Showing posts with label one page game. Show all posts
Showing posts with label one page game. Show all posts

Saturday, 9 July 2022

One Page Game: Vampire Justice Friends

A free one-page game about playing superheroes who are secretly vampires.

Doing an image search for vampire thumbnails is trawling the internet's subconscious. You'll find things you didn't expect. (Vampire clown cosplay? Is this a new Tiktok trend?)

In this game you play undead fiends of the night who've decided to fight crime. Maybe you'll find a hot slayer girlfriend that way. 

Task resolution is 1d10 vs target with a d6 wild die. Combat is chaotic and includes random events. Using superpowers involves managing a shared resource (blood). Comes with a page of GM advice.

Click here to get a copy of the game.



Tuesday, 1 March 2022

Bitten


This is a one-page game of being people who are halfway to zombifying. You got bitten, but medical science suspended the turning process. Now your survivor enclave wants you to stay outside and do all the dangerous jobs. They're not going to risk someone healthy, are they?

Click the image to download a copy.




Tuesday, 24 August 2021

One page game: 30 Minutes Or Less

Deliver pizza in a wild future New York populated by humans, aliens, robots, clones and Brian. Fresh and on time or the driver dies!

I've been on a one-page-game kick lately, and so have a lot of other people thanks to the Itch.io One Page Game Jam. It's a fun design challenge - squeeze all the necessary rules clearly onto one page and use any leftover space to hint at a setting.

 I aim for very specific scenarios, because it doesn't pay to generalise - a million other people have already invented D20 with three attributes and no classes, races, or feats. 

In this game you play a team of rough, tough pizza delivery specialists. When an order comes in, you load up and set out to cross as many bizarre environmental zones as might be in between you and the customer. You're on an inflexible time limit, because the pizza box will only dispense the antidote to the poison you've been injected with if you're at the delivery address in 30 minutes or less. Get it here.


Sunday, 30 May 2021

One page game: Goblins on a Stick

You're the smallest goblins in the tribe, and getting picked on is a way of life. Currently you're all nailed to a plank by your ears. You'd like to get free, but keep getting distracted. And those other pesky goblins on the plank keep interfering.

Grab it here.

Sunday, 18 April 2021

One page RPG: Tension


There are ideas and mechanics I've been noodling around with for years and never found a home for. This week I threw them all into one game and called it good. It's like... a game gumbo.

Tension is a game of hunting ghosts. Once you start, you're committed because ghosts can hunt you too. The pressure keeps rising until you're finished or until you're finished.

Get it here.

Tuesday, 6 April 2021

One Page Game: Troubleshooters

Every cyberpunk game I've played has been gear porn. The main interaction with the ruleset has been counting up the bonuses provided by gear, cyberware and drugs for specific tasks. Troubleshooters is more or less written to be a game that ignores everything else in favour of counting bonuses.

Because when the cop cars are burning, bullets are flying and you hear choppers closing in, you really want to know if you can put a hole in the durak with the smart sight using the garbage truck as cover before he puts one in you, ya prav, druz'ya?

Get it here.


 

Saturday, 21 March 2020

One page game: Road Warlock

A free one-page game created to answer the question "what if the vehicles in a post-apocalyptic road warrior movie were demons that crave speed and violence?"

Partly inspired by Neil Gaiman and Terry Pratchett's book Good Omens, in which the demon Crowley arranges the layout of a motorway overpass to create a bad-vibes-generating satanic glyph when people drive over it.

I may have missed an opportunity by not adding drop bears to the bestiary. Maybe in future editions. Click here to get it.


And since it's an excellent time to be gaming by yourself at home, here's a link to my diceless solo gaming engine.

Saturday, 15 February 2020

One page game: Agents of P.U.N.C.H.

A free one-page game about playing elite government agents who are completely out of their depth.

I've made no secret of my admiration for Tales of Mordhearse, an ultra-light D&D adaptation where the characters have only one stat: HP. The game makes that single stat do a lot of work. It's surprisingly deep and tactical, not to mention perfectly suited for dungeon exploration.

I was thinking about that design philosophy, a single stat game. And I was in a whimsical mood. I wondered "what if the single stat all the characters had in common was punching? And what if that stat was universally set to maximum?"

The result is Agents of P.U.N.C.H. It's not deep. It's not tactical. I'm not sure what kind of game it's suited for, other than (obviously) a very silly one. But it's free! Click here to get it.


Saturday, 23 November 2019

Wizard Squad AP and an adventure

Recently I got a chance to playtest Wizard Squad with my usual group and give them a chance to break my game. The lesson for me in this is 'be careful what you wish for'.  The scenario we played was The Doom that came to Springhill.  Click the name there to download a copy. 



