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diff --git a/assets/MSP Manual v1.0.0.pdf b/assets/MSP Manual v1.0.0.pdf new file mode 100644 index 0000000..05fdbe0 --- /dev/null +++ b/assets/MSP Manual v1.0.0.pdf Binary files differdiff --git a/assets/MSP Manual v1.0.0.txt b/assets/MSP Manual v1.0.0.txt new file mode 100644 index 0000000..49c6017 --- /dev/null +++ b/assets/MSP Manual v1.0.0.txt @@ -0,0 +1,361 @@ + _____________________________________ + + 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. diff --git a/assets/Sheet.pdf b/assets/Sheet.pdf new file mode 100644 index 0000000..3c18749 --- /dev/null +++ b/assets/Sheet.pdf Binary files differdiff --git a/msp/TTRPG.html b/msp/TTRPG.html new file mode 100644 index 0000000..3a96fed --- /dev/null +++ b/msp/TTRPG.html @@ -0,0 +1,690 @@ +--- +layout: default +title: MSP Manual v1.0.0 +permalink: /msp/manual/ +--- + +<style type="text/css"> + <!--/* + --> +<![CDATA[/*><!--*/ + .title { text-align: center; + margin-bottom: .2em; } + .subtitle { text-align: center; + font-size: medium; + font-weight: bold; + margin-top:0; } + .todo { font-family: monospace; color: red; } + .done { font-family: monospace; color: green; } + .priority { font-family: monospace; color: orange; } + .tag { background-color: #eee; 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Preamble</a></li> + <li><a href="#orgec83fd3">2. Characters</a> + <ul> + <li><a href="#org5cc875e">2.1. Character Stats</a> + <ul> + <li><a href="#orgc91eb68">2.1.1. Calculating Stats</a></li> + </ul> + </li> + <li><a href="#orgeb1415d">2.2. Other Character Information</a> + <ul> + <li><a href="#org3e1f05d">2.2.1. Name</a></li> + <li><a href="#org122d7ea">2.2.2. Background</a></li> + <li><a href="#org8c3213c">2.2.3. Inventory</a></li> + <li><a href="#orgc5d0f0e">2.2.4. Health Points and Disaster Rolls</a></li> + <li><a href="#orgeffa5b0">2.2.5. Experience</a></li> + <li><a href="#org1624f16">2.2.6. Notes</a></li> + </ul> + </li> + <li><a href="#org7d4f533">2.3. The Character Sheet</a></li> + </ul> + </li> + <li><a href="#org791d508">3. Items</a> + <ul> + <li> + <ul> + <li><a href="#orga5ffd95">3.0.1. Equipment</a></li> + <li><a href="#org1851f17">3.0.2. Food</a></li> + <li><a href="#orgfb5e1ff">3.0.3. Currency</a></li> + </ul> + </li> + </ul> + </li> + <li><a href="#org2236d35">4. The Structure of Play</a> + <ul> + <li><a href="#orgd74814a">4.1. Actions</a></li> + <li><a href="#org2084bd3">4.2. Battle</a></li> + <li><a href="#orgf7348ae">4.3. Movement</a></li> + <li><a href="#org8365758">4.4. Resting</a></li> + </ul> + </li> + <li><a href="#orgf172b84">5. Postamble</a> + <ul> + <li><a href="#org0d81d8b">5.1. Next Steps for Players</a></li> + <li><a href="#orga4b807a">5.2. Next Steps for Game Masters</a></li> + <li><a href="#org11a335d">5.3. Credits</a></li> + <li><a href="#orgea9369f">5.4. Sharing this Document</a></li> + </ul> + </li> + </ul> + </div> + </div> + + <div id="outline-container-orge465d0f" class="outline-2"> + <h2 id="orge465d0f"><span class="section-number-2">1</span> Preamble</h2> + <div class="outline-text-2" id="text-1"> + <p> + <b>musi supa pona</b> <i>(toki pona for "simple table game")</i> 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 - <b>this is intentional</b>, and if that + doesn't sound like your thing then musi supa pona is not the game for you. + </p> + + <p> + 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 + <a href="https://mounderfod.online/msp">https://mounderfod.online/msp</a>. + </p> + </div> + </div> + <div id="outline-container-orgec83fd3" class="outline-2"> + <h2 id="orgec83fd3"><span class="section-number-2">2</span> Characters</h2> + <div class="outline-text-2" id="text-2"> + <p> + 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. + </p> + </div> + + <div id="outline-container-org5cc875e" class="outline-3"> + <h3 id="org5cc875e"><span class="section-number-3">2.1</span> Character Stats</h3> + <div class="outline-text-3" id="text-2-1"> + <p> + 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<sup><a id="fnr.1" class="footref" + href="#fn.1">1</a></sup>'s + output will be modified (similar to DnD). The statistics are as follows: + </p> + + <ul class="org-ul"> + <li><b>Strength</b>: A character's physical capabilites.