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Showing posts with the label cinco

D66 Maps & Havencraft

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This almost certainly has already been figured out by someone else, but here goes: D66 is really handy to index a radial hexmap, so long as it has a radius of 3 from the center. Then you can use a hex stocking procedure but—instead of rolling for the content of each hex—calculate how many features of each type are likely to be there, and roll their coordinates for each individual instance. If you use Luke Gearing’s , for example, that’s: six settlements, six lairs, and six weird spots. And later, you can use the indices to roll for locations of events or rumors!  Elmcat told me he did something like this for his Mythic Bastionland campaign, except he used 2D12 to index along horizontal and vertical axes. Not sure if that’s native to the game, but it’s also cool! But I think this could also help me out with difficulties I’ve been having with maps in my own home campaign. Region Generation I’ve been using an upside-down map of the Caribbean this entire time. I just don’t have a ...

Cinco: DM Inspiration

I drafted an (unused) rule that players can sacrifice their characters to let the rest of the crew escape whatever situation they’re in. It was requested by friends online and offline because they think of moments in adventure fiction where that sort of thing happens, and it’s epic and gets at your heartstrings. But it wasn’t used in practice. I think it’s because on some level it interrupts the ‘game’: not in the sense that it’s non-random necessarily, but in that it bypasses standard play procedure and imposes logic external to the situation. I don’t think we really want to cause Boromir moments as much as we want them to emerge from the game itself. Another problem I encountered pretty regularly while playing is that characters with spells and magic items use their inspiration pretty quickly, and then are restricted from doing anything for the rest of the session. I don’t necessarily want to increase how much inspiration someone has or make it easier to restore. You’re supposed to ...

Cinco: May 2026

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I've finally posted an updated version of my homebrew heartbreaker  Cinco!  having accepted that it is a living document and that there will always be gaps whether because I'm still working on a thing or because I wanted extra space in case it came useful later. I've been posting a lot lately about changes I've made while playing or thinking about stuff that's bothered me while playing; I may have missed something below: Lackey Rules Conversations Ancestry Feats Experience Feats Stationery & Maps   Have I mentioned that travel now sees the entire crew allocate their efforts to different tasks, instead of it being one person's turn to dictate what happens in a leg of travel? Similar to Ty's worker placement approach to skill challenges , except it's binary I guess. Oh, or how the document is A4 now so I can resize it and print it on Lulu as an A4 booklet? I've also switched to physical item cards totally separate from the character sheet, so the l...

Cinco: New Conversation Rules

I got new rules, I count 'em. I liked my existing rules for conversations, being basically the same as in D&D Fifth Edition , but I felt like they lacked structure up to the final roll. I kept hearing about how intuitive the rules from Draw Steel were, but the team at MCDM are such maximalist rules writers that my eyes glazed over the constant weighing of situational permutations on the page—most rulebooks should really be like 70% shorter, huh? So I didn’t fully get them until I watched my queen  Ginny Di’s video where she boiled down the structure in a way that could be extended into principles beyond Draw Steel ’s verbose mechanic framework. It’s basically like: We should have an idea of where the NPC already stands. The goal of negotiation is to shift the NPC’s perspective towards yours. At some point, you have to stop pushing the question. So rather than having a unstructured conversation leading up to a climatic roll where the outcome is finally decided—not t...

Cinco: Lackey Missions

I’ve mentioned in passing my haven rules for my homebrew heartbreaker Cinco! but never took the time to describe it in much detail. Remember that I don’t really fuck with wealth; instead, each item of treasure just has the value of “1 treasure”, and you spend that during downtime to do an activity ( this is outdated, but you get the idea ). One of those activities is havencraft where you invest 1 treasure to build a town and populate with your favorite NPCs you’ve met and recruited throughout the game. These are called lackeys. Cost Type Population Ability Lackeys 2 Hamlet 100 +1 1 6 Village 900 +2 2 12 Town 3,600 +4 3 20 City 10,000 +8 4 Each season (generally speaking, or unless I fuck it up, a play-session), lackeys can either do a downtime activity on behalf of the governor or embark on an adventure. In the latter case, they can either accompany the crew on their own adventure and basically act like a back-up character, or they can be sent...

