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-		 _____________________________________
-
-			 MUSI SUPA PONA V1.0.0
-		  Manual for Players and Game Masters
-
-			       mounderfod
-		 _____________________________________
-
-
-Table of Contents
-_________________
-
-1 Preamble
-2 Characters
-.. 2.1 Character Stats
-..... 2.1.1 Calculating Stats
-.. 2.2 Other Character Information
-..... 2.2.1 Name
-..... 2.2.2 Background
-..... 2.2.3 Inventory
-..... 2.2.4 Health Points and Disaster Rolls
-..... 2.2.5 Experience
-..... 2.2.6 Notes
-.. 2.3 The Character Sheet
-3 Items
-..... 3.0.1 Equipment
-..... 3.0.2 Food
-..... 3.0.3 Currency
-4 The Structure of Play
-.. 4.1 Actions
-.. 4.2 Battle
-.. 4.3 Movement
-.. 4.4 Resting
-5 Postamble
-.. 5.1 Next Steps for Players
-.. 5.2 Next Steps for Game Masters
-.. 5.3 Credits
-.. 5.4 Sharing this Document
-
-
-
-
-
-1 Preamble
-==========
-
-  *musi supa pona* /(toki pona for "simple table game")/ is a simplistic
-  tabletop role playing game (TTRPG) inspired by 5th edition Dungeons &
-  Dragons. The game aims to abstract much of the features of a TTRPG in
-  order to give more power to the game master and their storytelling as
-  opposed to complex game mechanics as seen in other entertaining, but
-  difficult to pick up, tabletop games.  The side effect of the game's
-  simplicity is that game masters have a lot more work to do in creating
-  content for their players - *this is intentional*, and if that doesn't
-  sound like your thing then musi supa pona is not the game for you.
-
-  This manual serves as a guide for both players and game masters alike;
-  due to the game's relative simplicity it is possible to contain all
-  information about the game into one document. Additional information
-  and resources can be found at [https://mounderfod.online/msp].
-
-
-2 Characters
-============
-
-  One of the key aspects of musi supa pona, as with many TTRPGs, is the
-  character.  The game character is the way in which the real world
-  player interacts with the internal world of the game, and as such,
-  great importance is put into the character in musi supa pona.
-
-
-2.1 Character Stats
-~~~~~~~~~~~~~~~~~~~
-
-  The most important part of a character is their in-game stats. These
-  are used to determine various parts of the game using dice rolls. Each
-  statistic is a positive or negative number which represents how a
-  d20[1]'s output will be modified (similar to DnD). The statistics are
-  as follows:
-
-  - *Strength*: A character's physical capabilites.
-  - *Intelligence*: A character's ability to be observant of the world
-    around them and interpret and work with complex ideas.
-  - *Speed*: A character's agility of movement.
-  - *Defence*: A character's ability to deal with injury.
-  - *Charisma*: A character's ability to manipulate or otherwise
-    convince those around them.
-
-
-2.1.1 Calculating Stats
------------------------
-
-  Each statistic is calculated by rolling a d20 and 2d6.  The sum of the
-  2d6 is subtracted from the d20, allowing for a maximum stat of +18 and
-  a minimum of -11.
-
-  This should be calculated before a session begins, when the character
-  is created.  It may only be done once in the creation of a character,
-  and you cannot reroll unless given permission by the game master.
-
-
-2.2 Other Character Information
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-2.2.1 Name
-----------
-
-  The character's name. Make this anything you like.
-
-
-2.2.2 Background
-----------------
-
-  The character's race, character class, alignment[2], and
-  occupation. By default this has noeffect on gameplay, but at the game
-  master's discretion, the character class may influence a character's
-  e.g. equipment, and similarly a player may choose to make decisions
-  that are influenced by the character's background.
-
-
-2.2.3 Inventory
----------------
-
-  The items that the character is carrying with them.  Every item has a
-  weight in grams, and the maximum quantity that a character can carry
-  in their inventory is determined by the formula:
-
-  $$ w = s * 1.5 * 500 $$
-
-  with $s$ representing the character's *Strength* statistic.
-
-  For more information about the contents of an Inventory, see [Items].
-
-
-[Items] See section 3
-
-
-2.2.4 Health Points and Disaster Rolls
---------------------------------------
-
-  A character has a set number of health points, which is equal to 20
-  plus the character's *Defence* statistic.
-
-  If the character's health reaches 0 as a result of damage, the player
-  must roll 3d20 as disaster rolls. If the sum of the rolls is more than
-  30, the character's health is increased to 1 and the character is
-  unable to attack or defend themselves unless their health increases
-  (if the character's health is 1 for other reasons, this rule does not
-  apply). If the sum is less than 30, the character dies and can no
-  longer be used in the current session (the game master can decide how
-  to proceed in future sessions).
-
-
-2.2.5 Experience
-----------------
-
-  A character has experience points corresponding to experience levels.
-  Experience points may be granted at the game master's discretion.  To
-  level up, the player must accumulate:
-
-  - Level 1: 10 points total
-  - Level 2: 100 points total
-  - Level 3: 1000 points total
-
-  etc.
-
-
-2.2.6 Notes
------------
-
-  A blank space for lore or any other information relevant to the
-  character.
-
-
-2.3 The Character Sheet
-~~~~~~~~~~~~~~~~~~~~~~~
-
-  The character sheet is used to contain all of the details regarding a
-  musi supa pona character. A blank one may be seen at
-  [https://mounderfod.online/msp/character_sheet], and players or game
-  masters may create their own based on this template.
