AD&D 2e.
  • Both D&D 3.5e and Pathfinder 1e have a System Reference Document (SRD) here. I've heard PF 1e described as D&D 3.75e. An SRD is also available for D&D 5e there.
  • Draw Steel by MCDM is a relatively new game with its complete rules free online (got to respect that). I've heard it's similar to D&D 4e.
  • Index Card RPG 2e has a very generous amount of content in their quickstart rules. It's a very simplified version of the essence of D&D. Setting and genre neutral. Flexible. Fast. Simple.
  • Olde Swords Reign is a mix of D&D 5th edition, D&D 0th edition, and then some quality new ideas. I would call this a great way to ease modern gamers into older style D&D games.
  • Shadowdark has a quickstart rules set. It's a popular alternative to D&D 5e. Its similar to 5e mechanically but it has an old school feel. I hear it's a good entry point for modern gamers into older style play.
  • Cairn aka Cairn RPG is a very rules lite game. 1e and 2e online.
  • Black Hack RPG is a hack of classic D&D. Probably B/X.
  • Lamentations of the Flame Princess is old school D&D with a weird / horror twist. The core rules are slick and free.
  • Open Legend RPG is like if all the familiar assets of character creation for D&D 5th edition were broken into little bity pieces and it allowed you to make a highly customized character. It's setting and genre neutral and highly customizable. Core rules are completely online. I really like it but the barriers to entry are that no one's playing it, there are few to no other resources for it even though its open-source, and it's character creation is really involved.
  • OpenD6 is an a free game different from D&D and the d20 system. OpenD6 uses only six-sided dice. It's got a dice pool system. Your stats are represented by a number of dice. For example, rather than having 10 strength, you might have 2D for two dice in strength. That's the number of six-sided dice you roll to make a strength test. The rules are modular so if you want to change it to suit your game, you can by adding or removing stats, skills, etc. I wrote my own detailed notes on this system here.
  • Patherfinder 2e is here. I hear this is very different from PF 1e.
  • Mork Borg has a bare bones edition for download. This is a dark fantasy/ horror fantasy game.
  • Open 2d6 is a game with mechanics inspired by Barbarians of Lemuria. Roll 2d6, add bonuses, try to roll 9 or higher. Double 1s are a crit fail, double 6s are crit success.
  • Open Lite RPG is a game I wrote for fun on this blog. I imagined it as a simple, rules lite game. It uses only the d20 and d6's. 
  • Myth & Measure is a game intended for first time players. It is intended to have simple, intuitive rules with simple explanations. Few complexities for a low cognitive load. Uses 5 attributes but uses step dice for variety.

Free Settings
A setting that is ready-to-play. A setting is a defined major location for your game with one or more minor locations. It could be a town, a dungeon, and a wilderness in-between. Or a whole region of a world. Or a galaxy.
  • Mystara is a classic D&D setting.
  • Blackmarsh (not Elder Scrolls).
  • Draconia '95 is an in-progress setting I'm working on, also on this blog. It takes place in a generic city in 1995. It's a bases for urban fantasy, sci-fi, and horror in a grounded modern setting where the best of technology exists but is not ubiquitous.
Free Starter Adventurers
What's an adventure? It's a scenario to play through with a problem or goal, a map or series of maps, monsters, treasure, etc. Sometimes adventures have built-in settings.
  • Basic Fantasy RPG's dowloads page is your friend! One thing worth noting is that all versions of D&D pre 3e are mostly compatible and easily converted, which means adventures for one work for the others. I am recommending these as good starting adventures:
    • BF1 Morgansfort: The Western Lands Campaign. This contains a starter setting.
    • JN1 The Chaotic Caves
    • AA2 Adventure Anthology Two, the mini-adventure Kidnapped on page 41
  • Tomb of the Serpent King is a teaching dungeon. Very good!

Wednesday, April 15, 2026

First Time GM Checklist

If you've never, ever been a Game Master (GM) before or maybe even never even played in a TTRPG before, here's a simple first-time GM checklist:

Starter Checklist
1. A place to play
2. People to play with
3. A beginner-friendly game to play (CairnRPG.com. Read it in your web browser!)
4. A beginner-friendly adventure to run (Tomb of The Serpent King)
5. Paper and pencils 
6. Dice (Google search for google dice and you can roll dice in your browser)

I'm going to assume you have items 1, 2, 5, and 6 under control and skip to item 3.

Beginner-Friendly Game to Play
There are a few games presented as easy, but Cairn is a combination of rules lite and free that makes it simple for absolute beginners. It's got a lot of good principles for playing and running games too which are a must-read. Reading the entire first edition (here) may take fifteen minutes.

