Tag: Indie game

  • Free Christmas TTRPG: Holiday Anomalies Division (HAD)

    Free Christmas TTRPG: Holiday Anomalies Division (HAD)

    This entry is part 1 of 3 in the series Free Games

    Happy holidays! For the season, I’ve dug up another unfinished tabletop roleplaying game (TTRPG) from my slush pile to share with you all. Like others, it’s playable as-is. So have fun! And it’s released under a Creative Commons Attribution license, so feel free to hack away or even flat out flesh out and finish the game if you want!

    Welcome to the Division, Merry Agent

    Three businessmen in Santa hats exchanging gifts and toasting at a holiday party indoors.

    The holidays are supposed to be magical, but when things go wrong, it’s up to the Holiday Anomalies Division (HAD) to restore balance. Whether it’s rogue magic, runaway cheer, or traditions gone haywire, HAD agents are on the front lines, armed with festive gadgets, quick thinking, and a healthy dose of improvisation.

    In this game, you’ll face off against bizarre holiday crises, like out-of-control snowstorms, sentient ornaments, or time-warping New Year’s Eve balls. Your team of holiday protectors must use their wits, their gadgets, and each other to bring order to the chaos. Expect creative problem-solving, hilarious mishaps, and moments of unexpected brilliance as you save the season, one anomaly at a time.

    Get ready for a wild ride filled with absurd challenges and holiday magic. The season’s chaos is just beginning… are you ready to step in and save it?

    Core Gameplay

    Mission Stages

    Each mission unfolds in three stages, ensuring every scenario is packed with humor, action, and heartwarming resolutions:

    1. Investigation: Explore the environment, gather clues, and piece together the source of the anomaly.
      Example: “The local snow globe collection is projecting a blizzard into real life. Let’s interview the toy store owner and see what’s going on.”
    2. Containment: Use your skills, gadgets, and creative thinking to stabilize or neutralize the anomaly. Expect to deploy wild plans, sometimes on the fly!
      Example: “We’ll use the Christmas tree stand as a containment circle and trick the animated ornaments into it with carols.”
    3. Aftermath: Wrap up any lingering consequences, smooth things over with the public, and report back to headquarters.
      Example: “Well, we stopped the giant mutant gingerbread man, but now the city smells like burnt cookies. We might need an apology card.”

    Stats and Motif Rolls

    Stats

    Each agent assigns values to their stats: 0, 1, and 2. These stats define your agent’s strengths:

    • Contain: For wrangling, neutralizing, or redirecting chaotic forces.
    • Connect: For negotiations, teamwork, or emotional appeals.
    • Improvise: For creating plans, blustering off the top of your head, or finding unexpected solutions.

    Motif Roll System

    Whenever agents take action, they describe their effort, ask about how they effort turns out, and roll 2d6:

    • Answer Die: The first die answers the question about your effort. Your relevant stat adds to this die.
      • 1-3: No
      • 4-6: Yes
    • Wrinkle Die: The second die adds a twist or extra flavor.
      • 1-2: But
      • 3-4: Plain answer
      • 5-6: And
    Example Outcomes
    • “Yes and” (6, 6): Your success snowballs into even greater outcomes, but it may get hilariously out of hand.
    • “No but” (3, 1): You fail, but something mitigates the consequences or sets you up for future success.
    • “Yes plain” (4, 3): A straightforward success, nothing fancy but it gets the job done.
    Special Outcomes
    • Double 6s: Over-the-top success. You succeed so well that the action spirals into chaos in unexpected ways.
    • Double 1s: A catastrophic failure that introduces hilarious and humiliating consequences.

    Interpreting Rolls

    This is a game of chaotic fun and anarchic joy, even as the character strive to solve problems. Failures should not be punitive or simply stop the action. Failures and complications should introduce interesting consequences or simply move the story forward. There is intentionally no health system to this game. The results of actions and outcomes follow the fiction. Use common sense and the flow of the emerging story.

    Chaos Meter

    During the Investigation and Containment phases, the Chaos Meter tracks the growing instability of the anomaly, starting at 0 and maxing out at 10. Each failure (No result) adds 1 to the meter. If you roll a “No and” result, add an additional +1 (for a total gain of 2). The Chaos Meter resets to 0 at the start of each phase.

