Gamebook Diaries: Rules of Badgerstone Briar
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Gamebook Diaries: Rules of Badgerstone Briar

Duncan Thomson

I've got a working version of the rules to use for my open-world gamebooks I'm writing. Latest in series of Gamebook Diaries.

Rules

These are the current version of the rules for first book Badgerstone Briar (working title), the first small book of an open-world gamebook series.

Includes Basic Tests, Companions, Combat and Wounds.

Basic Tests

Tests use six-sided dice. Roll a number of dice equal to the skill being used. A test against a LORE of 3 would use 3 dice.

Some tests will specify more or less dice, depending on the circumstances.

Use one dice as your result, which is usually the highest one.

Highest die result of...

  • 1-3 is a Miss. You've failed to achieve your objective, and there is a consequence.
  • 4-5 is a Partial. This means you've succeeded, but at a cost. Or you might be given the option of paying a small cost to succeed, otherwise treating the result as a Miss
  • 6 is a Success. You've achieved your objective.

Example. Marin is trying to sneak past a guard. The rogue has a SUBTERFUGE of 3, so rolls 3 dice. The dice results are 1, 4 and 5, so the highest die is 5, resulting in a Partial. Marin manages to sneak past, but has to go through a different door to the one they intended.

Tests with 0 Dice

Some tests where you're using 0 dice, either because the skill has a rating equal to 0 or there's a penalty to the dice. In this case roll 2 dice, but take the lowest value

If you're using less than 0 dice, the result is automatically a Miss.

Using Luck to Re-roll

You may re-roll the result of a test, keeping the second result. To do this reduce your current LUCK by 1. If your luck is already at 0, you cannot use it to re-roll.

Attributes and Talents

There are six Attributes (ATTUNE, CHARM, LORE, PROWESS, SUBTERFUGE, SURVIVAL). These are used in Basic Tests

And several other Talents representing other learning or abilities. These include (but not limited to) Beasts, Boating, Commerce, Craft, Dodge, Faith, Hunting, Navigation, Occult, Perform, Plants, Resolve.

These will often provide a bonus to Basic Tests or open up other options.

Codes

During the game you will receive codes as you explore locations, gain quests and meet people. These are in italics and Capitalised. Examples include Blatant, Botanical and Teetering. Most of the codes in Badgerstone Briar start with a B.

You may be asked to delete a code, in which case remove / untick it. Some codes you may add and delete multiple times during an adventure.

Titles and the Like

You may also gain titles such as Knight of Burrstock or Community – Garringon. Titles represent social standing or status. Friends, enemies, achievements, deeds, group membership. They can be gained and lost during the game.

Combat

The world is dangerous and sometimes creatures will try to harm or overcome you.

Basic combat is a test of PROWESS. Most creatures will have a combat modifier, a penalty if they are dangerous and maybe a bonus if they are weak. Use this to increase or reduce the number of dice you use.

Keep repeating this until you defeat your foe (usually when your foe is at 0 Wounds), you are Down, or you escape.

Miss... You have lost this round. Gain Shaken. If you already have Shaken, tick the next free slot on the Wounds track.

Partial... You and your foe both score hits. Reduce your opponents Wounds by 1. Then, gain Shaken. If you already have Shaken, tick the next free slot on the Wounds track.

Success... You score a hit on your opponent(s). Reduce your opponents Wounds by 1

At the end of any combat, you lose Shaken.

If you fight unarmed, you are at -1 die.

Wounds Track

The wounds track goes

o Battered

o Wounded

o Down

Battered means you have taken some bruises, cuts and other minor injuries, but can still function without any penalties.

Wounded means you have been injured in some way, and take a -1 die penalty to all Tests (including further ones in the combat).

Down means you are out of action, and possibly dead.

Ranged Combat

Sometimes you will be given the option to use a Ranged or Thrown weapon before combat. If you do, test HUNTING (for ranged attacks) or PROWESS (for thrown attacks).

Miss... You miss your target and lose momentum. In the first round of combat you are at -1d as you switch weapons.

Partial... You hit your target but lose momentum. Reduce your opponents WOUNDS by 1. In the first round of combat you are at -1d as you switch weapons.

Success... You hit your target. Reduce your opponents WOUNDS by 1

If you used a thrown weapon, you may retrieve it if you win the combat.

Escaping

You may be given the option to escape the combat. If you do, take any penalty described and lose Shaken if you have it.

Healing

Ticks on the damage track remain, until you have a chance to restore them.

Armour

You are assumed to be wearing some light armour, and this is factored into your wounds track.

Equipment Limits

You may carry up to 10 items, plus your PROWESS. Items with the “small” trait do not count towards this. Such as bone amulet (small). If you carry more than this, you are at -1 die to all Tests.

Companions

You can take up to two companions with you on your journeys. If a companion with the Extra trait leaves or dies, simply cross them off.

Companions will have skills listed. When making a check, you may add +1 die if you have at least one companion with the listed skill.

Companions in combat can Take the Blow. Instead of marking a tick on the Wound track, your companion is slain instead and should be removed.

There are some other noted traits

  • Beast: Most companions are humanoid, but some are animals. There are some things companions with the Beast trait won't be able to help with, or will get scared by.
  • Carry: This companion can carry up to 6 extra pieces of equipment. Companions won't normally carry equipment for you?
  • Extra: This companion has no particular plot importance. When they die or leave simply cross them off
  • Mascot: If you have a Mascot as a companion, it increases your LUCK (current and maximum) by 1. You lose this bonus if the companion leaves you (LUCK can't be less than 0)
  • Mercenary: This companion will require paying. Unless mentioned otherwise, the fee is 1 sp each time. Or a non-junk item.
  • Timid: This companion won't take part in combat, so won't Take the Blow or provide any skill bonuses.
  • Tough: This companion gains an Injured tickbox. Instead of being removed if they Take the Blow, tick the Injured box. While injured, they grant you no skill bonuses . Any time you have the opportunity to heal, companions with Tough can remove the tick from their Injured box too.

Fate

You start the game with 1 Fate, playing in Default Mode. If you die, instead cross off 1 fate and go to ??. If you have no fate, it's all over and you must go to the Epilogue / Scoring.

Easy and Hard Mode

If you want to play on Easy Mode, you start with 3 Fate. To play on Hard Mode, you start with 0 Fate. These have modifiers in the Epilogue and Scoring.

Finishing Up

That's the rules as they stand at mo.

Hope you found it useful!