"I want to help worldbuilders to just think 'how can I modify the rules to make them mirror the feeling of my world or campaign?', and I want that to be easy." - Drak [1]
These are our english resources. Most of our work is in German [2], but we try to translate essential parts. If you want to help translating, please Get in Touch [3]!
Our first bigger release is Flyerbook rules: Pirate Party [4]: Rules and an adventure seed on a single flyer. The rules are a slightly simplified version of our full rules, so they are suited equally well for long campaigns and one-shots.
The Flyers are licensed under the GPL [5] (the most widespread free software license), so you are free to use, modify and distribute them - just like most of the rest of our work on these pages.
You can help the One Die System. Just tell us, that you want to join in, and we can enable you to write in this collaborative book. Our backend works like a wiki, so what you do is directly visible to others. - Arne [1]
I’ve been searching for good ways to build text-rpgs since writing my Python-Based TextRPG in 2008 [6]. With Dryads Wake I finally found a structure that I really like and that can be played from the browser as well as from the text-terminal.
Dryads Wake is a pure text-based game using the 1d6-rules [7]. You can play an introductory chapter on dryads-wake.1w6.org [8]. As usual, the full source is available as free software [9].
You can even embed it, and for example play it here (click to play):
This is a one-page ruleset for quick roleplaying games.
You want to play a pirate game, but you have no adventure at hand? You only have 2 hours so you don’t want to spend half the time learning rules and creating characters?
Then this Flyerbook is for you.
The Flyerbook rules are a translation of our German Flyerbooks [15], adapted to the World of No Dice [16].1 [17] To play, you use pregenerated charactercards [18] (though there are brief character creation rules [19]). The german version [15] of these rules is intended to be used with short scenario flyers. This english version currently only includes a short pirate-starter [20] to get your creativity running.
The rules work for short one-shots as well as for long campaigns (when you add experience points) - and for non-pirate-games, too.
Like almost everything else on this website (1w6.org) it is free licensed,2 [22] so you can use, change and share it however you like, as long as you allow others to do the same with your contributions.
Have fun with Flyerbooks! —Drak [1]
The GM reads this rule-sheet. Meanwhile each player chooses a character card [18]. If you have new players, the experienced players tell them why roleplaying is cool (but keep it short!) and how it works.
Now the GM reads the character cards the players chose, while the players read the rules and organize one die (D6) for each participant.
As ruleset the flyerbooks use the free 1d6-system.3 [24] The characters have attributes, jobs, skills, edges and flaws which differenciate them from the masses. Jobs and skills have numbers (6-18). Attributes, edges and flaws only have plusses (strength) oder minusses (weakness).
Examples: Agility, Intelligence and Pride are Attributes. Carpenter is a job and hand-to-hand combat is a skill. Wealthy (+) is an edge and addicted (-) a flaw.
If you want to know, if a character succeeds in a task, you can roll a die. First you check if he has a fitting job or skill (when there are multiple, take the highest). If yes, start with its value. If not, use the fallback 3.
Then check his attributes: If he uses a skill, he gets a bonus of 1 per + in each attribute which fits the task. If he uses a job or the fallback 3, he only gets the bonus from the highest fitting attribute. If others support him with fitting skills, he gets one additional point bonus per supporter.
Now roll a D6 (six sided die). If the die shows an even number, add it to your value. If the number is uneven, substract it (this is called ±D6). If the result reaches the difficulty of the task, the character succeeds in the task (6 is routine, 9 easy, 12 challenging, 15 hard). The difference between your result and the difficulty shows how well you master the task.
Example: Harrak wants to pick the lock of the trapdoor below the bar. He’s a seasoned thief (Job: Locksmith: 12) and quite deft (Deft +). His deftness gives him a bonus of 1 for the job, so he’s at 13. The GM decides that this lock is easy to pick (difficulty 9). Harraks player rolls a 3. 3 is uneven, so it’s substracted and Harrak reaches a 10 (13 minus 3). He accomplishes this task with a difference of 1 and the lock clicks open.
If two characters compete, both roll as for a test. The one with the higher result wins. The difference between the results shows his margin of success.
Example: Darius and Hildy enter a drinking contest. Darius rolls on Stays Sharp (12) with a bonus from Burned Past (+) and Experienced (+). [28] Hildy uses Seasoned Sailor (12) with a bonus from Swearing, Spitting Gal (+). Hildy rolls a 4 and reaches 12 + 1 + 4 = 17. Darius rolls a 1 and gets 12 + 2 - 1 = 13. So Hildy wins with a difference of 4 and still oders pint for pint hours after Darius started hugging the ground.
For Fighting, Charakters have weapons, armor and a wound threshold. In close combat both participants roll on a suitable value (a contest). The one with the higher result hits his enemy. On a draw the attacker hits. In ranged combat only the attacker rolls (task: difficulty given by the weapon or 12 up to 5m, 15 up to 50m, +3 for complications, -3 in a relaxed situation). If he succeeds, he hits.
The struck charakter takes an amount of damage equal to the difference of the results plus the winners weapon minus his armor. If the damage reaches his wound threshold, he takes a wound which gives him a malus of 3 on all rolls until it’s healed. A hit with a damage of 3x wound threshold means sudden incapacitation.
The normal wound threshold is between 3 and 6, weapon damage and armor between 1 (dagger / dart / cloth) und 8 (axe / rifle / plate). If one of the fighters only wants to defend, he gets a bonus of 6 but causes no damage if he hits.
For healing the player rolls once per week with a ±D6. Then he adds 1 per + in suitable attributes. If the result is at least 0, one wound heals. Strain, missing care or nursing give between -3 and +3.
Example: Daenes (Fists 15, confident +, strong +) tries to put down a rogue Rakasha (Claws 12). Daenes player rolls a 4 and reaches 21 (15 plus 2 plus 4). The Game Master rolls a 4, with which the Rakasha gets 16 (12 plus 4). So Daenes hits her enemy with a difference of 5 points (21 minus 16) and does 6 damage (1 from her fire realm hardened knuckles). [30] The damage reaches the wound threshold of the Rakasha (5) and wounds her. Till that wound heals, the Rakasha has a malus of 3 on all rolls. She tries to escape and decides to just defend. That gives her a bonus of 6. Together with the wound she now has 15 (12-3+6). Daenes attacks again and rolls a 3, reaching 14 (15 plus 2 minus 3). The GM rolls a 1 and also reaches 14 (15 minus 1). Since Daenes attacks, she hits. But she does not cause a wound.
[31] Nevertheless the Rakasha gets hit again and surrenders. She is bound and her wounds are treated. A week later she rolls for healing. The die shows a 1, which is -1, but the nursing from other prisoners gives her a bonus of 1. That suffices to reach 0 and her wound heals.
Characters from the world of No Dice [16]. They are intended to be printed on ordinary playing cards or similar, roughly in Din-A6 to Din-A7 format.
Dwarven Thief
„No, I can’t do it. Well, I can try…“
Deft: +, Common Sense: +
Job: Locksmith: 12
(edges and flaws)
Flashbacks (his wife got turned to Gold): -
Weapons: Knife: 1, Axe: 4
Wound Threshold: 4
Battle-Hardened Fighter
„I could not let you go alone now, could I?“
Burned Past: +, Experienced: +
Job: City-Guard: 9
Stays Sharp: 12, Swordfighting: 12
Responsible: -
Weapon: Sword: 4, Armor: Leather: 3
Wound Threshold: 6+3=9
Darrius’ wife burned to death in front of him when Goblins overran the town in which he worked as cityguard. After he got his revenge, he started travelling from town to town, trying to forget his past. His experiences made him hard but he decided never to let innocent people die again. If he can help it, that is…
Pirate Captain
„No one gets left behind!“
Swearing, Spitting Gal: +, Reckless: +, Enthusiastic: +
Job: Pirate Thief: 12
Gun: 12
Trusting: -
Weapon: Pirate-Gun: 6
Wound Threshold: 4
Inscrutable Fire-Realm Demon
„Come with me!“
Confident: +, Tough: +, Enticing: +
Job: Fire Realm Officer: 12
Ensnare and push onwards: 12
Mixed Loyalties: -
Weapon: Fire Toughened Fists: 1, Armor: Fire Toughened Skin: 1
Wound Threshold: 5+1=6
Banished Rakasha
„Never again!“
Strong: +, Intense: +
Job: Ex-Rakasha: 9
With teeth and claws: 15
Hates slavery: -, Hunted (perfect slave): -, Humanoid shapeshift for 5 minutes: +
Weapon: Claws: 4, Armor: Fur: 2
Wound Threshold: 5+2=7
Rakasha can shapeshift into arbitrary humanoid creatures, but their shift normally only holds for about 5 minutes. To their demise, this also renders them susceptible to shapechanging magic. The legend says that their weakness was found by a mage who desperately wanted to have a child. When he was close to giving up, he found a young Rakasha and started experimenting on her. Soon he learned to transform not only her body, but also her mind, and in his desperation he created wristbands which bound her to a human shape and replaced her mind by that of a human child. After his death she kept living a human life, but when she died herself, her husband took off her shackles and her body returned to its natural form. His neighbors found him screaming in horror at the fur-covered body of his dead wife, and one of them took the shackles and sold them. Then mages began to replicate the shackles and the hunt for Rakasha began.
At the beginning of every gaming session, the game master should roll a D6. If the result is uneven, he should add a weak hunter who tries to capture the Rakasha (with abilitiies at least 3 points below those of the Rakasha). If the result is a 5, he should include a hunting party whose leader has abilities similar to the average abilities of the player characters.
To create your own characters, buy their attributes, skills, jobs and edges and flaws with 7 generation points. For one point you get an attribute or edge at +, a skill at 12 or a job at 9. For three points you get an attribute or edge at ++, a skill at 15 or a job at 12. Flaws with - give you 1 additional point. Weapons and protection cost 1 point per 9 of the added damage and armor (1 damage and armor is free). The standard wound threshold is 4. If you reduce it to 3, you get 1 generation point. Raising it to 5 costs one generation point. Raising it to 6 costs 3 points.
If you want to create a Non-Player-Character (NPCs), give him or her a name and a quote. Then just add a colorful attribute and a descriptive job or skill and you’re done.
As a rule of thumb, the jobs and skills of most NPCs should be 3 points lower than those of similar Player-Characters (PCs) - otherwise the scenario gets quite deadly.