Other beginner-friendly games that are free include Basic Fantasy RPG, Olde Swords Reign, and The Black Hack. I highly recommend Index Card RPG (ICRPG) which has a free QuickStart set of rules here! Any are good. They are all derived from one version of D&D or another. Basic Fantasy RPG is a retroclone of an D&D Basic from the 1980s. Olde Swords Reign is a combination of 5th edition and 0th edition D&D with some modern changes. The Black Hack is a hack of D&D, and I mean a hack. ICRPG is very rules-lite and DIY, and it is basically modern D&D stripped down to only the parts that matter and refined into a fast and intuitive game with new game design ideas and style. Pick one game, but definitely read the Principles in Cairn (Cairn RPG).

A Beginner-Friendly Adventure to Run
There may be many adventures marketed as starter adventures, but how many of them are actually beginner-friendly? I don't know. But I recommend Tomb of the Serpent King. It's a teaching dungeon, and it's free. You can download a pdf and you can view it on this blogger page at CoinsandScrolls.blogspot.com. In one game session, you won't be able to play the whole dungeon, so I would suggest only reading up to Room 19. End your game there, leave people wanting more.

Don't stress. Don't take it too seriously. Read your rules. Read your adventure. Get your people together. Make some characters. Play for two-three hours. Call it a night.


Bonus Checklist
Think mood. You want to set the mood if you can. It will improve the experience. You turn down the lights for a movie, right?
1. Something to look at
2. Something to listen to
3. Lightning
4. Food

Something to look at
If you've never done this before, if everyone has never done this before, it might be kind of awkward to have nothing to look at but each other's faces. Put something on your table as a visual. Make it a centerpiece, a piece of art. A big poster board with a crudely drawn map of the dungeon is good. I like to draw the map on a white board and put that down. Everyone can use coins or candies or chess pieces to track their characters. I also have Jinga Blocks. I can put two at a right angle and call that a corner. Get four corners and you suggest a room. Stack two next to each other and put a third block on top and that's a doorway. Get creative.

Something to listen to
Not rock n' roll, not hip hop. Think one of those four-hour long mood tracks you can listen to on Youtube. Commercials will spoil the mood, so if possible, find something ad-free.

Lighting
If you can get the lights down, do it. Just do it. Even if you're not playing a horror game. Candles or flashlights or lanterns. Set the mood.

Food
Get something that is simple, like pizza. If you have to use utensils and serve ware, that's too much. I think it's fair that the first time is on the host, after that everyone pitches in.

Friday, April 3, 2026

Open 2d6

First Rule: Fiction First
The difficulty of actions is based on realism. If something can reasonably succeed, it does. If something is genuinely impossible, no die roll will allow it. If the rules of the game conflict with a believable fiction, the fiction beats the rules.

Core Mechanic
When an action needs to be simulated, the Game Master (GM) may call for a die roll. Otherwise, resolve actions with roleplay and rulings.
  1. Roll two six-sided dice (notated as 2d6)
  2. Add one attribute
  3. Add one combat skill (if in combat)
  4. Add one vocation (if out of combat)
  5. Add any situational bonuses or penalties
  6. Roll 9 or higher to succeed. The GM may raise or lower this number to suit the difficulty
  • Double 1's automatically fail.
  • Double 6's automatically succeed. If attacking, this is a critical hit.
Procedure
The game is played through conversation, and the game has a procedure. First, the Game Master (GM) describes a room, scene, or situation. Second, the players, either freeform or clockwise around the table, describe what their characters do or say, and how. Third, the GM calls for dice rolls if needed, determines what happens, and describes it. Repeat until the scene is resolved, then establish a new scene.

