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Old 11-07-2011, 03:05 PM   #1
Dukeofd20s
 
Join Date: Nov 2011
Location: Michigan
Default My Munchkin RPG

I think I did it. I tamed the beast of the Munchkin Card Game and made it into an RPG! Here it is!

...

Munchkin RPG

Set-Up (for GMs)
------------------------------
(1.) Sort cards by races, classes, treasure types (huge rewards, weapons, armor, misc., potions etc., and out-of-character stuff) curses, monsters, unlabeled cards, and kneepads of Allure/Help Me Out Here.
(2.) Give 1 race card to each player. If a female picture is given, treat it as a human rather than the actual race.
(3.) Give 1 class card to each player.
(4.) Each player rolls a d6. A "1" gets them a half-breed card and a "6" gets them a Super Munchkin (multi-class) card. Distribute cards appropriately.
(5.) Each player recieves 1 weapon card, 1 armor card, and either 1 misc. card or 1 potion card; they choose which of the two kinds.
(6.) Place the monster cards off to the side. This will be the GM's Monster Deck. Combine the wandering monster cards, 3/4 the curse cards, all unlabeled cards, 1/4 of each kind of treasure, and 1 Huge Reward to form the GM's Random Event deck. Half of the remaining treasure will be stacked together to form the GM's Shop Deck. All remaining cards are combined to make the GM's Unused Deck.

The Play Begins/Rules
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(1.) Each room is an encounter. In each encounter, the GM chooses to use either their Random Event Deck or their Monster Deck. For each player, the GM deals 1 card from the deck they chose. Players may choose the monsters each fights from the ones dealt, but cannot change the Random Event cards they get (Unless it's treasure. Treasure is tradeable between players for no extra cost).
(2.) After 5 rooms, the players find a subroom where a merchant is. At this point, the GM lays out 6 random cards from the Shop Deck and offers them to be bought by the players (Remember each player starts with 200 gp.). They can sell, trade and buy until they are content. After this, each player gains a level.
(3.) Combat runs the same as normal Munchkin combat, except for all players fight all at once. If the player succesfully runs away from a fight, they loose 100 gp. If they unsuccesfully run away from a fight, they loose 200 gp. and "Bad Stuff" happens.
(4): If a card ever asks for a palyer to play a monster from their hand, they DO NOT play a monster card, buta Level 1 monster with no Bad Stuff or Special Qualities is summoned (e.g. Polymorph Potion).
(5): When a player looses a card or a card would be discarded from any other situation, the GM picks an appropriate deck for the cards to be shuffled in to.
(6): If you are told to loose a level and you are only level 1, loose 100gp (per level you were told to loose) instead.
(7): Whenyou are told to loose gold and you cannot afford it, you can either lose a level for 100 gp (see #6) or sell an item automatically for the printed value.
(8): 1,000+ gold can be spent at any time to gain a level.
(9): When a character dies, each other player gets to choose 1 of their fallen comrade's possesions. The deceased can choose to keep playing, in which case they keep their levels, but get a new race, class, and 1 item from a type (weapon, armor, misc., potion) of their choice.

GM Tips
-------------------------------
(1): Make a story line!
(2): Feel free to make cards to distribute through the decks or a few items that are story-specific and are kept to the side (enchanted weapon rewards, BBGs, etc.).
(3): Have each character come up with a name (at least!) and a backstory before beginning. This turns it from a card game to a Role-Playing Game.
(4): Make an end!
(5): Make a special set of cards to make decks from that are themed (e.g. put plants and animals in a deck to make it suitable for a forest quest).

Thanks for reading!
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