C'est effectivement très cadré. C'est un petit livre carré d'une cinquantaine de pages très aérées. C'est pour un one-shot rejouable, avec des histoires proches mais différentes.
Je donne un dernier indice. Si personne ne trouve le jeu après ça, je vous le dévoilerai.
I N T R O D U C T I O N
[Nom du jeu] is designed for two players. One player (called the “Savior”) takes on the role of the story’s main character, Kelly Perkins. Kelly can be male or female, and is tasked with saving the Colony from collapse. In addition, Kelly must cope with the fact that he (or she) is not necessarily the best man (or woman) for the job, despite enormous expectations.
The other player (called the “Governor”) is in charge of all other characters. These may include government officials, Colony citizens, criminals, freedom fighters, Earth visitors, etc.
Both players may invoke elements of the setting, including the Martian landscape, weather, Colony technology, and political climate.
The object of the game is to tell a meaningful story about Kelly Perkins’ attempt to save [Nom du jeu] and cope with her own sense of self-worth. The story takes place as a series of scenes during which Kelly learns of impending or ongoing problems with the Colony and then implements a plan to try to solve those problems. The other characters in the story exist to help or hinder Kelly. They all have their own agendas, and may not have the good of the Colony at heart.
When Kelly’s plans work, she will help to lift the Colony into self-sufficiency. When they fail, she will have to choose between facing the consequences of her failure or deceiving the people. Too many deceptions, however, will lead to political scandal.
The players will take turns setting scenes. During each scene, the players will move the story forward by describing any action, conflict, or dialogue that is taking place. When one scene ends, another will begin.
After nine attempts to turn the Colony around, the game ends. The players take stock of what Kelly has accomplished and decide if the Colony is more likely to flourish or flounder. They also decide if Kelly exits honorably or in disgrace.
Je relance avec un supplément autonome, sans système, pas attaché à un jeu en particulier mais plutôt orienté OSR.
A fair fight is a fight you’ve already lost. Predators don’t fight fair. Even if the prey knows it is being hunted, the killing blow tends to be sudden; a snapped neck, a torn throat, a smashed skull. A long combat gives an opponent a chance to act.
Large herbivores, who can afford missing a few meals and rarely need to sprint, are far more willing to throw their full weight at a comparatively fragile threat.
Most conventional creatures won’t attack humans unless the creature is:
•Very Hungry. Humans are usually too much trouble to eat. They have sharp parts, fight in groups, and return to seek revenge.
•Trapped or Startled. If escape doesn’t appear to be an option, even the most placid creatures may turn andfight.
•Supremely Confident. From ignorance, experience, or size, the creature is fairly certain it can eat that strange pink wobbly thing and get away without injury.
•Impaired. Anything that affects judgement: rabies, pain, alcohol, age, etc.
1d10 Where Do Goblins Come From?
1 When an Orc and a Halfling love each other very much...
2 Goblinism is contagious. If you don’t say your prayers, do your chores, and stay away from ruffians you could catch it.
3 Witches fill a cauldron with rotten food, dead rats, and magic potions. They add a man’s “seed”. Goblins are the result.
4 If a Goblin bites you, you’ll turn into a Goblin at the next full moon.
5 If you feed mandrakes to a pig it’ll give birth to a litter of Goblins.
6 If you use a turnip as a “marital aid” and plant it in a dunghill it grows into a Goblin.
7 Goblins are a stage in the life cycle of a strange creature. They start as spores, grow into ticks, bite rats or bats, turn them into Goblins, then explode into spores.
8 When an Elf gets really, really old it goes moldy and turns into a Goblin.
9 Goblins generate spontaneously in caves just like mice in grain or maggots in meat.
10 Goblins are visitors from the moon. They ride back and forth on moonbeams.
Je rajoute ce bout de texte, qui suit la série de tableau dont est extrait celui ci-dessus.
GOBLIN TRIVIA
Low status Goblins don’t have names. As a Goblin’s importance grows, it first acquires a single unpleasant syllable, then adds new syllables and made-up titles. A Goblin with a five-syllable name must have a great deal of power, not only to force other goblins remember their ponderous name but to remember it themselves. They choose (or, in their view, steal) words based on sound, not meaning.
Goblins gleefully appropriate cultures. If there’s a solemn religious ceremony in a region, the local Goblins perform riotous and confusing parodies. If there’s famous leader or historical figure, Goblins dress up as them and strut around cracking jokes.
Goblins rapidly adapt to even the harshest conditions.
