Frankengame.pdf

(924 KB) Pobierz
Microsoft Word - Frankengame.doc
a 24-hour role-playing gam e
Table of Contents
Introduction
pg 1
Y our Inner Frank
pg 2
(character creation)
Franks G one W ild
pg 4
(gam e m echanics)
Frank's H ouse
pg 7
(settings)
D r. Frankenstein, I Presum e pg 10
(G M ing Frankengam e)
Frank's A ppendices
pg 12
D esigner N otes
C haracter Sheet
Important Note
If you are going to be playing Frankengam e, now is a good tim e to stop reading. Your G am em aster
(G M ) should read the entirety of this docum ent and then decide how m uch they w ill let you peruse.
Its entirely possible to play this gam e w ithout reading any further, as long as you have an
experienced G M capable of guiding the players.
Frankengam e is a 24-hour role-playing
gam e. It w as conceived, designed,
developed and published in a single
24-hour tim efram e.
The players w ill create horrible
m utants, or fiendishly w arped dem ons,
or corpses stitched together and given
life by electricity. The point is that all
the player characters w ill have traits
and characteristics from several
different sources.
The G M w ill describe the setting.
There are several rough suggestions
for a setting in the Franks House
section (see below ). But the G M w ill
need to flesh out the setting as
necessary.
Frankengam e is best used for a "one-
off" gam e session instead of a
cam paign, but you can m ake of it w hat
you w ill.
1
271079798.012.png 271079798.013.png 271079798.014.png 271079798.015.png 271079798.001.png
W hat is a role-playing gam e?
If youre reading this, you probably
know w hat a role-playing gam e (RPG )
is. If you dont know , then w e highly
suggest a gam e called D ungeons &
D ragons. You can find D & D at m ost
large bookstores and alm ost all
hobbyist gam e stores.
Player characters are know n as
"Franks", for obvious reasons. Each
player w ill create and control one
Frank. The G M and all players should
be present for character creation.
Players start by determ ining their initial
statistics: Physical , M ental and Social .
Each Stat starts at 1. Players have five
extra bonus points to distribute. They
m ay only add +2 to any one Stat.
R equirem ents
You w ill need one person to be the
G am em aster, tw o or m ore players,
som e regular dice (d6s, in the parlance
of gam ers) in tw o colors, pencils,
papers and a place to play. Each
player w ill need a sm all handful
(around 10 is good, but you m ay need
12 in rare cases) of dice, split in tw o
different colors. Since players w ill
rarely roll m ore than 6 dice at a tim e,
you can easily share dice am ongst all
the players. The G M should get all the
really lucky dice.
The Physical Stat covers how strong,
fast, tough, and agile the Frank is.
Basically, if requires the use of the
body to accom plish, this is the Stat to
use.
The M ental Stat covers how
intelligent, w ise, quick to react,
know ledgeable and perceptive of the
natural w orld the Frank is. If it can be
done w ithout interacting w ith another
person and w ithout lifting a m uscle,
this is the Stat to use.
U nlike m any RPG s, Frankengam e
does not play w ell w ith just one player.
You m ust have a m inim um of tw o
players and m ore is better, if your
group can handle it.
The Social Stat is the m ost difficult to
define. This is how charism atic,
intim idating, perceptive of other
people and em pathetic the Frank is. If
it has to be done by interacting w ith
others, this is the Stat to use.
Example
Sue is creating her Frank. She starts
w ith Physical 1, M ental 1 and Social 1.
She adds three points to Physical, and
tw o points to M ental. Her new statistics
are Physical 4, M ental 3 and Social 1.
Players now need three slips of paper
each to w rite dow n three Traits. These
are special abilities or talents that a
2
271079798.002.png 271079798.003.png
Frank possesses. W rite one Trait per
slip of paper. Each Trait m ust list w hen
the Trait is used, the Statistic
associated w ith the Trait and the
Bonus. Every player m ust m ake a +1,
+2 and +3 Trait, but they can be
associated w ith any Stat.
O nce the players have com pleted
w riting all the Traits, and the G M has
approved them , then place them all
into a pot (or other convenient
container.) The G M w ill pick a player
to start and m ix the traits in the pot.
O ne at a tim e, players w ill draw a trait
from the pot until all Franks have three
Traits.
Traits cannot be com pletely generic,
but m ust cover som e specific ability.
Sam ple Physical Traits
Running w hen chased
C arrying large am ounts of stuff
D odging sticks and stones
Example
Sue draw s H itting sm all things w ith big
things (Physical +1), w hich w as one of
the Traits she w rote, and Blocking
m elee attacks w ith big fat arm s
(Physical +3) and, finally, M aking
people laugh by falling over things
(Social +2), w hich w ere tw o Traits that
she did not.
Sam ple M ental Traits
Playing card gam es
Solving puzzles
Resisting the tem ptation of others
Sam ple Social Traits
Public speaking
Intim idation of W eak M inded Fools
Bluffing at Poker
Tip!
O nce you know the Stats and Traits of
your Frank, go ahead and nam e him
(or her or it) according to the setting. A
physical description or draw ing (it does
not have to be a w ell done draw ing)
w ill help settle the nature of your Frank
in your m ind. Rem em ber, that w ith
rare exceptions, m ost Franks are ugly,
hideous creatures that cannot begin to
pass for w hat is norm al.
