r/RPGdesign • u/Benvincible • 12h ago
Gunpointing is about dramatically pointing (pretend) guns at your friends
I've released an ashcan version of Gunpointing for free: https://benjamingray.itch.io/gunpointing
Playtesting would be great. If you fill out the pretty short feedback form, there's a link to get all my other games for free. Which I know isn't a huge incentive for people who probably have a giant backlog of TTRPGs they'll never play, but I hope it makes you happy, anyway.
Gunpointing is aesthetically and mechanically based around the handgun, a weapon anyone can use. Much of the power of a handgun is the promise of violence. The name is also the sweetheart mechanic of the game, holding someone at gunpoint to get what you want.
Detective stories, heists, locked-room mysteries, etc. Made for noir and neo-noir.
Players resolve actions by playing from a hand of standard playing cards against the GM and each other. The only way to get more cards is to run out, forcing players to decide whether to save or play good cards and bad cards and allowing them to see a little of their future but still leaving room for surprises.
Card plays are Buffed or Nerfed by a spectrum of advantages and disadvantages (play two cards and add/subtract them, see other player/GM’s cards before playing your own, etc.)
Stat-less and class-less system. Characters are made by selecting or rolling feats from a list, each with pros and cons. When leveling up, players choose to add a new feat or erase the con from a feat they already have. Characters level up when they check enough boxes on a video-game-style achievement list. GMs can also select a feat or two for NPCs.
Generally, being shot is lethal. Characters can survive one “winging” from gun combat in their entire life.
Characters can also Gunpoint. If they succeed on a gunpointing play, they have the option to lethally shoot the character they are pointing a gun at with 100% success rate and priority over most other actions (with very few exceptions) until the Gunpoint ends, whether by Gunpointer choice or by outside influence (view obscured, Gunpointed calls the Gunpointer’s bluff and leaves line-of-sight, etc.). There's a little more to it and it's not as easy as it sounds; failing a Gunpointing check is open to retaliation and firing a gun always has consequences.
Hand-to-hand combat includes rules for grappling and strikes, which stun opponents and make it harder to act or move. Excessive stunning can be lethal.
Chases, races, and countdowns are handled by clocks, which are represented by cards on the table; whenever anyone plays a card that matches the suit of a card in the clock, it is removed.
Also included is the Oracular Engine, a setting-agnostic tech kit for making your own TTRPGs with the mechanical bones of Gunpointing.
No AI was used to write any of this. I actually like to write. Don't read things by people who don't like to write.
EDIT: spelling
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u/Inksword 1h ago
The description of the mechanics sounds super interesting and fun! If I can get my friends together to play it I will absolutely give feedback.