Shipwright. The name "Dragonslayer Adventures" has been dropped in favor of "Adventure Hour!" Just so my ducks are clearly in a row. Red Ink Adventures fills the function of being about quick treasure-hunting. It's Maze Rats + Into the Odd on a double-sided sheet of paper. Just add water, AKA any fast-paced adventure of your … Continue reading Dragonslayer Adventures
Tag: red ink adventures
Red Ink Adventures: Alt. Damage
Shipwright. Red Ink Adventures has been talked about a handful of times on Discord recently. I was also scrolling through my random "shower thoughts" list of ideas and this one fit rather well. A partnership welded in conceptual proximity by yours truly. This is how the rules read, with the changes in bold: AttackingAfter all … Continue reading Red Ink Adventures: Alt. Damage
Squires Errant
Art from the game. Squires Errant is a game made for the Eclectic Bastion Jam by Tim B. of quarterlingscorner.blogspot.com. Squires Errant lists the Special Attacks and the dice mechanics of Red Ink Adventures 2.0 as a few of its inspirations. It has a clean layout, cool ideas, and expands on the ideas of exploration … Continue reading Squires Errant
Red Ink Adventures v2.0
The Red Ink Adventures continue! In another attempt to scratch that simple, vanilla fantasy, Into the Odd-inspired itch, I made a new edition of RIA. Here are the rules! Changes: PCs have a ~50% chance to succeed. The target number for Danger Rolls is 5 or higher.This is because there is no more advantage. After … Continue reading Red Ink Adventures v2.0
Spirit, I Choose You!
I love this. By A. Shipwright. Roll Willpower, not Charisma, when using magic.Me, five minutes ago I wrote that. Then someone mentioned a method of magic I had forgotten: summoning. Think of it like this: instead of casting spells in a fire-and-forget Vancian fashion, a "spell/spell slot" allows you to reach through the void to … Continue reading Spirit, I Choose You!
Advantage and Impact
"Inspiration comes from on high... So does magic, but same difference."A. Shipwright Imagine an RPG meant to be played with the traditional setup of players and GM but with the following rule: "When a PC takes any action that is uncertain and risky but possible, flip a coin. If heads, they succeed. If tails, they … Continue reading Advantage and Impact
Stat Word Games
A. Shipwright Systems that use three stats: Into the Odd, Electric Bastionland, Maze Rats, Red Ink Adventures, AKA systems I tinker with and love dearly. These systems have made me examine the typical six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and found them lacking. I too have been disillusioned by the D&D … Continue reading Stat Word Games
Red Ink Adventures: Knowledge and Perception
A. Shipwright We talked about Knowledge and Perception in my homemade Red Ink Adventures before. I still hold the opinion that both Knowledge and Perception Checks/Rolls are terrible in adventure games. Players must be given information constantly. The GM is their window into the world, their eyes, their ears, and all other senses. Without being … Continue reading Red Ink Adventures: Knowledge and Perception
Red Ink Adventures: Resurrection
What fantastic art. Find more here. We talked about Dying before. This is what happens after death. In Red Ink Adventures, “When a PC dies, create a new PC who inherits their items, property, and Debt. Either increase the group Debt by 1,000 coins for funeral expenses or else their restless soul seeks vengeance.” That … Continue reading Red Ink Adventures: Resurrection
Red Ink Adventures: Death
It's a close call here, folks. Making death interesting has come up on my "RPG content writing consumption" multiple times this week. Once from Luka over at WizardThiefFighter and another time just recently from u/AllUrMemes on Reddit. Luka's system involves replacing "die at 0" with more interesting options than "just croaking." He includes things like: … Continue reading Red Ink Adventures: Death