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The Pocketfold in practice for TTRPGs - YouTube
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Running a one-shot adventure with pregenerated PCs, asking players to choose their characters based purely on prose descriptions without first seeing their stats, and waiting to see how long it takes for them to notice that everybody has been given the exact same character sheet.
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"But how can you justify a player character with a (non-disinherited) noble background in a dungeon-crawling fantasy game" well, the most obvious approach is a fantasy setting whose nobility practices cognatic primogeniture where, instead of "first son inherits, second son goes into the military, third son becomes a priest", it's "first son inherits, second son goes into the military, third some becomes an adventurer". From the player's perspective, it handily explains why the title comes with little material support from the family; from the family's perspective, there's an unspoken understanding that most of the spare heirs will be eaten by a dragon (or whatever), thereby simplifying the inheritance situation, and the few survivors will become great assets.
(There is, of course, the possibility that a surviving third son, having grown powerful and understandably harbouring some slight resentment, will come back, kill his elder brothers with dark magic, and take over the dynasty, but in practice this almost never happens.)
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"A perfect society is always found elsewhere."
--A Khajiit proverb. After the unification of their sixteen kingdoms into one confederation, they chose the name "Elsweyr" for it.
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The Moxie ! System
Character Generation
Name and Description: Make it up
Motto: Your character’s reason for doing stuff.
Each character has four Attributes — numbers that describe his or her basic abilities. These are Muscle, Moves, Wits, and Moxie.
Muscle is how strong a character is.
Moves includes speed and coordination.
Wits is just what it sounds like; intelligence, knowledge, that sort of thing.
Moxie is how “pushy” your character is. A character with lots of Moxie has a lot of nerve.
Assign the scores -1, 0, +1, +2 to your four attributes.
Hits: Roll 1d6 and add 6 to determine how many Hits you can take before you end up Offscreen.
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Actions
roll 2d6 add modifier
Advantage: roll 3, drop the lowest.
Disadvantage: roll 3, drop the highest.
2-6 Oh No!
7-9 Partial Success/Failure
10-12 Success!
13+ Critical Success/Wow!!
Taking Hits (and ending up Offscreen)
In any situation where a character takes damage (in a fight or a conflict, a climbing attempt goes wrong, an invention malfunctions), look at the result of the player’s roll.
On a 7-9, the character subtracts the smaller of the two dice from their Hits. On a 6 or less, the character subtracts the larger of the two dice from their Hits.
Once a character’s Hits reach zero, they end up Offscreen and can’t act again until the scene changes. They return next scene fully healed and ready to go.
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Eneco Menica patreon ciudad_puente_peque
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From the Sorcerer's Skull: The Age of the Wizard Kings
http://sorcerersskull.blogspot.com/2023/02/the-age-of-wizard-kings.html
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nothing is every truly against you
source
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