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BarQuest!

PostPosted: Sat May 28, 2005 8:40 pm
by JenniferS
Very sleepy, but here's what I've been able to do amidst the cries of "Mommy? Mommy? Mommymommymommymommy..."

BARQUEST! RPG in a Box

It’s cliché to meet up with the rest of your PC party in a tavern before heading out to conquer the world. Inside the tavern itself, however, is a whole world waiting to be conquered. Welcome to Barquest!

Barquest is an RPG where you play a denizen of a medieval-style drinking establishment. The narrator/gamemaster is the Barkeep. The object is to party until last call—without getting thrown out, knocked out, or otherwise incapacitated. This game can also be used as a supplement to your current campaign to make the standard tavern situation far more interesting. There are a lot of objectives to accomplish before the night is over…best get to them.

Introduction to the Tavern

The tavern is your classic image of what a dirty medieval tavern might have been: dark wood, stools and chairs with large open spaces where a musician could set up or a test of strength can be had. The floor has been swept, but is only scrubbed once a year, so it has a slight sticky sensation and smells of old wine and ale. The Barkeep gets to name the establishment; it is his place after all.

The tavern has probably been open since noon, but we’ll figure that things don’t really get hopping until after suppertime—say, eight o’clock? Besides, you don’t want mystery meat soup anyway. In any event, the characters have approximately six hours to accomplish their goals before the inn shuts down for the night.

The layout is as large as the space you have for it. Determine the parameters of your tavern floor. These can be configured by the barkeep or ale-wife as he or she wishes. We provide eight floor tiles to help you visualize the ale-house. You don’t have to use all eight but your tavern has to have at least a front door, a cellar door, a kitchen door, a staircase leading upstairs, and a stage where any musicians or actors can perform.

(((See BarquestA)))

The Characters
We have 15 pre-generated character cards for the most common dwellers of late-night drinking establishments, but you can also grab an index card and make your own or use a character from another game. Each character must fulfill a certain amount of “missions” before the bar closes for the night. These missions are provided on the pregenerated character cards or the barkeep will provide a couple for each character.

Creating your own Character
Find your D8 dice.
You have four attributes: Physical, Emotional, Intellectual, and Psychological/Psychic.

Creating a new character
Determine which of the four attributes is most important to you and write it in the number 1 spot. You need a 2 or above to be successful rolling that attribute. Determine the second-most important attribute and put it in the number 2 spot. You need a 3 and above to get a successful roll. Your third most important goes in third (4 or above), and the remaining attribute goes in last (5 or above).

Each attribute has specialties or skills. The character gets one specialty for each attribute. So, a player can choose Strength as the specialty for the Physical attribute, but this means the character is not know for his acrobatics. Here are some examples, feel free to make up others.

Physical
Strength
Dexterity
Hand-Eye Coordination
Comeliness

Emotional
Soothing
Charm
Eloquent
Romantic

Intellectual
Book Learning
Street Smarts
Insightful

Psychic/Psychological
Lecherous
Addiction: Gambling
Fortune-telling
Lucky

If you are attempting to do something that isn’t your specialty, add +2 to your “to hit” number for that attribute.

Example: Tom the Fighter
Strength: Hand-eye coordination
Intellectual: Strategy and Tactics
Psychic: Reading opponent’s next move
Emotional: Heroic

Tom attempts to perform a feat of Strength, which is not his specialty. Strength is his number one attribute so he usually needs a 2 or above to succeed. Now he needs a 4 or above to succeed. Later, he decides to catch a girl’s eye and see if she’s interested. His Emotional attribute normally needs a 5 or more to succeed, but he’s trying to be more romantic instead of heroic, so now he needs a 7 or higher.

Interactions between NPCs and PCs or PCs and PCs
Highest roll wins. You get a +2 if the interaction falls under your First attribute, but a +3 if using your specialty under that attribute. You get a +1 (+2 with specialty) for your Second attribute and just a +1 if using the specialty in your Third attribute.