Better use too weak NPCs than too strong ones: It takes quite some time until success gets boring, and the rules still make weaker NPCs somewhat dangerous. Even with 3 points lower skills, their chances to hit the PC in combat are about 20%, and the same goes for winning other contests.
Being a Pirate is Great!
Especially when you’re a treasure hunter!
And transport friends as passengers!
And one of them can cure your hangover with a snap of her fingers!
Except when something goes wrong. Or someone…
„Relieve them. Now.“
A voice like broken glass cuts through the haze of yesterdays feast. The next moment your hangover is gone and when you open your eyes, your gaze hits the uniforms of the royal navy.
You’re in the captains cabin, royal navy soldiers aim their rifles at you and you remember the name belonging to the voice: Captain Linda, loyal servant of the queen. Hunter of pirates.
A heartbeat later the door slams open and one more soldier comes in, dragging a bound and gagged Rakasha.
„Captain, they say these cat-people can take any shape they want. Request permission to use her freely.“
Captain Linda replies: „By the law of our queen, those Rakasha are no people and her protection does not apply to them, so I cannot bind you. But those beasts feel and I do not like pointless cruelty.“
A soldier with honors on his shoulders and on his breast cuts in: „You are right, captain, they are nothing but beasts. Even a horse feels, but we use steel spurs anyway. Captain, please give our solders your leave. They earned it.“
And another soldier without any honors on her uniform says in a hushed voice: „Please, captain. I am Tasha, I have been serving you for 8 years. But if you let them be cruel, I will leave at the next port.“
Captain Linda pauses. Then she says: „Let’s ask these pirates. I’m sure they will know ways to compensate our soldiers for their loss, if they deem those Rakasha as equals. And if not, then you can add the ex-captains law to the queens law and do as you please.“
5 Soldiers are in the room, 2 women, three men. And their captain.
[31]This is an evil start. The players can talk, or try to fight. Captain Linda is careless here: She believes her victory complete with all of the other pirates chained on the storage deck, the deepest level of the ship. But she only has 20 soldiers, and not all of them are happy to serve her.
Since the start hits hard, be sure to hold a really great party at the end of the session! Make it live up to the name Pirate Party!
The images in this post are from Mike Perry [38] and were created for the webcomic No Dice [16]. To our greatest joy, Perry allowed us to use them under the GPL! And I kinda enjoy the idea of using images from a comic named “No Dice” for a dice-based pen-and-paper roleplaying game ☺. It is also a really nice comic: Good enough to make it into the list of the webcomics I check daily. So if you like fun stories which do not shun away from controversial topics without ever losing their funny, then by all means have a look at No Dice [16]! —Drak [1] ↩ [39]
As License the Flyerbooks use the GPLv3 or later [40], which is the most widely used license for free software. More information (in german)… [41] ↩ [42]
The 1d6 system allows free choice of attributes, skills, jobs and edges and flaws. It offers compatibility with Gurps4 [43] and Fudge/Fate5 [44], keeps the rules simple and leans to a rapid pulp-style. ↩ [45]
You can easily use rules, edges and flaws and equipment from Gurps. For the rules, just replace success rolls by rolls against 12. For edges and flaws, just replace costs of 10 to 20 CP by +, 20-50 by ++, 50-120 by +++. You can directly use all skill modifiers. For weapons, just replace the damage roll by the average damage. Armor and other equipment can normally be used without change. ↩ [46]
To use rules from Fudge or Fate, add 4 to success roll target numbers and multiply with 3. + and - of Attributes directly translates to + and - in 1d6. For aspects which are job descriptions, + is equal to 9, +2 to 12, +3 to 15 and so on (the Flyerbook rules have no cost for jobs, because they use pregenerated characters. In the full 1d6 rules, a job at 9 costs +, a job at 12 costs ++ and so forth - you surely see the pattern). For specializations, just triple the bonus (+6 instead of +2). ↩ [47]
Today is a day fer all ye lads and lasses. Celebrate with ye beauty and gather yer friends for a
» Pirate-Party « [48]
to enjoy the 11th
Talk Like a Pirate Day [49]!
(on September 19th)
→ read on… [4] ☺
…and if you’re in germany, go print the game [4] (print-version [50]), take it with you to your local pirate gathering [51] and spice up the last moments of the election campaign for sunday!
1 [52] A game for average roleplaying groups must (1) [53] be able to cope with people who miss out on sessions and (2) [54] be playable with either 2-7 or 3-9 participants.
Alternative title: "Why it ruines most groups, when players miss every 4th session. And what can we do about it."
If you want to know the science behind that quite daring claim, please read on.
Let's start with (1) [53] to build the statistical foundation for (2) [54].
It is well known that statistics often go against common sense2 [56], and that hits us when playing tabletop roleplaying games: For the question of whether enough players come to a given session to play, and for assessing the effects of players who cannot make it now and then.
I show here that the constraints arising from these effects are almost unavoidable (even with fairly reliable players), so that all roleplaying systems and RPG groups should take measures to mitigate the problems due to the constraints.
(Directly to Conclusion 1 with solutions [57])
Let's start with an assumption (we’ll generalize this later). We play on the weekend and each of us has to skip 4 random weekends, Christmas and other regular holidays excluded.3 [58] Examples of those skipped weekends are one's own birthday, the birthday of the spouse or a close friend and the birthdays of their parents. For families, we need to add two further birthdays for the children.
This brings us to a participation probability for a given player and a given evening of (50-4) / 50 = 92%; for parents only (50-6) / 50 = 88% due to the children’s birthdays. All of that under the assumption that we are never sick (alternatively assume 4 sick times instead of 4 birthday celebrations). The real figures are probably somewhat higher, but we can ignore that: we only need to find a lower bound. Effectively we assume that the players skip a session only once every 3 or 2 months. Later in this article we’ll consider games with higher skip-rates, too, but let’s keep this simple for starters.
Now we can start with ignoring all special cases4 [59], and assume that the probability of skipping is the same for all players. When two people meet, the probability that one of us has to skip is 1-0.92² = 15.36%; for parents 1-0.88² = 22.56%. So every 4-7 weeks one of us misses the session (instead of once every 2 to 3 months, when we look at just one person).
This effect gets stronger with every additional person in your group.
NOTE: The following part is still the mostly raw output of Google translate [60]. Only read on, if you can tolerate Yoda and C3PO trying to translate what R2D2 says about roleplaying ;)
If you can cope with that, and additionally want to help improving the text, please register [61] and send us a message [3], so I can give you the rights to edit it like a wiki. The text is free licensed like most of the site (GPL [40]).
Teilnehmer | Jeder fehlt 1× pro Jahr 98% | 2×/J 96% | 4×/J 92% | 6×/J 88% | 1×/Monat 75% |
---|---|---|---|---|---|
2 | 96% | 92% | 85% | 77% | 56% |
3 | 94% | 88% | 78% | 68% | 42% |
4 | 92% | 85% | 72% | 60% | 32% |
5 | 90% | 82% | 66% | 53% | 24% |
6 | 89% | 78% | 61% | 46% | 18% |
7 | 87% | 75% | 56% | 41% | 13% |
8 | 85% | 72% | 51% | 36% | 10% |
9 | 83% | 69% | 47% | 32% | 8% |
The table shows for 2 to 9 participants, the probability that a randomly selected game night are all there, if only every 1 ×, 2 ×, 4 ×, 6 × or 12 × in the year is missing. It clearly shows that more than 2 days off per year and more than 3 players, the probability drops very quickly that everyone is there. Bold marked just the meaningful groups (limit).
In addition the table are values for most reliable players who are missing only once or twice a year, and a value for people who lack even a month. The numbers are all rounded.
According to Survey Tanelorn [62] would get ⅔ of the people if a game more often than every 4th Meeting fails, the round will take place with a past that is less than 75% probability.
If the games always have to be all there, it means that only rounds in which the individual people are missing a maximum of twice a year with more than 3 participants are playable. Even at 4 absences per year and 4 participants (eg a SL players and 3) the round is more often than every 4 Time out.
Larger groups in which all must always be there, will only work in an extremely structured environments, eg as a school-AG, or if the parties are extremely reliable. Could only 2 days off per year for example a group of 5 people to play 4 of 5 nights. Then there are really only two days off per * person *.
Can we play on the other hand, if all are up to there, then the picture changes significantly:
Teilnehmer | Jeder fehlt 1× pro Jahr 98% | 2×/J 96% | 4×/J 92% | 6×/J 88% | 1×/Monat 75% |
---|---|---|---|---|---|
3 (≥2 da) | 99,9% | 99,5% | 98% | 96% | 84% |
4 (≥3 da) | 99,8% | 99% | 97% | 93% | 74% |
5 (≥4 da) | 99,6% | 98,5% | 95% | 89% | 63% |
6 (≥5 da) | 99,4% | 98% | 92% | 84% | 53% |
7 (≥6 da) | 99,2% | 97% | 90% | 80% | 44% |
8 (≥7 da) | 99% | 96% | 87% | 75% | 37% |
9 (≥8 da) | 99% | 95% | 84% | 70% | 30% |
The table shows for 3 to 9 participants, the probability that a randomly selected game is missing one night at most parties, if only every 1 ×, 2 ×, 4 ×, 6 × or 12 × in failure. It clearly shows that even here at 6 days off in groups of up to 7 people are still able to play. With a day off work per month but still nothing is done. Bold marked just the meaningful groups (limit).
As long as people are missing more than 6 × year (ie every 2 months), and is also played, if one is missing, falls into a group of up to 8 participants (≥ 7 there) more than every 4th Lap. Even in normal people who give the role-play a very important role, so are a round up and SL feasible to 6 players (if SL can change, so does the rounds even if SL is not the usual).
If we lack even 2 to match the skill itself is then given to 7 participants, if any once per month goes down, and people with more reliable, it is almost certain:
99.9 percent will be written here as 99%, so as not to create the false impression that the game ability is 100% secure.
