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.
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