Exploration Lessons

I mentioned earlier I was using Gus L. and I’s dungeon from Fantastic Medieval Campaigns so I could be lazy and not have to prep much for my home campaign’s alien arc —isn’t that the point of a prewritten module, come to think of it? It turned out okay, but I didn’t write a session report because I felt dissatisfied. Everyone had fun, we had good moments, but from my perspective there was friction between the experience we were having and the thing we kind of passively accepted that we were playing. The skeleton of the dungeon is already not the ‘right vibe’ for the campaign but, where at first I was able to make it work because of characters’ own motivations, I struggled because the new characters lacked a reason to be there at all except that the ‘crew’ as an abstract unit had been heading there. The advice sometimes is like, players should invent their own characters’ motivations for being at a place or doing a thing, but I don’t subscribe to a framework of play centered on the se...

Cinco: Ancestry Feats

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Feats are a big hit, turns out! I’m bringing back level 0 ancestry feats because I can tell my friends just wanted more to play with. “I don’t like complexity” mfs when they get to build their little guy. Some of these I had basically written years ago! Changling: Once per day, change the appearance of your face. Dwarf: You are immune to alcohol and poison, and can detect both. Elf: You are fully aware while you sleep; nothing surprises you. Hellchild: You have advantage at intimidating and seducing others. Hoblin: You can hide in bush or shadow, and behind bigger folk. Orc: Once daily at 0 hearts, restore 1 and attack with advantage. Nymph:  Spend 1 inspiration to call forth local nymphs of your type. Scalespawn: Spend 1 action to breathe fire for 1 dmg. Treat as arcana. Terran: Never suffer disadvantage from linguistic differences. Watcher: When you rest and heal, you also see visions of elsewhere. I’m also reworking “experience feats” (the ones you get at ...

Turtle Island: The Living Loa, Part II

The story continues—sort of! More-or-less new characters across the board, but we’re moving on with the thing because I had already prepped this shit and didn’t want to do another fucking thing. Unfortunate as it was to recount events up until then to provide some semblance of context, it also felt like a good exercise that solidified my approach to this campaign: fuck time records. Redo sessions. Retcon whoever was there up until the one about to start. Individual characters may follow their own arcs, but the basic unit of the campaign is the crew and whoever’s in the crew can change as needed. I think that’ll keep me from going insane more than imposing bullshit like “You have to go home at the end of an adventure” or “You need to schedule for everyone last time to come back” or “Someone needs to substitue for so-and-so to play their character.” Anyway. Characters! My stuff is put away so I don’t have their names on me, but a rose smells sweet even if you don’t know what it’s called....

Stationery & Maps

Basically: I was inspired by Dwiz’s post about how ‘ the maze game ’ of charting sites was central to early D&D in contrast to later approaches which abstract or give knowledge of the map for players and their characters (contrast with Josh McCroo ’s approach which has the party receive a blank map—itself a fun method!), as well as an entry in Gumbo’s AD&D series about how maps in that game specifically facilitate fast travel while escaping a site or returning to deeper levels (i.e., it’s not just for the sake of note-taking). I doodled some rules I wanted to play with in my homebrew pirate game this weekend (AHEM Cinco! ) and Elmcat was very encouraging about what I had come up with. So here we are! Maybe Wuffus will consider this a late entry in the blogwagon. There are two resource items in my game which players can freely stock at havens before or during their adventure: rations (for recovering on the road) and ammo. Now I’m introducing a third called stationery . Ima...

Cinco: Group Spellcasting

Sorry to keep Cinco! -posting, but Alex from  To Distant Lands wrote a really fun addition to magic which I wanted to share and also slightly refactor: Metamagic When you work with another mage(s) to combine your powers into a new spell using the same motif, each of you pay one inspiration. All additional inspiration spent afterward is multiplied by the number of casters for the purpose of defining the effects of the spell. This is really cool and, I can imagine, produces the cool sort of scene where you get a crowd of mages casting a spell together. My first thought reading it was, oh geez, one of us needs to come up with ways to spend more inspiration (or at least scale up the rules that currently exist)! But that made me think: oh, maybe the approach is backward, and rather than multiplying effects we can treat it as a discount on combined effects. This is my revision: Multiple mages in one zone with complementary motifs may cast a spell cooperatively. Each ‘helper’ spen...