They lick bacteria from boiling geysers, hunt cave crickets, and tunnel through glaciers. Where life exists, even bacterial life, Goblins can exist.
It is possible that humans are just Goblins whose ancestors were raised by wolves.
Extrait numéro 2 qui est en fait le troisième extrait :
THEORY
A game consisting entirely of randomly generated locations, plots, and monsters will feel thin and meaningless. Random generation can supplement a GM’s plans, and provide a source of surprise and wonder, but it cannot entirely replace planning.
The most boring use of a random encounter is resource depletion, ritualistically filling time between planned events. The PCs travel between a safe place and an interesting destination. The GM rolls a few dice, consults a table, introduces 1d6 Wolves. The Wolves attack immediately and fight to the death. The PCs, unless they make some truly appalling mistakes,
do not risk death or even serious inconvenience. The only interesting choice is whether to use limited spells or abilities now, or save them for a later encounter.
If there is no later encounter, the choice is meaningless.
The game, or at least what the players consider the game, is paused for the duration.
Alternatively, the GM rolls an Ancient Red Dragon,
who casually vaporizes the party and flies away without any interaction.
BETTER USES Time vs. Stealth
Random encounters can introduce time pressure.
Don’t tarry on the roads, and don’t spend too long searching this dungeon vault, or the horrible things gathering in the darkness will spring and devour you.
Moving cautiously is slower, but gives the PCs a chance to react to an encounter’s Omen. Moving quickly means fewer encounters, and more chance of both sides being surprised, but less control over what the PCs encounter and how they can react to it. Information
Random encounters can convey details about a setting that would be instantly forgotten if presented via a GM monologue. What sort of world is this? Who lives here? What do they do? Reframing Current Events
A random encounter can provide allies or unexpected tools to solve other problems. If the PCs encounter signs of a Medusa, they might return later to bargain for the Medusa’s aid.
Players also like to speculate. “Could that Dragon be the mastermind behind the caravan ambush?” “Possibly,”says the GM, adding a note.
On dirait que j'ai encore été cherché un truc trop obscure. Pourtant, je l'ai découvert sur Casus NO. Il était décrit comme l'un des meilleurs bestiaires du moment. J'en ai pas lu beaucoup des bestiaires, mais c'est vrai que celui-ci est vraiment bien. Il décrit des monstres classiques mais toujours avec un twist qui les rend original. Et je trouve qu'il est bien écrit, avec une touche d'humour qui me plaît bien.
Autre extrait :
TYPES OF MONSTERS Monsters of Warning
Goblins, Lamia, and other night terrors say “Don’t go out at night, child, or you’ll be eaten.” The Minotaur,
the Ghoul, and other unnatural creatures say “Don’t break these taboos.” A surprising number of monsters say “Be polite.” Monsters of Unease
What does this culture fear? What is it ashamed to desire? What defect in the world requires correction? Monsters of Explanation
What are those strange lights in the bog? Why are trees shredded by the wind? Why do drowned corpses look like that? Monsters of Translation
Many classic monsters are victims of enthusiastic translation. An obscure word in one text becomes something entirely new in a later collection. Idioms mutate, figurative expressions become literal, and adjacent creatures blur together. In keeping with this tradition, the entries in the Primeval and Strange Water chapters are likely to send paleontologists howling for their pitchforks. Monsters of Allegory
This temple is protected by a mighty guardian:
the head of the wisest creature (a human), the body of the strongest creature (bull), and the wings of the swiftest creature (hawk). Monsters of Exaggeration
A creature so deadly its venom kills instantly. No,
even its breath can kill. No, merely the sight of it kills.
No, it is so deadly that the sight of it turns its victims to stone; a superlative form of death.
Je crois surtout que depuis l'arrêt on ne doit plus être des masses à passer par ce fil. En ce qui me concerne je suis nul pour tout ce qui est OSR, c'est pas ma came, donc j'attends que quelqu'un trouve.
All things are true. God's an Astronaut. Oz is Over the Rainbow, and Midian is where the monsters live.
Pyth a écrit : ↑lun. mai 05, 2025 11:30 pm
Je crois surtout que depuis l'arrêt on ne doit plus être des masses à passer par ce fil. En ce qui me concerne je suis nul pour tout ce qui est OSR, c'est pas ma came, donc j'attends que quelqu'un trouve.
Tout pareil.
Sois satisfait des fruit, des fleurs et même des feuilles,
Si c'est dans ton jardin à toi que tu les cueilles.
Ne pas monter bien haut peut-être, mais tout seul.