Character Creation
Each player except for the Game Master (GM) creates one player characters (or PC). PCs must suit the tone and setting of the game.
  1. Start with an adventuring goal. Your character must have a goal to pursue in play.
  2. Divide 4 points among your attributes: Strength, Agility, Intellect, and Willpower. 0 describes an average attribute. Starting attributes cap at 3.
    1. Note that uniquely for attributes, you can have one -1 to start, and put that point into another attribute.
  3. Divide 4 points among your Combat Skills: Brawling, Melee, Range, and Defense. Starting combat skills cap at 3.
  4. Choose four vocations and divide 4 points among them. There is no catalog of vocations. This is DIY. It replaces fantasy race, background, character classes, social status, and is a soft skill system in this game. Starting vocations cap at 3.
  5. Choose traits and flaws to distinguish your character with flavor or mechanical bonuses or penalties.
  6. Determine your maximum health. It's 10 + your Strength.
  7. Magic-users determine your maximum ether. It's 10 + a suitable vocation (example Mage).
  8. Determine your carrying capacity. It's 10 + your Strength.
  9. Choose starting equipment. You begin with one weapon, one armor or shield, 6 Supplies, and 10 currency. You may also begin with a memento of your past or other personal item that has no market value, and a toolset or kit of one trade that suits one of your vocations.
  10. Name your character.
Attributes
Attributes measure your characters abilities. For character creation only, you may buy just one attribute down to a -1 in order to put another point somewhere else.
  • Strength describes your physical strength and conditioning. You use Strength to lift and carry, push and pull, climb, swim, wrestle, resist fatigue, disease, poison, and make attacks with melee weapons. Strength is applied to both attack rolls and damage rolls with brawling and melee.
  • Agility describes your balance, coordination and reflexes. Apply to 2d6 rolls to dodge traps, to tumble after a fall, to act first, to 2d6 attack rolls to hit with a ranged weapon like a longbow, firearm, or throwing weapon. 
  • Intellect describes your knowledge, crafting, skill with tools, and in some cases your sensory perception; You can roll Intellect to avoid surprise.
  • Willpower describes intangible things, like your leadership ability, resistance to mental effects like fear, stress, magical confusion or charm, faith, and your potency with magic. Apply to reaction rolls and loyalty checks, and the number of followers you can lead.
Combat Skills
Combat skills represent your competency with different forms of fighting.
  • Brawling is for attack rolls for punching, kicking, and success with grappling. If you spend your action to defend, you can subtract brawling from attack rolls made against you instead of Defense.
  • Melee is attacking with swords, spears, sticks, axes, or other striking weapons. If you spend your action to defend and you're holding melee weapon, your melee skill is subtracted from attack rolls made against you instead of Defense.
  • Range is for attack rolls with guns or projectile weapons including throwing weapons.
  • Defense as a combat skill describes your personal skill at dodging and blocking attacks. Your Total Defense is 9 + your Defense skill; This is the number needed to hit you with brawling, melee, ranged, and some magic or special attacks. Track both numbers.
    • Note that if a character is unable and unwilling to defend themself, attacks automatically hit!
Vocations (aka Occupations)
Choose four vocations and divide 4 points among them. Your vocations are DIY, but they must suit the setting and concept for your character. If you can justify how a vocation applies to a non-combat die roll, you can apply the bonus to the roll. Some vocations are specialized, and so a GM can rule that if you don't have a vocation, you may not attempt certain actions (like magic or alchemy). Discuss vocations with the Game Master.

Sample Vocations: Ranger, Barbarian, Soldier, Thief, Mage, Priest, Sailor, Noble, Merchant, Beggar, Entertainer, Laborer, Servant, Scholar, Tradesman, Hunter, City Watch, Herbalist, Undertaker, Surgeon, etc.

Vocations are generally for non-combat actions, but you can make exceptions if reasonable. The combat skills do not include magic attacks. If you have a vocation that can reasonably grant you a bonus to a magical attack, you can apply it to a combat roll.

Occupations Addendum: visit this post for more details on this soft skill system.

Traits and Flaws
At character creation, you can choose one trait for free. You can choose two additional traits at character creation, but each additional trait costs one flaw.

Traits
Attractive: When in the lead, +2 to reaction rolls with members of the opposite sex.
Brute: Add one bonus die to melee weapon damage.
Diehard: Add +1 to 2d6 die rolls against disease, fatigue, or poison.
Hardy: Your base maximum health is 12 + Strength rather than 10 +Strength.
Lucky: You automatically succeed by rolling double 5's or 6's.
Magic Bloodline: You bloodline grants you use of magic. Discuss with GM.
Quick Reflexes: You add +2 to die rolls to dodge traps and act first in combat.
Resist Inclement Weather (choose either heat or frigid weather): Resist Heat means heat does not affect your daily water requirements. Resist Frigid means a lack of shelter does not force a roll vs fatigue. 
Strong Back: Your base carrying capacity is 15 + Strength rather than 10 + Strength.
Sharp Senses: You add +2 to avoid surprise.
Weapon Specialty (specify one): Add +1 to attack rolls and damage rolls with this weapon.
Other (diy): discuss with your game master.

