projects:odds_rpg:gm_guide
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| projects:odds_rpg:gm_guide [2026/02/17 20:51] – [Encounter Balancing] freedomotter | projects:odds_rpg:gm_guide [2026/02/17 21:40] (current) – freedomotter | ||
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| ====== GM Guide ====== | ====== GM Guide ====== | ||
| - | ODDS RPG is built for fast rulings and clear stakes. | + | ODDS RPG is designed |
| Only call for a roll when: | Only call for a roll when: | ||
| - | * Failure matters | + | |
| - | * Success | + | * The outcome |
| - | * The outcome changes the situation | + | * Failure has consequences |
| + | * The situation | ||
| If nothing meaningful changes, do not roll. | If nothing meaningful changes, do not roll. | ||
| + | |||
| + | Make decisions confidently and keep play moving. | ||
| ---- | ---- | ||
| - | ===== Setting Target Numbers | + | ===== Setting Target Numbers ===== |
| + | |||
| + | Use this table as your baseline: | ||
| - | Use this table constantly: | + | Easy → 8 |
| + | Standard → 12 | ||
| + | Challenging → 15 | ||
| + | Hard → 18 | ||
| + | Extreme → 22 | ||
| - | Easy (routine under pressure) → 8 | + | If unsure, default to 12. |
| - | Standard (trained action) → 12 | + | |
| - | Challenging (difficult but possible) → 15 | + | |
| - | Hard (elite difficulty) → 18 | + | |
| - | Extreme (rare, heroic) → 22 | + | |
| - | When unsure: | + | Adjust TN by ±2 when: |
| - | Default to 12. | + | |
| - | Increase TN by +2 if: | + | |
| - | | + | * Environment is unfavorable |
| - | * Poor visibility | + | * Tools or preparation are exceptional |
| - | * Enemy advantage | + | * Positioning provides advantage |
| - | * Unfavorable terrain | + | |
| - | Reduce TN by -2 if: | + | Avoid stacking more than ±4 unless the situation is extreme. |
| - | * Strong preparation | + | |
| - | * Excellent tools | + | |
| - | * Clear advantage | + | |
| - | Do not stack more than ±4 without strong reason. | + | Consistency matters |
| ---- | ---- | ||
| Line 42: | Line 42: | ||
| ===== Running Combat Efficiently ===== | ===== Running Combat Efficiently ===== | ||
| - | Step 1: Roll Initiative (1d20 + Agility). | + | Combat should feel tense, not slow. |
| - | Step 2: Act in order. | + | |
| - | Step 3: Keep turns under 30 seconds if possible. | + | |
| - | Encourage players to: | + | At the start of combat: |
| - | | + | |
| - | * Then roll | + | |
| - | Avoid over-measuring | + | During combat: |
| - | Use abstract range bands from the Core rules. | + | |
| + | * Ask players for intent first. | ||
| + | * Then resolve the roll. | ||
| + | * Keep turns under 30 seconds when possible. | ||
| + | |||
| + | Avoid measuring | ||
| + | Use abstract range bands. | ||
| If combat stalls: | If combat stalls: | ||
| - | | + | |
| + | * Add environmental | ||
| + | * Introduce | ||
| + | * Escalate stakes | ||
| + | |||
| + | Combat should evolve, not stagnate. | ||
| ---- | ---- | ||
| - | ===== Encounter | + | ===== Encounter |
| - | Use this as your baseline: | + | Use these as baseline |
| - | Balanced: | + | Balanced |
| 1 Standard enemy per player | 1 Standard enemy per player | ||
| - | Hard: | + | Hard Encounter: |
| 2 Minions per player | 2 Minions per player | ||
| OR 1 Elite per 2 players | OR 1 Elite per 2 players | ||
| - | Boss Fight: | + | Boss Encounter: |
| - | 1 Boss per party | + | 1 Boss for the group |
| - | Boss should have 2 phases | + | |
| - | If unsure: | + | Adjust using: |
| - | | + | [[projects: |
| + | |||
| + | If uncertain, err slightly | ||
| + | You can always | ||
| If combat is too easy: | If combat is too easy: | ||
| - | | + | |
| - | Increase | + | * Add reinforcements |
| - | Introduce environmental | + | |
| + | | ||
| If combat is too hard: | If combat is too hard: | ||
| - | Enemies retreat. | ||
| - | Environment shifts. | ||
| - | Enemy objective changes. | ||
| - | Never trap players in unwinnable combat without an escape | + | * Enemies retreat or shift tactics |
| - | + | * Provide | |
| - | See: | + | * Change enemy objectives |
| - | [[projects: | + | |
| + | Never trap players in unavoidable defeat without narrative purpose. | ||
| ---- | ---- | ||
| Line 96: | Line 104: | ||
| ===== Using Complications (Natural 1) ===== | ===== Using Complications (Natural 1) ===== | ||
| - | A complication | + | A Complication |
| - | * Escalate | + | |
| - | * Introduce | + | * Escalate |
| - | * Create new decisions | + | * Introduce |
| + | * Change the situation | ||
| Examples: | Examples: | ||
