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Настроение: | amused |
Entry tags: | gaming |
LD50 - Minimalist Expandable RPG
A universal storytelling game without a Game Master
1. OverviewThis 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
Choose a setting Pick any fictional world with enough lore to inspire play. Example: the fairy tale of Little Red Riding Hood.
Choose a hero Select a protagonist from this world. Example: Little Red Riding Hood herself.
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).
Set a starting scene Decide where the hero begins. Example: Red Riding Hood sets off on the forest path.
Set an initial goal Define what the hero is trying to achieve. Example: Deliver pies safely to grandmother.
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
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.
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.
Set resistance Judge the obstacle’s difficulty using the d20 Resistance Table.
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).
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.
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.
Advance goals If the current goal is achieved, set a new one and repeat from step 1.
4. Tools for Storytellingd20 Concept Table
- End — death, failure, completion, transformation
- Beginning — birth, awakening, opportunity
- Conflict — war, rivalry, struggle
- Desolation — ruin, decay, loss
- Strength — courage, resilience, force
- Weakness — vulnerability, flaw, need
- Threat — danger, antagonist, uncertainty
- Opportunity — chance, reward, luck
- Change — evolution, growth, chaos
- Secret — hidden knowledge, motives, places
- Connection — bond, alliance, cause/effect
- Isolation — solitude, exile, challenge
- Sign — omen, clue, foreshadowing
- Journey — travel, quest, progression
- Loss — grief, sacrifice, destruction
- Desire — longing, temptation, motivation
- Chaos — unpredictability, disruption
- Order — law, structure, destiny
- Mystery — puzzle, hidden forces
- Choice — decision, branching paths, consequence
d20 OracleFor yes/no questions. Roll 1d20 against the threshold below:
- Paranormal — 25
- Surprising — 20
- Possible — 15
- Likely — 10
- Expected — 5
- Certain — 2
d8 Action Table
- Assault — direct confrontation
- Divert — distract, redirect
- Sneak — bypass unnoticed
- Parley — negotiate, persuade
- Utilize — use item or environment
- Prepare — set up for advantage
- Investigate — gather more information
- Abandon — give up on the attempt
d6 Approach Table
- Bravely — openly, boldly
- Agilely — quickly, skillfully
- Cleverly — with wit, trickery
- Empathically — through emotion or lies
- Patiently — by waiting, enduring
- 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 GameThe 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.
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