Flaws
Addiction (specify): Satisfy your addition once per day or you are penalized by -2 on all actions.
Bad Temper: What is something you will always fight for?
Compulsion: You have a compulsive behavior like flipping a coin or wringing your hands. It may make you distinguishable, frequently occupy a hand, distract you, or keep you from being ready.
Distinguishing Mark: You are easily recognized by a distinguishing scar, birthmark, or etc.
Dull Reflexes: You roll a -2 to dodge traps or act first in combat.
Easily Distracted: You are not always alert. -2 on rolls to act first in combat.
Fear: What are you afraid of? In the presence of this, you have a -2 to all actions and you make a willpower roll or you are stunned for one round. 
Feeble: Base maximum health is 8 + Strength rather than 10 + Strength.
Honor Code: You have a restrictive code or ethos. What is it? How does it restrict you? What happens if you break it?
Obsession (specify): You are obsessed with one particular thing or quest and are easily influenced by it. You also are impatient with other matters.
Ugly: You're kind of ugly. -2 on reaction rolls when you're in the lead.
Other (diy): discuss with your game master.

Health
Health represents your body's capacity to sustain wounds or injuries. Any lost health abstractly represents a wound or injury and so health should not be deducted for trivial sources of harm. At 0 health, you are KOed; Any successive attacks automatically hit and count as deathblows. You recover 1 lost health per day representing natural healing.

Ether
Ether is the substance that spirits and magic are made of. There are trace amounts in everything. Your ether represents stamina for using magic or extraordinary powers. All spells cost a minimum of 1 ether to cast. At 0 Ether, you are spellburned and can do nothing but scream and writhe on the ground in pain for one hour. You recover all spent ether after a night of rest with adequate food and water, else you recover a half, or a quarter if you are already fatigued.

Carrying Capacity
You can carry a load of 10 + Strength items. This number assumes you have a backpack. Some small, light items can, in multiple quantity, be tracked as one item. You're considered encumbered if you're carrying your maximum load, and your speed is slowed to 15 ft per round.
  • Supplies (x6) is a type of quantum item. One supply can be expended as a day's rations, a day's water, or first aid supplies.
  • Torches (x6) produce light for a radius of 30 ft. Light is essential for PCs to see in dark places.
  • Currency (x100) means coins.
  • Ammo container (of x20 pieces of ammunition) such as a quiver of arrows.
Starting Equipment
There is no catalog of weapons and armor. If you want a sword, write down Sword. If you want a specific sword, like a rapier or a greatsword, write that down instead. Same for armor.

Barehanded strikes do 1 + Strength points of damage. Daggers, clubs, and improvised weapons do 1d3 + attribute damage. Proper martial weapons do 1d6 damage + attribute damage. For variety, small, lighter weapons do 1d6-1 (minimum 1) + attribute damage, and large, heavy, and two-handed weapons do 1d6+1 or 1d6+2 + attribute damage.

In this game, armor works by reducing damage. This is called damage reduction or DR. Subtract your DR from an opponent's damage. If the result is 0 or less, you take no damage. Light Armor offers 1 DR, and so does a shield while held in your hand. Heavy Armor offers 3 DR but is tracked as if it were two items and penalizes Agility and Defense by 1.

Improvement
Players earn 2 experience points (exp) per adventure. Exp can be spent to improve characters. Improvements should suit the story that emerged in play.
  • Increase an attribute, combat skill, or vocation. The cost is equal to the new value. For example, if you have 3 Strength, it costs 4 exp to raise it to 4. These stats cap at 5!
  • Add a new trait or vocation for 2 exp. New vocations start at +0.
  • Buy off a flaw for 2 exp.
  • Optional: Increase max Health or carrying capacity by 1 for 1 exp up to a cap of 20 + Strength.
Exploration: Wilderness
When traversing large-scale areas like wildernesses, each 24-hour day represents a turn. The wilderness is divided into 6-mile hexagons (hexes) which players move across like spaces on a boardgame board.