Example 1. Cecil the Artist takes a swing at Bobby the Brawler. Bobby gets an advantage.

BUT the +’s and –‘s should always be finalized by the Barkeep BECAUSE

Example 2. Bobby the Brawler takes a swing at Sigrid the Lucky. Sigrid’s Luck. being the specialty of his First Attribute, should give him advantages despite not being a fighter.

The Pregenerated Characters
Our pregenerated character cards consist of customers, employees and professionals. If you are inviting characters from another realm into this bar, you can use these cards as NPCs that the characters will meet. The pregens have “Missions” to accomplish before the night is through. Whoever succeeds in carrying out the most missions without getting removed from play wins.
(((Pregenerated Character Cards)))

Playing Out the Adventure
Play is done in rounds, starting with the Bartender and working clockwise.

First Round
1. The Barkeep lays out the floor of the tavern. Using the pregen character tiles, he places however many NPCs as he wishes wherever he wants in the tavern, keeping in mind that he can always bring in more from the upstairs, kitchen, or the outside. He describes the scene to the characters.
Example: “You walk into the tavern. The place has __ people in it drinking and doing their thing. A musician is on a small stage tuning his lute. The Barkeep is leaning against the wall beside a set of doors that lead to the kitchen. There’s a bit of gambling happening at a table nearby. Through the gloom you see a feminine figure bent over talking to a richly dressed man near the staircase. A large muscular man seated at a stool by the front door nods his head at you as you walk by.” Et cetera.
2. The characters determine where they plant themselves in the tavern.
3. The barmaid collects their orders. They can choose either wine or ale/mead. Their order is given to them at the beginning of their next round.

Subsequent Rounds
1. The bartender moves the NPCs if he wishes. He decides whether to drop a situational marker on the board.
2. The characters in order decide what they are doing. If the character decides he or she will interact with another character, the Barkeep, or an NPC, the actual interaction will begin on the next turn.

Events
There are situational or "Event" tiles that provide large involving situations that the characters may or may not want to get involved with. The Barkeep can place them at whim. These tiles affect those PCs and non-PCs on the same floor tile as the situation. Bar fights, incidentally, can expand.
Gambling
Strength contest
Dancing
Loud Drunk Woman/Man
Drinking Contest
Catfight
Woman being Manhandled
Bar fight

Hand Signals: The characters call the barkeep or barmaid by raising one finger over their head and calling out “Barkeep” for the gamemaster’s attention, or “Miss” for the barmaid to bring over another refill. The character can also attempt to use hand gestures to signal someone else in the establishment.

Flirting: If the character wants to catch the attention and/or interest of another person, letting he or she use winks, hand gestures and kissy faces would be amusing for everyone.

Gambling/Contests: Characters wager on the outcome and then use their attributes and dice rolling to determine winners. In the event of a strength or drinking contest, non-participants can also enter wagers on who they think will win.

Fights: If you are on the same floor tile as the fight, the character must decide immediately whether they wish to join in or leave the area. The risk of joining a barfight is that you may be thrown out.
Just roleplay as you would with any RPG.

BARKEEP’S SECTION

Random Consequences and Bonuses

Every time a character performs an action or completes a mission, the Barkeep rolls a d8. One through four means something negative happens, five through eight is a bonus of some sort. Consult the appropriate list below and apply one of the following to the character’s situation

The Barkeep rolls a d8 again and consults one of the two charts below.

Positive:
1. Target can’t hold his/her alcohol.
2. You find 1d8 coins on the ground. Roll.
3. Someone wants to be the character’s companion for a couple of hours.
4. Someone’s looking to hire some help.
5. The Barkeep is feeling grateful, drinks on the house.
6. The music kicks in and someone looks like they wish to dance
7. They need another musician on stage, earn 1D8 coins.
8. An unfortunate event removes some of the competition.

