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So much original idea was to make a game based on kitsune, but I got a bit intimidated because it's an idea I'd been sitting on for a long time and I'm not sure if I'm ready to go that route yet, especially since I feel the need to exorcise some ideas first.

So instead I realized the ideas I had would work well with one of the first TTRPGs I had tried to design. It'll be a good way for me to see if this system would work in a non-violent game, as well.

The idea is a group of kids lost in the forest and having to meet day-to-day needs while either finding their way out, signaling for help, or making a home there. Actions are a limited resource though since their point pool is for Energy. If they're able to work together though, like one person finding a good source of water such as a river, and another finding a good source of food like a berry bush, that can free other people up to work towards their ultimate goals. 

Players will roll the 3d6 and compare to a Needs table to see what their needs are for that round. They can choose one or two of the three to focus on (it's a 1-6 table). It will include things like Water, Food, Shelter, and Comfort. 

If the needs aren't met for any player during a round, they either lose their third die for the next round, or lose x Energy for that round. They also still have that need and have to roll a new need for the next day. It can snowball pretty quick if players don't decide to help each other. They can even donate their extra die to help other players if they haven't rolled yet, or even offer up a part of their own Energy to assist if they haven't yet reached 0. It's all about encouraging teamwork and prioritizing.

I'm debating if I should have stats. If I do, I want to keep them to Mind, Body, and Heart. Mind is the ability to think their way through a problem (and will give younger players the chance to get help when they can't think of an idea). Body is physical, and Heart is empathy, both for nature/animals and for each other. If I go that route, I'll probably just give something like 3 points to distribute, with no more than 2 points in any stat. Don't know if this would overcomplicate things for younger players though.

For background, it's a subject in school they're really good at in school and how it can be applied there. For example, if they're good at Science, they could tell what berries are safe to eat. If they're good at Art, they could draw a good map as the forest is explored. If they're good at PE, they could be good at running, jumping, and climbing. Players can get creative about how their best subject is used. 

Players can also choose one thing they brought with them that they always brought to school. This can range from a notebook to an instrument to even their backpack. Any time they're able to work in the item, they get a bonus to their rolls.

To escape, every effort will add a point to that effort's meter. So if a person finds a way to make a shelter, that would add a point to the Forest Home meter. If they manage to make a signal fire, they get a point to the Signal Help meter. If they decide to follow a river or climb a tree to try to determine what direction to go or things like that, they get another point in the Find Your Own Way meter (titles are working titles XD). I'll have to figure out how many points are needed for each meter. Some need  to be done daily but require less points (like the signal fire), while others can be done over time but require more points (like making the forest their home). 

I'd also like to add a combat expansion and forest elements expansion to help switch things up.

The combat expansion would include stats for Attack, Defense, and HP, with a total of 9 points to distribute between them (no more than 5, no less than one, with HP having a base of 10-20). Combat will have players roll all three dice and choosing which will go to Attack and which go to Defense. It can be anywhere from all 3 to one stat or 2 to one and 1 to the other. They will be contested rolls, with baddies ranging from easy (just a +1 to one stat) through Very Hard (with up to a 5, 3, and 1 to put amongst stats). Players can also make improvised weapons that will give them small bonuses too.

The forest elements expansion is way simpler. Players either choose or roll for an element that the forest blesses them with (earth, air, fire, water, wood, or animal empathy). They get an Element Pool next to their Energy Pool. Each time they use their element to help them out, they take it from their Element Pool instead. If they don't, the forest spirits will either make things more difficult for them or try to drive them out (which could be good for finding their way out? But won't be as fun). If they respect the forest, they can get occasional help from the forest spirits in different tasks as long as they respect the forest. If they appease the forest spirits in some way, they could even get help in making the forest their home.


Goodness, sorry this is so long x.x The ideas just kept flowing! I'm surprised how well this idea fits with the system. I originally shelved it thinking I'd have to turn it into a board game or something. Any and all feedback will be greatly appreciated!