All the Little Things: Difference between revisions

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'''All the Little Things''' is a tabletop RPG created by Mason “Tailsteak” Williams. The premise of this lil d6 roller is that the players are a ''"Thing"'', an object that has been animated by human emotion in some way, gaining the personality and traits that humans usually attribute to it. More often than not, "adventures" will consist in the players trying to solve minor problems that inconvenience their humans, such as driving off a rat, finding lost keys, bringing dirty clothes to the laundry or clearing infestations of dust bunnies. [[What|Sentient dust bunnies]]. [http://tailsteak.com/000473/All%20the%20Little%20Things.pdf The game handbook can be downloaded here].


== All the Little Things ==
==How It Works==
The game is, at its core, a d6 roller. You won't need anything more than some d6s, ideally as many as the players. Actions are usually resolved through Density (strength) and Flexibility (dexterity) checks. The basic system is this: the player rolls a d6 and adds their relevant score to the result with the goal of rolling over the target.


All the Little Things is a tabletop RPG created by Mason “Tailsteak” Williams. The premise of the game is that you are a "Thing" that has been animated by human emotion.
===The Things===
Any object can be animated and become a Thing, even if the manual dearly suggests using toys. Things are made of components, or parts, with each component having its own separate characteristics. These are:
* '''Hit Points''' : Pretty self explanatory. If a component's hitpoints drop to zero, it's broken and unusable until repaired.
* '''Damage Immunity''' : Types of damage this part is immune to, and can thusly ignore.
* '''Damage Vulnerability''' : Types of damage this part is vulnerable to. When receiving damage from this type of attack, the part takes damage without taking into account the Durability value.
* '''Durability''' : Physical resistance of the part. When this part takes damage, you subtract its durability value from the damage.


== Premise ==
Each component also has a Density and Flexibility score:
Human beings bring things to life.
* '''Density''' : Represents the sheer [[Neckbeards|weight]] and heft of an object, and by extension the amount of force it is capable of applying to other objects. It also influences the amount of fall damage an object takes.
This does not happen to all things, of course, but any item that is continually used by
* '''Flexibility''' : Self explanatory. Represents the ability of an object to bend and move, and influences directly the move speed and the ability of a Thing to both solve complex tasks, such as using tools, or move on difficult terrain.
humans for any purpose has the capability of becoming imbued with their hopes, fears, faults
Density and Flexibility are not tracked singularly: the sum of the density and flexibility of all the parts represent the Density or Flexibility score of a Thing.
and personality traits. Generally, this happens primarily to items that human beings
anthropomorphize for whatever reason. Thus, it is usually
toys
that come to life, but this is by
no means exclusively the case – humans have been known to confer life upon staple
removers, empty bottles, pebbles, and even automobiles. Usually, as these items look
interesting and are useful, the personalities that are put into them are similarly benign.
It should be noted that the terms “Things” and “Items” are intentionally vague. Human
beings can also breathe life into dust bunnies, trash heaps, broken glass, and even gusts of
wind. These Things tend to be rather less friendly.
Players are placed in the role of animated Things – primarily toys, but gadgets or
trinkets of any sort are playable. They will have to deal with a very dangerous world that is
constructed at a human scale, and is filled with hostile Things that are imbued with negative
personality traits.
For a Thing, merely being alive is often inconvenient.


-From the game handbook
===Combat===
 
During combat each player has one action, which can be used however they like. Once all players have made their decision and the GM has chosen an action for each NPC, the actions are resolved in a random order. The official method to do this is by making all players write their actions on a piece of paper and then putting all the pieces of paper in a box or a hat, and then drawing out the actions one by one. Things can also choose to forfeit their previous action to dodge an attack. Since having a single action every turn means that Things can only dodge one attack, combat leans heavily in favour of groups. It's totally possible for a group to [[Rape|surround and destroy]] a single target.
 
[[Category:Roleplaying]]
----
Game handbook [http://tailsteak.com/000473/All%20the%20Little%20Things.pdf]

Latest revision as of 18:14, 17 June 2023

This article is a stub. You can help 1d4chan by expanding it

All the Little Things is a tabletop RPG created by Mason “Tailsteak” Williams. The premise of this lil d6 roller is that the players are a "Thing", an object that has been animated by human emotion in some way, gaining the personality and traits that humans usually attribute to it. More often than not, "adventures" will consist in the players trying to solve minor problems that inconvenience their humans, such as driving off a rat, finding lost keys, bringing dirty clothes to the laundry or clearing infestations of dust bunnies. Sentient dust bunnies. The game handbook can be downloaded here.

How It Works[edit | edit source]

The game is, at its core, a d6 roller. You won't need anything more than some d6s, ideally as many as the players. Actions are usually resolved through Density (strength) and Flexibility (dexterity) checks. The basic system is this: the player rolls a d6 and adds their relevant score to the result with the goal of rolling over the target.

The Things[edit | edit source]

Any object can be animated and become a Thing, even if the manual dearly suggests using toys. Things are made of components, or parts, with each component having its own separate characteristics. These are:

  • Hit Points : Pretty self explanatory. If a component's hitpoints drop to zero, it's broken and unusable until repaired.
  • Damage Immunity : Types of damage this part is immune to, and can thusly ignore.
  • Damage Vulnerability : Types of damage this part is vulnerable to. When receiving damage from this type of attack, the part takes damage without taking into account the Durability value.
  • Durability : Physical resistance of the part. When this part takes damage, you subtract its durability value from the damage.

Each component also has a Density and Flexibility score:

  • Density : Represents the sheer weight and heft of an object, and by extension the amount of force it is capable of applying to other objects. It also influences the amount of fall damage an object takes.
  • Flexibility : Self explanatory. Represents the ability of an object to bend and move, and influences directly the move speed and the ability of a Thing to both solve complex tasks, such as using tools, or move on difficult terrain.

Density and Flexibility are not tracked singularly: the sum of the density and flexibility of all the parts represent the Density or Flexibility score of a Thing.

Combat[edit | edit source]

During combat each player has one action, which can be used however they like. Once all players have made their decision and the GM has chosen an action for each NPC, the actions are resolved in a random order. The official method to do this is by making all players write their actions on a piece of paper and then putting all the pieces of paper in a box or a hat, and then drawing out the actions one by one. Things can also choose to forfeit their previous action to dodge an attack. Since having a single action every turn means that Things can only dodge one attack, combat leans heavily in favour of groups. It's totally possible for a group to surround and destroy a single target.