This is not a game about coffee
Macchiato Monsters is a rules-light, old school, slightly collaborative roleplaying game. I designed it for adventure, exploration and survival in all kinds of perilous dungeonverses. If that were legally safe, I might have called it Dangers & Decisions. You can also say it’s an old school, DIY D&D kind of game, if labels are important to you. Key features:
- Classless characters: emulate an classic concept or come up with something unique
- Freeform magic: name your spells and pay hit points when you cast them
- One-roll combat rounds: no initiative, no maps, no quarter given
- Risk dice: a simple attrition mechanic for armour, gear, encounters, treasure, etc.
Get the stuff
Buy Macchiato Monsters is published by Lost Pages. Character sheets and cover painting-with-actual-coffee by Guillaume Jentey, editing by Slade Stolar, publishing by Paolo Greco. The print book of the Zero Edition has been out of print for a good while, but you can still get the PDF:
- Macchiato Monsters Zero (PDF) (DrivethruRPG $4)
The full version is finally complete and will be published some time this year (2018). Buying the PDF above will give you access to the current draft of the final rules. Some other things you may want:
- Character sheets (EN)
- Character sheets (FR)
- Index cards character sheets (FR)
- Examples of character creation
- Sandbox Worksheet (EN)
- Guillaume’s open drive for fan created material
- The official Roll20 character sheet by Nathanaël Terrien
But why another DIY D&D hack?
I’ve been interested in old school games for several years now. What was first nostalgia for my awkward preteen years has become genuine interest for a different way to arpeegee. So I ran and played a bunch of clones, several old versions of D&D, and modern reworks of the Hallowed Ancestor like Into the Odd, which I had fun twisting into a post-apocalyptic fantasy setting.
In late 2015, I happened to have two campaigns, one running an astral island version of Keep on the Borderlands with Whitehack, the other one running RND issue one* with The Black Hack. The latter game felt so much easier to referee, but I really, really liked the collaborative worldbuilding aspect of the former. So I started printing out bits of The Black Hack (the Kickstarter wasn’t even a thing by then – I’m so hype) to paste in my Notebook edition of Whitehack with notes.
A year later, I’m still working on the game. Stupid hackerbrain.
*Chris Stieha’s amazing write-you-own-module series. The most creative thing you’ll do all year, trust me.