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Simple, colorful mechanics to run a game for non-gamers?
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<blockquote data-quote="Voadam" data-source="post: 9301361" data-attributes="member: 2209"><p>I played in a Honey Heist game reskinned to be D&D like instead of bears and heists and it went great. All the game's rules on one page, two stats with skill resolution using a d6 for those two stats. Character creation was a random d6 for class and characterization, the characterizations were straight from HH (rookie, washed up, incompetent, etc.) the classes were fantasy D&D like, so mage, cleric, knight, etc. I think the two stats were adventuring and cunning with most magic types falling under cunning.</p><p></p><p>HH has a mechanic for the stats to shift by one each up and down after a failure and the game to end if the stats ever get to 1 or 6, I would just cap at 2/5 and not sweat the end condition.</p><p></p><p>Combat was no hp, just roll to succeed or not. So a slick knight who failed a combat roll looked cool but did not defeat their opponent.</p><p></p><p>It gave some quick characterization hooks and a quick resolution die mechanic and allowed a lot of free form stuff on the fly for thematic powers and magic without resource management tracking. Half the magic backfired in different fun ways made up on the spot.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9301361, member: 2209"] I played in a Honey Heist game reskinned to be D&D like instead of bears and heists and it went great. All the game's rules on one page, two stats with skill resolution using a d6 for those two stats. Character creation was a random d6 for class and characterization, the characterizations were straight from HH (rookie, washed up, incompetent, etc.) the classes were fantasy D&D like, so mage, cleric, knight, etc. I think the two stats were adventuring and cunning with most magic types falling under cunning. HH has a mechanic for the stats to shift by one each up and down after a failure and the game to end if the stats ever get to 1 or 6, I would just cap at 2/5 and not sweat the end condition. Combat was no hp, just roll to succeed or not. So a slick knight who failed a combat roll looked cool but did not defeat their opponent. It gave some quick characterization hooks and a quick resolution die mechanic and allowed a lot of free form stuff on the fly for thematic powers and magic without resource management tracking. Half the magic backfired in different fun ways made up on the spot. [/QUOTE]
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Simple, colorful mechanics to run a game for non-gamers?
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