One Shot Battle Royale Deathmatch


Homebrew


I just came across this thread by Artguy about creating a one shot battle royale. It spurred my creativity so I thought I would give making a battle royale deathmatch a go.

THE SYSTEM
First, and foremost you don’t want to plot 100 npcs around the map and plan out where to put all the caches of equipment most of which the PCs will never encounter. That is why GMs use random tables. Especially for something fluid like this. So now we need a system for activating the random tables that doesn’t make the adventure seem tedious and repetitive. Luckily the Angry GM, who has an awesome blog here, developed a good system that is pretty applicable to this kind of one shot. He calls it Time Pool, but later changes the name to Tension Pool:

“I [Angry GM] invented this thing called the Time Pool. Basically, it was just a pool of dice. Whenever the players took an action – or stood around doing nothing – that took something between five and fifteen minutes of time, the GM would pick up a die [d6] and add it to the Time Pool. Once there were six dice in the pool, the GM would stop adding dice to the pool. Instead, if a die had to be added, he’d pick up all the dice and roll them. If any came up a one, something bad would happen. A wandering monster, for example. Either way, he’d then empty the pool and assume one hour had passed. Durations could be ticked off.
Also, though, if the party takes a reckless or loud action – like breaking down a door instead of picking the lock or hustling quickly overland and not keeping watch – the GM can roll the Tension Pool right then and there. Basically, cautious and time-consuming actions add dice to the pool. Fast and reckless actions roll the dice in the pool.
In a sense, the Tension Pool is a time-keeping, narrative-pace-management, and skill challenge tool all rolled into one. One that visibly represents the fact that the longer it takes the PCs to do anything, the more likely something is going to go wrong. And that means that, because the players themselves can see the passage of time, they themselves will feel the same tension their characters feel as they spend more and more time in dangerous situations trying to accomplish a goal.”

Now let's add some danger!
The Danger system created by The Angry GM is a useful way of labeling hexes and determining random encounters (more on that one later). "Danger is measured from 1 to 5. 1 is a relatively safe, civilized region or a barren, desolate region. 2 is a dangerous frontier. 3 is enemy territory. 4 is regularly patrolled, extremely hostile territory, or hunting ground. And 5 is reserved for the sort of terrain which is filled with monsters that are actively trying to destroy all intruders and can detect the intruders with supernatural means. For example, Hell or The Land of the Dead. Seriously, 4 and 5 are pretty ridiculously dangerous." If a party wishes to explore an area rather than merely travel through it, the DC for a successful exploration is based on the danger level of that area.

For this particular one shot the Danger Grid will most likely look like a target with concentric circles. The outside circle being Danger Level 1 counting inward to the small center circle of Danger Level 4. This will be overlaid on top of whatever space station or radioactive mine you want to use.

DANGER CHART
Level 1: Civilized, Desolate, Barren; Exploration DC 7+Average Party Level
Level 2: Dangerous Frontier; Exploration DC 12+APL
Level 3: Enemy Territory; Exploration DC 17+APL
Level 4: Regularly Patrolled, Hunting Ground; Exploration DC 22+APL
Level 5: Extremely Hostile; Exploration DC 27+APL

GAME PLAY
Okay now that we have set up a system for random encounters, let's give the PCs something to do and choices to make. The gameplay is an amalgam of rules I devised for my homegroup from the Tomb of Annihilation by Wizards of the Coast, travel rules by The Angry GM, exploration rules by Paizo, and my own ideas.

1) Determine Location on Map
Using a map, identify the hex or area in which the party is currently located.

2) Party Decides Pace & Direction:
Let the players determine what direction the party wants to go, and whether they plan to move at normal pace, a fast pace, or slow pace. During this phase the party may also determine if they are going to explore an area or travel through it. The GM will determine how long it takes to get to the location at a normal pace and adds the appropriate number of tension dice.

Normal pace
When traveling at a normal pace the PCs travel to the location in the amount of time set by the GM. In addition, the party scavenger can search for items but at a -4 penalty. During exploration, checks to determine if an area has a place of interest or tactical importance are at a -4.

