#Cosmere RPG
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(Art by Arthur Mósca for Brotherwise Games)
NOBODY HERE IS TALKING ABOUT CANON PRE INQUISITOR MARSH ART?!?!
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Art for the Stormlight RPG World Guide for Kholinar, the Warcamps and Herdaz.
They kickstarter is going midblowingly well and by now not only the no° 1 RPG kickstarter of all times but maaaaybe it'll even get to be the most successful board games kickstarter... 👀 (this fandom really never ceases to amaze!) 55 Hours still to go. The kickstarter ends on Thursday night (Or Friday morning if you are in Europe). So if you are interested you can still join (and add late pledges later 😉) There is also this lovely chat I had with Argent not too long ago, if you want to listen to us (well mostly me) enthusiastically rant about world building and making art for the Cosmere RPG for way too long. 😅 (But you can see some of the progress that went into some of these pieces here.)
youtube
#cosmere#brandon sanderson#stormlight archive#cfsbf#roshar#cosmere rpg#stormlight rpg#world building#world guide#art process#herdaz#kholinar#warcamps#show and tell#Youtube
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Cultures of Roshar for the Stormlight RPG (aka Cosmere RPG) by Brotherwise Games (Link to the kickstarter here)
ADs: Johnny O'Neal and Katie Payne
I haven't had much to post on socials lately so I haven't been very active but now I can finally show some of the things I've been up to, starting with this! Can't believe it's already been a whole year since I painted these.
#stormlight archive#stormlight art#cosmere#brandon sanderson#cosmere art#myart#fantasy art#fantasy illustration#character art#sketch#books#fantasy books#stormlight#roshar#cosmere rpg#stormlight rpg#stormlight archive art#ttrpg#ttrpg art
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fashionfashionfashionfashionfashionfashionfashionfashionfashionfashionfashionfashionfashionfashionfashionfashionfashionfashionfashionfashionfashionfashion
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Was reading through the Cosmere RPG preview and found some interesting lore bits in the Safety chapter. Maybe these things were already known (I haven't read the novellas) but there were some I wasn't aware of.
"Asexuality. All populations on Roshar, regardless of species and culture, include a spectrum of asexual people. Herdazians have a long tradition of valuing people who aren’t interested in sex or producing offspring. Singers, excluding when in mate form, are not expected to show any interest in sex."
I don't think I've ever seen Asexuality specifically called out like this, instead of it just being a footnote in Sexuality sections. Good on Brotherwise. The Singer thing was pretty obvious from Venli's chapters, but I didn't know that about Herdazians. Loving all the lore I'm learning about them from the rpg. Absolutely the most based ethnicity on Roshar.
"Discrimination Based on Eye Shade. The spectrum of eye colors for humans on Roshar is different from our own. Both darkeyes and lighteyes can have violet, blue, green, yellow, gray, or brown eyes."
Full list of possible eye colors. Though idk I'd probably just let my players have red, orange, or pink eyes if they really wanted it, why not. This section didn't mention if it's possible to have a medium shade that makes people confused on whether you count as darkeyes or lighteyes, but I'd assume so.
"Gender Identity. Breathing in Stormlight over time passively heals Radiants to their true genders."
I did know this, but it's nice to have it spelled out instead of buried in a novella.
"Gender Roles. Vorinism is one of many ideologies that impose strict gender roles on followers. Will your game include details such as female safehands, male illiteracy, and so on? Is being an ardent the only way for gender nonconforming characters to avoid social persecution?"
That was something I was wondering about, how Vorinism handles trans and non-binary identities. I'd assume "poorly" but I was curious if there were any quirks, considering it's pretty mild about same sex relationships. I don't know if the trans character talks about their life pre-transition or not, but this passage kind of implies that being an ardent is the only way for non-binary people to feel safe, but I'm not sure if it's just addressing the obvious assumption or actually stating its canon.
"Mental Illness. The Stormlight Archive features many characters with mental illnesses. While some might correlate mental illness with becoming a Knight Radiant, they would be missing the point."
Lol "please don't force your fanon on other people."
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I am unwell
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Getting a jump on this new meme format
#cfsbf#cremposting#cosmemes#cosmere#mistborn#kelsier#cosmere RPG#brotherwise games#throwback to the secret projects I guess#i'll also be spending some time deciphering the actual text that belongs on the chalkboard i promise
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What's up with Roshar's Money and Why is Sapphire so Valuable
I recently started my reread of Stormlight Archive to prepare for book 5, and coincidentally, this happened at roughly the same time the cosmere rpg started kickstarting. So, reading TWoK and the beta rules of the rpg at the same time, a few things happened to come together. For one, the rpg had this table:
I thought this was very interesting. I hadn't ever seen anything like this (though, checking coppermind, a similar chart has been available since an interview in 2018 that I wasn't aware of). It's a nice way for me to contextualize just how much money Shallan throws around at the beginning of TWoK (for example, based on remarks from Yalb in chapter 3, we know that a week's wages for a sailor is roughly one ruby mark/firemark, or 10 diamond marks/clearmarks), and while it seems like it might be simplified for gameplay purposes, it's also broadly consistent with the other sources.
