Free Kriegsspiel: Bloodstone Redux



A while ago, I posted my “Bloodstone” rules. Today, I’m presenting the Bloodstone Redux rules. What are these? They are what’s left of the Bloodstone rules when we’re playing them. Bloodstone Redux is, in a way, the best practices of Bloodstone. Let’s start. Comments are in orange.

Character Creation, how we actually, really play it
  1. Title (name, career/class/race – either come up with that stuff by yourself, or use your favorite  game rules)
  2. Three-detail Description
  3. Five-detail Bio (personal details, alignment, god(s), etc.)
  4. Good Stuff: all the things that are advantageous to you (skills, stats, talents, special equipment)
  5. Bad Stuff: all the things that are disadvantageous to you
  6. Hit Points (also called “hits”; three strikes and you’re out, give or take a few if you’re exceptionally fragile or tough)(Monsters may be able to take anywhere between 1 and A LOT of hits; I’d recommend notable monsters to be about as durable as player characters – don’t worry about this point too much, there are still entire groups running their games without hit points, simply by using rough estimates or the Rule of Fun: “Is it fun for everyone at the table?”)
Procedures of Play
  1. Trying Something Risky (Skilled) : referee tells you what number (or more) to roll on 2d6, usually 7+
  2. Trying Something Risky (Unskilled) : referee tells you what number (or more) to roll on 2d6, usually 9+
  3. Saving Throwreferee tells you what number (or more) to roll on 2d6
  4. Luck Roll: d6, high = good, low = bad
  5. Using dice specified by the referee, Roll either equal to, lower or higher than a number the referee tells you, 
  6. OR try to roll as high or as low as possible (referee tells you).
 
Fights
Opponents roll 2d6 against each other. Add +1 to +3 for Good Things, and subtract 1 to 3 for Bad Things. For instance, an “agile” tax collector with “saber-fencing” skill would add +2 to the roll, while a “ridiculously weak” rat-catcher would subtract 2 points.

Simple mnemonic: you add or subtract as many points as the skill or attribute has words to describe it – so, “longsword” adds 1 point, “very quick” adds 2 points, “terrible constitution” subtracts 2 points, “fucking weak clown” subtracts 3, and so on.


The side with the higher sum hits. Ties mean both sides hit each other simultaneously. A combatant with zero Hit Points left dies.


Weapon damage is 1 for small, 2 or more for big weapons. If you roll doubles, damage doubles, as well.

Fights work exactly like other Procedures of Play, described above,
OR: roll dice against each other, higher result hits.

And this leaves us with exactly the way we’ve been freeforming/free kriegsspieling for years: Play worlds, not rules. Read all about our take on the earliest forms of roleplaying in the following posts:

Play worlds, not rules, part 1: Juggling ideas for stone-age rpg sessions
Play worlds, not rules, part 2: Experience levels
Play worlds, not rules, part 3: Playing around with dice
Play worlds, not rules, part 4: Short example of true Blackmoor gaming
Play worlds, not rules, part 5: How we roll
 

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