My First Indie TRPG: Mother-LOD
I have made a Frankenstein's monster of a system, but surprisingly it has worked rather well. I published this hack on itch.io for others to try, and called it Mother-LOD (I pronounce it as "mother-lode", a weak portmanteau on 'Mothership' the TRPG and 'Level of Detail' from computer graphics).
For some background: I have spent a disproportionate amount of time reading, theorizing, and writing about TRPGs when compared to play time. I travelled far down the rabbit hole of indie TRPG games, and after literal years of searching I can say I am most inspired by Mothership and Into the Odd/Electric Bastionland (and Blades in the Dark, but that doesn't come up here).
Into the Odd tied together with a group initiative system inspired by Professor Dungeon Master and this house rule of Mothership might very well be my ideal game. I simply can't go back to run any other system. Thus, when I finally got time with my friends to Warden some Mothership modules, I did so with a hack of Into the Odd (a truly industrial horror).
The core of the game actually comes from two core procedures of play: simultaneous rounds of action (the resolution of contested outcomes being done by the most at risk making a save), and what I call "gambits" (codified procedure for improvised actions from Into the Odd).
I've been playing around with the idea of making my own system that is centered around those procedures, but as of now nothing has been worth overturning the core Into the Odd system. Thus, the main innovation I can claim is actually the character creation and new scenario spark generator, which I've been refining with my ongoing dark science-fantasy campaign I've started. Hopefully I'll get those rules out sometime soon, but they aren't much different from what's already in Mother-LOD so far.
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