COSR Design Summary 6


Quick Note

I'm making a lot of headway on finalizing the playtest text. I've got a few rounds of editing a proofing ahead of me, but things are getting sharper and clearer. I've got d8 tables of d12 treasures, meaning a GM can easily generate a single item with d8+d12, or a treasure trove with a d8.

I'm struggling a bit with guidance and trying to find the right amount of direction to provide. But, that's more a problem for a final product. I know I've got enough for a playtest, I just have to get what I have just right.


Anyway, so this isn't a tease, here's my working draft of the rules (still missing a few details)

Basic Adventure Rules

Players describe their Characters’ actions. If those actions are reasonably within the character’s means, they are successful.

When those actions take place in frightening or dangerous circumstances, cast the Trouble Die.

The Trouble Die begins at d8.

If the cast result is higher than the Character’s Mettle, the difference is subtracted moving forward.

Example: Their Mettle is 5 and a 7 is cast. They reduce their Mettle by 2 and now have 3 Mettle remaining.

 

An item in the character’s Pack can be broken or lost to negate the loss of Mettle.

 

Trouble Dice can be decreased (to d6, then d4) by creatively using elements of the situation in your favor.

The GM will judge if the element counts as a Full Advantage or a Half Advantage.

A Full Advantage decreases the Trouble Die to the next lowest increment (d6, then d4).

It takes two Half Advantages to decrease the Trouble Die.  

Example: You’re trying to lull a troll to sleep with music.

The music box the goes uses to go to sleep every night creates a Full Advantage.

Using a harp you don’t know how to play could create a Half Advantage.

Lighting a cedar and jasmine candle could create a Half Advantage.

If the Trouble Die would be reduced to a value at or below a Character’s current Mettle (such as a d4 at 4 Mettle), cast the Trouble Die anyway. If it casts a maximum result (4 on a d4), reduce the Character’s Mettle by 1.


Mettle can be restored to full once per adventure by taking a break when it’s safe.

 

When a character reaches 0 Mettle, they are ready to retire and will leave the adventure as soon as it’s safe. Until then, they can only protect their friends by breaking an item in their Pack or avoid danger.

They then exit the adventure, passing a late-arrival (the Player’s replacement Character) on their way.

 

For Advanced adventures, the Characters start with 6 Mettle and the Trouble Die begins at d10.

For Expert adventures, the Characters start with 7 Mettle and the Trouble Die begins at d12.

Get COSR (Cosier OSR)

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