Oneshot Scenario – The Lost Clause

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Hello Holiday Friends and Gamers,

This is a Scenario for Oneshot – The Simplest RPG.

Have fun!

Description

The players are toys that wake up in an abandoned Santa’s workshop. It’s up to them to save Santa and the holiday season.

Starting – The shop

The Group starts in an old-fashioned woodworking workshop. There’s paint, tools, wood, and lots of cobwebs.

There’s also a large design table with a fresh pad of paper.

There are two doors. One leads to the outside and the other leads to a small bachelor’s apartment.

Anything they draw on the piece of paper becomes real.

There’s also a large filing cabinet that has letters from every child in the world along with a list.

There are tunnels that lead to all three buildings. Search of 8 to find them.

Bachelors Apartment

Enemies: None

This is a spartan apartment with cot against the wall and a small kitchen. The kitchen has a large pantry cabinet, a counter, and a wood stove. There are some pots and pans in the cabinet. There’s one set of plates and utensils.

Search 4: They find a hidden panel in the wall with a diary. The diary says: “We think we’ve figured it out. The clock is the key.” Followed by either gibberish or code. (Mind 9 to figure out it’s instructions for winding the clocktower.)

Outside

Enemies: Polar Bear

Outside the small building is a land of snow and ice bathed in complete darkness. The only light being the dim reflections of the Aurora on the snow.

There are two other buildings. A large Clocktower, and a Stable. There’s also a lake.

When the characters leave a building there’s a chance they are seen by a hungry polar bear. Unless they are actively sneaking, flip a coin to decide.

Stables

Enemies: Feral Reindeer

These stables are both well kept and well built. There are eight pens with 7 reindeer. They are well fed, clean, and very friendly. There’s also a large red sled that seems equally as well taken care of.

The empty pen shows signs of a struggle. Scratch marks and hoof prints.

The feral reindeer is hiding in a dark corner takes a flip of 5 to see them.

If they don’t see them, the reindeer attacks as they leave.

Frozen Lake

Enemies: The Kraken

The frozen lake has one lonely but devoted gardian. The Kraken is there to protect the pole and stop the toys from escaping.

It is quite gentle with them but firm.

Clocktower

Enemies: None

The clocktower radiates power. It has an ornate brass door with clocks and time imagery carved into it. The words, “You must stop to go” are carved in wood over the door.

The clock face seems to glow from the outside. It chimes every 15 minutes.

Inside there’s just a staircase going up nearly 100 metres or just over 300 feet.

At the top there is a room filled with gears but with a small platform. The platform has a couch and two large levers.

One lever Stops the clock and one will make it go forward or backward. (This actually stops time or moves it.)

Conclusion

Enemies: Anti-Clause

The entire area was built by Saint Nick an ancient wizard. It’s self sustaining. Before he could use it, however, he was attacked by Anti-Clause and his last action was to cast a spell that would animate a group of toys to finish his mission.

Polar Bear Feral Reindeer Kraken Anti-Clause
Health 7 4 5 6
Defence 2 5 5 6
Body 5 2 3 4
Mind 0 0 3 4
Luck 0 3 0 4
Abilities Bite 1 Gore 1 Squeeze 1 Laser Eyes 2

Happy Holidays!

Éric

Oneshot Scenario – Toys VS Aliens

Hello Friends and Gamers,

This is a Scenario for Oneshot – The Simplest RPG.

Have fun!

The flying saucer from Moonbeam Ontario

Description

The world is being invaded by aliens. They’ve used their U.F.O (Universal Freezing Organics) Ray to stop all living creatures from moving. As toys you are not affected and must find a way to save the world before the effects of the ray become permanent.

Starting

The group starts in a large cylindrical white room. There’s a large hatch and a note written in crayon.

I think you’ll do better. Good luck – Sally

There’s a panel next to the door and a small air grate near the ceiling.

Getting out of the room should be easy. Either ask the panel to get out, hotwire it, crawl through the vent or break down the door.

Either way it should all lead to the main control room.

Control Room

Inside the control room there are a lot of people and computer screens.

Just outside the door to the chamber is a little girl holding three heavily armed drones. She seems frozen in place.

