A Simple, Portable RPG System

Rock, Paper, Scissors Tournament - Gibb's Hundred

As you may, or may not know, in the United States prisoners are restricted in their activities, including anything that might be construed as gambling, or at an attempt to escape. Unfortunately for prisoners who enjoy Dungeons & Dragons, that means that no dice or maps are allowed at all. Yes, even imaginary maps such as those in The Hobbit.

Therefore, because prisoners are usually allowed access to paper and writing utensils, prisoners will play Dungeons & Dragons by marking numbers on pieces of paper and drawing them out of a hat or a cup or whatever is available.

Hardback books are also usually not allowed, so when rulebooks are available, they are usually printouts of the SRD, or a copy of the basic rulebook. I wish I had bought a hundred copies of those little quarter sized AD&D books that got printed in the 2000s. They would be so welcome inside.

So here is a method for playing D&D or other role-playing games without dice or paper chits. This means that it’s also useful for students who want to play on the bus, or people on airplanes who want to play a quick game, or really playing role playing games in any setting where Dice and a tabletop are not convenient or available.

Going to be up front here, I built this idea upon my experience playing World of Darkness Live Action Role-Playing Games back in a beautiful dark forest, long ago and far away. In that magical place, we played using a modified version of the classic game of Rock, Paper, Sciscors (RPS). If two characters of equal power engage in some type of contest of trickery, might, magic, or will, they play rock-paper-scissors to determine who succeeds.

If the loser doesn’t like the outcome, they can spend various limited character resources (blood points, rage points, willpower points, etc) to force a re-match of RPS.

In the version I played, if a character was really powerful in a particular arena of contests (overpowering strength, mainly), they got a new option in the RPS contest: the Bomb. You throw bomb like Rock, but your thumb stays up (the wick on a cartoon bomb). Only Sciscors beats Bomb (by cutting the wick). Bomb beats Rock and Paper.

So, for example, Starfighter pilot character who was really good at fixing things could probably repair their ship and return to the stars, so their player would have the Bomb available when they did a RPS contest against the GM to determine if they succeeded.

Lets call this expanded version of RPS RPSB. My Version – RPSBM The second part of this idea owes credit to discussions with Steve and Sersa V after running and playing Tower of Gygax at GenCon back in the day. We were bullshiting and brainstorming like we love to, high on games and the energy of the convention, and talking about a game where you used bracelets or some other type of token to track your character and also randomize things. I kept thinking about that idea, of a way to play without having to have any dice, or even books.

At that time I had that time had been writing stuff for 3rd edition D&D for a while, and saw the game itself as a sort of game of rock-paper-scissors. in the original iteration, the warrior was the rock, but the rouge was the scissors, and the wizard was paper. Wizard beats fighter. Fighter beats rogue. Rogue beats wizard. WOW did something similar.

But there’s another 3-level iteration to the game. Characters, or monsters, are usually either average, poor, or good at something they’re trying to do. So it seemed to me that you could break characters into a much, much simpler form, where they are either good, neutral, or pore at doing particular things.

So, for example, a warrior would be good at fighting, and good at resisting damage, but poor against mental attacks such as enchantment, or mediocre at detecting people sneaking up at them.

Following these ideas, in order to combine the RPSB mechanic with a simplified, portable version of RPGs, I propose the following idea: Rock Paper Sciscors Bomb Minus. Minus is for characters or monsters who are poor at successfully doing something. When it comes time to do the RPSB contest, if one of the characters involved is bad at something, they are forced to “Minus” in the contest. “Minus” means that the player who is not Minus in the contest gets a free rethrow if they lose the first throw.

For example, when the Wizard casts a charm spell on a gullible Warrior, the warrior’s player might say, “My character is vulnerable to magic charms, so I’m Minus on this contest.”

The Wizard is good at casting charm spells, so that player has the Bomb available for this contest.

On the first contest the Wizard’s Player throws Bomb, and the Warrior’s Player throws Siscors, winning.

