You, my loyal reader, know that I like to dabble in all sorts of game design. My primary focus has been in wargames, but that is not the only type of games I have worked on. I have built card games, board games, and other simple games for my own amusement as well. One area I have commented on previously and actively play is Role-playing Games (RPGs).
I actually started my RPG journey before my wargame journey. I learned how to play "Red Box" D&D from a friend's dad; a Lutheran pastor. I picked up all the boxed sets from a little bookstore in the local strip mall, the only strip mall within a day's bike ride! From there, I managed to scrap and scrape together the basic AD&D books, the Buck Rogers RPG, and the TSR Marvel Super Heroes game. As a teen, I played a lot of West End Games D6 Star Wars and Shadowrun. Many of the books have been lost to time, and I still lament the loss of my Masters edition boxed set. Shortly there after, an ad in Dragon magazine sucked me into the world of Warhammer and I have managed to juggle my two RPG and Wargame hobbies every since.
Now that I am older, having regular RPG nights and/or Wargame nights is much easier. I was able to get into a local RPG session much easier than I was able to get into the wargaming community! The wargaming scene had a number of starts and stops. Meanwhile, I have had a long running RPG group with a dedicated weekly game night, that was only interrupted by COVID, but has since re-grouped after vaccines became widely available.
The re-engagement with this group has rekindled my interest in RPGs. Thanks to this group I have been able to play and run a few more modern games such as Dune, Lasers and Feelings, Monster of the Week, Those Dark Places, and more. The group is primarily a Dungeons and Dragons 5e group, but we are not averse to spreading our wings a bit! Thankfully, we have several people who are capable of being game masters as well as players too!
All of this regular activity has led me to be interested in designing and playing RPGs. Today, I want to share a simple rules-lite game I built for running a horror themed one-shot.
Before you begin to play, it is important that you set the appropriate ground rules for your players, this is a horror game after all. Therefore, some of the themes are vulnerability, insanity, hopelessness, and bad things happening to good people. Horror could include supernatural, alien, or human behavior that violates normal taboos. Therefore, before you play make sure that you understand where your players draw the line, and make sure not to go so far as to ruin the fun for any of your players. That said, they maybe the 'heroes' in the game, but in Horror heroes die, or worse have to pay a terrible cost.
So, with the appropriate guidelines set for the players, let's take a look at the brief rules of the game.
A Lite Game of Horror
- Roll a d6 and add your character's attribute to it
- 7+ is a partial success, and an 8+ is a success, 12 is a critical success.
- Relevant Occupation is a +2, Hobby is a +1, Weakness is a -1 and Terror is a -2. The player is encouraged to make a case for why these modifiers apply, but ultimately it is up to the GM when to use these mods.
- Relevant equipment is +1. The player is encouraged to make a case for why these modifiers apply, but ultimately it is up to the GM when to use these mods.
- If one player helps another player, the acting player can roll twice and chose the highest score to apply
o Class = Used for Acquisition tests, also +1 equipment for each point of Class over 1.
o Reflex = Initiative for actions when timing matters
o Insanity = Brains Attribute level
o Wounds = Brawn Attribute level
You have 1, 2, 3, and 4 to allocate across these four
areas with no duplicates in an attribute.
If a player is asked to make a Nerve test, roll a 1d6 and add the character's Nerve. If failed, they have an episode. If succeeded, the PC is fine. Every time you Fail a Nerve test, the PC lose 1 sanity and are subject to an episode.
In addition, as you lose your grip on sanity, you can ask the GM one close ended question about the situation. The GM must answer as truthfully as they can. Example questions could be:
- Is Mr. X the killer?
- Can this thing be harmed by fire?
- Is this book related to a cult?
If a character loses all their sanity, they are catatonic for the rest of the game. After the game, your character is clinically insane for the rest of their life.
If an episode occurs due to a failed Nerve check, roll 1d6 and consult the chart below:
1- Shaking. You experience uncontrollable shaking, and must re-roll Reflex rolls and choose the worst.
2- Fatigue. You are suddenly very, very tired. All brawn rolls are re-rolled and you must choose the worst outcome.
3- Brain Reeling. You have a hard time focusing. All Brains tests must be re-rolled with the worst outcome being chosen.
4- Rigid. You are rooted to the spot, unable to take your eyes off what caused the episode until is removed, or you are removed from it. After the episode, you must re-roll all Class tests and choose the worst outcome.
5- Catatonia. You fall to the floor, unable to move or act for 1d6 minutes. After you recover, all Nerve tests must be re-rolled and the worse outcome chosen.
6- Insane fear and violence. You must escape the source of the episode at all costs. You will flee, and fight anyone who stands in your way. Once away from the source of the episode, you will suffer catatonia as above.
Combat
If a character loses all their wounds, they go to unconscious and possibly dead.
At the start of combat, all players make a Reflex roll and tell the GM the number. Actions take place from highest number to lowest. Enemies always act at 7, but after players that score a 7. If there is a tie between players, the players decide who they want to go first.
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Melee is d6 + Brawn = success or not
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Ranged is d6 + Reflex = success or not
These same checks are used when attacked, with success avoiding damage and failure leading to damage. Failure typically causes 1 wound loss.
Each hit causes 1 physical wound, with +1 wounds for appropriate equipment. A critical causes double wounds.
Enemies have as many wounds as the GM wants, but humans should have between 1-4, and horror based creatures should not have more than the total parties starting Wounds.
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