Do you have mini-games in your RPG?

Zaran

Adventurer
I remember a 2e product that had some fun dice games that you could play when your character goes gambling or such. Does anyone ever do things like this? Maybe you played Three Dragon Ante in-character?

You get a bonus if you can post rules for any mini-games you use in your campaign.
 

log in or register to remove this ad

We play them every once in awhile. I usually have to remind the guys to wear underwear next time, but whatever.

But seriously, here are some easy ones that I've done in game. I try to run through it pretty quick whenever a player wants to gamble. I don't want to spend a lot of time with this stuff, but it's fun to do just to add flavor to the game world. I got these off the internet and I may have changed the rules a bit. But here ya go:

Zhuno

Each player uses 2d6 & 1d8 dice, dealer gets to roll 2d6 & 1d10 for house advantage.
Everyone rolls 1d6, highest # goes first, ties are rerolled, play proceeds to the right.
Player 1 decides on first bet (minimum bet is 1 gold) & everyone throws their coins at the wall to place bets.
Player 1 rolls all 3 dice. If no 2-of-a-kinds or 3-of-a-kinds are rolled, it's a "dud" & the player rolls again until he does not roll a dud.
3-of-a-kind with 3 ones = "Rolling the Dragon" an instant win & he collects the pot.
3-of-a-kind with anything other than 3 ones = "Zhuno" an instant loss, he steps out of game & next player rolls.
2-of-a-kind = pair ignored & player gets the point from remaining die, player's turn ends & next player rolls.
Game ends when everyone rolls & gains a point (player with highest point wins the pot) or when a player rolls a Dragon.
If player's tie with a point, other players step out of game and tied players throw another bet into the pot and proceed with the game as normal.
If last player wins by default (everyone before him rolled a Zhuno), it's good to wave-off his winnings & add it to next game's pot or he'll get beaten.

Dice Race

Each player uses 1d6 & 1d20 dice, dealer always adds +1 to their rolls for house advantage.
Everyone places bets with the dealer (minimum bet is 1 gold), double or nothing.
Everyone rolls 1d6 at the same time each round & gets point (they flip their d20 to their point #), dealer always adds +1 to rolls.
Highest roll in each round also adds +1 point to their score (house may get +2 points, +1 from house advantage & +1 for highest point in round).
Game ends when players get to 20 before the dealer and they win the bet they placed, players who didn't reach 20 before dealer lose.
If players reach 20 the same round as dealer, players with higher point than dealer win, & players with lower point than dealer lose.
Players who tie with dealer after reaching 20 loses the bet.

Spottle Dice

A fat yellow toad with purple spots sits in the middle of a table & a sign posted on the table reads "Do not throw dice at the Spottle Frog".
Players buy special metal (plated) d10 dice from the dealer. Copper dice = 1 gp, Silver dice = 3 gp, Gold dice = 6 gp, Platinum dice = 1 pp.
Players place bets in the pot, everyone has to place the same bet including dealer.
Players roll their metal d10 die & dealer rolls an ivory d12 die.
20% chance Spottle Frog eats a copper die, 18% chance silver die, 16% chance gold die, 14% chance platinum die.
Person with highest score & still has his die wins the pot.
Tied scores with the dealer lose and dealer wins.
Tied scores between players are rerolled with those players adding more to the pot if remaining players agree.
 

Absolutely, love 'em. :) A couple I've used...

The Harrow Deck, a fortune-telling / gambling game: http://paizo.com/store/byCompany/p/paizoPublishingLLC/pathfinder/campaignSetting/35E/v5748btpy80sv&source=search

Puzzles, Geez, I've done tons of quasi-mini-game puzzles using props, often interfacing with the battle map...
A wheel codex to reveal a cryptic prophecy with in-game consequences (unlocking doors, triggering traps, awakening undead guardians)...
A giant teeter-tottering bridge which would tip when the PCs ended on either end of the fulcrum (they had to figure out how to reach the other end about 15' above end of bridge)...

Managing a Keep, a montage collapsing several game months into one session where the players make decisions in governing a newly acquired keep and deal with the fallout of those decisions (making enemies, building new areas to the keep, etc).

Chases, homebrew rules to run a horseback chase, with combat happening at the same time.

Large-Scale Battles, I've used homebrew rules for troop movements, and for calling in allies a la Dragon Age.

Hastiludes, one of my favorites was running "hastiludes" during a tournament based session. Basically these are things like archery competition or wrestling match, but I got really creative here so I had things like "mead hall mystery" or "sacred spring dilemma". They were 15 minute mini-games run for a solo PC, with rules corresponding to the nature of the challenge.
 

In my campaigns, the board game "Pente" is the game of noblemen and intelligentsia. "Go" is another game that gets played a lot. I don't think we've ever actually played one in game, though... possibly because I am unbeatable at Pente among my group of friends, and damn good at Go, too.
 



In two different games, I've come up with some form of (generally super-simplified) tabletop wargame mini-game to represent the PCs leading armies into battle, or taking on larger groups of opposition. Here's the rules from the most recent one...

Enter the mini-game! The Battle for Sigil plays out as a large scale combat using tabletop strategy game rules.

The basic rules are these:

Each round, the players take their turns, then the GM. On each player's turn, they may activate any units under their control one at a time, and then taking an action with their character at the end of their turn. Play proceeds around the table, with each player doing the same. At the end of the round, the GM activates all enemy units, one at a time.

