Post by zarthas on Jul 31, 2021 23:02:11 GMT -5
Hey there,
I'm trying to get some people new to tabletop rpgs in general into LAW. Something I've had some success with is running Dungeon Crawl Classic's "Level 0 Funnel" concept as an introductory adventure.
Recently I ran a game of The Black Hack as a Level-0 Funnel, worked well, maybe we run it with LAW?
The gist is each player is given a small stable of randomly generated characters, shoved into an extremely lethal scenario, and a surviving character is selected for advancement and becomes an actual Hero. It is chaos and newbies seem to have fun with it.
I'm looking into how this could work for LAW. I'm planning on running DCC's "The Portal Under The Stars", a free adventure included with the DCC Quick-Start Rules, using LAW rules. It may not work at all, but it is a fun experiment.
I'm calling these redshirt-esque characters Commoners.
Attributes: All commoner attributes are assumed to be 8, or whatever the base value for their Race/Species is.
Profession: Roll two six sided die. The first one is tens place and second is ones. Your profession gives you a Weapon, some Equipment, and possibly a Skill.
Profession Table
Goods: Commoners roll on a completely random list of items to see what else they happen to possess.
Some concerns I've got:
--Assuming base value for attributes works nicely design-wise, but means they'll have a 26% chance of success on any 3/attribute roll. I think this is probably fine, they are Commoners.
--I am mildly concerned that no flanking rules means there's no way to gang up on enemies. Again, might be fine!
--Depending on your world, commoners could potentially use magic? I guess this system assumes a lower-magic world.
Very open to any advice on how to run this or any thoughts at all!
I'm trying to get some people new to tabletop rpgs in general into LAW. Something I've had some success with is running Dungeon Crawl Classic's "Level 0 Funnel" concept as an introductory adventure.
Recently I ran a game of The Black Hack as a Level-0 Funnel, worked well, maybe we run it with LAW?
The gist is each player is given a small stable of randomly generated characters, shoved into an extremely lethal scenario, and a surviving character is selected for advancement and becomes an actual Hero. It is chaos and newbies seem to have fun with it.
I'm looking into how this could work for LAW. I'm planning on running DCC's "The Portal Under The Stars", a free adventure included with the DCC Quick-Start Rules, using LAW rules. It may not work at all, but it is a fun experiment.
I'm calling these redshirt-esque characters Commoners.
Attributes: All commoner attributes are assumed to be 8, or whatever the base value for their Race/Species is.
Profession: Roll two six sided die. The first one is tens place and second is ones. Your profession gives you a Weapon, some Equipment, and possibly a Skill.
Profession Table
Roll,Profession,Weapon,Goods,Skill
11,Doctor,Bloodletter (Dagger),"Jar of Leeches, Medkit, Creepy Mask",Medic
12,Baker,Rolling Pin (Club),"Sack of flour, Bread (2d6 rations)",
13,Bandit,Crossbow,Ragged Cloak,Stealth
14,Blacksmith,Hammer (Mace),"Leather Apron (Cloth Armor), Steel Tongs",Crafts (Blacksmith)
15,Prisoner,Bone Shiv (Dagger),"Iron Manacles, 3 ft. Chain",Streetwise
16,Butcher,Cleaver (Hatchet),Sausages x 10,Crafts (Butcher)
21,Caravan Guard,Shortsword,Bedroll,Alertness
22,Deserter,Rusty Spear,Small Shield,
23,Gravekeeper,Broken Shovel (Club),"Lantern, Shovel",
24,Farmer,Pitchfork (Spear),Basket of vegetables x 10,Crafts (Farmer)
25,Fisherman,Harpoon (Javelin),Net,
26,Manhunter,Club,Bedroll,Tracking
31,Sailor,Boat Hook (Spear),40 ft. Rope,Sailor
32,Pirate,Chipped Cutlass,"Gold Tooth (worth 10s), 1 Pt of flammable grog",Sailor
