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<div id="content">
<h1 class="title">musi supa pona v1.0.0
<br />
<span class="subtitle">Manual for Players and Game Masters</span>
</h1>
<div id="table-of-contents">
<h2>Table of Contents</h2>
<div id="text-table-of-contents">
<ul>
<li><a href="#orge465d0f">1. 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>
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