-
-
-3 Items
-=======
-
-  Generally, items and their properties are determined by the game
-  master, but there are some special cases:
-
-
-3.0.1 Equipment
----------------
-
-  Equipment refers to any item that is actively used by a character to
-  perform an action. A character should have starting equipment, though
-  what this is should be decided between the player and the game master,
-  taking into account the player's background, etc.
-
-
-3.0.2 Food
-----------
-
-  Food items heal a set number of health points for a character.  Some
-  food items can be consumed only once, while others can be eaten in
-  multiple pieces. This is decided by the game master.
-
-
-3.0.3 Currency
---------------
-
-  musi supa pona has its own custom currency system. In short, it works
-  as follows:
-
-  - The base unit is copper
-  - 1 silver = 10 copper
-  - 1 gold = 50 silver = 500 copper
-  - 1 platinum = 100 gold = 5000 silver = 50000 copper
-
-  Every character starts with a currency bag (50g empty), and can store
-  up to 15 of each type of coin (8g each) - a full currency bag weighs
-  480g.
-
-
-4 The Structure of Play
-=======================
-
-  The game loop of musi supa pona is simple, and largely the same as
-  Dungeons and Dragons.
-
-  1. The game master describes the scenario in which the characters are
-     found.
-  2. The game master will ask one player (by convention, the one to
-     their left, but it doesn't matter) what they are going to do. If
-     the player desires to perform an *action*, the dice are rolled, and
-     the game master describes the result of the action.
-  3. The game master repeats this for every player at the table, then
-     repeats the whole thing again.
-
-
-4.1 Actions
-~~~~~~~~~~~
-
-  Actions are any thing that a character can do that involves one of
-  their statistics.  Unlike Dungeons and Dragons, musi supa pona does
-  not feature sub-statistics in the form of skills[3] and only the base
-  ones are used. For each action, the game master will declare which
-  skill is involved and a d20 is rolled, adding the modifier listed on
-  the character sheet to the result. Without telling the player, the
-  game master will determine the minimum (or maximum) result needed for
-  the action to be successful.
-
-
-4.2 Battle
-~~~~~~~~~~
-
-  A core part of gameplay is battle, when the characters are confronted
-  with enemies to defeat. Battle works as follows:
-
-  1. Every character's player rolls a d6, and the game master rolls a d6
-     for every NPC involved. This determines the turn order (from lowest
-     to highest).  If two participants roll the same number, the one
-     with the greatest *Speed* statistic goes first (NPCs have no speed
-     statistic and so for this purpose it is 0).
-  2. On their turn, each player (or NPC, controlled by the game master)
-     picks which enemy their character is going to attack. Their turn
-     can alternatively be used to perform a non-battle action (such as
-     using an item to heal a friend).
-  3. If attacking, both the character's player and the enemy's
-     controller (i.e. the game master) roll a d6 dice. The attack is
-     successful if the attacker's result is greater than the defender's
-     result. If the defender's result is exactly twice that of the
-     attacker, then the defender gets an extra turn just after the
-     attacker's turn.
-  4. This repeats for every player and NPC until either there are no
-     more enemies or all the player characters have died.
-
-  The effect of the attack is determined by the equipment the character
-  has (and ultimately, the game master).
-
-
-4.3 Movement
-~~~~~~~~~~~~
-
-  It is assumed that all characters will move between actions at the
-  same speed, for simplicity and to reduce the amount of calculation
-  required from the game master.  If the game master wishes to implement
-  a more specific movement system, they are welcome to do so.
-
-
-4.4 Resting
-~~~~~~~~~~~
-
-  At any point, characters may choose to rest:
-
-  - *Short Rest*: The player does not get a turn in the next round of
-    actions. Instead, the player will regain 5 health points.
-  - *Long Rest*: The player does not get a turn in the next three rounds
-    of actions.  Instead, the player will regain all of their health
-    points.
-
-  The way in which the passage of time is handled and how it interacts
-  with rest is up to the game master; they may choose to have a
-  day/night cycle with characters resting at night or to just have a
-  constant linear session, with characters resting during gameplay as
-  described above.
-
-
-5 Postamble
-===========
-
-5.1 Next Steps for Players
-~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-  Find a game master and other players to have a session with, create a
-  character and have fun!
-
-
-5.2 Next Steps for Game Masters
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-  You should create some content for your next session or campaign. It
-  may be useful to include:
-
-  - Details about places in the in-game world (e.g. towns, villages,
-    forests)
-  - A preset list of common items in the in-game world (weapons, armor,
-    etc.)
-  - A preset list of common creatures, their actions, their attacks and
-    their health points
-  - Some prepared dungeons, quests and adventures
-
-  If you don't want to come up with all of this yourself, you can borrow
-  content and ideas from other musi supa pona game masters or other
-  TTRPGs. Alternatively, you may want to consider playing a less
-  abstract TTRPG.
-
-
-5.3 Credits
-~~~~~~~~~~~
-
-  This TTRPG is heavily inspired by Dungeons and Dragons, designed by
-  Gary Gygax and Dave Arneson in 1974.
-
-
-5.4 Sharing this Document
-~~~~~~~~~~~~~~~~~~~~~~~~~
-
-  This document is licensed under the Creative Commons Attribution 4.0
-  license (CC-BY).  You may do whatever you wish with this document, as
-  long as you give proper attribution to its source (i.e. us).
-
-
-
-Footnotes
-_________
-
-[1] a dice with 20 sides
-
-[2] (lawful/neutral/chaotic)(good/neutral/evil)
-
-[3] e.g. Animal Handling, etc.