Old School Hack is a free beta tabletop RPG where you take on the role of old-school D&D adventurers going on old-school D&D adventures. Monsters and treasure and maidens and crap.
These rules are beta, so the game is a little on the rough side. However, as is the case with Danger Patrol, the core mechanics of the game are solid. Other than stats and crap like that, this game's main gimmick is called: the
Awesome Point.
At that start of the game, the DM puts some chips into The Bowl, which is at the center of the table. Whenever a player does something awesome,
anyone and everyone can reach into The Bowl and give that player an Awesome Point - but you can only give one each (I think - the rules are a touch unclear here). You can spend Awesome Points to do awesome stuff like hitting harder, improving a roll, healing a wound, using certain talents, creating an NPC on the fly, or other such awesome things.
And, yes, if you use an Awesome Point to do something awesome, you can get more Awesome Points.
What happens if The Bowl is empty? Oops, no more Awesome Points to spread around. However, the DM has access to The Stack. The Stack is basically a giant pile of infinite Awesome Points which only he may spend. The DM can pull some bullshit and spend Awesome Points from The Stack; he then puts those spent points into The Bowl.
So the flow is: The DM pulls some bullshit and spends Awesome Points from The Stack, which fills The Bowl, from which players may draw Awesome Points when they do awesome things. Then they spend those Awesome Points to do awesome things, and give those points back to The Stack, from which the DM pulls more bullshit.
Once every single player in the party has spent 12 Awesome Points
each, the entire party levels up!
Check it out. Seems like a pretty awesome game to me.
EDIT: According to the game designer, multiple rewards are allowed but probably a bad idea. The rule of thumb is that you should start with (2.5 x the number of players) Awesome Points in The Bowl. Obviously, if everyone decides to give someone 5 Awesome Points at once, that's way fewer Awesome Points to give to everyone else.
Comments
Also, pointing out two RPG's is not "almost every RPG." The Awesome Points are literally the only way to advance, and there's a strict economy about them that drives the entire narrative of the game. That colors the pace of the game and the story it tells, which is yet another reason to play this over, say, D&D.;
Burning Wheel has nothing like this. InSpectres has nothing like this. 1001 Nights doesn't do anything like this. Play it because it's a different game than every other RPG.
I'm interested to see how this plays out. It feels like it might escalate in the same way that Danger Patrol does, except that it looks like you can actually fail in this game.
Also, we can play Freemarket any time, but I'm getting kinda tired of running it. I want to play it. Having been the Superuser so many times now, I see all kinds of awesome possibilities as the user.
But, if the DM wants to be just as awesome as the players, he has to give them the opportunity to earn more AP.
The rules provide "guidelines" to the DM for how much AP to Feed to The Bowl (and I did provide the creator with a lot of feedback about getting concrete with things), but a good example is: it costs a player 2 AP to introduce an NPC, and it costs the DM 2 AP from The Stack to The Bowl in order to bring in reinforcements. Want your bad guy to live? Throw 2 AP in The Bowl to heal a point of damage. A player can also spend 2 AP to heal a point of damage.
It's definitely a game that gives the DM a lot of pacing control, and gives most of the narrative power to the players.
As I said, the game is pretty beta, so there are no real rules or guidelines for overall session structure. This was my suggestion: Basically, you can structure your game by combining those three "states" in various ways, and bridging from one to another. Each area should subsequently inform the locales for adventuring, and the Arenas in those locales.
Since OSH requires everyone to be awesome before they advance, you'll get into situations where you want to help other players be awesome so they can get AP and have everyone advance. RBH has its Awesome Tokens remain a very individual thing. Additionally, the infinite supply in RBH strips any sort of pacing control from the DM. In OSH, the DM can carefully control the flow of AP into The Bowl to adjust the pace of the game and keep people interested.
I vastly prefer the economy of success in OSH to the infinite supply in RBH.
Is the engine open-source?