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In Act 1, the Slayers are introduced to the district, the client, and begin their I can’t go into all the details about how to make a hack, because I don’t really think
investigation. Slayers will spend a lot of time in Act 1 asking for information, that’s possible. There are a lot of approaches you can take. You could literally keep
investigating scenes of action where the target has been, etc. There isn’t necessarily everything in the game as-is, and just reskin it to another genre. The Blade becomes a
going to be any fighting in Act 1, but if there is it will be low-stakes, as a means of combo fighting “lasersword” fighter, but has all the same actions and advances, and
testing the Slayers combat abilities, and introducing some factions or key NPCs. you just change “monster” to “imperial bootlicker”. You might have to get creative
with the reskinning, but it’s possible.
Act 2 is a continuation of the investigation, but begins taking the Slayers into more
dangerous environments and putting them in the way of threats. Ultimately Act 2 More likely you are going to want to build entirely new material for your hack, just
lasts until the Slayers know where to find the target, and have a decent idea of how to keeping the two things I mentioned above. That means a setting, classes, a cycle of
take it down. There are more conflicts and fights in Act 2, either continuing the play, and opposition.
threats demonstrated in Act 1, or introducing new threats to show the scale at which
this Hunt affects the district. Setting
Act 3 is the final act, and will culminate in the fight against the target. It usually takes This, I’m really not going to spend too much time on, because it’s your world, make it
place in a unique or specially designed location, one in which the target feels safe and whatever you want. I made The City because I like collaborative world building, and I
powerful. This is an excellent opportunity to choose one of those set piece locations like the idea of campaigns that take place in cities. But you don’t need to have your
you designed for the district and make it the place for the fight. Act 3 doesn’t start own version of an ever-expanding setting. You could box it up, put borders on your
right away with the fight, but should have signs of the dangerous situation the Slayers setting and it would work just fine! Choose the setting that excites you, and use the
are getting themselves in. Once the Slayers feel confident in taking on the target is practices of world building that are best suited for you, and your play group.
when the fight should begin.
Classes New Mechanics
You see all that stuff I wrote earlier about making classes? Follow that advice for your You’ve read the document, you have all these ideas in your head that you want to use,
new setting. Not much more needs to be said. but wait, “Spencer didn’t tell me how to use a deck of cards in Slayers!” Well,
yeah...because I didn’t design the game to be used with a deck of cards. BUT, that
Cycle of Play doesn’t mean it’s impossible, right?
Slayers works under the cycle of play called the Hunt, which as described above, is a 3 One of the more satisfying parts of game design for some people is coming up with
part adventure that involves both investigation and fighting monsters. I have found new mechanics for existing games. How could I take this system, and glue on
that to be the cycle that works best for Slayers, but you may want to change that up. something entirely new to it. I mean, that’s what Slayers is. I took mechanics from
multiple RPG products I was working on and glued them together using the Rule of 4
For example, you may prefer a sandbox approach to RPGs, where players are able to as my adhesive.
roam the setting and just encounter events, people, and stories along the way. It’s a lot
less episodic than the Hunt approach, and is one of my favorite ways to play RPGs. So how do you add stuff to the game? I’m going to go over some things that you
But, what does character advancement look like in a sandbox game? might consider adding to the game, and talk about how practical they are. A few
disclaimers:
In Slayers, there is no experience (XP), you just get a new advance after a successful
Hunt. If you are changing the cycle of play from episodic, to more freeform, then you • I definitely will not be covering all the new mechanics you could incorporate
are going to need to figure out how characters advance or improve in your version
(assuming you are using advancement in the first place, maybe you’re not!). • Just because I think a mechanic would be difficult to add doesn’t mean it’s
impossible, or that you shouldn’t try
Opposition
XP/Advancement
Slayers is a monster hunting RPG, which means the opposition is monsters. So who
is opposing your players in your hack? Even if they aren’t “monsters”, you will This is highly dependent on the cycle of play. If you are making stuff for the core
probably need to create actions and stats for them, and you should use the advice game of Slayers, then you don’t really need to touch advancement, it’s all part of the
earlier in this document. Hunt. But some people like XP systems.
I think an XP system is certainly possible to add if you’ve changed the cycle of play to
something a bit more sandboxy. Even if you kept it to the Hunt, you just need to
On Violence determine what happens when you get enough XP to “level up”.
