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The Last Dragon, A World-Building RPG

Started by Nihilistic Mind, May 12, 2017, 11:31:11 AM

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Nihilistic Mind

Here's a 200-word role-playing game I designed. I'm going to expand on it and explain some of the concepts to hopefully fit on one sheet (hopefully without tiny font, haha).
I haven't had a chance to playtest it so that will be my next step. Try it out, and figure out if anything needs to change mechanically.

QuoteYou are Dragons, living in your own Regions, working to outlive all others and become The Last Dragon.

Attributes start at 1:
Dragon >>> Hoard | Sleep | Terrify
Region >>> Riches | Cultists | Adventurers

Each era:
Dragons choose which Dragon Attribute dominates their focus.

Dragons should:
>>> Describe their deeds with dramatic detail!
>>> Name / track people, legacies, artifacts, monstrous beasts.
>>> Interact with details from other Regions.
>>> Make maps.
>>> Roleplay / Banter / Tease one another!
>>> BE CREATIVE / EPIC DRAGONS!

At the end of each era, Dragon / Region Attributes change based on their focus:
>>> Hoard+1 >>> Riches-1 | Adventurers+1
>>> Sleep+1 >>> Riches+1 | Adventurers+1
>>> Terrify+1 >>> Adventurers-1 | Cultists+1

Special Events:

Hoard / Cultist: every 4 levels
>>> Dragon chooses any two Attributes (even another Dragon / Region's Attributes) to give +1 / -1.

Adventurers: every 3 levels
>>> Adventurers rally against the Dragon
>>> Roll Dragon versus Adventurers.

Any Riches | Adventurers | Cultists =-3
>>> Region devolves.
>>> Dragon invades the Region with the highest Riches.
>>> Roll Dragon versus Dragon.

Rolling:
>>> Dragons: [Terrify] * D6 + [Cultists]
>>> Adventurers: [Adventurers] * D6 + [Sleep]
>>> Highest wins.
>>> Re-roll ties.
>>> Losing Dragons perish.

Rinse / Repeat.

Winner:
CONGRATULATIONS! You are The Last Dragon!
All other Dragons write a poem (#TheLastDragon) about your life's deeds.
The author of your favorite poem wins the game.
Running:
Dungeon Crawl Classics (influences: Elric vs. Mythos, Darkest Dungeon, Castlevania).
DCC In Space!
Star Wars with homemade ruleset (Roll&Keep type system).

Headless

You need a lot more words.  Has anyone else read this? It seems like it might be intersting but right now the rules cunfuse instead of inspire me.  Good luck with the reright

Headless

Here's my better entry.  If I was doing itvagain I would have the players wright secert objectives on paper and tgen draw tgem out of a hat.  There would be more varied objectives, and the would be more apropriate to the board.

Treaty at the stones of Black and White
 
QuoteLearn Go. Play.

Half to 3/4 of the way through the game, pause.  Hold peace talks and negotiations.

Each player rolls a d6 for a Secret objective.  
1.   Randomly select a personal enemy.
2.   Get the captured stones released.
3.   Gain control of another formation on the board.
4.   Grow your territory by placing stones on the board.  
5.   Secure a Trade route.  Gain a right-of-way from every player the route passes.
6.   Make your own.  

Each player chooses a formation on the board.  That is their army, tribe, or geographic region.  Deal a card from any deck, Magic, tarot or standard playing cards.  

Take turns introducing yourself, using your card and area on the board.  Then roll a die publicly, odd you are loyal (to the color your formation is made from) even you are treacherous.  Then secretly roll a die. Loyal players have only a 25% chance of choosing to betray their color and only to secure their secret objective. Treacherous players will stay loyal 25% of the time.  The other 75% they can betray if they want.

Start negotiations. The war isn’t over.  In turn order if you chose, you may place a stone.