Great style & great ideas! Also reasonably formatted with just enough info to get the wheels turning without overloading you.
Personally hoping to run this with select few surviving taverns, each representing a different school of thought. (The players' capitalist hellhole may seem sad compared to the commies next door, or even the free-spirited anarchist sect may be enticing, but maybe they all have some dark secrets of their own...)
May even make some especially risky missions to explore abandoned taverns. Maybe the demon got loose in a tavern housing a large weapon manufacturing facility, opting for a high yield stealth mission, albeit one that's unlikely to produce oil (the demon ate it all by now..). Or any other number of ideas that could be respectfully borrowed from the Fallout games' vaults :)
With that said, some typos I noticed:
Page 3: "Reminicient" -> "Reminiscient"
Page 3: "Raucus" -> "Raucous"
Page 7: "Brass tax" -> "Brass tacks" (unless this is a joke I missed)
Couple gameplay questions that cropped up during a session: Does the tattle turn 1 bad luck into 1 Avarice for each bad luck cashed in? And also if you open a door can you hold it open for others to go through and so no one has to cover someone else's cost?
Oh yeah and adding on that there isn't really a lot to guide ppl on what to do when PCs try to muck each other over aside from just rolling. I assume you just let them treat each other like one would treat a regular tavernite?
1) Tattling only ever gains you 1 Avarice per instance of tattling.
2) It would depend on the door but usually yes, I imagine you can hold doors open, but that the Jawbreakers will beat you up if they see you doing that.
hey ive been reading the pdf over and while, its all pretty cool, im kinda lost on how names work. Like I get the whole idea of names have power sort of thing, but what do you mean by name? like an actual name? or like a title?
Sorry if this sounds weird to ask, but it's kinda throwing me for a loop
as far as I understand it names are actual names, and since their acquisition means you'll probably be referred to by your newest name it is a proper name
Indeed the idea is that they are "proper names," not titles. This specifically would come into play because it's bad luck to equivocate your name. You were Cathy Lynn, but now that you have fire breath, you're Jane Jorick (or whathaveyou).
I wrote a review (embedded in an essay) for this game, and it's quite positive. Despite the title, I really loved this game, I recommend it very highly, and I hope to see more from yall in the near future.
Greed is an absurdist osr system about a series of small dimensions burning oil to stay alive. They get this oil by breaking into a dungeon realm. It all reminds me a little bit of Wooden Ocean.
The PDF is 69 pages, with clean, osr style layout and a lot of appropriately weird black and white images. The text is cleanly presented and easy to read, however some headings are split across multiple pages. This is a book you probably want in physical form, but the PDF works fine.
Rules-wise, the core roll is xd6, take highest. A 6 is a clean success. 4--5 is a complication. You have two actions per turn in combat, and the game uses some neat randomized clocks---each clock is a die, and if it rolls 1--2 it decreases in size until it's ultimately used up. Your HP (Ego) is one such die.
Some other basic rules that might seem odd are that you can run multiple characters at the same time, earning XP with any of them and spending XP on any of them. Also, you get XP by spending money or dying. And you can spend money by drawing on a line of credit, which you improve by investing in better homes.
There's also a highly detailed luck, sin, and tattling system, which I don't think I have the space here to fully explain.
Character creation is simple, and the classes are diverse and flavorful. If you like Troika or any of the weirder Mork Borg fan classes, you'll like them.
The book's tone throughout is a little zany, but everything is explained clearly. Like, your stats include Haut Monde and Yare, but you can glance at the section and know immediately how to use them.
There's a lot of worldbuilding in Greed, and everything fits together consistently, but if you like very concrete, very literal settings, you might have trouble with this one.
For GMs, this isn't a hard game to run if you can attune to its setting. It feels like it really needs to be grounded a little bit so that players know what to interact with and what kinds of things to narrate, but if you can do that the game glides. There's plenty of npcs, items, tables, and the like.
Overall, this is an extremely inventive, weird, and exploratory osr game. If you like strange settings, this is one of the best. If you just want to fight a rat in a tavern, Greed might not be for you. I definitely recommend it to groups that are looking for something different, but still enjoy the mechanics and style of play of the osr.
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I demand the secret abilities list this moment. OR ELSE. I will be sad.
We need a Greed or Gormengeist Discord!
Great style & great ideas! Also reasonably formatted with just enough info to get the wheels turning without overloading you.
Personally hoping to run this with select few surviving taverns, each representing a different school of thought. (The players' capitalist hellhole may seem sad compared to the commies next door, or even the free-spirited anarchist sect may be enticing, but maybe they all have some dark secrets of their own...)