Negative:
1. You get lice/crabs/some sort of bug infestation. (Hey, this is medieval times, It’s nearly a study on human-borne entomology at this time.
2. Your stomach rebels and you’re going to puke.
3. You’re purse has been cut, relieving you of 1d8 coins.
4. Target’s significant other accuses you of cuckoldry.
5. Accused of thievery/cheating. Barkeep picks the accuser.
6. Someone picks a fight with you just because he/she doesn’t like the looks of you.
7. You’re drunk—you think you’re invincible, but you now have a –2 to all Physical rolls.
8. You’re are assumed to be the troublemaker, better talk fast…

More to be posted later.

PostPosted: Sat May 28, 2005 10:45 pm
by JenniferS
Adding Pregen Character cards:

The Barkeep (GM) (flipped as Alewife)
1. Intellectual: Business
2. Physical: Fighting
3. Emotional: Intuitive
4. Psychic/Psychological: Honorable
The Barkeep runs the establishment. He knows everyone there. He is a valuable source of information on people in the bar and can provide tidbits to help the characters along.

Edric the Merc
1. Physical: Hand/eye Coordination
2. Intellectual: Tactics
3. Psychic/Psychological: Insightful
4. Emotional: Blocks feelings
Equipment: Sword, Purse with 10 coins
Missions: Obtain 10 more coins, get hired for more work.

Tomas the Bouncer
1. Physical: Strength
2. Psychic/Psychological: Reads people’s intentions
3. Emotional: Slow to Anger
4. Intellectual: Street Smarts
Equipment: Club
Missions: Keep the peace, Woo Sarah the Barmaid.

Sarah the Barmaid
1. Emotional: Friendly
2. Physical: Agile
3. Psychic/Psychological: Empathy
4. Intellectual: Story-telling
Equipment: Large tray, eating knife, damp cloth for cleaning
Missions: Provide drink to customers, Keep away from groping hands
Polly the Barmaid/Prostitute
1. Emotional: Cheerful
2. Psychic/Psychological: Reads intentions
3. Intellectual: Retains information
4. Physical: Comeliness
Equipment: Small tray, purse with 5 coins.
Missions: Obtain 10 coins. Find a better position than a barmaid.

Anna the Temptress
1. Physical: Sexy
2. Emotional: Seductive
3. Intellectual: Quick-Witted
4. Psychic/Psychological: Self-centered
Equipment: Purse with 15 coins, key for room upstairs
Missions: Obtain 20 more coins, Find a way out to the big city.

William the Constable’s Son
1. Intellectual: Book Smart
2. Physical: Hand/Eye Coordination
3. Emotional: Proud
4. Psychic/Psychological: Addictive Personality
Equipment: Purse with 25 coins, light rapier
Missions: Get laid, Get drunk

Elizabeth the Lady
1. Emotional: Lusty
2. Physical: Comeliness
3. Intellectual: Sexual arts
4. Psychic/Psychological: Deceitful
Equipment: Cloaked hood/disguise
Missions: Get Laid, Avoid scandal

Randall the Lord
1. Emotional: Angry
2. Physical: Brawling
3. Intellectual: Book Smart
4. Psychic/Psychological: Jealous
Equipment: Bare Hands, purse of 20 coins
Missions: Find his wife Elizabeth, Beat somebody within an inch of his life.

Colin the Minstrel
1. Intellectual: Musical notes and lyrics
2. Physical: Finger Coordination
3. Emotional: Romantic
4. Psychological/Psychic: Empathy
Equipment: Lute, Purse with 5 coins
Missions: Obtain 10 coins, Avoid a fight.

Gregor the Drunk
1. Psychological/Psychic: Addictive Personality
2. Emotional: Morose
3. Intellectual: Wisdom
4. Physical: Bulky
Equipment: Empty Horn, Old letters from Ex
Missions: Get someone to buy him a drink, Tell someone the complete story of why his wife left him.

