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TheGoff - A Minimal Golf RPG

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0% found this document useful (0 votes)
107 views5 pages

TheGoff - A Minimal Golf RPG

Uploaded by

Jack
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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the goff

A MINIMAL GOLF ROLEPLAYING GAME


THE GOFF
A M I N I M A L G O L F R O L E P L AY I N G G A M E
The Goff is based on the minimald6 ruleset by Norbert
G. Matausch (CC BY-SA 4.0)

Silent Minority Games 2019 (gochuresacosu@gmail.com)

CHARACTER CREATION GAME SYSTEM

Name your golfer and roll 1d6 for each attribute (1 is Roll 2d6 always to make the swing:
truly bad and 6 is legenday) or distribute 20 points.. The
player determines the details of appearance and • Add 1d6 for advantage of any kind (high attribute,
equipment: appropriate trait or good skill).

• DRIVING • Subtract 1d6 for disadvantage of any kind (low


• IRON PLAY attribute, ball in a hazard, a very difficult shot, adverse
• SHORT GAME weather, etc.)
• RECOVERY
• PUTTING • DO NOT ADD DICE RESULTS. Simply look for
• MENTAL GAME Fives and Sixes. Every five or six is a success. Do not
get any success suppose not to be on the fairway
(rough, heavy rough, water hazard, sand trap, tree area
CHOOSE YOUR PLAYER and so) but the ball continues in game. The Marshall
will determine what happens depending on the
Roll 1d6 or choose the class that more you want: difficulty of the shot.

• Hitter: plays long and hard. • More successes are better. With two successes: the ball
• Technician: has a great touch and feel. it´s closer to the pin or will have better lie conditions.
• Young promise: balanced and brave on the course. With a single success: the ball reaches the green but
• Veteran: plays well under pressure. Ingenious shots. there is a long putt or it needs to be done approach to
• Unpredictable: always capable of surprise. get on the green if it´s a par 4.
• Shot maker: hits the ball straight and accurate.
• Never roll more than 3d6. Never roll less than 1d6.

TRAITS • When both dice come up 1, the player fails in some


catastrophic way. When both dice come up 6, the
The players may have two features at the beggining. character gets an amazing performance somehow.
New features can be created with Marshall´s
permission: GOLF CLUBS

• Driver: a club for hitting long, low drives from the


- Guts - Regular play tee. The pros have reached average distances of 315
- Play in bad weather - All terrain yards with the driver.
- Reading the green - Control
- Logic - Power • Irons: a club with a flat-faced solid metal head
- Approach - Winter player generally numbered from 1 to 9 indicating increasing
- Fade - Summer player loft.
- Draw - Nerves of steel
- Punch - Mass idol • Wedges: a subset of iron designed for short range
- Flop - Lucky strokes. Wedges are also known as PW or SW.
- Backspin - Calculate distances
- Conservative play - Scramble • Putter: used to hit the ball a short distance towards or
- Competitive play - Chip into the hole. Is the most personal club in the bag.
ON THE COURSE EXPERIENCE

A standard round of golf consists of 18 holes and The experience points are assigned as in the Stableford
most golf courses have par 3, par 4, and par 5 holes. scoring system, that is: 1 experience point per bogey, 2
The Marshall will determine what type of hole is played points per par, 3 points per birdie and 4 points for an
at each time and the characteristics of each hole, eagle. The Marshall will be able to assign experience
although you can also use the table of hole selection. points to the players when it deems appropriate:

HOLE SELECTION TABLE (1D6) - Finish a full round of 18 holes 5 points


1 or 2 3, 4 or 5 6 - Par for the course 5 points
- Boguie 1 point
PAR 3 PAR 4 PAR 5 - Par 2 points
- Birdie 3 points
Par 3: only one success is needed to reach the green - Eagle 5 points
(get 5 or 6). The difference between get a success or - Albatross 15 points
two is that with two successes the ball would be closer - Hole in one 10 points
to the hole and with a single success would be a longer
or more complicated putt. If no success is achieved, There are five levels of experience: Beginner, Amateur,
simply the ball does not reach the green and the player Tour Pro, Master and Legend. At the beginning the
may need to make an approach, take the ball out of characters are level 1 beginners and they can choose
bunker or whatever Marshall determines. two traits from the list. Using the experience points you
can level up and improve your character although the
Typical distances for par 3 holes from standard tees are attributes can never have more than 6 points:
250 yards (230 m) and below.
- Level 2 - Amateur 50 points
Par 4: you should reach the green in two shots (two (Acquire a third trait and one attribute point)
dice rolls) getting at least a success in each roll. If no - Level 3 - Tour Pro 100 points
success is achieved, the ball will go to the rough or (Acquire a fourth trait and one attribute point)
remain in more committed areas. - Level 4 - Master 200 points
(Acquire a fifth trait and one attribute point)
Typical distances for par 4 holes from standard tees are - Level 5 - Legend 500 points
251–450 yards (230–411 m) (Acquire a sixth trait and one attribute point)

Par 5: hit driver off the tee and the green can be
reached in two shots if the dice rolls go well.