Teilnehmer | Jeder fehlt 1× pro Jahr 98% | 2×/J 96% | 4×/J 92% | 6×/J 88% | 1×/Monat 75% |
---|---|---|---|---|---|
4 (≥2 da) | 99% | 99% | 99% | 99% | 94% |
5 (≥3 da) | 99% | 99% | 99% | 97% | 90% |
6 (≥4 da) | 99% | 99% | 99% | 96% | 83% |
7 (≥5 da) | 99% | 99% | 99% | 94% | 76% |
8 (≥6 da) | 99% | 99% | 99% | 92% | 68% |
9 (≥7 da) | 99% | 99% | 99% | 89% | 60% |
This table now shows for 4 to 9 participants, the probability that a randomly selected game is missing in the evening at most two, if only every 1 ×, 2 ×, 4 ×, 6 × or 12 × in the year is missing. Here, even with a day off work rounds per player per month to 7 participants often play again. Bold marked just the meaningful groups (limit).
So if we as ⅔ of Tanelorn users hold a round with more than a dropout time per 4 nights for prohibitive, even a round of work with three parties, which always must all be there only when all most 4 missing dates in the year have, therefore, fail more than once every 3 months, including any sick time - or even without individual meetings with regularity. Even with 4 rounds of parties need extremely disciplined player, if they want to play with full occupancy.
If they are actually five people who are not 6 × year and can play as soon have 4 time, is only one out of 10 rounds. Even with only 3 players accept and SL, as a minimum, the round so that every now and missing someone - and this really needs 5 participants. And so is (1) have already shown: Even with only 3 participants (SL + 2 players), a round of more than 4 incorrect dates in the year did not work every weekend, without causing stress, because a game goes down once a month. Actually, each system must be so, and each campaign are so clear, when players are missing.
Therefore, we are preparing now for only data point (2): If we want more than one failure of 8 rounds, we have to tolerate the loss of players, our round must then be correspondingly larger: The corresponding probabilities are:
(Min group /. Present) does not exceed the failure of one round per month (75%) or every 2 months (88%) or 2 per year (96%). Fat is in each group with the fewest missing, but at least three participants.
Spielwahrscheinlichkeit | Jeder fehlt 1×/J 98% | 2×/J 96% | 4×/J 92% | 6×/J 88% | 1×/Monat 75% |
---|---|---|---|---|---|
75% (1/Monat fällt aus) | >12/>12 | 7/7, >12/>11 | 3/3, 12/11 | 8/7, >12/>10 | 3/2, 7/5, 10/7 |
88% (1 pro 2M) | 6/6, >12/>11 | 3/3, >12/>11 | 7/6, >12/>10 | 5/4, 10/8 | 5/3, 8/5, 11/7 |
96% (2/Jahr fällt aus) | 2/2, >12/>11 | 8/7, >12/>10 | 4/3, 9/7 | 3/2, 6/4, 11/8 | 6/3, 8/4 |
Note: For a day off work per month are groups of 9 people only able to play more than 75% (more precisely, 83%), if they accept up to 3 missing.
The consequence of (1) is thus in a nutshell: Every campaign and every system should be so designed that players can easily suspend for one round.
In technophobes [63], we have realized through order structure in the style of Shadowrun and with a single headquarters, we start to go to "dream the other" on a planet that our smuggle goods and then return to "dream the other" back to look at Kjeol another order is placed.
In several rounds we had Kryokapseln who like to have time malfunction, making them the only occupants were out on the next game night.
We come then to (2) [54]: (directly to Conclusion 2 with solutions [64])
This thesis may sound radical in itself, just because you have hardly enough an RPG, but it follows directly from the statistics - and, I believe is one of the main reasons that role-playing have not spread much further.
The reason for this is what happens when a game is too big, so if many people begin to play role games and are looking for existing rounds.
When new players to join a round, grows on the round until she has so many people that it is confusing. Then there's no more to be larger for the round. If more people come to have to share the round to accommodate them.
The condition for a successful pitch is that the round of play again both before and after the partition is 5 [65].
If the system or the campaign now e.g. for SL and 3-6 players work well (ie for 4-7 participants), the round will be divided if the next one to do so. Then we have the best of worlds, two groups of 4, but only to 60 - are 72% complete. Because the sample system here needs at least 4 people, every third to every 4th Evening turn out - what is intolerable in itself alone.
Additionally, there are probably players who want to not be separated, so that a round is larger than the other or will some players in both groups, which can then be but not on the same evening.
More realistic than the best of worlds, ie the assumption that from a 8-person group is a 3-5-he and a group he is - what can only work if the system with a SL and * two * players work well. Even then, the group of 3 is capable of playing only 68-78%. If parents have named are (missing at least 6 × year), it does not reach the 75% that ⅔ of the players in the survey of Tanelorn as a minimum criterion for the playing ability.
Thus both the large and small groups play again, the output group thus have 9 people, so that small groups get 4 and 5 participants, or the small groups must play again with two participants, ie with SL and * * player.
In other words, if we do not play with 9 people, then we have to design the games so that they can also be fun if there are only 2. If it makes us no pleasure, we have to make the big rounds played.
The initial group will play each evening after 8 to 10 attendees, 7-9 characters.
There are only about ⅓ of the Round 9 players be there (32 to 47%), 8 but there are already 2 of 3 rounds. Games must therefore be possible and fun to play with all stakeholders. The greatest difficulty is probably that the SL keeps track and stay on the ball and the players do not block each other.
As an example, how does it not, I fondly remember a Gurps-fight with 8 players. We have thrown only 2 hours to cover here at 3 second fight, then I realized that this does not work and simply offered that we omit the dice and I describe just what happens. The struggle has made it even then (much) fun.
It would play out with the full rules against it simply boring, because so many of us most of the time would have to wait. The rules were not suitable for 9 participants.
We had it here but managed to keep reasonably track lasted (with some exceptions), but individual actions so long that the duration of the war passed, can think with focus on people at a time.
If we want to role play can spread more easily and that there are groups of a subdivision, each system must be either 2-6 or 3-9 participants playable, * so * with 1-5 or 2-8 players.
Since the date is usually difficult, we need ways to make this easier.
To make this better to scale better then the system up, can sketch or battle maps and a simple initiative rules help to keep things clear (we use in non-critical situations like the simple rule: "First it's your turn, then the opponent, in the order in which we sit at the table, "or" one of you, then be (e) opponents, then the next one of you "- complex [66] only when it seems really important to us ).
A further advantage is clear with few skills or modifiers Standardmodifikatoren (I am happy "if there is a clear advantage: +3"), so that will not have long sought, which will now be rolled exactly.
In general, the rapid treatment of individual actions is important, so players often go through and all can be active (the waiting period may be sufficient to plan the next step, but not to get bored).
Regardless of the rules can use the SL cutting techniques to shorten a long time, but unimportant actions, "she clarifies the formalities. After two stressful hours, you finally come out of the Community Office. Do you want to do something else important in the afternoon, or we can immediately jump to the evening news? "
Plus it's useful, what the SL decreases labor, eg a co-SL, the rule clarifies questions or NPC takes over and can also easily lead to a part of the group when the characters split up.
Just as it is one of them that players even for a short time or permanently for her lead interesting NPCs - perhaps with the SL previously clarified (simple) instructions.
Or, what is described in Laivindil Tanelorn, actually two rounds to the one taking place only when the first would be too large, and otherwise play all in the first round (so that the second round provides a buffer).
To work with very small circles, the preparation time should be reduced for the SL, because one or two players can burn in 15 minutes through a plot that takes several hours to larger groups. Dice tables facilities would be to couple directly to the back-story (n) of the characters.
A plot needs a job, a role for the SCs, NPCs, and a place.
For example, the SL choose an adventure just a background character - thanks to speaking qualities and skills suited to the 1d6 system, almost every character value - and throw it on 3 lists, in order to obtain a framework for an adventure: mediator role of mediator and place. Then they could roll the dice on a table for tasks: verb (what to do) and object (what).
In technophobes [63] might look something like this (rough draft): 6 [67]
Character value as a starting point: simply dial a value of the character - if in doubt of a cube. From him, everything. Then cube, what happens to it, by whom and where.
union | mediator | role of mediator | scene |
---|---|---|---|
6 | smuggler | chance | Trading Post |
5 | Raumpatroullie | threat | pirate station |
4 | rebels / anarchists | Legend / Sponsors | Technophobenplanet with Spaceport |
3 | Pirates | Completely incapable | Technophobenplanet without Spaceport |
2 | innocent citizens | same ideas | dream the other |
1 | petty criminals | reverse | asteroid habitat |
union | Company Form | utopia / dystopia |
---|---|---|
6 | utopia / dystopia | Ökoparadies |
5 | Ancient Rome (bread and games) | Group dictatorship |
4 | Wild West | entertainment world |
3 | Middle Ages | Church State |
2 | Modern Democracy | Communism |
1 | colonial times | Surveillance State |
Look at the previous results of dice. What would be your wake-SL malicious grin? Perfect!
And KISS: Keep it simple. The players then make it even already complicated.
union | Action | thing |
---|---|---|
6 | Acquire / save | object |
5 | destroy / defeat | person / group / enemies (roll a die to roll up) |
4 | Seeking / smuggling / protect | Planet / Town / City / transport |
3 | investigating understand / | Crime / situation |
2 | organize / joints | Company / action |
1 | stand on / escape | threat / alien |
These are examples of the group of technophobes [63] adapted: Kass, Lomo nan tar, and Chessos Nayres. They write about on your own lap. Two means of throwing the same time "right much".
You'll also need a list of names for which you are, for example Create random names from the Onomasticon can [68] and with create them as a basis NPCs using the minimum necessary data: name, two words, quote, an external feature and essential for the scene. That too could be packed into a simple table.7 [69]
There is also now a number of indie RPGs, which are aimed at very small rounds. After PiHalbe on 30/08/2011 a podcast (PiCast Episode 30: number of players) [70] has, in which he says he would rather like small rounds, we may be lucky that he is the next time this topic takes and deep insights into the art of conducting with small rounds of offers (* wink *).
To dynamically growing RPG rounds and thus allow a better distribution of role-playing games, role-playing system and have campaigns with rounds of SL and 1-6 or 2-8 players to be playable.