Samuel the Merchant
1. Intellectual: Number Savvy
2. Strength: Alcohol Tolerance
3. Emotional: Poker Face
4. Psychological/Psychic: Lucky
Equipment: Purse with 20 coins, Dice, Current Ship schedule.
Missions: Interested in comely/seductive women, Needs hirelings for business

Paul the Troublemaker
1. Emotional: Arrogant
2. Strength: Fistfights
3. Intellectual: Banter
4. Psychological/Psychic: Loves riling up people
Equipment: Purse with 15 coins, Sword
Missions: Start a fight whether physical or verbal, Find a warm body to have sex with.

Bren/Brenna the Cut-Purse
Physical: Thievery
Intellectual: Street Smarts
Psychic: Lucky
Emotional: Innocence
Equipment: Male Disguise, dagger, secret pocket
Missions: Obtain 15 coins, Avoid all conflicts

Hilda the Gypsy Dancer
1. Psychological/Psychic: Fortune Telling
2. Physical: Flexible Dancing
3. Intellectual: Wisdom
4. Emotional: Fearful
Equipment: Revealing dancing costume, Purse with 5 coins, Fortune Telling cards

PostPosted: Sun May 29, 2005 1:50 am
by Doug Ruff
Heh, this reminds me of the bar-room brawl game from a very early copy of White Dwarf magazine. Of course, they used D&D, whereas you have your own specific system, so your game will be better!

I particularly like how easy it is to pick up this game and play. The rules are simple, and most people will already be familiar with the setting, even "non-gamers" are going to understand the concept of a night out in a bar...

One random piece of feedback: Although labelling abilities 1,2,3,4 is more intuitive when making a character, the numbers you are going to need most of the time are 4,5,6,7 (as these are your target numbers for non-speciality actions.) So why not write down 4,5,6,7 on the sheets, and say that you get +2 on your d8 roll for using your speciality? IMHO, this would turn a simple system into a transparent system.

PostPosted: Sun May 29, 2005 3:18 am
by JenniferS

PostPosted: Sun May 29, 2005 4:28 am
by Doug Ruff
[quote="JenniferS"]My original thought was this game system was very pessimistic]

It makes much more sense when you explain it like this; in your original post, you describe attributes in terms of what you need to roll to succeed, which is why I felt that the different numbers would be useful.

So:

- Rank your attributes 1,2,3,4. This is the number you need to beat on a d8 to succeed. However, unless you use your speciality, you must deduct 2 from your roll.

- Rank your attributes 1,2,3,4. If you roll this number or less on a d8, you will fail when using this attribute. And you must deduct 2 from your roll if you don't use your speciality

- Rank your attributes 4,5,6,7. This is the number you must roll on d8 to successfully use your attribute. If you use your attribute's speciality, you get +2 on your roll.

All functionally equivalent, all equally concise, but may provoke a different reaction from players (which is interesting.)

However:

Rank your abilities 1,2,3,4. To successfully use the abilitiy, you must roll 2,3,4 or 5 (respectively) on a d8. If you try something outside your speciality, then the number you need to roll is two higher.

This is also functionally equivalent - in fact it's a summary of your original post. What I'm suggesting is that this isn't as easy to comprehend as any of the previous 3 examples. Which is by no means a big deal, so ignore this if it isn't helpful!

And I feel for you with the child situation. "Must design while looking after children" isn't a design challenge I'd want to take on.

PostPosted: Sun May 29, 2005 5:20 am
by JenniferS
Kewl. Will explain a little better.

PostPosted: Sun May 29, 2005 11:13 pm
by JenniferS
Here's the completed project.



Hope you all had as much fun as I did.

PostPosted: Mon May 30, 2005 6:00 pm
by BrennaLaRosa
Hey! I'm in here! *ninja* DUDE, I'm a theif! :lol: Sorry, having an uncommon name means I get a bit of childlike wonderment out of finding it ANYWHERE!