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projects:odds_rpg:gm_guide [2026/02/17 20:23] – created freedomotterprojects:odds_rpg:gm_guide [2026/02/17 21:40] (current) freedomotter
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 ====== GM Guide ====== ====== GM Guide ======
  
-===== NPC Templates =====+ODDS RPG is designed for fast rulings and meaningful consequences.
  
-Minion: +Only call for a roll when:
-  Health 5 +
-  +2 attack+
  
-Standard+  * The outcome is uncertain 
-  Health 12 +  * Failure has consequences 
-  +3 attack+  * The situation will change 
 + 
 +If nothing meaningful changes, do not roll. 
 + 
 +Make decisions confidently and keep play moving. 
 + 
 +---- 
 + 
 +===== Setting Target Numbers ===== 
 + 
 +Use this table as your baseline
 + 
 +Easy → 8   
 +Standard → 12   
 +Challenging → 15   
 +Hard → 18   
 +Extreme → 22   
 + 
 +If unsure, default to 12. 
 + 
 +Adjust TN by ±2 when: 
 + 
 +  * Time pressure exists 
 +  * Environment is unfavorable 
 +  * Tools or preparation are exceptional 
 +  * Positioning provides advantage 
 + 
 +Avoid stacking more than ±4 unless the situation is extreme. 
 + 
 +Consistency matters more than precision. 
 + 
 +---- 
 + 
 +===== Running Combat Efficiently ===== 
 + 
 +Combat should feel tense, not slow. 
 + 
 +At the start of combat: 
 +  Roll Initiative (1d20 Agility). 
 + 
 +During combat: 
 + 
 +  * Ask players for intent first. 
 +  * Then resolve the roll. 
 +  * Keep turns under 30 seconds when possible. 
 + 
 +Avoid measuring exact distances. 
 +Use abstract range bands. 
 + 
 +If combat stalls: 
 + 
 +  * Add environmental pressure 
 +  * Introduce reinforcements 
 +  * Escalate stakes 
 + 
 +Combat should evolve, not stagnate. 
 + 
 +---- 
 + 
 +===== Encounter Balance ===== 
 + 
 +Use these as baseline assumptions: 
 + 
 +Balanced Encounter: 
 +  1 Standard enemy per player 
 + 
 +Hard Encounter: 
 +  2 Minions per player 
 +  OR 1 Elite per 2 players 
 + 
 +Boss Encounter: 
 +  1 Boss for the group 
 + 
 +Adjust using: 
 +[[projects:odds_rpg:systems:enemy_builder]] 
 + 
 +If uncertain, err slightly lower. 
 +You can always escalate mid-fight. 
 + 
 +If combat is too easy: 
 + 
 +  * Add reinforcements 
 +  * Increase aggression 
 +  * Introduce environmental hazards 
 + 
 +If combat is too hard: 
 + 
 +  * Enemies retreat or shift tactics 
 +  * Provide escape routes 
 +  * Change enemy objectives 
 + 
 +Never trap players in unavoidable defeat without narrative purpose. 
 + 
 +---- 
 + 
 +===== Using Complications (Natural 1) ===== 
 + 
 +A Complication should: 
 + 
 +  * Escalate tension 
 +  * Introduce a new problem 
 +  * Change the situation 
 + 
 +Examples: 
 + 
 +Combat: 
 +  Weapon jams 
 +  Position exposed 
 +  Reinforcements alerted 
 + 
 +Social: 
 +  Insult given 
 +  Hidden observer overhears 
 +  Information incomplete 
 + 
 +Exploration: 
 +  Noise draws attention 
 +  Resource damaged 
 +  Time lost 
 + 
 +Complications move the story forward. 
 +They do not simply negate success. 
 + 
 +---- 
 + 
 +===== Handling Failure ===== 
 + 
 +Failure should rarely halt progress completely. 
 + 
 +Instead, failure should: 
 + 
 +  * Increase risk 
 +  * Add time pressure 
 +  * Consume resources 
 +  * Reveal a new obstacle 
 + 
 +If success is required for the story to continue: 
 + 
 +  Allow success, but add a consequence. 
 + 
 +Avoid dead ends. 
 + 
 +---- 
 + 
 +===== Running Extended Tasks ===== 
 + 
 +For hacking, rituals, negotiations, or repairs: 
 + 
 +  1. Set a Progress Goal (3–10). 
 +  2. Define what happens on interruption. 
 +  3. Increase tension on failures. 
 + 
 +Each roll should change the situation. 
 + 
 +Do not allow Extended Tasks to feel repetitive. 
 + 
 +---- 
 + 
 +===== Awarding Advancement ===== 
 + 
 +Use Milestones, not experience math. 
 + 
 +Minor Milestone: 
 +  Every 2–3 sessions 
 + 
 +Major Milestone: 
 +  End of significant story arc 
 + 
 +Advancement options include: 
 + 
 +  * Skill increase 
 +  * Attribute increase 
 +  * Talent 
 +  * Wealth adjustment 
 +  * Narrative Asset 
 + 
 +Tie growth to story impact. 
 + 
 +---- 
 + 
 +===== Quick NPC Creation ===== 
 + 
 +When you need an NPC immediately: 
 + 
 +Minor NPC: 
 +  +3 in specialty 
 +  8 Health 
 + 
 +Standard Threat: 
 +  +5 attack 
 +  12–16 Health
  
 Elite: Elite:
-  Health 20 +  +7 attack 
-  +4 attack +  20Health 
-  1 ability+  1–2 abilities
  
 Boss: Boss:
-  Health 30+  +9 attack 
-  +5 attack+  30Health
   2–3 abilities   2–3 abilities
-  Armor 2+ 
  
-===== Extended Tasks ===== +Refine using: 
-Set progress goal (example 5). +[[projects:odds_rpg:systems:enemy_builder]]
-Each success = 1 progress. +
-Strong Success = 2.+
  
-===== Encounter Balance ===== +Keep NPCs simple. 
-Balanced: standard per player   +Only build what matters. 
-Hard: 2 minions per player   + 
-BossOne boss per party+---- 
 + 
 +===== Session Structure (Fast Template) ===== 
 + 
 +Act – Hook   
 +  Present problem or opportunity. 
 + 
 +Act 2 – Escalation   
 +  Complication or opposition appears. 
 + 
 +Act 3 – Confrontation   
 +  Major conflict or revelation. 
 + 
 +Resolution   
 +  Consequences and advancement. 
 +  Seed future hooks. 
 + 
 +Keep scenes purposeful. 
 +Cut slow moments quickly. 
 + 
 +---- 
 + 
 +===== Table Rule Priority ===== 
 + 
 +When rules conflict: 
 + 
 +  1. Fiction first. 
 +  2. Clarity over precision. 
 +  3. Momentum over perfection. 
 + 
 +If unsure: 
 + 
 +  Make a ruling. 
 +  Move forward. 
 +  Adjust between sessions if necessary. 
 + 
 +Consistency builds trust. 
 + 
 +---- 
 + 
 +ODDS RPG GM Guide v1.0 Playtest
  
projects/odds_rpg/gm_guide.1771359782.txt.gz · Last modified: by freedomotter

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