tissek

joined 1 year ago
[–] tissek@ttrpg.network 6 points 4 months ago

Hitting the gym

[–] tissek@ttrpg.network 18 points 6 months ago (1 children)

As long as the Russian bear is around to scare the west and occupy our mibds the Chinese dragon is at much more liberty to do whatever they want.

[–] tissek@ttrpg.network 31 points 6 months ago (3 children)

Love the addition of "again".

I mean if you don't want your yacht sunk then don't sail it where orcas sink yachts. Sorry but actually not sorry for the casual victimblaming.

[–] tissek@ttrpg.network 40 points 6 months ago (11 children)

Spoiler it is 30km/h. After that noise and injury risk/severity shoot up. It is the compromise speed.

[–] tissek@ttrpg.network 13 points 7 months ago (1 children)

So many. And the answer to all "why nots?". Time. It's time. So off the top of my head

Eat the Reich - "The year is 1943. You are a team of crack vampire commandos with one mission: drink all of Hitler's blood"

Conan 2d20

Legend of the Five rings (5e)

Stoneburner - Deep Rock Galactic the TTRPG

Vaesen - Call of Cthulhu but rooted in nordic mythology

Heart the City Beneath - an award-winning complete tabletop roleplaying game about delving into a nightmare undercity that will give you everything you’ve ever dreamed of – or kill you in the process.

[–] tissek@ttrpg.network 3 points 8 months ago

Depends on the system. Classical fantasy adventuring? Most if not all sessions. Adventure and Sword&Sorcery? Sometimes, half perhaps. Character drama? Very seldom.

I look at how the system spends its page budget and use that as a guideline. If there is a chapter for combat, one for harm and recovery and one for combat magic then the system wants me to focus on those parts. Also I look at how the players/characters are rewarded and try to have each session hit several of those criteria. So if the only (reliable, non gm-fiat) way to earn rewards if through combat then you bet your sweet ass there will combats each session.

[–] tissek@ttrpg.network 4 points 8 months ago

Do you actually want us not to repost it?

[–] tissek@ttrpg.network 4 points 8 months ago

Or why not simply have degrees of success on EVERYTHING? But as you say it would be a lot of work. Folks have done it, just look at yhe various dicepool system or even Pathfinder 2e.

On a sidenote I find saves boring. I enjoy actively rolling skills much more engaging. And all spells being "attack rolls".

[–] tissek@ttrpg.network 1 points 8 months ago

The way DnD is built does require the counter dance. Big abilities are part of its features. So there need to be ways to counter those abilities. That is the (modern?) DnD way.

[–] tissek@ttrpg.network 4 points 8 months ago (2 children)

Very sparse with such abilities and those that exist generally don't apply to Monsters. Some only apply up to human sized targets. No hypnotic patterns, hold monsters etc.

Dragonbane leans a bit into OSR aporoaches here in that you will have to work with the GM and the fiction to get things capable of trivialising encounters. But then the encounter vs the Monster wasn't fought in battle but in strategizing and preparation.

 

Agter our latest DnD game our regular DM once again thought loudly on how to make dragons have more teeth. And it got me thinking about how Dragonbane handles capital M monsters differently.

DnD Monsters tend to have a slew of ways to nullify the PCs disabling abilities (magic resistance, legendary resistance). What those does are forcing the party to spend a couple of rounds having their cool stuff be nullified. For me that is boring. Without it though - CC fest and an underwhelming fight.

Dragonbane being a different beast and makes Monsters dangerous in a different way. With way less disabling abilities the PCs fun stuff isn't nullified and foes don't get CC'ed to death. So everyone can do their thing. Which Monsters can do multiple times each round (multi-attack but full turns) and their attacks always hits. Think about that - Monsters' attacks always hits. That brings danger and tension. The attacks are randomly selected lowering the rise of catastrophe, or increasing it as the GM cannot pull their punches.

To help the PCs out they have the option to take a defensive action (dodge, parry) which have already led to clutch moments. It comes at the cost of having an offensive action and the defensive action cannot be taken if they already have acted this round. Cost benefit choices whoooo! In a way it goes from Monster dodge (legendary resistance) to PC dodge. And PCs can build for defensive actions. And it can give you a counter attack. Defending is cool.

To sum it up. DnD gives monsters staying power by nullifying the PCs cool stuff allowing them to stay fighting. Dragonbane has less disables in general so Monsters have no need to nullify them. So Monsters stay around longer naturally bringing danger the PCs can actively try to avoid.

[–] tissek@ttrpg.network 5 points 9 months ago

Im not just a bog, I'm a poor bog.

 

Rumours, speculation and hearsay? "Interesting" at least.

 

Dave's review of Across a Thousand Dead Worlds by Alex T, a gritty horror sci-fi sandbox.

Across a Thousand Dead Worlds is a new horror space exploration tabletop roleplaying game that can be enjoyed as a single player experience, or in a group of up to five players, with or without a Game Master - by Blackoath Entertainment! You'll create your Deep Diver, using a free-form character creation system, and begin your journey across the galaxy where you'll discover abandoned research facilities, explore scientific outposts, and traverse other dilapidated sites in search for ancient alien technology.

https://www.drivethrurpg.com/product/431730/Across-a-Thousand-Dead-Worlds

 

Kevin Crawford's latest offering Cities Without Number is here. Pretty much more of the same good stuff but this time with cyberpunk flavour.

