I've got this nutty idea for an RPG. Bear with me, this is all a cluster.
This is one part press your luck, one part inflation.
Press your luck Dungeon move:
When you delve into the dungeon, roll 2d6 + unmarked stat. On a 10+, choose 1 or more. On a 7-9, choose 2 or more. On a 6-, choose 1 and the MC will mark a track for you.
-- You journey to a floor cleared of monsters and recover the smallest unit of coin not marked off.
-- You journey to a deeper floor. Mark Exhaustion, and recover coin at the next level.
-- You save victims of the monsters, and kill some monsters. Mark Witness and recover coin two steps up.
-- You defeat a boss monster of a floor. Mark harm, and recover coin three steps up.
Mark the stat you role. You cannot use it again until you recuperate.
Tracks:
Exhaustion: If you mark Exhaustion three times, you drop everything as you return to town.
Witness: If you mark Witness three times, you lose control. You become a monster, and resurface covered in the blood of your enemies. You slink back to town.
Harm: If you mark Harm three times, you are dead.
When you spend a type or amount of coin in The Village for the first time, mark the type or amount. Choose 1:
-- You can buy anything for sale, or an item or two that are not.
-- You can buy weeks worth of fancy room and board.
-- You gain hangers on, while the cash holds out.
When you spend a type or amount of coin in The Village that is marked, scratch it out and you can buy a few days fancy lodging.
When you spend a type or amount of coin in The Village that is scratched out, no one cares, and you can get a day or two of poor room and board.
Spending in The Village:
-- The best The Village can offer is a room with hay mattresses, but at least alone. there is ale and easy food on hand for purchase, and the minimal weapons necessary to delve into The Dungeon.
-- The Village has shit for adventurer-oriented R&R. You can buy 1 lower Exhaustion, talk to a priest for 1 lower Witness, or see a medic for 1 lower Harm. Only 1 per adventure.
-- When you have spent the equivalent of a trunk of silver, The Village becomes the Town.
Spending in The Town:
-- The best The Town can offer is a single room with feather mattresses. There is ale, wine, fancy cheese and crackers on hand for purchases.
-- Weapons become available for purchase. When you use a weapon, mark it off and gain a +1 to the Dungeon roll it affects.
-- Services become available. You can buy poor services at the MC's discretion.
-- The Town has reasonable adventurer-oriented R&R. You can lower exhaustion by 2, Witness by 2, or see a medic to lwoer Harm by 2. You may do this twice per adventure.
-- Training becomes available. You can train a stat once at the MC's discretion.
-- Real Estate becomes available. You can buy poor locations at the MC's discretion.
As you spend wealth, the Town grows:
-- When you spend equivalent to a trunk worth of silver, the Town grows into a City.
Then more rules for The City, where you can buy just about anything as it grows.
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