Cinco: Feat Experiment, Part III

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Alex from To Distant Lands had been considering Cinco! to play his Gran Carcosium setting (which I had played in a little bit ago !), and he asked me where I was at with feats since he wanted to play with that sort of approach. He wrote a couple of his own, which made me realize why I had been struggling with it on my end. My prior approach was to use feats to gatekeep specialized rules for characters, which was a fine thought, but I was too granular in splitting up and encapsulating those rules in feats. They didn’t have the pizzazz of, how Alex had put it, being excited to do something new and unique. So I consolidated those—from seven granular feats to just one feat for arcana rules and another for weapon rules—and had fun with all the rest. I hope these are more fun! I still haven’t played with feats because when I asked some of my friends how they felt about them, they preferred having a minimal character sheet and letting me handle the rules stuff—which is real and why I’m h...

Encounter Activity Refactor

I really like Eldritch Fields ’ table for encounter activities , but I wanted to simplify it so that I don’t need an entirely different set of indices for sentient vs non-sentient creatures. Instead, roll D20 below; for non-sentient creatures, subtract 10 if the roll exceeds 10. D20 What’s Up? 1–2 Dead 3–4 Resting 5–6 Foraging 7–8 Examining 9–10 Sparring 11–12 Traveling 13–14 Camping 15–16 Working 17–18 Meeting 19–20 Partying I guess you could also divide by 2 but that’s kind of annoying to me, and I basically like to treat the D20 as a D10 by looking at the least significant digit. Or as Tamás from  Eldritch Fields  commented (hi!), use D10 instead! I just use nothing but D20 and D6 at my table :)

Cinco: Concept Lab

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I wanted to have a pseudo-lifepath thing in the appendices for Cinco! to help players conceptualize characters if they’re at a loss with where to get started. Below is what came of that! You’ll recognize a lot of material from my original draft, FIVEY , but I tried to condense everything into providing just enough information to contextualize a character origin without pigeon-holing individual characters. Thanks to Alex from To Distant Lands for providing really helpful feedback on that front! Without further ado… If you’re playing a character, pick or roll on the table below for your character’s origin; keep in mind, though, that the Game Mother might disallow certain origins just to make the setting more cohesive. If you’re the Game Mother, considering building your setting around the characters your players create; otherwise be upfront with expectations and don’t surprise your players with them! A setting handout helps everyone. Changeling (1–2): A fairy snatched a baby to pay...

Cinco: Item Quality

Sorry, I just need to exorcise a thought real quick to convince myself why it’s a bad idea. The impulse is I realized that Cinco! doesn’t have swords +1 and I was like, oh, how sad—even though by all means it’s a good thing that it’s not a fucking number-go-up game. It’s intentionally all very discrete and non-granular, reducing as much as I possibly can to pure structure (not necessarily in terms of procedure but, in general, of dynamics). But let me just give this a try. Come onnnn. It's like my 2023 post but easier. Split Bonuses Your aspect bonuses can only go up to +4 now (start by allocating 2 points), but now you can add a bonus from an item you use, also from +1 to +4. Bonus Item Quality Rarity (D20) — — 1–10 +1 Junk 11–4 +2 Common 15–17 +3 Rare 18–19 +4 Legendary 20 Your starting items are common (+2). You can get rare and legendary items on adventures. The above rarity roll might come in handy (results 1 to 10 are nothing). Dura...

Cinco: Bibliography

Swear to Gxd I was working on this before the previous post. I just waited to post until it seemed less topically timely because it was a genuine effort and something I had wanted to write as a reflection on where I’ve been and gone over the years. Happy New Year and, if you celebrate, Happy Logos Incarnation Anniversary! Or solstice or whatever. Fuck. This is also nice to post on the blog because I can actually include links to things here. Cinco! is mostly inspired not necessarily by Dungeons & Dragons, Fifth Edition (2014) as much as by the McElroy Brothers’ podcast The Adventure Zone and my experience playing D&D as modeled on that media. This book is a tribute to that subculture which despite being centered on D&D also elevated it through play to something more than a tactical skirmish game. It’s inspired by tumblrinas, gamer girls, and theater kids who strove to redeem creative sparks from boring prisons. Ben Milton’s Knave (2018) inspired me to seek simpler r...

