So can we just admit vs. Monsters is the One True Game and move on? :)

jaerdaph

#UkraineStrong
If you don't know what I'm talking about, a few years ago Phil Reed created (in 24 hours) a game called vs. Monsters, which you can get for free here. There's even a SRD, license and logo that allows you to make your own games using the vsM Engine. Instead of dice, it uses a deck of playing cards to resolve actions and combat.

Over the last couple of weeks, my friends and I have been having a lot of fun playing this, and last night I bought the deluxe edition and all the other supplements from Ronin Arts. I'm seriously considering using the vsM Engine for all my games from now on because it is so simple to prep, simple to play and simple to teach, even to folks who have never played an RPG before.

Anybody else using the vs. Monsters rules? What kind of things have you done with it? Do you play in the default setting (fighting monsters in 19th century America in a mysterious place called The Town), or have you designed your own?

Has anyone come up with any house rules they want to share? Anyone find a use for joker cards or poker chips?

And can anybody explain to me how the Aid Another rules work (found in the deluxe edition) - it's probably the only thing I can't really get my head around.

I'm so obsessed with this little gem right now I want to know everything I can about this!
 
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I've run Cthulhu-esque horror with it. I had to tack on a sanity mechanic which was essentially another attribute. This was also during a very narrative phase for me and I had trait descriptors for attributes that could be burned for bonuses or re-draws.

It's a fun little game but it didn't have much longevity with me. I was unaware that a deluxe edition had been produced. That may have been what was needed to spackle up some of the cracks. The original was written in 24 hours after all.
 



Derro said:
I've run Cthulhu-esque horror with it. I had to tack on a sanity mechanic which was essentially another attribute. This was also during a very narrative phase for me and I had trait descriptors for attributes that could be burned for bonuses or re-draws.

How did your sanity mechanic work? There are rules for fear in the deluxe edition, but they are very bare bones.

Derro said:
It's a fun little game but it didn't have much longevity with me. I was unaware that a deluxe edition had been produced. That may have been what was needed to spackle up some of the cracks. The original was written in 24 hours after all.

The deluxe edition does clarify a few confusing things in the original (like what to do with the 1/2 when dividing odd numbers - you just drop it), as well as add some new rules (like equipment, initiative alternatives and collaborative actions). None of the new stuff is required to play or need be adapted, and remains true to the spirit of the original.
 

I designed a little free-press plug-in called "vs Elves". I've always meant to revise it, but after one false start due to a failed HDD, I haven't had the chance to get back to it. Maybe it's time :)

[Edit: The only new mechanics that vs Elves adds are a magic system and some creature-specific stuff for fantasy monsters like doppelgangers.]
 

jdrakeh said:
I designed a little free-press plug-in called "vs Elves". I've always meant to revise it, but after one false start due to a failed HDD, I haven't had the chance to get back to it. Maybe it's time :)

Yes! I found that today - very cool! :)
 




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