The picture “Hurricane” was drawn by Philip Barber for Battle for Wesnoth [71]. As almost everything else on this site, it is licensed under the GPL. ↩ [72]
The most common evidence that we cannot deal well with statistics is the probability that two people among a group of 23 have the same birthday-date. Each person must be compared with every other person, so that the probability is over 50% [73]. ↩ [74]
We only make this assumption for getting a more convenient description. It can easily be transferred to any other game frequency: simply extend the periods accordingly. Christmas, etc. are irrelevant because (almost) all have to skip them, so they are not considered as potential roleplaying sessions and thus an absence is irrelevant. ↩ [75]
Special cases: (a) One reliable player: Just take the numbers of a smaller round. (B) One unreliable player: Take a group with one less person and then multiply by the probability that the unreliable player will come. (c) *Correlated skipping (partners?): Just use a group with one person less when you only play when all are available, or with 2 less people when you play when one is missing and multiply by the probability of the two people to find out whether you are enough to play. Statistically both together are treated as one person. ↩ [76]
This should also be clear why I am so harped on the grounds of playing ability. ↩ [77]
the effective use of the creative constraint [78] for easier and faster design of plots so that the design of plots for the SL is less stressful. ↩ [79]
A quick way to create a memorial worthy NPC, just use Interesting characters represent part 2.5: What NPCs need at least [80]. ↩ [81]
Amagi Games' question was: How could many people all work together on that one (or several) gaming worlds?
Gosh, I just wanted to post a comment to The Cloud on Amagi Games [82], but it got a bit longer. This is just an initial brainstorming about what came on my mind. I'm glad about any responses.
Wenn Interesse besteht, lasse ich mich auch zu einer deutschen Version breitschlagen.
First of all, there are people with different motivations, say specialties. What comes to my mind is the following:
So, what needs to be done is: get all these different people to work on a single project at the same time (that is, almost at the same time). Since a gaming world is highly nonlinear, there is no reason to stick to linear creation (like forum threads, books, ...). You need a good platform to satisfy all the needs of the different people. That is:
The main goal is to modularize the process. Not everybody wants to write a whole chapter. But many people like to write a small story or description. It is satisfactory to see, what other people made out of your ideas. It probably is totally different from what you expected, the more small tasks you have, the more will people inspire each other (compare the Universalis [84] story game). If everybody can contribute what he wants, in small pieces and an easy fashion, you can get many more people to contribute. By making the process of contributing easier, you get more people to work on this long-term, instead of leaving frustrated by totally linear methods.
We also need a way to linearize the produced content, since creation is very non-linear. Maybe this can be done automatically via graphs, but it could get tricky. You could have another type of contributor called "editor". They would sort the items into blocks (say by topic, location, whatever). They should be able to do all this online, without need for an Office app. The platform should automatically print to pdf the newest version, without comments but with pictures and a short overview of the item's relations, after the editor has grouped / blocked and sorted items of a "source book". The problem with this approach is, that parts of the world will never enter there, because they probably will miss some of the items (by chance). Maybe this is not a problem at all, since parts might not be that good. So they will probably filter the weak parts.
This could be further strengthened by allowing users to rate items in the world and add comments (like: Wheew, we had a great time entering the thieves guild and meeting their weird leader. Also, look for their nemesis merchants guild!). This would also encourage people to produce better content and tinker more around. Everything should be revertible to protect against saboteurs.
What sort of rules system should be used (if any?)? If the world has monsters, I probably want stats. This is not crucial, since some systems are very flexible and intuitive about stats, but others are not. And omitting game play stats might irritate them.
How could Adventures or Adventure ideas be created and accessed in a similar fashion?
1 [85]This Saturday!
In case you’re near germany and did not yet reserve this saturday for visiting an RPG shop (or don’t know the next RPG shop in germany) during the free RPG day (Gratisrollenspieltag, GRT), have a look at
» The Map « [86]
We are Everywhere!
In almost every patch in germany there is a participating gaming shop [87] or club [88] - even some in austria and a Con in switzerland [89]!
We are Legion!
Besides the free 1d6 Flyerbooks [15] there is rpg material [90] from 24 other creators and publishers [91] - among them heavyweights like Pegasus, Ulisses and EA Games.
EA Games!!
And if you want to get an inkling what you might find in the shops, have a look at the latest photos:
Three rows of books and leaflets!
You’re not convinced yet? Then let PiHalbe tell you again (in german), where the german free RPG days originates, what is planned and why we do it - in an interview with one of the organizers (Karsten, taking the place of Moritz alias Glgnfz, the main organizer):
» PiCast – 41 – Gratisrollenspieltag 2013 « [93] (mp3 [94])
Hear their enthusiasm!
So remember: Saturday is free RPG day!
I’ll likely be in Karlsruhe in the T3 [95], the Spiele-Pyramide [96] and/or the 4. Karlsruher roleplaying days from Thoule e.V. [97].
GMing my own works or playing something new? There’s so much great stuff, it’s really hard to decide… ☺
I hope we meet at the german free RPG day 2013!
Hasur Roal wurde von Trudy Wenzel [98] gezeichnet. All hail Trudy! ↩ [99]
This is a translation of the german article on 1d6 programs [100]:
We developed some Python programs for our One Die System.
You can watch the development in some Mercurial repositories on BitBucket [109]. LIVE!
Some additional informations and code statistics are available on ohloh.org [110], which is also where the following mini-statistics originate:
Just for fun: This implements the ±d6 [112] in Guile Scheme [113], including critical rolls.
(define* (roll-1d6) (let* ((numbers '(-5 -3 -1 2 4 6)) (rolld6 (lambda () (list-ref numbers (random 6))))) (let rolling ((rolled (cons (rolld6) '()))) (cond ((and (= 1 (length rolled)) (member (car rolled) '(-5 6))) (rolling (cons (rolld6) rolled))) ((and (> (length rolled) 1) (equal? (car rolled) (car (cdr rolled)))) (rolling (cons (rolld6) rolled))) ((= 1 (length rolled)) (car rolled)) (else (apply + (cdr rolled)))))))
Random NPC generation with occupation and a keyword for portrayal, written for the 200 Word RPG Supplement Challenge 2016 [116]. Tailored for shady space stations. Also available as PDF [117].
Start with the first table. Roll one die. On a 5, move one column to the left. On a 6 move right. Never change direction or leave the table: Use row 5/6 instead. Else select the row for the number you rolled.
Go to the next table. Start with the row for the last number you rolled. Roll again. 5 moves up, 6 moves down, never turn around. The number gives the column. The last column is special: It never applies to the job in the row rolled in the first table.
5 | direct | 6 | |
---|---|---|---|
3 | Beggar | Clerk | Prostitute |
1 | Peon | Mechanic | Guard |
2 | Pirat | Trader | Smuggler |
4 | Thug | Docker | Medic |
6/5 | Journalist | - | Waiter |
3 | 1 | 2 | 4 | 5/6 | |
---|---|---|---|---|---|
5 | Cigaretts | Pestering | Weary | Newspad | Cold |
3 | Rags | Glasses | Sorrow | Scarf | Blaster |
1 | Frank | Dice | Toolbelt | Gregarious | Bold |
2 | Finger-Tent | Earring | Pipe | Fearful | Naive |
4 | Bragging | Open | Crowbar | Notepad | Snob |
6 | Pen | Notebook | Drink | Flirting | Shy |
Anhang | Größe |
---|---|
2016-04-16-Sa-space-station-inhabitants.txt [118] | 3.23 KB |
2016-04-16-Sa-space-station-inhabitants.org [119] | 2.27 KB |
2016-04-16-Sa-space-station-inhabitants.pdf [117] | 63.64 KB |
2016-04-16-Sa-space-station-inhabitants-ascii.txt [120] | 1.92 KB |
Want to make a memorable character or NPC? Get a jump-start for your creativity? Aim for a diverse cast to avoid stumbling into your personal clichés? These tables will get you moving in minutes!
Nanowrimo [121] prep will start soon. Take me to the tables! [122]
These tables are extracted from the German one die system, version rαF: Terminal [123], translated to English. They are also available in German [124]. If you want something tangible, get the tables [125] and random characters [126] optimized to print and fold and fit into your pocket:
[125]
english-tables.pdf [125]
[126]
english-chargen.pdf [126]
There are cc by-sa licensed text versions in the sources [127] — the tables are in files named english-tabelle*.org and english-table*.org. You can find an English short-version of the one die system in the Pirate Party Flyerbook rules [128].
Wish | Need | Be |
---|---|---|
Prosperity | Creativity | Powerful |
Prestige | Self-determination | Influential |
Security | Variety | Modest |
Justice | Tradition | Caring |
Tolerance | Conformity | Enjoying |
Preservation | Rule-Compliance | Reliable |
Choose one per column.
Core questions to keep the group together and make it easier to experience conflict.