The GM may choose or roll for weather each day, and they describe the kind of hex that the players are in. They roll a six-sided die once per day and once per night for random encounters. A random encounter occurs on a 1, or a 1-2 at night or when in more dangerous areas. The GM then chooses or rolls an encounter.
  • Marching: Players choose a direction and march, and they must declare a marching order. Hexes of difficult terrain such as swamps or mountains are trickier to traverse and effectively require 12 miles to cross one difficult hex.
    • March: 12 miles (2 hexes).
    • Forced March: 18 miles (3 hexes), but the party must succeed a 2d6 Strength roll vs 9 or suffer fatigue. Camping is skipped for the day. The difficulty goes up by 1 for each consecutive day that a forced march is made.
  • Camping: The players make camp for a night (about 8-10 hours) or longer if the specify. Players should describe how they make camp. The wilderness is assumed to be dangerous at night and so the players should work out watch shifts.
    • Campfires must be tended to all night. In most environments, characters are assumed to gather enough firewood for the night as part of making camp.
  • Alternatives to Marching: Each action listed below may be conducted in lieu of marching 6 miles (one hex); max two of these per day.
    • Foraging, Fishing, Trapping, Hunting: Players may engage in activities to gather resources.
    • Search (or Scout): The party automatically discovers any major locations (such as a settlement) in a hex by entering the hex unless there is heavy concealment by bad weather or dense woods. Otherwise, they can use the search action to make a dedicated search of the any hidden feature of the hex. 
    • Other (specify): Treating sick or injured characters, crafting tools or complex items, mending broken equipment, etc. 
Exploration: Dungeons
Characters explore small-scale environments like dungeons in turns. Each turn represents 10 minutes of in-world time. Characters are assumed to move quietly, slowly and cautiously in dungeons to avoid danger, and so they can move about one room per turn; else they are traveling recklessly and cannot spot traps or danger.
  • Searching (general): A party can search one small or modest sized room or hallway per turn. Each player can make a 2d6+Intellect roll vs 9 to find hidden or secret things.
  • Searching (targeted): A player who chooses a specific feature of a room and specifies how they examine it can automatically find something hidden or secret if their description would reveal something hidden.
  • Forcing Open Doors: Stuck or locked doors can be forced open or broken down by making a successful 2d6 + Strength roll. This is considered loud and the GM makes an extra wandering monster check.
  • Picking Locks: A character who is knowledgeable about picking locks who has proper tools may attempt to pick a lock. They roll 2d6 + Intellect vs 9. A failure means this costs two turns.
  • Disarming Traps: If a player can satisfactorily describe how their character disables a trap, they succeed. Else, they can roll 2d6 + intellect to disarm it. Failure means the trap is triggered.
Lighting
Dungeons are dark, and so is the wilderness at night. PCs need light sources to see (but monsters don't). In the dark, you are effectively blind. While blinded, attacks made against you hit automatically, and your attacks automatically hit an adjacent ally on if doubles are rolled, except double 6s. Light sources occupy a hand.
  • Torches burn for 6 turns (or 1 hour) for 30 ft.
  • Lanterns burn a flask of oil for 24 turns (or 4 hours) for 30 ft. Can be covered without being doused or extinguished, and do not give off smoke.
  • Candles burn for one day, but only for 5 ft.
  • Campfires must be tended to all night. In most environments, characters are assumed to gather enough firewood for the night as part of making camp.
Wandering Monsters
Dungeons are occupied with foes (men, beasts, or monsters), and they wander around. Every two dungeon turns, the GM checks for wandering monsters by rolling a 1d6. A 1 means a wandering monster is encountered. Any time PCs are noisy, this can also prompt a wandering monster check.
  • Choose an encounter or roll from a table.
  • Place the encounter 2d6 * 10 ft away from the PCs.
  • Determine their direction of travel and activity.
  • Make a Reaction Roll if encountered.
  • Parley if possible. If parley fails and hostilities occur, go to combat procedure.
Combat
Combat is structured into rounds. Characters do not take individual combat turns one at a time. Each round, one side acts, then the other side acts.
  1. Roll surprise (if applicable) for PCs individually, or for the NPCs as a group: 2d6 + Intellect vs 9. Failure means the character is surprised and does not act on their first round.
  2. Act First. The side that initiates hostilities acts first! If the NPCs act first, go to step 3. If the PCs act first, go to step 4. If there is uncertainty about who acts first, the PCs may make a 2d6 + Agility roll vs 9. PCs who succeed act first, then go to step 3.
  3. All NPCs act, then roll dice, and then their actions are resolved.
  4. All PCs. All players declare their action. Once declared, an action cannot be taken back.  Then all PC dice are rolled and their actions are resolved. Note that a combat round represents a few seconds, and so once combat has begun, strategizing is breaking character and is metagaming.
  5. Check Morale for NPCs as a group only twice per combat. Check when NPCs have taken their first casualty. Check when the NPCs have been reduced to half their numbers or about half their collect Health.
  6. Repeat steps 3-6 until combat is resolved.

