Games based on Into the Odd, if that’s the right phrase

jian

Hero
I’ve seen and read a lot of these recently, and it’s interesting how modular and modifiable they are. But as I said in the title, I’m not sure that’s the right phrase or description.

What I mean are games like DURF, Cairn 1E, or Kala Mandala, which have an OSR like design but similar simple principles such as:
  • No classes
  • Relatively few stats (3-4)
  • Equipment slots (10+) that define your current capabilities, with spells taking up slots
Here are some example links (all free):




They aren’t all identical - Cairn and KM share long lists of random spells, DURF has non-random damage, and so on.

I do think they’re an interesting design to build off, and I’m wondering about doing a JRPG riff. Has anyone else noticed these? What do you think of them?
 

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I'd check out FUDGE first. It's the matrix of most of the "Indie" and "Minimalist" ttrpgs.

I know Fudge well and it’s a good basis for Fate and similar games with player-created attributes such as Risus or Cartoon Action Hour, but it doesn’t really look much like the games I’ve mentioned.
 


I know Fudge well and it’s a good basis for Fate and similar games with player-created attributes such as Risus or Cartoon Action Hour, but it doesn’t really look much like the games I’ve mentioned.
That's interesting. Do you see any resemblance between OtE and RISUS or Barbarians of Lemuria? I do :sneaky:
 

That's interesting. Do you see any resemblance between OtE and RISUS or Barbarians of Lemuria? I do :sneaky:
Yes, certainly OtE and Risus. BoL a bit less so, because there aren’t really any player-defined traits (unless you count professions/skills). None of the games I noted in the first post have them either.
 
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Yes, certainly OtE and Risus. BoL a bit less so, because there aren’t really any player-defined traits (unless you count professions/skills). None of the games I noted in the first post have them either.
Yeah. Most of them are fun "beer & pretzels" kind of games (y)
 

Right, I'll do my own version here to show you the kind of thing. I'll call it Into the Crystal, since it's based on Final Fantasy. It draws on the above games but also on others such as Wandering Blades and Fabula Ultima.

Setting

The continent of Ivalice was once peaceful and prosperous, its many kingdoms and nations mostly having exchanged war for trade. But then the gates came.

Nobody knows how they started but several years ago, gates to other worlds started opening all over Ivalice. They only open for a few days at a time but they almost always bring disaster in the form of monsters.

The nations of Ivalice have all recruited adventurers brave enough to enter the gates and stop the monsters before they enter our world and attack the innocent. The gates are also the only source of the magical crystal known as magicite, as well as the magical metals known as mithril and orichalcum, and selling these has made some adventurers wealthy.

System

To do anything, roll d20 and add one of your attributes (Agility, Charm, Strength, Wits; rated 1-6) to get your result, which is compared to a difficulty set by the GM (10 is routine, 13 is difficult, 16 is challenging, 19 is very challenging) or another number such as the target’s Dodge in combat.

If you have Advantage, you roll 2d20 and take the better result; if you have Disadvantage, you roll 2d20 and take the worse result. Advantage and Disadvantage stack and cancel out.

In combat, you first choose whether to take a Fast Turn or Slow Turn. On a Fast Turn, you act before NPCs (roll opposed Agility if you need to determine which person taking a Fast Turn goes first) but can take only one Action. On a Slow Turn, you act after NPCs but take two Actions. You also get one Reaction per round, taken when you wish.
 

Actions you can take include:
  • Defend: +2 to Dodge, only take half damage this round.
  • Item: Use an item, spending Inventory Points (IP).
  • Ether (1 IP): +2 available MP this round.
  • Potion (1+ IP): Restore 5 HP per IP spent.
  • Remedy (2 IP): Remove all Conditions.
  • Move: Move around 10m.
  • Spell: Cast a spell. This generally costs Magic Points (MP).
  • Strike: Attack an enemy.
  • Roll Agi to attack at range or Str to attack in melee, against the target’s Dodge.
  • If you hit, inflict weapon damage (e.g. d8 for a sword, d6 for a bow).
  • If you score a critical success, you inflict maximum damage.
  • The damage is reduced by any Armour the target has but then is subtracted from the target’s Hit Points (HP).
  • At 0 HP, the target is defeated.
 

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