Why here? | Why stay? | Why likeable? | |
---|---|---|---|
1 | Escape from the gutter | Only place with friends | Happy and optimistic |
2 | Looking for old secrets | Escort to terrible places | See the potential in everyone |
3 | Disgraced | A sense independent of power | Enjoy the now |
4 | Looking for adventure | There is tension here | Always stands by the group |
5 | In search of riches | We're up to something big | Doesn't accept overreaching |
6 | Entrusted with the protection of the princess or the prince | Losing friends would hurt him or her | Solid as a rock: does the job, whatever the cost |
Answers to the three questions for Fantasy
Why here? | Why stay? | Why likeable? | |
---|---|---|---|
1 | Secrets of the shadow horses | One of the approaches must succeed! | Always be polite |
2 | Vengeance for my daughter | You accept me | Full of ideas for having fun together |
3 | I want to be a detective | Without their tasks I would be broke | Honest, open and fond of her job |
4 | Had nothing better to do | Without them it would be boring | Amiable strange |
5 | Order of my municipality | Here I have free space | Open to everything |
6 | It's my job | Without me they would be lost | Stands by friends, at all costs |
Answers to the three questions for Modern
Why here? | Why stay? | Why likeable? | |
---|---|---|---|
1 | Obsessed with the unknown | The rest of the world is alien to me | Completely enthusiastic about even the smallest traces |
2 | Sees a purpose in her work again | Can't leave the rookies alone | Tells all kinds of obscure theories |
3 | Seek the truth about the disappeared | What we do here is important! | Loyal to the last consequence |
4 | Continue my work privately | You know my offenses | Fight the evil, not its tools |
5 | Money cannot buy these secrets | Only with them do I really experience it | Gives the others the deepest respect |
6 | Actually just want to go on vacation | What would they think of me at home? | Childlike naive |
Answers to the three questions for Mystery/Horror
Why here? | Why stay? | Why likeable? | |
---|---|---|---|
1 | I wanted to see space | I didn't pay, they chase me | Fights for what he wants: Us |
2 | I will be the best fighter | I always find challenges here | Her enthusiasm shines out of her |
3 | I will lead the pirates | I need your strength and discretion | He'll betray us, and it'll be exciting |
4 | I always wanted to be part of something bigger | I can really make a difference here | Really fights for the good of all life |
5 | Crises show the real essence | Everyone here is exciting | Loves others with their weaknesses |
6 | You dropped me | I live my new life | Unconditionally loyal to us |
Answers to the three questions for Science-Fiction
Fantasy | Modern | ||
---|---|---|---|
Antan Karra | m | Ajila Tatru | w |
Barakon Jowarak | m | Bren Apane | m |
Calen Eichenfeder | w | Callá Teaborn | w |
Edaor aus Nies | m | David Trauhof | m |
Firieth Sian | w | Edward Frisk | m |
Gomon Nor | m | Frieda Bauer | w |
Helevorn Eisglanz | m | Gerda Bannwald | d |
Idrhril Masala | w | Harald Frey | m |
Jalona Daras | w | Ida Remmers | w |
Kimikke Antelm | w | Jochen Schammer | m |
Lacra Mer | w | Kalle Wetz | m |
Merasme aus Nela | w | Liam Lenja | d |
Njesz aus Ksche | d | Mera Mohn | w |
Olavok Norike | m | Nathan Funk | m |
Redor aus Ksaï | m | Olf Promm | m |
Sera Sjasaï | w | Parisé Jambon | w |
Shanis Niel | w | Raëi Misma | w |
Tomar aus Lawargk | m | Sedina Ara | w |
Unia Ilis | w | Trista Halle | w |
Varas Hatz | m | Ursula Brandt | w |
Zynnak Eli | m | Zeno Zorn | m |
Horror/Mystery | Science-Fiction | ||
---|---|---|---|
Azara de Jolin | w | Arrata Ranka | w |
Bell Apart | m | Bea Morn | w |
Caspar Berman | m | Chindee Svaning | d |
Dagaron Twilden | m | Diro Mar | m |
Emma Weintraut | w | Felipe Charm | m |
Fehry Garan | w | Graikes Ai’kars | d |
Fabrice Reber | w | Han Friese | m |
Gregor Langwald | m | Ikia Jerne Ada | w |
Helen Reich | w | Jade Sac | d |
Hygarta Julicja | w | Korg Sjarasku | m |
Igor Brandt | m | Meth Ordea | w |
Jéanarra von Kraichgau | w | Nagami Sachas | w |
Lynn Morrison | d | Okan Karop | m |
Maja Estenfeld | w | Prue Elaraj | w |
Nora von Trifels | w | Ras Tseng | d |
Porthele von Stauffen | m | Lija Mdvir | w |
Raman Stein | d | Somika Vilaraj | w |
Somon Aniasse | m | Tzana Lied | w |
Toloréa Andren | w | Vaal Upjinde | m |
Ulrich Braun | m | Wira Kulam | m |
Vera Larabell | d | Xi’i Ix | d |
Fantasy | Modern |
---|---|
Cosmopolitan bon vivant | Frustrated policewoman |
Talented apprentice | Anarchist hacker |
Cynical Warrior | Driven ex-officer |
Experienced Amazon | Penniless writer |
Unworldly scholars | Idealistic politician |
Resolute widow | Tough street musician |
Horror/Mystery | Science-Fiction |
---|---|
Over-the-Hill mafiosi | Deserted soldier |
Professional skeptic | Buddy Chef |
Curious journalist | Adrenaline addict thief |
Obsessed Investigator | Betrayed diplomat |
Fallen cultist | Imaginative cleaning man |
Hedonist artist | Insolvent combat trainer |
1: Posture | 2: Gesture | 3: Voice | 4: Gimmick | |
---|---|---|---|---|
1 | Arrogant | Pistol / arrow | Velvety | Smoke pen |
2 | Shy | Merkel diamond | Rugged | Chew pen |
3 | Upright | Folded hands | High | Notepad |
4 | Mindful | Clenched fists | Low | Cube |
5 | Snooty | Knead hands | Slowly | A scarf |
6 | Playful | Expansive | Fast | Drink tea |
5: Tick | 6: Tick | |
---|---|---|
1 | Stroke your hair | Decide with coin toss |
2 | Stroke beard / strand of hair | Tap on the hat |
3 | Tighten tie / collar / blouse | Clean / paint nails |
4 | Push up (sun-) glasses | Pet / feed pet |
5 | Touch your nose | Chew your knuckles |
6 | Punch your fist in your hand | Scratch your head |
Roll two dice: one for the column, one for the row.
These are for humans where diverse people meet — or for settings where they are all represented.
-5 | direct | 6 | |
---|---|---|---|
-3 | pale | rosy | freckled |
-1 | gray | yellowish | ivory |
2 | copper | red-brown | bronze |
4 | olive | dark brown | black |
-5/6 | albino | - | spotty |
Skin Color: Start in the middle and roll one dice. For -3, -1, 2 or 4 select the appropriate line. At -5, go left and roll again, at 6 go right and roll again. Don't turn around or leave the table (choose -5/6 instead).
-3 | -1 | 2 | 4 | -5/6 | |
---|---|---|---|---|---|
-5 | white | light blond | fire red | orange red | rust red |
-3 | ruby red | blond | light brown | dark brown | ash gray |
-1 | dark blond | light brown | dark brown | black | silver |
2 | rust red | hazelnut | black-brown | black | red-brown |
4 | garnet | gray-black | greenish black | blue black | white blonde |
6 | white | neon green | light purple | neon blue | straw blonde |
-3 | -1 | 2 | 4 | -5/6 | |
---|---|---|---|---|---|
-5 | red | aquamarine | amethyst | sapphire | almond green |
-3 | azure blue | amber | turquoise | pearl gray | black |
-1 | amber | honey | ice gray | hazelnut | silver |
2 | cinnamon brown | gray-brown | light brown | walnut | moss green |
4 | lead gray | black-brown | dark brown | coal black | ice blue |
6 | red / blue | blue / brown | blue / gray | amethyst | purple |
Hair (top) and Eyes (bottom). Start in each row from the table for skin color and roll a dice. For -3, -1, 2 or 4 select the appropriate column. At -5 go up, at 6 go down. Don't turn around or leave the table (choose -5/6 instead).
-5 -5 -5 | -5 -5 | -5 | direkt | 6 | 66 | 666 | |
---|---|---|---|---|---|---|---|
-3 | ♂→♀/♂ | ♀/♂† | ♂/- | ♂/♀- | ♂/* | ♂/♂- | ♀/♂C |
-1 | ♀→♂/♀ | ♂/♀† | ♀/- | ♀/♂- | ♀/* | ♀/♀- | ♂/♀C |
2 | ♀→♂/♂ | ♂/♀⚬ | ♂/ + |
♀/♂+ | ♀/♂* | ♀/♀+ | ♀/♂SM |
4 | ♂→♀/♀ | ♀/♂⚬ | ♀/ + |
♂/♀+ | ♂/♀* | ♂/♂+ | ♂/♀SM |
-5/6 | ⚥/♀ | ⚬/♀ | ♀'/♂ | ♂'/♀ | ⚬/♂ | ⚥/♂ |
Start in the middle and roll one die. For -3, -1, 2 or 4 select the appropriate line. At -5, go left and roll again; at 6, go right and roll again. Don't turn around or leave the table (choose -5/6 instead).
♀: woman,
♂: man,
♂': feminine-looking man,
♀': masculine-looking woman,
⚬: gender not directly recognizable,
a→b: called a at birth, lives as b,
⚥: biologically not clearly determinable,
X-: less than once a week,
X+: more than once a week,
X*: always try something new,
X†: only without contraception,
Xo: always the same,
XC: without light,
XSM: BDSM,
X/*: gender does not matter,
X/+: in groups,
X/-: completely asexual}.
The results for homosexuals correspond to the frequency in the EU according to Dalia [139] (5-10%), for transgender people (a → b) they roughly correspond to the frequency in software development according to Stackoverflow, for intersex people (⚥) the statement of the Federal Constitutional Court (according to Quarks & Co.: one in 500 people; 0.2 %). The rest is guessed, but hopefully interesting.
-5 | direct | 6 | |
---|---|---|---|
-3 | gallant | charming | alert |
-1 | cheeky | light-footed | playful |
2 | bold | proud | dissolute |
4 | coarse | tough | persistent |
-5/6 | heated | - | adorable |
-5 | direct | 6 | |
---|---|---|---|
-3 | happy | cosmopolitan | friendly |
-1 | stiff | prudent | down-to-earth |
2 | brazen | cheeky | loose |
4 | fashionable | tough | lean |
-5/6 | sensual | - | sporty |
-5 | direct | 6 | |
---|---|---|---|
-3 | lively | clever | cheerful |
-1 | sober | polite | disciplined |
2 | rugged | daring | dashing |
4 | elegant | petite | unsteady |
-5/6 | integer | - | meticulous |
-5 | direct | 6 | |
---|---|---|---|
-3 | eager | nervous | stoic |
-1 | flirtatious | subtle | dreamy |
2 | stuffy | unworldly | modest |
4 | brisk | resolute | smart |
-5/6 | graceful | - | adorable |
Start in the middle and roll one die. For -3, -1, 2 or 4 select the appropriate line. At -5, go left and roll again; at 6, go right and roll again. Don't turn around or leave the table (choose -5/6 instead).
Choose the sub-table for the gender the character identifies with the most.
Clothes for Fantasy, men.
-5 -5 | -5 | direct | 6 | 6 6 | |
---|---|---|---|---|---|
-3 | Smock | Woolen cloak | Fur vest | Fur hat | Fur clothes |
-1 | Jacket | Wool vest | Linen shirt | Feather hat | Loden coat |
2 | Shirt | Hairbands | Wide tunic | Headscarf | Turban |
4 | Fez | Tunic | Jewelry vest | Straw hat | Tattoo |
-5/6 | Tooth chain | Crystal robe | - | Bangles | Gloves |
First: Start in the middle and roll one die. For -3, -1, 2 or 4 select the appropriate line. At -5, go left and roll again; at 6, go right and roll again. Don't turn around or leave the table (choose -5/6 instead). Continue in table below.