Cities Without Number is a cyberpunk role-playing game built for sandbox adventures in a dystopia of polished chrome and bitter misery. It's both a full-fledged Sine Nomine toolkit for building a cyberpunk world of your own and an Old School Renaissance-inspired game system for playing out the reckless adventures of the desperate men and women who live in it. Whether polished metal or flesh and blood, your operators will risk their lives and more to seize those precious things a merciless world would keep from them.

Will I run it? No
Play it? Most likely no
Will I use the frikk out of the GM tools? YES!

Link to free version: https://www.drivethrurpg.com/product/449873/Cities-Without-Number-Free-Version

 

Let me begin by making it clear this is not my invention, I encountered the method in City of Mist but I doubt it debuted there. But it is a nifty method.

The problem I encounter from time to time is that my players don't latch onto my descriptions of the scene, not using things in it to grant themselves advantages (bonuses, extra effect etc). Am I perfect? No. Could I do better? Yes.

Or I can take my fuzzy descriptions and make them mechanical by introducing them as Scene Tags. Market square during market day would get Crowded-Market-1 and during a festival Packed-Festival-Market-2 indicating that there is a lot of people there and also how much advantage one would get by incorporating it into ones action. Or disadvantage depending. Trying to pickpocket someone? Take a bonus. Following someone? They easily get lost in the crowd - penalty.

How dark is the night? Moonlight-Night-1 or Moon-Behind-Heavy-Clouds-2?

Traveling through a mountain pass and how deep is the snow? Ankle-Deep-1 or Up-To-The-Dwarf's-Beard-2? What about that Foul-Voice-In-The-Wind-4?

I play pretty much only online so tossing an index card onto the table with the Scene Tag on it is kinda tricky. Instead, depending on how much effort I've put into the VTT, I either write it in big bold letters on the scene image/map. Or I put down a virtual index card, essentially a small graphical element to bring attention to it (see post image).

One more thing, how much is a Tag-1 compared to a Tag-2 worth? This all depends on your system. City of Mist gives +1 for a Tag-1, +2 for Tag-2 etc. So for pretty much any other PbtA/2d6 systems the same works. For D&D (and other d20 systems) a scheme of +2, Advantage, Advantage and +2. I've lost much of my familiarity with d20 systems due not having ran something recently. So someone (everyone?) else probably have better ideas. In dicepool systems an extra dice for each tag level is appropriate.

That is the basics of it. But what if the players want to create a Panic!-At-The-Market-3? I'll write about that some other time.

PS. Still recruiting for my small sortie into Swords of the Serpentine, Fridays at 19CEST.

 

cross-posted from: https://beehaw.org/post/7097518

More info at https://paizo.com/starfinderplaytest

According to the document they have up there, SF2E will be 100% compatible with PF2E. That's a huge win for me - I like Starfinder's setting and vibe, and love PF2E's action economy.

 

Blurb taken from the Kickstarter

People liked the game system powering Shadow of the Demon Lord, but some bounced off the game’s tone. (Evil Dead meets Diablo is not for everyone!) Not long after Demon Lord came out, I began working on a family-friendly version of the original game, and the project became something I tinkered with for a long time, moving farther and farther away from the original game in a move to make something new. Where Demon Lord expected, even celebrated, the deaths of characters, Weird Wizard makes heroes of the characters and their story an epic journey. So while much of the game looks and plays like Shadow of the Demon Lord, there are differences enough to make it its own thing. If you want an early look, check out the quick play.

 

Over on Mastodon we are enjoying ourselves with this #RPGaDay2023 thing. Have spawned a few interesting conversations. So why don't take it over here here as well? And let's do the whole first week (Day 1-6) at once.

  1. FIRST RPG played (this year)

  2. First RPG GAMEMASTER

  3. First RPG BOUGHT (this year)

  4. Most RECENT game bought

  5. OLDEST game you've played

  6. Favourite game you NEVER get to play

 

You can vote July 14th-23rd. So go and do it.

Winners will be revealed at the award ceremony August 4th at 8PM EDT.

 

The ENNIE Awards (the “ENNIES”) are an annual fan-based celebration of excellence in tabletop roleplaying gaming. The ENNIES give game designers, writers and artists the recognition they deserve. It is a peoples’ choice award, and the final winners are voted upon online by the gaming public.

The ENNIES were created in 2001 as an annual award ceremony, hosted by the leading D&D/d20 system fan site, EN World in partnership with Eric Noah’s Unofficial D&D 3rd Edition News. The awards were owned by Russ Morrissey until 2019. As the awards have grown, the ENNIES have expanded from an Internet-based awards selection to an annual award ceremony at Gen Con. The ENNIES have also branched out from their roots as an award ceremony focused upon d20 system publishers and products to celebrate the achievements of all tabletop RPGs and the publishers and products that support them.

With award categories recognizing the components that make a game great to the types of products fans have come to love, categories for fan-based websites and much more, the ENNIES are the best way for fans to acknowledge outstanding effort from and to say “thank you” to the creators, publishers, designers and artists who make this hobby great.

https://ennie-awards.com/about/

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