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CORE Micro - Ready To Hack

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CORE Micro - Ready To Hack

It's fast and fun, designed to spur collaboration in character-based emergent stories, and it's built to be hacked.

CORE Micro is the system that lies at the heart of "DayTrippers," but it's been stripped all the way down to its essentials and written with skinning/hacking in mind.

You'll find the current version here:
Drivethru: https://www.drivethrurpg.com/product/323467/CORE-Micro
Itch: https://as-if.itch.io/core-micro

Published under the Creative Commons Attribution License, you are free to use or modify these rules within your own work, commercial or not, simply by crediting me and the CORE system. I'll even help you promote it! If you decide to publish a hack, feel free to contact me and I'll send you a DOC or ODT version for easier editing.

CORE Micro - ready to hack
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Back Cover Blurb

Stat your world in no time.
Expand your options in realtime.

A collaborative narrative RPG system that's fast, fertile, and easily skinned for any setting.

CORE produces emergent stories that are character-driven, dynamic and unpredictable, with very few rules to learn. No Hit Points. No Damage Rolls. Pure Story and Excitement. CORE is built for skinning and hacking, allowing you to quickly stat up your fictional world and bring it to the table for unforgettable collaborative play.

• FAST & EASY d6 pool system with only one mechanic
• Choose your favorite Character Generation approach: Point-buy, Templates, or Roll the Dice
• LifeShapers provide backgrounds & motivators for PCs
• Progressive characters change as they develop
• Action Resolution is collaborative & interpretive, with a range of dramatic outcomes for every roll
• Skin the system to bring your world to life!

"The system is narration-based with mechanics that practically melt away."
- Jesse Pyne, Monster Hunt Cast

"A flexible system. It balances story and rules, and it's easy to pick up and play."
- Shawn Koch, author of 'Liquid Hitler'

"A fun, minimalist rules set that doesn't get in the way of good story telling."
- John Haremza, Legends of Tabletop

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It's simple, with a bit of

It's simple, with a bit of simulation leading to a lot of narration. For a hack, I hesitate between a "mental transfer" seed, or a "power team vs factions". Or maybe both !

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Nice!

Currently I and some friends are working on a "Supernatural" hack, a "Post-Apoc Monster Hunters" hack, and a "Time-Traveling Pizza Wizard" hack.
I am excited to see what you and others come up with!

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Out Today

The first two CORE worlds were released today:

Monster Hunt by Jesse Pyne:
A post-apocalyptic world of beast-slaying
https://www.drivethrurpg.com/product/325716

UnNatural by Tod Foley:
A modern world of supernatural investigation
https://www.drivethrurpg.com/product/325970/UnNatural

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Reddit Thread

I know, I know.

I started this Reddit thread to spread the word about CORE, and right away I run into a verbose gentleman who doesn't get it. :-)

But it gave me a chance to elucidate some of what it means when your game is a "hybrid" of traditional and narrativist techniques, so perhaps it will be useful for people who come along later.

You are of course welcome to join in, AMA, or relate your own experiences/ideas.

https://www.reddit.com/r/RPGdesign/comments/ij7ybw/core_micro_ready_for_hacking/

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Reddit wants me to create an account

... so I'll carry on the discussion on this forum.

The verbose gentleman is right that the system lacks something for the GM. Also, 1 GM is 1 GM too many. That's why I intend to make my skin of the system mission-based.

with plot cards. (1)

Also, I'll add an alien setting of the week random generator and a questionnaire for the players to colour it. (2)

I'll concentrate on psionics (interacting with personal bonds) (3) and quasi random gadgets à la Q (4). Gadgets and psionics will be the main attraction : localized, one-shots, impactful and colourful. When to use them will be the big memorable choice for each mission.

With players in command, I need to find a way to keep silliness in check. The institutional frame needs careful calibration. (5)

That's 5 tasks. The rest is cutting out parts : Rank = 1 all purpose stat, Drives =LifeShapers, Assets = Skills, Gear, Fame, etc. No situational modifiers, no hirelings problematic.

I'll be on holydays next week and hope a .doc will be ready soon.

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Holy Shnikes!

DeReel, that sounds amazing. I am excited to see what you come up with!

PS/BTW: The thing called "CORE Micro" is a precursor, and an SRD. That's why no GM tools or essays. It is the most bare-boned, stripped-down, essay-less version of "CORE", which is (of course) a WIP. Eventually there will be a "CORE Complete" book, and I'm thinking this book will include not only my own expanded sections, essays, GM tools, etc, but also a set of appendixes including all the best CORE-based shit other people have produced in their own hacks and skins. A "CORE Omnibus", perhaps.

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DONE

Here's the link. Without illustration, the game is an eye sore, sadly. It's done, though.
https://drive.google.com/file/d/1TAuk-im6nlv8t869stRCNLE5wYE-qljY/view?u...

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Fascinating Stuff

Done? Already? Got any GM advice?
You've created a lot of fascinating stuff here - but I'm having difficulty figuring out how to run it!

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That's because you expect to

That's because you expect to find a RPG when it's a storytelling card game.
Mission cards are played like Once upon a time and shaping the theme is like Lovecraftesque had a baby with Dixit. It's not really a RPG in that by RAW, nobody has a clear exclusive authority on anything.
I edited to make sure "the card move" is clear and repeated :
CARD :
Every time you play a card you begin to tell what happens, and the others join in as they wish, until someone plays another card. Remember that when you play a card, and until someone else plays another, only you can shape the mission theme."

TLD;DR : Cards and tables are GM guidance in the form of prompts and leads.

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