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DIG The setting will help your players

understand their world and what kinds


of resources they may find or tropes
DIG is a rules-lite game meant to they can lean into. Are there
replicate the feel of the popular young communication satellites to the
adult novel and movie “Holes”. Players outside world? Is there a train station
will start as workers in a detention across the desert? Could there be a
camp, but while they go about their dragon living in a nearby mountain
daily work and try to survive this range?
strange new place, there’s something
behind the scenes that’s not quite If you feel up to it, let your players
right… world-build as you’re playing by
improvising knowledge their
The game is meant to be played as a characters may have based on
self-contained story in one session, but previous experiences. In the opening
you can adjust it however you like! The act, be sure to highlight what the
best way to plan your game is around world is like as you’re describing the
an Act structure like a book or movie. transportation to this detention facility.

PLANNING YOUR GAME The defining characteristic of “Holes” is


the daily task Stanley and his friends
If you’re reading this, you’re likely to be must undertake of digging a hole 5
the one running DIG for your friends or feet wide and 5 feet deep. The Warden
family. This means you’re the Game and camp staff know the real reason
Warden, or GW. To help tailor make for the camp’s existence is finding a
your game into something unique, I’ve buried treasure, but the campers do
included some lists of ideas for settings not.
and themes, detention and labor camp
types, and mysteries for your players to What sort of work will you have your
solve! players undertake? Are there different
jobs or is everyone expected to
SETTINGS and THEMES perform the same one? What is the
reason the campers are told they must
1. Fantasy perform the tasks they are given?
2. Dark Fantasy What is the real reason for the camp’s
3. Turn of the Century existence and the labor being
4. Steampunk performed?
5. Modern
6. Cyberpunk Here’s a list of ideas for basic labor that
7. SciFi might be done in a detention camp.
8. Post Apocalyptic Feel free to pick from this list, mix and
match, or make up your own!
generational curse and buried treasure
LABOR SUGGESTIONS all wrapped into one! You may try and
recreate that mystery, or build your
1. Digging (Holes, perhaps?) own version! Think about how the
2. Logging - Regular wood, or mystery and the setting and labor are
something more exotic? all connected. This will help you to
3. Mining - Everyone needs seed the encounters with clues for the
resources, and weird stuff players to discover and follow.
happens underground!
4. Shipyard - could work for sailing MYSTERY SUGGESTIONS
ships, modern nuclear ships,
airships, or spaceships ● Aliens
5. Construction Site - Tower of ● Curse
Babel? Great Wall? Sky Bridge ● Treasure
to Space? ● Conspiracy
6. Junkyard - Could be in a town, ● Ancient Ruins
or a whole planet! ● Advanced
7. Planet Penal Colony - Australia, Civilizations/Technology
but make it space! ● Political Intrigue
8. Assembly/Factory - Can work for ● The camp isn’t real/it’s a
anything from ancient to simulation
modern to fantastical
9. Farming/Agriculture Again, feel free to mix and match any
10. Terraforming Station of these ideas or create your own! Look
for ideas in your favorite books, TV
Once you’ve decided on the labor, fill shows, and movies for strange twists
in the camp, base, or station with a and occurrences to keep your players
mess hall, tents or barracks, a guessing!
recreation room, staff housing, or
anything else you think would make The last thing before you’re ready to
for a fun encounter! Extra points for play is to think of some NPCs to
off-limits areas, locked doors, and include in your game. There should be
strange rumors other campers have someone, like a Warden, in charge of
heard that add to the atmosphere. The the camp. There will be staff that
camp should be hard to break out of oversee workers, and there may even
and have unique features for the be guards to keep the campers where
players to explore if they choose. they are. There might also be a couple
of other groups of campers, maybe
The next step in world-building is to with group names and colors that
create a mystery for the players to make them easy to identify. If you
solve or uncover. “Holes” has an think of other characters you want to
incredibly well-crafted story about a add, do it!
After a dice pool has been rolled, the
DIG GAME MECHANICS Game Warden may narrate the result
of the roll, but may also ask the players
DIG follows a familiar TTRPG game to do so, since the player may have
flow mechanic where the Game attempted to complete a task in a
Warden narrates a scene or encounter, creative way.
then allows players to interact with the
scene in whatever ways they may The SKILLS in DIG are purposefully
choose. Often, players will elect to vague and left to the interpretation of
perform tasks that may be difficult or the Game Warden and players in order
risky. DIG allows for the players to to allow for maximum creativity and
describe the task they wish to attempt, fun! Players may try unconventional
as well as to justify which of their skills and outlandish methods and means to
they will use to perform said task. If the perform tasks. If their explanations are
Game Warden accepts the inventive enough, Game Wardens
justification, they will ask the player to should err on the side of fun, but may
roll the number of dice equal to that also lean on PENALTIES to raise the
SKILL. If the Game Warden disagrees stakes of a roll.
with the justification, they may ask the
player for further clarification or Players may also attempt tasks using
narration on why the SKILL applies. their lowest SKILL number based on
The Game Warden may also disagree realism, role-play, or other
and ask the player to use a different circumstances. Game Wardens may
SKILL which is more appropriate or choose to reward the decision making
applicable. with additional SHOWER TOKENS or
an EDGE on a future roll.
Success of actions is determined by
the outcome of the highest number EDGES, PENALTIES, AND SHOWER
rolled as part of the dice pool: TOKENS

