One of my (many) flaws is that I never read Terry Pratchett’s Discworld. I’m
working on my defects (some of them at least…) and I finally read The Colour of
Magic and Light Fantastic, the first 2 books of the series. Let me be more
precise: I read The Colour of Magic more than 15 years ago, but I read a
translation. You CANNOT read translated Pratchett! Why? All the spirit and the
fun of it are gone. It is like, I don’t know, like reading the translated Qur'an,
or the translated Lusíadas, or basically trying to understand 99,99% of
Japanese anime puns without a basic notion of kanji… you lose something if you
translate it! Anyhow, I’m now reading 100% English Pratchett (or whatever you
folks call this language). And my first thought was (or course!): “this would
be very fun at my DCCRPG table!” Why? Well, DCCRPG already has a cool gonzo
aspect. Ironically, most products and people that I know try to tone it down… well, it's time to tone it UP!

Warning: Like previous heresies on this blog, I’m pretending to write about
adapting a media to a particular tabletop RPG, having read just a small part of
it (there are... what?... some 40 books in Discworld?). So, yessir, I’m probably
presuming some things wrong. That is why this is a hobby and not (thankfully) a
business.
So, if you are creating a DCCRPG Discworld game, use all the Core Rulebook rules, except for the following:
Talkers Go First!: I’m pretty sure this rule is from a Doctor Who RPG. I
love it and it shows up from time to time in my blog hacks! Basically, if
combats break out, any player character (and only PCs) who wants to talk can do
it before the violence begins. They get only one shot at it and they must
spend all their Action Die (if any) on social/charisma (i.e. Personality) skill
checks (intimidation, diplomacy, lies….) or just pure roleplay (my favourite
approach). If your table likes to roll Personality checks, consider that every
PC in DCCRPG Discworld is trained in such checks (i.e., they roll a 1d20 instead
of 1d10 when trying to avoid a fight). They only get ONE ROUND to do it (I know
that rounds in DCCRPG last 10 seconds, but I like to give each player around 30
seconds of pure roleplaying if they are in for it). If more than one PC wants to
give it a try, let them go from lowest to highest Personality (so that the most
charismatic PC can see other errors and correct them). They can attempt nothing
else! No moves, no free/limited actions, no preparing/drawing/aiming, and no
activation/charge of any spell or power. Basically, if any PC wants to try to
chat with the monsters, LET THEM GO FOR IT! Which brings me to the second rule…
Reaction Rolls: C’mon! This is one of D&D’s best (and often ignored)
rules! NEVER start a Discworld encounter with the idea that the
monsters/oppositions will simply try to attack the PCs. That is so boring. Use your
favourite D&D edition, OSE,
or even more
complicated charts. My point here is that we (unfortunately) got used to
the idea of entering into a room and fighting monsters (nothing wrong with that).
Things are not so simple here, because this is DCCRPG Discworld. All those orcs
in the 4 x 4 room? Yes, they are probably guarding a pie. Of course, it is a
(man-flesh) pie that they want to share with you! (How you deal with that is
not my problem!). Reaction tables break the game’s traditional expectations,
surprise players (and the judge), encourage roleplaying, and may promote the
kind of absurdity that is 100% Pratchettian! Use it!
Of course, the above rules are all targeted toward avoiding combat. Why should
we avoid combat? Well…
Fighting is Dangerous! Fighting is a horrible idea most of
the time because, well, you can die on it. It is chaotic, rarely “glorious”.
Forget those cool pictures of Heroes standing over piles of vanquished enemies… if
they are lucky, they are probably as battered and hurt as those enemies… if not, they are probably
as “vanquished”.
Fighting is very unpredictable in DCCRPG Discworld. Every time someone rolls
1 Action Die to attempt any violent action (like attacking), their general
Fumble Range increases by +1 (it goes from 1 to 1-2). This is for EVERY Action
Die, so if you roll 2 attacks, the first attack has a Fumble Range of 1-2
and the second of 1-3.
A PC’s Fumble Range keeps going up until a Fumble is triggered. When that happens,
the judge rolls a d10 (or a d6 if they are mean). The result is deducted from
their current Fumble Range (minimum is still 1).
The idea is that the longer the fight goes on, the more dangerous it
gets. That is why you should (1) avoid it, (2) end it as quickly if
unavoidable, and (3) use sneaky tactics to do so.
