A happy little TPK
#1
Tongue 
I'm playing Ben Lehman's system High-Quality RPG. Which is, as the name suggests, a very high-quality lightweight fantasy system. Download it for free at High Quality Roleplaying, it's a short and very entertaining read.

I'll start by rolling an intial trait...

1 = 1[d6]

Okay, I'll pick Tough. What profession am I?

6 = 6[d6]

A specialist? What kind of specialist?

4 = 4[d6]

I'm a Tinker. A Tough Tinker. Second trait?

1 = 1[d6]

I'll make that big. A big and tough tinker. I'll use the Rinkworks Fantasy name generator to determine his name: Worpolit.

Worpolit, the big hulking brute of a tinker. Okay, I can work with that. Where do I start?

5 = 5[d6]

Underground. And what are my circumstances?

4 = 4[d6]

Foolishness. Okay, what's my Signature enemy #1?

9 = 6[d6]+3[d6]

I get to make something up. Uh...

Movie monsters.

Okay, movie monsters. Okay, how about a psychotic magic-powered cyborg. What other signature monsters will we have?

7 = 3[d6]+4[d6]

Ordinary people, okay...

12 = 6[d6]+6[d6]

And another make-it-up...

Movie monsters.

Movie monsters again, you've got to be kidding me.

Underground pariahs.

Okay, how about Morlocks from H.G. Wells' book The Time Machine. Basically, cannibalistic albino troglodytes.

So, Worpolit the big/tough tinker finds himself foolishly getting himself into a pickle underground, where he'll have to deal with psychotic magical cyborgs, normal people gone wrong, and morlocks. Awesome.

I figure he foolishly volunteered to explore some caves and got a little bit lost. Do you agree, RPGSolo?

No.

Okay, what do you think happened then?

Move.

Anger.

Worpolit got into a bar-room brawl one day, killed a man, and was consequently chased by the legal authorities. So he went into hiding in a cave, and now he can't figure out how he came in.

LET'S GET CRACKING!

So, let's assume that he explored until he found something interesting. And what is that interesting thing?

Doppelganger.

Okay, I run into a werewolf. What's he doing underground?

Move.

A burden.

Okay, he wants to stash something underground. Is he in normal form when Worpolit runs into him?

Yes.

Okay, great. So Worpolit approaches him.

"Good morning, sir!"

Oppose.

Military.

We get to talking and Worpolit learns that our werewolf is actually a renegade resistance fighter type. That's actually a really cool character concept, I'm totally stealing that for the next time I'm playing Dungeons: The Dragoning. Worpolit asks the werewolf if he knows the way out.

Does he?

Yes.

Oh, good. Is he prepared to lead me out?

Yes, and...

And what?

Struggle.

Evil.

And he wants me to join him in the eternal struggle against evil authority! So, does anything interesting happen until we leave the caves?

Yes, and...

Waste.

Jealously.

We run into two Morlocks fighting over a rag on the way out. What else?

Excitement.

Suffering.

And there's a small crowd of people egging them on as they're fighting.

Do they notice us?

Yes, but...

The crowd notices us, but the two fighters don't. How many Morlocks are there?

5 = 2[d4]+1[d4]+2

Are they hostile?

Yes.

Gulp. This may wind up being a VERY short session. Do we get to start?

No.

Okay, this will definitely wind up being a very short session. How many morlocks attack Warpolit?

4 = 4[d5]

Oh, wait, no, I was being stupid. There's no initiative in HQRPG. Darn, it's been a while since I played. Okay, Warpolit makes a standard fighting action. Does the werewolf remain in human form?

No.

Okay, he morphs into wolf form. Does he make a standard attack action?

Yes.

Do the morlocks make a standard attack action as well?

Yes, and...

And what?

Spy.

The intellectual.

Um, how do I interpret that?

...

Okay, ignoring that 'and' result.

What's my strike/defense rolls?

4 = 1[d6]+3[d6]

Yep. Very dead. Does it take an action to were-morph?

Yes, but...

But morphing back is instantaneous. Okay, so my buddy morphs and does defense, instead of doing a standard action.

3 = 3[d6]

He rolls a pretty bad defense thing.

How about Morlock #1?

