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projects:odds_rpg:gm_guide [2026/02/17 20:51] – [Quick NPC Creation] freedomotterprojects: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 for fast rulings and meaningful consequences.
  
 Only call for a roll when: Only call for a roll when:
-  * Failure matters + 
-  * Success is uncertain +  * The outcome is uncertain 
-  * The outcome changes the situation+  * Failure has consequences 
 +  * The situation will change
  
 If nothing meaningful changes, do not roll. If nothing meaningful changes, do not roll.
 +
 +Make decisions confidently and keep play moving.
  
 ---- ----
  
-===== Setting Target Numbers Quickly =====+===== 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 unsuredefault to 12.
-Standard (trained action) → 12   +
-Challenging (difficult but possible) → 15   +
-Hard (elite difficulty) → 18   +
-Extreme (rareheroic) → 22  +
  
-When unsure: +Adjust TN by ±2 when:
-  Default to 12.+
  
-Increase TN by +2 if: +  Time pressure exists 
-  Under time pressure +  * 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 more than precision.
  
 ---- ----
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 ===== 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
-  * State intent first +  Roll Initiative (1d20 + Agility).
-  * Then roll+
  
-Avoid over-measuring movement+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 exact distances
 +Use abstract range bands.
  
 If combat stalls: If combat stalls:
-  Add movement pressure (fire, reinforcements, collapsing structure).+ 
 +  * Add environmental pressure 
 +  * Introduce reinforcements 
 +  * Escalate stakes 
 + 
 +Combat should evolvenot stagnate.
  
 ---- ----
  
-===== Encounter Balancing =====+===== Encounter Balance =====
  
-Use this as your baseline:+Use these as baseline assumptions:
  
-Balanced:+Balanced Encounter:
   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
-  Err slightly low. You can escalate mid-fight.+[[projects:odds_rpg:systems:enemy_builder]] 
 + 
 +If uncertain, err slightly lower. 
 +You can always escalate mid-fight.
  
 If combat is too easy: If combat is too easy:
-  Add reinforcements. + 
-  Increase enemy aggression. +  * Add reinforcements 
-  Introduce environmental hazard.+  Increase aggression 
 +  Introduce environmental hazards
  
 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 path. +  * Enemies retreat or shift tactics 
- +  * Provide escape routes 
-See: +  * Change enemy objectives
-[[projects:odds_rpg:systems:enemy_builder]]+
  
 +Never trap players in unavoidable defeat without narrative purpose.
  
 ---- ----
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 ===== Using Complications (Natural 1) ===== ===== Using Complications (Natural 1) =====
  
-complication should: +Complication should: 
-  * Escalate the situation + 
-  * Introduce pressure +  * Escalate tension 
-  * Create new decisions+  * Introduce a new problem 
 +  * Change the situation
  
 Examples: Examples:
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 Combat: Combat:
   Weapon jams   Weapon jams
-  Ammo runs low 
   Position exposed   Position exposed
   Reinforcements alerted   Reinforcements alerted
  
 Social: Social:
-  Insulted the wrong person+  Insult given
   Hidden observer overhears   Hidden observer overhears
-  Information is incomplete+  Information incomplete
  
 Exploration: Exploration:
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   Time lost   Time lost
  
-Complications move the story forward. They do not simply negate action.+Complications move the story forward. 
 +They do not simply negate success.
  
 ---- ----
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 ===== Handling Failure ===== ===== Handling Failure =====
  
-Failure should not end progress.+Failure should rarely halt progress completely. 
 Instead, failure should: Instead, failure should:
  
-  * Add time cost +  * Increase risk 
-  * Add danger +  * Add time pressure 
-  * Reduce resources +  * Consume resources 
-  * Reveal new obstacle+  * Reveal new obstacle
  
-Avoid binary dead-ends.+If success is required for the story to continue:
  
-If players must succeed to move forward: +  Allow success, but add a consequence
-  Let them succeed but add a consequence.+ 
 +Avoid dead ends.
  
 ---- ----
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 ===== Running Extended Tasks ===== ===== Running Extended Tasks =====
  
-For hacking, rituals, negotiations, repairs:+For hacking, rituals, negotiations, or repairs:
  
-1. Set a Progress Goal (3–10 successes). +  1. Set a Progress Goal (3–10). 
-2. Define what happens if interrupted+  2. Define what happens on interruption
-3. Increase tension each failure.+  3. Increase tension on failures.
  
-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.
  
 ---- ----
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 ===== Awarding Advancement ===== ===== Awarding Advancement =====
  
-Use Milestones, not XP math.+Use Milestones, not experience math.
  
-Minor milestone:+Minor Milestone:
   Every 2–3 sessions   Every 2–3 sessions
  
-Major milestone+Major Milestone
-  End of story arc+  End of significant story arc 
 + 
 +Advancement options include:
  
-Reward: 
   * Skill increase   * Skill increase
   * Attribute increase   * Attribute increase
   * Talent   * Talent
-  * Wealth gain +  * Wealth adjustment 
-  * Asset+  * Narrative Asset
  
-Tie advancement to story impact.+Tie growth to story impact.
  
 ---- ----
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 ===== Quick NPC Creation ===== ===== Quick NPC Creation =====
  
-Need an NPC instantly?+When you need an NPC immediately:
  
 Minor NPC: Minor NPC:
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   +7 attack   +7 attack
   20+ Health   20+ Health
-  1 special ability+  1–2 abilities
  
 Boss: Boss:
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   30+ Health   30+ Health
   2–3 abilities   2–3 abilities
-  Armor 2+ 
  
-See:+Refine using:
 [[projects:odds_rpg:systems:enemy_builder]] [[projects:odds_rpg:systems:enemy_builder]]
  
 +Keep NPCs simple.
 +Only build what matters.
  
 ---- ----
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 ===== Session Structure (Fast Template) ===== ===== Session Structure (Fast Template) =====
  
-Act 1 – Hook +Act 1 – Hook   
-  Problem presented.+  Present problem or opportunity.
  
-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 and advancement
-  Advancement. +  Seed future hooks.
-  New hook seeded.+
  
-Keep momentum high+Keep scenes purposeful
-Cut slow scenes quickly.+Cut slow moments quickly.
  
 ---- ----
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 When rules conflict: When rules conflict:
  
-1. Fiction first. +  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 after session if needed.+  Adjust between sessions if necessary. 
 + 
 +Consistency builds trust.
  
 ---- ----
  
-ODDS RPG GM Guide v1.0+ODDS RPG GM Guide v1.0 Playtest
  
projects/odds_rpg/gm_guide.1771361493.txt.gz · Last modified: by freedomotter

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