Each unit, when activated, is allowed to move once, and then take one Action.

Actions:
Attack: The unit takes a basic attack, rolling a d6. If it rolls high enough to succeed, it deals its listed damage.
Move: Instead of acting, the unit can move a second time.
Defend: The unit spends the round defending - until its next turn, attacks need to roll 1 higher to wound it.
Special: A unit may use a special ability that is listed as an action.

The only exception is the party. The PCs move as one unit, and take their movement at the start of the first player's turn, moving according to group consensus. After that, at the end of each player's turn, they can take an action with their own character.

Each unit starts with a certain amount of Health. Whenever it takes damage, its health is reduced. When a unit reaches 0 Health, it is defeated and removed from the battle.

PCs operate slightly differently. They start with 1 point of Health for every 50 hitpoints their character has (rounding to the closest number.) Additionally, they start with bonus temporary Health calculated in the same manner from their temporary hitpoints.

When a PC is reduced to 0 Health, they are disabled, and cannot act on their turn. Should they be healed, however, they can again act in the battle. When a PC is reduced to -1 Health, they are defeated, and cannot be revived during the battle.

The battle is won when all leaders on one side have been defeated.

I had unique stat blocks for the PCs, enemy leaders, and various factions.

On the heroes side, we had the six PCs as leaders, along with 3 NPC leaders (a detective from Sigil; a powerful spellcaster who was a former PC from another campaign; and the party's pet celestial redeemed retriever.) Allied factions inluded a wrestling club, devotees of Kord, the Fated, a circle of Fae, the Athar, Aerenei Deathless, Storm Knights of Odin, the Believers of the Source, and the Sensates.

On the opposed side, there were six enemy leaders (a night hag; the city's supreme guildmaster; an ancient psionic dragon; Xyz, Dabu Prime; and a representation of the Lady of Pain). Enemy factions included the Bleak Cabal, the Doomguard, the Dustmen, the Fraternity of Order, the Harmonium, the Mercykillers, the Revolutionary League, the Sign of One, the Transcendant Order, Xaositects, along with some ghouls, mercenaries, dragons and some Dabus (who had no actual combat abilities to speak of.)

The whole thing played out as a huge skirmish, with the PCs goal not being to actually win, but to instead get to a key location in Sigil before reality unravelled behind them.

Some sample stats for those interested:

[sblock]
The Believers of the Source
Health: 4; Move: 3; Attack: 4+
Range: Ranged 3; Damage: 1
Special: Trueforged Armor - At the start of the battle, choose one allied unit. Attacks against that unit do 1 less damage (minimum 1.)
Special: Trueforged Weaponry - At the start of the battle, choose one allied unit. That unit's attacks do 1 extra damage when it rolls a 6 to hit the enemy.
Special, Action: Touching the Source - Once during the battle, the Godsmen may heal an adjacent unit to full Health, and remove any negative status effects.

The Doomguard
Health: 6; Move: 5; Attack: 4+
Range: Melee 1; Damage: 1
Special: Entropy Strike - Effects which reduce damage or attack rolls do not function against the Doomguard.

The Mercykillers
Health: 6; Move: 5; Attack: 4+
Range: Melee 1; Damage: 1
Special: Judgement Strike - May only be used against an enemy who has damaged them or an ally in the last turn. Hits on a 2+ for 2 damage.

The Lady of Pain, Unique Leader Unit
Health: 4; Move: 10, Fly; Attack: 3+
Range: Ranged 3; Damage: 3
Special, Action: The Lady's Decree - The Lady may attack up to 3 enemies, instead of only 1.
Special: Durable - Leader Units are hard to defeat; attacks must roll 1 higher on the die in order to wound, and the hero takes 1 less damage from all attacks (minimum 1.)
Special: Endless - If the Lady is defeated, she returns from the Clocktower 2 rounds later.

Melee PC, Unique Hero Unit
Health
: (Hp/50); Move: Special, see below; Attack: 2+
Range: Melee 1; Damage: 2
Special: Group Movement - The PCs move as one unit, with a Move of 7 and Flight.
Special: Durable - Hero Units are hard to defeat; attacks must roll 1 higher on the die in order to wound, and the hero takes 1 less damage from all attacks (minimum 1.)
Special, Action: Unique Capabilities - This character may choose, instead of taking normal attacks, to attempt an action using unique capabilities the PC may have access to (such as casting a specific spell, healing, using a magic item, or similar.)[/sblock]
 

I've always had a problem with game-within-a-game in tabletop play.

I don't have a whole lot of time in my sessions for planned irrelevancies. I am not going to suggest my players spend an hour on playing cards during our RPG session if playing cards isn't really relevant to play, rather like I don't encourage them to spend an hour role playing through purchase of common gear. If they want to do that, that's okay, but it isn't part of my plans.

If the mini-game is really relevant, then while the player's input is important, so are the character's stats and skills, and I have to work out a method of working the character stats into the play of that real-world game.

I'm running Deadlands now. The game uses playing cards as part of the mechanic. Ironically, if one of the PCs wants to gamble, I don't play through several hands of poker with him - I call for a Gamblin' aptitude check.
 

I wish I could remember the rules of some of the dice games I saw in an old edition of DnD. I can't even remember which book it's from.

One of them used 6 siders and was sort of like 5 card stud.
 


Remove ads

Top