So I kept reading until I got to this line:
"Emeralds were the most valuable, for they could be used by soulcasters to create food." (The Way of Kings ch. 3, pg. 72 on the trade paperback)
This line lays out explicitly that the soulcasting traits of a gem are the primary way (or at least a very significant one) that these values were assigned. This makes a lot of sense: the ability to soulcast food is the key component that allows Roshar the kind of military structures it has, and would provide an extremely valuable way to compensate for issues with harvests that might come with Roshar's 'temperamental' weather patterns.
(some major oathbringer spoilers below the cut)
I then wanted to know how this translates to the other types of gem. Many of these make a lot of sense: amethyst can be used to soulcast metal, which is important and difficult to obtain on roshar (coppermind notes that this may also be the only way to get aluminum on Roshar); ruby, smokestone, and zircon are all used as part of infrastructure for food preparation and waste management (and rubies seem especially common in the fabrials we've seen); garnet, heliodor, and topaz all provide less vital (though still useful) and less valuable materials; and diamond can be used to soulcast quartz, glass, and crystal, none of which are particularly valuable (especially given easy access to even light with stormlight and danger from highstorms making windows difficult and less valuable).
However, one gem caught my eye here.
Why is sapphire so valuable?
Sapphire's soulcasting can produce translucent gas or air, which seems a bit redundant with smokestone, a stone we know is regularly used. To my knowledge, we don't see any characters ever use soulcasting powered by a sapphire (please correct me if I'm wrong, I may be forgetting or confusing an instance with smokestone). So unless there's something we're missing or something to come, it doesn't seem like sapphire's value is because it is especially useful in soulcasting.
If this isn't the case, I can think of three possible explanations for why sapphire is worth so much:
Sapphire is less common. We know that obtaining emerald is a major part of the Rosharan economy and a significant reason for the continued occupation of the shattered plains at the start of the series. This might also be the case for sapphire: greatshells with sapphire gemhearts may be less common or more difficult to farm, making sapphire more scarce and thus more valuable.
Sapphire is especially useful in fabrials. So far, we've only seen one fabrial using sapphire that I can remember: the soul-harvesting dagger used to kill Jezrien (Oathbringer ch. 121). Even this may not be a specific trait of all sapphires, but rather due to the fact that sapphires are associated with Jezrien and the windrunners. I think it's possible and maybe even likely that sapphires are the gems used in half-shards, since none of the examples ever specify what gem is used and Taravangian states that the spren within could have graced a knight radiant (Oathbringer ch. 100) - possibly an honorspren trapped within a sapphire. This may also have been Taravangian lying, though.
The value is somehow associated with Jezrien and the Windrunners. This one seems the most far-fetched to me: at the start of the series, the knights radiant are not viewed especially fondly, and I doubt the Windrunners would have enough staying power to change the value of a gem. The idea that it may be association with Jezrien seems to me to have more merit; Jezrien seems to generally be elevated to a point beyond the other heralds.
Based on the information we have, I think that my second proposal has the highest chance of being at least partially correct. Association with Jezrien seems far-fetched, sapphire being especially scarce seems like something too far off course to get significant confirmation of in-text, and fabrials are one of the elements of the world still being developed in universe that we also don't have a lot of extra information about.
If any of this is going to be answered, I honestly think it might come through the rpg: the first wave of releases will include a world guide with canon information that might shed some light on these elements less important to the actual story, and the rules will also detail a lot of information about fabrials that could answer my questions about half-shards. Until then, though, I'm just going to have to sit here and wonder (and keep a special eye out for mentions of sapphire on my reread for anything I missed).
#cosmere#the stormlight archive#roshar#stormlight archive#brandon sanderson#cosmere rpg#stormlight rpg#stormlight archive spoilers#oathbringer spoilers
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Stormlight RPG - Shattered Plains by Anthony Avon
#Cosmere#Cosmere RPG#Stormlight RPG#The Stormlight Archives#Shattered Plains#Anthony Avon#Fantasy#Art#Landscape
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To be honest, the Kickstarter of The Cosmere RPG is simultaneously overwhelming and underwhelming, and also waaaay too expensive for me to buy into in any way.