</li> + <li><b>Intelligence</b>: A character's ability to be observant of the world around them + and interpret and work with complex ideas.</li> + <li><b>Speed</b>: A character's agility of movement.</li> + <li><b>Defence</b>: A character's ability to deal with injury.</li> + <li><b>Charisma</b>: A character's ability to manipulate or otherwise convince those + around them.</li> + </ul> + </div> + + <div id="outline-container-orgc91eb68" class="outline-4"> + <h4 id="orgc91eb68"><span class="section-number-4">2.1.1</span> Calculating Stats</h4> + <div class="outline-text-4" id="text-2-1-1"> + <p> + 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. + </p> + + <p> + 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. + </p> + </div> + </div> + </div> + + + <div id="outline-container-orgeb1415d" class="outline-3"> + <h3 id="orgeb1415d"><span class="section-number-3">2.2</span> Other Character Information</h3> + <div class="outline-text-3" id="text-2-2"> + </div> + <div id="outline-container-org3e1f05d" class="outline-4"> + <h4 id="org3e1f05d"><span class="section-number-4">2.2.1</span> Name</h4> + <div class="outline-text-4" id="text-2-2-1"> + <p> + The character's name. Make this anything you like. + </p> + </div> + </div> + + <div id="outline-container-org122d7ea" class="outline-4"> + <h4 id="org122d7ea"><span class="section-number-4">2.2.2</span> Background</h4> + <div class="outline-text-4" id="text-2-2-2"> + <p> + The character's race, character class, + alignment<sup><a id="fnr.2" class="footref" href="#fn.2">2</a></sup>, + 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. + </p> + </div> + </div> + + <div id="outline-container-org8c3213c" class="outline-4"> + <h4 id="org8c3213c"><span class="section-number-4">2.2.3</span> Inventory</h4> + <div class="outline-text-4" id="text-2-2-3"> + <p> + 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: + </p> + + <p> + \[ w = s * 1.5 * 500 \] + </p> + + <p> + with \(s\) representing the character's <b>Strength</b> statistic. + </p> + + <p> + For more information about the contents of an Inventory, see <a href="#org791d508">Items</a>. + </p> + </div> + </div> + + <div id="outline-container-orgc5d0f0e" class="outline-4"> + <h4 id="orgc5d0f0e"><span class="section-number-4">2.2.4</span> Health Points and Disaster Rolls</h4> + <div class="outline-text-4" id="text-2-2-4"> + <p> + A character has a set number of health points, which is equal to 20 plus the + character's <b>Defence</b> statistic. + </p> + + <p> + 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). + </p> + </div> + </div> + + <div id="outline-container-orgeffa5b0" class="outline-4"> + <h4 id="orgeffa5b0"><span class="section-number-4">2.2.5</span> Experience</h4> + <div class="outline-text-4" id="text-2-2-5"> + <p> + 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: + </p> + + <ul class="org-ul"> + <li>Level 1: 10 points total</li> + <li>Level 2: 100 points total</li> + <li>Level 3: 1000 points total</li> + </ul> + + <p> + etc. + </p> + </div> + </div> + + <div id="outline-container-org1624f16" class="outline-4"> + <h4 id="org1624f16"><span class="section-number-4">2.2.6</span> Notes</h4> + <div class="outline-text-4" id="text-2-2-6"> + <p> + A blank space for lore or any other information relevant to the character. + </p> + </div> + </div> + </div> + + <div id="outline-container-org7d4f533" class="outline-3"> + <h3 id="org7d4f533"><span class="section-number-3">2.3</span> The Character Sheet</h3> + <div class="outline-text-3" id="text-2-3"> + <p> + The character sheet is used to contain all of the details regarding a musi supa + pona character. A blank one may be seen at + <a href="https://mounderfod.online/msp/character_sheet">https://mounderfod.online/msp/character_sheet</a>, and + players or game masters + may create their own based