    Escalating Chaos
    • Reduction: Successfully helping civilians escape danger or making significant steps toward containing or calming the situation reduces the meter by 1.
    • Weirdness Die: As the meter rises, the world becomes more bizarre:
      • Chaos 3: Add a third Weirdness die to all actions to measure how surreal things are getting.
      • Chaos 5: Add +1 to the Weirdness die rolls.
      • Chaos 7: Add +2 to the Weirdness die rolls.
      • Chaos 10: Crisis Peak! The situation reaches its boiling point, and the team must make a desperate attempt to resolve the chaos before it goes critical.
    Weirdness Die

    Rolled as a third die on actions when Chaos 3 is reached. Measures how the world bends under the strain of chaos as the characters act:

    • 1: Normal and mundane.
    • 2: Slightly odd or unusual.
    • 3-4: Notably awkward or somewhat surreal.
    • 5: Outright strange and surreal.
    • 6: Reality is bleeding, expect total holiday mayhem.

    Gadget Invention and Use

    Creativity is key to resolving the holiday-themed anomalies, and agents can invent or tweak gadgets to aid in their missions.

    • Invention Rolls: When agents create new gadgets, they roll 2d6 with no modifiers. They use whatever random holiday items are on hand or around in the scene as the core of their invention.
    • Use Rolls: Using gadgets involves another 2d6 roll with no modifiers. The outcome is determined by the Motif system and failure could lead to hilarious malfunctions.

    Example Invention

    “I rigged this Rudolph-nose flashlight to repel candy cane bats. It works, more or less, except now it attracts sentient mistletoe!”

    Example Use

    “The snow globe containment device worked perfectly… until it started projecting disco lights into the blizzard.”

    Holiday-Related Goals

    Each agent has a personal holiday-related goal they’re working toward, perhaps a long-lost tradition, an unfulfilled wish, or simply a desire to make the season brighter. If it fits the situation, agents can rearrange their die after rolling to help achieve their goal.

    Tone and Focus

    This game is about embracing the chaos of the holidays with a heavy dose of humor, absurdity, and spontaneous creativity. Each mission is a wild ride, and players are encouraged to think outside the box, improvise, and roll with whatever unexpected twists come their way. The focus is on fun, the chaos of the holiday season, and keeping things light and entertaining.

    Mission Variety

    HAD deals with all sorts of absurd holiday crises, including but not limited to:

    • Recovery Missions: Retrieve or contain rogue holiday artifacts.
    • Containment Missions: Stabilize out-of-control magical events.
    • Negotiation Missions: Convince sentient holiday creatures to play nice.
    • Multi-Stage Anomalies: Tackle layered events, like a New Year’s ball countdown that creates a bubble of time and additional weird effects with each second counted.

    Each mission should be treated like a holiday adventure, with bizarre problems and off-the-wall solutions that keep everyone laughing and on their toes.

    Mission Loop: Building Your Holiday Adventure

    Cute gnome figurine skiing in snowy landscape, adding charm to winter decorations.

    The Mission Loop is the heartbeat of your holiday-themed adventures in Holiday Anomalies Division (HAD). Each mission unfolds in three key stages—Investigation, Containment, and Aftermath—ensuring that your game stays dynamic, fun, and full of surprises. In this section, we’ll guide you through how to create and run your missions, with advice on pacing, setting the scene, and a few tools to spark your creativity.

    Investigation: Unravel the Mystery

    The investigation phase is where your agents get to explore the weirdness surrounding the holiday anomaly. It’s time to gather clues, interview NPCs, and piece together what caused the problem in the first place. This is where the mystery unfolds and the tone is set.

    Tips for Investigation

    • Setting the Scene: Introduce a holiday setting that’s been turned upside down. A toy store filled with rogue, talking ornaments. A Christmas market under siege by malfunctioning reindeer. Let your players discover how far things have gone awry.
    • What to Do: Encourage players to investigate with a mix of asking questions, gathering physical clues, and talking to quirky NPCs. They may need to use their “Connect” stat to get information from a nervous shopkeeper or “Improvise” to find hidden clues.
    • Rewards: If the player successfully uncover helpful information and/or the root cause of the problem, all of their first actions in the next phase gain +2 on both dice.
    • Consequences: If players fail too hard and too much, causing the Chaos Meter to rise too high to 10, reality completely melts down in a surreal dream-like scene. The fundamental cause or main responsible figure will be revealed. The character them suddenly find themselves waking up in res media in the Containment phase, with the Chaos Meter reset to 0.