Heroes, particularly most Warriors, are too stupid to realize this rule (although
some of the Disc’s greatest Heroes, like Cohen the Barbarian, are aware of it and
will fight dirty to end the conflict as quick as possible).
Because combat is dangerous, any character in DCCRPG Discworld can withdraw from combat by using 1 Action Die. This action DOES NOT trigger any free attacks (again: the idea is that running is good here!). This also implies that the
judge is free to set all kinds of unfair encounters against the PCs. They either must
fight dirty (or run!).
Variant: Fighting is Dangerous FOR EVERYONE! If keeping the
Fumble Range of every PC and NPC is too much work (it sounds so), instead of it, the judge should track a universal Fumble Bonus to affects everyone. When the
first attack is made in an encounter, the Fumble Bonus is +0 (i.e. follow the normal rules).
Every other attack roll after that increases it by +1, no matter if it is made by a PC or
NPC. When a Fumble happens, the Fumble Bonus is not reset by 1d6
(minimum +0). If this is too much metagame, the judge can use a middle ground - each PC tracks
their own Fumble Range, and the judge uses a universal Fumble Bonus just for
the NPCs.
Fighting is NOT worth it! Fighting is not only dangerous but also dumb. If
all the party did in one encounter was fight, they wouldn’t gain XP. NEVER! They
only get XP if they get the treasure (or if they get directions to the treasure). If this
happens, then the judge should reward XP normally.Why are you looking at me like that? It says on the cover: “You are no hero…”.
That works double for Discworld!
Warriors & Thieves: In DCCRPG Discworld, all PCs are Humans
(I’m still going through the books… I might come back later for a Dwarf/Gnome, Troll
or Elf class). This means that they are all Warriors, Thieves, or Wizards. I
will talk more about Wizards later. For now, let's focus on Warriors and
Thieves.
Thieves: The normal DCCRPG Thief is already the perfect Discworld class.
Play it by the normal rules.
Warriors: Warriors have just one extra rule. When creating your Warrior,
the PC can choose to sacrifice Intelligence and Personality points to increase Strength
and Stamina. 3 points of Personality or 3 points of Intelligence buy either 1
point of Strength or Stamina. You must do this exchange in “blocks” of 3. You
can’t, for example, take 2 points from Intelligence and 1 from Personality to increase
Strength by 1. The minimum Intelligence and Personality are 3 (and, indeed,
most “Heroes” of the Disc are often incapable of thinking at all, or of building
complex sentences… like those that require 3 or more words). If you are all in
for some dramatic roleplay, you can allow Intelligence and Personality
to go down to 2 and use these REALLY
low Intelligence and Personality rules from my previous KILL BILBO!
DCCRPG. Go ahead, I can assure you the Tolkien Estate won’t charge.
Magic on the Discworld: Unlike most DCCRPG settings, the Discworld is bursting
with magic! The entire Disc is overcharged with octarine radiance. This means
that spellcasting is theoretically easier here. By “easy”, I mean charging up
magic energy is easier… controlling it is another matter.
The first consequence of the Disc’s ludicrous amount of mana is that Wizards
ignore Corruption, Lost, and Failure results. Life is good, no?
Unless dealing with the Dungeon Dimensions (or trying to cheat Death), there
are no Corruption effects, as the excess magic energy discharges itself around
the Wizard instead of focusing on their body and soul. Mechanically, this works
very much like increasing the Fumble Range in combats. Let's give it a fanciful
name (Wizards love that): Octarine Overcharge!
The Octarine Overcharge (a.k.a. the O.O. Coefficient, the Infinitum Dictum, or “the
Rule of 8”) is represented by a Mana Level stat. Every character in
Discworld has a Mana Level of 1 (and it is usually only dangerous for Wizards).
If any character rolls equal to or less than their Mana Level while spellcasting (or
reading from a scroll/spellbook, etc.), they trigger an Octarine Overcharge! If
they don’t trigger it, then their Mana Level increases by 1 merely for the
attempt.
