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Tolemykus

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A member registered Oct 03, 2021 · View creator page →

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I have no specific RPG that I make these for. It is meant to be used for anything the GM plays. Tools the GM can add to their favorite game. Most published WW1 RPGs have supernatural elements. I didn't add supernatural elements because a GM could add them. Keeping them more historical gives everyone something.  At least, for this particular series.

Here are some Great War games that might apply. A quick search should bring them up.

Dedicated WW1 RPGs:

OneDice WW1: A comprehensive RPG by Cakebread & Walton covering the 1914-18 Great War, allowing players to take on roles as soldiers, spies, medics, or civilians, with optional horror and occult twists. 

Ross Rifles: A narrative-focused game specifically about the Canadian Expeditionary Force (CEF) on the Western Front, bridging structured combat and reflexive storytelling. 

To End All Wars: A TTRPG that combines cosmic horror with the human horrors of the WWI trenches.

Pro Patria Mori: A micro-RPG for quick, focused gameplay, with a naval variant, Pro Patria Mori: High Seas, covering U-boat warfare. 

Never Going Home: A game with a supernatural twist set in WWI, suitable for one-shots or mini-campaigns. 


Alternately, any RPG that has modern character roles will also work. Twilight 2k, Basic Roleplay, Alternity, etc. 

These can also be used to create miniature game scenarios. 

There are several solo and 'role-and-write/journaling' options for the Great War.


Other ideas:

Practical recommendations for running WWI games

Pick tone first: historical drama, pulp/heroic, or supernatural. System choice depends on tone more than strict period accuracy.

Use a flexible system if you want to mix historical detail with cinematic action or horror.

Lean on historical sourcebooks for authenticity: technology, tactics, and social context matter (shell shock, colonial troops, home front).

Consider scenario length: WWI suits short, intense arcs (patrols, raids, air sorties) or slow-burn trench campaigns; design pacing accordingly.

Safety tools: WWI can involve traumatic themes (injury, death, atrocity). Use session zero boundaries, lines and veils, and debriefing.


I have started to create a hexploration style Great War solo game. However, it is in limbo until I can get more time to work on it. I can dream. :)


Hope this helps!

Thanks for your kind words. These tables are from lists I have been creating for the past, well, lets just say ever since I learned what roleplaying was. I typed them from my notes and added to them. I essentially templated them when I ran out of ideas. Basically replaced noun, subject and verbs to create enough variety. [ahem] [as far back as the 80's. Shhhh!] These are ideas I just wanted to share and have more to share over time. I believe in idea sharing in the same spirit as 'zines from the stone age of gaming. :) Enjoy!

If you have a problem, ask for your money back and move on. Otherwise you are being a troll. Be more.

I'm sorry you have a problem with reality.

Each player would get the bonus for their honor total. The bonus is an abstract amount of benefit gifted to them from their Daimyo. i.e. better equipment, better troops, better intelligence, etc.

The movement cost per hex is on the map page under the word Samurai, in the gray box. You can spend 1 action of the 5 to get 2 movement points. You can do this multiple times. Cross River -2 MP/Hex, Mountains -3 MP/Hex,   Plains  -1 MP/Hex.

You can spend Action points in any manner you wish from the 3 choices in the Actions section of the rules.

Actions (5 per turn per player)

Action     Effect

Cost

1           Place 1 Chit of choice from your pool of chits.

1           +2 Movement Points 

 1           Initiate Combat Using 1 Chit.


Once all Action point are spent, then the next player takes their turn using the same method.

I hope this makes it more clear?

Thanks. My eyes aren't what they used to be. Neither is my mind. :(

If you rolled them they do not go back into the Resource Pool. You  do not get them back. I was thinking of renaming them from 4 Resource dice to 4 rerolls. Essentially the same function just removes the ambiguity.  Thanks for the comment. :)