"No weapons on the premises, so no arrows."
"Oh, good." You fake a relieved sigh. "And here I thought you haven't read the house rules. But aren't you too old to be a cherub?"
|| Link to the mini-game || [3.3k]
Remember the non-descript poll a while ago? Wyatt is opening the series of MC's first Valentine's day with the gang (others to follow). No weapons.
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lil 16 page zine that i made at the coffee shop this weekend! a sort of pick your path style mini game, because i love wizards + interactive fiction. hope you get out of the wizard dungeon!!
So in last night's 3.5 edition D&D game, my players had a chance to do some ice fishing and one player called out for one of my ad hoc mini-games (I do this a lot haha). I wanted something simple, a combo of character skill and some luck, and so in short order ended up with this very quick mini-game you can easily employ.
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Quick Disclaimer: These fishing mini-game mechanics may not be entirely original and could resemble systems from other games I just can't recall. For my part, I'm posting this FOR sharing. Feel free to use, adapt, or modify them in your own games as you see fit. No ownership or exclusivity is claimed over this idea—enjoy and share as you wish!
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Fishing Mini-Game (D&D 3.5 Edition)
Step 1: Build the Fishing Pool
The player rolls a number of d6 equal to their relevant skill modifier (Survival or Profession (Fisher)).
Example: A character with a +10 in Survival rolls 10d6 and sets these dice aside as their "Fishing Pool".
Fishing Pool Example Roll: 1, 1, 2, 3, 3, 4, 4, 5, 5, 6.
Step 2: Perform the Fishing Check
The player then rolls 5d6 as their "Fishing Check" for one hour of fishing.
Example Roll: 1, 2, 4, 4, 6.
Step 3: Match for Combos
The player now attempts to match the dice results from their Fishing Pool with their Fishing Check results to form combos. The number of dice used in the combo determines the size of the fish:
Small Fish: Match 2 dice from the Fishing Pool with the Fishing Check.
Medium Fish: Match 3 dice from the Fishing Pool with the Fishing Check.
Large Fish: Match 5 dice from the Fishing Pool with the Fishing Check.
Example Combo:
If the player's Fishing Pool has dice showing 1, 2, 4, 4, and 6, they could match all 5 dice with their Fishing Check, catching a Large Fish.
Step 4: Fish Weight and Rations
Once the fish is caught, the total weight of the edible parts of the fish is determined by summing the values of the dice used in the combo.
Example: For a Large Fish (1, 2, 4, 4, 6), the total weight is 1+2+4+4+6 = 17 kg.
To calculate the number of rations provided by the fish:
1 kg = 2,000 calories (or half a ration).
Rations Formula: Divide the total weight of the fish by 2.
Example: 17 kg / 2 = 8.5 kg or 8 rations (we round down).
Step 5: Continue or Stop
After catching a fish, remove the dice used from the Fishing Pool.
If the player still has at least 2 dice left in their Fishing Pool, they can attempt to catch another fish using the same Fishing Check results. Otherwise, they are done for that hour.
That's all that we did and they loved it!
But since then we've considered how future games or others might expand on it with special roll combos, items, locations, setting conditions, Aid Other, etc. So here are some...
Optional Add-Ons and Considerations
Multiple Attempts Per Hour:
If the player rolls exceptionally well on their Fishing Pool, they may be able to attempt fishing multiple times in an hour. To keep this simple, I'd say if they are able to clear the first Pool entirely, they get a brand new roll, a whole new Pool as if starting fishing over, but they keep their previous catches.
Modifiers and Conditions:
You could introduce conditions that affect the Fishing Pool or Fishing Check rolls:
Good Fishing Spot: +1d6 to the Fishing Pool.
Bad Weather/Overfished Area: -1d6 (or more) to the Fishing Pool or disadvantage (see 5e, we use this idea quite a bit even in our 3.5e games) on Fishing Check rolls.
Magic/Luck Items: Grant rerolls or bonus dice to the Fishing Pool or allow rerolls of the Fishing Check.
Special Fish Combos:
Occasionally, you could allow rare or magical fish (or larger species) that provide bonuses or other effects; perhaps these are possible if the combos use specific die results:
Giant Fish: Requires a match of dice with identical values, but double the weight result (ex: a medium fish that used 5,5,5 would be a Giant of its type, and grant 15x2 or 30 kg of edible parts!).
Magical Fish: Grants temporary bonuses, like extra HP or special buffs, when consumed. (ex. A combo of sequential rising values, like 1,2,3,4,5, would grant a Magical Large fish)
Fishing Tools and Bait:
Fishing equipment or bait could modify the rolls:
Better Rods/Lines: Allow rerolls or add extra dice to the Fishing Pool.