Character creation

The usual suspects were present: Tim, Theo, James 1 and Mila.

Character creation was relatively straightforward, but I had difficulty explaining the magic system concepts: your techniques and forms describe the magic your wizard knows, you can custom-build any spell that draws on those practices, each morning you choose the spells that will be available to you to cast for that day. Effectively it's Vancian magic, but it eliminates pre-written level-based spell lists. The players seemed to like that idea.

Tim rolled up Smith Johns, a relatively hardy wizard with magic techniques in Harming/Diminishing and Person. His specialty was Bureaucracy and his advantage was Reputation. We decided that he was quite a legalistic magic user who had successfully taken a number of minor nobles to court.

Theo created Desmond Aster, Des to his friends. His techniques were Summon, Transform, Spirit and Beast. He immediately created a spell to turn people into sheep. He also asked if it was possible to interpret spirits as distilled spirits and create a spell of summon whiskey. We agreed that it was only logical. His specialty was languages and his advantage Official Contacts, so he came from a diplomatic background.

James 1 made The Great Kazaam. His techniques were Heal/Enhance and Person. Unfortunately he rolled the lowest possible HP, so he wouldn't be doing much healing. His advantage was a spirit companion named Fred, who no-one else could see or hear. They just thought The Great Kazaam was kind of weird, but knew things.

Mila rolled up Me Reana, a sorceress with magic for Move, Element, Person, Beast. She immediately created a spell to give flight to flightless animals, a second one to suck spirits into jars to capture them and another she called Earthbending. Her specialty was investigation and her advantage was a minor magical item. After some negotiation we agreed that she had a bag of holding, but the opening was too small for anything larger than her fist.

Des then asked me if it was possible to create a spell to transform spirits into whiskey so they could be sucked into Me's bottles and stored as a refreshing drink in her pouch of holding. I reluctantly admitted that the rules could be interpreted to allow it, but I planned this as a serious game and meant to veto any magic that seemed too ridiculous. Everyone agreed, knowing full well that my games turn ridiculous no matter what my intentions are.

The squad was dispatched to the tiny isolated village of Springhill, where children were vanishing and monsters have been seen in the woods.

The game

The party arrived in Springhill where the mayor’s man failed to meet them as arranged. They headed for the pub, where they learned that talk about monsters abducting or eating children made the innkeeper nervous and he clammed up. At least they got their drinks for free.

They found the mayor, who was riding back into town from negotiating with a mercenary company encamped by the main road. There’s nothing for miles around, so the concern is that the company is here to sack the town. The mayor gave them details about the missing children and their families and the squad went off to investigate.

Talking to the families they learned that all three of the vanished children spent their free time around a swimming hole upriver, and also that a season earlier there had been a late-night display of weird lights over the hill that gave the town its name. They checked out the swimming hole and saw nothing unusual until Me earth-bent the river bed to rise and show itself above the water line. Then they found a number of fish with pig-like features and river weed that seemed to be budding pig fetuses instead of seed pods. The squad theorised that the disappeared children had become the monsters seen in the woods, and it was something in the water that changed them.

Smith issued the river a ticket for concealing evidence, and a receipt for the items they seized for investigation. The other sorcerers began to understand why a successful wizard like him got sent on an investigation at the arse-end of the kingdom.

They travelled upriver, looking for the hillside spring that was its source. All of them struggled inside the cave mouth against the water’s flow, but Smith lost his grip and got swept nearly a mile downriver before he could leave the water. He issued it a ticket for impeding an officer of the law in his duties. The others pushed on, but soon found the way impassable. Kazaam had the idea of letting Des change him into spirit form so he could continue through the spring. [Ordinarily I would have said no to this because Des didn't have that spell on his prepared list, but the game had a fairly strict time limit and I felt like we needed to move things along.] Exploring in this form, he soon found himself halted by a barrier of invisible force. He called the others up and with Des’ help he had the power to force his way through. That weakened the barrier enough for Des to follow. Me earth-bent an alcove next to the force wall where someone could work out of the water flow, and went after them.

Smith arrived, recognised Me’s alcove for what it was and pushed on. The barrier could only offer token resistance at this point. He scrawled a hasty ticket and dropped it as he hurried past.

Moving ahead of the squad, Kazaam entered a large dry room with unmistakable old-kingdom construction. He spotted lights and raised voices in the distance. Des used a spell to give himself the appearance of a spirit - invisibility - and joined him. They found the room was a grid of stone vats filled with a milky fluid in which a herd of pigs were growing to maturity with unnatural speed. The voices were a trio of men slaughtering and butchering full-grown pigs.

