Fraggle Rock v0.1

Two things happened this week that electrified the Jim Henson lobe of my brain: I started prepping my Labyrinth game for the 3rd-5th graders; and my kid watched the Fraggle Rock episode “The Terrible Tunnel,” one of my all-time faves. I unequivocally loved the works of Jim Henson as a kid. I’m pretty sure Follow That Bird was my first in-theater movie experience. I wore out my Dark Crystal read-along cassette. I had my butt in the divot in the carpet in front of the TV for the Fraggle Rock rerun on TNT at 5:30pm sharp every day.

Since I get so charged up about Jim Henson, and I can’t think about anything these days without trying to cram it into a role-playing context, I present the v0.1 draft of the (exceedingly non-official) Fraggle Rock TTRPG setting. The infrastructural starting point is Mausritter (although it’s likely to end up closer to Labyrinth As Designed By Grant Howitt), but my goal for this post is vibe, micro-mechanics, and adventure locales.

Fraggle Rock: The Fanfic Adventure Game

What is an adventure game? 🤢 nm

You are a Fraggle, a furry subterranean humanoid creature with a long tail and an endless font of irresponsibility. When you’re not singing, dancing, or otherwise messing around, you’re eating Doozer constructions and failing to stay out of trouble. You diligently perform your 30 minutes of work per week and then get back to doing whatever you feel like, although adventure is never far!

Rolling a character

Choose or roll two personality types from the list below, or make up your own.

If the two you roll don’t make sense together, re-roll one or both. Or, go for it! Fraggles contain multitudes.

1 Practical
2 Thrill-seeking
3 Hedonistic
4 Enthusiastic about everything!
5 Neurotic
6 Chill
7 Woo-woo
8 Ambitious
9 Wild
10 Contemplative
11 Busybody
12 Grumpy

Choose or roll two professions from the list below, or make up your own (work with the GM on gear lists).

# Profession Gear
1 Pipe banger Pipe-banging stick, ceremonial hat
2 Radish gatherer Spade, big bag
3 Laundry Caustic chemicals, clothesline
4 Cave climber Pickaxe, pitons, rope
5 Firefighter Bucket of sand, bucket of water
6 Healer Bandages, ointments
7 Singer Instrument, storybook, tip jar
8 Lifeguard Wooden life preserver, whistle
9 Doozer Building Eater Stone hammer, embroidered handkerchiefs
10 (Outer space) Explorer Pith helmet, walking stick, magnifying glass
11 Cook Ladle, paring knife, apron
12 Wizard Herb kit, gunpowder, mystical hat, beard

Fur Color + Hair Color

TBD

Physical description

TBD

Names

d100 Name d100 Name
1 Argle 51 Newt
2 Auggo 52 Nib
3 Azzer 53 Nibsy
4 Biffer 54 Nimrod
5 Blue 55 Ninny
6 Blunko 56 Nummy
7 Boshie 57 Ogbert
8 Charney 58 Oplo
9 Chert 59 Ozer
10 Conk 60 Parsnit
11 Crumlet 61 Plank
12 Dabbo 62 Ploymus
13 Defty 63 Plunket
14 Drazzle 64 Prigton
15 Dribbler 65 Quabb
16 Dungle 66 Quail
17 Eckle 67 Quimby
18 Eebor 68 Quirkle
19 Eef 69 Racky
20 Faybo 70 Rocko
21 Fizzy 71 Rozzy
22 Frenchie 72 Rumpet
23 Fronk 73 Salsy
24 Gazzo 74 Servo
25 Geebie 75 Sizzet
26 Gorsh 76 Skibble
27 Groan 77 Tatuck
28 Grundle 78 Tippy
29 Higbet 79 Tootie
30 Hoohoo 80 Trunk
31 Humbo 81 Ubbo
32 Hyhop 82 Umpsy
33 Icko 83 Usper
34 Iffy 84 Varnick
35 Inka 85 Verity
36 Jakles 86 Voose
37 Jompers 87 Wendall
38 Junie 88 Wombers
39 Kangy 89 Wonko
40 Kazoo 90 Wrench
41 Kippet 91 Wumzo
42 Kribble 92 Xawsy
43 Lindy 93 Xibby
44 Loopo 94 Yabber
45 Lopsy 95 Yimble
46 Lulo 96 Yowlo
47 Lumbert 97 Zab
48 Markle 98 Zoomer
49 Mibbo 99 Zoopepper
50 Mohair 100 Zumley

