Resolution Mechanic Challenge: Weird Hazards

W.F. Smith from Prismatic Wasteland suggested I should participate in the Resolution thing. I said I was considering a “second shot” at an old post to explain it better and asked if it counted. Smith said yes, so let’s go once more with feeling. First, what games inspired the mechanic (called here Weird Hazards) and why. I will list what I like and what I dislike about them for context. Every game here that uses d6s for everything has that going for them.

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What an Odd World – My House Rules

There’s something I’ve been using in my solo games and that I’ve been dedicating a lot of attention too. So much attention that it briefly flirted with being a PWYW zine (with the above cover made by the wonderful CosmicOrrery), but I discovered I didn’t really care to release it in that format. I still thank Sean Smith for the generous offer of proofreading and the support from Tristyn, Caleb and Ven. I did create a bunch of tools for it that I will release here in the blog, so everyone can use it.

This is what I’ve been using for solo OSR, built on top of both Into the Odd and World of Dungeons, with inspiration from Justin Hamilton’s Primeval 2d6. Consider it my house rules for all of them.

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Some Thoughts on Getting Rid of Combat Rules in OSR

Art by A. Shipwright

So I think it’s pretty well-established by now that we don’t need combat subsystems to run combat. See Justin here and here, whose posts I’m rather shamelessly ripping off. See a variety of games outside adventure ethos that don’t have them in the first place. Let’s talk about that.

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Running OSR in PbtA: Drama, World and Resources

First things first, I refer to “OSR” and such as the adventure gaming ethos, not how to convert modules that are compatible with D&D or such. That’s easy anyway, Vagabonds of Dyfed has a good method, and Dungeon World has questions you can use.

This is inspired by a discussion on the NSR server that touched on points I had in my drafts forever, and gave me impetus to actually finish writing this crap.

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Hacking World of Dungeons: Skills

Skills in Standard World of Dungeons

Skills are presented as a partial-partial success. What exactly this means has been very debated by other refs I’ve talked with, and my conclusion is that it must be seen from the perspective of you importing GM Moves from other PbtA. Therefore, failing with a Skill means the player succeeds but you do a Hard Move anyway. 

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World of Dungeons – A Few Rules

Taking a Risk

When you attempt something risky, roll 2d6 + bonus. 6- is a miss; things don’t go well and the risk turns out badly. 7-9 is success with some cost or harm. 10+ is success without complications.

Critical success is excluded. So is the original use of skills, that create a partial-partial success that I could never quite grok. Skills only inform the reasonable impact and consequences from a roll. I often codify exactly what are the standard costs for a campaign, such as units of time, losing an item or getting a negative tag.

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