Remember that mana permeates the Disc and that it has a natural tendency to build up in areas around spellcasting? Well, if a character is in an encounter
where magic (i.e. a spell) happens, their Mana Level automatically
increases by 1 merely by witnessing someone else spellcasting. The octarine
radiance just taints everyone around and starts building up a charge! This
means that an encounter with two or more spellcasting Wizards can quickly build
up enough to trigger an Octarine Overcharge.
While Wizards in the Disc ignore the Lost/Failure result, every time they roll
it they increase their Mana Levels (and of those of every other character in
the encounter) not by 1 but by 1d6. If they are in a REALLY strong magic field
(as set by the judge), then maybe a Failure/Lost result increases the local
Mana Levels by 1d8 or even 1d10! For example, Wizards holding the Octavo would probably
roll 1d10 for a Failure/Lost result.
The worst happens when an Octarine Overcharge itself is triggered! Spells
run out of control as they feed on the surplus of octarine. This is represented
by a series of Spell Misfires rolls that impact all characters in the encounter!
The number of Misfires is found out by taking the highest Mana Level among the
characters (PCs and NPCs), dividing it by 5 (rounding up), and adding +1 for every
Wizard. So, if a fight between the PCs (3 Thieves, 1 Warrior, and 1 Wizard) and
3 students of the Unseen Academy (3 NPC Wizards), triggers an Octarine
Overchange, then the judge must first check for Mana Levels. Probably all the
Thieves and Warriors will have 1 (or a bit more, as they probably witnessed
some spellcasting). Let's say the PC Wizard has a Mana Level of 8, and the 3
NPCs have Mana Levels of 5, 4, and 4. That means you pick the highest Manal
Level of 8 and divide it by 5 (rounding up), which equals 2. Now you add +1 per
Wizard (+4), for a total of 6. So the judge will randomly choose 6 spells to
Misfire (it is always nice to let the players roll those Misfires). If there
are not enough spells around, the judge is free to randomly roll a new spell
and let it Misfire.
In rare cases, if the Octarine Overcharge happens in a place suffused
with magic, such as the Octavo Chamber or the temple of Bel-Shamharoth, then a
trigger also can cause a Phlogiston Disturbance (usually this disturbance will
affect only Wizards, but some results will be bad news for everyone else).
Judge’s call.
How do Mana Levels go down? There are at least 3 options. The first is by
triggering Octarine Overcharge (not recommended). All the victims of the
Overcharge set their Mana Level back to 1. Another option is to avoid being
closer to spellcasting for at least 8 hours (one night of sleep). This reduces the
Mana Level by 1d6 (minimum 1). Finally, if a Wizard roll a Failure/Lost result,
instead of increasing the Mana Level by 1d6, the Wizard can decide to forget
the spell, also suffering 1d6 points of Intelligence Ability Loss. The amount of
Ability Loss suffered is also deducted from their Mana Level (minimum 1) and
the spell is Lost until it can be memorized again.
One final rule: every time a caster Spellburns, they automatically
increase their Mana Level by 2d6 or the amount of Spellburn damage, whichever
is LOWER.
Wizards: Ah, Wizards. Those dudes (and dudettes) are special… I mean, “special”
as a living radioactive battery is special in the sense that it should be
avoided by all sane people. Here are new rules for creating Wizards.
First, they can burn 3 points of Strength, Stamina, or Personality to increase
their Intelligence by 1 point (following similar rules as Warriors).
Second, I can’t say why but I feel that the Spell Stipulation rules from DCC
Lankhmar have a more “Discwordly” feel than Mercurial Magic, so feel free to
use them.
Third, Wizards in the Disc can see the magical part of the light spectrum:
Octarine, the 8th Colour. This is basically an innate form of detect
magic. Wizards can ask for Ability Skill checks to see the local amount of
magic, to assess the Mana Levels of other characters, and to see if an item or
creature has “excessive Octarine” (i.e. if it is magical). They still can’t
identify magic items. Obfuscate magic (DCCRPG Core Rulebook p. 152) can fool this
sense.
Wizards & Death (with a capital “D”): Wizards have some metaphysical
privileges in the Disc. The most (in)famous one is that Death itself will come
to claim their souls when their time is due (other PCs will be taken by randomly
assigned and invisible psychopomps of lower rank). This means that Wizards have
special Luck rules, some advantages, and disadvantages.
