Maybe I'll start blogging about my process for writing this game. It can't hurt.
Very brief background: Doomslakers RPG is the Black Pudding RPG. But it's not based on D&D. Instead, I'm taking the game mechanics from GOZR and hacking them to fit the Black Pudding implied setting of Yria. So... Doomslakers is an original game about the world of Black Pudding whereas Black Pudding zine itself is explicitly catered to old school D&D play ala Labyrinth Lord, Old School Essentials, or Basic Fantasy RPG.
To be even more clear: Doomslakers RPG is not a D&D game nor does it attempt to be compatible with those games. The Black Pudding OSR Play Book still exists in issue 4 of the zine, but I don't have any plans to publish an expanded version of that at this time (though I'll be honest and tell you I spend MANY hours working on one, so don't count it out completely).
Enough of my head canon.
WHAT YOU DO
The game is highly structured in terms of "what you do". It's an adventure game. You play the role of an Agent working for an Adventuring Company (Doomslakers Adventuring Company) to do dangerous jobs for those who can pay. It's a simple conceit. It's a very easy way to frame an adventure. The answer to the question "why are you going on an adventure?" is already delivered. Because it's how you get paid.
There's more to it, and room for Company intrigue and all that.
BACKGROUNDS
I would say the biggest influence on character creation is Troika's Backgrounds. I love that concept so much that Doomslakers is more or less the same exact thing. I even have 36 Backgrounds, such is my love of that character creation system. Most of them are Black Pudding character classes converted to Doomslakers Backgrounds.
CORE STATS
The game's core is characters with 3 basic stats rolling d20s to do things. I like it when the dice numbers go high, so one of the design principles is that it is always better to roll high. I'm trying very hard to never have a situation where a low roll is beneficial.
This means something important. It means there's no roll-under mechanics. This is only important to the most jaded nerds among you as no one else in their right minds would care.
So those 3 basic stats I mentioned... those are your target numbers. If they are high, you need to roll higher. Therefore having a low stat is better than having a high stat. This is outlined in GOZR as well.
The 3 stats are called Action Roll Targets (ARTs)*. Cunning is for thiefy things, Magic is for thinky things, and Prowess is for fighty things. These 3 stats go back to sometime around 2018 when I was working on a game called Dead Wizards, a sword and sorcery thing. That concept morphed into GOZR in 2020. But it is fitting that I return to the original idea since it was also based on the Black Pudding setting.
Sorry... more head canon stuff.
PLAYER-FACING MECHANICS
All rolls are player-facing. I must have picked up this idea from The Black Hack because I was playing various Hacks of that game by 2018. Then I found Into the Odd and was solidly in the player-facing rules camp. To do a thing in this game, you roll 1d20 vs. the ART that makes sense, as outlined above.
BEING OLD AND USING SKILLS
I'm also old. I'm 54 as of this writing**. I like old games. I like some game design styles that might be thought of as clunky or outdated today. I'll dig my heels in and say that a tabletop game cannot technically be outdated because it relies on brains, not computers. That isn't to say its content can't be outdated, but the mechanics... are timeless, my friend.
That being said... Doomslakers includes Skills, which are a bit 90s if you think about it. And they are simply +1 or +2 or whatever. So when you want to punch a bastard, you roll 1d20 + Punching Skill (if that's a thing) vs. Prowess. If you make it, you punch 'em. Intuitive, right?
HIT POINTS VS. LUCK (POINTS)
GOZR uses Hit Points. I like HP. They are simple and direct. But I wanted to challenge myself to avoid HP for Doomslakers. I made this fateful decision a mere week or two ago and it has vexed and thrilled me ever since. And while I did avoid a straight HP system, I do include something like it.
In the current iteration, players have Luck. This acts as both hit points and meta-currency luck points. Attacks against you can be absorbed by spending Luck or you can take a risk on a sort of wounds table roll. It's up to you. You can spend Luck to do cool things, avoid damage, etc. When you run out of Luck, you are dead. Or, as in GOZR, you can choose to survive and be Debased... taking some kind of permanent setback.
I like this approach. There's still risk. You still LOSE something if you run out of Luck. But death isn't the only end game for running out of Luck.
And so on. More later.
*Nothing is set in stone. All the terms discussed herein are working titles and subject to change. But Action Roll Target is literally what they are and so I'm rolling with that for now. In GOZR, they are called Action Classes, or ACs. Which seems to confuse some folks because of AC being Armor Class in other games. But it's the same principle, right? Like a Saving Throw. You're trying to roll a target number.
**Jeez. Best not to think about it.
Looking forward to it!
ReplyDeleteI like AC, because you roll against an AC in D&D.
ReplyDeleteDid you pick up ART from Legendary Lives?
No, I was just fiddling with what to call them other than ACs and when I typed "action roll target" I thought "ARTs". Nice. I also have Skills. So I kinda like the Arts and Skills duo. But I'm not at all settled on it. Still very much a work in progress. Keeps evolving. Because there's also the whole setting to think about. How to present it, how to engage with it, etc. It started out as just the Black Pudding RPG and has evolved into the Doomslakers RPG. Which is thematically the same thing but of course Doomslakers is a very specific iteration of the idea instead of just a loose assortment of D&D house rules.
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