| Line 105: | Line 114: | ||
| Combat: | Combat: | ||
| Weapon jams | Weapon jams | ||
| - | Ammo runs low | ||
| Position exposed | Position exposed | ||
| Reinforcements alerted | Reinforcements alerted | ||
| Social: | Social: | ||
| - | | + | |
| Hidden observer overhears | Hidden observer overhears | ||
| - | Information | + | Information incomplete |
| Exploration: | Exploration: | ||
| Line 119: | Line 127: | ||
| Time lost | Time lost | ||
| - | Complications move the story forward. They do not simply negate | + | Complications move the story forward. |
| + | They do not simply negate | ||
| ---- | ---- | ||
| Line 125: | Line 134: | ||
| ===== Handling Failure ===== | ===== Handling Failure ===== | ||
| - | Failure should | + | Failure should |
| Instead, failure should: | Instead, failure should: | ||
| - | * Add time cost | + | * Increase risk |
| - | * Add danger | + | * Add time pressure |
| - | * Reduce | + | * Consume |
| - | * Reveal new obstacle | + | * Reveal |
| - | Avoid binary dead-ends. | + | If success is required for the story to continue: |
| - | If players must succeed to move forward: | + | Allow success, |
| - | Let them succeed | + | |
| + | Avoid dead ends. | ||
| ---- | ---- | ||
| Line 142: | Line 153: | ||
| ===== Running Extended Tasks ===== | ===== Running Extended Tasks ===== | ||
| - | For hacking, rituals, negotiations, | + | For hacking, rituals, negotiations, |
| - | 1. Set a Progress Goal (3–10 | + | |
| - | 2. Define what happens | + | 2. Define what happens |
| - | 3. Increase tension | + | 3. Increase tension |
| - | Example: | + | Each roll should change the situation. |
| - | Repair engine (Goal 5) | + | |
| - | Failure triggers: | + | |
| - | * Alarm | + | |
| - | * Time loss | + | |
| - | * Structural damage | + | |
| - | Keep extended tasks dynamic. | + | Do not allow Extended Tasks to feel repetitive. |
| ---- | ---- | ||
| Line 161: | Line 167: | ||
| ===== Awarding Advancement ===== | ===== Awarding Advancement ===== | ||
| - | Use Milestones, not XP math. | + | Use Milestones, not experience |
| - | Minor milestone: | + | Minor Milestone: |
| Every 2–3 sessions | Every 2–3 sessions | ||
| - | Major milestone: | + | Major Milestone: |
| - | End of story arc | + | End of significant |
| + | |||
| + | Advancement options include: | ||
| - | Reward: | ||
| * Skill increase | * Skill increase | ||
| * Attribute increase | * Attribute increase | ||
| * Talent | * Talent | ||
| - | * Wealth | + | * Wealth |
| - | * Asset | + | * Narrative |
| - | Tie advancement | + | Tie growth |
| ---- | ---- | ||
| Line 182: | Line 189: | ||
| ===== Quick NPC Creation ===== | ===== Quick NPC Creation ===== | ||
| - | Need an NPC instantly? | + | When you need an NPC immediately: |
| Minor NPC: | Minor NPC: | ||
| Line 195: | Line 202: | ||
| +7 attack | +7 attack | ||
| 20+ Health | 20+ Health | ||
| - | 1 special ability | + | 1–2 abilities |
| Boss: | Boss: | ||
| Line 201: | Line 208: | ||
| 30+ Health | 30+ Health | ||
| 2–3 abilities | 2–3 abilities | ||
| - | Armor 2+ | ||
| - | See: | + | Refine using: |
| - | [[systems: | + | [[projects: |
| + | |||
| + | Keep NPCs simple. | ||
| + | Only build what matters. | ||
| ---- | ---- | ||
| Line 210: | Line 219: | ||
| ===== Session Structure (Fast Template) ===== | ===== Session Structure (Fast Template) ===== | ||
| - | Act 1 – Hook | + | Act 1 – Hook |
| - | | + | |
| - | Act 2 – Escalation | + | Act 2 – Escalation |
| Complication or opposition appears. | Complication or opposition appears. | ||
| - | Act 3 – Confrontation | + | Act 3 – Confrontation |
| - | Major conflict or reveal. | + | Major conflict or revelation. |
| - | Resolution | + | Resolution |
| - | Consequences. | + | Consequences |
| - | | + | |
| - | New hook seeded. | + | |
| - | Keep momentum high. | + | Keep scenes purposeful. |
| - | Cut slow scenes | + | Cut slow moments |
| ---- | ---- | ||
| Line 233: | Line 241: | ||
| When rules conflict: | When rules conflict: | ||
| - | 1. Fiction first. | + | |
| - | 2. Clarity over precision. | + | 2. Clarity over precision. |
| - | 3. Momentum over perfection. | + | 3. Momentum over perfection. |
| If unsure: | If unsure: | ||
| + | |||
| Make a ruling. | Make a ruling. | ||
| Move forward. | Move forward. | ||
| - | Adjust | + | Adjust |
| + | |||
| + | Consistency builds trust. | ||
| ---- | ---- | ||
| - | ODDS RPG GM Guide v1.0 | + | ODDS RPG GM Guide v1.0 Playtest |
projects/odds_rpg/gm_guide.1771361473.txt.gz · Last modified: by freedomotter