-3 | -1 | 2 | 4 | -5/6 | |
---|---|---|---|---|---|
-5 | Walking stick | Leather skirt | Travel bag | Tool bag | Fur shoes |
-3 | Riding boots | Gaiters | Wool pants | Straw shoes | Breeches |
-1 | Leg slings | Sandals | Cloth trousers | Gauntlets | Fur apron |
2 | Silk pants | Fringed pants | Bast boots | Jewelry skirt | Wrap socks |
4 | Harem pants | Leather shoes | Slippers | Loincloth | Straw boots |
6 | Gemstones | Slave ring | Barefoot | Shackles | Silk pants |
Second: Start in the line from the table above and roll a die. For -3, -1, 2 or 4 select the appropriate column. At -5 go up, at 6 go down. Don't turn around or leave the table (choose -5/6 instead).
Clothes for Fantasy, women.
-5 -5 | -5 | direct | 6 | 6 6 | |
---|---|---|---|---|---|
-3 | Tunic | Woolen cloak | Suede shirt | Fur clothes | Fur hat |
-1 | Jacket | Neckerchief | Lace-up bodice | Leather vest | Brocade robe |
2 | Linen shirt | Silk blouse | Colorful ribbons | Hair clip | Flower dress |
4 | Tattoo | Silk dress | Jewelry vest | Veil | Subjects |
-5/6 | Crystal ring | Tooth chain | - | Hairpins | Earrings |
First: Start in the middle and roll one die. For -3, -1, 2 or 4 select the appropriate line. At -5, go left and roll again; at 6, go right and roll again. Don't turn around or leave the table (choose -5/6 instead). Continue in table below.
-3 | -1 | 2 | 4 | -5/6 | |
---|---|---|---|---|---|
-5 | Fur bag | Leather pouch | Travel bag | Hoop skirt | Corset |
-3 | Riding boots | Wool pants | Suede boots | Lederhose | Silk skirt |
-1 | Pomp skirt | Sandals | Gauntlets | Cloth trousers | Fringed pants |
2 | Silk pants | Barefoot | Feather skirt | Sandals | Jewelry skirt |
4 | Leather shoes | Slippers | Harem pants | Short skirt | Velvet skirt |
6 | Silk fan | Wooden shoes | Loincloth | Hip jewelry | Key ring |
Second: Start in the line from the table above and roll a die. For -3, -1, 2 or 4 select the appropriate column. At -5 go up, at 6 go down. Don't turn around or leave the table (choose -5/6 instead).
Clothes in Modern, men.
-5 -5 | -5 | direct | 6 | 6 6 | |
---|---|---|---|---|---|
-3 | Cylinder | Fly | Shirt | Tie | Tailcoat |
-1 | Nickel glasses | Suspenders | T-shirt | Cardigan | Expensive watch |
2 | Headband | Cap | Sweater | Knitted hat | Scarf |
4 | Muscle shirt | Leather jacket | Vest | Sunglasses | Gold chain |
-5/6 | Fur hat | Breast Free | - | Lumberjack shirt | Earring |
First: Start in the middle and roll one die. For -3, -1, 2 or 4 select the appropriate line. At -5, go left and roll again; at 6, go right and roll again. Don't turn around or leave the table (choose -5/6 instead). Continue in table below.
-3 | -1 | 2 | 4 | -5/6 | |
---|---|---|---|---|---|
-5 | Gaiters | Sandals | Hiking boots | Wool socks | Walking stick |
-3 | Cloth trousers | Sneakers | Riding boots | Briefcase | Toe shoes |
-1 | Sneakers | Sweatpants | Military boots | Bag | Traditional trousers |
2 | Leather boots | Hole Jeans | Baggy pants | mp3 player | Brand shoes |
4 | Jeans | Lederhose | Key chain | Nylon pants | Slippers |
6 | Kilt | Barefoot | Work trousers | Flip flops | Cowboy pants |
Second: Start in the line from the table above and roll a die. For -3, -1, 2 or 4 select the appropriate column. At -5 go up, at 6 go down. Don't turn around or leave the table (choose -5/6 instead).
Clothes in Modern, women.
-5 -5 | -5 | direct | 6 | 6 6 | |
---|---|---|---|---|---|
-3 | Functional jacket | Sunglasses | T-shirt | Sports top | Poncho |
-1 | ¾-arm sweater | Turtleneck | Neck holder | Shirt | Fur coat |
2 | Leather coat | Wool hat | Cardigan | Wool sweater | Anorak |
4 | Bolero | Scarf | Blouse | Blazer | Cashmere sweater |
-5/6 | Vest | Work jacket | - | Dress | Swimsuit |
First: Start in the middle and roll one die. For -3, -1, 2 or 4 select the appropriate line. At -5, go left and roll again; at 6, go right and roll again. Don't turn around or leave the table (choose -5/6 instead). Continue in table below.
-3 | -1 | 2 | 4 | -5/6 | |
---|---|---|---|---|---|
-5 | Sneakers | Flip-flops | High heels | Sandals | Boots |
-3 | Cargo pants | Mini skirt | Bermuda | Cyclist pants | Long skirt |
-1 | Jeans | Drainpipe pants | Cloth trousers | Leggings | Hot pants |
2 | Lederhose | Outdoor pants | Wrap skirt | Hoop skirt | Capri pants |
4 | Pleated skirt | Marlene pants | Silk stockings | Lace skirt | Sweatpants |
6 | Leather bag | Backpack | Key chain | Motif bag | Medic bag |
Second: Start in the line from the table above and roll a die. For -3, -1, 2 or 4 select the appropriate column. At -5 go up, at 6 go down. Don't turn around or leave the table (choose -5/6 instead).
Clothes for Horror / Mystery, men.
-5 -5 | -5 | direct | 6 | 6 6 | |
---|---|---|---|---|---|
-3 | Whistle | Cylinder | Tailcoat | Knitted sweater | Monocle |
-1 | Sunglasses | Tie | Leather jacket | Pocket watch | Cigarette |
2 | Wrist watch | Scarf | Silk shirt | Sequin jacket | Beret |
4 | Cardigan | Headband | Tie-dye shirt | Gemstone necklace | Knitted hat |
-5/6 | Nickel glasses | Slouch hat | - | Cthulhu shirt | Clown mask |
First: Start in the middle and roll one die. For -3, -1, 2 or 4 select the appropriate line. At -5, go left and roll again; at 6, go right and roll again. Don't turn around or leave the table (choose -5/6 instead). Continue in table below.
-3 | -1 | 2 | 4 | -5/6 | |
---|---|---|---|---|---|
-5 | Leather tome | Radio | Carbit lamp | Hemp rope | Wellington boots |
-3 | Cord pants | Floor | Suede shoes | Slippers | Leather belt |
-1 | Briefcase | Jeans | Leather shoes | Suit pants | Riding boots |
2 | Sports shoes | Cloth trousers | Camera bag | Shorts | Suspenders |
4 | Schaghose | Batik skirt | Jesus slippers | Barefoot | Nylon pants |
6 | Bum bag | Signet ring | Doctor bag | Swimming trunks | Storm lantern |
Second: Start in the line from the table above and roll a die. For -3, -1, 2 or 4 select the appropriate column. At -5 go up, at 6 go down. Don't turn around or leave the table (choose -5/6 instead).
Clothes for Horror / Mystery, women.
-5 -5 | -5 | direct | 6 | 6 6 | |
---|---|---|---|---|---|
-3 | Hairpins | Felt jacket | Wool jacket | Wool vest | Laboratory book |
-1 | Wrist watch | Sports top | Linen shirt | Wool hat | Cord shirt |
2 | Sun hat | Scarf | Silk blouse | Rain cape | Cigarette |
4 | Net top | Tiara | Tie-dye dress | Earrings | Wooden chain |
-5/6 | Hat | Amulet | - | Bikini | Hand jewelry |
First: Start in the middle and roll one die. For -3, -1, 2 or 4 select the appropriate line. At -5, go left and roll again; at 6, go right and roll again. Don't turn around or leave the table (choose -5/6 instead). Continue in table below.
-3 | -1 | 2 | 4 | -5/6 | |
---|---|---|---|---|---|
-5 | Sandals | Handbag | Mini skirt | Leather bag | Towel |
-3 | Loden skirt | Leather bag | ¾ skirt | Cloth trousers | Combat boots |
-1 | Sneakers | High heels | Jeans | Riding boots | Wrap skirt |
2 | Dance shoes | Silk stockings | Pleated skirt | Camera | Wooden sandals |
4 | Mochasins | Belly chain | Patched Skirt | Leggings | Cargo pants |
6 | Subjects | Tennis socks | Fringed pants | Hot pants | Training pants |
Second: Start in the line from the table above and roll a die. For -3, -1, 2 or 4 select the appropriate column. At -5 go up, at 6 go down. Don't turn around or leave the table (choose -5/6 instead).
Clothes for Science Fiction, men.
-5 -5 | -5 | direct | 6 | 6 6 | |
---|---|---|---|---|---|
-3 | Collar | Plastic shirt | Throw | Promotional tattoos | Muscle shirt |
-1 | Safety glasses | Navy cap | Overall | Company jacket | Peaked cap |
2 | Breathing mask | Cape | Coat | Pilot jacket | Camouflage suit |
4 | Dress uniform | Gloves | Vest | Lab coat | Com brooch |
-5/6 | Sash | Latex jumpsuit | - | Epaulets | Holo mask |
First: Start in the middle and roll one die. For -3, -1, 2 or 4 select the appropriate line. At -5, go left and roll again; at 6, go right and roll again. Don't turn around or leave the table (choose -5/6 instead). Continue in table below.
-3 | -1 | 2 | 4 | -5/6 | |
---|---|---|---|---|---|
-5 | Holopad | Backpack | Cryptoring | Leg servos | Sequin pants |
-3 | Barefoot | Patch pants | Shoulder strap | Plastic bag | Jumping boots |
-1 | Work shoes | Protective boots | Climbing harness | Air bottle | Poly scarf |
2 | Tool belt | Combat boots | Fiber pants | Travel bag | Briefcase |
4 | Plastic boots | Sports shoes | Sports pants | Holo shorts | Key chain |
6 | Floating bag | High boots | Leather skirt | Servobot | Skates |
Second: Start in the line from the table above and roll a die. For -3, -1, 2 or 4 select the appropriate column. At -5 go up, at 6 go down. Don't turn around or leave the table (choose -5/6 instead).
