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Defying Danger RPG
Defying Danger RPG
Defying Danger RPG
Defying Danger
Iversion 1.02, by Jeremy Strandberg
What is this? For 2-6 friends over 3-5 hours Getting Started
This is a light-weight tabletop fantasy Get together with at least one friend, For your first time playing, pick an The process then repeats: the GM
role-playing game. up to five friends (plus you) max. The adventure starter that everyone is establishes the situation, provokes
game works best with four people excited about. Walk through it action/increases tension, and asks
This game is inspired most directly by: total. Plan on playing for at least a together. The adventure starter will: “what do you do?” If the scene ends,
• World of Dungeons (John Harper) couple hours, most likely 3-5. • Establish a premise the GM frames the next scene. If
• Apocalypse World (Vincent & • Guide you through creating and they’re not sure how to frame the next
Meguey Baker) Decide who will be the game master, introducing the PCs scene, they ask questions until they
• Dungeon World (Sage LaTorra & or GM. Everyone else is a player. Each • Prompt you to establish motives, are.
Adam Koebel) player controls and portrays one player goals, complications, details, etc.
character (or PC)—a warrior, a rogue, or The flow of play is conversational.
It should be pretty easy to use this the wizard. The GM controls and Adventure starters might also include a There are no formal turns, even during
game with various “old school” RPG portrays the world around them. map, dangers the PCs might face, and fights. Players can and will interrupt
scenarios. discoveries they might make. each other and interject (but please be
The Game is a Conversation respectful and give everyone else a
Printing & Materials You play this game by talking to each Flow of Play chance to contribute). What’s possible,
Print this document on 8.5 x 11 (or A4) other. You’ll say something, they The GM frames a scene: they say (or plausible, or likely is something to be
paper, landscape and single-sided. respond. You’ll ask/answer questions, ask) where the PCs are and what that decided and negotiated by each group.
interrupt, talk over each other. You place is like. They say (or ask) who else
You’ll find that it contains: take turns, but it’s not, like, taking is there, what time it is, and so forth. The GM doesn’t roll “to hit” for
• Five character sheets (two copies turns. monsters or NPCs. Instead, the GM
each of “A Warrior” and “A Rogue,” They then establishes the situation, describes them attacking the PCs and
and one copy of “The Wizard.”) The goal of this conversation is to saying (or asking) what’s going on and gives the PCs a chance to react. If they
• A sheet for the GM create the fiction, a shared imaginary providing more details to the players. ignore the threat, or roll poorly, then
• A sheet with some example Names space in which the PCs exist and act. the attack might connect. (The GM
& Places and Random Loot. The GM says something to provoke does roll to see how much harm a
• Some adventure starters. The players are responsible for their action and/or increase tension. Then monster/NPC inflicts, though even
characters: what they do and say, how they ask, “What do you do?” then, they can have the player roll for
You don’t have to use the Names & they feel, their backgrounds and them.)
Places or one of the adventure starters experiences prior to play. The players either ask for more info or
(they’re examples), but they help get say what they do (as their character’s).
things going smoothly. The GM is responsible for everything • The GM answers questions and
else: the world, the non-player clarifies the situation
You’ll want some pencils, some extra characters, monsters, etc. They • If the player triggers one of their
scrap paper, and at least 3 dice (the describe how the world responds to moves (Defy Danger, Hack & Slash,
normal six-sided ones). Ideally, you the PC’s actions, and they curate Manipulate, or Get Answers), they
want 3 dice per player. what’s true about the world. The GM work with the GM to resolve it Thanks to…
can and should ask the players for • Otherwise, the GM says what Marcus and Inmatarian on the DW
input and ideas, but the world beyond happens. Discord for kicking this idea off!
the PCs is ultimately the GM’s domain.
Defying Danger RPG (v 1.02) By Jeremy Strandberg, 2020. CC-BY-SA 4.0. spoutinglore.blogspot.com
You are…
A Warrior
XP When you mark the last circle, erase them all and pick 1: an extra Defy Danger option, an extra Mettle option, +1 max Mettle, or change “What do you seek?”
Defying Danger RPG (v 1.02) By Jeremy Strandberg, 2020. CC-BY-SA 4.0. spoutinglore.blogspot.com
You are…
A Rogue
XP When you mark the last circle, erase them all and pick 1: an extra Defy Danger option, an extra Cunning option, +1 max Cunning, or change “What do you seek?”
Defying Danger RPG (v 1.02) By Jeremy Strandberg, 2020. CC-BY-SA 4.0. spoutinglore.blogspot.com
You are…
The Wizard
XP When you mark the last circle, erase them all and pick 1: an extra Defy Danger option, an extra Power option, +1 max Power, or change “What do you seek?”