Cinco: December 2025

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I’ve been making changes to my homebrew heartbreaker Cinco! based on my most recent play-sessions. These aren’t published yet because I have some new empty space I’d like to fill with handy tools for myself. The document is now A4 so that it can be resized to A5 for print. The main character sheet is now digest/A5 sized, and cards for items and exhaustion will be moved from your sheet to your hand. Replaced supply with rations. Rations are only spent when resting for a whole night, specifically to treat any place in the wilderness like a haven. Health potions however can be consumed at any point, including during an encounter; this makes them very valuable as treasure! Removed distinction between equipped and packed cards. You can now use any of your 7-ish items during combat, except that: large items cost 1 extra action to use; and you can’t use duplicates of the same armor type. Levels are now from 1 to 10. When you play with feats, you start with one at level 1 and gain...

Slay Cthulhu

My partner got me and herself really into  Dandadan , which she described at one point as  Mob Psycho  for people who go to the club. It's so so so fucking good. Momo and her friends are my queens. Okarun is such a precious squishy boywife . The stories of the monsters they encounter and how others get wrapped into their life pull you by your heartstrings to the edge of your couch. Anyway, I was reminded that the most popular RPG in Japan is Call of Cthulhu , and it struck me how Dandadan is a perfect potential reimagining of that premise: just replace grimy 1940’s investigators with bitchy modern teenagers. Since I tend to center my home game on mysteries anyway, this led me to think about how I would lean further into it and support Dandadan -style supernatural hijinks in the same way that D&D supports sailor guardians and Fortnite supports Sabrina Carpenter. I think there's two main considerations: possessed characters and psychic characters. Both of these can b...

Cinco: Feat Experiment, Part II

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This is partly my attempt to modularize more complex rules from Cinco! (I can’t decide how to type that) as opt-in rules for characters, as well as coming up with additional ones because they’d make more sense as special abilities than as general (if complex) rules. The following subsystems would be impacted and restricted only to characters with the appropriate feats: Critical attack moves Travel options Arcane enhancements Healing at havens This isn’t my first time doing this, but I was never fully happy with my initial two attempts (wow, one year apart, in 2023 and 2024 ). I feel happier with these because they feel more potentially abstract and reskinnable based on who your character is. My plan is to have 20 "experience feats" that you gain from your levels, and 20 "origin feats" which I've written before and I would actually be really happy to play with. So, these are the 20 experience feats! As a treat, here's the optional "unified...

Cinco: Changelog

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Hi all! I've been sneakily uploading changes to my home game  Cinco!  over the past month. Here's a changelog: Armor items act as a virtual +1 heart and give resistance against certain damage types until hit (represented by flipping over the card). Damaged armor resets during downtime. Supply is now a discrete item which fully restores a character's hearts and inspiration during travel or exploration; in the latter case, it requires 1 turn to consume. Expanded guidelines for opponents, including a framework for damage resistances and vulnerabilities. Expanded rules for travel into a " pick-your-poison " minigame (this has been a hit!). Renamed "readied" to "packed" items on the character sheet since it confused even myself. Renamed (unnamed?) "bashing" to "bludgeoning" damage so it didn't rhyme with "slashing". Created worksheets for havens, ships, and optional cardless characters. Hope you enjoy! :) Below are ...

Turtle Island: The Living Loa, Part I

Had such a fun session of my home campaign! Got to use my new travel rules and (due to the all-you-can-roll nature of them) honestly I had to convince my friends to end each leg of the trip to actually play where they were wanting to go... But we love it when journeys aren't about the destination, right? The rulebook for  Cinco!  now has all the latest updates I've been using to play if you're curious :) I'm tired and a little buzzed so I'm gonna summarize this session with bullet points. Roster These were the characters in play: Enkidu: Amnesiac dwarf following strange dreams to the land of Flo’Rida; 9 (+3) experience. Makandal: Orc maroon and voudonist ratted out while carrying out a raid; 9 (+3) experience. Nolan: Orc stand-user raised by elves, arrested on accusations of spying; 7 (+3) experience. Queen-sama: Elf prostitute, arrested after being caught by a client’s wife; 11 (+3) experience. Queen-sama leveled up! I need to remind her player. Summary Pr...