    Investigation Oracles

    You can use some all flavor (or dice label) oracles to help fill things out and guide the investigation process.

    Clue Shape

    • Visibility: How noticeable is the clue?
    • Condition: Is the clue in good shape?
    • Urgency: Does this clue feel pressing?

    Clue Value

    • Importance: Is this clue significant?
    • Clarity: How easy is it to understand?
    • Connection: Does this point toward the source of the anomaly?

    Clue Examination

    • Strangeness: How weird is the clue?
    • Reliability: How trustworthy is this clue?
    • Relevance: Does it relate directly to the anomaly?

    Clue Result

    • Source: Does the clue have a clear origin?
    • Difficulty: How hard is it to piece together?
    • Direction: Does it lead to more clues?

    Containment: Stabilize the Situation

    Once your agents have gathered enough clues and identified the cause, it’s time to contain or neutralize the anomaly. This is where improvisation, creativity, and quick thinking come into play. Players will need to come up with wild plans, deploy gadgets, and sometimes use their holiday skills to stabilize the situation.

    Tips for Containment

    • Setting the Scene: Now the stakes get high! The anomaly might be growing, so it’s important to make the environment feel tense. Maybe the snowstorm is getting bigger, or the rogue candy canes are multiplying by the minute.
    • What to Do: Players may need to work together to come up with a containment strategy, using their tools and talents. This could involve everything from singing a holiday song to calm down a rabid reindeer to using the Christmas tree stand to trap a rogue snow globe.
    • Rewards: If the players manage to solve the problem before the Chaos Meter caps out, the aftermath will be easier to manage. NPCs will be naturally more forgiving and understanding. The extant of damage or disruption will be less than it could have been. They should also gain a friendly NPC who is grateful for their help, who they may call upon for friendship or even assistance at times.
    • Consequences: The higher the Chaos Meter, the crazier and riskier the containment will be. At 10, the full power and strangeness of the event is unleashed and the characters must face a final showdown. The outcome will depend on their choice of actions and rolls, with no further chances.

    Containment Oracles

    Just like the Investigation phase, this phase also has some example oracles you can use to help flesh out and run the scenes.

    First Impression

    • Control: How easy is it to take charge of the situation?
    • Strength: How powerful is the anomaly?
    • Stability: How stable is the environment?

    Assessment

    • Speed: How fast is the anomaly growing?
    • Disruption: How much damage is the anomaly causing?
    • Intervention: How much can the agents intervene?

    Planning

    • Clarity: How clear is the containment strategy?
    • Resources: How many resources are available for the plan?
    • Consequence: What happens if containment fails?

    Contact With Reality

    • Duration: How long will it take to contain the anomaly?
    • Effectiveness: How well will the containment strategy work?
    • Risk: How risky is the plan?

    Aftermath: The Clean-Up and Consequences

    After the anomaly is contained, it’s time to wrap up. But the aftermath is never as simple as it seems! The town, city, or holiday environment still has to deal with the fallout of the situation, and your agents will have to make things right with the public and report back to headquarters.

    Tips for Aftermath

    • Setting the Scene: The holiday chaos should have left some quirky consequences behind, even in the best outcomes. Maybe the town is now covered in frosting, or there’s a herd of sentient snowmen wandering the streets.
    • What to Do: This phase is about managing the fallout. Players will need to smooth things over with any panicked civilians, undo the effects of the anomaly, and maybe even deal with an unexpected twist (such as an apology tour or media frenzy). The phase should end with a debriefing and review back at headquarters.
    • Rewards: If the aftermath is handled especially well, the Department may offer minor helpers or a less unreliable gadget for use on the next mission. There is also a chance to avoid gaining enemies and develop alliances.
    • Consequences: If the Chaos Meter was high, things won’t be as easily fixed. Maybe there are lingering side effects, like an overabundance of holiday spirit that causes everything to turn ridiculously festive, or the return of an anomaly that wasn’t fully contained. If the phase is badly handled, the team may end up with some persistant enemies or bad PR.

