Friday, April 1, 2022

Simple House Rules in the current game.

It was either this or "Temple of the Elephant" and this was a little more badass.

Like many before me, I use house rules when I DM.
They are clunky. They are odd. They might be missing pieces. They are continuously edited.
There are three 4-6 page documents. This is all I can get my players to read, and even then they breeze through so it's mostly for me to keep track.

These rules originated as a strange hybrid of 4th Edition Dungeons + Dragons, and various skirmish game rules I had been browsing at the time. I liked the feel of half board game / half roleplay.
(Later I would check out HeroQuest.)
But slowly OSR stuff started to creep in. Dungeon Crawl Classics was the biggest influence. Luck becoming a mechanic, though it's not often used. I used DCC as a template when we played in a virtual tabletop over pandemic.

After finding a bunch of things I like, I then decided to trim the fat.
There are no character classes. Characters are differentiated by heritage. Standard fantasy elves/dwarves/hobbits are there, but my own favourite pet race, changelings.
Also, stats became JUST the modifiers, since that was all we ever used.

It's been decent, it's been fun for our table. The rules mutate as things get learned, and they change as the table plays further. My players can be opinionated, so I always have a round table discussion before setting some off the fly ruling in stone.

Recently, I've been looking harder at GLOG. Sure, some things slipped in before, but I had not tried to fully understand it. There are some interesting things in there, and I like the way it's encouraged to make it your own.
To that, I started looking at classes again, and coming up with some. This means, of course, that now I have to go ahead and write my own GLOG rules, even though plopping a new ruleset down would confuse my players. It's a good mental exercise though, and maybe I will get to play a game with it some day.

To wit, I will post some classes herein.

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