Ouroboros & Oubliettes RPG
This is barely a game. It’s more a way to track cooperative storytelling than a tactical exercise. It works only if everyone playing wants it to work, and is willing to overlook when it doesn’t work well.
Oroborous & Oubliettes
The Ouroboros is the dragon that encircles the world, unseen but everpresent, and survives by consuming itself. Agents of the Ouroboros wish to unleash it to consume the world, which will destroy everything within a few generations, but give those who release it vast power until that time.
This has been tried many times before, often by those who cannot be killed, or using objects that cannot be destroyed. In desperation, these things are placed in oubliettes, dark holes that go deep into the world’s crust, and thus deep into Oroboros itself, in the hopes of burying them forever.
But nothing is buried forever. When a new threat arises, the player characters must seek to stop it, often by delving into an oubliette to recover some lore or object that can aid them, or to beat some group of Ouroboros cultists from getting it first.
Making a Character
Describe your character in 2-3 sentences, between 10-40 total words.
Write down one thing you are good at.
Write down one thing you’re bad at.
Write down one important thing you have.
Write down one thing you want to accomplish.
Mechanics
The Game master sets a scene, the players say what their characters do, in order they are sitting at the table, and then the GM tells them if their actions automatically succeed (so extremely simple things), automatically fail (for impossible things), or are handled by a test.
Each scene is clearly defined as casual or dangerous when introduced. Casual scenes have no consequences. A casual scene can become dangerous, in which case the GM says so.
In a dangerous scene, there were normally 3 chances for each character to take an action. Actions aren’t blow-by blow things like “I stab a scorpion bandit,” but more like “I attack the bandits, trying to drive them back out of the mine shaft.”
A number of successful actions equal to the number of players but less than double that number is a draw–players ended up neither better off nor worse at the end of the scene.
A number of successful actions equal to at least double the number of players but less than x2.5 that number is a win. The players make progress on the adventure without any major setbacks.
Successes at least equal to x2.5 the number of players is a BIG win. The players proceed, and get some kind of permanent improvement.
Successes less than the number of players is a failure. A number of players equal to the difference between the successes they needed for a draw and those they got must take a wound. A wounded character must either give up one of their bonuses until she healed, or write down a new thing you are bad at (which the player got to pick) as a scar that is kept kept until the character succeeds at a task using that trial.
BIG wins might give special equipment (standard equipment is assumed), or new allies, or new abilities, or anything else the GM and players agree on.
For each action that needs a trial, a player rolls 1d6, and a result of 4, 5, or 6 is a success and 1, 2, or 3 is a failure. If the trial involves something you are good at or have an important thing for you get to roll two dice and succeed if either is 4, 5, or 6, while if it’s a thing you are bad at you have to roll two dice and get 4, 5, or 6 for both to succeed.
The Campaign
A typical campaign is 9-14 scenes. If all the characters end up with wounds, and at least one has two or more wounds, the campaign is a failure. Every 2-3 scenes, there should be a way for one player to make progress on the thing they want to accomplish.
For now, that’s it.
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Posted on July 26, 2019, in Adventure Design, Adventure Sketch, Game Design, Microsetting and tagged Experiment, gaming, Random Stuff. Bookmark the permalink. Leave a comment.
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