The Dark Souls RPG is a lesson in poorly written advice. Had I not read as many RPG rulebooks and theory, I would not have been able to figure it out at all. "Do what you find fun" is some of the worst advice you can put into an RPG book, and is the kind of thing that caused me to overwrite on mine own game, Crescendo. But fear not! I have a way of playing this game that's going to absolutely rock your game table.
The Instruments
Before I show you how to run the session, look over the tools we'll be using: the Encounter List, Encounter Die, and Reaction Rolls. These three tricks and mechanics will allow you to run the Level on the fly, with very little prep work.
The intent behind these mechanics is to push the players into situations that require them to utilize the game to navigate the challenges you made, while helping you populate your Level with stuff that your players care about.
Encounter List
The Encounter List tells you what's wandering your Level. Do not. Do NOT. Try to balance it. Get 20 entries on it, from the lowest shitling monster to the highest terror before God and man you want. This is really a matter of taste.
If you want to grab something from not the Dark Souls RPG, do so, I don't have any advice on adapting monsters at the moment. If you find something that works, let me know!
Encounter Die
Every turn, roll 1d20: on a 5 or less, an Encounter happens. Roll 1d20 on the Encounter List and plop that creature into the environment, 1d6x10 feet away.
Roll 1d20 for each participant, NPCs/creatures included. If you roll higher than their Passive Perception, then they don't know they're not alone.
Reaction Roll
On meeting an NPC initially, roll 1d20, add the highest Charisma Modifier from the group and uses the initial result on the left.
The players accidentally bump into a boar. The highest Charisma modifier is +3. That player rolls 1d20+3, and his total is 10. The boar is Unfriendly: she's not outright attacking, not yet, but no one better get closer...
1-9: Violent, -3 Steps down this track
10-13: Unfriendly, -2 Steps down this track
14-16: Indifferent, No Steps
17-18: Helpful, but Won't Take Damage, +1 Steps up this track
19-20+: VERY Eager to Help, +2 Steps up this track
If a player tries to talk with the NPC, they narrate what they do. The GM tells them a Skill based off their RP, and they roll using that Skill, and the GM uses the result on the right.
Velkor the Herald tries to soothe the boar, motioning for everyone to slowly start for the exit while he tries to calm the boar down. Velkor's player rolls and gets a total of 17: Helpful, +1 up the track, so now the boar is Indifferent. It's not looking for excuses to go after them. With his other compatriots safely exited, Velkor himself has to make a good exit, so he narrates how he slowly edges his way to the exist, trying to not piss this thing off. The GM grants that this action should be made with advantage, as he had already calmed the boar down a little bit, and it would make sense that he has an easier time of it now.
Nat 2 and Nat 1. Shit.
Something in the way Velkor was backing out pisses the boar off, and it charges immediately.
The Procedure
The following is a rough skeleton. It is not a straitjacket. Sometimes you'll have an idea that works perfectly, on the spot. Go with that idea! The Procedure is only to help you generate ideas so that way you don't have to think about it too hard. However, if that's not the case, if you're not completely inspired right then and there, use this Procedure, which utilizes the above tools.
Each turn, roll 1d20: on a five or a less, an Encounter happens. Roll 1d20 on your Encounter List, to see what the players bump into.
Roll against each player and NPC's Passive Perception. See what the people "in the know" do.
If one of the players Randomly pick one player, and roll 1d6:
1-2: Ask them how their Background factors into the Encounter.
3-4: Ask them how their Memory factors into the Encounter.
5-6: Ask them how their Drive factors into the Encounter
Let the player decide the particulars. Respond to their input.
Roll Reaction rolls as appropriate. Let the dice fall where they may.
If combat trips off, follow the rules in the core book.
Conclusion
These tools will let you navigate your Level in a way that feels appropriately Dark Souls. Next week we'll cover the procedures for generating your own Level, the Five Room Web!
If you have any questions, comment on here or hop over to my Discord Server!
No comments:
Post a Comment