Scrolls

Friday, September 6

Gambling Mechanic for your Online OSR Game

A great roadside attraction thrills your fantasy players. The promise of unexpected boons and banes from carnival games is a thrill not unlike gambling. Most tavern encounters and back-alley interactions are spiced up with an odd game of chance or ridiculous custom being played out. In a FTF game going “all-in” with a game of cash poker can be done in real time if the DM and PCs agree. While not necessary, the “game-within-a-game” has not uncommon interest for your average gamer. Just like a mass combat encounter where the DM and players through down miniture armies and work out the fight with a table-top wargame, so to can gambling games be so straightforwardly delivered.

Image result for fantasy tavern characters

Not so online. The DM can’t whip out a deck of cards and start dealing, all the while laying out house-rules. Falling back on the hobby’s early improvisational roots, you can roll out both use real gambling games to play for a winner. Online, not so much.

Besides the physical barrier to play, if some PCs are in to gaming while others want to move on to other goals this can cause disruption in play for everyone if the games of chance take too long. I therefore conjured up a quick way to resolve exotic card games while retaining a reusable mechanic which gives the thrill of hitting a payout!

For my occasion I came up with a poker game called “Dragon Master”, and resolved it thusly; any PC who wants to play a hand must put up an ante. This is added with all other antes to give the starting “pot”. The DM decides how many additional players are so the number is correct. Now each PC must Save vs. Poison to get a playable hand, a hand worth betting on. If not then the PC looses their ante and must wait for another round to play. The NPC’s the players are gambling against never roll for a playable hand. This set up is completely player-facing. If only one PC is gaming against others than rolling for a playable hand is straight forward. Roll your Poison Save till you succeed. Pay the amount of antes equal to the number of hands you were “dealt” before you stayed in.

Now the PCs declare their wagers and roll to win. This is resolved with an attribute roll. The PCs are free to choose from Intelligence, Wisdom or Charisma. Both the DM and any active PC players roll a d20. Winner is the highest number without going over their chosen attribute. Rolling over your attribute represents folding, losing in a showdown, however the PCs and DM want to role play the encounter. There is nothing in the way for any amount of role play PCs want to do because the final dice roll always gives you the winner.

I give my PCs xp for every bit of cash they win, even if they loose it all in following hands. Nothing sharpens a card player like taking a few beatings along the way! The improving saving throw with character advancement complements the idea of a more experienced traveler and adventurer getting mre playable hands. Face it, good card players are more than likely to have had a wide variety of wordly experiences, and PC level is a good representation of this in game terms. The d20 throw against attribute counts both the edge a character may have with high numbers while at the same time these flat rolls can also throw surprises!

So, to recap;

1. Place your ante.
2. Roll save versus poison to continue, or loose ante.
3. A saved ante now must be wagered on, PCs still in declare their wagers.
4. Roll d20. Highest number without going over attribute wins.
5. Repeat.



1 comment:

Lay it on the Line