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[ Pobierz całość w formacie PDF ] Instant Game is copyright © 2007 by Animalball Partners. All rights reserved. Users may print and copy this document for personal use only. The Instant Game document was created entirely with Microsoft Word and Adobe Acrobat. All graphics used herein are either clipart used under the MS Office terms of usage or else are believed by the document’s publishers to be within the public domain in the United States. Authors: Animalball Partners Supplemental writing: Cazmonster, DMDarcs, Eliahad, FlameBlade, Jeff Hauze, Konsaki, Nicephorus, Thorn, Threadbare, Todd Zircher Editing Assistance: FlameBlade, Nicephorus, Thorn, Todd Zircher Playtesters: Brasky, Cazmonster, Eliahad, FlameBlade, Kai, Mike, Pdyx, Reika, Roblogic, Serious Paul, Silverwolf, Tahlvin, & Thorn. And special Thanks to Caz Granberg for having the brass ones to run a “Random Zombie Game.” If you like Instant Game (or if you don’t), please provide feedback, either at our forums: http://www.animalball.com/forums or by email at instantgame@animalball.com . We’re not doing it for the money, but we do appreciate the attention. Thanks. A note on cultural bias Instant Game is intended as a tool with which to build whole worlds and stories on very short notice. As such, it relies heavily on specific genre conventions, cultural archetypes, and a pool of “common knowledge” that we hope gives all of our players a common frame of reference to start from. In order to pack in all the information we want, we often take rather glib shortcuts in our descriptions, trusting that the gentle reader will divine our intent from context, and we certainly don’t sacrifice conciseness and expediency for the sake of political correctness. For example, in the example of the glossary entry for “Ocean going ships,” we describe them from a specifically Western and European viewpoint in the context of when double-masted caravels came into use. We fully recognize that other cultures also traversed oceanic distances in more primitive craft. However, to explain such a concept within the confines of a glossary entry would entail far more effort than we, the lazy partners at Animalball, are willing to invest. So just take everything with a grain of salt. And enjoy. Table of Contents Introduction 2 Possessions 21 Other Traits 22 Game Balance & Power Levels 22 Action Resolution Appendix II: Sample Settings 88 Sample Game: The Rail 4 Sideworld 88 Instant Game Barebones 5 Belching Black Smoke 89 The Instant Tables (Tables) 7 23 Cronodelphia 89 The Instant Tables (Descriptions) 12 Declare Action 23 Her Majesty’s Cleaners 89 Using the Instant Tables 13 Assign modifier 23 Rockefeller Fortress 90 The Cold Start 13 Roll Dice 24 Blood & Iron 90 The Instant Challenge 14 Interpret Results 24 Fantasy Depopulated Earth 91 Not-So-Instant Game 14 Action Sequences 25 Pacifica 91 Theme Games 15 Opposed Actions 26 Firewire 92 Instant Gaming 16 Status, Fatigue, and Injury 26 Dust to Dust 92 Instant Characters 16 Combat & Injury 26 Machine & Myth 93 Character Creation 16 Situational Rolls 28 Prison Planet Earth 94 On-the-fly Development 16 Instant Karma 29 Prehistoric Mutants 94 Traits 17 Appendix I: Instant Glossary 30 The Flight of Angels 94 Skills 18 Clan Baravel 95 Attributes 19 Titans of Pangea 96 14 th Century London Plague Powers 20 96 Introduction What is Instant Game? Instant Game is a tool for creating and playing new RPG settings on the spot. With the Instant Game charts and our flexible Instant Game rules set, you can roll up a completely original setting and plot, create and develop characters “on the fly,” and be ready to roleplay in just a matter of minutes. We know that seems incredible on its surface, but it is also a wonderfully real possibility. Instant Game is painless, as well as being some of the most exciting and challenging gaming you’ll find. 2 How does it work? The steps to creating an Instant Game are simple: 1) The Gamemaster (GM) rolls on the Instant Charts provided to get Instant Setting rolls and Instant Plot rolls. 2) The GM (usually with help from the other players) then puts the Instant Setting elements together to create a coherent world. 3) The GM assembles the Instant Plot elements into a workable storyline. 4) The GM explains the setting and any needed character guidelines to the players. 5) The players create Instant Characters based on our simple character creation rules. 6) Then play. We’re not kidding about this. Get your gaming group together with no preparation whatsoever ahead of time. Throw some dice, consult our Instant Tables, and in 30 minutes or so, you can have a complete and novel roleplaying setting ready to roll, with a plot and characters and everything. It’s surprisingly a lot simpler than you think. But what is an RPG? For the most part, Instant Game assumes that most of its players will be persons who have at least some roleplaying experience. As such, much of the text assumes that participants already have a working knowledge of basic gaming conventions and terminology. However, this doesn’t have to be the case. For those who may be new to the industry… a very brief primer: On his website, www.darkshire.com , John H. Kim characterizes roleplaying games by the “My Character Wouldn’t Do That” test: In many games you have a character which is really a token without personality. For example, in the boardgame Clue ™ your token is a suspect in a murder mystery. In a video game, your token might be a fighter pilot. In my opinion, the difference between a token and a role-played character is this: Hypothetically, a person watching the game looks over your shoulder and suggests a move, and your reply is "No, my character wouldn't do that." If this happens, or is capable of happening, then at some level you are playing a role- playing game. This simple distinction puts a world of difference between RPGs and other games. And that’s just it: while Instant Game does have rules and guidelines for how to run the game and settle disputes, the heart of it is the players assuming the roles of characters and acting within the game/story as they feel their characters would act. It’s like a childhood game of Let’s Pretend, but with codified rules so that every altercation doesn’t have to end with, BANG—I got you!... No you didn’t!... Did too! You’re dead now!... Am not! It just grazed me!... etc. How roleplaying works: In Instant Game, one player assumes the role of gamemaster or GM, while all the rest are players who take on the role of a single character within the game (a “player character” or PC). It’s up to the GM to act as guide, narrator, and referee. While everyone at the