I want to say that it is entirely possible to design a hack of Slayers that isn’t about New Skills
combat, you don’t have to be killing things. For example, let’s say you really like the
Ace Attorney video games and want to make something based on that. Each class The core game of Slayers has 10 skills that the players use throughout the game.
could be part of the legal team, and use very different mechanics for making and Adding more skills is possible, especially if they are relevant to a particular class or
breaking cases. The opposition isn’t monsters, you aren’t murdering people in court setting for a hack, but you’ll want to keep in mind a couple things. During character
(hopefully). But you could think of creative ways to use the ongoing, actions, and creation, characters get 1 skill at a d10, 2 at d8s, and the rest at d6. If you double the
reactions of monsters in Slayers as an opposition force in a legal battle. skill list size, you’re going to change how many skills should be advanced at the
beginning.
Are you adding a skill because it’s specific to a class you’re making? If so, will any
other Slayers use it? If not, try to incorporate that skill into the class’s actions instead!
During advancement, classes get to boost one skill die up a size. If you have double
the skill list size, then most skills won’t ever get a boost. That may feel right for your
setting, but something to keep in mind.
Armor Class After You Release Your Stuff
Listen, I tried doing AC in Slayers, back in one of the earlier versions. I wrote a whole After reading this, I hope you feel inspired to try to make your own content for
blog post about my adventures with that. At first I tried static ACs, and that wasn’t Slayers. If you’re just making stuff for your own personal use, then you don’t need to
fun, so I made this version where your turn order score (what we call Speed now) read any further. But if you’re interested in releasing your content to the public,
was equal to AC. It was interesting, but I ditched the idea for a couple reasons. maybe even selling it because you put work into it, then let me tell you about my goal.
It was so hard to figure out how each of the classes would try to hit their target’s AC, If you make something based on Slayers for the public, I ask that you include the
with their unique mechanics. It was one more thing that you had to learn, coupled following attribution text:
with the fact that I was using variable damage at the time. It was not fun.
This work is based on the Slayers RPG (found at gilarpgs.com), product of Gila RPGs,
You can try it, and maybe you’ll solve the riddle. If you do incorporate AC, you’re developed and authored by Spencer Campbell, and licensed for our use under the Creative
ditching the Rule of 4, which I’ll say again, is essential to Slayers. Commons Attribution 4.0 International license (creativecommons.org/licenses/by/4.0/).
Removing Turn Order
This one is doable! You may come from an RPG background that doesn’t use turn City Chronicle
order or initiative scores. Instead, you use what makes sense based on the narrative,
and fictional positioning. Enemies in those games tend to be more reactive than I want there to be a lot of Slayers content out there for people to enjoy. Classes to try
active, and when they do act it is to forecast an incoming threat. out, Hunts to go on, districts to explore, and new monsters to slay. There are
websites out there like itch.io for releasing RPG content, and I cannot recommend
If you want only the Slayers to have “turns”, then you just need to reframe the actions enough that you put your stuff out there, and put a price tag on your hard work.
of monsters into reactions. Thinking of “If, then” statements of how monsters might
react when Slayers act in particular ways, or when they roll Misses. It can certainly In order to help people find Slayers content, I want to try to and get it all listed in a
make for a more cinematic feeling combat, and shines the spotlight on the Slayers. centralized location. So here’s what I would ask. If you release your content on itch.io,
reach out to me on twitter @GilaRPGs and let me know! I’ll add your content to the
No Dice and/or Dice Alternatives Slayers Third Party Content Collection, which will be listed on my itch page, and
linked from my website.
I like rolling dice, and I like that in Slayers you roll lots of different types of dice, in
different amounts. But dice aren’t for everyone, or might not be practical with your That way, anyone looking for Slayers 3rd party content can find a huge directory of it
setup, so what can you do? all in one place. They’ll find your cool thing, click on it, and support you by buying it.
Tuesday Knight Games does this with Mothership content created by fans, and I
Welllll, that one I don’t have good advice for. Slayers works under the Rule of 4, and think it’s an excellent idea, so I’m using it.
so if you change the mechanics over to using a deck of cards, what does that mean? If
you just use 2-10, and have the face cards mean something else, you approach having
a d10 essentially in cards, so you’re getting close to something that can mirror the
Rule of 4. But what do the face cards do then?
If you want to create a class that doesn’t use dice, you’re going to immediately have That’s it, that’s all the advice I’ve got. You’ll find included in this Creator Kit templates
trouble playing in a game where the other Slayers are rolling dice. There are a in multiple formats for many of the things I discussed. Feel free to use them as much
number of hurdles to overcome to make that work, and I can’t map out how to jump or as little as you like. I can’t wait to see what you make, and thank you again for
them in this document. supporting Slayers!
But, if you’re making a hack, it is possible if you start with a foundation that doesn’t
use dice. You can still lean into asymmetrical classes, but instead it’s how people
interact with a deck of cards, or pull blocks from a Jenga tower, or any number of
other dice alternatives out there.