The Drowned Isles: A Scrap Game


I’ve got an RPG campaign burning a hole in my pocket. It’s a fantasy adventure setting, with a little world of my own devising seeded with smaller adventures and modules to ease on prep. The only problem is that none of the rulesets I’ve played or run have hit the vibe I’m looking for in this game. So instead I’m going to cobble together a ruleset[1] I find acceptable, out of other games, blog posts, and spare parts. Along the way I hope to blog through the process, because it’s fun and might even be useful for other people embarking on similar projects.

Setting Highlights

Inspirations

Hopefully this mélange helps capture the vibe I’ll be going for:

Also I’ve got Hunter x Hunter on the mind because I’m watching along with Media Club Plus.

Die Rolling

In the spirit of “everything has been tried”, what rules can I steal borrow for rolling some dice? Without even looking around I’m pretty sure I want a basic “core” rule to fall back to, one that isn’t too fancy. Just enough to make adjudicating uncertain situations a little easier. The games I initially considered were Stillfleet, 2400, Blades in the Dark, the GLOG, and Cairn. Usually I’d throw a PbtA in there, but my last two campaigns were Fellowship 2e and Armour Astir, so I’m looking for a change. I like any game where I don’t have to set the DC, which makes roll-under or a dice pool appealing. But roll-under was unsatisfying for my group when we played Whitehack 3e[3], and I’m arbitrarily avoiding dice pools for this game. I also want to avoid having any kind of arithmetic modifier, which leaves me with dice-as-stat. Looking good for 2400, right?

Eh? Sorta? I ran a fun one-shot session with a lightly modified 24XX game, but felt myself struggling a bit with the mixed success option. When the game isn’t providing interesting support for a middle option (like moves in a PbtA game), I think I prefer a binary result. That knocks 24XX out of the running.

For a moment it seemed like I might need to have an original thought and do some design work. Fortunately I was reminded of Brighter Worlds, which elegantly fulfills my criteria. Time to steal take inspiration! As of right now, characters have four attributes (Toughness, Agility, Finesse, and Presence[4]). Between these players assign a d4, two d6, and one d8. When rolling an attribute test, a four or higher is a success. If I have any situational modifier or boost-your-roll mechanic, I’ll use a dice chain[5] just like Brighter Worlds.

What’s next

This is definitely the kind of game where characters have fun abilities. Currently I’m in the prior-art-gathering stage, looking at both fantasy games and superhero RPGs. I want to thread the needle between “cool” and “game-breaking”[6]. So far I’ve been surprised by how hard that is! I’ll probably blog about that process soon.

Related reading:


  1. Originally I thought of naming whatever ruleset like “the Pyrite Hack” or “Fool’s Hack” or something, but I’m not really hacking a game? So “Drowned Isles” is going to be the name of the project, the setting, and the rules (unless I change my mind later) ↩︎

  2. Name subject to change. Let me know if you have any suggestions! ↩︎

  3. The gravitational pull of “natural 20” is just too strong, as in “what do you mean, a nat 20 is a failure in this game?” Even though I’m not a D&D person, I do admit that rolling a 1 being a success and a 20 being a failure just doesn’t feel right. ↩︎

  4. These being the three stats from Into the Odd but with the all-encompassing “dexterity” split in twain ↩︎

  5. d4 becomes d6 becomes d8 becomes d10 becomes d12, and vice versa ↩︎

  6. I found out that Against the Wicked City was right about flying the hard way, when more than half my players in Fellowship gained flight. It was just too good to be leave space for interesting challenge-based play ↩︎