What’s The Story, Muthur?

To the point, tabletop gaming

homebrew, theory James Taylor homebrew, theory James Taylor

Using time as ttrpg currency to press urgency

Hey there, I’ve got a bit of a crazy idea in my head. A few months ago I watched a sci-fi movie called “In Time” starring Justin Trousersnake. It was OK to be honest, the hook was that in a dystopian future traditional currency is replaced with ‘life-time’.

Hey there, I’ve got a bit of a crazy idea in my head. A few months ago I watched a sci-fi movie called “In Time” starring Justin Trousersnake. It was OK to be honest, the hook was that in a dystopian future traditional currency is replaced with ‘life-time’.

The way this worked, upon birth people were augmented with a system that stopped them biologically aging at the point of early adulthood, but at that exact transitional moment, a clock on their wrist starts ticking backwards, counting down the rest of their lifespan.

an arm shows a digitical timer readout of 00.00.1.00.12.50 augmented under the skin

This life-time as it’s known, is then traded as a currency, your wages are paid in life-time, and you buy your food and pay your rent with life-time.

The film was attempting to make a very blunt point about the modern low tax, low regulation, free-market Western economy, so of course - this situation empowers those that are ahead to get further ahead. It leads to the lower classes getting paid poverty wages forcing them to turn to loan sharks, gambling and criminal activities to survive.

As far as the film’s story goes, life-time creates frenetic pressure on Mr. Trousersnake as he’s literally in a race against time to save his mum, the girl, and the entirety of society from the evils of cAPiTaliSM.

Dr Evil laughs with his henchmen, evilly

Using real timers in games

OK, carpark that for a second, because now I’m going to talk about Shadowdark RPG and then rein it all back together again.

There’s a cool mechanic in Shadowdark whereby whenever you light a torch, you set a timer going on your phone for 60 minutes. At the end of the timer, the torch goes out. This serves to keep the urgency up and stop the players from becoming too cautious, it encourages them to take creative risks and makes the game much more action packed.

It’s method contrasts against OSR D&D which tries to solve the same problem, but it instead measures the passage of time abstractly using “dungeon turns” as 10 minute blocks per round of player actions (Modern D&D doesn’t bother with any of this, and just encourages hand waving it away).

While Shadowdark’s real-time method isn’t perfect, since the flow of in-game time rarely matches real-world time, it feels more organic and immersive. Traditional dungeon turns require conscious discipline to do right, and can easily feel rigid and boardgame-like, requiring bookkeeping that can bog down gameplay.

All that said, on balance, if you’re used to abstracting anyway, using real timers won’t break verisimilitude, and the Shadowdark method works well.

OK, so what’s the big idea Jimmi - this blog is meant to be about getting to the point?

OK, OK, sheesh. You’ve probably put two and two together by now, or read the title of this post, so I’ll get to the point.

In sci-fi games, what if we applied ‘life-time’ to track player character wealth? You could have them set a timer on their phone which you could add to and subtract from manually as the situation required.

Players could steal life-time from enemies or have it stolen from them. They might raid a bank where dormant life-time is stored on USB-style devices or loan time to desperate NPCs.

My theory is that, like in Shadowdark, that this would drive the player activity and create a sense of urgency at the table, effectively getting rid of those sessions where everyone mulls around with analysis paralysis.

As a bonus, it’d also take care of having to manually account for the weight and amount of your character’s currency!

a gif shows the clock from Countdown ticking towards 30 seconds whilst two players attempt to solve the puzzle.

Conclusion

Using life-time in this way feels like it could be a game changer, but I’ve not tried it myself yet, so I’m going to integrate it into future games of Mothership to see how I get on with it. Mothership specifically seems like a good fit to me, since the tone of the game is all dystopian future and economic horror anyway, but you might be able to bake it into your fantasy games - magic is a thing! Get in touch if you have any thoughts about it. I’m on Bluesky or you could use my contact form.

