This is a post apocalyptic apartment crawl. Buildings are packed together. Survival is not guaranteed.
Proof of concept
Rules
There are always 1d4 zombies when encountered
DM Moves
Elevator Shaft - the DM can place one elevator in any building over 6 floors. The operational status of which should be entertaining.
Fire - once per campaign the DM can have a building catch on fire as long as the party is inside of it and it's hard to get out.
Depth Rules
At 1 Depth, a -1 Depth = an exit to outside
At Max Depth, a +1 Depth = the rooftop
Max Depth = Building's total floors
Add 1 zombie per Depth level when encountering zombies
Go up one letter on the loot table per Depth Level
3 Random Plot Hooks
Thursday, November 29, 2018
Thursday, February 8, 2018
100 Letters from Iwo Jima encounters
- Soldiers pull pins on grenades to die honorably
- Soldiers dig pillboxes
- New general walks his new base camp
- Bombing run
- Large invasion is imminent
- Soldier blows brains out instead of surrender
- Soldier pulls pin on grenade and is shot
- Ally holds squadmate at gunpoint for running
- Abandoned cave system dug for cover
- Rusted artillery left behind
- Flame-thrower trap
- Grenade lands in front of you
- Several soldiers beat an enemy to death with bare hands
- Incompetent soldier accidently points gun at ally
- Bayonet soldier charges you
- Several men bayonet and torture one enemy
- Lantern boy comes by with ammo
- General gives rousing speech over loudspeaker
- Detachment holes up in cave system
- Detachment decides to die fighting
- Kamikaze soldier draws sword for combat
- Flares signal approaching enemy
- Gunfire in the knight lights up area
- Commander stares at map looking for possible solution
- Commander draws sword to execute allies for abandoning their post
- Fog rolls through a field, it's an omen
- Darkened soldiers fire from cliffside
- Wooden posts are only cover in this field
- Gravesite of recent battle
- Detachment hides in cave, unable to join battle
- Radio is down, detachments don't have orders
- Field of dead soldiers
- Soldiers wipe allies blood on themselves for disguise
- Soldiers gather ammo from the dead
- Soldier dies with photographs in hand
- Soldier shoot to wound so they can interrogate prisoners
- Soldiers shoot to wound so they can randsom soldiers back
- Several soldiers in chains for running from combat
- Enemy soldiers is from your hometown
- Ally soldier shares his sob story
- A detachment of conscripts
- Soldiers hang flag to spread patriotism
- Soldiers take men from their homes to join the war
- Soldier tries to spare the life of a dog
- Commander berates soldier as if he was a child
- Officers and wives attend a ball
- Soldier gifts ally a decorative gun
- Soldier burries enemy soldier with honor
- Dead enemy soldier has letter from his mother
- Shellshocked soldier lies in field with dead detachment
- Blind soldier wears bandana around eyes
- Crippled commander tells his detachment to leave so he can die honorably
- Mortal lands in front of you - doesn't explode
- Officer executes fleeing soldier
- Enemy soldier waves white flag
- Two soldiers watch two enemy prisoners
- Something is uncovered by soldiers digging pillbox
- Field of bullets from previous battle
- Woulded ally holding white flag, slowly dying
- A full canteen, never used
- It begins to rain
- A horse is hit with shrapnel and is crippled
- Soldier cries over fallen ally
- Enemy executes line of prisoners
- Crossfire must be traversed to reach safety
- Enemy pulls pin on grenade and runs at you
- There's no more water
- Everything happens in threes
- Officers paints battlefield in remembrance
- Detachment has been without food or water for 5 days
- Officer gives you a cup and says "dig for worms"
- Detachment is out of ammo
- Officer makes a spirit offering for divine intervention
- Troop from a distant detachment show up with bad news
- Soldier tells you his normal profession
- Messenger arrives with news - 50/50 good or bad
- A child sings a song for fallen troops
- Mass of beleagured soldiers parts for their leader
- Someone tells you to be proud to die for your cause
- Soldier burns classified documents before enemy can kill him
- Enemy charges into camp with melee weapons in the dead of night
- Charging war hero imobilized by shrapnel
- Soldier burries something sacred to him before being taken prisoner
- Blackened field of battle, enemy pokes through for survivors to kill
- Soldier drags injured commander away from battle
- Crippled commander about to be beheaded by fellow soldier
- Two soldiers lie far away from battle, both shot in the head
- Wounded commander orders you to bury him
- Commander leaves you his sacred weapon before dying
- Commander refuses to use enemy ammo, even though they are running low
- Soldier digs grave alone
- Enemy soldier found dead far away from battlefield - has ceremonial sword
- Shellshocked enemy found hidding behind a rock
- Crazed grave digger swings shovel harmlessly at anyone who comes near
- Scholars excavate a former battlefield
- Letters from home rain down from the sky
- A quiet beach, the sun is rising
- A mountain side filled with hidden enemy caves
- A field of dead bodies
- War secrets hidden inside a locked pillbox
79 Dunkirk Encounters
Here's (almost) 100 encounters taken from the movie Dunkirk.
