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The All4Two and Scene Builder RPG Systems

My first itch jam created game is now on Kickstarter! With one week left in the campaign I thought I would talk about the two new systems I created specifically for Goblin Market. Tempted? Check it out! Goblin Market – Zinequest 4 by Gamenomicon — Kickstarter

Two unique systems were created for Goblin Market, All4Two and Scene Builder. All4Two is how conflicts are handled and Scene Builder manages the game flow. Using these together produces a theater of the mind gameplay emphasizing simple calculations within a limited scope of standardized scenes to drive storyline results. 

The game guide never has to roll a die. Only interpret what the players roll. To wit: easy to use mechanics; limited storyline choices. Perfect to play in one evening while still delivering a satisfying role-playing experience.

Origin of All4Two

Goblins are inherently sly, as well as notoriously dense on the art of counting above the number two. And the number zero is an abstract concept at best. Using their hard knuckled fingers on one hand, they can manage one and two. The number two represents everything above one. Zero is substituted with the idea of Not One. So, goblin counting goes as follows: not one, one, and two. 

To that extent, they are terrible merchants when attempting to amass traditional fortunes. By the same token, however, they have a preternatural gift for bartering for single objects or tasks. Given the choice between five gold doubloons and one wooden nickel. Only the most genius of the species will walk away with their pockets jingling.

Goblins have no understanding of mortal monetary goods being supported by the gold standard. However, they do put value on objects obtained the traditional way. All items used during goblin bargains are backed by blood or ‘bloodbacked’. Meaning the objection in question was earned through trickery, brute force, or some other nefarious means.

A goblin will also only barter for something they absolutely know they do not already possess, for fear of gaining two of something. Making it less valuable to trade. Common is the story of nobility having their necks stained crimson with a bag of silver crowns in their hand and a confused look on their face. While the beggar lives another day knowing the true value of a single good gold tooth.

The All4Two System

The All4Two system doesn’t use regular dice. But, any object (called bones) with an even number of sides that can be marked 0 or 1 equally will work. Each player will rarely need more than five or six bones to roll (or flip!) at a time.

To promote the chaotic nature of goblins it is encouraged to use many different objects. No matter how many bones you roll the only numerical totals you will use are 0, 1, and 2. The 2 doesn’t JUST represent the number 2. It stands for every number that is 2 or higher. The art of counting is largely lost on goblinfolk. Below are the three possible results:

2= Success

1= Blunder

0= Disaster

Example: Player A rolls 6 bones. (6B for shorthand) They total 5. However, the result translates to 2. Success! Just the same if the player had rolled a total of 2, 4, or 100. It is the same success. No success is greater than another so no need to count higher than 2.

Success means the player achieves the stated goal. Some goals are required in chosen scenes while others are player driven.

Blunder means the player mostly achieved their goal but also earned some sort of drawback. 

Disaster means the player failed…spectacularly. Not only do they fail the stated goal they also earn additional punishment.

Most scenes or checks will give concrete rewards or punishments but the game guide is encouraged to add their own roleplaying hooks.

Checks

Checks are how characters perform tasks where the outcome is not certain. Either the game escort or the players may request a check to perform a meaningful action using one of their three attributes.

All checks will use the Generic Check table unless otherwise specified. The number of bones rolled equals the attribute plus any modifiers being used.

Generic CheckResult
Check TypeAny (Guile, Muscle, Smarts)
SuccessSucceed check
BlunderFail, Gain a boon
DisasterFail, Gain a bane

Boons and Banes

Goblin Market is interwoven with a mystical power that can pierce through the veil into the mortal world. It is a palpable feeling that can be carried, used, and exchanged by fairy folk. Some call it luck. But most know it as magic. There are two types that can be earned, forced upon the players, or even traded for called Boons and Banes. Below is how the players can use them:

Boon ActionResult
Burn It+1 bones for self or other check
Exploit Enemy WeaknessTrigger enemy weakness
Power a JinxUse aspect jinx
Hoard ItSave it to be used for the Ending the Hunt scene
Bane ActionResult
Burn It-1 bones for self or other check
Exploit Goblin FrailtyCharacter must indulge in their Frailty immediately
Balance the ScalesCancel a boon
Summon an EnemyAn enemy available in the city arrives in a scene

Note: Players can use Burn It for Boons AFTER the bones are rolled. But, players must use Burn It for Banes BEFORE the bones are rolled.