First, every time a Wizard suffers damage, they can decide to have it taken
either from their current Hit Points (like everyone else) or from the current
Luck points. One or the other. They are sneaky coward bastards that seem
particularly afraid of dying (I mean, more than the usual for people of the
Disc…).
Second, the previous rule might sound fun, but it exists because Wizards are
instantly visited by Death itself if their hit points or Luck points reach 0. They
can’t use the Bleeding Out and Recovering the Body rules (DCCRPG Rulebook p.
93).
Third, they can TRY to avoid that grisly fate, but it is not easy. They have
basically two options: either somehow convince Death that it is not their time
yet or they can desperately draw power from the Dungeon Dimensions to escape.
Out-talking Death of “deathing” you: this is really hard. The PC has two
options. The first one is a desperate Personality check with a DC of 20. If they
pass, they pose some argument to Death regarding the current chain of events and
how it was somehow and unfortunately premature. Death is not happy about that,
but it can’t change the rules. The PC survives with 1 hit point if their friends
can reach their body. HOWEVER, they are groggy for the next hour (-4 penalty to
all rolls) and sustain a permanent injury of some kind, reflected as a
permanent -1 penalty to Strength, Agility, or Stamina (determined randomly). After
this episode, they are followed by a lesser death, which will constantly annoy and
scare them at the worst moments, merely by “checking in” to see if it is the
time “to call the Boss in”. This psychopomp presence means that the Judge can
trigger 1 Fumble once per game session on the poor (but deserving) Wizard. The
Fumble is not an automatic failure, but an extra effect of the Wizard’s otherwise
normal check (so yes, it is possible to get 2 Fumbles if the Wizard also rolls
a 1). The Wizard CANNOT out-talk Death a second time.
The roleplaying option: Instead of all the shenanigans above, the PC get
1 minute to talk astrally with Death and convince Him/It. This is represented
by the PC telling the table a joke. If most people laugh, congratulations, you
dirty bastard, you’re back. Better yet, no lesser psychopomp follows you (as Death
kind of warms up to your PC). Otherwise, you are dead. (Only use this option if
the table loves this type of roleplaying/metagame stuff).
Invoking Powers from the Dungeon Dimensions: instead of letting Death
grab them, the PC in act of desperation pulls energy from those non-Euclidian,
dreaded, and tentacled-obsessed planes. The PC must roll a Spellcasting check
(accounting for Mana Level and all) against a DC of 25. They can try to Spellburn
but all the Spellburn damage is PERMANENT. If they succeed, they manage to
summon something or concoct a pact to escape their fate. Death is NOT HAPPY.
The PC’s Luck is reduced permanently by half. They also gain a major corruption
from their contact with those “Things”. This can only be attempted ONCE. For a second
shot at this, they must find a Dungeon Dimension patron, bond their souls to it…
and probably become an NPC, but that is for the table to decide.
…I think I’m forgetting something: Oh yeah, Clerics! I don’t think there
are Clerics (such as in DCCRPG) in the Discworld. The gods of the Discworld are
potent entities, but no true Cleric would have the courage to admit that they
follow one of those divinities (c’mon, they are famous for throwing rocks and
breaking atheists’ windows).
Deities in the Discworld are still important as they are the PCs’ best source
of recovering Luck. If a PC is chosen by a god and performs well (good luck),
they might get 1-3 Luck points back for performing quests and specific tasks
for their god.
So, yeah, for now, no Clerics. This means the following:
It was just a flesh wound: Like in DCC Lankhmar, during combat, the PC
can spend 1 Luck to instantly roll recover 1 class hit dice (plus Stamina mod)
of damage. They cannot attempt any other action that round (except running!).
They can only do this once per combat.
Taking a breather: If the party can spend 1 turn (10 minutes) resting,
drinking water, and maybe having a snack after a combat, they recover 1 hit
dice of damage (plus Stamina, if positive). They can’t recover more than they
suffered in the last encounter, of course. They can always take this breather after
every combat, but the judge is encouraged to roll a random encounter if this is
abused (or to reduce any Luck award, as the PC’s god will complain about their
constant delays).
That is all Folks!
I hope you enjoyed this small hack (and I hope this is playable, as I haven’t
tested it yet). If I keep reading Discworld, I’ll probably at some point create
some new classes for it: I would love some kind of Troll class, but my goal
right now is a Tourist class!