    Aftermath Oracles

    There are also some example all flavor oracles using dice labels for this phase too! Use them to help introduce more surprise and round out details in play.

    Simple Aftermath

    • Public Response: How well do the townsfolk feel about the team?
    • Holiday Spirit: How is the holiday mood affected?
    • Damage Control: How much effort is needed to fix the situation?

    Alternate Aftermath

    • Civic Reaction: What’s the general mood of the crowd?
    • Long-Term Effects: What lasting impact does the anomaly have?
    • PR Recovery: How much does the team need to manage public relations?

    Leftover Mess

    • Clean-Up Effort: How easy is it to restore order?
    • Media Frenzy: How does the media spin the event?
    • Community Impact: How is the community dealing with the aftermath?

    Fallout

    • Reputation: How do the locals view the team post-mission?
    • Festive Echoes: How much does the anomaly affect holiday celebrations?
    • Side Effects: Are there any lingering issues?

    Appendix: Using the All Flavor Oracles

    You ask about how things are or turned out. Roll 3d6 for an answer. Assign the labels in order from left to right or closest to farthest. Each label is interpreted according to its plain meaning, as illustrated by the example question that the flavor answers. Follow the intuitive scale below, judging the weight of the label by how much the flavor comes through or how positive/negative the outcome is.

    Scale

    • 1: Absolute absence or the complete opposite; most negative response
    • 2: Not at all or somewhat the contrary; clear negative response
    • 3: Somewhat or slightly so; mildly negative response
    • 4: Average or mediocre; slightly positive response
    • 5: Above average or notably strong; strongly positive response
    • 6: Peak or overwhelming; most positive response
    Share this with friends:
  • Great TTRPG Newbie Paradox (they’re easier to teach)

    Great TTRPG Newbie Paradox (they’re easier to teach)

    This entry is part 1 of 5 in the series RPG Theory

    Novice TTRPG Players and Simple Guidance

    Close-up view of red tetrahedral dice amidst rustic jars and burlap on a natural surface.
    You should go make a game with Caltrop Core, maybe.

    One of the great paradoxes I’ve noticed in TTRPGs is that newer players don’t always need the extensive examples and explanations that seasoned gamers often request. It’s fascinating how the learning process can differ so much depending on experience level. While experienced players may want every detail laid out to navigate complex systems, novice players tend to do just fine with simpler, more straightforward instructions. So why is that?

    To really understand why this is, we have to look at how cognitive psychology, gaming culture, and design philosophy come into play. New players are engaging with the game in a fresh way, while veterans approach things with a wealth of past experiences and mental models already in place. This combination of factors explains why simple rules can be so effective for new players, but also why they might leave veterans wanting more.

    Cognitive Load Management

    Starting out in TTRPGs can be overwhelming. New players are diving into an entirely new hobby, and everything is unfamiliar. From understanding the game’s goals to figuring out how to roleplay effectively, there’s a lot to take in. The key to helping them succeed is to reduce cognitive load, essentially not bombarding them with too much information at once. By simplifying what players need to process, you create a more approachable and enjoyable entry point.

    That’s why simple, streamlined rules work so well. New players don’t need to memorize a bunch of rules upfront; they only need the basics to get started. Systems like Fate Accelerated or Lasers & Feelings are perfect for this! They’re rules-light, accessible, and let players focus on having fun without getting bogged down by details. These systems also encourage players to explore their creativity without the intimidation of complex mechanics, fostering a sense of accomplishment early on.

    With cognitive load under control, players can dive into the game right away. Which itself enables more easily experiencing the game firsthand, which is often the most effective and engaging way for players to understand how it all fits together.

    Learning Through Play

    For new players, a good way to learn is often by diving in and engaging directly. Behavioral modeling plays a huge role here. Watching others navigate mechanics, solve problems, and roleplay their characters helps new players build an intuitive understanding of the game.

    It’s one thing to read about how a skill check works; it’s another to see someone roll the dice and react in real time. Whether it’s observing how a seasoned GM handles a tricky situation or seeing another player bring their character to life, learning through example is incredibly effective.

