Here's a primer to GLOG wizard stuff if you have no idea what I'm babbling on about.
One of the things GLOG magic has going for it is the tension associated with powerful spells. You can always add more juice to a spell, but it drastically increases the risk of [bad thing] or [very bad thing] happening.
The standard way it works is that doubles give you a random 'mishap', while triples give you a predetermined 'doom'. Your mishaps and your dooms are tied to your school of wizardry.
But I want to simplify and generalize that system to make it compatible with classless play ala Knave or Into the Odd. Type1Ninja's excellent ruleset here is what I've been using. It make two changes. Firstly, there is a single class-agnostic mishaps/doom table. Secondly, the trigger mechanism is changed from matching die faces to simply checking for a 6, with a secondary stat which ticks down over time to make dooms more likely. It's good! But it doesn't quite make my soul sing.
Here are a few untested spitball mechanisms along the same lines.
Tuesday, April 23, 2019
Variants for GLOG mishaps and Dooms.
Wednesday, April 3, 2019
Weird Little Coffeestain Island
You come across a corpse covered in jewelry and ornate armor. Clutched in its hands is a tattered piece of coffee-stained paper.
Completely unrelated, here's a map of Big Pig Island:
Completely unrelated, here's a map of Big Pig Island:
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