Playing the Game

Mechanics

If you want to take an action whose outcome is in question, roll 1d6 with difficulty 2-6. Roll not-under to succeed. Professions, personality types, or equipment can get you advantage (roll 2d6 and take the higher), and situational issues can cause disadvantage (roll 2d6 and take the lower). Help from your friends (via profession/personality type/equipment) can lower the difficulty by 1 total. Minimum adjusted difficulty is 2.

Equipment

Youn can hold up to 8 items to help you on your way. Anything you don’t want to carry you can stash in your house when you’re there.

Food and Exhaustion

You need to fill that Fraggle belly! If there are Doozer buildings at hand, you can consider yourself always satiated. Farther out, though, and you’ll need to bring rations with you. A day’s rations take up one item slot.

If you go more than two days without food, you’re going to be exhausted and have to turn around for home. If you can’t make it home for whatever reason, the GM will determine a consequence.

Helpful Fraggle Nonsense

Sometimes you run into an obstacle and you can’t get any further. You need to pause with all the work and just be a Fraggle, which means singing, dancing, playing, or storytelling – you know, Nonsense.

How this works: You need to declare a goal of your Nonsense in broad strokes – are you trying to distract your mind so you can think of something novel, or are you trying to convince others to help you? The GM will set a difficulty rating based on what you’re trying to do. You will then perform your nonsense, either actually improvising or simply describing what your character is doing. Based on how entertaining your performance was, the GM can give you advantage on your roll. Friends can also help out to reduce the difficulty, but they must also perform with you, and it needs to work together. Then roll. If you succeed, then you achieve your goal.

Regions

Vendors and NPC resources

About the World

Doozer buildings can be found anywhere near a Fraggle settlement but are only sparsely available in deep caves, and not found at all in the Gorgs’ domain or outer space. They can be helpful in overcoming obstacles, but watch out, they can be flimsy!

The Deep Tunnels between Fraggle villages can be fun and even commonly traveled, but it’s easy to get lost. Beyond the lands of the Fraggles, though, are unknown and dangerous places.

Untold riches and wonders are rumored to lie in the Gorgs’ domain, especially inside their house.

Outer Space is said to be full of horrors and strange creatures, but it’s the last frontier for the Fraggle who’s grown tired of the same old tunnels.

GM Tools

Bestiary

Compiling…

Room contents

# Fraggle Rock Deep Tunnels Gorgs’ domain Outer space
1 Growling mushrooms      
2 Hole in the ceiling, flowery vines growing down      
3 Singing crystals      
4 Swimming hole      
5 Fraggle jam circle      
6 Ticklish algae      
7 Really deep dark hole in the floor      

More to come…

Some sample NPCs and their problems

General GM advice

Threats are generally attacks on the 30 minute workweek – that which will keep a Fraggle from being carefree and easy.

Enticements to adventure are things that attract Fraggles based on their background or personality: riches (lifetime supply of radishes, etc.), an amazing thrill, the most delicious cave mushroom anyone has ever tasted.

The overall level of threat and violence in this game is low, Fraggle Rock being, after all, a kids’ show. Feel free to crank up the horror if the group is game, although remember that this show is pretty scary on its own! Regarding combat and violence: while it’s certainly up to your group, you’re going to lose a lot of the whimsy and vibe of the show with anything beyond slapstick.

Commentary

This is definitely a work in progress, so stay tuned if you’re interested.

I really like the simplicity of the d6 test mechanic of Labyrinth, so I’m sticking with that for the nonce, hence my abbreviated retelling of it.

I dig the additional mechanics, most of which emerged as I was writing.

Random thoughts