Kazaam flew close and ordered them to stop. The oldest man waved a hand through his immaterial body and told him that no, he didn’t think they would. He sent one of the younger ones to fetch help. Kazaam sent Fred the spirit to follow him, but he lost track of the man in the darkness and twisting pathway out of the hill.

Des recognised enough of the old-kingdom glyphs on the walls to have a good chance at deactivating the room without destroying it. He went for it, and successfully turned off the controlling device overhead. The vats hardened into milky glass and went inert. The two remaining men tried to make a fight of it, but Des turned them into sheep.

The session ended there, but in the postscript the wizard squad went on to arrest a local farmer and his two sons, along with the mayor and the innkeeper. Deprived of the supplies they needed to cross the northern wasteland and attack a keep from the blind side, the mercenaries threatened to sack the town, but Des offered to fix their provisioning problem by turning the first half dozen men to reach for their weapons into mutton. The three missing children were rounded up and after several months of intensive research, returned to human form by the wizard academy.

Conclusions

Playtests never take place under ideal conditions, have you noticed? In this case we didn’t have our usual rooms at the university, so we played outside in the courtyard. The weather was good for it, but the sun went down and we were reduced to squinting and using our cellphone lights to read character sheets until the overhead lights came on - after we finished. With the venue problem, transport issues and character creation, we didn’t get started until late. It was only intended to be one session, so it had to be a 90-minute game.

I threw out a whole bunch of clues, some useful and some not. I intended to curse the players with an overabundance of evidence and force them to sort through it all. Instead (perhaps because they chose to investigate the spookiest clues first), they bypassed most of the mystery and headed straight for the problem’s source inside the hill.

By running Wizard Squad I learned that:

  • Players suffer from the blank page problem and need some prompting to start coming up with their own spells. 
  • But once they get into the swing of things you can’t stop them inventing new spells and wanting to try them out immediately.
  • Players with a D&D background got the magic system immediately. Other players needed more of an explanation. Is it still a one-page game if you bundle it with an adventure, an extended bestiary and a couple examples of play? 
  • The game is unplayable without houseruling, which is pretty much what I expected. 

House rules


These were all developed through play.
  • The standard die for magic is a d4. Healing? D4 + level HP. Transforming? D4 + level minutes at base cost. 
  • Some effects revert back after the spell wears off, some don't. Rule of common sense applies.
  • Some spells require a roll to cast, some are automatic. Once again, rule of common sense.
  • Players want to experiment with new spells as they come to mind, even if they're not playable that in-game day. The compromise I came up with is to allow a flashback to the wizard academy, where the character tries the spell out for the first time. The player must make a roll. If they miss the target by three or more, it's an undershoot. Roll a d6 and consult this table:

    1 - 3 - spell fails and accidentally ruins another student's experiment.
    4 - 5 - spell fails and the PC looks foolish, under-prepared, or over-confident in front of academy staff.
    6 - spell misfires and there's property damage or injury.

    If they exceed the target by three or more, it's an overshoot. Roll a d6 and consult this table:

    1 - 3 - spell succeeds and the PC looks organised, confident and in control.
    4 - 5 - spell succeeds and the PC impresses a senior wizard.
    6 - spell succeeds and reveals a hidden truth that solves a question the academy has been struggling with for months.

Saturday, 5 October 2019

One page game: Wizard Squad

Image by OpenClipart-Vectors from Pixabay
A free one-page game about tactically-trained wizards empowered by the state to investigate incidents of corrupted ancient magic reactivating. Semi-random character creation, 1d20 + mods vs target number. Grab it here.

Wizard Squad is set in a kingdom which is built on the ruins of an advanced civilisation that drove itself into apocalypse through excessive magic-use. Every now and then the seals and wards on some forgotten device breaks down (as often as not through tampering by someone who thinks there's something to be gained by reviving ancient sorcery) and then it's balrogs or worse.

Saturday, 14 September 2019

One page game: Green Card Demons

A free one page game about demons trying to make it in today's economy, integrate socially and also cover it up when they slip and commit horrible crimes.  Semi-random character creation, 2d6+mods vs target number. Get it here.

Thanks to Reddit users Don_Quesote and HeadWright for commentary and layout advice and ThornyJohn for sourcing open license fonts.

I love one page games.  They're perfect for those evenings when your regular GM can't be there or there aren't enough players to make a serious attempt at carrying on the adventure.