Because the Warrior is Minus to resist charms, the Wizard gets a free re-contest. This time the Wizard throws Scissors, while the Warrior throws Paper, losing. The Wizard has charmed the Warrior.

copyright 2020 Unicorn Rampant


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Springfield Mall, 198X

In Springfield USA
sometime in the 1980’s
terror lurks in the mall…

Introduction 

Unknown to the shoppers at Springfield Mall, a reality-jumping alien ship has arrived, invisible and untouchable, in one of the closed stores. By day, everything appears normal. By night, strange beings prowl the dark shops stealing and causing mischief. But something far worse awaits the people of Springfield on Black Friday. Terror beyond imagining lurks within the ship, preparing a campaign of mind-bending domination. (more…)


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Gamma Complex

In a distant age, at the edge of the galaxy, on a planet named Voek ( UWP: D525A76-6), industrial facilities in the wasteland churn out power generators, spaceship parts, and other machinery for the Grand Imperial Duchy of Abiodun.

Overview – Gamma Complex* is a city-sized science-fiction role-playing setting where a monopolistic corporation, criminal syndicate, royal family, communist dictatorship, or other totalitarian group controls every aspect of life for the residents of the technocratic, massive, hyper-efficient habitable Complex. In the below case it is presented as part of the Skein Reach setting.

Pages: 1 2


Posted in Campaign Setting, Location, Lore / Worldbuilding, Region, rules agnostic, Science-Fiction, Traveller and tagged , , , by with no comments yet.

Marzoxians

The inhabitants of Marzox 2, a metal-rich jungle world on the Empire’s border with the Skein Reach, are a bipedal reptilian race with great size and strength, but a metabolic reliance on warm temperatures. Their planet was purged of life by an Imperial Bombardment Fleet when the planetary resistance refused to submit to the Imperial Crusade sent to pacify the planet.

Their Strength and Agility attributes are both +1 during character creation, and their Social attributes are -2 due to their status as refugees from a rebellious and heretical planet.

They stand an average of 2 meters tall, though they measure closer to 4 meters in length from snout to tail, and weigh an average of 80 kilograms. They are hermaphroditic when need be, but in their society on Marzox 2 they mainly reproduced sexually within complex cyclic social cultures which took macro-environmental factors into consideration.

Marzoxians are most comfortable in a humid environment of 30 degrees Celsius, but are comfortable (if slightly spastic) up to 45 degrees.

When in environments colder than 20 degrees Celsius without special clothing such as a vacc suit Marzoxians suffer a -1 DM to all rolls.

Below 10 degrees Celsius Marzoxians must make Endurance checks to take any actions, with an additional -2 DM to the Endurance check per 10 degrees colder.


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Bunnies & Burrows adventure – Get Eaten Park

This deadly Bunnies & Burrows (1st edition) adventure was written by one of my favorite local artists, Ross Wilsey of Puppetose fame.

Download the PDF of the adventure here.

A note from the author:

I semi-recently wrote a Module for the classic Watership Down RPG “Bunnies & Burrows”!!! I wanted to spread it to the world for free. It’s the most meat grinder RPG ever. In B&B even at high level, your life ain’t worth shit. I’m a grognar from way back and will never change.
I made this for the ages, in hand-drawn inebriation, and is my gift to our dying grey Earth. Please share this too on your wonderful site, if possible. Keep up the terror.

Thank you for all of your wonderful and horrifying art Ross. I love it. Doom on!


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The Lair of the Wyrm

This fantasy role-playing game scenario is the lair of the Wyrm of Etiniga, the draconic creature from the adventure: The Suitor’s Challenge. I also used a shorter, modified version of this dungeon for the medieval age dungeon in season 2 of Class of 198x. This map could also serve as basically any dragonlike creature’s lair in your home game.

Creatures

As the person running the game, select a number and type of creatures for the below encounters according to what seems appropriate to the characters attempting to delve the dungeon. The scenario probably entails navigating three to five encounters, so a gamut of medium and hard encounters is probably appropriate, based on Player Character number and level (consult your Monster Manual and Dungeon Master’s Guide or equivalent books for more guidelines on this topic). My advice: make it hard, but not impossible. Don’t be afraid to throw in a couple of reinforcements (on either side) when appropriate, but overall try to present a difficult but achievable scenario.

Entrance

Situated in a large natural cavern hidden in the ravine past the hills north of Vistola, the lair of the cursed Wyrm of Etiniga’s maw stands open. A cavern in the side of a ravine, twenty feet wide and receding into the yawning darkness of a larger chamber ahead. Close examination of the gravely ground reveals clawed footprints of a variety of sizes, among dry old bloodstains.

