#bitd dungeon
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Hark! A magpie
#digital art#art#my art#procreate#female artists on tumblr#Mavka tag#full body#full colour#bitd#blades in the dark#pathfinder#dungeons and dragons#ttrpg art#character design#outfit design
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⋆✮↪ ReIntroduction
-emia, meaning presence in blood.
┏━━━━━━༻❁༺━━━━━━┓
The crime scene
⇒ Multifandom blog ➣ (series/films) (books) (anime) ⇒ Writeblr, langblr and studyblr ⇒ My visual arts ⇒ Literature, classical art and philosophy ⇒ Music ➣ classical, classic rock, goth, metal and indie ⇒ Dark Academia ⇒ TTRPGs and videogames ⇒ Horror, true crime and oddities ⇒ Medicine and science ⇒ Travelling and lifestyle ⇒ Further info: linktree
The Murderer
⇒ Name: Leite (they/them) ⇒ Age: 21+ ⇒ Blood type: [confidential] ⇒ Murder weapon: blood, sweat and tears ⇒ Profession: medical student ⇒ Location: Portugal ⇒ Languages: Portuguese, English, Spanish, French ⇒ Other details ➣ (linktree) ⇒ Hobbies ➣ TTRPGs (DnD, CoC, VtM, BitD, etc.) | writing | reading | drawing/painting | horse riding | swimming | HEMA | sportive fencing
Note: I am on holidays, therefore I won't be that active till the 26th July
Confidential Information
This blog may contain sensitive content. Everything potentially concerning is tagged under the tag "cw". Still, user discretion is advised.
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Modus Operandi
✏ WIP: The Apocryphal Truth
Set in the late 1890s-early 1900s, this novel is about a young doctor who doesn't believe in God, just to realise that he is part of what he doesn't believe in.
⇒ Gnostic, cosmic and psychological horror, sci-fi (steampunk and biopunk), historical fiction (speculative history) ⇒ 1st draft - longest WIP till date ⇒ 3rd person POV, likely unreliable narrator
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✏ WIP: The Immortal Emperor's Regicide
Inspired by the tabletop roleplaying game "Blades in the Dark", by John Harper, this WIP started as a collaborative creative writing project, being now a personal WIP. The steampunk city of Doskvol hides away all sorts of scoundrels, aristocracy and insane cults to Eldritch gods. While some criminals don't have any other choice besides a life of crime, some of them have higher ambitions, and the highest of them all is to finish the reign of terror of The Immortal Emperor.
⇒ Horror in general, sci-fi (steampunk, biopunk), mystery, thriller ⇒ 1st draft - adapting the lore and worldbuilding created for the collaborative writing project ⇒ 3rd person omniscient narrator.
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In order to understand, I destroyed myself.
- Fernando Pessoa
This Introduction post is also a WIP. Soon to be added:
Spotify playlist addressing all my favourite music genres.
The link to the content warning tag.
The links to important/personal tags.
Links to an info page about my OCs
#leite rambles#about me#writers on tumblr#creative writing#leite draws#my art#review#multifandom#books#literature#history#dark academia#medicine#science#anime#manga#tv series#ttrpg#ttrpgs#horror#dnd#dungeons and dragons#vtm#vampire the masquerade#wod#world of darkness#coc#call of cthulhu#bitd#blades in the dark
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Got a really cool character from your favorite D&D game? Pathfinder? Monster of the Week? Blades in the Dark? Another tabletop role playing game we didn't list? Now's your chance to show them off to the world and square them off against each other at @thettrpgtournament!
There's currently no submission deadline, but there will be a hard cap of 32 characters, so we encourage you to sign up ASAP.
Read the guidelines here!
Submit your character here!
#tournament poll#tournament#dnd#d&d#dungeons and dragons#pf#pathfinder#motw#monster of the week#bitd#blades in the dark
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Hi guys, I'm broke as shit rn from just a couple months that really had me saying "please say sike". I'm also hitting a solid year of my new job search, I really thought I would have a better paying job by now but damn I do not. I need a win, my dudes. let it be me drawing your favorite lil' guy (gender neutral).
SO. I'm opening commissions. Hell, I'll even work with you on the price if you can only afford so much, because honestly anything counts right now and I get it. let me draw your character, can be for ttrpgs or anything you want really. feel free to message me here on tumblr or on discord also at handsfreepizza. I've also got a shop if that's more your speed.
pls commission me, I swear I'm good for it, thanks!