on this template. + </p> + </div> + </div> + </div> + <div id="outline-container-org791d508" class="outline-2"> + <h2 id="org791d508"><span class="section-number-2">3</span> Items</h2> + <div class="outline-text-2" id="text-3"> + <p> + Generally, items and their properties are determined by the game master, but + there are some special cases: + </p> + </div> + + <div id="outline-container-orga5ffd95" class="outline-4"> + <h4 id="orga5ffd95"><span class="section-number-4">3.0.1</span> Equipment</h4> + <div class="outline-text-4" id="text-3-0-1"> + <p> + 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. + </p> + </div> + </div> + + <div id="outline-container-org1851f17" class="outline-4"> + <h4 id="org1851f17"><span class="section-number-4">3.0.2</span> Food</h4> + <div class="outline-text-4" id="text-3-0-2"> + <p> + 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. + </p> + </div> + </div> + + <div id="outline-container-orgfb5e1ff" class="outline-4"> + <h4 id="orgfb5e1ff"><span class="section-number-4">3.0.3</span> Currency</h4> + <div class="outline-text-4" id="text-3-0-3"> + <p> + musi supa pona has its own custom currency system. In short, it works as follows: + </p> + + <ul class="org-ul"> + <li>The base unit is copper</li> + <li>1 silver = 10 copper</li> + <li>1 gold = 50 silver = 500 copper</li> + <li>1 platinum = 100 gold = 5000 silver = 50000 copper</li> + </ul> + + <p> + 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. + </p> + </div> + </div> + </div> + <div id="outline-container-org2236d35" class="outline-2"> + <h2 id="org2236d35"><span class="section-number-2">4</span> The Structure of Play</h2> + <div class="outline-text-2" id="text-4"> + <p> + The game loop of musi supa pona is simple, and largely the same as Dungeons and + Dragons. + </p> + + <ol class="org-ol"> + <li>The game master describes the scenario in which the characters are found.</li> + <li>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 <b>action</b>, + the dice are rolled, and the game master describes the result of the action.</li> + <li>The game master repeats this for every player at the table, then repeats the + whole thing again.</li> + </ol> + </div> + + <div id="outline-container-orgd74814a" class="outline-3"> + <h3 id="orgd74814a"><span class="section-number-3">4.1</span> Actions</h3> + <div class="outline-text-3" id="text-4-1"> + <p> + 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<sup><a id="fnr.3" class="footref" href="#fn.3">3</a></sup> + 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. + </p> + </div> + </div> + + <div id="outline-container-org2084bd3" class="outline-3"> + <h3 id="org2084bd3"><span class="section-number-3">4.2</span> Battle</h3> + <div class="outline-text-3" id="text-4-2"> + <p> + A core part of gameplay is battle, when the characters are confronted with + enemies to defeat. Battle works as follows: + </p> + + <ol class="org-ol"> + <li>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 <b>Speed</b> + statistic goes first (NPCs have no speed statistic and so for this purpose + it is 0).</li> + <li>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).</li> + <li>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.</li> + <li>This repeats for every player and NPC until either there are no more enemies or + all the player characters have died.</li> + </ol> + + <p> + The effect of the attack is determined by the equipment the character has + (and ultimately, the game master). + </p> + </div> + </div> + + <div id="outline-container-orgf7348ae" class="outline-3"> + <h3 id="orgf7348ae"><span class="section-number-3">4.3</span> Movement</h3> + <div class="outline-text-3" id="text-4-3"> + <p> + 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. + </p> + </div> + </div> + + <div id="outline-container-org8365758" class="outline-3"> + <h3 id="org8365758"><span class="section-number-3">4.4</span> Resting</h3> + <div class="outline-text-3" id="text-4-4"> + <p> + At any point, characters may choose to rest: + </p> + + <ul class="org-ul"> + <li><b>Short Rest</b>: The player does not get a turn in the next round of actions. Instead, + the player will regain 5 health points.