Tuesday, July 6, 2021

The Breakfast GLOG

Most of my following on the god-forsaken Bird App is frisbee players, a couple of TTRPG people thrown in there, and a rather small cross section of both. This post is the first of hopefully many TTRPG and fantasy posts on this new and improved blog. 

GLOG, for those unfamiliar, as I was about 25 or so hours ago, is a broad category of gaming systems all pretty loosely based on the original Goblin Laws of Gaming.  Without further ado, here is my first foray into creating a system under the GLOG umbrella. 


The Breakfast GLOG

This GLOG has very little to do with the meal of breakfast, and everything to do with the movie the Breakfast Club. 

Don’t you forget about me.
Character

Of the years of a person’s life, High School is definitely a few of them. For the purpose of the Breakfast GLOG, you will be playing a high school student who fits into one of the many archetypes.

Roll 3d4+1 for: Brawn, Brain, Beauty 

Slots

Each number represents the total Slots where you store Supplies, Skills, and Expressions. Slots are either filled, empty, or damaged.

Brawn, Brains and Beauty slots are each filled and damaged in separate ways, but all give a minor benefit for each that remains empty.

Brawn

God this backpack is so heavy!

Brawn slots allow you to carry supplies. This can be any sort of school supply or supply that your archetype or any high school student would reasonably have. 

For every Brawn slot you don't have filled or damaged, you gain a +1 bonus to rolls using your favorite supply. 

Brains

I remember learning this! 

Brains slots are where Skills are stored. Skills are spell-like abilities that allow you to damage and manipulate creatures, and are powered by Energy Dice. Start with one Skill from outside of school with, and one Skill you learned in school or in a school club. 

Brains Slots are damaged by expending Energy Dice.

For every Brains slot you don't have filled or damaged, you gain +1 Energy Dice.

Beauty 

Ugh, nobody understands me! 

Beauty Slots are where Expression is stored. Each Expression is a snippet of feelings that allow others to understand you. For each Beauty Slot, you may write a lyric, quote, virtue, or motto that could serve as a senior quote in a yearbook. 

Beauty Slots are damaged by heartbreak.

For every Beauty slot you don't have filled or damaged, you have +1 Grit.

Archetypes

Your High School Archetype is defined by your highest and lowest values. These archetypes should help you pick supplies, skills, and emotions to slot. If you do not see an archetype you want to play on the list, work with your GM to make or find one that works for you. It is important to note that these archetypes are intentionally created to play into stereotypes and do not unilaterally represent these groups of people. 

High Brawn, Low Beauty:

Athlete, Theatre Kid (stage crew), Boy Scout

High Brawn, Low Brains

Jock, Party Animal, Punk/Scene Kids

High Beauty, Low Brawn

Student Government, Teacher’s Pet, Prep

High Beauty, Low Brains:  

Theatre (performer), Student News, Cheerleader 

High Brains, Low Brawn

Loner, Band, Debate/Forensics

High Brains, Low Beauty:

Robotics Team, Mock Trial, Model UN 

Features

No matter what archetype you play, you will either choose or roll from the list of 20 features. Features are abilities or exploits that your character will have that will help them navigate the treacherous world of High School. Your feature will grant you advantage on relevant rolls

1. You Wouldn’t Know Them, They Go To Another School: You have one ally at each different school in the area that none of your other allies or enemies knows about.

2. They Trust Me With The Keys: You have access to a set of school keys associated with your archetype.

3. Oh, I’ve Been There: You know about and can access that one part of the school that people aren’t entirely sure if it exists. 

4. Saw It On Their Story: You know about anything and everything that gets posted to social media. 

5. Got Last Year’s Test: You have extra information about academic happenings at the school. 

6. A Long List of Ex-Lovers: You know all the romantic gossip of all the high schools in the area.  

7. Daddy’s Money: You’ve got no issues getting any resources you need. 

8. Locker Room Talk: Anything that Jocks & Athletes talk about, you know. 

9. Prom Court: As a reigning member of the prom court, you have more social clout to throw around. 

10. Got All The Friends That Money Can Buy: Your family’s money has a magnetic pull. People are very willing to help you in exchange for minor favors.