Hey, thanks for reading - you’re good people. If you’ve enjoyed reading this, it’d be great if you could share it on your socials, and maybe think about subscribing to the Mailer of Many Things! Either way, catch you later.

 
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Homebrew James Taylor Homebrew James Taylor

These are the best death rules for your rpg

The moment a player character goes down in battle, you take a d20 and you hide it under the mug. You put the mug out on the table for all to see. For every player turn that the character remains “down” you hide another d20 under the mug. This is important, so remember to add another d20 every round…

…in my opinion

Before we get started, I want to be straight with you. This post contains links to my new online zazzle store - tldr: I designed a mug… because I’m peculiar and I think it’s funny. You don’t need to buy the mug, if you like these death rules, just use your own.

Oh, whilst I’m writing disclaimers, this D&D house rule of mine is inspired by the death rules in Mothership 1e, which is a fantastic little game by Tuesday Knight Games.

setup

You are going to need an opaque mug, cup or similar vessel, and you’re going to need a handful of d20s.

how to use the best death rules

The moment a player character goes down in battle, you take a d20 and you hide it under the mug. You put the mug out on the table for all to see. For every player turn that the character remains “down” you hide another d20 under the mug, this is important, so don’t forget!

At this point, no one knows the status of the character, all we know is that the longer they’re down, the more dice they’re getting, and the worse their odds of survival. Feel that tension baby!

Ted Lasso feels the tension

The spicy bit

When another character goes to revive the downed character, be it during or after battle, using a spell or just a stabilising action, that’s when the fun begins.

The player making the revive action first shakes the mug, and reveals the d20s within. Read them as follows, with later conditions superseding earlier ones:

Condition 1) If at least 3 dice show a result of less than 11, the character is dead.

Condition 2) If any dice show a result of natural 1, the character is dead.

Condition 3) If any dice show a result of natural 20, the character is alive. (This overrules condition 1)

Condition 4) If multiple dice show results of 1 and 20, they cancel each other out. (This overrules conditions 2 and 3)

If the character is dead, the revive action fails.

Why do this?

Characters die, and the moment should be a glorious tension dripping swan song of nail biting action! Standard D&D rules (for example) rob you of this because everyone at the table knows your exact condition at all times, so there’s no need to rush over to cast healing word on you if you’ve already rolled 2 public successes on your death saves.

With my rules, You could be dead on turn 1. You could be dead even if they cast healing word on you immediately. The only thing players know for sure is that the longer they leave you face down in the dirt, the greater the odds are that you’ve stabbed your last goblin. Also, other than a natural 20, there is no way to ‘self stabilise’.

This creates a beautiful sense of urgency at the table, suddenly, someone going down is a cause for massive alarm that requires an immediate response. All the while, waiting patiently, the downed player has no idea if it’s already too late, sitting there grinning with anticipation, half imagining their next character…

About that mug I mentioned…

Because I’m peculiar, I thought it would be funny to actually make a specific mug for this purpose, so I designed one using royalty free art and stuck it up on Zazzle. “The Mug Of Death” amuses me greatly, and it has the best death rules laid out on it.

I know what you’re thinking, and to respond your very reasonable question: The image on the mug is intentionally upside down, because the mug is meant to be flipped over during play to hide the dice. When it is correctly oriented, everyone will be able to read the image as:

The Mug of Death

If you want one here’s the link to buy one from Zazzle (your transaction is entirely with them). I get a kickback from them, and it helps me keep the lights on.

But seriously (and I cannot stress this enough), just use a mug you have kicking around in your kitchen instead! Unless you’re peculiar too of course, in which case thank you very much in advance.

Conclusion

So that’s it, use these death rules to make character’s going down a spicier occasion, and then bask like a sea lion on the rocks of tension it creates!

Hey, thanks for reading - you’re good people. If you’ve enjoyed reading this, it’d be great if you could share it on your socials, and maybe think about subscribing to the Mailer of Many Things! Either way, catch you later.

 
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