That daily radish grind... Nothing is your fault, everything is your responsibility. Imagine your younger brother is playing a game of chess and asks you to take over. Would you feel bad about losing? The setup wasn't exactly "your choice". Would you feel awesome about winning? Those first moves may have very well set you … Continue reading Fault and Responsibility
Author: dreamingdragonslayer
Into the Odds and Ends
Shipwright A few procedural bits and bots I've found enhances gameplay of Into the Odd (and other Mark of the Odd games): Rolling a Character Before rolling a new character, find which method you'll use (d6): Starter Package Table Starter Package Table Alternative Start Package Mutant from the Underground Simple Folk Unhuman This you a … Continue reading Into the Odds and Ends
Out the Odd – Fleeing the Dungeon
This is how to cut an expedition short and remove tedious dungeon backtracking from your Mark of the Odd game: When the group flees danger to end their expedition and return to safety, each character rolls their three saves in order: STR save (vs harm and danger): if failed, you lose 1d12 STR. If killed, … Continue reading Out the Odd – Fleeing the Dungeon
Stone-Cold Abstract Combat
Before zooming into full turn-by-turn combat between the player characters' party and their opponents, maybe you want to keep it abstract. Try this. Get a bag and some white stones and some red stones. Start by putting one white and one red in the bag.Add one white per uninjured member of the party.Add one red … Continue reading Stone-Cold Abstract Combat
The Villainous Campaign
While playing the Disney Villainous board game, I was struck by how dynamic and chock full of interesting characters, places, and artifacts the animated Disney world is. Maybe it's playing too much Kingdom Hearts, maybe it's my love of Electric Bastionland that, by "word of god", snuck Disney princesses into its Oddendum (see the Fullstister … Continue reading The Villainous Campaign
The Two Rules
MORK BORG. It's a grim fantasy RPG I like for it's dark tone and striking, very striking design. It obviously had an influence on Skorne, including the Revelation reference of breaking the seven seals to bring out the end of a doomed world. Side note: I can do without the filth of MORK BORG. It's … Continue reading The Two Rules
Anti-Theorists
The anti-theorist is alive and well in the age of unreason. The cycle: a work is created, other works are created, a theorist outlines a theory that identifies a pattern among those works, the anti-theorist critiques the theory. The anti-theorist is the least-effort role, often done from the couch or the balcony. It is sweatless … Continue reading Anti-Theorists
monostat
you are a 1 things that are trivial are a 0, you can do them easily things you can do with effort are a 1, you can do them things just outside your skill are a 2, you cannot do them unless you get the upper hand from adequate help, training, or tools things way … Continue reading monostat
Dungeon – Reiner Shack
Here is a #dungeon23 dungeon that uses a 3x3 dungeon layout and Odd Notation. Enjoy! Here is the idea list, which doubles as the encounter table: Toadkin Vines Water Hornets Honey Thorn matron This map is a cross-section of a shack. Players start at room 7. 1) (Unused) 2) (Unused) 3) Roof Hornet nest over the … Continue reading Dungeon – Reiner Shack
3×3 Dungeons
As a follow-up to this post about the optimum number of rooms in a dungeon. The most manageable and memory-friendly number of rooms is 7 +/- 2. So 5 to 9, the reverse of your 9 to 5 office job. From Skorne (find it PWYW here): “Dungeons” refers to any adventure site filled with danger … Continue reading 3×3 Dungeons