projects:odds_rpg:gm_guide
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| ====== GM Guide ====== | ====== GM Guide ====== | ||
| - | ODDS RPG assumes active, fiction-first play. | + | ODDS RPG is designed for fast rulings and meaningful consequences. |
| - | Only roll when failure matters. | + | Only call for a roll when: |
| + | |||
| + | * The outcome is uncertain | ||
| + | * Failure has consequences | ||
| + | * The situation will change | ||
| + | |||
| + | If nothing meaningful changes, do not roll. | ||
| + | |||
| + | Make decisions confidently and keep play moving. | ||
| ---- | ---- | ||
| Line 9: | Line 17: | ||
| ===== Setting Target Numbers ===== | ===== Setting Target Numbers ===== | ||
| - | Easy 8 | + | Use this table as your baseline: |
| - | Standard 12 | + | |
| - | Challenging 15 | + | Easy → 8 |
| - | Hard 18 | + | Standard |
| - | Extreme 22 | + | Challenging |
| + | Hard → 18 | ||
| + | Extreme | ||
| + | |||
| + | If unsure, default to 12. | ||
| + | |||
| + | Adjust TN by ±2 when: | ||
| - | Increase TN when: | ||
| * Time pressure exists | * Time pressure exists | ||
| - | * Environmental danger | + | * Environment is unfavorable |
| - | * Opposition | + | * Tools or preparation are exceptional |
| + | * Positioning provides advantage | ||
| + | |||
| + | Avoid stacking more than ±4 unless the situation | ||
| + | |||
| + | 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. | ||
| ---- | ---- | ||
| Line 24: | Line 68: | ||
| ===== Encounter Balance ===== | ===== Encounter Balance ===== | ||
| - | Balanced: | + | Use these as baseline assumptions: |
| - | 1 standard enemy per player | + | |
| - | Hard: | + | Balanced Encounter: |
| - | | + | |
| - | OR 1 elite per 2 players | + | |
| - | Boss: | + | Hard Encounter: |
| - | 1 boss per group | + | |
| + | OR 1 Elite per 2 players | ||
| - | Use: | + | Boss Encounter: |
| - | [[systems: | + | 1 Boss for the group |
| + | |||
| + | Adjust using: | ||
| + | [[projects: | ||
| + | |||
| + | 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 ===== | + | ===== Using Complications |
| - | On Natural 1: | + | A Complication should: |
| - | Introduce: | + | |
| - | | + | * Introduce a new problem |
| - | * Escalation | + | * Change the situation |
| - | * New threat | + | |
| - | * Lost resource | + | |
| - | * Reveal hidden enemy | + | |
| - | Complications | + | 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 | ||
| + | They do not simply negate success. | ||
| ---- | ---- | ||
| - | ===== Pacing a Session | + | ===== Handling Failure |
| - | Act 1: Hook & investigation | + | Failure should rarely halt progress completely. |
| - | Act 2: Rising conflict | + | |
| - | Act 3: Major confrontation | + | Instead, failure should: |
| - | Resolution: Consequences & reward | + | |
| + | * Increase risk | ||
| + | | ||
| + | | ||
| + | * Reveal a new obstacle | ||
| + | |||
| + | If success is required for the story to continue: | ||
| + | |||
| + | Allow success, but add a consequence. | ||
| + | |||
| + | Avoid dead ends. | ||
| ---- | ---- | ||
| - | ===== Rewards | + | ===== Running Extended Tasks ===== |
| - | Use Milestone advancement. | + | For hacking, rituals, negotiations, |
| + | |||
| + | 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: | ||
| + | +7 attack | ||
| + | 20+ Health | ||
| + | 1–2 abilities | ||
| + | |||
| + | Boss: | ||
| + | +9 attack | ||
| + | 30+ Health | ||
| + | 2–3 abilities | ||
| + | |||
| + | Refine using: | ||
| + | [[projects: | ||
| + | |||
| + | Keep NPCs simple. | ||
| + | Only build what matters. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Session Structure (Fast Template) ===== | ||
| + | |||
| + | Act 1 – 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. | ||
| + | |||
| + | ---- | ||
| - | Optional rewards: | + | ODDS RPG GM Guide v1.0 Playtest |
| - | * Wealth increase | + | |
| - | * Faction reputation | + | |
| - | * New contact | + | |
| - | * Unique item | + | |
projects/odds_rpg/gm_guide.1771360638.txt.gz · Last modified: by freedomotter