4 = 3[d6]+1[d6]

Okay, because the morlocks are overwhelming me numerically, his strike roll is actually 3+1=4, so that beats my defense. Imma have to roll damage in a minute. Morlock #2?

4 = 2[d6]+2[d6]

Thankfully, he misses. Morlock #3?

8 = 3[d6]+5[d6]

Hits as well. #4?

6 = 4[d6]+2[d6]

Hits. How about #5, who's paired up with the wolf?

5 = 3[d6]+2[d6]

Since a wolf is faster than a morlock, the defence gets an extra +1, and the morlock doesn't have the strength of numbers. So Morlock #5 misses.

But I've still got 3 damage rolls against Warpolit that need resolving.

15 = 5[d6]+4[d6]+6[d6]

A 6 means I'm dead, Jim. Well, that was a fast death. The game took less long than the setup. If it's at all comforting to Warpolit's spirit, I'm sure the werewolf took at least one or two of the buggers before going down.

In retrospect, it might have been better to run for dear life instead of trying to take on 5 enemies at once. I guess I'm just used to the D&D-esque hack-n-slash mentality... oh well, die and learn. This was a fun session in any case, even if I'm sort of sorry I never got to play out the concept of an anarchist guerilla-war featuring Morlocks and magical cyborgs.
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#2
Thank you for sharing! Two suggestion...

1.
Quote:Spy.

The intellectual.


Um, how do I interpret that?

They see something that give them an advantage.

2. "After the Morlocks leave is anyone in the crowd able to revive Warpolit?"

Yes.
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#3
(04-20-2013, 09:59 AM)Mark Wrote: Thank you for sharing! Two suggestion...

1.
Quote:Spy.

The intellectual.


Um, how do I interpret that?

They see something that give them an advantage.

2. "After the Morlocks leave is anyone in the crowd able to revive Warpolit?"

Yes.

Oh, right, I hadn't even thought of using 'Spy' as a synonym for 'Spot'. Good idea, I'll remember that for next time.

That might not be a bad idea. I'm not sure I want to trash the lethality of HQRPG too quickly at this point (since lethality is one of the key features of the game - the mechanics are all designed around this concept), but I'll certainly consider that next TPK I run into. Maybe a roll of 'Very Unlikely' might do the trick. Hmm...

Thanks for reading, the suggestions, and for making RPGSolo!
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#4
(04-20-2013, 12:05 PM)TrollSlayer Wrote: I'm not sure I want to trash the lethality of HQRPG too quickly at this point (since lethality is one of the key features of the game - the mechanics are all designed around this concept)

Yes, you're right. It would be like playing a video game in "god" mode. It starts to get boring.
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#5
Okay, time for HQRPG, take 2. Trait #1?

6 = 6[d6]

I make up my own trait...

Martial arts.

Trait #1: Muscular. Profession?

4 = 4[d6]

Yeoman. Second trait?

2 = 2[d6]

Small. So as per Rinkworks Name gen, the character's called Toner. Toner the small-yet-muscular yeoman. The name fits.

Okay, starting location?

4 = 4[d6]

Mountains. Situation?

5 = 5[d6]

Mission to the mountains. Okay, so Toner's on the mission to the mountains... to do what exactly?

Open / Outside.

To... er... hang on,that's not enough to go on.

Work hard / Environment.

Okay, so Toner set himself the mission to settle in the mountains by himself. Presence of danger?

5 = 5[d6]

Obviously it would be an enemy... what type?

8 = 3[d6]+5[d6]

Werewolves, cool. Is there more than one?

Yes, but...

There are two werewolves, but one hasn't acquired his full power yet. Imma say that Toner's got a pitchfork and a miscellaneous farming gear with him. Are the werewolves in wolf mode?

No, but...

Okay, they're in hybrid mode. Cool. Do they look hostile towards toner?

Yes.

Toner runs for dear life. Do they make a standard attack action?

Yes.

Defense die and then my action die:

9 = 6[d6]+3[d6]

Is fleeing a difficult thing to do?

Yes.

Okay, that's a 'not yet' result. I can handle that. Especially since I got a 6 defense. How about the werewolves, what do they get?

11 = 6[d6]+5[d6]

7 = 4[d6]+3[d6]

They're overwhelming me numerically, and are they faster than me?