11. Well My Brother Said: Your older sibling gave you insider information about the school. 

12. You Should’ve Seen Their Face: You’re practiced at running away from ill-advised pranks. 

13. Sorry I’ve Got Detention: You hear the gossip only the “bad kids” would know. 

14. I Can’t, I’ve Got Work: You know more about the happenings of the “real world” than your classmates. 

15. Mall Rat: You know the ins and outs of every mall and shopping center in town.

16. SPRING BREAK: You know everything about every school party.

17. I’ve Got a Plug: You have an entry into the network that supplies drugs, alcohol, and old tests to students.

18. Teacher’s Lounge: You can access the school teacher’s lounge, and know the teacher's gossip.

19. What’s For Lunch Today: You (figuratively) run the school’s cafeteria.

20. It’s not nepotism: You have an immediate relative on the school staff. 


Play

Core Mechanic

When you wish to do something, you're testing your Brawn, Brains or Beauty.

Roll 1d20, and if it is equal to or under the correct value, you succeed.

If your archetype aligns with your test, you roll with Advantage.

Advantage means roll twice and pick the better number. Disadvantage means the opposite.

Combat

Attacking someone with your hands or tools is a Brawn test.

If you succeed in the test, you damage them the amount that you succeeded by.

If you succeed by rolling your exact Brawn value, you've critically hit your enemy.

On a Critical Hit, you steal a slotted Supply, Skill or Expression from them. 

Making a Connection

When you reach out, make peace, seek to understand, or express yourself to another non-player High School Student, there is a chance you will spark understanding within them.

When you attempt to connect with another student, choose an emotion, then make a Beauty test. For every word in the emotion that matches the beliefs of the target, you gain +1 to the Beauty test.

If the action you take while connecting matches the preferred action of the target, gain advantage, likewise, gain disadvantage.

Connection Results: 

Failure by 5: Target is enraged and lashes out verbally, insulting your attempt. Take 1d6 Heartbreak.

Failure by 3: Target is confused and doesn't get what you're saying. Take 3 Heartbreak. 

Failure by 1:  You almost convinced them! Take 1 Heartbreak.

Critical Success: They flip sides immediately, and you gain access to one Tool or Program they have to slot into yourself, as a gift.

Success by 1: You've inspired them somewhat. They challenge your convictions and hold you to prove yourself to them.

Success by 3: They're hesitant to help you, but know they were wrong. They are considered a new faction in the conflict, and will fight former allies to defend themselves.

Success by 5: They always knew this wasn't the way. They always knew they were different. They always wanted to do and be more. You've awoken them, and they will help you in your endeavors until you dismiss them.

Skills

When you use a skill, choose a target and roll any of your Energy Dice

For each Energy Die that rolls 1-3, it is expended and a Brains slot is damaged. Energy

Dice that roll 4-6 are ready to be used again.

Damage and Repair

When your Brawn, Brains and Beauty slots are damaged, you do not lose what is stored in them.

If you take a turn, you may spend 1 Grit to repair 1 Damaged slot.

Grit can only be recovered by taking downtime to enjoy the things you love.

1 Day of downtime recovers 1 Grit, a full week of downtime fully recovers Grit.


Notes:

- With regards to Archetypes, in case that there are two scores tied for the lowest or highest score, you may choose an archetype from either list.

- Athletes and Jocks are differentiated by 2 things: 1) An athlete can play any sport, a Jock must play on a varsity sport at the high school, 2) Jocks care more about the school, athletes care more about the sport.

- The "forensics" part of the debate/forensics archetype refers to the competitive speaking events, not the crime stuff

- The feature "You Wouldn’t Know Them, They Go To Another School" is inspired by the “drinking buddies” feature of The Veteran



2 comments:

  1. Neat. Glad to see people tinkering with familiar bits and bobs. Wondering about the loop of the game - Mean Girls or Veronica Mars?

    ReplyDelete
  2. Phenomenal work! Love the Emotion-as-senior quote, "what's for lunch today", and the jock/athlete dichotomy. I cannot wait to see more from you!

    ReplyDelete

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