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This week in the clubhouse, Stephen is still away in New York.
Ellen is back to help out with a Nice Games Jam! Our prompt: create a JRPG-inspired game in under an hour. But like any good JRPG, it took twice as long to complete as expected...
Ellen's handwritten notes are worth a look! (PDF)
A two-person pen-and-paper RPG. One player portrays the party of ants, and the other player controls all enemies and narrates the story as the GM.
The Story
Your queen is dying, and for unknown reasons (foreshadowing!) your colony is running out of resources. You, a young worker ant, and your party of misfits must set out from your home to collect the extra food and supplies needed to save your colony, battling foes and overcoming challenges along the way!
RulesThe Party
Worker Ant (Player protagonist)
Bite (attack): 2
Carry (inventory): 5
Exo (armor): +0
Ability: "Defend" - Once per encounter, secretly choose (and write down) a party member. The next attack against that character will automatically fail. This remains in effect until an enemy attacks the selected player, or the player uses their ability.
Soldier Ant
Bite (attack): 3
Carry (inventory): 4
Exo (armor): +2
Ability: "Command" - Once per encounter, use this ability to grant an automatic success on a party member's next attack.
Flying Ant
Bite (attack): 1
Carry (inventory): 3
Exo (armor): -1
Ability: "Fly" - Once per encounter, choose an attack target, then exit play for this round. This character cannot be attacked by a non-flying enemy until they return at the start of the next round, when the attack is executed (as long as the target is currently in play).
Weevil (in disguise)
Bite (attack): 1
Carry (inventory): 4
Exo (armor): +4
Ability: "Push" - Once per encounter, you can select an enemy to remove from play until the end of the round. This enemy cannot attack or be attacked.
All party members have 10 hit points (HP).
Party stats
Overworld
Each path on the map has the following information/stats:
Paths don't all have to start from the origin point of the party. Some can begin in the middle of another paths, but the party can only discover a path if they are within sensing range of the beginning (how near is that? Um, we didn't figure that out).
Overworld turn sequence
Sense points
Enemy Encounters
Each character has one action per round. Initiative passes between the player and the GM and the round is over when all characters and enemies have taken an action.
Actions
Attack: This is an opposed roll. The attacking character rolls 1d10. The defending character rolls 1d10, plus its Exo modifier. In the case of a successful attack, the defending character loses HP equal to attacker's attack stat. If the roll (including modifiers) is a tie, both players roll again with no modifiers to determine the result.
Ability: The character may use their ability instead of attacking.
After the player's party defeats certain opponents, its body can be converted into resources, which use up the "carry" stats of various party members, distributed as the player sees fit.
Obtaining resources
1 - 2: All resources are immediately available to collect.
If resources are trapped or hidden, the player can roll 1d10 to find them or attack the barrier to release them. After each attempt, an encounter check is made, so players will have to make calculated risks.
Once the player collects all resources, or declines further attempts to collect them, the party returns to the home colony, unloads thier resources, heals all their HP, and starts again on a new path.
Once the player brings 30 pieces of food (or some other metric of resources) back to the colony, the colony is saved! ...OR SO IT SEEMS!!
The Big Twist!
This is a JRPG-inspired game, so now it's time to turn the tables, expand the world to a preposterous scale, and raise the stakes as high (or higher) than makes any sense.
What the story twist is will be determined using a die roll from the GM.
1 - 3: An Evil Weevil Infiltration
4 - 6: Nearby Colony Has Incredibly Advanced Technology
7 - 9: The Truman Show Ending
10: Roll again!
4.7
4141 ratings
This week in the clubhouse, Stephen is still away in New York.
Ellen is back to help out with a Nice Games Jam! Our prompt: create a JRPG-inspired game in under an hour. But like any good JRPG, it took twice as long to complete as expected...
Ellen's handwritten notes are worth a look! (PDF)
A two-person pen-and-paper RPG. One player portrays the party of ants, and the other player controls all enemies and narrates the story as the GM.
The Story
Your queen is dying, and for unknown reasons (foreshadowing!) your colony is running out of resources. You, a young worker ant, and your party of misfits must set out from your home to collect the extra food and supplies needed to save your colony, battling foes and overcoming challenges along the way!
RulesThe Party
Worker Ant (Player protagonist)
Bite (attack): 2
Carry (inventory): 5
Exo (armor): +0
Ability: "Defend" - Once per encounter, secretly choose (and write down) a party member. The next attack against that character will automatically fail. This remains in effect until an enemy attacks the selected player, or the player uses their ability.
Soldier Ant
Bite (attack): 3
Carry (inventory): 4
Exo (armor): +2
Ability: "Command" - Once per encounter, use this ability to grant an automatic success on a party member's next attack.
Flying Ant
Bite (attack): 1
Carry (inventory): 3
Exo (armor): -1
Ability: "Fly" - Once per encounter, choose an attack target, then exit play for this round. This character cannot be attacked by a non-flying enemy until they return at the start of the next round, when the attack is executed (as long as the target is currently in play).
Weevil (in disguise)
Bite (attack): 1
Carry (inventory): 4
Exo (armor): +4
Ability: "Push" - Once per encounter, you can select an enemy to remove from play until the end of the round. This enemy cannot attack or be attacked.
All party members have 10 hit points (HP).
Party stats
Overworld
Each path on the map has the following information/stats:
Paths don't all have to start from the origin point of the party. Some can begin in the middle of another paths, but the party can only discover a path if they are within sensing range of the beginning (how near is that? Um, we didn't figure that out).
Overworld turn sequence
Sense points
Enemy Encounters
Each character has one action per round. Initiative passes between the player and the GM and the round is over when all characters and enemies have taken an action.
Actions
Attack: This is an opposed roll. The attacking character rolls 1d10. The defending character rolls 1d10, plus its Exo modifier. In the case of a successful attack, the defending character loses HP equal to attacker's attack stat. If the roll (including modifiers) is a tie, both players roll again with no modifiers to determine the result.
Ability: The character may use their ability instead of attacking.
After the player's party defeats certain opponents, its body can be converted into resources, which use up the "carry" stats of various party members, distributed as the player sees fit.
Obtaining resources
1 - 2: All resources are immediately available to collect.
If resources are trapped or hidden, the player can roll 1d10 to find them or attack the barrier to release them. After each attempt, an encounter check is made, so players will have to make calculated risks.
Once the player collects all resources, or declines further attempts to collect them, the party returns to the home colony, unloads thier resources, heals all their HP, and starts again on a new path.
Once the player brings 30 pieces of food (or some other metric of resources) back to the colony, the colony is saved! ...OR SO IT SEEMS!!
The Big Twist!
This is a JRPG-inspired game, so now it's time to turn the tables, expand the world to a preposterous scale, and raise the stakes as high (or higher) than makes any sense.
What the story twist is will be determined using a die roll from the GM.
1 - 3: An Evil Weevil Infiltration
4 - 6: Nearby Colony Has Incredibly Advanced Technology
7 - 9: The Truman Show Ending
10: Roll again!
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