A while ago, my friend Marcus introduced me to World of Dungeons: Turbo, a streamlined version of Dungeon World with a quirky setting, in which blue-collar heroes fight against monsters, take their stuff and destroy incursions of other realities into our own.
WoD: Turbo looks like it could be easily hacked into other genres and so I was delighted to hear (but not that surprised) that Catherine Ramen of Aviatrix Games created a WoD: Turbo hack which is basically a Traveller hack with the serial numbers filed off.
It’s called Rovers, and it’s available for free as a 7-paged PDF on Aviatrix Games’ website. It contains a character creation system reminiscent of Traveller’s in which the player decides how many terms the character wants to be enlisted. Each term grants a new skill, but ever term after the first causes a scar. Before the character can go on adventures they also get mustering out benefits depending on how many terms they served.
The core rules fit on just one page and like many other PbtA games you can probably run it with no prep at all. The game even contains rules for creating your party’s starship, which almost becomes a character in its own right, and a world generator, which is of course not as detailed as the one in Classic Traveller (or later editions) but it should serve it purpose just as well – especially when considering the narrative nature of the game. By the way, did I mention that Rovers is licensed under a Creative Commons Attribution-Non Commercial-Share Alike license?
Since the game is free and only 7 pages long, I highly recommend you check it out!
Wow. That’s a mouthful. The long name is especially funny when you realize that the rules of the roleplaying game with that name is just 4 pages long. And the last page consists mainly of the names of Patreon patrons who helped fund the project.
So what is WoD: Turbo – Breakers (I’ll call it just Breakers from here on out) all about? It’s a roleplaying game written by John Harper based on World of Dungeons also written by John Harper which was a streamlined version of the popular game Dungeon World which itself is based on both D&D and Apocalypse World. Breakers is also pretty awesome. The setting can be summed up in a few sentences: our world and a fantasy world are colliding at various places all over the world and the so-called Breakers are sent into these zones to destroy the crystal which binds the alien reality to ours and while doing so they try to find valuable artifacts and kill monsters.
Like in Dungeon World (and other games with similar mechanics) Breakers makes use of Moves, or rather in this case of one Move. Whenever you try something risky, you roll 2d6 and add the relevant attribute. Results of 6 and below are failures, 7 – 9 means, you were partially successful and 10 or higher is a success. Bam!
If you haven’t done so already, I highly recommend you download Breakers right now (I did mention that it’s free, right?) and check it out. I could write countless words on how much I love the game, but since it’s just four pages long, I guess it makes more sense to just point it out to you. You should also have a look at John Harper’s other work. He has created quite a few exciting roleplaying games, some of them are also available for free.
Breakers is probably not for everyone, but I just love it because of its awesome concept, the simple rules, and its hackability (is this a word?). I am pretty sure we’ll see quite a few Breakers hacks in the future, and I already have a couple of ideas myself.
P.S.: Thanks to my friend Marcus for telling me about this game in the first place!
In my recent post on Ghost Ops I made a reference to another project. That project was an automation of the One Page Solo Engine by Karl Hendricks.
This single page PDF does everything you really need from a solo engine. One the plus side it also has a complex question mechanism but on the down side it is more dice intensive than I personally like (but no where near as many rolls mythic or CRGE).
Hopefully, you should all know now that solo engines work on a weighted Yes/No question and answer mechanism. Questions you would ask your GM you pose to the solo engine such as “Are there any obvious guards?” If you were looking at the front entrance of an airport the answer is very likely a yes but you roll the dice and modify the roll for that likelihood. The engine comes back with one of four common responses No but…, No, Yes, Yes and… . You then use common sense, the game setting and the story so far to decide what that answer means. So a No but… could mean that there are no obvious guards but the area is covered by multiple cameras. A Yes and… could mean there are guards and they seem to be on heightened alert, armed and checking every vehicle.
The One Page Solo Engine has a complex question mechanic. Not every question is a Yes/No. The complex question mechanic uses a pack of playing cards to produce a verb/adverb pair. These can sometimes seem pretty strange. So lets say you see the criminal mastermind in a downtown LA bar with his henchmen. You ask what is he up to or how does he seem? Yes/No is not going to work here but the complex answer comes out with some thing like Creating + Social. You could interpret that as the villain is celebrating something with is henchmen is maybe is courting a gangland rival? Again it is down to the setting, the game and what would make the most sense and advance the story.
The only part I did not include was the dungeon crawler as Ghost Ops is modern day so I didn’t need a random dungeon.
I have zipped the file up and shared it if you would like to have a play and you can down load it from here. If you save the html file to any device you can use it off line, it does not need to connect to anything, no databases or servers needed to make it work.