I guess I'll just wait a year or two and glean the world-building-information from coppermind the old fashioned self-spoilering way.
#cosmere#stormlight archive#brandon sanderson#cosmere rpg#stormlight rpg#stormlight rpg kickstarter#cosmere rpg kickstarter
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so about that kickstarter, huh?
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They lined up in my gallery looking eerily similar
#I had a dream Hoid's last name was canonically Oyama#I think this has infected my brain#galaxy brain#Brandon if you're listening#the masses demand this#please and thank you#hoid#hoid cosmere#the stormlight archive#wit#wit cosmere#cosmere#mistborn#zac oyama#brandon sanderson#dropout tv#dropout#make some noise#game changer#cosmere rpg#worldhopper#cremposting
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Of course the RPG is for the whole Cosmere.. what else did I expect from the Sanderman? 😂
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Cylee Amber
"In the name of the survivor I shall strike you down where you stand" Here is my Mistborn adventure game character and I am excited to share her with you all.
#furry#furries#art#furry art#digital art#character design#wolf#fan art#mistborn rpg#mistborn#cosmere rpg
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I did not have high expectations (mechanically) for the Stormlight/Cosmere rpg, same as with any IP tie-in game, so I was pleasantly surprised when I read the beta rules. From what I have read, I would rather run or play in the Cosmere rpg than the three rpgs that I have played extensively (DnD 5e, FFG Star Wars, Pathfinder 2e). I am going to be comparing the Cosmere rpg to these three frames of reference of mine, and explain what I like about it. This is all theory for now, though I will run the Bridge 9 one-shot in a couple of weeks for my playgroup. And yes, I know that most of the Cosmere rpg ain't novel. Beyond borrowing from 2-3 of my three frames of reference, the initiative is basically the one from 'Shadow of the Demon Lord', etc.
I have mixed feelings about the plot die. I don't actually like narrative mechanics in the first place. That being said, no system I've played was devoid of mechanics I dislike, and the plot die is (almost) the least objectionable a core narrative mechanic could be for me, beyond nonexistence. The obvious point of comparison for me is obviously the Star Wars system. The plot die's opportunity and complication are basically analogous to SW's triumph/advantage and despair/threat. In addition to that, the lead designer of the Cosmere rpg, Andrew Fischer, also worked on the SW system.
I think that the plot die is better than the Star Wars dicepool mechanic in every possible way. First of all, the plot die is an opt-in kind of deal. Barring a few player abilities (the existence of which is my only criticism of the plot die), the GM decides whether it gets rolled or not, with the rules advising the GM to use it roughly 30% of the time, specifically in exciting moments. In Star Wars, every roll produces these narrative effects. Yes, technically, 1s and 20s also produce complications and opportunities in the Cosmere rpg, but the designers added them because people played like that was already the case because of how they are used to crits from other games. A tenth chance of one of these is much lower than almost 100% like in SW. Anyway, the point is that when we played the Star Wars system, having to come up with narrative stuff on every roll was a chore, rather than fun and exciting. Sometimes I would get a triumph on a roll for a routine check, and rather than that being exciting, it was more like 'uhh, what does this even mean?'. Sure, there are mechanical ways in Star Wars to spend advantages and threats and so on. What tended to happen in combat though was that unless you used advantages to crit someone or auto-fire, you just used it to give someone else a bonus die. And the most likely result from a bonus die beyond a blank was getting an advantage. The same principle happened out of combat, where we often took strain for threats and regained for advantages. A lot of abstract resources were pushed around, with a negligible net effect. Certainly not something worth that giant hassle. Also, sometimes you would get a triumph effect and three threats. That was always hard to interpret.
Secondly, the plot die is way simpler, which has a whole host of benefits. In SW, there are six different narrative dice with specialized symbols. You have to buy a lot of overpriced plastic to even play the game. The plot die of the Cosmere is a single d6. Sure, its nicer to use the custom one you can buy from Brotherwise, but the beta rules advise on how to use a normal d6 for the plot die. 1,2 are complications, with a bonus to your roll equal to twice what you rolled (+2 or +4), 3,4 are blanks, and 5,6 are opportunities. That is easy to remember, since higher numbers=better narrative result. While you could technically do the same with SW, the fact that there are six of them, including d12s, makes it completely impractical. Also, the dice in SW have either only all positive effects or only all negative effects. If you are gonna do this entire narrative crap, at least do interesting stuff with it, like higher chance of success but with negative narrative effect. Those make for better stories and better game design. And oh look, that is exactly what the plot die does. So, yeah. In case you couldn't tell, I hate the action resolution dicepool mechanic of SW.