HIGHEST D4 RESULT At the Game Warden’s discretion, a roll


may be made with an EDGE or
1 Absolute Failure. You don’t get what PENALTY applied, depending on the
you want and things get a lot worse. situation. Rolling with an EDGE means
2 Partial Failure. You don’t get what a player may re-roll one of their
you want. resulting dice to increase chances of a
3 Partial Success. You get what you partial or absolute success. Conversely,
want, but things get complicated. a GW may ask that the highest
4 Absolute Success. You get what you resulting dice in a pool be re-rolled as
want — and more. part of a PENALTY.
EDGES are likely results of favorable these rules to help facilitate it. Make
circumstances which may be created sure to decide if your game will include
by previous actions, the environment, COMBAT before your players build
or other factors. PENALTIES may be characters to make sure they can avoid
utilized in the same manner based on building characters with combat perks
risky or dangerous circumstances or or abilities.
actions previously.
COMBAT turn order can be tracked by
Each Player Character also starts the everyone rolling 2d4. The player or
game with two SHOWER TOKENS, NPC with the highest total roll will go
which, when utilized, grant the player first, and so on up to the lowest
a re-roll on any roll of the dice pool. number. If there is a tie, players can
SHOWER TOKENS may be used to decide amongst themselves which of
re-roll after the initial roll of a dice pool, them will go first, or can roll again and
but before the result of roll has been break the tie with each this way,
narrated. Additionally, SHOWER keeping their original spot but using
TOKENS may be used to re-roll dice the second roll to determine which will
pools after a player has rolled an EDGE go first.
or PENALTY.
DIG is designed to have non-lethal
CHALLENGES AND COMBAT damage, where PCs or NPCs are only
knocked unconscious or something
As with most TTRPGs, there are times similar when brought to zero hit
where players will want to challenge points. COMBAT functions exactly like
another PC or NPC in some way. Allow CHALLENGES, but with added
the player(s) to justify what skill they elements of moving around and turn
will use, and to determine the winner, order.
count the number of dice in each pool
that are either 3’s or 4’s. The player Each round, each PC or NPC is allowed
with the most success will win the to move and use a SKILL as an action.
challenge. If there is a tie in successes, Examples include running around an
neither player succeeds in a head to attacker, hiding behind a table, trying
head contest. If there is a tie and one to shove an enemy to the ground, etc.
player is the aggressor in the situation, There is no set movement amount as
the tie goes to the player defending. DIG is intended to be played using the
This may occur if a player attempts to theater of the mind, but if you want to
hit another player, tackle them to the get more tactical, the Game Warden
ground, take something they’re can determine appropriate movement
holding, etc. amounts.