You are called… Get Answers Power Spells & Rituals
When you closely study something or Your max Power is 6 (to start). Spells always cost Power, and always
probe your memories, ask the GM a involve Defying Danger; the greater the
Your look question and roll 3 dice, keeping 2. Spend Power 1-for-1 to… pick 2 more effect, the greater the risk/cost. Most
Pick one for each row …add +1 to a roll (no limits) spells are off-hand & quick. They affect
feminine masculine ambiguous On a 10+, they’ll give you a clear, …cast a spell of fire, heat, light only that in your presence, instantly or
young mature elder ________ useful answer and you can ask follow- …cast a spell of earth, stone, metal for a limited duration. To reach farther
human elf ______________ up questions. On a 7-9, they’ll give a …cast a spell of water, ice, cold or last longer requires a ritual. Say what
creepy imposing wispy manic cryptic answer and say how you could …cast a spell of wind, air, weather you’re after and how you plan to do it,
learn more. On a 6-, they’ll tell you a …touch the minds of others then ask the GM what else is required
What do you seek? pick 1 dangerous lie; mark XP if you act on it. …twist time & space and roll to Get Answers.
Ancient secrets (whose? why?) …call on beasts/spirits of the wild
Fulfillment of the prophecy (about?) Defy Danger pick 3 …work illusion, glamour, shadow Inventory
Your rightful place (where?) When danger looms and you do …weave the flesh Mark up to 3 x to start. Max load is 3.
To put down a great evil (what?) something chancy, establish what you …conjure a spirit, demon, etc.
Undefined
A way to lift the curse (on who?) stand to gain and establish what it Regain 1 Power when you catch your During play, move from here to specific items
The key to your research (which is?) might cost. breath and use 1 Supplies. Regain all Supplies (uses )
The fruition of your schemes (oh?) your Power when you get a few hours’ Use to recover or for expendables (torches, etc.)
Immortality (how?) If you are defying danger… sleep and use 1 Supplies. Staff or wand or orb
…vs. spirits, demons, etc. +1 to Defy Danger w/magic
When you make tangible progress, …to counter a spell Inflict Harm Paraphernalia (slow, uses )
mark XP or regain 1 Power. When …via sheer willpower Roll 3 dice. If you inflict harm… Expend instead of 1 Power, but takes time!
everyone agrees that you’ve reached a …to attack/destroy with magic • … with magic, keep the best Wards, talismans (defenses )
milestone towards your goal, mark 5 …to create/restore with magic • … with crude violence, keep the Whenever you regain Power, clear all defenses.
XP or regain all your Power. …to preserve/shield with magic worst Tome (slow, +1 to Get Answers)
…to command/influence with magic • … by exploiting a weakness, add +1
Which one of you… …to learn/reveal with magic Lantern
Ask your fellow PCs at least one of these …to maneuver/position with magic ____________________________
…needs my help and guidance? Suffer Harm
…to mutate/change with magic ____________________________
Ask the GM how much. Reduce it by…
…then roll 3 dice and keep the best 2. __________________________
…has a key role to play in all this? • … marking defenses ( for 1 harm)
Otherwise, roll 2 dice. • … losing your footing/grip (-1 harm)
Little things
…is my lover? • … getting stunned (-1 harm) Fit in pockets, purses, boots; pick 1 more
On a 10+, you get what you were after • … something breaking (-1 harm) Tinderbox
and avoid the cost. On a 7-9, you get
…has been marked by magic? Whatever’s left, mark that many boxes. Elixir (1 use, heals all harm)
what you were after -or- you avoid the
Harm: Charm (expend instead of 1 Power)
cost (your choice), ask the GM what
…trusts me implicitly? Ouch It’ll leave a scar Magic light source (what?)
happens next. On a 6-, mark XP and
prepare for the worst. -1 to all rolls Out of the action
…hails from a storied bloodline? Maimed Dying
Defying Danger RPG (v 1.02) By Jeremy Strandberg, 2020. CC-BY-SA 4.0. spoutinglore.blogspot.com
You are…
A Warrior
XP When you mark the last circle, erase them all and pick 1: an extra Defy Danger option, an extra Mettle option, +1 max Mettle, or change “What do you seek?”
Defying Danger RPG (v 1.02) By Jeremy Strandberg, 2020. CC-BY-SA 4.0. spoutinglore.blogspot.com
You are…
A Rogue
XP When you mark the last circle, erase them all and pick 1: an extra Defy Danger option, an extra Cunning option, +1 max Cunning, or change “What do you seek?”
Defying Danger RPG (v 1.02) By Jeremy Strandberg, 2020. CC-BY-SA 4.0. spoutinglore.blogspot.com
You are…
The GM
Your agenda Your GM moves Inflict Harm click here for odds Groups
• Make the world feel real Do these things to provoke action or How dangerous is it? Roll 3 dice, take… A group has same number of HP as a
• Make their lives not boring increase tension. When they Defy • Not very worst die single individual in the group.
