It looks like you're new here. If you want to get involved, click one of these buttons!
This is not a complete game, but rather a depressing embryo sprung into being by way of Zircher pimping a 10-minute 'dark' game design thread on Story Games and my recent brush with Ubisoft's I Am Alive. See, when I saw the word 'dark', I did'nt take it literally, unlike so many in the aforementioned thread. I thought, what's 'dark' to me? And lo, a single word emerged: privation. The core conceit being that resources are scarce, and doing anything -- anything at all -- taxes what little you have in reserve. The kind of sheer, inexorable survival where staying in the green means having to put a bullet in your friend.Naturally, the brain went with a post-apocalyptic tableau, but the musings below should fit just about any situation with high risks and hard to come by resources. Anyway, here goes...Reserve is key.Commit Reserve to get what you want. Roll dice equal to that commitment. Win or lose, committed Reserve is forfeit.Use d6s, 4 or higher is advantage, 1s return to your pool, the most advantage wins and ties exhaust both parties to neither's advantage (retries require the situation to change in some way before rolling).The world is perilous and resources are scarce. What will you sacrifice to stay alive?Steel is skill, strength and ammo.Heart is fellowship, empathy and intuition.Past is learning, forethought and memory.Each pool starts at 6. Acting requires committing Reserve from the appropriate pool. If nothing significant is at stake, spend 1 Reserve and narrate the outcome. When a pool is depleted, you can no longer act accordingly; you're injured, exhausted, out of ammo, etc. When all pools are depleted and nobody has your back, you die.You can commit Reserve singly or jointly. Committing means acting. To help out, make sure you have Reserve to commit from the appropriate pool and explain how you contribute to the effort.To replenish Reserve, you must secure shelter, food, water, magazines, ammunition and so on. To do so, name the size of the cache you are after, 1 through 3. This is the number of dice's worth of Reserve therein.1 is a small cache: a single survivor, a looted store, a place to rest.2 is a moderate cache: a small group, food supplies, a place to sleep.3 is a large cache: a gang or small community, an abundant food supply, a place to recuperate.Double this number to give the GM a budget for whatever stands in your way. This budget is committed like Reserve and functions much the same way. 1s are retained and may be committed anew. The cache is only disbursed when the GM has nothing more to commit; introduce new challenges if need be.Once disbursed, the cache replenishes any pool appropriate to the fiction; a hardware store is unlikely to replenish Heart, but definitely Past.Manipulation and disagreements pertaining to the disbursal of cache Reserve is...really just par for the course. No honour among thieves. All that.# # #Needs a bit of framing and direction-pondering (besides the frantic rush for resources), methinks. Maybe some kind of bargain/dirty deal mechanic, too.
I'm married with children and work in IT. I swim in darkness. :-)
You're Why Daddy DrinksA game that should never be played by anyone. I apologize for writing it....... everybody loses. Everybody as in "humanity." Again, sorry.And... 10 minutes.