#drawing commisions#commisions open#taking commisions#d&d character#dnd oc#original character#own character#motw#blades in the dark#bitd#monster of the week#ttrpg oc#ttrpg art#ttrpg#digital art#fanart#dnd5e#dnd#dungeons and dragons#pathfinder#ttrpg community#art#commission#art commission#illustration#sketch#art commisions
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🌈🌈
#my art#art#ttrpg#monster of the week#oc#original character#artists on tumblr#dnd#blades in the dark#bitd#dungeons and drawings#sanguine#the poppy#Victor#the epoch#Mehri#the sunspot#honey#the honeypot#leorah#the diviner#misha#the mirage#natalie#the chrysalis#jack#the shattered#iris#the poison#Cecilia
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For the past year I’ve been hosting semi regular board game nights for my friends. Slowly we transitioned from the traditional stuff to more rpg style play.
After doing a one shot Lasers and Feelings, I have managed to get them started on a Blades In The Dark campaign.
I have successfully tricked my friends into tabletop RPGs after years of hesitancy. I fucking win.
#maybe I should be playing a Spider with all this masterminding#but nah I’m always going to play an aloof magic lady at every turn#The city runs on ghost blood!#d and d#dungeons and dragons#ttrpg#dnd#bitd#blades in the dark#tabletop roleplaying
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Love/Hate: Priming your game with NPCs & Groups
In our own world, there are people we love and people we hate. Our feelings about others might be distant or dispassionate, or they might be personal and urgent. Sharing a love for the people of a neighborhood, a country, a sports team, or a gang is a quick and easy way to bond with someone else—as is sharing a hatred. As storytellers, we can use this. Continue reading Love/Hate: Priming your…
#5e#Apocalypse World#AW#BitD#Blades in the Dark#character creation#D&D#DnD#dungeons and dragons#emotional connection#game design#games#GMing#groups#hate#intra-party friction#love#nonplayer characters#NPCs#PCs#player characters#player connections#relationships#Roleplaying#roleplaying games#RPGs#setting creation#Settings#TTRPGs#Worldbuilding
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Endlessly, this. I see a ton of people in the tabletop space trying to bend D&D to do things that it's not designed to do when there are systems that are not only designed to do that, but are actually more straightforward in their mechanics and easier to learn. Fate's a really good one! In addition, it's setting-agnostic, so you can flavor it for any setting and genre. One of the big issues with hacking D&D is it's very specifically designed for zero-to-superhero campaigns in a soft magic, high magic setting reminiscent of Lord of the Rings, and if you try to do something that is not that, you wind up chopping out or aggressively modifying a lot of its inherent design. Like Dimension 20 and Critical Role are great, but they're also run by a bunch of people who are absolutely stellar improv artists and have been involved in those spaces for years. The 5e rules aren't doing the heavy lifting there, the players are. If you want to do something that's not that, there are so many easier and smoother ways.
A few favorites of mine:
• City of Mist - designed to do urban fantasy noir, heavy emphasis on character. You play a Rift, essentially an avatar of a mythical figure that is, in some way, in conflict with your normal life. Your mythos gives you supernatural abilities. So you could play an upright legislator with a background in law who is a rift of Robin Hood for a character focused on the conflict between law and justice. Your character's stats are determined by tags - essentially a set of four categories that represent aspects of your character's mundane life or mythos, each with three traits. When a trait is relevant, you can add it to your roll. So our Robin Hood lawmaker might be able to use his public speaking skills to negotiate a hostage situation, or convince a greater threat to stand down, or give a long-winded filibuster-style rant to stall for time. I love this system so much and am bummed that I've barely gotten to play it.
• Savage Worlds - setting agnostic, really well-suited to pulpy action-adventure stuff like Indiana Jones. Your skills are tied to a specific type of dice - so you may have a D6 to hack a computer, or a D10 to look at a map and know where you're going. Usually your goal is 4, but the GM can add modifiers to increase or decrease the difficulty. The real fun part is that when you roll max on a die, it explodes. You roll it again, and if it rolls max again, it explodes again. Keep going until it doesn't. Every 4 you get over your initial target is basically a crit. You can get ludicrously high rolls in this system, and though it has grid-based combat, it's designed to specifically be simple and fast-paced. This is my go-to system when I run a game that I suspect will involve lots of fights because it makes them interesting and dynamic, without bending the game's whole design around them like D&D does, and without using the whole attrition-based rules that D&D has that kind of necessitate several encounters per day. Combat can be a little swingy, but is weighted in favor of the players most of the time.