- Rogue Fighter Attacks
- Man on overturned boat - last survivor 50/50 chance he's enemy
- Propoganda falls from the sky
- Friendly troops mistake you as enemy
- Wreckage of fighter jet - 50/50 friendly/alive
- Enemy fighter strafe
- Mortar fire
- Man burying body - stole their stuff
- Wounded man lying on stretcher, he'll survive if you help him
- A drowning man
- Sinking ship
- Rescue ship looking for survivors
- Nurse trying to save a dead man
- A man giving toast and jam to soldiers
- A column of black smoke rises into the air
- A cup of coffee - it's still warm
- Shellshocked soldier - refuses to be near the action
- U-boat in the water
- Rowboats full of desperate, screaming soliders
- Torpedo!
- Trio of planes flies over - friendly
- Damaged plane lands near you
- Overcrowded rowboat
- Flaming wreckage
- Shellshocked man reacts violently
- Group of soldiers flee from battle
- Soldier strips and walks into water
- Soldiers building make-shift dock for rescue boat
- Dead bodies float with the tide
- Group of injured men left lying on stretchers
- Group of men just standing still, silent
- Officer who lost his men
- Officer desperate to get his men home
- Abandoned boat on the shore
- Wounded enemy ship flies overhead
- Enemy fighter pilot ejects above
- Detachment hiding in hull of overturned ship
- Ally civilian looking to help
- Ejected pilot caught in tree - 50/50 enemy/alive
- Enemy soldier in ally uniform - or vice versa
- Enemy fire from fortified position
- Fleet of Galleons marching to war
- Detachments of men on a beach
- Large patch of oil - land or sea
- Injured child
- Father and his son looking to help
- Sinking ship
- Oil fire - land or sea
- Something explodes in a big ball of fire
- Engine stops - land, air, or sea
- Sea Captain positive that reinforcements are coming
- Stalled plan soars overhead - ally
- Plane is diving right for you
- Ally plane saves your skin
- Crashed pilot joins up with you to continue fighting - refuses to go home
- Large city occupied by enemy
- Beautiful natural landmark gives everyone reprieve
- Something that reminds you of home
- Fog rolls over - it's actually smoke
- Civilian thanks you for your effort
- Injured soldiers mocks you - "where were you?"
- Man offering sweets and coffee
- Old man thanking you by giving you blankets - "well done"
- Group of soldiers - none meet your gaze
- Soldier wakes up - detachment left him behind
- Captain lets him men go while he stays
- Paper boy in civilian area - thinks he knows everything
- Your face is in the paper
- Civilians glad that you're safe - give beer
- Plane lands safely on the beach - 50/50 enemy
- Local hero injured in combat
- Soldiers bury the dead in shallow grave
- Military Commander gives roaring speech
- Field of helmets left behind
- Burning plane wreckage
- Ally pilot taken prisoner by enemy - vice versa
- Burning refinery
- Tattered flag
- Dozens of crates of supplies, abandoned
Tuesday, January 30, 2018
Wednesday, January 24, 2018
Songbird
My RPG is a roadtrip. The goal of the game is to reach the center of the forest. "In the center of the universe is a forest. In the center of the forest is a secret." Or so the saying goes. But like all good dreams, and desires, there's another layer to it. Something beneath it. Our hero might set out to find love, and ends up realizing it's friendship that he needs.
My game is about journeying to the center of the forest. But really it's about the journey. It changes you. It makes you weird and it makes you unique. It's based around "Into the Odd", because that game spoke to me and is very close to what I want. Except that's a game about Greed and finding oddities. My game is about obsession and tragedy.
You will head into the DemonWood to reach the center, but dying or retiring are more likely. All the villages you will run into out there were built by people like you. But they found something else, or had their spirits crushed.
Every session begins with the phrase, "You're lost in the Woods." Because that is a constant state in the DemonWood. You are wandering from place to place, inching closer to your goal, crawling closer into legend.
I'm making this game because I've been playing DnD since jr. high, and my friends and I have never played it like it should be. We never went into dungeons. We had adventures, we had fun, but we didn't spend our time beneath the ground. So my game isn't about dungeons. There are dungeons, sure. But this is about adventure.
This is Cowboy Bebop in a mythic forest. This is Samurai Champloo with weirdness. This is the Arya/Hound arc on Game of Thrones. This is an episode adventure, where ever session is an episode, and every episode ends and begins the same. Every episode you either handle the problem or you don't.
My game is about journeying to the center of the forest. But really it's about the journey. It changes you. It makes you weird and it makes you unique. It's based around "Into the Odd", because that game spoke to me and is very close to what I want. Except that's a game about Greed and finding oddities. My game is about obsession and tragedy.