Yes, and...

They're both faster than me and their claws/jaws are superior to Toner's non-existant armor. That's a +3 for both of their attack rolls, they both beat my 6 (with a 9 and 7). Darn. Let's roll damage.

7 = 4[d6]+3[d6]

The claws/jaws are sharp, so that's two Shock results. Oh, gulp. Toner lies on the mountain floor in pain, already rather ripped up. Do the wolves rip him up?

No, but...

They throw him into a crevice on the side of the mountain.

I SURVIVED!!! Barely, by sheer luck, but I survived two werewolves. Time to roll injury.

9 = 3[d6]+1[d6]+3[d6]+2[d6]

... and I didn't get a single serious injury. Wow. That was a really tough threat, considering that werewolves are basically unkillable by conventional means, and that there were two of them. And so that's 10 XP for surviving, and 50 XP for surviving my first combat. 60 XP and I'm not dead yet. I can hardly believe it. So Toner lies there for hours until finally he manages to get up. Can he find his pitchfork and equipment?

Yes.

Good. Toner looks around for anything the werewolves may have left behind.

5 = 5[d6]

Success. Is there anything they left behind?

1 = 1[d6]

Aww. Okay, well, Toner trudges on to find a settling-place. Can he find food to eat?

Yes.

Good, then that's settled. As he walks he eats berries and herbs and the like. Eventually, he comes across..

Supernatural dungeon.

Okay, he finds an odd chasm in the mountain floor. Upon climbing down, he finds?

2 = 2[d6]

Nothing particularly special, just a big stone room. There are two doorways leading into dark hallways, one east and one north. There's some sort of unnatural light emanating from the north hallway. Toner looks around for anything interesting.

5 = 5[d6]

Successful 'search check', is there anything interesting at all then?

6 = 6[d6]

YES! What sort of thing.

2 = 2[d6]

A minor resource of some type. How about just a torch. Toner finds one on the floor, mostly burned out. He lightly blows on it to reignite the flame and marches into the north tunnel. What does he run up against?

3 = 3[d6]

What sort of special feature?

Broken flint and steel.

Okay, in the room at the end of the corridor, there is a broken stone altar with a flint and steel placed on top of it. Is there anything else that's interesting about the altar or flint and steel?

Yes, but...

Something interesting with the altar, then.

Recruit / Enemies.

There's some sort of carved image on its side that looks like armies fighting against each other. Huh. Toner looks around for anything else in the room.

5 = 5[d6]

Success, he finds something if there is anything at all. Are there any resources?

5 = 5[d6]

Nope. But is there anything else in the room that isn't a sort of resource?

Yes, but...

There are a lot of diagrams on the walls, but Toner can't make them out.

Toner goes back to the first room and takes the east passage. What's at its end?

5 = 5[d6]

What type of enemy?

7 = 5[d6]+2[d6]

A slavering, possessed person, holding a scythe and looking straight at Toner, an evil glint in his eyes! (Cheesy, I know...)

Toner throws his torch at the enemy, maintaining a defensive stance (standard attack action). Does the monster make a standard action as well?

No.

All out attack?

Yes.

Okay, what did I get?

10 = 6[d6]+4[d6]

And the monster?

5 = 3[d6]+2[d6]

I definitely hit, getting a 6 against its 0, and it has a strike of 3+2 for being more maneuverable than me and having a scythe when I have no amor; I have a defense of 4+1 for being in a more maneuverable position than it (it has to charge to get at Toner). It doesn't score a hit. How much damage do I do?

3 = 3[d6]

Since the torch is on fire, I get a result of 3+1=4, or shock. But the monster listing for posessed people shows that they can't go into shock. Darn.

Okay, this round I stab at it with my pitchfork, standard action. Does it all-out again?

No, but...

Standard attack action for it, okay.

10 = 5[d6]+5[d6]

Nice, what does it get?

5 = 3[d6]+2[d6]

My strike roll definitely defeats its defense roll: 5+2 (+1 for having a pitchfork against skin and clothes, +1 for being muscular) beats 2+1 (+1 for being so darn fast) any day.