The Lair of the Wyrm (5 foot squares)

Areas

1) Gruesome Display
A pile of broken animals, people, and weapons have been arranged into a sort of horrid meat-drying scaffolding in this chamber. The corpses are in varying stages of decay and bear jagged bite marks on whatever is left of them. Broad natural stone passages lead to the left and to the right.
Loud noises in this chamber will alert the kobolds and lizardfolk to the right in areas 3 and 4.

2) Chasm
This passage is bisected by a twenty foot deep crack in the stone, at the base of which a shallow underground stream flows. The walls bear black moss and faintly glowing white lichen.
Climbing up or down is a difficult task (DC 20) due to the moisture and the slick growths on the walls.

3) Lizardfolk
The warband of lizardfolk who have come to the caves to worship the Wyrm and raid the countryside live in this cavern, eating from the corpses in area 1 and otherwise being served by the kobolds. Among them is a war shaman who will aid them with magic against intruders. The lizardfolk warband spends its time eating, resting, and raiding the surrounding countryside, dragging back both shepard and sheep upon which to feast.
They will lead the attack against intruders, backed up by the kobolds and the shaman as their leader.

4) Kobolds
Numerous kobolds already lived in nearby caves when the Wyrm arrived, and have come here to join in the worship and feasting. They mainly live in this cavern, and perform most of their domestic tasks here from cooking over small firepits to coppersmithing spear heads and knives.
They will join the lizardfolk in defense of the caverns, taking advantage of the narrow passages that connect areas 4, 5 and 7 to flank and sneak up on intruders. Medium sized creatures must squeeze through the narrow passages at half speed, and are at disadvantage to attacking foes and defending themselves.

5) Idol
The kobolds and lizardfolk have built a shrine here to the Wyrm: a stone block with a silver-and-gold gilded idol of the serpentine Wyrm with eyes of garnet. Piled up at the base of the altar is the wealth of the tribe, including several boxes of sandalwood incense, one hundred gold coins, twice as many pieces of silver coin, and a pot of healing balm which will heal 2d4+3 hit points when applied to wounds.
The shaman will make their last stand here against intruders and will fight to the death to protect the shrine.
The idol itself is is worth 200 gold, but it is also warded with a curse, and the first non-lizardfolk to touch it will take 3d8 points of acid damage, unless they make a Constitution save for half damage.

6) Fungi and Slime
Putrid-smelling green slime drips from the ceiling of this shallow bowl of a cavern. Below, grayish gunk stirs slightly among shards of bone and dark smelly spoor.
Creatures entering the cavern will be dripped upon by the green slime on the ceiling, and attacked by the gray ooze on the ground. Unless they succeed on stealth checks, those who pass by this cavern are likely to be pursued by at least one gray ooze.
For lower level parties, consider using Blue Oozes instead of gray oozes.

7) Chasm
This large cavern is split by a 30 foot deep crack in the stone ground.
The chasm is difficult to climb up and down, but the Wyrm can arch across it without difficulty.
Loud noises in this cavern will attract the ire of the Wyrm.

8) Wyrm
The Wyrm of Etrigia lies here, a gleaming shiny black mass of coils and claws, making gruesome noises.
If using the True Love plot twist version of this adventure, medium difficulty (DC 15) Sense Motive skill checks will reveal the beast appears to be in pain, and is writhing and scratching at itself, biting its tail, all without piercing its scaly hide. With successful Perception checks, of if the princess has accompanied the party she will recognize the silver necklace around the serpentine creature’s neck as the one she gave to her true love. If she can kiss the willing beast, the curse will be broken and the Wyrm will revert to their former self.
Otherwise the Wyrm will attack, kill, and then eat any who intrude, or those making loud noises in the adjacent cavern (area 7, above).
The Wyrm‘s hide is invulnerable to non-magical slashing and piercing damage, and will make a grand prize for any who can collect it. If the Wyrm is slain its scales can be made into hide armor that grants the wearer resistance to slashing and piercing damage. This legendary magic item requires attunement.

 


Posted in 1st edition D&D, 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, 5th edition Dungeons & Dragons, Adventure, Fantasy, rules agnostic by with no comments yet.

GaryCon X

This last weekend I went to GaryCon up in beautiful, chilly Lake Geneva Wisconsin, and I had a great time! I met up with old friends and made some new ones, and we all played a bunch of games and enjoyed the great company. Here are some highlights from the con for me.