Clothes for Science Fiction, women.
-5 -5 | -5 | direct | 6 | 6 6 | |
---|---|---|---|---|---|
-3 | Datajack | Throw | Plastic jacket | Tattoos | Hooded shirt |
-1 | Safety glasses | Cap | Company shirt | Nylon top | Work jacket |
2 | Info glasses | Scarf | Pilot jacket | Coat | Work jacket |
4 | Chemistry suit | Lab coat | Protective jacket | Safety glasses | Com brooch |
-5/6 | Sash | Wrapping foil | - | Earrings | Holo mask |
First: Start in the middle and roll one die. For -3, -1, 2 or 4 select the appropriate line. At -5, go left and roll again; at 6, go right and roll again. Don't turn around or leave the table (choose -5/6 instead). Continue in table below.
-3 | -1 | 2 | 4 | -5/6 | |
---|---|---|---|---|---|
-5 | Holocube | Handbag | Cryptoring | Claw finger | Ragged skirt |
-3 | Lace-up boots | Plastic pants | Key chain | Mini skirt | Dance shoes |
-1 | Protective boots | Tools | Floating plate | Carrying bag | Mesh pants |
2 | High heels | Cloth trousers | Outdoor pants | Dog puppy | Barefoot |
4 | Plastic shoes | Nylon pants | Sani bag | Data pad | Pin pocket |
6 | Stilettos | Subjects | Blaster holster | Skates | Slippers |
Second: Start in the line from the table above and roll a die. For -3, -1, 2 or 4 select the appropriate column. At -5 go up, at 6 go down. Don't turn around or leave the table (choose -5/6 instead).
In correlated tables the result from the first table decides where you start in the second. This can represent highly complex relationships. For example which clothes match.
Table one: Start in the middle and roll one die. For -3, -1, 2 or 4 select the appropriate line. At -5, go left and roll again; at 6, go right and roll again. Don't turn around or leave the table (choose -5/6 instead). Continue in table two.
Table two: Start in the line from the table above and roll a die. For -3, -1, 2 or 4 select the appropriate column. At -5 go up, at 6 go down. Don't turn around or leave the table (choose -5/6 instead).
Probabilities of a first table:
-5 -5 | -5 | direkt | 6 | 66 | |
---|---|---|---|---|---|
-3 | 0,5% | 2,8% | 16,7% | 2,8% | 0,5% |
-1 | 0,5% | 2,8% | 16,7% | 2,8% | 0,5% |
2 | 0,5% | 2,8% | 16,7% | 2,8% | 0,5% |
4 | 0,5% | 2,8% | 16,7% | 2,8% | 0,5% |
-5/6 | 0,9% | 2,8% | - | 2,8% | 0,9% |
Probabilities of a second table if you were in line 4 of the first table:
-3 | -1 | 2 | 4 | -5/6 | |
---|---|---|---|---|---|
-5 | 0,01% | 0,01% | 0,01% | 0,01% | 0,03% |
-3 | 0,08% | 0,08% | 0,08% | 0,08% | 0,08% |
-1 | 0,5% | 0,5% | 0,5% | 0,5% | 0,5% |
2 | 2,8% | 2,8% | 2,8% | 2,8% | 2,8% |
4 | ≈17% | ≈17% | ≈17% | ≈17% | - |
6 | 2,8% | 2,8% | 2,8% | 2,8% | 5,6% |
John Wick is entering the patreon arena with the Wicked Words! Magazine [140]: Adventures, GM Advice, Little Games, Stories, The Works!
1 [17]
Update (2014-01-25 18:00): Now with Happy Ending [141] ☺
This is really good news for roleplaying and online publishing, because it shows by example how roleplaying games and shortstories enter a new stage on the web: Fan-Funded periodicals. I expected this to become mainstream much earlier, just like webcomics have become big a few years ago, but the hassle of paying small amounts online has been a major impediment, I think, and different from webcomics, it is pretty hard to fund good writing with advertising without scaring away your readers: Text needs prolonged attention.
With Patreon this is now easy - you can ensure a creator that they will get money for every work they create, as long as they keep creating works which you enjoy.
There are sadly two problems with the approach by John Wick:
(1) “You'll need to enter your credit card information before you can start pledging to support your favorite creators. We use Stripe to handle our incoming payments. PayPal support is coming soon.”
Update: This information on the Patreon sites is outdated. They do support PayPal nowadays. As by my pledge [142], I now joined as patron.
No, I do not want to get (or use) a credit card for that.
They should just get a european partner who handles bank transfers - should be easy, now that there’s SEPA. Flattr [143] should already have all infrastructure for that in place - and actually provides an orthogonal service, so it would not endanger its own business model by collaborating with Patreon.
(2) The Wicked Words! magazine is otherwise only available for payment, so Patreon just acts as a subscription service.
Generally Patreon is similar to Flattr - but where Flattr caters to the patrons (you have a giving flatrate which is spread over the things you see), Patreon caters to the creators (they get ensured income). And releasing only to Patrons massively undersells the chances of Patreon: After all, I want to be patron, because I like something and not because that’s the cheapest way to get it.
Ideally a creator should use both Patreon and Flattr: Give patrons something extra (for example a mention - just something which creates warm fuzzy feelings), but also release everything for free on the web - with a Flattr button, so people who come across it can contribute.
To support the sharing, they should use free culture licenses [144] for the works, with which the patrons could also incorporate them into their own lifes without giving up parts of their freedom.
This way it would be easy for me to share a PDF with my players and know that my players can give extra money if they like it.
For example Smooth Mc Groove does that: Patrons [145] get the same videos [146] as all others, but they have the good feeling that they ensure that he can keep creating, and you can voluntarily support him via flattr [147] if you liked what you watched - which I regularly do.
(Sadly he does not use free culture licenses, but since he mainly makes money from his patrons, that should be possible - if he can clear the licensing with the copyright holders of the tunes he uses)
This two-tiered approach to self-financing allows fans to support their idols while also making it easy to discover and support new stuff, because Patreon makes it easy to promise regular payment and as soon as you use Flattr, there is virtually no barrier anymore to support someone new. And if you happen to flattr the creator often, you can think about becoming a patron.
And this is where I hope Wicked Words! will move, too: Freedom for Patrons to share, freedom for casual readers to give when they want and a secure income for the creators.
“Wait, what? Such a positive start and now such criticism? What about Wicked Words?”
I’m not one to say “this is perfect”, when it isn’t. But I do not require perfect to support you.2 [148] So I hereby pledge: As soon as Patreon has PayPal-support, I’ll join in as patron.
The current strategy might not be perfect, but it is a big step towards RPG Publishing Utopia: Thanks to Patreon, John Wick becomes independent of post-creation-sales, so there is no requirement anymore to lock out the public from accessing the his works. All the double-edged monopoly-rights of copyright law become unnecessary, so if Patreon works out, he can move towards free licensing and additional voluntary payment without fear about making a living for himself and the contributors.
And I have high hopes for the content!
But I do not plan to sulk until Patreon has PayPal support (or any other way of paying which I can use). Instead I rather get active myself:
John Wick: Please check the Flattr Item of your Twitter Announcement [149]. You have a subscription.
Update: Patreon now has PayPal support, and I became a Patron of Wicked Words and Smooth McGroove!