Special Bait/Lures: Increases chances of catching better or more fish (ex. set any one die result to 6; or allow player to select the value of any one die, etc.).
Aid Other
Another player can choose to assist Player A if they are proficient in the same associated skill (Survival or Profession (Fisher), etc based on your setting):
Player B (helper) rolls for the associated skill.
If the result of their skill check (rolled like any other skill check) is 10-19, Player A gains 1 extra die in their fishing Pool.
If the result of their skill check is 20 or higher, Player A gains 2 extra dice in their fishing Pool.
Player A can then use these extra dice to help form better combos when matching against their Fishing Check.
Let me know if you use this mini-game in your D&D sessions, or revamp it for the tabletop rpg/edition you play!
I'd love to hear your stories of the biggest catch, or lamenting that one LEGENDARY CATCH that got away!
And check out Tabletop Gaming Resources for more art, tips, and tools for your game!
Leon Must Die Forever: Resident Evil Requiem's Surprise Roguelike Mode
Category: Resident Evil Requiem Guides: For tips, challenges
By: Todd Deck, Maya Brooks- PPM Staff
Image credit: Capcom
Resident Evil Requiem dropped the free "Leon Must Die Forever" mode on May 8, 2026, as a post-story unlockable mini-game exclusively featuring Leon S. Kennedy.
It's a roguelike experience set in familiar campaign stages like Wrenwood streets and Raccoon City, where players battle zombies with randomized weapons and permadeath until reaching the final boss Victor.
Gameplay Mechanics
Players start with a single firearm and progress through 20 increasingly difficult levels in rough campaign order, picking up weapons, ammo, and enhancers along the way. Every 100 points from enemies unlocks Ability Enhancers, offering upgrades like boosted weapon damage, empty-slot bonuses, or powerful gold-tier abilities such as "Unyielding Judge," which grants double attack power, infinite ammo, and exploding zombies for 30 seconds when low on health. Completion points from the main campaign unlock extra gear, adding replay value through branching paths and no cutscenes.
How to Unlock and Access
The mode requires completing Requiem's main story first, then updating to version 1.300.000; it appears under "Extra Games" on the main menu. Multiple difficulty levels cater to different skill sets, with death being permanent per run.
Reception and Context
While fun and action-packed, some fans criticize it as not matching the depth of classic Mercenaries or Raid modes, calling it shorter and less varied with only Leon playable so far. It builds hype for upcoming paid story DLC and potential character expansions
Player feedback on Leon Must Die Forever in Resident Evil Requiem is mixed: many praise its addictive roguelike loop and replayability, but criticize its simplicity and lack of variety compared to fan-favorite modes like Mercenaries. Steam and Reddit threads show players grinding high scores and sharing strategies, though frustration with restarts is common.
Pros and Cons
Aspect
Gameplay
Pro: Fast-paced action with satisfying parries, hatchet melee, and Ability Enhancers (e.g., Unyielding Judge for infinite ammo). Leg-shot strategy conserves ammo effectively
Con: Hatchet breaks without repairs, special mutants (red/blue zombies) feel unfair or game-warping, especially butchers.
Aspect
Replayability
Pro: Quick runs (2 mins to bosses), high-score chasing, cosmetics like hats . Feels skill-based after practice
Con: Too repetitive: same layouts/enemies, no map variations, looping music kills tension
Aspect
Challenge
Pro: Victor boss surprises with Nemesis-style phases; builds encourage experimentation .
Con: No checkpoints—full restarts on death; timer feels tacked-on without good extension
Con: Only Leon playable (no Grace, Zeno, etc.); lacks set pieces, boss rush, or other characters
What's Interesting
The roguelike progression shines with randomized enhancers creating wild builds, like single-handgun ammo-hoarding or explosive zombie chains, turning basic zombie clears into strategic rushes. Players love the "what if" Leon-only horde mode on campaign maps, with first clears feeling rewarding despite nerves from perks like random freezing.
What's Missing
Fans want more characters beyond Leon, randomized enemy types/locations (e.g., Lickers, ARK/RPD areas), checkpoints or continue options, and Mercenaries-style depth with multiplayer or varied bosses. Many hope for DLC expansions like RE4/Village updates to add variety and longevity.
How is the mode going PPM would love to hear your feedback ?
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They've Invaded Pleasantville -- A game of alien infiltration in a small American town, playing off well-worn themes of classic sci-fi. (TSR mini game by Michael Price, 1981, with art credited to Erol Otus, Jeff Dee, David S LaForce, Jim Roslof, and Bill Willingham)
Waves of UFO sightings and abduction stories have been blamed on wartime or Cold War paranoia and periods of societal unease, especially linked to distrust in government and other authorities.