Tuesday, April 21, 2020

Tailing mechanic

My players recently decided to tail a henchman for one of the local gangs through the city hoping to figure out the location of the gang's hideout. I came up with this (fairly simple) mechanic on the fly:

  1. Players tell the DM if they're tailing the mark up close, nearby or at a distance. 
  2. Each 'round', roll two d6'es - one to see if the mark spots the tail and the other to see if the party loses the mark in a crowd.

Close
Nearby
At a Distance
Did we lose em?
6
4-5+
2-3+
Did they see us?
2-3+
4-5+
6

This would probably do better as a d10 or larger die to give a different distribution but for now it is what it is.

Players can take steps to improve their odds through concealment, use of terrain, crowds or other artifice. If the mark spots the tail, then you can run it as a chase or a fight, and if the tail loses the mark, well, better luck next time.

Friday, March 20, 2020

The Hoedowners - A Dumb Gang

Fighting Strength: 104  members

Leadership: "Mad Tex" Callahan, a warlord of the hootenany, completely chaotic and generally unhinged in disposition.

Their tactics tend towards: rowdy frontal assault, close enough quarters to get to stomping. All members wear hobnail studded boots, often with blades in the toe as well. Go to battle with a troupe of musicians to keep time and throw them into dancing frenzy. Wise members will shout out "Calls" to dancers to perform certain steps, imbuing them with magical potency.

Favored armaments: Lassos, pistols, afforementioned boots, 
Colors: gingham and/or polka dots. Fashion tends to look like outragious charicatures of western wear. 

Many prefer elaborate tattoos of complex dance  step-diagrams


They love DANCING. THEY FUCKING LOVE IT. But they HATE sailors, who they believe make a mockery of a good dance with their shanties and jigs.