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author | Noah <mounderfod@gmail.com> | 2023-08-02 16:53:33 +0000 |
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committer | Noah <mounderfod@gmail.com> | 2023-08-02 16:53:33 +0000 |
commit | 5ec6cb0860803f7b544f51de1bd01fc999308237 (patch) | |
tree | 65474674d574f543519f6e280fdaaddfc110d342 /assets/MSP Manual v1.0.0.txt | |
parent | 1d1ba15d443e452a272cee602ef237053e1fbafa (diff) | |
download | website-5ec6cb0860803f7b544f51de1bd01fc999308237.tar.gz |
Update MSP page
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diff --git a/assets/MSP Manual v1.0.0.txt b/assets/MSP Manual v1.0.0.txt deleted file mode 100644 index 49c6017..0000000 --- a/assets/MSP Manual v1.0.0.txt +++ /dev/null @@ -1,361 +0,0 @@ - _____________________________________ - - 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. |