Its strike roll is 3+2 (+1 for having a scythe vs. my clothes, +1 for being fast) vs. my 5. It barely misses me, again.

How much damage do I do?

4 = 3[d6]+1

Pseudoshock, as before. ... I don't think I'm going to get anywhere with this fella anytime soon. The probability of me killing it on any given round is under 20 %, assuming standard actions for both of us... Is there some sort of feature in the room that could give me some sort of tactical edge?

Yes.

Old crystal lens.

There's some sort of gigantic magnifying glass in the room. Can I get it to focus light at the enemy?

Yes.

I move behind the crystal and focus it against the enemy, also positioning myself behind it so as to keep cover. That's a standard action for me, with the crystal lens as a weapon.

Does the monster make a standard attack action?

Yes, and...

And does another monster join him?

No.

Phew. And nothing, then. What's my roll?

9 = 6[d6]+3[d6]

And the monster?

9 = 5[d6]+4[d6]

We both hit each other. How much damage do I take?

6 = 6[d6]

DEAD? Do I at least take him down with me?

5 = 5[d6]

Nope, I don't.

RIP Toner, second in a most likely very long list of HQRPG casualties.
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#6
Nice. I'm getting really interested in this HQRPG system. I'm going to have to read the PDF.
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#7
Yeah, you definitely should. It's a really short (and often very funny) read, and free as well. I mostly play it because it's got seriously quick-'n-easy chargen, a lightweight combat system that allows for interesting tactics, and... oh right, it's also got built-in random scenario generation!
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#8
TAKE 3, maybe this time I'll survive longer than two combats or something. Probably not. Trait 1?

1 = 1[d6]

Tough. Profession?

1 = 1[d6]

Tenant. Trait 2?

6 = 6[d6]

Invent-my-own, I need inspiration.

Cheesemaking.

Gimme a break.

Undead knowledge.

Uh... the second trait is 'divinely blessed' which gives him a bonus to attack, defense, and skill rolls against undead. Rinkwork's namegen gives me Untran, the tough divenely-blessed peasant.

Starting setting?

3 = 3[d6]

Desert, circumstances?

5 = 5[d6]

Untran is on a mission in the desert. What type of mission?

Attract / Energy.

Oh, wait, lemme make a second character first, actually. Trait 1?

5 = 5[d6]

Focused. Profession?

6 = 6[d6]

Urbanite, eh? What type?

4 = 4[d6]

A focused barber. Trait 2?

6 = 6[d6]

I'll say being a Barber would allow me to take Bloodmage, so I'll go with that. Name is Asash. Asash the focused barber bloodmage.

Okay, got that. So what was the mission, again? A desert mission involving 'attract / energy'. Um. Oh, there have been supernatural sightings in this particular desert, and Untran and Asash were chosen to investigate and take out these threats. If they can't, nobody can. And given my results with HQRPG, I get the feeling that nobody can.

Scenario 1!

5 = 5[d6]

Enemy, what type of enemy?

4 = 3[d6]+1[d6]

Wolves. Desert wolves. How many?

1 = 1[d5]

Okay, and I assume they are hostile?

Yes, and...

It's bloodthirsty. Is there anything interesting in the environment?

Yes.

What is it?

Cruelty / Investment.

A large bloodstained spire in the desert.

Asash attacks the beast with his dagger-scalpel-thingy, while Untran attacks with his pitchfork.

Does the wolf make a standard action?

No, but...

No, but he makes an all out attack. On Untran?

Yes, but...

Okay, on Untran, but he's got Asash lined up next.

Imma roll Untran's dice, then Asash's, then the wolf's, all in one roll.

20 = 4[d6]+4[d6]+2[d6]+2[d6]+2[d6]+6[d6]

Wolfie gets a strike of 6, hitting Untran. Both Untran and Asash hit the wolf. Damage?

5 = 3[d6]+1[d6]+1[d6]

Untran does 3+1=4 damage, shocking the thing, while Asash and Wolfie don't really do significant amounts of damage. Both Untran and Asash attack again, does the wolf try to move?

Yes.

Does he run away?

No.

Okay, he tries to defend himself then?

Yes, but...

Yes, but he's going to fail miserably. I know. Welcome to my life, wolfie.

