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Friday, September 26th, 2025

    Time Event
    11:44p
    LD50 - Minimalist Expandable RPG

    A universal storytelling game without a Game Master




    1. Overview


    This system is designed for simple, improvisational role-playing inspired by classics like Dungeons & Dragons, but streamlined for play without a Dungeon Master.
    All players take turns guiding the story, resolving obstacles with dice, and expanding the shared narrative.




    2. Preparing the Game



    1. Choose a setting
      Pick any fictional world with enough lore to inspire play.
      Example: the fairy tale of Little Red Riding Hood.



    2. Choose a hero
      Select a protagonist from this world.
      Example: Little Red Riding Hood herself.



    3. Define traits
      Describe the hero’s key abilities and flaws.



      • Red Riding Hood has intuition and starts with a basket of pies.

      • She is naïve and physically weak (a child).



    4. Set a starting scene
      Decide where the hero begins.
      Example: Red Riding Hood sets off on the forest path.



    5. Set an initial goal
      Define what the hero is trying to achieve.
      Example: Deliver pies safely to grandmother.



    6. Initialize CTD (Chance to Die)
      Start with CTD = 0. This is the threshold against which failed rolls are checked when danger is involved.






    3. The Gameplay Loop



    1. Generate an obstacle
      Roll once (or more) on the d20 Concept Table to inspire what the hero encounters.
      Record an interpretation in the story journal.



    2. Choose approach and action
      Combine a roll on the d6 Approach Table and the d8 Action Table, or pick directly.
      This defines how the hero attempts to overcome the obstacle.



    3. Set resistance
      Judge the obstacle’s difficulty using the d20 Resistance Table.



    4. Attempt resolution



      • Roll 1d20.

      • Apply bonuses from relevant traits: for every 2 points of resistance, add +1 if the action clearly uses a trait.

      • Compare the total to the obstacle’s resistance (DC).



    5. Check success or failure



      • Success: the obstacle is overcome. Reduce CTD by (roll – DC).

      • Failure: the attempt fails. Increase CTD by (DC – roll).

      • Death check: if a failed roll is lower than CTD and the situation is deadly, the hero dies. Game over.



    6. Apply twists



      • On a successful odd roll: a complication arises. Roll d20 Concept to interpret.

      • On a failed odd roll: an unexpected relief arises. Roll d20 Concept to interpret.



    7. Advance goals
      If the current goal is achieved, set a new one and repeat from step 1.






    4. Tools for Storytelling


    d20 Concept Table



    1. End — death, failure, completion, transformation

    2. Beginning — birth, awakening, opportunity

    3. Conflict — war, rivalry, struggle

    4. Desolation — ruin, decay, loss

    5. Strength — courage, resilience, force

    6. Weakness — vulnerability, flaw, need

    7. Threat — danger, antagonist, uncertainty

    8. Opportunity — chance, reward, luck

    9. Change — evolution, growth, chaos

    10. Secret — hidden knowledge, motives, places

    11. Connection — bond, alliance, cause/effect

    12. Isolation — solitude, exile, challenge

    13. Sign — omen, clue, foreshadowing

    14. Journey — travel, quest, progression

    15. Loss — grief, sacrifice, destruction

    16. Desire — longing, temptation, motivation

    17. Chaos — unpredictability, disruption

    18. Order — law, structure, destiny

    19. Mystery — puzzle, hidden forces

    20. Choice — decision, branching paths, consequence


    d20 Oracle


    For yes/no questions. Roll 1d20 against the threshold below:



    • Paranormal — 25

    • Surprising — 20

    • Possible — 15

    • Likely — 10

    • Expected — 5

    • Certain — 2


    d8 Action Table



    1. Assault — direct confrontation

    2. Divert — distract, redirect

    3. Sneak — bypass unnoticed

    4. Parley — negotiate, persuade

    5. Utilize — use item or environment

    6. Prepare — set up for advantage

    7. Investigate — gather more information

    8. Abandon — give up on the attempt


    d6 Approach Table



    1. Bravely — openly, boldly

    2. Agilely — quickly, skillfully

    3. Cleverly — with wit, trickery

    4. Empathically — through emotion or lies

    5. Patiently — by waiting, enduring

    6. Magically — with supernatural means


    d20 Resistance Table



    • Divine (30) — harming immortal cosmic beings

    • Paranormal (25) — fighting ghosts with mundane means

    • Overwhelming (19) — chainsaw maniac barehanded

    • Strong (15) — pack of wolves

    • Moderate (11) — gunfight with a clone

    • Weak (8) — outrunning a crippled zombie

    • Tiny (4) — hiding from distracted slasher

    • None (auto) — trivial tasks




    5. Narrative Currency



    • Inspiration
      If a hero acts in line with their nature, they gain Inspiration: a right to reroll one die.
      Example: Red Riding Hood flees in fear to call for help.



    • Doom Tokens
      If a hero acts against their nature, they gain Doom tokens.



      • Each Doom token modifies Oracle rolls (helpful answers become less certain).

      • Accumulated Doom can unlock paranormal effects: reality warps, madness sets in.
        Example: Red Riding Hood grabs a chainsaw and attacks everyone.






    6. Optional Rules



    • With a Game Master (GM)
      A GM can run the world: generating obstacles, making rolls, and narrating. Players only choose actions.
      Maps, dungeons, and miniatures may be added for complexity.



    • Without a GM
      The group shares narrative control. Keep a brief record of important facts (Is the wolf still alive? Did Red Riding Hood get bitten?).






    7. Ending the Game


    The story ends when:



    • The hero dies (CTD check fails),

    • The group agrees the hero’s story arc is complete,

    • Or everyone is satisfied with the tale told.





    Current Mood: amused

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