Entry-Level Game: Legends of Adventure

Discover the Legend RPG, Mongoose's fantasy game.
User avatar
Vile
Lesser Spotted Mongoose
Posts: 732
Joined: Sun Jun 29, 2008 10:01 am
Location: The Maze of Peril
Contact:

Entry-Level Game: Legends of Adventure

Postby Vile » Sun May 17, 2020 4:19 am

I'm currently bashing together what I call an 'entry-level game' using the OGL Legend books. The aim is to produce a simple set of rules that can be easily picked up and played even by people unfamiliar with RPGs in general, not just percentile systems.

This consists partly of stripping back the Legend core rules, and partly of adding in elements from the other books (particularly Monsters of Legend). It also means a lot more introductory and explanatory text, as the Legend rules specifically say they expect users to be familiar with RPGs, polyhedral dice, and all that stuff.

I'm still in stage 1, stripping back the core rules. Generally speaking, the following has happened so far:

  • Skills are considerably simplified and broadened. This means a much shorter list, and each skill covers a wider range of actions.
  • No levels of success - your skill either works, or it doesn't.
  • Combat styles are now just any combination of 3 weapons and/or shields.
  • No hit locations, just total hit points. Once you have less than half remaining, you take penalties on everything.
  • Variable armour points to simulate the highly variable armour coverage over the whole target.
  • Magic is just one system, with no skill involved - spend the points, cast the spell. I'll probably adapt spells taken from several of the existing systems.
  • A cut-down creature chapter containing only fairly common types, and avoiding a proliferation of similar types. I may make this more genre-specific, too, e.g. European mythology only.
I plan to have an introductory adventure in parallel, again with the intention of helping novice referees running a game.

Your thoughts on what is required for a minimal introduction to percentile gaming are appreciated! Even more so if you can persuade me something else can be deleted ...
The garden is complete when there is nothing more you can take away.
Last edited by Vile on Sat May 23, 2020 7:07 am, edited 1 time in total.
User avatar
MongooseMatt
Site Admin
Posts: 14898
Joined: Mon Aug 18, 2003 4:25 pm

Re: Entry-Level Game

Postby MongooseMatt » Sun May 17, 2020 8:38 am

This sounds like an excellent approach. I would recommend you be as vicious (!) as you can when stripping down rules, though perhaps retain individual hit locations, as players do like those. If you can strip/streamline other things you may find that extra complication can be retained without the game bogging down.
Matthew Sprange

Mongoose Publishing
http://www.mongoosepublishing.com
K Peterson
Weasel
Posts: 32
Joined: Mon Feb 15, 2010 5:03 am
Location: Seattle, WA

Re: Entry-Level Game

Postby K Peterson » Sun May 17, 2020 5:00 pm

It sounds like you're on a good track. A couple of thoughts:
  • Skills would be fairly easy to pare down. Though I like many of the Common Skills and consider the list pretty solid, I could see how you could chop off a few. I would definitely remove Advanced Skills altogether, or narrow them down to a single Profession-type skill ("Blacksmith", or "Sailor", for example).
  • With HP and combat, I'd just leverage the existing Optional Combat Rules for Non-Player Characters for Player Characters. Also use them for powerful NPCs and the Underling rules for every other enemy combatant. Or tweak them slightly to account for the lack of levels-of-success.
  • I'd suggest paring down Previous Experience to something more straightforward. Rather than Culture + Profession + Free Skill Points, make reduce this down to a single selection. Maybe focus your game on a single Culture type and just have Profession give you all the skill allocations.
  • Personally, I'd remove or whittle down the Community and ACER (Alllies, Contacts, etc.] rules. By extension, I'd remove Guilds, Factions, and Cults from your game if community-involvement isn't going to a consideration.
User avatar
Vile
Lesser Spotted Mongoose
Posts: 732
Joined: Sun Jun 29, 2008 10:01 am
Location: The Maze of Peril
Contact:

