Ossulgarnen

Bring your own Treasure or thoughts on Trophy and the Digging-Roll for ItO and 2400

Sooo, I'm quite hyped for Trophy for a while now (Trophy dark, as well as Trophy gold) The only reason that I mustered the strength to not buy the books yet is that I just ordered three more volumes of the Mushishi Perfect Edition. Ha! Moooney. We crust creatures never have enough of that, haven't we? Anyway, I wouldn't be me, if I couldn't copy some of Trophy's Ideas and bolt them on something I already own in a cheap and half way manner.

Steal, Kids! I want you to steal, kids! All the time and everything.

So, I ate up a whole ass of episodes from Jason Cordovas Trophy Scoundrels quarter episodes (highly recommended) and thought about bits that I could use for EB or 2400. Especially regarding the Treasure Hunting.

But before that: I think there is some discussion going on in "the scene" (whatever that entails...) on whether Trophy abstracts too much or not and thus ... kills the immersion? (Whatever?).

I can't give two shits about whether a game qualifies as OSR or not or whether abstraction killed the radio-star, but if you want to take a deeper look into this I'd recommend starting with Marcia B.'s posts regarding Trophy and what she likes about it. I think Marcia is very smart, so you better check out her blog, even if you don't care about Trophy at all.

Sooo, back to the stuff:

Well, might not be surprising, but I'm becoming ever more interested in using player creativity to a) minimize the amount of prep I have to come up with and b) making me feel as if I'm exploring the game-setting alongside my players.

I've already made it a habit to ask the players in one of my ItO groups to set the scene so that I get unexpected Input from them and they can actively contribute to the setting. They like that, I like that and I want to expand this style of play. Let's look at Trophy for that.

In Trophy Gold, players can make a Hunt-roll to investigate an area or mystery and potentially expose themselves to danger. The roll has a high chance of introducing a threat and a decent chance of earning a Hunt-Token.

The Hunt-Tokens can then be spend to either find treasure (1 Token = 1 Gold) or to automatically reach a set-goal (for 3 Tokens).

Consequently: Hunt-Roll -> Token -> Treasure = Hunt-Roll -> Treasure
The players can decide where they want to find treasure, if they are willing to take the risk of potential danger.

Oh, this could makes thing so easy! I could roughly outline some ideas for rooms in an expedition site (descriptive names would be enough), then I could think about some special items and one or two fixed complications, that are there independend from the Treasure-search and then invest all the remaining time into ideas for Encounters (the prep stuff that I really like).

And then I could send my players in and watch as they show me the world. The rooms and potential assets could be described by my players as they set the scene, their search for treasure defines where the dangers lurk and I'm there with my Encounter-List, when shit hits the fan.

This also makes Expedition sites highly replayable, since the different rooms and scenes are formed mostly by player input. And it also kills a strange form of unnecessary discussion about whether something they've found is actual treasure or not. Now you tell me! (If you are willing to face the consequences). This is the thing!

But of course I didn't wanted to just take the hunt-roll and the Token mechanic and bolt it to other systems. So I made a rip-off thingy for ItO/EB and 2400 below.

Most likely this needs way more testing and reforming until it really does what I hope it will do, but that's fine. For me this is a starting aid to find my way into a style of play built on collective creativity.

Digging-Roll for Into the Odd / Electric Bastionland

Use the following procedure or modify it to your needs. (This also refers to my methode of handling supplies if you don't like this, just replace 9 with "You are deprived until you find a new food source" and 11 with "The treasure is fake".)

Results:

  1. You find a small extra treasure.
  2. All seems quite
  3. Traces of an Encounter
  4. Exhausted. Your next action is at disadvantage
  5. Traces of an Encounter
  6. Encounter/Hazard
  7. Exhausted. Your next action is at disadvantage
  8. Encounter/Hazard
  9. Tick 1 supply
  10. Encounter/Hazard
  11. Tick 2 supplies
  12. Or more: Encounter/Hazard
    Decreasing the Size of the Dice (Optional):

Digging-Roll for 2400

If you want your 2400 game a bit more Treasure hunting like.

First we need Supplies:

  1. You find a small extra treasure.
  2. All seems quite
  3. Traces of an Encounter
  4. Exhausted. Your next action is hindered
  5. Traces of an Encounter
  6. Encounter/Hazard
  7. Exhausted. Your next action is hindered
  8. Encounter/Hazard
  9. Break 1 supply (or "Hindered until you find a new food source")
  10. Encounter/Hazard
  11. Break 2 supplies (or "The treasure is worthless")
  12. Or more: Encounter/Hazard
    Homecoming:
  1. They let you get away with it for now
  2. They break 1 of your items
  3. You owe them 1 tick of extra treasure
  4. They catch one of your contacts / friends
  5. You owe them 2 ticks of extra treasure
  6. They rough you up. Take 1 injury.
  7. You owe them 3 ticks of extra treasure
  8. They lock you up.
  9. They give you a dangerous extra mission
  10. Or more: They want you out of the way. For good
    Maybe I would give every PC a goal here, that they can reach if the manage to earn 20₡. A sort of longterm motivation to go on expeditions (psst, it's just the drives from Trophy. Steal, Kids! Steeaal!)

Well that's it again. We'll see how that will play out. I'm currently thinking of using 2400 for an Esoteric Enterprise hack at some point. Maybe I could connect that with the Digging-Roll. Or maybe I will just read Mushishi and go for a walk. Never does one know, never does one know.

See, ya!

#2400 #Electric Bastionland #IntoTheOdd #cobwebs