Reaction Rolls
When introducing NPCs to the PCs for the first time, the GM rolls a reaction roll to randomly determine their starting disposition or attitude towards the PCs. It's a 2d6 roll, and you add the Willpower of the closest PC who is sometimes but not always the first in marching order. Optionally, the GM may apply a modifier (ordinarily ranging from -2 to +2) depending on the PCs local reputation if they have earned one.
  • 2 or less: Hostile. Monsters will immediately attack. Other NPCs may refuse services or actively sabotage PCs.
  • 3-5: Unfavorable. Steep demands or bribes. Withold help.
  • 6-8: Neutral. Indifferent to PC needs.
  • 9-11: Favorable. Lenient on demands or bribes. 
  • 12 or more: Ideal disposition, possibly friendly.
Morale Check
Not all characters and monsters want to fight to the death. Roll 2d6 roll equal to or greater than the NPCs morale score to determine if the NPCs continue to fight. The GM should assign a morale score representing their bravery based on the NPC. 7 represents an ordinary bravery. The lower the morale score, the braver; the higher the morale score, the more cowardly. Mindless creatures do not check for morale. Roll once when the NPCs take their first casualty, and roll once when the NPCs are reduced to halve their number or about half their collect Health.

Combat Addendum: visit this blog post for supplemental rules on martial realism including core rules, and optional rules which have tactical rules.

Improv Magic
Use of magic is typically permitted only by a vocation such as wizard or a trait like a magical bloodline. Magical objects may also permit use of magic or very specific spells. There is no catalog of spells. Instead, players must choose a theme for their magic. Discuss the limitations of your theme with you GM. When players want to use magic, they must describe the spell they cast, and it must suit their theme. The spell is cast automatically, and the character makes a 2d6 + attribute + vocation roll to determine if they hit with the spell. I assume Willpower is for magic, but your setting may assume Intellect is for magic.

Spells are fluid. All spells cost 1 Ether to cast per die (of damage or healing) or effect, and per additional target, up to a maximum or 3 Ether. Damage or healing is instantaneous. Effects persist for the duration of the encounter. If spells can hit additional targets, the caster chooses one target and the spell effects adjacent targets.

Sample Spells:
Healing Hands, 1 Ether. Touch one character and restore 1d6+willpower health.
Magic Dart, 2 Ether. Conjure and throw a magical dart for 2d6+willpower damage.
Flammeria, 3 Ether. Create an area of flame on one character + two adjacent, 1d6+willpower damage each.

Actions in Combat
On your turn, you can make one dedicated action. You can move up to your movement as part of your action. Actions must be taken during your round. There is no option to delay or hold an action, or to otherwise disrupt turn order.
  • Attack: Roll 2d6 + Attribute + Combat Skill +/- any other situational modifiers vs the opponent's Total Defense (9 + Defense skill). If you hit, roll Damage and subtract the opponent's DR (damage reduction). On a critical hit, ignore DR add an extra 2d6 to your damage. Note that attacking ends your turn.
  • Defend: You dedicate a round to dodging, blocking, or parrying. Add +2 to your effective defense.
  • Use an Object: You may draw and use or draw and throw an object from a pocket or pouch, open a door, operate a lever, reload a mechanical weapon, etc. 
  • Cast a Spell: Spells are cast automatically, but the caster rolls 2d6 + Attribute + Vocation +/- any other modifies to hit or successfully effect the target or opponent.
  • Other (specify). Maybe you offer first aid or drag an unconscious character to a safe spot. Maybe you run and tackle a foe. Maybe you brace a spear or polearm against the ground and aim it at a charging opponent. Rely on your creativity. Avoid game terminology. Use descriptive language.
  • State your action in first person, use present tense. Say it like you are reading a line from a book! Example "I run for the troll and attack by aiming the point of my sword for his gut!"
Abstract Space
We don't use precise or literal space. Distances, speeds, and ranges are abstracted for simplicity. All characters can move about 30 ft per round, or one pencil length if you're playing with miniature figurines (minis) on a tabletop. To use a pencil to measure distances, place one end of the pencil at the base of your mini. You can move your mini to the end of the pencil, but not past the pencil.
  • Close means you can touch something without moving (within 5 ft). This is the reach of hand-to-hand or melee weapon attacks.
  • Near means you are one move away from something (5 ft to 30 ft away). This is the effective range of many throwing weapons.
  • Far means you are multiple moves away (30 ft to 120 ft away). This is the effective range of slings, bowshots, and firearms.
  • Distant means you may not see or hear something clearly (greater than 120 ft).
Moving and Movement Speed
Player characters and humans can move as part of their action up to one of the speeds below. There are no double moves! Characters can move either slow, normal, or fast. You can drop from standing to prone for free, but changing your posture otherwise costs half your movement.
  • Slow means 15 ft or half a pencil per round. Characters move slowly when crawling, climbing, swimming, sneaking, crossing hazardous ground, wading through waist high water, or when encumbered.
  • Normal means 30 ft per round.
  • Fast means 45 ft per round. Fast movement means the character is dedicated to moving and nothing else. Fast movement allows characters to safely withdraw from melee and retreat in a direction away from their opponent, make a charge attack in a relatively straight line, run-and-bump, tackle, and long jump or high jump, but at least 10 ft of movement must be spent in a relatively straight line towards your target.
Cover
Cover means that an object or character acts as an obstacle or obstruction between you and an attacker. To determine cover, draw an imaginary line from the attacker to the defender. Anyone or anything that obstructs that line provides either partial or full cover. Small characters or objects provide partial cover. If partial cover, attacks and spells are penalized by 2. If full cover, you cannot attack that character directly. On double 1s or double 2s, you automatically hit the closest obstacle even if it's a character!