• Blades in the Dark - designed for dark steampunk fantasy heists. This one's a really interesting one because it's very heavily tied to its setting, but there's also a really good core mechanical engine under the hood. The downside of Blades is that by the time you've hacked it to create a new setting, you've borderline created a whole new system, but the upside is that it gave rise to a whole RPG design movement of Forged in the Dark (FITD) games, and if you want to use the Blades rules to play in a specific genre, someone's already made that. The upshot of this game is that it's purpose built to run a heist game, and there's two phases to it - the mission itself, where you have a resource called stress that lets you do flashbacks to have figured out how you planned for an obstacle the whole time, or Resist a GM's consequence (i.e. when the GM says something bad happens, you can say "Fuck you, no it doesn't") and use special abilities. Then there's Downtime, the time between missions, where you can get ahold of new resources, work off the stress you built up last mission by indulging in a vice, and try to cool off some of the heat from that last mission. It's an ingeniously designed game with a lot of systems that play together really well. Highly recommend giving it a look.
And this just scratches the surface! There's games like Fabula Ultima, which is going for a real fantasy JRPG vibe and does a lot of really cool things with it; Delta Green, which has you as an agent of a shady American spy outfit that investigates the supernatural and where you stay sane by leaning on your relationships with others, but risk damaging those relationships at the same time; millions of really cool systems out there that do amazing things in the space. D&D is what a lot of people know, but it's also a system with massive limitations and a corporate owner that I've seen act highly irresponsibly too many times to want to support any longer. Go see what cool things people have created - I promise you will not regret it. There's nothing stopping you from coming back to D&D if you decide that's what you want to play, but what do you have to lose by trying something new that could be tailor-made to play the campaign you've always wanted to play?
Saw a post that op turned off reblogs on about how a lot of people think DnD 5e is a great system for rp over combat and uh hey y'all
If you want a game system for more structured improv, 5e ain't it. DnD is very combat driven, despite what Dimension 20 and other such shows may lead you to believe.
If you genuinely want a ttrpg system designed with More Structured Improv Roleplay in mind, I'm gonna suggest you go ahead and pick up the FATE Core Rulebook. The system is all about telling a story and the mechanics it has make such clear.
Your character creation process is essentially "What is my character's job, their biggest problem, a facet of themselves from their backstory, and a couple tie ins to the rest of the party?" And then you allocate a few stats and you're basically done.
DnD is great, truly it is. But the story you can tell is extremely restricted by your ability to understand the rules and bend/break them appropriately in ways that don't fuck up the entire system, which takes so much more effort than the average person is usually willing to put in. It's very much genre locked, and taking it out of that high fantasy genre in a way that's fun for you AND your players is a lot harder than people like Brennan Lee Mulligan make it look.
Go pick up FATE. It is not genre dependant. It's all about flavor, and failing forward, and saying, "But your character was literally raised in a barn, don't you think it'd make sense for them to really bomb this conversation with a noble?" and having that actually be a fun mechanic.
If you want to see the system in action, the Nebula Jazz series by ItMeJP on YouTube should do you just fine. It's a Guardians Of The Galaxy-esque campaign with a heavy Music theme laid over top of it. It also features the producer of Monster Prom, Jesse Cox, if that helps.
There are other systems outside of DnD. Your idea might be better suited for one of them. Please. Please look in to other systems before trying to force the rules of DnD 5e to conform to your vision.
#dungeons and dragons#fate ttrpg#ttrpg#savage worlds#SWADE#Savage Worlds RPG#Blades in the Dark#BITD#forged in the dark#City of Mist RPG#City of Mist
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The skill point allocation system in Eureka is very elegant.
Is the principle of evening out to 0 something that has often been used in ttrpg design? If so, can you name other games that inspired Eureka in that regard? Or did you come up with it for Eureka?
"All skills can be -n to +n with a cumulative total of 0" seems too usefull, too elegant, as to never been utilized before the year 2024.
I came up with it independently and have literally never seen it anywhere else. I have thought the same way about the Eureka! Point mechanic, though similar things have been done before in other RPGs, just never applied to mystery investigation gameplay. Why hasn't anyone done this yet?
I feel like it must have been used somewhere else at some point in the 50 years of TTRPGs that have been made, I've just never seen it. i agree it feels like too good of an idea to not, like, practically be industry standard, but then again, TTRPGs are not a very innovative industry. It's very stagnant. Most TTRPGs that have come out in the past 50 years have just been D&D clones to some degree or another, and most "innovation" I see has just been "what if we unknowingly reinvented the wheel except this time we made it hexagonal instead of octagonal," total Tesla cybertruck style innovation.
