Saturday, 29 December 2012

Example of play from 'USR Fantasy'



One of the projects I've been writing this year is USR Fantasy, a guide to playing in the fantasy genre with the Unbelievably Simple Role-playing game. The book is pretty much finished now, but I wanted to just share an example of play with you from the book to give you an idea of how USR plays in general.

We join the GM along with Steve as Burrow the halfling rogue, Pete as Lucan the elven druid, James as Kronk the dwarf warrior and Dave as Wenlock the human archer. The players have been sent on a quest to find a cure for the plague that has hit Bornshrike, a village in the Golden Hills. They have delved deep into a network of caves beneath a mountain where it is said the cure can be found...

GM: You enter a rocky man-made tunnel. There is moss growing on the walls and you can see tiny insects scuttling around the floor. There is a foul stench coming from the north, straight ahead of you but as you're using a torch you can only see so far.

Steve: Burrow's feeling pretty cautious. He tells the others that he has a bad feeling about this and is going to check the area for any traps. He carefully inspects the walls, floor and ceiling ahead of him for any out of place crack or hole.

GM: Cool, roll your Wits and add any Specialism that could help you. [There is a dart trap, so the GM decides it's going to be a hard difficulty of 7 on the attribute test].

Steve: I have Spot Traps! Ok, so I roll 1d10 and add 2 for my Specialism. [Rolls] I rolled a total of 8.

GM: Well done, you spot three suspect holes in the wall that you immediately recognise as a dart trap. These are triggered by stepping on a pressure pad a couple of feet ahead of you. However, you can hear someone coming!

James: Kronk draws his axe and waits to see what's coming.

Dave: Wenlock will knock and arrow and point it down the tunnel.

GM: Ahead of you appears three ugly orcs, their crude black swords drawn. They roar and charge at you. What are you going to do.

Pete: Let's retreat back a little and hopefully they'll be stupid enough to trip the dart trap.

Steve: Good plan!

[The group retreats a few metres and watches the frontmost orcs step on the pressure pad, much to the enjoyment of the group].

GM: The leading orc is peppered with darts and takes 1d6 damage [she rolls a 5]. The orcs receives one straight in the eye and collapses in a heap on the ground. The other two are running at you. Can everyone roll to see what order they fight in?

[Each player rolls the Wits die + their Action die, the highest going first and continuing to the next highest and so on]

Dave: Right, Wenlock looses an arrow at the closest orc [he rolls his Action die, which is a d8 and gets a 6 and then adds 1 for his short bow giving him a total of 7].

GM: [Rolls the orc's Action die, d6, for his defence, resulting in a 4]. Your arrow flies true and lands with a thunk in the creature's chest for 3 damage. He's not looking peachy. The other orc, however, is within stabbing distance of you. He slashes at your abdomen. [The GM rolls the orc's Action die of d6, getting a 3 and then adds 1 for his short sword, resulting in 4].

Dave: Wenlock defends with all his might! [He rolls a 2 on a d8, meaning he takes 2 damage from the attack]. Arrgh!

James: Kronk runs up to the orc attacking Wenlock and attempts to hew him in two with his axe. [He rolls a total of 10 with his Action die]. Oh yes!

GM: [Rolls a 2 for the orc's defence, meaning he takes 8 damage!] The orc's torso is separated from his legs in a red haze. The final orc drops his blade and pleads for his life.

Steve: Go on, orc, beg for mercy! Hahahaha!

Pete: Lucan raises an eyebrow at Burrow. How's about you tell us where the elixir of Avarice is, orc.

GM: The orc's not going to give the information up that easily, but I'm sure there's some way to get it out of him.

Pete: Elves are naturally charismatic, so I could use my Specialism to persuade him to show us the way.

James: Or Kronk could just intimidate him until he soils himself.

Steve: Let's try Lucan's way first. If it comes to it we threaten the bugger.

Pete: We won't hurt you, orc. In fact, you probably don't like it down here what with all the death and having to poo in the corner of a cave. If you shows us the way to the elixir then we can make sure you get out of here and live a new life in a nice place.

GM: Cunning. Ok, this is going to be a hard attribute test, requiring a 7 on an Ego roll.

Pete: [Rolls his Ego of d8 plus his Charismatic Specialism, which is another 2, resulting in 5]. Dammit!

GM: The orc laughs and tells you he actually likes it down here and he's not going to tell you where the elixir is.

Steve: Alright Kronk, you're up.

James: Kronk marches over to the orc and pins it against the wall that's covered in his kin's blood. He hold the blade at its throat and growls, “Tell us where it is or I'll turn yer gizzard into a nice fountain.”

GM: Ok, roll Ego plus any Specialism.

James: [Rolls d6 plus his Intimidate Specialism of 2, resulting in 7]. Only just!

GM: The orc whimpers and tells you to let him go and he'll give you the description of the room the elixir is in.

The story continues as the party make their way further into the mountain, fight new hideous creatures, overcome traps and find some excellent loot.