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Rules for an alternate WW2 gamebook

Dear Unknown Person, as I announced, I am starting a new project, a gamebook¹ by the name of The Silver War². At this stage, of course, these is but a very early rough draft that I will probably change even as I'm writing the whole thing. In any case one must begin at some point and writing this draft will help me out visualizing the concept. Let's start...

Task Resolution (i.e. Checks)

attribute + 2 dice = performance

Where attribute is the score, skill or whatever being checked, and dice are standard d6 dice.

Character Attributes

Attributes' scores can run from 4 to 25, the higher the better, with 11 being average for a healthy, young adult, with anything over 16 being extremely unusual.

Skills

These are simple: you have them or you don't. And if you don't, you have to roll a negative dice to your attribute resolution. So the modified task resolution check would be:

attribute + 2 dice - 1 dice = performance

So you are rolling 3 dice, 2 add their result to "performance", 1 substracts it.

Ex. Let's say your PER is 16, and you need to shoot an enemy soldier with a rifle you just found lying around somewhere, but you are not trained at shooting beyond what you saw on movies. You rolled your two positive dice getting a 2 and 6, and your negative dice, for not being skilled, getting a 4... Your total would be:

16 + 2 + 6 - 4 = 20

Is that good or bad? Well, higher is better, the next section would show you the outcome.

Being hurt and such

This is simple enough, whenever you are hurt, poisoned or sick you get a number of Hurt Points, which you divide among your attributes as you want. These Hurt Points are negative so they would affect your tasks rolls.

Example. Let's say your attributes are HTH 12 DEX 14 AGI 16 PER 16, and you get 20 Hurt Points out of falling off a ruined barn. The text will ask you to split those Hurt Points among your attributes. You don't want to affect your HTH too much as it's relatively weak, so you get HTH 12 - 3 (9) DEX 14 - 4 (10) AGI 16 - 6 (10) and PER 16 - 7 (9)... ouch!

K.O.

Once _any_ of your attributes has a number of Hurt Points equal to it, your character is K.O. and must follow the appropiate link in the text. This could mean death, though you could get lucky.

Example. After you fell down, debris fell on you. Pretty unlucky, giving you some extra 35 Hurt Points. Supposing you split those up in the following fashion

HTH 12 - 3 - 9 (0) DEX 14 - 4 - 9 (1) AGI 16 - 6 - 9 (1) PER 16 - 7 - 8 (1)

Unfortunately with such massive damage and your previous wounds it was impossible not to become K.O.

Healing

Healing is simple enough too. There are no magic potions in WW2 but receiving medical attention, rest and first aid will allow you to erase a number of Hurt Points. The text will tell you.

How many Hurt Points?

The text will tell you in each ocassion. However, the general rule will be something of two dice x hurt factor.

A knife would have a HF of 4

A bayonet (employed as such) would have a HF of 6

A pistol round would have a HF of 5

A rifle caliber would have a HF of 7

Note that a rifle can kill easily with one shot as 12x7 = 84 a massive 84 Hurt Points which would K.O. almost anybody. Or you could get lucky with a clean wound dealing 2x7 = 14, which would still hurt, but you would probably survive.

The takeaway is avoid getting shot.

Inventory

Backpacks in this period are generally small, and people don't usually carry a lot on themselves. To reflect this and not to encumber the player too much. (See what I did there) The PC can carry:

8 items if not having some sort of backpack³

20 items if have a backpack

Some items count as double or triple size and some would be just too large for a character to carry in the inventory (even if it can still be moved around for a little while). Small pocket items do not count against this limit⁴

Again...

All these rules are quite provisional and would almost certainly be changed as I write and test the thing.

Notes and Links

¹ A blend of roleplaying game and literature, with the text divided into sections linked together as to form a web of stories: "if you roll 3 or less go to section 103, else go to section 123", and so on and so forth.

²The Silver War

³ Or haversack

⁴ As not to burden the player with too much accounting. In anycase in a gamebook there's much less opportunity for a player to abuse the system.