Slow pace
When traveling at a slow pace the time it takes the PCs to get to a location is doubled, but the party can hide from encounters or approach stealthily. They gain a +4 bonus to all checks to perceive danger and all hostile creatures suffer a -4 penalty to detect the party, thus allowing the party to surprise enemies. In addition, the party can scavenge for items normally if they maintain a slow pace. During exploration, checks to determine if an area has a place of interest or tactical importance are without penalty. Finally, navigation checks in difficult conditions enjoy a +4 bonus when moving at a Slow pace.

Fast pace
When traveling at a fast pace the time it takes the PCs to get to a location is halved. The party suffers a -4 penalty on all checks to perceive dangers and on navigation checks. Hostile creatures enjoy a +4 bonus on checks to detect or track the party. While traveling at a Fast Pace, the party cannot scout or scavenge for equipment at all. Exploration is not allowed as the party is moving too quickly to fully explore an area.

3) Party Decides Roles:
Determine Party Roles: Moving to a new location the party members each select which role they would like to take. They choose from 5 roles: Navigator, Scavenger, Watch, Inspiration, or Scout.

Navigator
The navigator determines where the party is on the map and how to get to the safe zone before the map collapses. This can be hindered by poor visibility, darkness, or signal jammers that create a fog of war. In addition, this roll however will be made in secret by the GM in #5. A Slow Pace adds +4 to this check whereas a Fast Pace takes a -4 penalty.

Scavenger
It is the scavenger's job to be on the lookout for useful items while they party travels. The DC for scavenging is set by the danger level’s Exploration DC and any additional modifiers the GM wishes to include. A successful Survival check discovers a cache of items and the GM may roll on the chart to determine what is discovered. Failure means that the group discovers nothing. A Slow Pace adds +4 to this check whereas a Fast Pace takes a -4 penalty.

Watch
The PC who takes this role is must stay vigilant for enemies or hazards during the trip. A successful Perception versus any encounter stealth checks negates surprise. A Slow Pace adds +4 to this check whereas a Fast Pace takes a -4 penalty. During Exploration, the watch may make a single Survival or Perception check when exploring an area to determine if it is a place of interest. The DC is based on the exploration DC of the area. On failure the party must spend extra time searching the area to determine if it contains anything of interest.

Inspiration
This role inspires the rest of the party during the movement aiding their actions. A PC may make the Demand or Encourage Captain actions from starship combat section of the core rulebook. The DC of the Demand action is equal to the Exploration DC.

Scout
This role makes sure the party is not ambushed or followed by hostile creatures when camping an area. Successfully camouflaging the camp reduces the probability of a surprise attack. A successful Stealth check versus the local survival DC gains a re-roll on any encounter die while camping an area. While moving, a successful Stealth check forces any hostile creatures to re-roll their perception checks to detect the party and take the worse result. During exploration, the scout may make a single Survival check when exploring an area to determine the danger level of environment. The DC is the Exploration DC of the area based on the danger level set by the GM.

3a) Situation Modifiers
Proper navigational tools (digital map, tool kit, etc.) +4 for Navigation Role
Poor visibility -4 for Watch and Navigation Roles
Darkness -8 for Watch and Navigation Roles
Slow Pace +4 for Watch, Scavenge, and Scout Roles
Fast Pace -4 for Watch Roles
Resource Hex +4 for Scavenge Role

4) Navigation (optional)
After the roles are chosen, if necessary, the GM will make a Survival check on the Navigator's behalf to determine if the party is becomes lost. If the party is moving at a fast pace the modifier is a -4 or a +4 if they are moving at a slow pace. If the check succeeds, the navigator knows where the party is on the map throughout the day. If the check fails, the party becomes lost. Whenever the party moves to the next area, roll a d6 to randomly determine which neighboring area the party enters and do not divulge the party's location to the players on the map.
The next time the Navigator succeeds on a Survival Check to navigate, reveal the party's actual location to the players.

5) Exploration Check (Optional)
As the PCs search a location, the Watch will attempt an exploration check to determine if the party discovers points of interest or tactical locations in the area. On failure the party must spend additional time searching the location to determine if it contains anything of interest. Exploration checks are typically Survival checks, though unusual territories may require other specialized skills. A character can attempt an exploration check using Perception in place of the required skill with a –5 penalty.