There are several adults frozen in a run towards her. They look horrified.

The computer screens seem to indicate that they were experimenting to make sentient drones.

There’s a TV on and it looks like it’s paused but the clock is working normally. If they rewind or look online they’ll see that aliens were spotted entering the solar system a week ago. After several days of trying to contact them, the three motherships took positions around the earth and started their Freeze Ray. It look less than a day for the ray to freeze everyone on the planet. The Phlebotinum Institute accelerated their efforts to make drones sentient barely activating the device before being frozen.

Outside the Lab

Enemies: Aliens and Drones

The game will require the players to figure out where they are and what they want to do. The overall goal should be to turn off the ray, scare off the aliens, or just stop the invasion.

This can be done in a multitude of ways. Let your players be creative. If they need help here are a few options that you can hint at:

  • Gain access to the ships and shut off the ray in hopes humans can fight the aliens off.
  • Find a way to launch nuclear/secret/etc weapons against the aliens.
  • Negotiate with the aliens.
  • Upload virus / trick / etc

No matter what they choose there should be 3 phases to the adventure: Plan, execute plan, and final boss.

Plan

Enemies: Aliens or Drones

In this section they are getting what they need to do their plan. It could be communication equipment, missile codes, etc.

In most cases the Aliens are the villains and anything they plan should include a fight with a few of the aliens. They are small, green, and ride around in flying saucers.

If they need to get into a human facility or negotiate with the aliens, the rogue drones become the main villain. They don’t want to let humans come back. They should only fight 1 or 2 of these.

Execute the plan

Enemies: Aliens or Drones

In this section they have their equipment and must apply the plan. This should be a series of challenges and fights.

Try to throw skills challenges that have an average difficulty of 4 or 5

Final Boss

Enemies: General

The General or Generals (Adjust depending on strength and amount of characters.) and their army want to prevent the characters from succeeding. In this section they must fight their way to the final phase of their plan.

Enemies

Aliens Rogue Drones General
Health 3 66
Defence 536
Body 144
Mind 304
Luck 110
Abilities Lasers 1, Slam 1 Missiles 1, Slam 1 Death Ray 1+2 flip

Have fun!

Oneshot – The Simplest RPG

Hello My Imaginary Friends and Gamers,

Back in 2013 I went to an event and at that event I offered to run a Oneshot RPG session. I had no rules and no ideas. They chose to play Cards Against Humanity instead and I spent the event dreaming up what I would call The Simplest Role Playing System.

It was okay and I used it for a few years before altering it and renaming it CoasteRPG I had grand plans to sell it as a coaster. The concept was cool but didn’t really work out. Apparently putting your drink on something you write on and then flipping the coaster didn’t work very well. I still plan on finding a way to sell this but I’m not sure how yet.

So here we are and I’ve modified the rules a little for balance. It still uses coasters, although you could use coins or even/odd dice rolls.

Oneshot – The Simplest RPG

Simple Rules: Each player chooses Body, Mind, or Luck as their character’s specialty. They have 4 in that ability. (Ex. Fighters choose Body.) Their Health and Defence each equal 4.

Complex Rules: Each person has 4 points to place in Body, Mind, and Luck. No negatives. Their Health equals their Body plus 2. Their Defence equals Mind or Luck plus 2.

Resolution Mechanism: When a character needs to do something, the Storyteller decides if it’s easy (1), hard (2), ridiculous (4), or inconceivable (6). The character then subtracts their attribute from the difficulty.

If the attribute is higher than the difficulty they succeed. If not, they have to flip the coaster 3 times and call it (if it’s a die have them call even or odd). Add every right guess to their attribute.

If the player gets 3 successes in a row they continue to flip until they fail.

Combat: Each character does 1 point of damage (unless specified in their abilities) if they hit something and takes the same if they are hit. Death occurs at 0 health.

Special Abilities: Choose 2 of; Hit (1 damage +1 flip), Heal (1 healing + 1 flip), or Help (+1 success to any other characters test.)

Everything else: The storyteller makes up.

Scenarios

Character Sheets

Oneshot – The Simplest RPG Character Sheet (43KB)


Thank you and Good Gaming!