May even make some especially risky missions to explore abandoned taverns. Maybe the demon got loose in a tavern housing a large weapon manufacturing facility, opting for a high yield stealth mission, albeit one that's unlikely to produce oil (the demon ate it all by now..). Or any other number of ideas that could be respectfully borrowed from the Fallout games' vaults :)
With that said, some typos I noticed:
Couple gameplay questions that cropped up during a session: Does the tattle turn 1 bad luck into 1 Avarice for each bad luck cashed in? And also if you open a door can you hold it open for others to go through and so no one has to cover someone else's cost?
Oh yeah and adding on that there isn't really a lot to guide ppl on what to do when PCs try to muck each other over aside from just rolling. I assume you just let them treat each other like one would treat a regular tavernite?
If I understand your question, the answer is yes. In instances of PVP, there are no particular new rules or considerations.
PCs are just NPCs that the Baron isn't playing.
You got it! Will pull through with that then
1) Tattling only ever gains you 1 Avarice per instance of tattling.
2) It would depend on the door but usually yes, I imagine you can hold doors open, but that the Jawbreakers will beat you up if they see you doing that.
Gotcha!
I LOVE OIL
You heard it here first, folks.
very cruelty squad-esque, will be buying soon
My friend Yackronin made a google sheet for people to copy and use!
https://docs.google.com/spreadsheets/d/1l8ZoDi3eU0CB-hDzNs-hFHtQ4W3BdCA22fPBrlbn...
Contains player sheets and tavern IDs
Endorsed...!
hey ive been reading the pdf over and while, its all pretty cool, im kinda lost on how names work. Like I get the whole idea of names have power sort of thing, but what do you mean by name? like an actual name? or like a title?
Sorry if this sounds weird to ask, but it's kinda throwing me for a loop
as far as I understand it names are actual names, and since their acquisition means you'll probably be referred to by your newest name it is a proper name
Indeed the idea is that they are "proper names," not titles. This specifically would come into play because it's bad luck to equivocate your name. You were Cathy Lynn, but now that you have fire breath, you're Jane Jorick (or whathaveyou).
thank you very much i was so lost
I wrote a review (embedded in an essay) for this game, and it's quite positive. Despite the title, I really loved this game, I recommend it very highly, and I hope to see more from yall in the near future.
https://infohazard.blot.im/the-incompleteness-of-greed-and-the-necessity-of-game...
good news!
I dig this a lot, thanks for sharing
Do you have any adventure scenario you recommend as an introduction to the game?
There is now an adventure module that comes with the base game!
This is hilarious. Post-modern dadaism as a standup comedy routine in RPG format.
this is fucking great. thank you for making this.
Greed is an absurdist osr system about a series of small dimensions burning oil to stay alive. They get this oil by breaking into a dungeon realm. It all reminds me a little bit of Wooden Ocean.
The PDF is 69 pages, with clean, osr style layout and a lot of appropriately weird black and white images. The text is cleanly presented and easy to read, however some headings are split across multiple pages. This is a book you probably want in physical form, but the PDF works fine.
Rules-wise, the core roll is xd6, take highest. A 6 is a clean success. 4--5 is a complication. You have two actions per turn in combat, and the game uses some neat randomized clocks---each clock is a die, and if it rolls 1--2 it decreases in size until it's ultimately used up. Your HP (Ego) is one such die.
Some other basic rules that might seem odd are that you can run multiple characters at the same time, earning XP with any of them and spending XP on any of them. Also, you get XP by spending money or dying. And you can spend money by drawing on a line of credit, which you improve by investing in better homes.
There's also a highly detailed luck, sin, and tattling system, which I don't think I have the space here to fully explain.
Character creation is simple, and the classes are diverse and flavorful. If you like Troika or any of the weirder Mork Borg fan classes, you'll like them.
The book's tone throughout is a little zany, but everything is explained clearly. Like, your stats include Haut Monde and Yare, but you can glance at the section and know immediately how to use them.
There's a lot of worldbuilding in Greed, and everything fits together consistently, but if you like very concrete, very literal settings, you might have trouble with this one.
For GMs, this isn't a hard game to run if you can attune to its setting. It feels like it really needs to be grounded a little bit so that players know what to interact with and what kinds of things to narrate, but if you can do that the game glides. There's plenty of npcs, items, tables, and the like.
Overall, this is an extremely inventive, weird, and exploratory osr game. If you like strange settings, this is one of the best. If you just want to fight a rat in a tavern, Greed might not be for you. I definitely recommend it to groups that are looking for something different, but still enjoy the mechanics and style of play of the osr.
seems to be a typo on the goblin character page (the [Moldvay] example doesn't match the table)
Absolutely incredible game though.
Thank you for letting us know! That will be fixed in the next update. Thanks for the kind words!
Holy shit
the vibes are impeccable. I am intrigued