• Play to find out what happens Danger, use this list as inspiration for a non-combatant, falling off a horse • Harm suffered by the group reflects
the potential cost. • Plenty middle die casualties, proportionate to HP.
a competent fighter, a 2-story fall
What to do • Introduce someone/thing interesting • A group reduced to 0 HP is beaten,
• Extremely best die slaughtered, routed, captured, etc.
• Establish the situation • Hint at more a vicious killer, falling off a cliff
• Provoke action, increase tension • Offer an opportunity • A PC that is part of a group suffers
forceful: knocks foes around, breaks the same harm they do
• “What do you do?” • Present a choice stuff, and/or stuns
• Clarify, answer questions • Say what’s required
A Warrior PC leads a group of 3 mercs (5 HP, 2
grabby: grabs, trips, restrains, and/or armor) vs. an ogre (6 HP, 1 armor, large), Hack &
• If they trigger a move, resolve it • Warn of the consequences disarms Slash, gets a 7-9, picks +1 harm. Rolls 5 harm,
• Otherwise, say what happens • Announce trouble +1 (for H&S), -1 (for size), +1 (force parity), -1 for
messy: breaks stuff, dismembers,
• Repeat • Reveal an unwelcome truth armor. It suffers 5 harm and is still fighting. It
causes nasty wounds
rolls 4 harm, +1 (size), -1 (force parity). The
• Demonstrate a downside piercing: ignores (most) armor mercs take 4 harm, 2 after armor, vs. 5 HP. One
Principles
• Threaten/take away their stuff of them goes splat, another is swept aside with a
• Address the characters, not players
• Put someone in a spot Hit Points broken arm. The PC also takes 4 harm, reduced
• Respect your prep, but leave blanks by her 3 armor. The attack is forceful so she’s
• Separate them If they are… (pick 1) knocked off her feet, and she marks “Ouch.”
• Ask questions, use the answers
• Capture someone • …feeble, soft, juvenile +1 HP
• Make coherent, consistent rulings
• Bar the way, remove a possibility • …able-bodied +2 HP Adjust Harm by…
• Frame scenes aggressively
• Inflict harm • …hard, strong, tough +3 HP …the victim’s armor.
• Embrace the fantastic
• …unnaturally resilient +4 HP • +1 per: body armor, shield, helm
• Think offscreen, too
If they roll a 6- on Defy Danger, then And if they are… (pick 1) • +1 for thick hide/scales/blubber,
• Be a fan of the characters
establish badness. Pick one (especially • …craven, cowardly, forlorn +1 HP or +2 for carapace/chitin/plates
• Protect nothing, let things burn
one from the bottom) and do it. • …motivated, level-headed +2 HP • +1 if lacks vital organs
• Begin and end with the fiction
• Breathe life into NPCs & monsters • …zealous, ferocious +3 HP
• …incapable of fear/doubt +4 HP …size: inflict +1 harm for each category
bigger than the foe; suffer -1 harm for
When an NPC/monster suffers harm each category smaller
When the PCs get hurt… (cumulative) ≥ HP, they’re out of the tiny < small < man-sized < large < huge
• Ouch—clears with a few minutes’ rest fight (dead, dying, incapacitated,
• It’ll leave a scar—clears when they treat it & expend 1 Supplies. fleeing, groveling, etc. as appropriate to …force parity: inflict +1 harm and suffer
• -1 to all rolls—pain, weakness, etc. Clears when they make camp. the harm suffered). -1 harm if you significantly outnumber
• Out of the action—KO’d, trapped, in shock, etc. Clears when you say so. them, or +2 harm/-2 harm if you can
• Maimed—part of them is broken or ruined, you say how. Clears with downtime
under a healer’s care, but the effects (like a severed hand) might very well linger.
Prepping Monsters/NPCs swarm them.
1. Visualize/conceptualize them.
• Dying—they take 1 harm (piercing) whenever you say so. Clears when someone …formation: a group fighting in
2. Decide on harm, tags, HP, armor.
treats them, stabilizes the wound (which might not be feasible). formation inflicts +1 harm and suffers
3. Write 2-4 things they can/will do.
Work with the player to determine the specifics, based on the fiction and the choices 4. Write 1-2 things they want/need. -1 harm vs. a group that doesn’t
made. If they take more harm than they can mark, they die. 5. Write 1-2 fears/vulnerabilities.
Defying Danger RPG (v 1.02) By Jeremy Strandberg, 2020. CC-BY-SA 4.0. spoutinglore.blogspot.com
A collection of Random
Defying Danger RPG (v 1.02) By Jeremy Strandberg, 2020. CC-BY-SA 4.0. spoutinglore.blogspot.com
Adventure Starter
Text/layout by Jeremy Strandberg, 2020. CC-BY-SA 4.0. spoutinglore.blogspot.com. Map by Dyson Logos, used under his free license for personal/commercial use. Please consider supporting him.