Non-Player Character (NPC) Opponents and Monsters
NPCs stats do not need to work by the same logic as the players. Consider that movement speeds previously listed for player characters apply to humans, where 30 is typical movement, but other creatures that are faster than humans can move 45 feet per round and still make attacks.
  • Health: Consider these values as typical. Low-tier opponents have 3 Health. Mid-tier opponents have 5 to 10 Health. High-tier opponents have 20 Health. Very high tier opponents have 30 or more Health.
  • Hit Bonus: This is the number added to their 2d6 roll. It represents both the attribute and the combat skill. Low-tier opponents have 0 to 2. Mid-tier opponents have 2 to 4. High-tier opponents have 6. Very High-Tier opponents have 8 to 10.
  • Damage: Consider these values as typical. Small opponents do 1d3 damage. Human sized opponents do 1d6 damage. Large sized opponents like bears, lions, or ogres do 2d6 damage. Giant sized opponents do 3d6 damage.
  • Defense (Def): Defense is the number players need to roll to hit. Consider these numbers as typical. 9 represents an opponent with average defense or a low tier opponent. Some foes may be easier to hit than a 9, like sluggish zombies or near-immobile plant monsters. 10 to 12 represents a mid-tier opponent, 12 to 14 represents a high tier opponent. 15 to 19 represents a very high tier opponent. Consider that 19 is the cap for characters who can be harmed. Beyond that, godly things who cannot be harmed.
  • Damage Reduction (DR): For simplicity, you may assume low tier opponents always have a DR of 0 as this is unnecessary math for a game. Creatures without armor or a thick hide or a hard shell do not typically possess a DR. If DR is not present in the stat block, assume its 0.
Sample NPCs
Alchemist: HP 10, Hit Bonus +2, Grenade damage 1d6 splash, Def 10. The alchemist carries several glass containers of dangerous compounds that could crack open and erupt, killing him and splashing adjacent characters.

Addendum: Supplemental material and design notes can be found here.

Bear: HP 18, Hit Bonus +3, Bite or Claw 2d6, Defense 10

Chimera: HP 20, Hit Bonus +6, Bite, Claw, Hoof, Horn, Gore, or Firebreath vs 1, 2d6, Def 10, moves fast (45').

Dragon: HP 30, Hit Bonus +8, Bite + grapple, claw + throw, or fire breath an area 3d6, Defense 16, DR 3. Players must make a Willpower roll once per encounter or they are frightened, and the effects of this is they suffer a -2 penalty to all actions.

Elemental (various): All stats vary as these entities come in a great variety. Requires a magic or a magical weapon to harm it.

Flying Sword: HP 5, Hit Bonus +4, Damage 1d6, Def 11, DR 3. Moves 45'. 

Gargoyle: HP 10, Hit Bonus varies, Claw or Bite or other weapon and damage is based on gargoyle size, Defense 9. Sunlight turns its flesh body to stone. If smashed in its stone form, it dies when the sun sets and it becomes flesh again.

Goblin: HP 3, Hit Bonus +2, Weapon or Bite 1d3+1, Defense 9.

Homunculus: HP 5-10, Hit Bonus varies, Unarmed attacks 1+Str (varies) or by weapon, Def (varies). Alchemists cannot create homunculi consistently, and so no two are alike. When creating a homunculus, roll 2d6 to determine its morale score (bravery or cowardice).

LionHP 15, Hit Bonus +4, Bite or Claw 2d6, Defense 12

Mage: HP 8, Hit Bonus +2, Spell damage 2d6 vs 1 or 1d6 AOE, Def 9

Ogre: HP 15, Hit Bonus +3, Weapon 2d6, Defense 11

Slime: HP 5, Hit Bonus +2, strike with pseudopod for 1d3 or grapple for 1d6, Defense is 7 but damage from mechanical sources of harm are ignored. Its acid body degrades all weapons and armor that contact it by -1.

Troll: HP 15, Hit Bonus +4, Damage 1d6+2, Defense 11. If slain, resurrects in 24 hours with full health and an extra point of Strength and Health unless burned or beheaded.

