What's going on with me right now?
Life is happening. Family life is pretty good. We're dealing with the dystopia of the United States one day at a time. How fucking hard it is to get rid of an obvious existential threat to your own nation? Pretty god damn hard, it seems.
But I digress.
Creatively: I'm in a weird place. I have not been drawing very much. I doodle here and there. But my main energy has been going into creating the Doomslakers RPG. That progress stalled a bit a few weeks ago as some drama creeped up, but I started running a playtest of the rules last Monday and I'm excited for that. I'm running
The Gardens of Ynn by Emmy Allen using the Doomslakers rules. The setting is completely different, but this playtest kind of happened suddenly and I wasn't ready to run the full game with its own setting. Since I had been wanting to run Gardens for years, I seized the moment.
Here's a quick and dirty overview of the Doomslakers rules:
It's a d6 pool. Basic roll is an exploding 1d6 (1d6e). You add dice based on the skills you have, tools, and other factors. You need at least one success. A success is either 4, 5, or 6, based on difficulty and all that. It's a fairly standard success-based pool system.
Instead of hit points, you rack up damage. There's no upper limit for damage. If you take 6, you add 6 to your running total. At some intervals, you have to make an impact roll. This is a 1d20 roll + current damage. So if you have racked up 12 damage, you roll 1d20+12 on an impact table. The results range from minor hindrances (usually reduction of pool dice) to death.
So you can die in one roll from one blow.
There is a meta currency. Luck points are earned when you roll your lucky number in an action roll. Since the number is 1-6, it will come up pretty frequently. You will earn luck points multiple times per session. I hope that leads to players being willing to spend luck freely instead of hoarding it.
One of the things you can do with luck is defer your impact roll. Ultimately you must make the roll, but luck can put it off. There are other mechanics that can reduce damage. So the idea is you might be able to reduce your damage total before being forced to make an impact roll, thus giving you a better chance at not being killed or knocked out.
One of my concerns is that the impact rolls will be too frequent. I mitigated it by having thresholds for when they are made. You don't make one every time you get hit, unless you get hit pretty hard. But there are triggers that force the roll no matter what.
At the end of a fight, if you have any damage, you have to make that impact roll. Luck can't prevent it.
Anyway, that's the core mechanic of the game at the moment. It applies to all actions, not just fighting.
But I am toying with the idea of changing it to a d12 pool. The only reason for doing that is to get some granularity out of the numbers, which is just another tool in the kit. But that also makes luck points less frequent, so it might not be worth the trouble. I need those luck points flowing because they do a lot of heavy lifting.
The Doomslakers RPG itself is based on the setting (implied and explicit) of Black Pudding. It is an original system and has no direct basis in D&D... so it isn't a Black Pudding RPG, directly. Black Pudding zine remains a classic D&D based zine, at least for the first 8 issues. This game is a riff on the ideas within where you play the role of an agent of the Doomslakers Adventure Company, taking nasty, dangerous jobs in the seedy city of Seapath. If you see it in Black Pudding, you will probably see it in Doomslakers in one form or another.