View Full Version : Modos RPG v. 1.30

02-09-2015, 10:12 AM
It's near, dear, and here. A free, modular, easy RPG. Features of the latest revision:

Combat polishes, like removing the action cost for delaying, and making offensive posture the default posture.
The game engine runs on the contest rule, which is the primary building block of extended conflicts.
Three rules modules form the core rules, plus the optional combat module and spellcasting module.
More examples, monsters, spells, and gear.

Features of the full system:

Light character creation makes for customizable characters and quick start times.
Roleplay first, then roll dice. The take half rule allows you to get an average result, if you don't want a bad roll.
Character growth is organic; there's no clunky experience system.
Heroes (and villains) define themselves with a custom, renewable resource: the hero point.
Theater of the mind combat features a system that replaces rulers and grids: combat posture.
Open-source design allows for customized everything: attributes, skills, spellcasting, house rules, and modules.
Born right here at Pen and Paper Games!

Download here:

Note: I'm also looking in to offering this game on DriveThruRPG. Proceeds from donations there will go straight toward supporting the people (and websites) who supported me. So if you're feeling gracious, try that avenue.

02-09-2015, 10:54 PM
Show your support here:

PS - I'm updating my Skyrim adventure module to the current rules. That will be a free download available soon!

02-10-2015, 08:14 PM
Congratulations on getting your work to be available on rpgdrivethru. Also I am now 43 level in Skyrim and running out of things to do in the game! Yikes! I am looking forward to the Skyrim Adventure module. :)

02-13-2015, 11:57 PM
Just found something for you to do: take the adventure module for a spin.


02-18-2015, 10:42 AM
I am, strangely, having a lot of fun writing up the rules catalog for this version of the game. They're shorter and sweeter than before, and I expect to look at rule dependencies differently, so they'll end up being less dependent.

All of which translates, of course, into your ease of use when you pick up the game and play it exactly the way you want to.

02-18-2015, 01:16 PM
I have DL this but not looked through it yet, had some pressing other projects, but I will see if I can wrap my meagre brain around it, you make it sound good.

02-19-2015, 10:22 AM
Give it a try! Here are the fast-play-rules: https://modos-rpg.obsidianportal.com/wikis/appendix-a

And the codified rules: https://modos-rpg.obsidianportal.com/wikis/rules-catalog

The website needs some proof-reading (I finished it about ten minutes ago, shhhh!!!), but it should be fully updated to the new rules. You know jpat, you could do me a solid if you have an iPad (or maybe iPhone): let me know if the pdf or website is more reader-friendly on the device. I don't have my e-reader handy (in my time zone) to try this out.

02-19-2015, 07:18 PM
Sorry I don't have a cellphone or laptop or anything, let alone pads or tablets or such. All I've got is my computer I built myself off the net in 2005. But I'll still look through the game and the site and see if anything comes to mind. =)

03-14-2015, 09:10 AM
No, it's not an encounter that's over in four seconds. The Four-Second Encounter is the one that you didn't plan, aren't ready for, and the players are already knee-deep in it. I'm turning it into a GM tool, and it looks like this so far:

Just like the monster, anything you write up in four seconds is going to be vanilla. But hey, you can’t prepare EVERYTHING ahead of time, right? A four-second encounter starts just like the four-second monster: pick a level. The level is based on the level titles (amateur, professional, expert, paragon…whatever would be appropriate for the encounter and the PCs). Then you set the max progress to 10+level. Next, choose the pass/fail: what happens when the PCs win or lose the encounter. The attack and defense contests are determined by what skills can achieve or prevent the pass/fail. Finally, you want to know what progress and regress look like. If pass/fail is the quality, progress/regress is the quantity of the interactions. So decide what increases and decreases that quantity. There it is. The encounter that couldn’t be roleplayed is now ready to roll play.