Musing and articles from Peter Amthor. Usually of a role playing game influence but I do drift into other directions occasionally. You can also find me on Mastodon at dice.camp/@peteramthor. Comments and constructive criticism welcome. Also this blog is best viewed on a desktop or wide screen tablet.
Thursday, March 13, 2025
Silent Hill f - Official Japanese Trailer
Wednesday, January 19, 2022
Sunday, October 31, 2021
Zener card resolution part 2
More on using Zener cards as a means of resolution for a Silent Hill style game.
Each character has a list of dark secrets or terrible things they have done. This is used to generate what kind of encounters they will have and the general themes of the game. Also it can affect the outcomes of draws. When they are forced to make a draw in the face of one of these pieces of their checkered past they are considered 'Stressed'. At this point the GM puts a token on one of the symbols in front of the players. If the draw results in more pulls of the symbol that is stressed than the result is considered a cataclysmic failure. More damage, terrible results, etc are all possible outcomes.
Damage is done in small doses, usually one point at a time. With two points being reserved for cataclysmic failures or big bad guy type encounters. Whenever a Fight draw is made that results in zero successes than the character takes a point of damage. This is recorded by placing a damage token onto one of the symbols in front of the player. The damaged symbol can no longer be chosen by the player for their pulls, however the GM can still place a 'Stressed' token there.
Weapons are a bit trickier. Most allow for the player to pull an extra card on a Fight pull. Some allow a player to chose an extra symbol for the pull. Those of incredible power may even allow both. There are a few creatures that are more susceptible to specific types of attacks. In those cases it allows the player to chose one of the two types of bonuses above and apply it to the pull.
Those are my thoughts right now. More to come later I imagine. If you like what you see here let me know. Also you can click on the Amazon and Drivethru links on the side, or the 'support this blog' link at the top to help toss a few dollars my way as inspiration to keep working.
Thursday, October 21, 2021
Resolution via Zener Cards
Okay strange game mechanics idea. Thinking of using them for my Silent Hill style game where you have three stats. Fight, Flee and Think. They are ranked from one to five.
In front of each player is a picture of the four symbols from the Zener psychic testing cards. Whenever you have to make a stat test you place a marker on one symbol of your choosing. Then you pull a number of cards from the top of the Zener deck equal to the stats rank. If you match the symbol you marked then it's a success. If you match twice it's a critical success. If you get no matches then it's a failure.
Add in some kind of fear or stress mechanic and if it's triggered when you score a failure on a test then it becomes a major failure. Of course a super simple wound/impairment tracker in there as well. Plus some dark secret type things to help you build what kind of encounters the group will have.
The idea would be for small groups of players, Maybe like three at max. Anyways this is what I've been thinking on tonight.
Sunday, December 16, 2018
The first overview of The Silence. A setting in the works using the WaRP system.
Sunday, November 18, 2012
Silence - rough base mechanics
Here is the thoughts on traits, combat and a bit about challenges.
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