6) Roll Tension Dice
The GM will wait until the party accumulates six dice in the Tension Pool. Once there are six dice in the pool, the GM would stop adding dice to the pool. Instead, if a die had to be added, he’d pick up all the dice and roll them. If any shows the Danger number or less, something bad happens in the form of a Random encounter. For example, if the Danger is 3, and your six dice show 5, 2, 3, 4, 1, 6; the party will have three encounters. Roll the d100 three times. To determine the events.
Random encounters represent all of the potential dangers and hazards an area might present to PCs: creatures, hazards, terrain obstacles, traps, disease sources, rare plants, a cache, etc. They can even be discoveries that waste the party's time or a social encounter that does not need to progress into combat. Your list is not supposed to be one completely comprised of combat encounters, but can be. Finally, it is perfectly fine if the party evades an encounter. The ability to do that is the outcome of choices of pace and roles made by the party, and when they successfully evade those choices are validated.

6a) Roll d100
Roll the percentile die and consult which ever random encounters chart you are using based on terrain and danger level. Each Danger Level in your adventure can have a separate chart. For example, more difficult encounters or increase the number of creatures in the encounters at higher danger levels. Or just use one chart and add +10 to the d100 roll for each Danger Level starting at level 2. The GM then decides where to place the random encounters, either at the new location or along the way.

7) GM Narrates Events
The GM should narrate the journey to the new location and any encounters that occur. Then recap how far they traveled and what happens that the new location. Repeat steps 1-7 until the PCs die or are victorious in the deathmatch.

VICTORY
Set your victory conditions. Eg. If the characters make it to Danger Zone 5 and survive 2 encounters, it can be assumed that all others have been eliminated, therefore PCs are victorious and win the match.

DETAILS
Now all that is left is for you to fill in the details. For this example I am going to make a level 3 one shot:

  • Character Level
    Determine what level your PCs will start at. In this one it will be level 3. Don't let them have any equipment other than armor.

  • Location
    Choose an exotic location for the battle royale. Then determine how map will collapse, after how much time elapses before it does, and which part will be the last safe zone. Actually plan the finally boss (or rival group) and put it in the final zone.

  • Encounters
    Create a list of random combat and environment encounters like this:
    Battle Royale Random Encounters

  • Equipment
    Finally, make a list of useful and maybe not-so-useful equipment you want to add to the match pulling from the equipment tables up to item level 5. Alternatively, you can use the loot generator provided by the amazing website Sfrpgtools.

There you have it. That's how I would make a One Shot Battle Royale Deathmatch.


ADDENDUM
I realized that my example of the location detail could be more flushed out to provide better insight into how the Tension Dice work.

Say we choose the decommissioned space station from Artguy’s example. We are going to measure the space station in terms of time not feet. I am going to decide it takes 30 minutes to get from the outer rim to the center of the station (a 30 minute radius). With that in mind it will be easier to tell the PCs how long it will take to go through some corridors to get to the creepy darkened mess hall.

Now the GM is going to keep track of the game’s time limit. The station will totally collapse in an hour’s time, giving PCs plenty of time to get to the center if they want, but an hour is all they have for this game. The first part of the station breaks off after the PCs have been on the station for 25 minutes. The second at the 40 minute point and the third at the 50 minute point. The collapse is progressing at faster intervals (25 / 15 / 10) with 10 minutes remaining in the final zone.

So now that the station’s size and its collapse rate has been determined. We can make the Tension Die worth 5 minutes apiece. If they don't do anything time consuming they PCs will still have to roll the dice at least once before the station collapses (6 dice at 5 minutes each = 30 minutes). But they will probably want to spend 5 minutes looking for weapons at various location, spend 5 minutes progressing through a hazard, or even 5 minutes waiting for an enemy to expose themselves. Eventually, the PC will start to feel time weighing on their decisions and the Fast Pace mode of travel will start to seem like the better option.

In order to create the atmosphere and generate the random encounters. I will roll the Tension Dice at the beginning of the game before the PCs take any actions. Then I will roll whatever dice they have accumulated each time the station collapses in order to create maximum tension.

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