Inspired by my recent
exposure to Castle Death I decided to run an experiment.
Like Dungeon World, task resolution (including combat) will be handled with 2D6s:
Roll Result
10-12 Complete
success!
7-9 Marginal
success.
2-6 Failure.
This is a very free-form system, as the DM needs to
interpret the results depending on context. We’ll see how I do.
I decided to use a sci-fi setting for my experiment. Ten
thousand years in the future, an organization of warrior monks called the
Templars (basically a rip-off of Jedis) helps to keep the peace. I have a rough
map of the galaxy that I sketched out a few months ago (more on that later)
I created 2 characters – a Templar and his robot sidekick.
What about an adventure? I used the Space Opera Adventure Generator to create a basic plot, and got:
Track a princess located in a temple while dealing with a
computer failure while opposed by a starship.
OK, that last part was a little weird, so I changed it to a
religious figure. Inspired by Tales ofthe Space Princess, I decided to turn the adventure into a sci fi dungeon crawl. Now I have a
space princess held captive by a cult leader in an ancient temple. The heroes
need to make their way through the temple to rescue the princess.
I thought about drawing up a map of the temple and then
populating with random encounters, but then I decided to simplify a bit and
assume a linear progression. There will be four main sections – travel through
a jungle to the temple, the temple, the crypts underneath the temple (where the
princess and the cult leader are), and the escape. Encounters during the first
3 sections will be random, according to this chart:
Roll
|
Jungle
|
Temple
|
Crypts
|
1
|
A trap
|
A trap
|
A trap
|
2
|
Carnivorous plant
|
Worshipers
|
Cultist guards
|
3
|
Deadly predator
|
Cultist guards
|
The living dead
|
4
|
Cultist guards
|
Sacrifices
|
Hell hounds
|
5
|
Lost!
|
Cultist guards
|
A puzzle
|
6
|
A boon
|
A boon
|
Mercenaries
|
7
|
Move to next section
|
Move to next section
|
The villain’s lair
|
Each turn, I will roll to
determine an encounter or challenge. If the challenge is overcome, roll again
but with a +1 modifier (cumulative for each challenge in the section). A roll
of 7+ will take the heroes to the next section or the final boss.
Now I have my adventure;
let’s see how it works.
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