From b53f17cf3a8eaeec1af8a87d5af57e94f1c7240f Mon Sep 17 00:00:00 2001 From: Noah Date: Wed, 2 Aug 2023 12:33:24 +0000 Subject: Add info about msp --- assets/MSP Manual v1.0.0.pdf | Bin 0 -> 179709 bytes assets/MSP Manual v1.0.0.txt | 361 ++++++++++++++++++++++ assets/Sheet.pdf | Bin 0 -> 57815 bytes msp/TTRPG.html | 690 +++++++++++++++++++++++++++++++++++++++++++ msp/index.md | 20 ++ projects.markdown | 5 + 6 files changed, 1076 insertions(+) create mode 100644 assets/MSP Manual v1.0.0.pdf create mode 100644 assets/MSP Manual v1.0.0.txt create mode 100644 assets/Sheet.pdf create mode 100644 msp/TTRPG.html create mode 100644 msp/index.md 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 Binary files /dev/null and b/assets/MSP Manual v1.0.0.pdf differ diff --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 Binary files /dev/null and b/assets/Sheet.pdf differ diff --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/ +--- + + + + + +
+

musi supa pona v1.0.0 +
+ Manual for Players and Game Masters +

+ + +
+

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 d201'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, + alignment2, + 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. +

+
+
+ +
+

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. +
  3. 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.
  4. +
  5. The game master repeats this for every player at the table, then repeats the + whole thing again.
  6. +
+
+ +
+

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 skills3 + 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. +
  3. 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).
  4. +
  5. 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.
  6. +
  7. This repeats for every player and NPC until either there are no more enemies or + all the player characters have died.
  8. +
+ +

+ 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.
+
+ + +
+
+
+
+

Author: mounderfod

+

Created: 2023-08-02 Wed 13:21

+

Validate

+
\ 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. -- cgit 1.4.1-2-gfad0