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Showing posts with label role-playing games. Show all posts
Showing posts with label role-playing games. Show all posts

16 January 2011

Action: A Mix-and-Match Roleplaying Card Game

Easing a bit off of the Pause train for now to present to you an easy-to-learn card game.

Action! is a roleplaying card game for four to ten players. One player assumes the role of the Director, who chooses a Genre for the other players, who assume the role of the Actors, to play out a scene in. Each Actor has a Character archetype and a primary Attitude to use while playing out the scene. The Director can choose to CUT! an Actor from the scene, after which the role of Director goes to the left and a new scene begins, with all new Genres, Characters, and Attitudes to go with it.

The complete rules and cards can be found here.

Please note that when printing out the file, print it out double-sided so that the cards' obverse and reverse match to cut them out with ease.

01 January 2011

Pause // Playtest Rules 0.5.1

Allright y'all, quick addendum to the new ruleset concerning Sync and Lock Out. I forgot to put all that in when publishing these rules in the first place. My apologies!

Playtest Rules 0.5.1

27 December 2010

Pause // Playtest Rules 0.5

Finally got the new rules all put together in a neat PDF package. Bear in mind that it is formatted to be printed out, so there are page numbers and headers on alternating sides of each page as you read the manual. There are also blank pages and blank spots throughout the manual as a placeholder for future illustration when I can get to it. For now though, here's the rules. Merry belated Christmas and a Happy New Year to you all!

Playtest Rules 0.5 on Rapidshare

28 August 2010

Pause // Playtest Rules 0.4

Updated playtest rules!

  • Character Creation
    • Added a section on creating a character's concept
  • Domains
    • Down from 10 Domains to 7 Domains
    • Domain scores are re-interpreted
    • Domain uses are re-interpreted
    • Examples now in priority of target number
  • Anchors
    • Weapon mode is now as flexible as tool mode
  • Damage
    • Got rid of composite damage (Light+Moderate, etc.)
  • Personal Time Recovery
    • Got rid of the excess ET dice rule
  • Breaks
    • New appendix with a better description of them
  • Aberrations
    • Got rid of the particular examples
    • Improved Aberration generation in its appendix
  • Character Sheets
    • Changed them to reflect the rule changes

12 August 2010

Pause // Playtest Rules 0.3.1

Well, I guess I lied when I said I would take a break. There were a few clarification issues brought up by the playtesters about the game about the Breaks as well as part of the character creation process, so I addressed them here. Also included now is an alternate rule regarding the modifiers, so check that out as well.

07 August 2010

Pause // New Wiki

Nothing new with the rules, but I have compiled them in a wiki format as well as created a playtest setting. You can find both at Obsidian Portal. Although it's not labeled as such, I am indeed looking for players for the playtest. Feel free to let me know if you're interested.

02 August 2010

Pause // Playtest Rules 0.3

Hello there. It's been a while since there was an update, but I have been working on the first fixes for Pause. And here they are! Enjoy!

25 July 2010

Pause: A Game of Time and Space // Introduction

Tick.

That was the last real sound. The cut off so sudden, so loud in that sea of silence. Everything around was still, even your own flesh. Not paralyzed, not changed, not even sore. Just still. And then breath came again. The air around you moved sluggishly as you slowly stood up, and looked around the now silent lecture theater.


All was still.


And then it wasn’t. One by one, a couple of others stood, shaking off a tangible slowness, and gazing around the room in shock. Everything was frozen. Chairs on the verge of sliding, drinks on the edge of spilling, a thrown paper airplane carrying a message from one side of the crowded hall to the other, all stopped in their tracks.


A silent, frozen world, populated by the five, counting yourself, you could see almost wading through the sea of slowness. Some seemed to be speaking, yet there was no sound passing through the still air. How odd…


Then a crack appeared through the wall. Except, it wasn’t in the wall, and even as you watched it spread, moving through the air, the furniture, the people, seemingly without effect. A sense of profound wrongness surrounded it, a feeling of instinctive dislike and discomfort, a knowledge that, whatever it was, it was Wrong.


You were almost so distracted by its passage you didn’t notice the thing it left behind, but it’s hard to miss a jumbled together mass of tables and chairs rearing its “head” and howling in a voice which sounded like a thousand stools screeching over across an already scuffed floor. Then it turned to look at you.

Of course, you backed away. Any sensible person would back away. But a little voice at the back of your head told you this was your job. You had been selected to deal with a problem. You had no choice in the matter. The universe was broken, and it was up to you to put it back together.


You wouldn’t be entirely unaided, however. That ring, the one you got on holiday all those years ago, but still fits you perfectly, suddenly felt heavy in your hand. Then it felt warm. Then you found yourself holding a ring of shining steel, a circular blade you were certain was deadly sharp, yet you held with an easy competence, an almost innate understanding of its use suddenly blossoming in your mind.


The air around moved almost freely now, and looking around the room, all the others seemed to be moving faster, more freely, and almost all were armed. The thought occurred to you that a bladed ring thrown at thrice the normal speed possible might just help with the job ahead.


This was starting to get interesting…

Joshua Nanke-Mannell