Éric

CoasteRPG Oneshot Scenario – Lost Toys

Hello My Imaginary Friends,

On Tuesday I introduced you the the new and improved CoasteRPG; *Compatible with Oneshot – The Simplest RPG* now here for the first time is a oneshot scenario for the game. Depending on your players’ zeal and distraction level, it should take between 1-3 hours to play.

The players are all playing a toy that has just now gained sentience. Encourage your players to bring in the toy or at least bring a picture. Give each of them an attack and special ability based off their toy and its accessories.

The Room

They start out waking up in a kid’s room. Clean but filled with toys. Other than them, there are only 2 other toys that are moving.

There is a door and a window. They can see the night sky out the window. The door appears to be locked.

One of the toys with them is a stuffed Winnie the Pooh. He is quiet, says “bother” a lot, and sometimes mumbles.

The other is a Barbie who is missing her arms and legs. She shudders as she talks and manages to say, “Ship… Chip… RUN!” before becoming immobile.

Challenge

They need to escape the room. If they can pick the lock to the door they find what looks like a solid metal wall. It’s actually a sliding door (Spot 6)

There is a computer chip inside the Barbie’s torso (Search 4) that will open the sliding metal door.

The window is a porthole to the outside. They could open the window (Strength 5 or two at strength 3) but everything will be sucked into space. If this happens, they can use special abilities to get back to the hull of the ship.

The Hall

The door leads to a long narrow corridor that branches left or right. There are signs.

Challenge

There are 6 flying defence drones. They target any flying toys first or anyone who hurts them.

The left passage leads to the Teleporter, the right to the Extractor.

The Extractor

The Extractor is where the mad genius sucks the love out of a toy and turns it into energy. The planet’s energy reserves are completely dependent on this form of energy.

Challenge

Zombie Toys and Mad Genius

The Teleporter

The Teleporter is where new toys arrive from alternate dimensions.

Challenge

Getting home.

Activating the transporter (2) sends them somewhere randomly.

Activating it with coordinates (4) sends them home.

Ending

Hopefully they don’t die…

Options: They can send themselves home, destroy the Extractor permanently, take over the facility, or all of the above. Let them play with the idea.

Enemies

  Defence Drone Zombie Mad Genius
Health 6 1 5
Defence 3 4 6
Body 4 0 0
Mind 1 0 4
Luck 1 4 1
Special Abilities Lasers 1

Slam 1

Explode 3 flips

Fly

Bite 1

Squeeze 1

Drain 1+1flip

Grab and toss into extractor  6

Enjoy and good gaming,

Éric

CoasteRPG

Hello My Imaginary Friends and Gamers,

A few years ago I developed The Simplest Role Playing System after some play testing I updated it and created a character sheet.

Now I have made a few more changes and changed the name. I plan on getting it printed on actual coasters (Rules on one side, character sheet on the other).

Here are the rules:

CoasteRPG

Simple Rules: Each player chooses Body, Mind, or Luck as their character’s specialty. They have 4 in that ability. (Ex. Fighters choose Body.) Their Health and Defence each equal 4.

Complex Rules: Each person has 5 points to place in Body, Mind, and Luck. No negatives. Their Health equals their Body plus their Mind+1. Their Defence equals Mind plus Luck +1

Resolution Mechanism: When a character needs to do something, the Storyteller decides if it’s easy (1), hard (2), ridiculous (4), or inconceivable (6). The character then subtracts their attribute from the difficulty.

If the attribute is higher than the difficulty they succeed. If not, they have to flip the coaster 3 times and call it (if it’s a die have them call even or odd). Add every right guess to their attribute.

If the player gets 3 successes in a row they continue until the fail.

Combat: Each character does 1 point of damage (unless specified in their abilities) if they hit something and takes the same if they are hit. Death occurs at 0 health.

Special Abilities: Choose 2 of; Hit (1 damage +1 flip), Heal (1 healing + 1 flip), or Help (+1 success to any other characters test.)

Everything else: The storyteller makes up.

Character Sheet: Download PDF (43KB)

Good gaming!

Éric

*Edited July 20th, 2019 to add special abilities*