role playing games

Mike Hill

Tunnel Quest

Monday, August 11th, 2008

Tunnel Quest is a brief but complete set of fantasy role-playing rules.

The original ideas were spawned by Paul Elliot (of Zenobia fame; if you’ve never heard of it, Google it!) and further developed by myself.

The system favours a quick and easy style of play with limited bookkeeping for the GM - a single dice roll for combat determines whether the character hits or gets hit - no rolling for the GM!

NPCs can be described with a single number or detailed with unique abilities - examples are of both styles are included in the text.

This is a low-power low-fantasy game which uses small numbers and only 2 six-sided dice. Paul originally conceived the game to appeal to his young children but my players range from 21 to 48.

Enjoy

Mike Hill

The Basics

When the result of a character’s action is in doubt, the Game Master (GM) asks for a dice roll to determine the outcome. The player rolls 2-dice and must get equal to or greater than the Difficulty umber. In a fight the Target Number is the Rating of the Foe. Most tasks can be rated in this way (climb portcullis might be 6). A Difficulty Number of 8 would be a typical challenge; 10 or more would be difficult and 13 or more would be formidable for starting characters, at any rate.

In many circumstances, the character may possess a Skill applicable to the situation; in which case, the player may add the Skill level to the dice roll. The character’s Experience Level is usually added to the roll but only if the GM feels the task warrants it, given the character’s calling.

Example: Yuon the Barbarian is hunting small game with a bow and arrow. Yuon has Archery at +1 and the GM allows his player to add the character’s Level (+2, for a total of +3), as the activity seems like the sort of thing Barbarians get up to. Later, Yuon attempts to use his Repair Skill (+2) to fix the hem on Maid Morron’s court gown. Yuon does not get to add his Level in this particularly un-Barbarian-like activity!

TAGS Star Wars

Tuesday, October 18th, 2005

Here’s my Star Wars RPG based on the unnamed Neverwhere system - which I’ve dubbed ‘TAGS’ - the Action Game System because it’s ‘Star Wars style’ action orientated and because descriptive ‘tags’ which describe characters also indicate what they can and can’t do.

Characters begin with one ‘background’ which provides a starting point for tags, skills and equipment. Players then select 6 tags and 4 levels of skills based on a brief one-two paragraph description of the character.

Action resolution is 1D1+applicable tags (and skills, equipment etc.) verses the opponents roll - or rarely, a static difficulty number. The winner of the roll decides what happens. The players should never know how many ‘hits’ they can take, instead the Narrator describes the effects (which become temporary tags) of the wounds they suffer.

Unlike most role-playing games, a Star Wars character in this game is neatly described in one or sometimes two paragraphs. From this brief pr?cis, the player will select six descriptive words or phrases, which we?ll refer to as tags from hereon in, that are used to encapsulate the characters main abilities, characteristics or traits. Additionally, the player can choose 4 levels of skills and a ?background? to round out his character; the background is something of a ?meta? tag which carries with it some bonuses and sometimes a penalty or two.

The easiest way to begin is to think about the type of character you?d like to play then choose a background or make up one of your own with the Narrator?s assistance. Most backgrounds come with one or more free tags which don?t count against your limit of 6 initial tags so it?s often best to start here.

Once you have a descriptive paragraph or two, underline the words or phrases that take your fancy. It?s likely that there?ll be more than 6 tags that you?d like to choose but limit it to 6 and keep the others in mind for future character development.