The industry is kind of uniquely set up for that. It's one of the most monopoly-dominated industries/artforms in existence, with one game (of greatly varying quality and thoughtful design between editions) completely dominating it for all 50 years of its existence and being allowed to basically fully define what a "TTRPG" is. The biggest alternative to D&D for the past 20 years has been Pathfinder, which is just like D&D but a little better designed, and before that its biggest competitor was World of Darkness, which, if you actually read their rulebooks, are also designed pretty much like D&D except for some text at the beginning which basically says "you can ignore these extremely dungeon-crawl-y rules to focus more on narrative, don't be like those dumb dungeon crawl players," which if you have been following this blog you know is a load of crap.
Call of Cthuhlu, another big veteran contender for the industry that is still going pretty strong, has been the standard for "investigation" gameplay for nearly 50 years, but it's just a Lovecraft hack of RuneQuest, which was designed for, you guessed it, fantasy dungeon crawling. That's why even though CoC adventure modules do tend to play pretty well with Eureka, most of them are still structured as a short line of like 1 or 2 clues to follow to get the PCs into a spooky scary enclosed dungeon-like monster-filled location as quickly as possible, and you have advice like (uncharitable hyperbole) "if the PCs get stuck, make evidence fall from the sky and land at their feet."
Plus, you have big "actual play" podcasts who really really champion the whole "ignore the rules when they get in the way of your pre-planned three-act-structure plot" and the mega-monopolgy with marketing money making it a selling point that if you ignore the rules enough "D&D5e can do anything."
TTRPGs are also a relatively young artform without a ton of mainstream attention until pretty recently (which, as I mentioned, has been eaten up by D&D5e, Pathfinder, and big "actual plays"), and they are a hard one to participate in because playing a single TTRPG requires a ton of time investment compared to most other popular art forms like books, video games, music, and movies.
All this results in many, many people who play and even design TTRPGs literally never having played anything that wasn't WotC-era D&D, barely one or two degrees of separation from WotC-era D&D, or "it's not important if it's WotC-era D&D or not if you just ignore the rules!" Oh and PbtA and BitD players and designers, you're not immune to this! Those are just the "D&D5e can do anything!" of the indie scene and no they really really are not the best framework/engine for every single game ever!
For all the talent, study, effort, and respect for the artform across the A.N.I.M. team, not even we are immune to this. I haven't played nearly as many TTRPGs as I would like to have before calling myself a "learned" TTRPG designer. There might be some obscure game from 2004 I've never heard of that does some of Eureka's stuff already, that if I had read, I could have made Eureka even better by improving upon and learning from the mistakes of others rather than working in uncharted territory.
So, in conclusion, to use the film industry as an analogy, it's like if, during the past 10 years of every fucking mainstream movie being about superheroes, aspiring film makers, who have watched between 0 and 1 movies that weren't about superheroes, are having the "novel" idea of "what if.. a movie wasn't about superheroes!" and then trying to make a movie not about superheroes with no non-superhero experience or study. And Eureka: The Movie is good and innovative because A.N.I.M. Studios watched a measly 10 different non-superhero movies and studied film theory before making it.
#ttrpgs#ttrpg#ttrpg tumblr#ttrpg community#indie ttrpgs#indie ttrpg#ttrpg design#rpg#tabletop#d&d 5e#dungeons and dragons 5e#dungeons and dragons#dungeons & dragons#call of cthulhu ttrpg#call of cthulhu#powered by the apocalypse#pbta#blades in the dark#osr#eureka: investigative urban fantasy#eureka
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Mavka. Thanatologist. Seeker of truth, hater of fate
#digital art#art#my art#artists on tumblr#BitD#Blades in the dark#portrait#Procreate#mavka#mavka tag#vampire the masquerade#VtM#lasombra#durge#whisper#character design#dungeons and dragons#DnD#TTRPG art#they're gonna do well#They're gonna kill go so good and nothing will or could go wrong#OC art
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I once watched a scifi show involving the development of artificial intelligence (as in, machines that could actually think), and the creator of the AI talked about how as much as he tried to create a perfect system it was only after removing things from the program and forcing it to adapt and improvise that it ended up learning to actually THINK.