Typical distances for par 5 holes from standard tees are


451-690 yards (412-631 m)

Putting on the green: long putts will need two


successes to get the ball into the hole. For shorter putts
a single success will suffice. The Marshall can determine
that the ball is so close to the hole that it does not need
a dice roll.

It is highly recommended for the Marshall to use paper


and pencil to draw schematically the hole that will be
played and putting the most important annotations of
it, such as trees, water, bunkes, uneven terrain,
obstacles, teeing ground and position of the green.
GOLFER NAME:
CLASS:
LEVEL:
EXPERIENCE POINTS:
TRAITS DRIVING
IRON PLAY
SHORT GAME
RECOVERY
PUTTING
MENTAL GAME

GOLFER NAME:
CLASS:
LEVEL:
EXPERIENCE POINTS:
TRAITS DRIVING
IRON PLAY
SHORT GAME
RECOVERY
PUTTING
MENTAL GAME

THE GOFF SCORE CARD


HOLE 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 TOTAL

YARDS
GOLF GLOSSARY:
• Iron: a club with a flat-faced solid metal head
generally numbered from 1 to 9 indicating increasing
• Albatross: a score of 3 strokes under par on a hole.
loft.
It`s tougher to get than a hole in one.
• Lie: how the ball is resting on the ground, which may
• Approach: a short-distance shot to the pin, usually 60
add to the difficulty of the next stroke.
yds or less.
• Links: a type of classic golf course, usually located
• Backspin: balls with backspin stop mor quickly than
on coastal sand dunes.
balls with no spin.
• Loft: the angle between the club's shaft and the club's
• Birdie: holing out in 1 stroke less than par.
face.
• Bogey: a score of one stroke over par on a single
• Marshall: the person who ensures the players are
hole.
following the rules.
• Bunker: a depression in bare ground that is usually
• Match-Play: a form of golf play where players or
covered with sand. Also called a sand trap. It is
teams compete against each other on a hole-by-hole
considered a hazard.
basis. The total number of strokes does not determine
• Caddie a person, often paid, who carries a player's
the winner. Instead, the number of holes won
clubs and offers advice.
determines the winner.
• Clubhouse: a golf club`s main building.
• Out of bounds: the area designated as being outside
• Chip: a short shot (typically played from very close to
the boundaries of the course. When a shot lands
and around the green), that is intended to travel
"O.B.", the player "loses stroke and distance", meaning
through the air over a very short distance and roll the
that he/she must hit another shot from the original
remainder of the way to the hole..
spot and is assessed a one-stroke penalty.
• Double bogey: a hole played two strokes over par.
• Par: standard score for a hole or a course (sum of all
• Dogleg: a hole where the fairway is straight for some
the holes' pars).
distance and then bends to the left or right.
• Pin: slang for flag-stick.
• Draw: a shot that curves to the left; often played
• Pitch: a short shot typically from within 50 yards,
intentionally by skilled golfers.
usually played with a higher lofted club that is intended
• Driver: this is the wood with the longest drive
to flight the ball toward a target with greater accuracy
distance.
than a full iron shot.
• Drop: to move the ball to a playable spot after hitting
• Punch: a shot played with a very low trajectory,
it into an unplayable lie.
usually to avoid interference from tree branches when a
• Eagle: a hole played in two strokes under par.
player is hitting from the woods. It can also be used to
• Fade: a slice-style shot in wich the ball flies to the left
avoid high winds.
before heading toward the target.
• Putt: a shot played on the green, usually with a putter.
• Fairway: the area of the course between the tee and
• Recovery: a comebak from a mis-shot or a bad lie.
the green that is well-maintained allowing a good lie for
• Rough: the grass that borders the fairway.
the ball. It's easier to hit from the fairway than it is to
• Scramble: when a player misses the green in
hit from the rough.
regulation, but still makes par or better on a hole.
• Fairway bunker: a bunker that is beside or in a
• Slice: a shot that initially takes a trajectory on the
fairway.
same side of the golf ball from which the player swings
• Grass bunker: a grass-covered hollow in the ground,
but eventually curves sharply back opposite of the
similiar to a bunker. The rules don`t consider it a
player.
hazard.
• Stroke Play o Medal Play: style of scoring in which
• Green: the area of specially prepared grass around
the player with the fewest strokes wins. Most
the hole, where putts are played.
professional tournaments are stroke play.
• Hazard: any bunker or permanent water including
• Teeing ground: the area from which you hit your
any ground marked as part of that water hazard.
drive or tee shot.
• Hook: a shot that initially takes a trajectory opposite
• Teeshot: the first stroke on a hole.
the side of the golf ball from which the player swings
• Up & Down: the situation where a player holes the
but eventually curves sharply back towards the player.
ball in two strokes starting from off the green.

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