The images in this post are from Mike Perry and were created for the webcomic No Dice [16]. To our greatest joy, Perry allowed us to use them under the GPL! And I kinda enjoy the idea of using images from a comic named “No Dice” for a dice-based pen-and-paper roleplaying game ☺. It is also a really nice comic: Good enough to make it into the list of the webcomics I check daily. So if you like fun stories which do not shun away from controversial topics without ever losing their funny, then by all means have a look at No Dice [16]! —Drak [1] ↩ [39]
But even though I do not require you to be perfect to get my support, I’m often quite bad at communicating this. When I criticize something, it is by its difference from an Utopia. But when I decide whether to support something, it is from its effect in the real world - which can be very different. For example PiHalbe [150] publishes under noncommercial licenses, which I consider toxic to free culture [151] and Ludus Leonis [152] uses creative commons licenses which I consider as dangerously unsafe [153] (german text). But the works of them both are great, and noncommercial licensing and even more cc sharealike is still worlds apart from the horrible “all-rights-reserved” copyright, which actually makes labels sue the fans of their artists for advertising their works. So they might not use the GPL, which I consider as the only sane choice for any free work which has defined sources, but I still support them, because they are a step into the right direction. ↩ [154]
Anhang | Größe |
---|---|
2011-08-22-No-Dice-3-238-Pirate-Captain-Mine-panel-no-one-gets-left-behind.jpg [155] | 58.89 KB |
Links:
[1] http://1w6.rakjar.de/uzanto/drak
[2] http://1w6.rakjar.de/deutsch
[3] http://1w6.rakjar.de/contact
[4] http://1w6.rakjar.de/english/flyerbook-rules
[5] http://gnu.org/l/gpl
[6] https://www.1w6.org/deutsch/anhang/programme/textrpg
[7] https://www.1w6.org/english
[8] https://dryads-wake.1w6.org/
[9] https://hg.sr.ht/~arnebab/dryads-wake
[10] http://127.0.0.1:9423/
[11] https://blindjournalist.wordpress.com/
[12] https://www.draketo.de/english/wisp
[13] https://archive.fosdem.org/2017/schedule/event/naturalscriptwritingguile/
[14] http://1w6.rakjar.de/files/Demons_0.png
[15] http://1w6.rakjar.de/flyer
[16] http://www.nodicecomic.com/
[17] http://1w6.rakjar.de/book/export/html/132#fn:nodice-images
[18] http://1w6.rakjar.de/book/export/html/132#charcards
[19] http://1w6.rakjar.de/book/export/html/132#create
[20] http://1w6.rakjar.de/book/export/html/132#pirate-party
[21] http://lizenz.1w6.org
[22] http://1w6.rakjar.de/book/export/html/132#fn:license
[23] http://1w6.rakjar.de/bilder/w%C3%BCrfel-80x100.png
[24] http://1w6.rakjar.de/book/export/html/132#fn:1d6
[25] http://1w6.rakjar.de/files/2010-01-29-No-Dice-12-Pull-Up.jpg
[26] http://1w6.rakjar.de/files/Harrak-looking-left.png
[27] http://1w6.rakjar.de/files/2012-07-16-No-Dice-372-Hildy.jpg
[28] http://1w6.rakjar.de/files/Darriusbriggans.jpg
[29] http://1w6.rakjar.de/files/Five-eyed-beast.png
[30] http://1w6.rakjar.de/files/Rakshasa.png
[31] http://1w6.rakjar.de/files/2012-06-01-No-Dice-353-captured.jpg
[32] http://1w6.rakjar.de/files/Harrak.png
[33] http://1w6.rakjar.de/files/2012-07-16-No-Dice-372-Pirate-Bernadette.jpg
[34] http://1w6.rakjar.de/files/2012-07-16-No-Dice-372-Pirate-Great.jpg
[35] http://1w6.rakjar.de/files/2012-02-03-No-Dice-302-Treasure-Hunter.jpg
[36] http://1w6.rakjar.de/files/2012-10-26-No-Dice-6-383-Magic.jpg
[37] http://1w6.rakjar.de/files/Josia-Pirate-Captain.png
[38] https://www.patreon.com/nodicemike
[39] http://1w6.rakjar.de/book/export/html/132#fnref:nodice-images
[40] http://gnu.org/licenses/gpl.html
[41] http://1w6.rakjar.de/deutsch/anhang/freies-rollenspiel
[42] http://1w6.rakjar.de/book/export/html/132#fnref:license
[43] http://1w6.rakjar.de/book/export/html/132#fn:gurps
[44] http://1w6.rakjar.de/book/export/html/132#fn:fudge
[45] http://1w6.rakjar.de/book/export/html/132#fnref:1d6
[46] http://1w6.rakjar.de/book/export/html/132#fnref:gurps
[47] http://1w6.rakjar.de/book/export/html/132#fnref:fudge
[48] http://1w6.rakjar.de/english/flyerbook-rules#pirate-party
[49] http://www.talklikeapirate.com/
[50] http://1w6.rakjar.de/print/book/export/html/637
[51] http://wiki.piratenpartei.de/Treffen#Nach_Bundesland_und_Alphabet
[52] http://1w6.rakjar.de/book/export/html/132#fn:wesnoth-hurricane
[53] http://1w6.rakjar.de/book/export/html/132#stat1
[54] http://1w6.rakjar.de/book/export/html/132#stat2
[55] http://1w6.rakjar.de/deutsch/gedanken/statistische-zwaenge-im-rollenspiel-und-kampagnendesign
[56] http://1w6.rakjar.de/book/export/html/132#fn:statstand
[57] http://1w6.rakjar.de/book/export/html/132#fazit1
[58] http://1w6.rakjar.de/book/export/html/132#fn:weekend
[59] http://1w6.rakjar.de/book/export/html/132#fn:special
[60] http://translate.google.com/translate?sl=de&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&layout=2&eotf=1&u=http%3A%2F%2F1w6.org%2Fdeutsch%2Fgedanken%2Fstatistische-zwaenge-im-rollenspiel-und-kampagnendesign&act=url
[61] http://1w6.org/user/register
[62] http://tanelorn.net/index.php/topic,70047.0.html
[63] http://1w6.org/proj/technophob
[64] http://1w6.rakjar.de/book/export/html/132#fazit2
[65] http://1w6.rakjar.de/book/export/html/132#fn:sfchatterbox
[66] http://1w6.org/deutsch/module/initiative-modul-init
[67] http://1w6.rakjar.de/book/export/html/132#fn:cons
[68] http://1w6.rakjar.de/deutsch/sl-tipps/zufaellige-namen-aus-dem-onomastikon-holen-mit-gnu-linux
[69] http://1w6.rakjar.de/book/export/html/132#fn:minimalNPC
[70] http://pihalbe.org/audio/picast-%E2%80%94-folge-30-%E2%80%94-spieleranzahl-801
[71] http://wesnoth.org
[72] http://1w6.rakjar.de/book/export/html/132#fnref:wesnoth-hurricane
[73] http://de.wikipedia.org/wiki/Geburtstagsparadoxon
[74] http://1w6.rakjar.de/book/export/html/132#fnref:statstand
[75] http://1w6.rakjar.de/book/export/html/132#fnref:weekend
[76] http://1w6.rakjar.de/book/export/html/132#fnref:special
[77] http://1w6.rakjar.de/book/export/html/132#fnref:sfchatterbox
[78] http://pihalbe.org/audio/picast---folge-28---creative-constraint-791
[79] http://1w6.rakjar.de/book/export/html/132#fnref:cons
[80] http://1w6.org/deutsch/sl-tipps/interessante-charaktere-darstellen
[81] http://1w6.rakjar.de/book/export/html/132#fnref:minimalNPC
[82] http://www.amagi-games.com/2008/09/cloud.html
[83] http://brainstorm.ubuntu.com/
[84] http://www.indie-rpgs.com/ramshead/
[85] http://1w6.rakjar.de/book/export/html/132#fn:hasur_roal
[86] http://gratisrollenspieltag.de/karte/
[87] http://gratisrollenspieltag.de/teilnehmer/laden/
[88] http://gratisrollenspieltag.de/teilnehmer/vereine/
[89] http://www.dice-n-slay.ch/2012/11/02/dicenslay-con-sucht-helfer-fur-den-gratis-rollenspieltag-swiss-edition/
[90] http://gratisrollenspieltag.de/teilnehmer/produkte/
[91] http://gratisrollenspieltag.de/teilnehmer/verlage/
[92] http://gratisrollenspieltag.de/2013/01/29/gratisrollenspieltag-die-pakete-kommen-teil-3/
[93] http://pihalbe.org/audio/2013-01-29-picast-41-gratisrollenspieltag-2013-917
[94] http://pihalbe.org/audio/download/917/PiCast-41-Gratisrollenspieltag2013.mp3
[95] http://www.t3-megastore.de/frameset.html
[96] http://www.spiele-pyrami.de/
[97] http://www.thoule.de/
[98] http://blackthumbstudios.artworkfolio.com
[99] http://1w6.rakjar.de/book/export/html/132#fnref:hasur_roal
[100] http://1w6.org/node/109
[101] http://1w6.rakjar.de/schlachtfeld
[102] http://1w6.rakjar.de/deutsch/anhang/programme/hexbattle-mit-zombies
[103] http://1w6.rakjar.de/deutsch/anhang/programme/ascii-battle-1w6-modul-fuer-python3-d6#nutzen
[104] http://1w6.rakjar.de/deutsch/anhang/programme/ascii-battle-1w6-modul-fuer-python3-d6
[105] http://1w6.rakjar.de/a href=
[106] http://1w6.rakjar.de/deutsch/anhang/programme/textrpg
[107] http://1w6.rakjar.de/deutsch/anhang/programme/kampfchancen-baum-skript
[108] http://1w6.rakjar.de/deutsch/anhang/programme/blob_battle
[109] http://bitbucket.org/ArneBab/
[110] http://ohloh.org
[111] https://www.openhub.net/p/rpg-1d6?ref=sample
[112] http://1w6.rakjar.de/w6
[113] http://gnu.org/s/guile
[114] https://identi.ca/cwebber/note/3Bh6IbvTQ4-xBdtN2LXcbQ
[115] https://notabug.org/cwebber/8sync
[116] http://schirduans.com/david/200-word-rpg-challenge-2016
[117] http://1w6.rakjar.de/files/2016-04-16-Sa-space-station-inhabitants.pdf
[118] http://1w6.rakjar.de/files/2016-04-16-Sa-space-station-inhabitants.txt
[119] http://1w6.rakjar.de/files/2016-04-16-Sa-space-station-inhabitants.org
[120] http://1w6.rakjar.de/files/2016-04-16-Sa-space-station-inhabitants-ascii.txt
[121] https://nanowrimo.org/
[122] https://www.1w6.org/english/tables#toc
[123] https://www.1w6.org/deutsch/regeln/downloads/ews-30-raf-vild
[124] https://www.1w6.org/blog/drak/2018-09-18-ews-30-f-r-den-nanowrimo
[125] https://www.1w6.org/releases/english-tabellen-nup.pdf
[126] https://www.1w6.org/releases/english-chargen-taschenformat.pdf
[127] https://hg.sr.ht/~arnebab/ews/browse/Hauptdokument/ews30/
[128] https://www.1w6.org/english/flyerbook-rules
[129] http://1w6.rakjar.de/book/export/html/132#org4edffdc
[130] http://1w6.rakjar.de/book/export/html/132#orgb25deb3
[131] http://1w6.rakjar.de/book/export/html/132#orge86913d
[132] http://1w6.rakjar.de/book/export/html/132#org5733f85
[133] http://1w6.rakjar.de/book/export/html/132#orge157b77
[134] http://1w6.rakjar.de/book/export/html/132#org6ec65cb
[135] http://1w6.rakjar.de/book/export/html/132#orge886719
[136] http://1w6.rakjar.de/book/export/html/132#orgde67661
[137] http://1w6.rakjar.de/book/export/html/132#orgb1fceb0
[138] http://1w6.rakjar.de/book/export/html/132#org92fdf7e
[139] https://www.jetzt.de/lgbt/dalia-studie-zu-lgbt-anteil-in-der-bevoelkerung
[140] http://www.patreon.com/johnwickpresents
[141] http://1w6.rakjar.de/english/wicked-words-patreon#in
[142] http://1w6.rakjar.de/book/export/html/132#in
[143] http://flattr.com
[144] http://freedomdefined.org
[145] http://www.patreon.com/smoothmcgroove
[146] http://www.youtube.com/user/SmoothMcGroove
[147] https://flattr.com/profile/SmoothMcGroove
[148] http://1w6.rakjar.de/book/export/html/132#fn:sayperfect
[149] https://flattr.com/thing/2549399
[150] http://pihalbe.org
[151] http://draketo.de/light/english/politics/free-culture-danger-noncommercial
[152] http://ludus-leonis.com/nipajin
[153] http://draketo.de/deutsch/freie-kultur/licht/finger-weg-von-creativecommons-lizenzen
[154] http://1w6.rakjar.de/book/export/html/132#fnref:sayperfect
[155] http://1w6.rakjar.de/files/2011-08-22-No-Dice-3-238-Pirate-Captain-Mine-panel-no-one-gets-left-behind.jpg