16 = 5[d6]+5[d6]+2[d6]+1[d6]+3[d6]

Untran gets a strike roll of 5+2 versus wolfie's defense of 3+1, killing the thing.

This was a pretty normal threat, so I only get 50 XP for surviving my first combat. What happens to Untran's wound?

3 = 3[d6]

Nothing, good. Okay, Untran examines the spire thingy.

6 = 6[d6]

Okay, he definitely figures out exactly what's up with it. There is something special with it, right?

Yes.

Okay, what sort of thing?

Communicate / Expectations.

It's a magical message-post of some kind. We search the place, is there any treasure?

2 = 2[d6]

None. Darn.

Are there any other landmarks or something to go towards?

Yes.

What sort of landmark?

Strong afterlife.

A cemetery in the desert? Huh. Guess that would explain the sightings and stuff. Untran and Asash go there. What do I find?

3 = 3[d6]

What sort of special feature?

Haggle / Adversities.

There's a sacrificial altar in the middle of the cemetery. Untran examines the altar, is there anything interesting about it?

5 = 5[d6]

Okay, success. Is there anything interesting about the altar?

No.

Okay, so it's a plain ol' sacrificial altar. Asash examines the environment.

4 = 4[d6]

Success. Okay, are there any resources here?

2 = 2[d6]

Nope, that's what I thought. Is there a pattern to the names on the tombstones?

No.

Come on, throw me a bone here, RPGSolo!

MAG: Running. I can work with that.
There's a chasm, but on the other side of the chasm there's a cave that looks interesting.
Untran and Asash try to jump over the chasm to the other side.

3 = 1[d6]+2[d6]

Untran trips as he tries to jump over and falls into the chasm. Does the fall kill him?

Yes.

Why the death of another PC make me grin like I just won the lottery?

Untran enters the cave. What characteristics does the cave have?

1 = 1[d6]

Nothing. He examines the cave.

6 = 6[d6]

(By the way, I meant Asash earlier, not Untran. Typo.) Okay, Asash finds whatever needs to be found in it. Are there any resources within it?

5 = 5[d6]

Nope. Is there any non-resource within it?

Yes.

What sort of interesting non-resource?

Increase / Emotions.

A large crystal rooted within the ground that acts as empathic magnifier, designed to bridge the gap between this plane and the plane of the dead.

He explores deeper within the cave.

3 = 3[d6]

What sort of interesting object?

Delightfully / Rotten.

Two decaying corpses in each others dead arms, holding themselves tightly against each other with a stupid grin on their faces. Asash examines the corpses.

4 = 4[d6]

Success. Is there anything interesting about them?

Yes.

Trust / Evil.

They both wear a necrotic amulet. Asash examines the room.

3 = 3[d6]

Does he find anything?

2 = 2[d6]

Nope.

Asash picks up the necrotic amulet. Does anything happen?

No, and...

No, and it doesn't look like anything will happen. Asash puts the amulet in his pocket and goes further into the cave.

6 = 6[d6]

Enemy! What sort of enemy?

10 = 4[d6]+6[d6]

A vampire... Asash is so toast. Does he look hostile?

Yes.

Definitely toast. Is there anything else of note within the room?

Yes.

What sort of thing?

Extravagance / Travel.

The vampire has got an extravagant chariot in the cave with him. Why he'd need it this far in is beyond me. Anything else I should know about?

Yes.

Break / Dispute.

There's another peacekeeping sacrificial altar here.

Wait, does the vampire want to sacrifice Asash on it?

No, but...

No, but he does want to bathe in Asash's blood.

Asash runs away (action+defense dice)

Does the vampire make a standard attack action?

Yes.

Okay, how do I do?

6 = 1[d6]+5[d6]

11 = 5[d6]+6[d6]

Failure. As Asash tries to run away, the cave wall collapses, preventing escape.

Also, the vampire gets a strike roll of 5+1 for being so strong. Asash only gets 5. The vampire scores a hit.

3 = 3[d6]

3+1 for the vampire's sharp teeth; Asash goes into shock. I assume the vampire kills him?

Yes.

And another one bites the dust.

HQRPG 4 - Trollslayer 0
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#9
I think Mr. Lehman needs to change the name of his system to Highly-lethal RPG.
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