I really like the progression system of the Cosmere rpg, with the exception of using milestone advancement (though its inclusion's suckery is mitigated by the goal/reward thing). It is actually conceptually very simple, but very flexible, meaning there is a lot of meaningful choice without overwhelming a new player. Every level, you get (in addition to a couple other things) one talent from one of your skill trees, called paths. I am currently a player in a Pf2e campaign, and leveling up is a chore rather than fun. Different levels give you different kinds of feats, so it is not very straight forward. It also takes a long time to read all the feats I qualify for, most of which don't even interest me. Also, it is very easy in Pathfinder to screw up if you don't plan out your characters progression in advance. When I started, I took the ranger's crossbow feat. Turns out that was a trap: no other feats actually help crossbows, and most of the good ranger feats require you to attack multiple times or in melee, neither of which a crossbow is made for. In a skill tree system like Cosmere, it is very easy to identify what talents I can take, and I can immediately see whether a talent is something I can build on by seeing how many talents are further down from it.
Star Wars also uses skill trees, but you basically get one big tree with a lot of filler talents you have to take to progress, but which you aren't actually interested in. The Cosmere rpg has a stronger focus on mixing and matching from different trees, with trees going less deep, having less filler. That looks more fun to me. This in-built multipathing is really cool. Multiclassing in DnD 5e was an afterthought, and is either very suboptimal or very broken, with barely anything in-between. I like how the Cosmere rpg is like 'hey, most characters fit multiple archetypes, lets reflect that in the game by not only supporting multiclassing from the ground up, but also actively encourage it'. Also the one talent per level thing makes leveling very manageable from a complexity standpoint.
Moving on to the magic, I really like that PCs don't start out magical. You earn your cool powers through play. Also, they said that they balanced the heroic (non-magical) and invested (magical) paths against each other, so that it is perfectly valid to only take talents from heroic paths and those who take invested path talents will often alternate between those and heroic ones. If true, that sounds awesome. And of course, the magic is Sanderson magic, so its really good. The best way to encourage creativity in players is to give them a smallish list of options, but have these options be very flexible. That is exactly how the Stormlight magic system works, with characters being closer to superheroes than DnD spellcasters. I think that is way more interesting. One of the frustrating things with DnD 5e is that the magic is never explained in a way that the GM can intuit how it works. Instead, they just spell out exactly what any given spell does, making them very rigid. Spellcasters have too many options, each of which is super rigid. Worst of both worlds. With the Cosmere, though I am not an arcanist superfan, I do understand the magic well enough that I am confident in adjudicating creative uses of powers (which the system explicitly supports!). Investiture, which is basically mp, is also just so much cleaner than spellslots, a vestigial leftover from vancian magic that the DnD designers were too cowardly to kill completely.
Finally, combat. I dislike armor class, so I am a big fan of armor just reducing damage, like the soak value in SW or DR in Gurps. The initiative system has me most excited to be honest. I think it will really speed up combat in multiple ways. For one, there is no die rolling and writing down initiative values and ordering them. Players basically just say when they want to do their turn. This also should make them more attentive, since they can't just wait for the GM to call their name. It also means that players can guarantee to go after each other, so that should encourage cooperation and teamwork. The distinction between fast two-action turns and slow three-action turns looks like it will force players to make a meaningful choice every turn. Overall, looks like a simple, clean and fast initiative system. The two-three actions remind me of Pf2e, though notably the reaction is much more relevant in the Cosmere rpg.
The graze rule, where a character on a miss can still spend 1 focus to deal their weapon's damage dice to their target, is very interesting. My initial instinct was to think that it is really OP. It would probably be a really OP rule if armor did not reduce damage, but given that it has gone through extensive playtesting, I assume that it is actually balanced. Assuming it is balanced, I think its pretty cool, since it means that you still managed to do something, even if you missed your one attack of the round. Makes it less frustrating.
So yeah, those were my main thoughts on the Cosmere rpg. It is not my most anticipated rpg, but I do intend to back and run it and am also really looking forward to the world guide as a fan of the books.
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Johnny O'Neal mentions Lightweaving and Seeking in the same sentence as examples of magical abilities that are built to be able to work with other magic systems and I am once again tapping my "Marsh deserves to worldhop to Roshar and become a Truthwatcher" sign!
#for real though the way he's described how the mechanics are going to work with all the different magic systems sounds so flippin cool#i am so hype right now it sounds like it's going to be such a fun game#i love how palpable both the love and the nerdiness in it are#cosmere#stormlight archive spoilers#cosmere rpg#marsh#cosmere junk box#personal junk box
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