I'm writing an indie diceless TTRPG, want to check it out?


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The title says it all, here's the Itch.io link
The basics of the game are as follows, each player holds one central resource, that being "Influence", representing their ability to influence the game, and it's story. In RP this normally means "Winner takes all" bets of Influence against the GM or other Players, where in combat players use their Influence mostly defensively to block or dodge (Since attacks don't miss, being diceless and all), or to amplify their own damage.
 

The basics of the game are as follows, each player holds one central resource, that being "Influence", representing their ability to influence the game, and it's story. In RP this normally means "Winner takes all" bets of Influence against the GM or other Players, where in combat players use their Influence mostly defensively to block or dodge (Since attacks don't miss, being diceless and all), or to amplify their own damage.
Combat is quite crunchy where Narrative is quite free-flowing and open. Combat often involves quite a few options for each player's action as well as gaining each character the ability to create custom-made attacks using a system of costs and tags. Narrative is much fewer set in stone rules, allowing characters to use powers they've chosen named "Truths" to solve problems or save on Influence when betting.
 

I'm intruiged. Let's see an example or two. I'm also interested in flow - specifically whether the betting process keeps the game flowing or slows it down.
 

I'm intruiged. Let's see an example or two. I'm also interested in flow - specifically whether the betting process keeps the game flowing or slows it down.
Alright, let's say "John" has just fallen into a pit. If he wanted to escape it may go as follows.

John: "I want to climb out of the pit"

Gm: "Alright let's do a "Contest" to decide if you can do it quickly"

John: "Alright I want to use my "Stride" Skill to add its bonus"

Gm: "Sounds good"

John writes down the number 23 on the corner of his character sheet, choosing to bet that amount of Influence. The Gm takes note that they have 40 "Fate" the resource they use to bet, and they won't be regaining it until near the end of the session when the players take downtime. because of this they decide to write 10 on their Contest sheet.

After confirming that they both know their bets they show the bets to each other, when the Gm sees that John beat his bet he describes how he was able to find some foot-holds in the rocky pit and can climb out.
 

I think that's sort of how Cavemaster works, except the resources are a small handful of rocks or shells or whatever other small objects are available. (I own a copy but haven't taken time to wrap my head around the dice-less mechanic enough actually try the game out.)
 

John writes down the number 23 on the corner of his character sheet, choosing to bet that amount of Influence. The Gm takes note that they have 40 "Fate" the resource they use to bet, and they won't be regaining it until near the end of the session when the players take downtime. because of this they decide to write 10 on their Contest sheet.

After confirming that they both know their bets they show the bets to each other, when the Gm sees that John beat his bet he describes how he was able to find some foot-holds in the rocky pit and can climb out.
That looks easy enough. Do both sides lose their bets afterward? Does one side gain the other's bet?

By the way, I had to read the quoted part three times before I (hopefully) understood it, because the pronouns are confusing. I like to throw out a pronoun and just use the noun if there might be a loss of clarity.
 

That looks easy enough. Do both sides lose their bets afterward? Does one side gain the other's bet?

By the way, I had to read the quoted part three times before I (hopefully) understood it, because the pronouns are confusing. I like to throw out a pronoun and just use the noun if there might be a loss of clarity.
Both lose their bets, yea that's fair I could rewrite it as so if you need me to.
 

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