My players are now making specific demands about what weird indie RPGs to mash together to make new games.
Specifically, they want the general play from Swords Without Master
, but the struggle rules from Misspent Youth
to replace the Perilous phase in SwoM.
I have no idea how that will work out, but I'm interested to try it and see.
Both games use 2d6 for all resolution, which is mechanically pleasing. But there are some other questions to resolve as to how the two games fit together.
Feats Heroic in SwoM work almost identically to selling out a conviction in MY. So those probably can serve that purpose. Feats Heroic might be a bit easier to spend than Convictions, since they'll come back next story, as opposed to MY's downward spiral of Selling Out. But it should be okay.
The biggest questions are how to deal with Stymies from SwoM and how the Authority claims numbers in MY. Perhaps I can combine those together?Current plan
: The Overplayer rolls the tone dice to start the struggle, and claims that number on the struggle chart (just a list of numbers from 2-12, really). Thereafter, only the rogue players roll the dice. If they roll a number claimed by the Overplayer, they lose the conflict. If they roll a number claimed by another rogue, they win. Roll an unclaimed number and they claim it. Same as MY.
Then the Overplayer claims a number. Like in MY, if 7 hasn't been claimed, they claim it.
If 7 has been claimed, the Overplayer claims the least likely number to be rolled that hasn't been claimed. So starting at 2 or 12, then working inward to more likely numbers like 6 or 8.
If the player rolls a match, then that's a stymie. They describe their character messing up. They still claim the number they rolled, but the Overplayer claims the most likely unclaimed number instead of the least.
I think that gives the players and Overplayer roughly equal chances of winning a conflict. I'm not entirely certain, but I simulated a couple dozen struggles with these rules and it came out roughly 50-50.
The players could, of course, use a Feat Heroic to override a bad die roll and win a conflict at any time, though (once per game anyway).
So: does anyone see a problem with this plan? Am I missing something about either game that would cause some problem here?
Can someone help me math this out to make sure the odds are roughly correct?