Yesterday morning I awoke to a jolt of inspiration! Part epiphany, part dream, and part memory, thoughts began running through my mind and I rushed to my computer in order to weite them down.
In about three hours I created 'Adventurers of The Enchanted Lands', a Fantasy hack of R. Talsorian Games' Anime Comedy RPG classic, Teenagers from Outer Space, created by Mike Pondsmith.
This isn't exactly my first time creating this game.
I've used TFOS to run many different genres and settings over the years, including Medieval Fantasy. It is one of my all time favorite RPGs. I once used it to run my D&D-But-Not milieu of Aerth for a short Winghorn Guard campaign as a matter of fact.
For this outing I'm doing things a little differently rules-wise; the mechanics being even simpler this time around. In addition, I'm adding in a few features inspired by recent Japanese Indie TRPGs for a little extra flavor.
Where to begin? OK, the Core Mechanic:
Roll 2d6 + Relevant Attribute/Stat + Relevant Knack (if any) and try to meet or beat a Target Number (TN) set by the GM.
- • Easy task: TN 7–9
- • Moderate: TN 10–12
- • Hard: TN 13–15
- • Epic: TN 16+
Critical Success: Boxcars! A Natural 12. Amazing Effect + ‘Anime Flare’ (A flashy description, an extra benefit, or a temporary power-up. This could include making your next Check Roll with Advantage. Roll 3D6 and take the highest two.
Comedic/Flawed Success: Beat TN by 10+. You succeed with a funny or dramatic side effect (e.g., Your Fireball cooks the monster as well as the Party’s food supply or burns up the dungeon map. Perhaps your elaborate sword technique leaves you dramatically posing for another round or two).
Success: Simply beat the TN. You succeed!
Failure: If Check Roll is below the TN it is a Miss or Failed Action. You can change it to a Partial Success, succeeding with a Complication, -1 Fatigue, or Disadvantage on next roll. A Disadvantage means rolling 3D6 and taking the two lowest numbers.
Critical Failure or ‘Botch’: Roll Snake Eyes! A natural 2. If the Check Roll total is a Failure, some additional dramatic complication occurs in addition to the Miss. If the Check Roll total Succeeds, you do indeed do what you intended but something still goes seriously wrong.
As you can see, different factors can introduce a Bonus or Penalty Die Advantage or Disadvantage to a Check Roll but generally speaking that's all there is to it. The objective is to keep things both simple and narrative.
Character Creation is likewise pretty simple and straightforward, largely the same as TFOS with a few tweaks for a Fantasy setting: Players pick an Archtype - Elf, Dwarf, Human, etc. , determine their Party Role(s) which are 1-3 Traits which can lower the Target Number of tasks related to them, and then work out their Attributes - Stats and Knacks - Basically Skills but also things like Spellcasting or Turning Undead.
The Character Sheet looks like this...
Magic System
Anime-Flavored Magic is flashy and costly. Roll Spirit + Magic Knack + 2D6.
- •Low-Cost Spells: Utility, Buffs, Attacks with no Damage (They Confuse, Distract, etc.). Only costs Spell Fatigue on a Botched Check Roll.
- •Big Spells (Dragon Slave! style): Powerful but they drain Spirit (an effect called Spell Fatigue) or cause side effects (hair turns odd color, scent attracts monsters, etc.). -1 Spirit to cast, -2 on a Critical Failure.
- •PCs can take on extra Spell Fatigue to make Spells more effective.
- •Learning Magic: New Spells are obtained by learning and practice. Must be taught or found in Spellbooks or on Scrolls. Progression feels like Frieren - slow, meaningful mastery that occurs over time.
Combat & Exploration
- •Theater of the Mind with quick rounds. No grid needed.
- •Initiative: Roll Agility + Luck or just go in dramatic order.
- •Damage is narrative. You take Hits; after taking half your total you are stunned and hurt. Target Numbers go up to the next difficulty level. At zero Hits, the character is unconscious and their overall situation may worsen. Player Characters can only die in unavoidable situations or by player choice. Starting Hits = Body + ½ Luck.
- •Dungeons are living, breathing places: Traps, rival adventurer parties, sentient doors, patrols of haunted armors, and wandering entities that want to chat.
- •Food & Rest: Cooking monster meat gives mechanical buffs and restores morale. Skipping meals causes penalties (hungry party = comedic failures).
These are the basic or core rules I have so far and they should be enough to start my Solo campaign. In the next post I'll give you my main character's completed Character Sheet, some idea of why I made the choices I went with, and perhaps a little of the world/setting. Still haven't decided whether or not to go with Aerth.
Thoughts, opinions, and ideas on this project are much appreciated!
See you soon,
AD
Barking Alien



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