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A Minimalist Sword & Songs RPG: by Fellipe Da Silva @cueinn

This document provides an overview of the rules for a minimalist Sword & Songs RPG. It describes how players create a hero by choosing a weapon, instrument, and appearance. Adventures are played through conversation, with dice rolls to resolve risky actions. Heroes have Hearts (hit points) and can find magical relics, weapons, armor, and songs on quests in procedurally generated dungeons designed around a theme. The goal is to defeat bosses and help villagers to gain abilities and progress the story.

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0% found this document useful (0 votes)
1K views6 pages

A Minimalist Sword & Songs RPG: by Fellipe Da Silva @cueinn

This document provides an overview of the rules for a minimalist Sword & Songs RPG. It describes how players create a hero by choosing a weapon, instrument, and appearance. Adventures are played through conversation, with dice rolls to resolve risky actions. Heroes have Hearts (hit points) and can find magical relics, weapons, armor, and songs on quests in procedurally generated dungeons designed around a theme. The goal is to defeat bosses and help villagers to gain abilities and progress the story.

Uploaded by

bluebeardbride
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A minimalist Sword & Songs RPG

by Fellipe da Silva @cueinn


Listen, kid. The Enemy power is growing
again. This old world had survived many
calamities. Our people are few, simple and,
scared. It gives us hope to see you with all that
courage. You can fight back if you find those
relics and forgotten songs buried in old ruins.

But it's dangerous to go alone, gather your


friends and take this with you.

Create your Hero


Choose a weapon and an instrument. A
goodbye gift from your village.

Mark 3 . All adventures have humble


beginnings.

Describe how your hero looks like.

Give them a name and pronouns. The ones that


people will sing in the future.
How to play

This is a TTRPG, designed to be played with a


GM and one or more players. And because of its
size, we assume you are familiar with this kind of
game.

In this game, the conversation is the main


mechanic. Always start with the fiction created
by the group.

Rolling
When heroes make something risky or with an
unclear outcome, their player rolls a 1d6 and:

• +1 die from getting help from an equipment


• +1 die from any advantage in the fiction
• +1 die for being helped by other characters

If any die gets a 6 the result is a success.

Hearts

They are the hero's resistance to damage.

• Heroes start with 3


• They gain a new when they defeat a Boss
in a dungeon
• They can also gain a quarter of from
helping people around the world
Equipment

Inventory
Heroes can carry up to 12 items: 6 for equipped
items such as weapons, armor, shield, and worn
items. And 6 more for items held in belts and
backpacks.

Weapons
They are rare and usually kept as family
heirlooms. But there are many tales about
legendary weapons hidden in ancient ruins in the
wilds.

When a weapon hits, it always causes the same


amount of DAMAGE:

• 1 DAMAGE: Ordinary weapons and fists


• 2 DAMAGE: Refined and special weapons
• 3 DAMAGE: Legendary weapons
• 4 DAMAGE: Big explosives

Shields & Armor


Equipment used for protection has a DEFENSE
value, usually 1. It represents the amount of
DAMAGE it absolves. So, when a character is hit
and has any DEFENSE value, subtract it from the
DAMAGE.
Magic
The old ways of magic are lost. But heroes can
access their powers through some songs and
items. Their effects can be used only half of
hero's daily.

Harm
When a character takes a hit, the weapon
DAMAGE is reduced from their . If the target
has any DEFENSE value, reduce it from the
DAMAGE.

Any damage that reduces to 0 is lethal. Unless


the hero had a fairy in their pocket the player
should make another hero and introduce them
as soon as possible.
Building Dungeons

I. Create a Magic Relic. A weapon, armor,


instrument, utilities, or usual treasure
II. Then choose a Theme for the dungeon

III. Create a giant monster to be the Boss. It


should have a vulnerability related to the
Magic Relic
IV. Create 2 to 5 enemies to populate the place

V. You can also create some traps and


environmental challenges related to the
Magic Relic and Theme of the dungeon

VI. The Boss and a Magic Song are in a room


locked by 3 keys distributed in the dungeon.
The keys don't need to be literal keys

VII. The entrance of the dungeon is locked by


something related to the Theme. Usually
something present in the rest of the place

VIII. The Region around it is usually related to


the Theme, and suffer some influence of the
Dungeon and its Boss

Dungeon Layout
Make a 6x6 matrix.
Roll 2d6. Mark the
correspondent cell (a
die for the column
other for the row).
Repeat and connect
the cells as you like.

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