Warrior: HP 10, Hit Bonus +4, Melee weapon 1d6+2, Defense 11, DR 2

ZombieHP 10, Hit Bonus +0 or +2 if grappled, Unarmed 1d3, Bite 1d6-1, Defense 7. Moves at slow speed only. Thrusting and Bludgeoning damage is ignored, as the creature must be hacked to pieces.

Sunday, November 24, 2024

Free TTRPGs

Want to play a TTRPG for free? Here are some recommendations. 


Basic Fantasy RPG is a retroclone of a 1978 version of D&D Basic, the rules-lite version of Advanced D&D. Basic Fantasy differs because it has ascending armor class rather than a to-hit matrix. It has free supplements including adventures compatible with any game based on versions on pre-3e D&D. https://www.basicfantasy.org/srd/


OSRIC stands for Old School Reference and Index Compendium, and is a retroclone of Advanced D&D from 1978, which is the crunchier version of D&D Basic. https://www.leveldrain.com/srd


Alternative to OSRIC, the creator of Basic Fantasy RPG also made another retroclone of Advanced D&D called Iron Falcon. Or is it a retroclone of Original D&D?  https://www.drivethrurpg.com/en/product/148344/iron-falcon-rules-for-classic-fantasy-role-playing


Olde Swords Reign is a combination of 0e D&D and 5e D&D. The author of Olde Swords Reign says his game is compatible with Basic Fantasy RPG, and it is. I would recommend using the character creation rules from Old Swords Reign when you play Basic Fantasy RPG to mix the old and new. https://osreign.com/


The Black Hack is based on D&D Basic, but with a lot of changes to make it even more rules-lite than Basic Fantasy RPG. https://the-black-hack.jehaisleprintemps.net/english/


Cairn (or Cairn RPG?) is a new game inspired by a few other New School RPGs like Into the Odd and Knave. If you're absolutely new to RPGs, I recommend you start here. It is very rules lite, emphasizing narrative over mechanics. These rules can be setting and genre neutral, but Cairn Second Edition comes with a very fleshed out setting. https://cairnrpg.com/

Cairn's website hosts a few "hacks" of the Cairn ruleset that changes them to suit specific types of games, such as Liminal Horror RPG which does horror. https://cairnrpg.com/hacks/third-party/even-more-third-party-hacks/


Index Card RPG (ICRPG) has a free quickstart ruleset available for download on this website Drivethrurpg.com. This is a game is basically a collection of house rules for D&D 5e that became its own system and distinct from 5e. It is rules lite, and is setting and genre neutral. Very, very easy to learn and understand. Very fast and easy to play. https://www.drivethrurpg.com/en/product/221038/index-card-rpg-free-quickstart


Open Legend RPG is a setting and genre neutral RPG. Rather than give you a catalog of classes, races, powers, etc., it gives you a catalog of pieces that you can use to make your own. Character creation is a bit more complicated and involved, but it resembles what D&D fifth edition could have been if the developers had more creative freedom. https://openlegendrpg.com/


Cogent Roleplay is a dice pool style of game. That means your stats tell you how many six-sided dice to roll for actions, and then you count the number of dice that are successes. What stands out to me most is that it has 12 or 13 universal skills, and spaces for some fill-in-the-blank skills. It is setting and genre neutral. https://cogentroleplay.com/


Incidentally, the Dungeons & Dragons 3rd edition System Reference Document (SRD) is available online. It is in essence the entirety of the 3rd edition players handbook. https://www.d20srd.org/


Lamentations of the Flame Princess (LotFP) is a retroclone of D&D Basic with a horror aesthetic, and indeed, it might even be a horror game disguised as a fantasy game. There are enough changes to its rules to make it distinct from other clones of D&D Basic such as Basic Fantasy RPG and Olde Swords Reign. https://www.lotfp.com/RPG/


Now for games I haven't actually played or read. 


I have read or played all of the games above, but I haven't touched Stars Without Number which is a sci-fi game. Including it because of how much I hear about it. https://www.drivethrurpg.com/en/product/230009/stars-without-number-revised-edition-free-version


Ironsworn is another game I've heard or read about that is inspired by older D&D, but I've also read that Ironsworn can be played in either a group or Solo? https://tomkinpress.com/collections/downloads-for-ironsworn


I've heard of Cepheus RPG which is another Sci-fi game. I haven't touched it, but I'm including it because it has an online system reference document (SRD). It's supposed to be compatible with Traveler, a popular sci-fi RPG. https://www.orffenspace.com/cepheus-srd/introduction.html


13th Age I'll add another game I haven't touched because it has a System Reference Document online: https://www.13thagesrd.com/