Skip to main content

Time Rats, in COLOR!

I've been teaching myself layout, and specifically baseline grids, so I decided to fancy-up Time Rats.

click for the TIME RATS pdf

NOTES
I've fluffed it up a bit, adding enough information to make it an independent game that doesn't require having Maze Rats on hand—although it's still very terse, and will probably only make sense if you're to sort of person who reads gaming blogs.

The most significant mechanical shift from Maze Rats is the introduction of a Turn Sequence, inspired by the Doctor Who RPG, which is intended to make it viable to encounter rampaging death-machines with nothing more than a kettle and some bits of string.

This is not the final version. I want to finish up a 3-page adventure. The idea is to have a short document that will let you set up a single evenings-worth of adventure with brand new players in just a few minutes.

And I made the bestiary of enemies without much reflection. I need to consider their relative power levels a bit more.

Feedback and advice is appreciated and solicited!

Popular posts from this blog

Maze Rats by Post

In my previous post, I reviewed a bunch of my favorite rulesets for optimization for Play-by-Post. It occurred to me almost immediately that I hadn't really thought about Maze Rats enough.

In fact, I'd mis-remembered and mischaracterized it. Upon reflection, one of the mechanics I took issue with is actually a big strength. Re-reading the rules, it seems like just a few very simple hacks could make it a highly-optimized PbP game.

As follows:
Danger Rolls are rolled by the GM.

Danger rolls usually fail, so it is in the player’s interest to describe their actions plausibly and mitigate as many risks as they can, in the hopes that they don’t trigger a danger roll.

2d6 + ability bonus ≥ 10

If you have taken enough precautions to have a distinct advantage in an action, but not enough to have eliminated the distinct possibility of danger, the GM will give you a roll with advantage.

3d6 keep 2 + ability bonus ≥ 10

Because each character only has 3 ability scores (STR, DEX, WIL), it s…

Knaves, fancypants

I've prepared a new layout document of Ben Milton's Knaves.

Knaves is a great, light rules set that has an extremely elegant core mechanic while retaining total compatibility with OSR material. It's pretty much the rpg of my dreams.

This document contains the complete rules, plus a bunch of useful hacks from the community, plus a few of my invention, plus some useful resources from Ben Milton's previous effort, Maze Rats.


EDIT: I've updated the layout to fix errata and make a few tweaks. Further, I've made 3 variations:

KNAVES TABLET LAYOUT
The Tablet Layout is meant for scrolling on screens, and contains hyperlinks.

KNAVES SPREAD LAYOUT
The Spread Layout is set up to print on Letter-sized paper.

KNAVES A4 LAYOUT
The A4 Layout is set up to print on A4 paper, and is probably the most elegant of the three versions.


This is presented with generous permission from Ben Milton, and should in no way be an excuse for not purchasing a copy of Knave from Drive-Thru RPG. It'…

Reviewing Rules for Play-by-Post Optimization

I’ve played a lot of PbP games: all your favorite flavors of OD&D, AD&D, and their retroclones, Call of Cthulhu, Marvel Superheroes, Traveller, Dungeon World, etc. ad nauseam.

In almost every instance, I forgot what ruleset we were using at some point. Which is a good thing. Once chargen is over, you spend a lot more time describing your characters actions and poring over the GM’s descriptions than you spend interacting with rules. When you do roll, it’s usually a combat to-hit roll, which you’ve probably programmed into the online dice-roller as a macro. Pretty much any game will work for PbP.

But that doesn’t mean there aren’t points of possible optimization.



Point 1: Resolution. Anything that can keep the action moving is a boon to PbP. A game that requires a back-and-forth exchange of information to resolve an action is going to progress very slowly. A good rule of thumb is that it’ll take 2 or 3 days to get a response from any given player. At that pace, an exchange that w…