Example
Sue now w rites dow n three Traits. She
decides on: H itting sm all things w ith
big things (Physical +1), Exam ination
of cluttered areas (M ental +3), and
C ause Fear and Terror in C hildren
(Social +2).
All players should then discuss
am ongst them selves, and w ith the help
of the G M , decide on a com m on
background. All the Franks m ust have
som e sort of relation w ith each other.
D epending on the background, this
could be that all the Franks w ere
sum m oned by the sam e m agician,
w ere created by the sam e M ad
Scientist or grow n in the sam e vat of
m utated super-goo.
The G M gets to review each Trait. If
the G M decides that the Trait is w eak
and useless, she m ay m ake you
rew rite the Trait or even require that
you take it (and you w ill draw one less
Trait for each Trait forced on you for
being a naughty Frank.) If the G M
decides that the Trait is too pow erful,
they should m ake you rew rite it or
throw it aw ay.
3
271079798.004.png 271079798.005.png 271079798.006.png
The final, and only, value that m ust be
calculated is Health . This is the
Physical Stat plus the value of all
Physical Traits plus 1d6.
Frankengam e is played out through a
series of scenes. A scene takes as
m uch tim e as needed to be a com plete
scene, as determ ined by the G M . A
chase scene could take a few m inutes
of gam e tim e, w here a filibuster speech
could take all night. The G M should
give characters the ability to act
w henever it is them atically im portant.
For the chase scene, this w ould be
w henever an im portant decision w ould
m ake a difference, so it w ould depend
on traffic, the num ber of choices along
the chase path and if there is any sort
of fighting along the w ay. A filibuster
w ould probably only have a couple of
action sequences, and they w ould be
set hours apart.
Example
Sue m ust now calculate her Franks
Health. She has Physical 2, plus 4
from the tw o Traits (1+3), plus she
rolls a 6! Her total Health is 12. Sue
has one m onster of a Frank!
Tim e is an illusion, and Frankengam e
tim e doubly so.
The G M should describe the scene
and let the players decide on a course
of action. D epending on the
granularity of detail needed, the G M
can just describe the results of an
action, or they can call for a test. A test
is a roll of the dice to determ ine if the
G M or the player w as able to
accom plish their stated task. There are
tw o types of tests: action tests and
opposed tests.
O nce all characters have had a chance
to act, the next round of actions can
begin.
The Action Test
If a character attem pts an action that
no other character can try to stop, then
use the norm al Action Test. The player
rolls a num ber of dice equal to the
4
271079798.007.png 271079798.008.png 271079798.009.png
appropriate Stat plus one appropriate
Trait (if any). The G M w ill determ ine
w hen a player can use a Trait, if there
is any controversy.
O pposed M ental Tests, like C hess, and
O pposed Social Tests, like scaring the
village headsm an.
The player can divide the Stat + Trait
dice into tw o pools: action pool and
quality pool.
Both characters w ill roll their
appropriate Stat + relevant Trait. The
opponent decides on how they w ill
separate their dice pools before the
aggressor.
The action pool determ ines if the
player actual succeeds at their desired
action. The quality pool determ ines the
quality of the success, assum ing the
action succeeds.
For each successful action die roll of
the opponent, reduce the num ber of
successful action die rolls of the
aggressor by one.
A n easy test requires a roll of 4 on
one of the action dice.
A normal test requires a roll of 5 on
one of the action dice.
And, as expected, a difficult test
requires a roll of 6 on one of the
action dice.
Example
Sue attacks a villager. The villager
attem pts to block the attack. Sue has
Physical 4 and a +1 Trait. The villager
has Physical 2. Sue is the aggressor.
The villager decides on 1 action die
and 1 quality die. She decides on 2
action dice and 3 quality dice. This is a
norm al test for Sue and a difficult test
for the villager. Sue rolls a 3, 5 on her
action dice. The villager rolls a 5. Sues
attack w ill hit, since she rolled at least
one successful action die. Sues quality
dice roll a 4, 5, and 6, and the villager
rolls a 4. Sue generates 3 qualities of
success and the villager reduces this to
2. Sue has a typical result, w hich is 4
Health w orth of dam age.
Each quality die requires a roll of 4
or greater.
If the player rolls no successful action
dice, the action failed.
If the action w as successful, the quality
of success w ill depend on the num ber
of quality dice rolled. If no quality dice
are rolled, or none of the quality dice
roll a 4 or higher, then the action
barely succeeded.
Each quality die result of 4 or higher
m oves the quality of success up one
rank.
If both characters fail, then the
aggressors action fails.
If the aggressor succeeds, and the
opponent fails, then the aggressors
action succeeds as if it w ere a regular
action test.
If both characters succeed, then you
need to com pare the total num ber of
success dice. Subtract the opponents
success dice from the aggressors. If the
aggressor has 0 or m ore success dice
The O pposed Test
If one character attem pts to stop
another character from succeeding,
then you need to use an O pposed
Test. The player attem pting the action
is the aggressor. O pposed Tests do not
have to be Physical. There are
5
271079798.010.png 271079798.011.png
Zgłoś jeśli naruszono regulamin