Chainsaw Hobbit
2013-02-03, 09:19 PM
I've been thinking a bit about a tabletop roleplaying game with a setting that combines the concepts from H. P. Lovecraft's Cthulhu Mythos, and Neil Gaiman's Neverwhere; and a system that draws from Apocalypse World, FATE Core, and D&D Fourth Edition. It would have a sort of dark, surreal tone - with visceral combat and weird imagery.
Characters are people who have slipped into a sort of demented alternate dimension overlapping with our own. In some places, things are the same. In others, reality is disturbing and off-kilter. The two states of being often mesh together in disturbing and unexpected ways.
The characters start off as mostly normal people, but start to take on the characteristics of their surroundings, gaining monstrous mutations and disturbing powers.
Complete list of influences would include: H. P. Lovecraft's Cthulhu Mythos stories, Neil Gaiman's Neverwhere, Don't Rest Your Head, JAGS Wonderland, the Silent Hill games, They Bleed Pixels, Hellraiser.
* * *
System
When a character attempts something that challenges their abilities, the player rolls three six-sided dice and adds together the results. The number is then modified by a small single-digit number based on the character's competence, and another small number based on the difficulty of the task.
On a total result of 9 or lower, the character fails in their endevour. They may also suffer a new disadvantage, depending on the stakes.
On a result of 10-12, the character gains what is called a "quirky success". They can choose to either partially succeed, or fully succeed, but gain a new disadvantage. Once they have chosen, the Game Master decides the details of the result.
On a result of 13 or higher, the character fully succeeds.
The game would be built to that modifiers to the roll would almost never exceed +3 or -3.
Combat
Combat works much like D&D Fourth Edition, in that it is divided into very finite encounters. Some abilities can be used at will, some only once per encounter, and some once per day.
Combat itself would be designed to feel quick and visceral. An attack roll would work in much the same way as a skill check. A 9 or lower misses. A 13 or higher hits, dealing full damage. On a 10-12, a character can choose to deal reduced damage, or deal full damage, but gain a new disadvantage. The equivalent of "armour class" would modify the attack roll.
Tactical movement would probably be a thing, but it would be more abstract than in D&D. A round would probably also represent a longer stretch of time.
Characters
The "canvas" for a character is a normal person with a skill-set. This skill-set is based on their occupation. They might be a scientist, a truck-driver, a soldier, a college student, anything. These characters are modified with some sort of point-buy system used to purchase mutations and abilities.
Characters might start out with a few points, or none at all. As they are exposed to fell arcana, they gain more points. Players spend these points between adventures to augment their characters, becoming increasingly monstrous and powerful until their humanity is gone.
Characters are relatively tough, and likely not to go down in one hit. Harmful effects linger and accumulate, however, and characters must also face eachother.
* * *
https://docs.google.com/document/d/1fZGd5DiyEgSlfpge99NfS3LlvcPTUVS-GQVqE0G8nIs/edit#
Characters are people who have slipped into a sort of demented alternate dimension overlapping with our own. In some places, things are the same. In others, reality is disturbing and off-kilter. The two states of being often mesh together in disturbing and unexpected ways.
The characters start off as mostly normal people, but start to take on the characteristics of their surroundings, gaining monstrous mutations and disturbing powers.
Complete list of influences would include: H. P. Lovecraft's Cthulhu Mythos stories, Neil Gaiman's Neverwhere, Don't Rest Your Head, JAGS Wonderland, the Silent Hill games, They Bleed Pixels, Hellraiser.
* * *
System
When a character attempts something that challenges their abilities, the player rolls three six-sided dice and adds together the results. The number is then modified by a small single-digit number based on the character's competence, and another small number based on the difficulty of the task.
On a total result of 9 or lower, the character fails in their endevour. They may also suffer a new disadvantage, depending on the stakes.
On a result of 10-12, the character gains what is called a "quirky success". They can choose to either partially succeed, or fully succeed, but gain a new disadvantage. Once they have chosen, the Game Master decides the details of the result.
On a result of 13 or higher, the character fully succeeds.
The game would be built to that modifiers to the roll would almost never exceed +3 or -3.
Combat
Combat works much like D&D Fourth Edition, in that it is divided into very finite encounters. Some abilities can be used at will, some only once per encounter, and some once per day.
Combat itself would be designed to feel quick and visceral. An attack roll would work in much the same way as a skill check. A 9 or lower misses. A 13 or higher hits, dealing full damage. On a 10-12, a character can choose to deal reduced damage, or deal full damage, but gain a new disadvantage. The equivalent of "armour class" would modify the attack roll.
Tactical movement would probably be a thing, but it would be more abstract than in D&D. A round would probably also represent a longer stretch of time.
Characters
The "canvas" for a character is a normal person with a skill-set. This skill-set is based on their occupation. They might be a scientist, a truck-driver, a soldier, a college student, anything. These characters are modified with some sort of point-buy system used to purchase mutations and abilities.
Characters might start out with a few points, or none at all. As they are exposed to fell arcana, they gain more points. Players spend these points between adventures to augment their characters, becoming increasingly monstrous and powerful until their humanity is gone.
Characters are relatively tough, and likely not to go down in one hit. Harmful effects linger and accumulate, however, and characters must also face eachother.
* * *
https://docs.google.com/document/d/1fZGd5DiyEgSlfpge99NfS3LlvcPTUVS-GQVqE0G8nIs/edit#