33,Minstrel,Dagger,Lute or Pipes,Streetwise
34,Stonecutter,Maul,Chisel,
35,Shepherd,Sling,1d6 Sheep,
36,Trapper,Sling,Bear Trap,Traps
41,Disgraced Noble,Old Bastard Sword,"Low Noble Garments, Extra 100 Silvers",
42,Hunter,Bow,Pelts (15s worth),Survival
43,Alchemist,Dagger,Beakers and Vials,Alchemist
44,Drunkard,Broken Bottle (Dagger),"Wineskin (1 lt.), 1d6 Empty Bottles",
45,Watchman,Studded Club,"Cloth Armor, 2 Torches",
46,Monk,Staff (Club),"Plain Robe, Book of Prayers",Literacy
51,Innkeeper,Club,Keg of Ale (100 pints),
52,Locksmith,Dagger,Lockpicks,Lockpick
53,Cutpurse,Dagger,Backpack,Thief
54,Merchant,Rapier,"Mule, Backpack, Saddlebags",Merchant
55,Secret Cultist,Not-Sacrificial-Dagger,"Absolutely-Above-Board-Religious-Tome, not-suspicious robes",Literacy
56,Scribe,Dagger,"2 Pints of Ink, 1d6 Bank Scrolls",Literacy
61,Assassin,Concealed Dagger,1d6 Doses of Poison,
62,Miner,Pickaxe (Mace),Shovel,Crafts (prospector)
63,Lumberjack,Axe,Cord of cut wood,Crafts (lumberjack)
64,Herbalist,Sickle (Hatchet),1 lb of Healing Herbs,Herbalist
65,Winemaker,Sickle (Hatchet),1d6 bottles of decent wine,
66,Carpenter,Hatchet,Iron Nails,
11,Doctor,Bloodletter (Dagger),"Jar of Leeches, Medkit, Creepy Mask",Medic
12,Baker,Rolling Pin (Club),"Sack of flour, Bread (2d6 rations)",
13,Bandit,Crossbow,Ragged Cloak,Stealth
14,Blacksmith,Hammer (Mace),"Leather Apron (Cloth Armor), Steel Tongs",Crafts (Blacksmith)
15,Prisoner,Bone Shiv (Dagger),"Iron Manacles, 3 ft. Chain",Streetwise
16,Butcher,Cleaver (Hatchet),Sausages x 10,Crafts (Butcher)
21,Caravan Guard,Shortsword,Bedroll,Alertness
22,Deserter,Rusty Spear,Small Shield,
23,Gravekeeper,Broken Shovel (Club),"Lantern, Shovel",
24,Farmer,Pitchfork (Spear),Basket of vegetables x 10,Crafts (Farmer)
25,Fisherman,Harpoon (Javelin),Net,
26,Manhunter,Club,Bedroll,Tracking
31,Sailor,Boat Hook (Spear),40 ft. Rope,Sailor
32,Pirate,Chipped Cutlass,"Gold Tooth (worth 10s), 1 Pt of flammable grog",Sailor
33,Minstrel,Dagger,Lute or Pipes,Streetwise
34,Stonecutter,Maul,Chisel,
35,Shepherd,Sling,1d6 Sheep,
36,Trapper,Sling,Bear Trap,Traps
41,Disgraced Noble,Old Bastard Sword,"Low Noble Garments, Extra 100 Silvers",
42,Hunter,Bow,Pelts (15s worth),Survival
43,Alchemist,Dagger,Beakers and Vials,Alchemist
44,Drunkard,Broken Bottle (Dagger),"Wineskin (1 lt.), 1d6 Empty Bottles",
45,Watchman,Studded Club,"Cloth Armor, 2 Torches",
46,Monk,Staff (Club),"Plain Robe, Book of Prayers",Literacy
51,Innkeeper,Club,Keg of Ale (100 pints),
52,Locksmith,Dagger,Lockpicks,Lockpick
53,Cutpurse,Dagger,Backpack,Thief
54,Merchant,Rapier,"Mule, Backpack, Saddlebags",Merchant
55,Secret Cultist,Not-Sacrificial-Dagger,"Absolutely-Above-Board-Religious-Tome, not-suspicious robes",Literacy
56,Scribe,Dagger,"2 Pints of Ink, 1d6 Bank Scrolls",Literacy
61,Assassin,Concealed Dagger,1d6 Doses of Poison,
62,Miner,Pickaxe (Mace),Shovel,Crafts (prospector)
63,Lumberjack,Axe,Cord of cut wood,Crafts (lumberjack)
64,Herbalist,Sickle (Hatchet),1 lb of Healing Herbs,Herbalist
65,Winemaker,Sickle (Hatchet),1d6 bottles of decent wine,
66,Carpenter,Hatchet,Iron Nails,
Goods: Commoners roll on a completely random list of items to see what else they happen to possess.
Some concerns I've got:
--Assuming base value for attributes works nicely design-wise, but means they'll have a 26% chance of success on any 3/attribute roll. I think this is probably fine, they are Commoners.
--I am mildly concerned that no flanking rules means there's no way to gang up on enemies. Again, might be fine!
--Depending on your world, commoners could potentially use magic? I guess this system assumes a lower-magic world.
Very open to any advice on how to run this or any thoughts at all!