You will head into the DemonWood to reach the center, but dying or retiring are more likely. All the villages you will run into out there were built by people like you. But they found something else, or had their spirits crushed.
Every session begins with the phrase, "You're lost in the Woods." Because that is a constant state in the DemonWood. You are wandering from place to place, inching closer to your goal, crawling closer into legend.
I'm making this game because I've been playing DnD since jr. high, and my friends and I have never played it like it should be. We never went into dungeons. We had adventures, we had fun, but we didn't spend our time beneath the ground. So my game isn't about dungeons. There are dungeons, sure. But this is about adventure.
This is Cowboy Bebop in a mythic forest. This is Samurai Champloo with weirdness. This is the Arya/Hound arc on Game of Thrones. This is an episode adventure, where ever session is an episode, and every episode ends and begins the same. Every episode you either handle the problem or you don't.
Wednesday, January 17, 2018
Making a Songbird
My magical girl RPG is called Songbirds.
Creating a character works like this:
Everyone gets 1 heart. This represents your life. Lose it and you die.
Everyone gets a dream and a nightmare.
Your dream is how you level up. Doing something in service of your dream, trying to attain it, is how you get xp.
Your nightmare exists because of your dream. Think of it as a meter, with dream on one end and nightmare on the other. Witnessing terrible things, ignoring your dream, or failing, pushes you closer to your nightmare.
Nightmares are all monsters that you fight in the game. The key is to only fight the nightmares of others, but sometimes shit happens.
The goal of the game is to not become a nightmare.
It's a melancholic game. A fight against unstoppable forces. There will always be nightmares because not everyone achieves their dream. You are the people who stop those nightmares. You are Songbirds.
Dreams
Dreams are your wish. The game begins and there is something you want to fix. This is your ticking clock. It can be serious and devastating to small and personal. Losing a loved one, a friend moving away, your father losing his job, a classmate with depression. There is something that you want to fix. This is what makes you special. This is what makes a Songbird choose you and grant you the power to fix it.
Your dream is like hope in this bleak world. It cannot save the world, but it can make it nicer for those close to you.
To get your dream you have to do things for the songbird that grants you these powers. These things range from strange (burying a memento under a certain tree) to cruel (breaking up that popular couple at your school). If you do enough for them before you become a nightmare, your wish comes true.
Nightmares
Nightmares come true. Everyone has a fear and those fears live in the mind and plague your thoughts. Songbirds face Nightmares in battle. This is where the deck building and card battling takes place.
Sessions
Every session is an Episode. Every episode has a nightmare (if a nightmare is not dealt with during an episode, it becomes a 2-part episode, which adds complications).
These work like mysteries, where the players see a problem caused by the nightmare and have to figure out who is having this nightmare before it spreads and becomes a catastrophe (things like hurricanes, tornadoes, horrible, life-altering events).
(These are just thoughts and need more work)
Creating a character works like this:
Everyone gets 1 heart. This represents your life. Lose it and you die.
Everyone gets a dream and a nightmare.
Your dream is how you level up. Doing something in service of your dream, trying to attain it, is how you get xp.
Your nightmare exists because of your dream. Think of it as a meter, with dream on one end and nightmare on the other. Witnessing terrible things, ignoring your dream, or failing, pushes you closer to your nightmare.
Nightmares are all monsters that you fight in the game. The key is to only fight the nightmares of others, but sometimes shit happens.
The goal of the game is to not become a nightmare.
It's a melancholic game. A fight against unstoppable forces. There will always be nightmares because not everyone achieves their dream. You are the people who stop those nightmares. You are Songbirds.
Dreams
Dreams are your wish. The game begins and there is something you want to fix. This is your ticking clock. It can be serious and devastating to small and personal. Losing a loved one, a friend moving away, your father losing his job, a classmate with depression. There is something that you want to fix. This is what makes you special. This is what makes a Songbird choose you and grant you the power to fix it.
Your dream is like hope in this bleak world. It cannot save the world, but it can make it nicer for those close to you.
To get your dream you have to do things for the songbird that grants you these powers. These things range from strange (burying a memento under a certain tree) to cruel (breaking up that popular couple at your school). If you do enough for them before you become a nightmare, your wish comes true.
Nightmares
Nightmares come true. Everyone has a fear and those fears live in the mind and plague your thoughts. Songbirds face Nightmares in battle. This is where the deck building and card battling takes place.
Sessions
Every session is an Episode. Every episode has a nightmare (if a nightmare is not dealt with during an episode, it becomes a 2-part episode, which adds complications).
These work like mysteries, where the players see a problem caused by the nightmare and have to figure out who is having this nightmare before it spreads and becomes a catastrophe (things like hurricanes, tornadoes, horrible, life-altering events).
(These are just thoughts and need more work)
Wednesday, January 10, 2018
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