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projects:odds_rpg:gm_guide [2026/02/17 20:37] freedomotterprojects:odds_rpg:gm_guide [2026/02/17 21:40] (current) freedomotter
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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 → 12   
-Extreme 22  +Challenging → 15   
 +Hard → 18   
 +Extreme → 22   
 + 
 +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 is elite+  * 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.
  
 ---- ----
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 ===== Encounter Balance ===== ===== Encounter Balance =====
  
-Balanced: +Use these as baseline assumptions:
-  1 standard enemy per player+
  
-Hard+Balanced Encounter
-  2 minions per player +  1 Standard enemy per player
-  OR 1 elite per 2 players+
  
-Boss+Hard Encounter
-  1 boss per group+  2 Minions per player 
 +  OR Elite per 2 players
  
-Use+Boss Encounter: 
-[[systems:enemy_builder]]+  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 =====+===== Using Complications (Natural 1) =====
  
-On Natural 1:+A Complication should:
  
-Introduce: +  Escalate tension 
-  Collateral damage +  * Introduce a new problem 
-  * Escalation +  * Change the situation
-  * New threat +
-  * Lost resource +
-  * Reveal hidden enemy+
  
-Complications should push story forward.+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.
  
 ---- ----
  
-===== Pacing a Session =====+===== Handling Failure =====
  
-Act 1Hook & investigation   +Failure should rarely halt progress completely. 
-Act 2: Rising conflict   + 
-Act 3: Major confrontation   +Instead, failure should: 
-ResolutionConsequences & reward  + 
 +  * 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.
  
 ---- ----
  
-===== Rewards =====+===== Running Extended Tasks =====
  
-Use Milestone advancement.+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: 
 +  +7 attack 
 +  20+ Health 
 +  1–2 abilities 
 + 
 +Boss: 
 +  +9 attack 
 +  30+ Health 
 +  2–3 abilities 
 + 
 +Refine using: 
 +[[projects:odds_rpg:systems:enemy_builder]] 
 + 
 +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

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