    This isn’t limited to group play, either. Even in solo roleplaying, the act of playing and reflecting on how it feels is a powerful teacher. Experimenting with the rules, testing out scenarios, and seeing what clicks provides valuable feedback that can’t be replicated by simply reading a manual. It’s all about learning through doing, which resonates deeply with how human psychology is wired.

    At its core, experiential learning is the heart of this process. Picking up a new hobby or skill is all about practice, getting in there, trying things out, and gradually getting better. TTRPGs are uniquely suited to this, offering a mix of structure and flexibility that encourages players to jump in and learn as they go.

    But what truly sets new players apart is their flexibility. Without years of preconceived notions or expectations, they often adapt more quickly to the rules and find creative ways to engage with the game. This adaptability is a powerful asset, allowing them to embrace simple guidance and make the most of the experience.

    Adaptability

    What’s amazing about new players is their adaptability. They haven’t been trained to expect certain complexities, and that’s a huge advantage. Without preconceived notions about how rules “should” work, they’re open to whatever the system throws at them. With fewer expectations, they can engage with simple rules without overthinking them, allowing for a more organic experience. This flexibility makes them more open to experimentation and less likely to get caught up in analysis paralysis over myriad options.

    The Tabula Rasa effect is big here. Novices often approach rules with fresh eyes, making them open to experimentation. Conversely, experienced players may often compare rules to prior systems and/or hold certain assumptions. Graceful degradation is something newer players excel at as a result. Novices will often default to common sense and broad principles, as well as more often collapse to core rules. Seasoned gamers will look for more nuance, more often look for edge cases, and generally expect more direct guidance.

    The Takeaway for Game Designers

    For game designers, the lesson is clear: Keep things simple. New players thrive when they can engage with the game without getting overwhelmed by complex rules or excessive explanations. A system that emphasizes simplicity and encourages learning through play will help novices feel confident and enjoy their experience right from the start.

    Experienced Players and the Need for Detailed Guidance

    A dark, moody still life scene featuring red and blue gaming dice, books, and a magnifier on a wooden surface.

    Complexity Preference

    For seasoned players, simplicity can sometimes feel like a limitation. After years of playing more complex systems, many veterans crave the depth and nuance that come with detailed rules. They want to be able to dive deep into the mechanics, optimize characters, and explore all the strategic options available.

    Systems like Pathfinder and Shadowrun thrive in this space. They offer a level of granularity and choice that challenges experienced players and rewards those who enjoy analyzing every aspect of the game. These systems activate analytical thinking, rewarding those who relish strategic complexity. They also often reward system mastery, which encourages a desire for deep rules understandings.

    Desire for Comprehensive Understanding

    Experienced players often seek clarity on edge cases and exceptions. They need detailed rules and examples to navigate these situations confidently. For them, the finer points of a system matter, especially when the game isn’t going according to the usual script. A system that provides clarity on the exceptions and intricacies helps them play with confidence, ensuring that no one gets stuck in a situation where they’re unsure of how to proceed.

    The can also want clarity on edge cases and exceptions because these often define the boundaries of creativity within the game. Detailed examples allow experienced players to confidently navigate unusual scenarios, ensuring they can “play to the rules” without stalling gameplay. In addition, gamers accustomed to systems like Dungeons & Dragons may expect clear guidance for adjudicating specific situations. Understanding this prior experience is key for seasoned gamers.

    Integration with Prior Knowledge

    Veteran players come into a game with a wealth of experience, so they’re naturally comparing new systems to the ones they already know. They’ve built mental models (or “schemas”) of how TTRPGs “should” work, and if the new system doesn’t align with those expectations, it can cause confusion.

    Discrepancies between these expectations and a new game’s mechanics can lead to frustration without sufficient explanation. A well-designed system can acknowledge this by providing clear explanations of how it differs from other games or being very clear about its own nuances. Without these distinctions, experienced players may feel lost or frustrated trying to figure out how things work.

    Challenges with Simple Rules for Experienced Players

    Overinterpretation

    Experienced players often struggle with simple systems because they assume there’s more complexity hidden in the rules. When the system feels too straightforward, they begin to look for deeper meaning or “unspoken” rules. This overthinking can lead to confusion, especially when the simplicity they encounter doesn’t match their mental models.