Recently I was thinking about my own experience as a dungeon master, especially in the context of teaching other people to DM at the level I do... and it occurred to me how much of my skill emerged as a way for compensating when the game would somehow break down: when a player is missing, when a storybeat doesn't land right, when the dice are especially cruel. I'd tweak or patch and more often then not my adjustments would only cause the game to break even further, sometimes to the point of turning a session into a miserable slog, sometimes to the point of ending a campaign, or even a friendship or two.
Now I have skills I can transfer beyond the game systems I started with, not only into other ttrpgs (I've been splashing around in BITD, it's fun) but into other aspects of my life: My storytelling has improved dramatically, I'm better at making jokes. I'd argue that I've become a better person (or perhaps just unlocked a greater fraction of my potential) because of the time I spent breaking my d&d games.
I wish this process of learning to be a good DM (or gamemaster in general) was talked about more, as far too often I see it presented as a matter of "someday you'll learn all the rules" when really you only need a general understanding of the rules before you start messing with things and breaking the game in so it becomes what you/your group need it to be.
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Got a really cool character from your favorite D&D game? Pathfinder? Monster of the Week? Blades in the Dark? Another tabletop role playing game we didn't list? Now's your chance to show them off to the world and square them off against each other at @thettrpgtournament!
There's currently no submission deadline, but there will be a hard cap of either 32 or 64 characters, depending on how popular this tourney ends up being, so we encourage you to sign up ASAP.
Read the guidelines here!
Submit your character here!
#tournament poll#tournament#dnd#d&d#dungeons & dragons#pf#pathfinder#motw#monster of the week#bitd#blades in the dark
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Finding My Ideal TTRPG
Of the many things I can say of Disco Elysium, the thing that strikes my gamer brain right now is the system. At its simplest, it's 2d6 + Skill. The gear you wear gives skill bonuses. You can have "Thoughts" that also give bonuses.
In my mind, it's perfect. It's all I need. A skill list and some dice. It's how I ran 5e for so long. But a lot of the 5e skills are boring. And it's not possible to just steal the Disco Elysium skill list and use it, because a lot of it is specifically about being a cop and specifically about being the kind of cop that Harry is.
But I think a good place to start would be to ask similar questions. For instance, if I wanted to make a dungeon crawler that was "my perfect ideal of a dungeon crawler," I could ask "what skills would a dungeon crawler possibly need?"
A question like that might get you a few of the same skills in 5e. But I think the question suffers from being not only too broad, but too boring. The question is flawed because as we've seen over the last 30-40 years is that there are a lot of different ways to do a dungeon crawler.
Troika! isn't The Nightmares Underneath isn't Cyberpunk Red isn't blah blah blah.
I think about Venture from Riley Rethal a lot. One of the Paladin's "Strong Moves" is simply "Kill someone." I imagine a skill list with "murder" on it. Such a strong word to use, but it's a choice. And choices are more important to me than trying to hit a common denominator.
A skill like "Pray" would be open enough but also says something about the world. I think in a game like this, your chosen skills would be the answer to choosing a class. There wouldn't be combat rules beyond roll dice + skill to do a thing. What you do with your skills is the important choice. It's roleplaying.
I'm not sure where I'm going with this. Kinda losing my train of thought. I'm thinking about how "Thoughts" would work as ways to expand your character. Clocks from BitD would work well to emulate the progression of time, and they're a tool I've used in my dungeon crawler games for a while now.
Essentially, whenever a player wants to learn something. Anything. I have them figure out *how* they're going to learn it, and then I make a clock. And whenever they get the time to sit and work on that thing, we fill in a slice of the clock.
It's a very organic way of growing a character beyond a set level progression or needing to gain EXP at all. Clocks can be filled with time or money. "Pay the thief 50g and she'll train you for the day," or whatever.
You'd never run out of Things to make for the game, because you could just work out more Thoughts, deepening your worldbuilding with them, and giving them in-game benefits.
Gear is another thing that I think would be improved. Y'know, a sword could give you +1 Fighting or Murder, but it might also give you +1 Cool, or a bonus to your negotiating skill. What you wear is more important than Armor Class bonuses or whatever. What you wear would increase or decrease skills. It would *say* something about your character.
A few other things I think about in regards to conceptualizing my "perfect rpg":
The way Pokémon games handle a Pokémon's stats. Attack, Defense, Special Attack, and Special Defense. It's nice and simple and if they were included (reworded of course) in a bigger list of skills, it would help to put choices on an equal footing. If choosing between diplomacy and combat were as easy as putting skill points into particular skills, the choice is on you to decide how you interact with the world.
