Basic Adventure Game System
BAGS is a game for bags,
written by bags. As such, the design
goals were to be:
·
Simple
·
Short
·
easy,
·
simple
·
short
The inspiration was a boardgame and lots of random cards to
create adventures, perils, villains, treasures, etc. Plus, Pete wasn’t ready for the western game,
and this got thrown together. See: Baggishness.
Setting ? This setting
is PULP ADVENTURE, set in Nineteen-thirty-Nazi.
You are playing a character in a roleplaying game. I am running it. If you don’t know what a roleplaying game
is, get the hell out of my house. Come
back when you don’t have a life, okay ?
"Nineteen-thirty-Nazi"?
That ill defined period of
time for pulp adventures which includes:
- Nazi Germany as a source of
mooks and plots and bizarre occult investigations (either as an
actual government or just nearly about to be);
- Airships, flying boats, the last of
the biplanes, and no rockets, jets or flying wings
- Less Rays, no RAdio Detection And
Ranging apparatus. *
- Revolvers, shotguns, rifles, Thompson
guns, Styr SMG's, BARs
- Big fast mobster type cars and
motorcycles with sidecars
- Cool diesel & tube (valve for
purists) crazy science, often in the service of the New occult….
- Unexplored and poorly mapped Pacific
and African wilderness with big game hunting, lost tribes, cities and
treasures; often forgotten by time.
- Maybe starting to recover from the
Great depression, maybe
post prohibition, but still lots of gun running, rum running, and
Mobsters.
- Revolutionary ferment, Banana Republic
wars, Anarchy vs Communism vs Fascism....
- Less commandoes and rangers,
more international spies & Comintern
- A world at peace, just running up to,
but not into, world war two actually just yet.
How do I play this? What
do I do ? Where is My Butt? I’ve used
both hands and I can’t find it !! Okay, here
is the topline: You pretend to be a someone else having a bad day, otherwise
called a HERO having an ADVENTURE.
·
Since adults argue even more than five year olds playing cowboy
(got ya ! Nuh UH!) we have numbers and
rules to make decisions asy and (sorta) impartial.
·
To do stuff you roll dice to see if what you want to do works,
and how well. The better you are at
stuff, the more dice and higher numbers you generate –which is good, because
harder stuff needs bigger results.
·
When you screw up, bad things can happen, like when you fail to
jump a chasm (you fall to your doom), or fail to not be punched (you get
ouched). In which case, since no one here
is very creative, usually this means you get hurt or lose cool stuff. Sometimes
you die. Again, we have numbers and
rolls to determine when or if this happens (see: playing cowboys).
·
Players work together , dealing with a scenario designed and run
by a referee. Everyone says it isn’t
player vs GM, but we all know the truth after our first game.
·
If you make a point of doing well, you can get better at what
you do, or learn new things. Plus, you get to keep cool stuff, especially when
the bad guys “don’t need it any more”.
·
Got all that ?
How would some online academic wannabe describe the game: Dice pool
resolution, stat and skill, task numbers & opposed rolls. D6 only. Rules-lite.
Minimalist chargen, stats as skills. Retro-Stupid.
Gamist. Genre simulation, non-narrative, screened (gamemaster
controlled, low player agency).
While we are answering questions, what is all this about “Bags”
? If
you have to ask, consider yourself blessed.
Who is this “Pete” (or “Joel”) of whom you speak ? See above.
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