Games

I ran a session of Vampyre Women of Venus, the board game that we put out a couple of years ago. We had two ticketholders show up and one player drop in, thanks to the great table flag system. We played though to the co-operative victory and then played some homebrew rules that Jayden came up with for the post-rocketship-part-collection escape from the suddenly moving Vampyre Queen.

All told I got some great new ideas for the game, including a new version of the rules where undefeated Venus cards remain in the space where they were drawn for other players to try to challenge. This builds the map as it is explored and creates more opportunity for strategy.

I also ran a session of what’s becoming my favorite scenario: my D&D convention version of Into The Unknown (B1), which I update every time a group runs through it. This time, very impressively, the group actually managed to complete the scenario, both finding their way to the final encounter and defeating all portions of it for a flawless victory! Well done, all. Prizes are on the way.

Table Flags

One of the best things about the convention, and something I hadn’t ever seen at one, was the table flags. These flags served two purposes. First, there were red and green cards so that a table could indicate if they had any openings for new players to join.

But even more exciting was the yellow flag, which we raised when we wanted to order from the tableside menu. The food was really good, and the beer was cold and cheap with the GaryCon cup I got as a GM. It was truly excellent. I ran an eight hour session and ate healthily and felt great.

Museum

The role-playing game history museum they had set up was AMAZING! In the wargame room, next to the TSR Joust tournament, was a mini-museum display with great information about the early days of Dave Arneson and Gary Gygax’s gaming days. Seeing Arneson’s original dice and clay dragon figurine really touched me.

Socially, I got to hang out with Stephan Porkny and the HawaiiCon crew, meet a whole bunch of nice new people, and see some live-streaming celebrity D&D from behind the curtain, instead of in front of the cameras for once. It was great seeing everyone and hanging out. As it always is for me at a con, I learned a lot from playing in and watching other people’s games.

I’m honored to have been invited and have already booked accommodations for it again next year.


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The zone ghouls cry out, “Glob bloessss the wastelands!”

 

#NSFW #puppets #apocalypse #robot #mutant


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New Vampyre Women of Venus map file – No Assembly Required

After receiving several requests for this, we’ve added an uncut copy of the map for Vampyre Women of Venus (available in our store here). Now you can print this single file at any size you like for your home games of VWoV! No cutting or assembly required.

We sincerely hope you enjoy, and happy gaming!


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2019 Spring Convention Schedule

Adam A. Thompson will be running games this spring at OwlCon in Houston, TX and at GaryCon in Lake Geneva, WI.

If you’d like to play some games with Adam, schedules are as follows:

OwlCon 2019 – Rice University Campus (Houston, TX) – Feburary 22 – 24

Classic Dungeons & Dragons (5e) – Saturday at 10:00 AM, 8 hours, Student Center: Sammy’s:4

Many heroes have traveled into the hills above Verbonbc in search of the rumored lost treasure of Rufulo and Zanzabar. But a new terror inhabited the black craig a month ago – a dragon and evil cultists devoted to it. Now two of the village’s children have been kidnapped, slated to be sacrificed in just eight hours! Dare you adventurers venture thither to rescue the children?

Traveller: First Run – Sunday 10 AM, 4 hours, Herring Hall:224:1

Try your hand at one of the original science-fiction role-playing games: Traveller. No previous experience required. In a far-flung future where anything is possible, the players will first create their own characters, earning skills, contacts, and enemies as they journey through the depths of space. Then, events that no one could have predicted will hurl the characters into crisis that could threaten their very lives!

 

GaryCon 2019 – Grand Geneva Resort & Spa (Lake Geneva, WI) – March 7 – 10

Vampyre Women of Venus Open Play – Friday at 6:00 PM, 4 hours, at Forum C FORC-363
An adventure board game set on a pulp sci-fi planet Venus where the players’ rocket ship has crash landed. New players may try their luck every hour with this quick game. Rotating rounds of play should be the norm. Three different ways to win—solo or co-operative. Stop by at the top of any hour to play.

Classic Dungeons & Dragons (5e) – Saturday at 1:00 PM, 8 hours 1777, Westgate A WGA-394
Many heroes have traveled into the hills above Verbonbc in search of the rumored lost treasure of Rufulo and Zanzabar. But lately, a new threat has inhabited the bleak peak: A night-soaring dragon and its reptilian worshipers. Now the cultists have kidnapped some of the village children to be sacrificed to the dragon at midnight! Dare ye adventurers venture thither?


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