</li> + <li><b>Long Rest</b>: The player does not get a turn in the next three rounds of actions. + Instead, the player will regain all of their health points.</li> + </ul> + + <p> + 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. + </p> + </div> + </div> + </div> + <div id="outline-container-orgf172b84" class="outline-2"> + <h2 id="orgf172b84"><span class="section-number-2">5</span> Postamble</h2> + <div class="outline-text-2" id="text-5"> + </div> + <div id="outline-container-org0d81d8b" class="outline-3"> + <h3 id="org0d81d8b"><span class="section-number-3">5.1</span> Next Steps for Players</h3> + <div class="outline-text-3" id="text-5-1"> + <p> + Find a game master and other players to have a session with, create a character + and have fun! + </p> + </div> + </div> + + <div id="outline-container-orga4b807a" class="outline-3"> + <h3 id="orga4b807a"><span class="section-number-3">5.2</span> Next Steps for Game Masters</h3> + <div class="outline-text-3" id="text-5-2"> + <p> + You should create some content for your next session or campaign. It may be useful + to include: + </p> + + <ul class="org-ul"> + <li>Details about places in the in-game world (e.g. towns, villages, forests)</li> + <li>A preset list of common items in the in-game world (weapons, armor, etc.)</li> + <li>A preset list of common creatures, their actions, their attacks and their + health points</li> + <li>Some prepared dungeons, quests and adventures</li> + </ul> + + <p> + 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. + </p> + </div> + </div> + + <div id="outline-container-org11a335d" class="outline-3"> + <h3 id="org11a335d"><span class="section-number-3">5.3</span> Credits</h3> + <div class="outline-text-3" id="text-5-3"> + <p> + This TTRPG is heavily inspired by Dungeons and Dragons, designed by Gary Gygax and + Dave Arneson in 1974. + </p> + </div> + </div> + + <div id="outline-container-orgea9369f" class="outline-3"> + <h3 id="orgea9369f"><span class="section-number-3">5.4</span> Sharing this Document</h3> + <div class="outline-text-3" id="text-5-4"> + <p> + 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). + </p> + </div> + </div> + </div> + <div id="footnotes"> + <h2 class="footnotes">Footnotes: </h2> + <div id="text-footnotes"> + + <div class="footdef"><sup><a id="fn.1" class="footnum" href="#fnr.1">1</a></sup> + <div class="footpara">a dice with 20 sides</div> + </div> + + <div class="footdef"><sup><a id="fn.2" class="footnum" href="#fnr.2">2</a></sup> + <div class="footpara">(lawful/neutral/chaotic)(good/neutral/evil)</div> + </div> + + <div class="footdef"><sup><a id="fn.3" class="footnum" href="#fnr.3">3</a></sup> + <div class="footpara">e.g. Animal Handling, etc.</div> + </div> + + + </div> + </div> +</div> +<div id="postamble" class="status"> + <p class="author">Author: mounderfod</p> + <p class="date">Created: 2023-08-02 Wed 13:21</p> + <p class="validation"><a href="http://validator.w3.org/check?uri=referer">Validate</a></p> +</div> \ No newline at end of file diff --git a/msp/index.md b/msp/index.md new file mode 100644 index 0000000..65a0ab0 --- /dev/null +++ b/msp/index.md @@ -0,0 +1,20 @@ +--- +layout: default +title: musi supa pona +permalink: /msp/ +--- + +# musi supa pona + +**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. + +## [manual (PDF)](/assets/MSP%20Manual%20v1.0.0.pdf) +## [manual (HTML)](/msp/manual/) +## [manual (plain text)](/assets/MSP%20Manual%20v1.0.0.txt) +## [character sheet](/assets/Sheet.pdf) \ No newline at end of file diff --git a/projects.markdown b/projects.markdown index 172f15e..8cc1b02 100644 --- a/projects.markdown +++ b/projects.markdown @@ -6,6 +6,11 @@ permalink: /projects/ [⟸ Back to homepage](/) # Projects +## musi supa pona +A simplistic tabletop role playing game (TTRPG) inspired by 5th edition Dungeons & Dragons. + +[> (details)](/msp) + ## Honor Oak Slightly strange electronic/indie music. |