You do not need to include COMBAT in When attempting to damage an


your game, but if you decide to, use opponent, roll a d4 and use the
following results to track what just humans if the game is being set in
happens. a historical, modern, or futuristic
version of our world, or may allow for
D4 RESULT them to create their own appearances
1 You take 1 damage as your opponent based on common fantasy races, alien
counters your attack. tropes, etc. Mechanically speaking, all
2 You do not hit, and you are in the characters start on even footing.
same position as before.
3 You hit and deal 1 damage. BACKGROUND AND PERSONALITY
4 You hit and deal 2 damage.
Each character has been sent to the
HEALTH camp for a crime they have been
convicted of. Each player can decide
Every character starts with 4 health what that crime was, and why they
points. Use a d4 to track it, adjusting it were given the choice to avoid prison.
when you take damage. They can also decide if their character
is actually guilty or not.
To regain health points, a player
character must rest for an hour in Characters also might have some past
game time, and roll a d4 to determine experiences or circumstances that
how many health points they get back help inform their personality and
from their rest. abilities. Are they shy or outgoing? Do
they make friends easily or are they
BUILDING A CHARACTER more cautious with who they trust?
For short games, it’s easy to think of a
DIG characters are all new convicted character from one of your favorite
teen criminals, and are being sent to a books, TV shows, or movies to emulate.
camp to work instead of being
sentenced to a juvenile prison or other SKILLS
form of incarceration.
Next, each character will need stats to
Each player should take some time to help determine the number of d4s
decide a few main things about their rolled for each action they wish to take.
character before creating stats. SKILLS ARCHETYPES and further
modified with PERKS.
APPEARANCE
Characters in DIG have four different
Character appearance is not important SKILLS:
to DIG’s mechanics, and can be
whatever a player wants. There are no BRAWN - Does your character even lift,
specific races, classes, or genders in bro?
DIG. You may choose to limit players to AGILITY - You’re quick on your feet!
WIT - You’ve got some aces up your NIMBLE: When trying to move around
sleeve! quickly, quietly, or nimbly, roll AGILITY
CHARM - You’ve got that silver tongue! + WIT
DEXTROUS: When trying something
When building a character, choose a that takes steady or fast hands, roll
number of d4s to assign to each SKILL, AGILITY + CHARM
determining your character’s PERSUASIVE: When trying to cajole,
likelihood to succeed at tasks using coerce, motivate, or persuade, roll WIT
that SKILL. The numbers each + CHARM
character starts with are 1d4, 2d4, 2d4, DANGEROUS: Roll damage dice twice
3d4, which can be allocated in any and take higher roll
order to make a character better at MASTERMIND: When rolling WIT, roll
one thing, average at two, and below dice pool twice and take higher roll
average on a fourth. STRONG: When rolling BRAWN, roll
dice pool twice and take the higher roll
Once you’ve allocated the scores to FLEET: When rolling AGILITY, roll dice
each SKILL, choose an ARCHETYPE for pool twice and take the higher roll
your character! CHARISMATIC: When rolling CHARM,
roll dice pool twice and take the higher
BEEFCAKE: Your BRAWN score roll
increases by 1d4.
ACROBAT: Your AGILITY score
increases by 1d4.
WHIZ: Your WIT score increases by 1d4.
CONNIVER: Your CHARM score
increases by 1d4.

Next, you’ll want to choose a PERK (or


two at the Game Warden’s discretion!)
to make your character unique and
skilled at specific things!

TOUGH: Any damage you take is


reduced by 1.
ATHLETIC: When attempting
something ATHLETIC in nature, roll
BRAWN + AGILITY
MAGNETIC: When trying to impress or
enamor someone, roll BRAWN +
CHARM
FINAL NOTES This game was designed by Derrick
of HN2DM Studios
This is my very first attempt at a
TTRPG! It was a ton of fun to work on, To check out the How Not to DM
and I’m excited to see what you think. podcast or any other of Derrick’s
BIG thank you to Lex from projects, visit his linktree:
TitanomacyRPG for creating Caltrop
Core and for hosting the Caltrop Core https://linktr.ee/HN2DM
Game Jam on itch.io, which inspired
me to write this game!
Built on Caltrop Core!
For other awesome Caltrop Core
games, search itch.io or go check out Titanomachy RPG’s Twitter account:
the Game Jam submissions:
https://twitter.com/titanomachyRPG
https://itch.io/jam/caltrop-jam
Titanomachy RPG’s itch.io page:
If you found a typo or error in the
game text, have a suggestion for https://titanomachyRPG.itch.io
clarifying wording in any of the rules or
mechanics, or want to share how your Creative Commons License
experience was playing the game, feel This work is licensed under a Creative
free to reach out to me on Twitter - Commons Attribution-ShareAlike 4.0
@HN2DM - or you can email me at International License.
hownottodm@gmail.com.

I want to hear how your game went, or


support you if you’re planning on
streaming the game or recording it for
a podcast! Reach out to me
beforehand and I’ll help promote it, or
send me links after the fact. I’m excited
to see what you all come up with and
what your feedback is!

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