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projects:odds_rpg:gm_guide

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GM Guide

ODDS RPG is built for fast rulings and clear stakes.

Only call for a roll when:

  • Failure matters
  • Success is uncertain
  • The outcome changes the situation

If nothing meaningful changes, do not roll.


Setting Target Numbers Quickly

Use this table constantly:

Easy (routine under pressure) β†’ 8 Standard (trained action) β†’ 12 Challenging (difficult but possible) β†’ 15 Hard (elite difficulty) β†’ 18 Extreme (rare, heroic) β†’ 22

When unsure:

Default to 12.

Increase TN by +2 if:

  • Under time pressure
  • Poor visibility
  • Enemy advantage
  • Unfavorable terrain

Reduce TN by -2 if:

  • Strong preparation
  • Excellent tools
  • Clear advantage

Do not stack more than Β±4 without strong reason.


Running Combat Efficiently

Step 1: Roll Initiative (1d20 + Agility). Step 2: Act in order. Step 3: Keep turns under 30 seconds if possible.

Encourage players to:

  • State intent first
  • Then roll

Avoid over-measuring movement. Use abstract range bands from the Core rules.

If combat stalls:

Add movement pressure (fire, reinforcements, collapsing structure).

Encounter Balancing

Use this as your baseline:

Balanced:

1 Standard enemy per player

Hard:

2 Minions per player
OR 1 Elite per 2 players

Boss Fight:

1 Boss per party
Boss should have 2 phases

If unsure:

Err slightly low. You can escalate mid-fight.

If combat is too easy:

Add reinforcements.
Increase enemy aggression.
Introduce environmental hazard.

If combat is too hard:

Enemies retreat.
Environment shifts.
Enemy objective changes.

Never trap players in unwinnable combat without an escape path.

See: enemy_builder


Using Complications (Natural 1)

A complication should:

  • Escalate the situation
  • Introduce pressure
  • Create new decisions

Examples:

Combat:

Weapon jams
Ammo runs low
Position exposed
Reinforcements alerted

Social:

Insulted the wrong person
Hidden observer overhears
Information is incomplete

Exploration:

Noise draws attention
Resource damaged
Time lost

Complications move the story forward. They do not simply negate action.


Handling Failure

Failure should not end progress. Instead, failure should:

  • Add time cost
  • Add danger
  • Reduce resources
  • Reveal new obstacle

Avoid binary dead-ends.

If players must succeed to move forward:

Let them succeed but add a consequence.

Running Extended Tasks

For hacking, rituals, negotiations, repairs:

1. Set a Progress Goal (3–10 successes). 2. Define what happens if interrupted. 3. Increase tension each failure.

Example: Repair engine (Goal 5) Failure triggers:

  • Alarm
  • Time loss
  • Structural damage

Keep extended tasks dynamic.


Awarding Advancement

Use Milestones, not XP math.

Minor milestone:

Every 2–3 sessions

Major milestone:

End of story arc

Reward:

  • Skill increase
  • Attribute increase
  • Talent
  • Wealth gain
  • Asset

Tie advancement to story impact.


Quick NPC Creation

Need an NPC instantly?

Minor NPC:

+3 in specialty
8 Health

Standard Threat:

+5 attack
12–16 Health

Elite:

+7 attack
20+ Health
1 special ability

Boss:

+9 attack
30+ Health
2–3 abilities
Armor 2+

See: enemy_builder


Session Structure (Fast Template)

Act 1 – Hook

Problem presented.

Act 2 – Escalation

Complication or opposition appears.

Act 3 – Confrontation

Major conflict or reveal.

Resolution

Consequences.
Advancement.
New hook seeded.

Keep momentum high. Cut slow scenes 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 after session if needed.

ODDS RPG GM Guide v1.0

projects/odds_rpg/gm_guide.1771361473.txt.gz Β· Last modified: by freedomotter

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