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 Operator: The Slenderman TRPG

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FacelessNightmare
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Posts : 14
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Join date : 2012-04-22
Location : The Shadows (Also Sweden)

PostSubject: Operator: The Slenderman TRPG   Fri Sep 21, 2012 5:07 pm

So, I was thinking recently...

"Hey, Cthulhu got numerous Tabletop RPGs to his name. Most of them came out awesome while staying true to the core idea of the mythos. The geeks that would play Call of Cthulhu would most likely be interested in a Slenderman RPG."

So, I started spinning on ideas, but I kind of cut short on the creative side (ironic for a Rakenclaw). So then I thought.

"Hey, I can ask that one community that barely knows me for help!"

So, here I am.


Basically, what I have in mind if a Tabletop RPG, centered around the Slenderman Mythos. Fleeing, Sanity Dropping, finding obscure clues about Slendy, fighting Proxies, all that good stuff. It could very well be pulled off and become something really awesome, but sadly, the most productive thing I've come up with is a custom dice system and some very simple core ideas. If any of you guys are interested in making this RPG, which I dubbed "Operator" for now, a reality, I'd love to hear any ideas you all have.

This place is practically one of the biggest active Slendy Forums right now. With our combined knowledge (and geekiness), I'm convinced we could make something that is fun, scary and true to the original mythos all at once.

So, anyone up for joining in on this?
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kingxana0
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Age : 22

PostSubject: Re: Operator: The Slenderman TRPG   Fri Sep 21, 2012 6:02 pm

Yeah dude I would be willing to throw my hat into this. First order of business in my humble opinion is getting the character sheets made first and then building the game around what your character can do.
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FacelessNightmare
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Posts : 14
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Join date : 2012-04-22
Location : The Shadows (Also Sweden)

PostSubject: Re: Operator: The Slenderman TRPG   Sat Sep 22, 2012 2:19 pm

Yea, that does sound like a good idea. I guess I'll begin with explaining the dice setting I had in mind.

Inspired by games such as Noctum, Cthulhutech, D20 and World of Darkness, the system is custom-talored with Operator in mind.

To begin with, the six standard stats are there. STR(ength), INT(elligence), AGI(lity), CHA(risma), STA(mina) and MEN(tality). When making a character, the player begins with a point pool of 30, that they can spread out freely among the stats. As a result, the "average" human would have around 5 in every stat. Needless to say however, many characters in Operator will be special cases.

After that, you have the Skills. You know, the more advanced stuff. This is determined which a separate point pool entirely. Here, you can spend 0-4 points in every skill. As many points you have in a skill, so many D6s you will roll when told to roll on that skill. Each skill will also have a corresponding stat. For example, "Willpower" as a skill might have MEN as its stat.

When told to roll on a skill, the GM announces a "difficulty" level, which is generally 15-30 depending on the difficulty of the task. The player rolls as many dies as they have points in that skill. The player then add together the results of the dies and add that result with the stat corresponding with the skill. If the resulting number is above the difficulty level, they succeed.

Examples:

Player: I try to jack this car.
GM: Roll on Engineering, difficulty 20.

Player has 3 in Engineering. They therefore roll three dies and end up with 5, 5 and 4. They also have 6 in Agility, which is Engineering's stat. Thus they take 5+5+4+6, which is 21. As it is above 20, the difficulty the GM announced, they succeed and jack the car.


Player: I push on towards the Slender Man, even though his psychic influence is bringing me down.
GM: Roll on Willpower, difficulty 30.

Player has 2 in Willpower and 5 in Mentality, which is Willpower's stat. The player rolls two dies and gets 6 and 3. Thus they count 6+5+3, which is 14, which is below 30. Therefore, they fail the Roll and the GM announces what happens to the character.

At the moment, we need a good list of Skills. Not too many, but not too few either. I've counted for the players to get 1-2 points in their Skill Point Pool for every skill in the game, for the sake of balance.
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