Note #2: Notice players cannot cancel a Bane with a Boon. Only Banes can erase a Boon.

Example Check

Jinx CheckHeart’s Desire
GoalCreate desired object
Check TypeSmarts
SuccessTarget takes object
BlunderGain a Bane
FailAdvance the Tootle Pip

Scene Builder System

The scene builder system is a streamlined way to contain action into a mostly linear direction. Each scene provides a short-term goal to get to the long-term goal. How you get from the first scene to the final scene is up to the players. Note: Some scenes are not available to be chosen by the players until they become ‘unlocked’ by completing another scene. In Goblin Market some Trouble Scenes can only be accessed by first completing a Market Scene.

Before the game is played, the game escort has chosen a couple starting scenes and one ending scene. In Goblin Market, after all players do their own individual ‘Market Scenes’ the winner of a Squabble chooses what “Hunt Scene ” all the characters participate in. The results of the scene will then either create, maintain, or cut off access to other scenes. Each one provides a short-term goal to get to the long-term goal.

Most scenes are also tied directly to a location. Sometimes, the only thing players can do is just choose to go somewhere on a map. Especially at the beginning of a game and a scene will guide them from there. It is important to note as well that ONLY one character may attempt the final Required scene check for the whole group. And ONLY they will suffer/choose the rewards or consequences.

A scene can only end in two ways. Either the players roll for the Required Check which has three outcomes as noted in the scene OR the group Calls It. The players may Call It at any point during the scene, provided they are not engaged with an enemy or being chased. Note: not all scenes allow the players to Call It. The players must accept the consequences of their actions!

Anatomy of a Scene

Scene NameThe name of the scene.
LocationLocation of the scene if required
GoalWhat the goal of the players is in the scene.
Required CheckThe check type (Guile, Muscle, Smarts) required to end the scene.
SuccessReward for the character succeeding the Required Check.
BlunderResult for the character blundering the Required Check.
DisasterPunishment for the character failing the Required Check.
Call ItPunishment for all the characters.
DescriptionWhat the scene details should include for the game escort.

Beginning the scene and leading up to the Required Check is completely up to the game guide and players. This is just the framework that has to happen to advance to the next scene.

Example Scene

This scene only becomes available (and is the only option!) if the goblins are on the hunt in the city when the Tootle Pip strikes thirteen.

Scene NameTolls for Thee
GoalEscape back to the Goblin Market
Required CheckMuscle
SuccessReturn safely to the Goblin Market
BlunderReturn safely, gain a debt to the Night Queen
DisasterExiled, left for dead
Call ItNot an Option

How to Act Out a Scene

The Scene Builder system removes most of the burden for creating a storyline from scratch. The biggest task is to make each scene during the Night Phase memorable. The game escort will already have the setting and the goal of the scene.

The rest is a collaboration between the players and the game escort. The GE should always be the first one to start each scene by prompting the players after giving them the setting description. The elected leader of the players should now fill in where the characters are and what they are about to do. The players then take turns around the table adding a new detail to the scene.

The main task of the game escort is to enforce the All4Two system and role play any non-player characters they want to interact with. The players will fill in most of the gaps and even how the other non-players may react. Do not make the players roll generic checks if it is not meaningful. Every time a player wishes to travel to another location, just allow it unless they are being chased. 

Each scene has a Required Check or escape method that must happen for the scene to end. The players cannot move to the next scene until that happens!

Become the Tempter

Check out https://www.drivethrurpg.com/product/406990/Ere-the-Tootle-Pip-Strikes-13 a stand alone, 1 page, solo, journaling RPG! If you like the feel, check out the current kickstarter for Goblin Market!