Re: Entry-Level Game

Postby Vile » Mon May 18, 2020 8:19 am

Thanks for the feedback, gents!
MongooseMatt wrote:
Sun May 17, 2020 8:38 am
This sounds like an excellent approach. I would recommend you be as vicious (!) as you can when stripping down rules, though perhaps retain individual hit locations, as players do like those. If you can strip/streamline other things you may find that extra complication can be retained without the game bogging down.
I can do vicious (editing)! :lol: I may leave hit locations as an optional thing or even the default if I find people prefer it that way in playtest. Actually there are several choices I'm on the fence about, which I'll probably resolve in the same way.

K Peterson wrote:
Sun May 17, 2020 5:00 pm
  • With HP and combat, I'd just leverage the existing Optional Combat Rules for Non-Player Characters for Player Characters.
  • I'd suggest paring down Previous Experience to something more straightforward.
  • Personally, I'd remove or whittle down the Community and ACER (Alllies, Contacts, etc.] rules. By extension, I'd remove Guilds, Factions, and Cults from your game if community-involvement isn't going to a consideration.
I'd agree with all that. I want to stick as closely as possible to the Legend system, as one of the ideas is that new players can have an easy route when they want to try more complexity and/or variety. That means using or tweaking the "mook rules" will be the way to go if I don't end up keeping hit locations. There will be a lot of "new referee advice" in the book so the community elements will be there in the form of guidance, but not part of character creation. Simple professions will be the approach for the latter, and the default culture will probably be "fantasy medieval civilised" as the most commonly-understood trope for people who haven't been exposed to a lot of fantasy or RPGs.

My immediate next step will be a concise creature list, I'm thinking along these lines (leaving out dinosaurs, giant insects, and a few others):

  • BASILISK
  • BEAR
  • CROCODILE
  • DRAGON
  • DWARF
  • ELF
  • GIANT
  • GOBLIN
  • GORGON
  • HORSE
  • HOUND
  • MANTICORE
  • SKELETON
  • SNAKE, CONSTRICTOR
  • SNAKE, POISONOUS
  • VAMPIRE
  • WEREWOLF
  • WOLF
  • ZOMBIE
medievaladventures
Mongoose
Posts: 107
Joined: Thu Jun 14, 2007 4:32 pm

Re: Entry-Level Game

Postby medievaladventures » Mon May 18, 2020 11:13 pm

For a basic/entry level version, I'd probably pair combat styles down to just three: Melee, Ranged, Unarmed.
User avatar
Vile
Lesser Spotted Mongoose
Posts: 732
Joined: Sun Jun 29, 2008 10:01 am
Location: The Maze of Peril
Contact:

Re: Entry-Level Game

Postby Vile » Tue May 19, 2020 4:04 am

medievaladventures wrote:
Mon May 18, 2020 11:13 pm
For a basic/entry level version, I'd probably pare combat styles down to just three: Melee, Ranged, Unarmed.
If I go this route I probably won't even have Unarmed. It hardly ever comes up in my experience, so lumping it with Melee should be fine.
User avatar
Vile
Lesser Spotted Mongoose
Posts: 732
Joined: Sun Jun 29, 2008 10:01 am
Location: The Maze of Peril
Contact:

Re: Entry-Level Game: Legends of Adventure

Postby Vile » Sat May 23, 2020 7:16 am

As you can see I've hit on a title. I discussed "Legendary Adventures" with Matt, but it turns out that someone on DTRPG already has some Legend OGL books under that title, so I'm going with "Legends of Adventure". The aim is to be relatively generic, but somehow link it to the Legend OGL so that those in the know, know.

I have also switched to making this "classical" rather than medieval European - that is, in a Harryhausenesque but not-at-all-historically-accurate Greco-Roman sort of way. I freely admit this is partially influenced by this piece of cover art I've had sitting unused on my hard drive for years:

Image

Who is online

Users browsing this forum: No registered users and 22 guests