table helps put the story together, the GM is the final arbiter of what is or isn’t a part of a particular world or setting. The GM narrates the setting and describes the actions of all characters not controlled by other players (these “non-player characters are also referred to as NPCs.) Working together, the GM and players use the Instant Tables on pages 6-10 to create a world in which to set the story. Then the GM uses the tables to further create a basic storyline or plot while the players each create a character for them to play within this world. As gameplay progresses, the GM will describe the setting and what is going on. The players will each describe how their own character acts within the story, and the GM provides the responses of the environment and NPCs. Whenever conflict arises, it may be required to roll dice and follow the action resolution rules on pages 23-25. Using the dice: Instant game uses two types of dice, six-sided (d6) and ten-sided (d10). The six-sided dice are always thrown three at a time (3d6) and then added to get a total result ranging from 3 to 18. Most 3d6 rolls will also include some sort of modifier, such as -5, +1, or +6. Simply apply the modifier to the 3d6 result. This can result in a negative number. You must have two ten-sided dice, and they must be unique so that it is easy to tell one from the other—usually just using two different colors is sufficient for this. The ten-sided dice are used in pairs to generate results from 1 to 100. The first die represents the tens digit, and the second die the ones. Thus, if you roll a 7 and a 4, the result is “74.” A result of double zero equals “100.” 3 Sample Game: The Rail No bull, I just took out my randomizer and rolled up a new Instant Game to use with the introduction. These are the rolls exactly as they came out, followed by my development process for those rolls over about 30 minutes of work: Setting/Tone: Lost Civilization/Gothic Things: Special Ops, Mass Transit Tech Level: Galactic Empires Place: Orphanage Opposition: Spies Plot Action: Steal (Religious) Alliance Plot Action: Discover (Alien) Soldier Enter our players: They are an elite team of Rail Service Special Investigators. They are now riding the Rail, carrying the first Olivan-inbound request in four centuries. Their status is encrypted, so if there really is anyone planetside at Olivan, they will have no idea anyone is coming. I was good with Gothic Lost Civilization, but then I get SpecOps and Mass Transit? OK, I have no idea how to work those in. And the optional tech level and place don’t help at all. I decide it's a mess and I go to reset the randomizer... WAIT! At the last second, before I can push F9, something in the back of my head says, "I think this can work." I've learned to listen to that voice, so I'm patient with it: What they will find is an abandoned Rail station, but with signs that someone has been there. Some investigation will lead them to a frenetic and intense priest who has been traveling to the station every few days to renew the outbound request. She claims she has been working for years to reactivate the station to help take the orphans in her care away from this primitive and battle-torn planet. She has no idea how people came to Olivan, but can relate legends of an angry God smiting Olivan centuries ago, the chosen people who hid underground for 1,000 days and nights being the only survivors. Olivan now is a primitive place of subsistence living ruled by local warlords. A massive, automated subway-like system that spans the stars and makes regular stops at subway stations on various planets to carry cargo and passengers of all sorts. Now a world that was thought to be abandoned reconnects to the system and... …and what? The orphanage. I thought that was a throwaway, but maybe whatever civilization has survived there is brutal or twisted, and someone is trying to save the orphans by putting them on the train out. That's overly dramatic, but I think it's starting to come together. There are two ways to handle this from here. If you want to play it straight, the above plot can be taken at face value. The orphans are in immediate danger. The players can call for backup, but it will take almost a week to get here. In the meantime, the players with their limited (but advanced) equipment must travel into the midst of a primitive war zone to find and free the orphans. Local warlords will try to kill, kidnap, blackmail or otherwise terrorize them in their efforts. Imagine a civilization that spans 10,000 stars. A galactic empire of enormous proportions. And connecting all of these worlds is The Rail. Gargantuan railships travel automated routes throughout the Empire. They punch through hyperspace at trans-light speeds, and at each stop, they drop shuttles to the Rail stations planetside, swap cargo and passengers, and then they're off again to the next stop. In a sprawling and rigid galaxy-spanning bureaucracy, the Imperial Rail Service is one of the most rigid and dogmatic among them. Option two leads the players to believe that this is what they are doing, but the truth is much scarier. Four centuries ago, the planet was discovered by an unknown and sinister alien race. Rather than adapting planets for their own use, these aliens live parasitically by adopting hosts already suited to the world. Human physiology was completely new to them, and the transition period was far longer than usual. The human hosts fell to a primitive state and lost most of their civilization. It has taken the aliens this long to finally fully master their human bodies and minds, and they are tentatively trying to test the Rail so they can meet other humans and find a way off Olivan to see what the rest of humanity is like, and if invasion and domination is viable. Unfortunately for them, not all of their number on Olivan is in agreement, and their primitive human natures have led them to base warfare amongst themselves. The planet Olivan has been long considered abandoned. Rail service discontinued 400 years ago, and investigation showed it to be a ghost planet. Utterly empty. Or so we thought. Without warning or explanation, Olivan's Rail station has been reactivated. The Rail has been making regular stops at Olivan to fill requests for refugee outbound travel. However, there is never anyone or anything boarding at the Olivan stops, and somehow the refugee request is always renewed. The most likely explanation is a system glitch, but the Service cannot simply deactivate a station with refugee requests without investigating. The plot is already starting to write itself, but I’ll make the plot rolls anyway: 4
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