    Cognitive Rigidity

    Another challenge is cognitive rigidity. Long-time TTRPG players can become so accustomed to the intricacies of complex systems or robust presentations that transitioning to something simpler or more direct can feel like a step backward. Research indicates that experts in any field can develop a rigidity that limits their ability to adapt to new frameworks; this same psychological principle applies to TTRPGs. This rigidity can make it hard to adapt to lighter systems and simpler explanations that don’t provide the same level of depth they’re used to.

    Expectation of Depth

    Veterans can expect games to offer rich, strategic gameplay. They are often come to anticipate a certain level of complexity in gameplay and/or detail in rulebooks. Simpler texts may seem “shallow” to them, leaving them unsatisfied. They can feel those lighter books are lacking the intricate balance or emergent possibilities of more robust frameworks and explanations.

    Balancing Rule Presentation for Different Players

    Young professionals collaborating on a project in a modern office with laptop and notes.

    Layered Rulebooks

    One way to meet the needs of both novice and experienced players is to present rules in layers. Start with the core mechanics, keep it simple and easy to digest. Then add deeper, optional rules for those who want them. This approach lets new players engage without feeling overwhelmed while still providing the depth that experienced players crave.

    However, balancing this can be tricky. If the rules aren’t organized well, it can feel like you’re constantly flipping through pages to find the right information, which can be frustrating.

    Integrated Examples

    Including examples directly in the text helps everyone, regardless of experience level. Novices benefit from seeing the rules in action, and experienced players appreciate examples that clarify edge cases. The key here is to keep examples relevant to all types of players, showing how the rules can be applied in different contexts.

    This requires a balance of keeping it simple and direct for new players, while providing the clarity and nuance more seasoned players crave. There is also the pressure to maintain the text flow and usefulness as a reference, favoring conciseness that may sacrifice some nuance or detail.

    Encouraging Exploration

    Another way to bridge the gap between new and experienced players is by encouraging creativity within a structured system. Games that offer flexibility while still keeping things clear and simple can appeal to both groups. Designing systems that promote creativity within clear boundaries can engage both new and seasoned players, accommodating different preferences for complexity.

    Systems like Powered by the Apocalypse do this well. New players get to co-create the story alongside the GM, while veteran players can still engage with the rules in a deeper, strategic way. It’s the best of both worlds.

    A Few Final Thoughts

    The Role of Player Psychology

    The psychology of TTRPG players varies greatly. New players are often more risk-tolerant and excited to explore, while experienced players regularly seek mastery and optimization. These different approaches to the game highlight the importance of balancing rules in a way that caters to both. The more we understand these tendencies, the better we can design games that speak to a wider audience.

    The Evolution of TTRPG Culture

    TTRPGs have evolved a lot over the years, with indie games gaining traction and traditional systems like Dungeons & Dragons continuing to thrive. This diversity in gaming culture means that players bring different expectations based on their experiences. Designers need to be aware of these cultural shifts and cater to the broad spectrum of preferences.

    Game Master Dynamics

    The role of the GM also changes depending on experience. Novice GMs can benefit from systems that allow flexibility and creativity. Their lack of assumptions, along with the accompanying openness and adaptability, is their great strength. In contrast, veteran GMs typically look for more robust tools that help with complex storytelling and adjudicating rules. Their experience and system mastery, with the knowledge and rules familiarity they provide, form their strong points. Understanding these differences is key to making a game that works for all GMs.

    OK, Actual Final Thoughts

    Cheerful young African American male student in casual clothes throwing college papers up in air while having fun in green park after end of exams

    The interplay between simplicity and complexity in TTRPG design reflects not only player experience levels but also evolving cultural and cognitive preferences. Novices often thrive on minimalist guidance that reduces cognitive load, encourages exploration, and builds confidence. Veterans, on the other hand, oft demand nuanced mechanics, detailed examples, and robust systems that align with their mental models and expectations.

    However, this is all variable and nuanced based on the tabletop roleplaying game niche they embrace, their general mindset and preferences, and their overall experience. Game designers can meet these diverse needs through thoughtful layering of rules, embedded examples, and systems that balance creativity with clarity. Understanding the psychology and preferences of different player groups enables inclusive designs that enrich the TTRPG experience for everyone.

    And as always, I’d love to hear your thoughts on this! Leave a comment here and/or come scream at me about it on Bluesky.

    Share this with friends: