User Tools

Site Tools


start

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
start [2019/07/30 04:08] – dungeonmasterstart [2019/12/22 21:54] (current) – [Goal] dungeonmaster
Line 1: Line 1:
 ====== Dice Mob ====== ====== Dice Mob ======
  
-Dice Mob is an RPG that involves the rolling of one or more six-sided dice to defeat monsters, perform skills, and ultimately build stronger and stronger characters. We've tried to make the mechanics easy to understand and quick to get started. There are no classes and no alignments. We've stripped it down to just who your character is, what skills they have, and what items they're carrying.+Dice Mob is an RPG that involves the rolling of one or more six-sided dice to defeat enemies (often monsters), perform skills, and ultimately build stronger and stronger characters. We've tried to make the mechanics easy to understand and quick to get started. There are no classes and no alignments. We've stripped it down to just who your character is, what skills they have, and what items they're carrying.
  
 ===== Goal ===== ===== Goal =====
  
-The goal of Dice Mob was to come up with rules that are easy to teach, easy to play, easy to adapt to different genres, but aren’t so simplistic that a player will only play for a few campaigns and give up because there’s no sense of progression. That balance is tricky because most minimalist RPGs accomplish the easy to teach and easy to play pieces but fail miserably on the sense of progression. We’re going to try to do both. The players and the game master (GM) are going to have a lot of say in how a lot of stuff is implemented, and aside from the actual rolling of the dice, none of the other rules should be considered “set in stone”. With that said, though, players and the GM should generally come to a consensus before a campaign if there are certain Dice Mob rules to which they aren’t going to strongly adhere.+The goal of Dice Mob was to come up with rules that are easy to teach and easy to play, but aren’t so simplistic that a player will only play for a few campaigns and give up because there’s no sense of progression. That balance is tricky because most minimalist RPGs accomplish the easy to teach and easy to play pieces but fail miserably on the sense of progression. We’re going to try to do both. The players and the game master (GM) are going to have a lot of say in how a lot of stuff is implemented, and aside from the actual rolling of the dice, none of the other rules should be considered “set in stone”. With that said, though, players and the GM should generally come to a consensus before a campaign if there are certain Dice Mob rules to which they aren’t going to strongly adhere. 
 + 
 +These Dice Mob rules are specifically for a medieval European setting, but by modifying the races, professions, and skills, it shouldn't be too hard to handle other genres as well.
  
 ===== Manuals ===== ===== Manuals =====
  
-[[dice_mob_rules|Dice Mob Rules]] +  * [[dice_mob_rules|Dice Mob Rules]]: The official rules for Players and Game Masters 
- +  * [[dice_mob_creatures|Creatures]]: Creatures for your World
-[[dice_mob_creatures|Creatures]] +
 ===== Measurements ===== ===== Measurements =====
  
start.1564459717.txt.gz · Last modified: by dungeonmaster