The skill list determines the various ways "Dungeon Crawler Persons" interact with the world, just as the Disco Elysium skill list shows the various ways a cop like Harry might interact with the world. The skills you choose then are you deciding how to interact with that world. They open and close different doors. Put barricades in your way. Remove others.
Anyways, these are just my rambles right now. I've been thinking about this shit for a while. I've probably tweeted about it before too. It's something I've tried to incorporate into .dungeon//remastered and it's what I plan on incorporating into whatever is next.
Thanks for reading.
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Crews? Homebase? Headquarters?
Been thinking a lot about Crews in Blades/Forged in the Dark, and how I want to play with those ideas in Furry Crime Game (sidenote: I really need to come up with an actual title for this game before that sticks permanently).
The general idea of Crews in Blades "exist to create a legacy that will last beyond the founding members" (p. 91, BitD). My personal view of Blades is that it has a lot in common with Darkest Dungeon - its just as much about the moment to moment, zoomed in character-play as it is (maybe even more so) about the zoomed out progression that happens through the Crew and the world around the players.
Characters in Blades are not designed to stick around for very long. Stress, harm, and trauma pile up very quickly. I fondly call the game a "meatgrinder" and I'm not joking! Unless you are the most cautious player, your PC is going to get shredded (and cautious play is just not nearly as fun in Blades, it is way better to embrace the meatgrinder experience and go for it).
So anyways, Crews stick around, forming your table's legacy, while your characters get turned into ground beef. Got it. But, in all my experiences of playing and running Forged in the Dark games (which, most of them adopt very similar "meatgrinder" experiences to Blades, everyone seems to care waaaaaaay more about the characters over the Crew. Its very easy to forget about the Crew, when you're focused on your cool little Crime Guy that you want to keep alive as long as possible, because little crime guys are fun.
Now, I like Crews! I think they're an interesting piece of design and fit very well into the whole engine of Blades in the Dark. But for the style of play I love (character focused vs legacy focused), they can feel a little too "board game-y" to engage with.
Compared to Blades, I'm planning on having PCs in Furry Crime Game being a bit more sturdy than their BitD counterparts, so the design space for a lasting "legacy" isn't as important. But! The idea of having this shared advancement, that progresses as the group of PCs also advance is fun.
So, where I'm at right now is some sort of headquarters/homebase that the PCs all share that gets upgraded and evolves over time (building on ideas from Blades' turf mechanics I think). Actually, I think whatever this HQ thing is going to turn into is going to involve folding a lot of Crew and turf tech into one thing. The hard part will be making it feel like a character that the table wont forget about lol.
I think tying some new downtime actions to the HQ is an interesting way to go. @temporalhiccup's Twilight Throne has some really fun downtime actions that are great at setting scenes and exploring character relationships. So, creating downtime actions (which who knows, could maybe be upgraded as you play) that take place specifically within the HQ and provides a framework for exploring the HQ as a "character" and also for exploring your character (and their relationships with the other characters), feels particularly fruitful.
Still a looooooong way to go on designing this game, I really need to finish Dark Confluence first, but I think it's gonna be very cool once its done!
Here's a little peek at the doc's outline as a treat though.
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Hi! My name is Alice, or Lancelot. My pronouns are she and they. I am an artist from the Netherlands. This is my blog specifically for art. I mostly draw ttrpg characters, but also, occasionally, other things. Tags:
Types:
Characters
Portraits
Icons
Has background
Commissions
Fanart
Tokens
Isometric
Self Portraits
Sketches
Group Shot
TTRPG Art
Games:
Dungeons and Dragons 5th Edition
Monster of the Week
Masks: A New Generation
Apocalypse Keys
Songs for the Dusk
Blades in the Dark
Glitterhearts
Starforged
Beam Saber
Shadowrun
ROOT RPG
LARP
Campaigns:
Eberith (5e)
Tiriande (5e, I'm the GM)
The Big Team (Masks West Marches)
Draconia (5e)
Curse of Strahd (5e)
Wild Beyond the Witchlight (5e)
EXU (5e)
Dice Disasters (5e AP)
Tranquility (5e pbp)
Characters:
Sister Amiriel, moon elf assassin (5e)
Celestrasza of Draconia, revenant dragoon (5e)
Lorelai Lesrektia, cursed prince (5e)
Meridia Venator, dhampir cleric (5e)
Nemesis, medusa paladin (5e)
Nemesis, amalgam cultist (BITD)
Remnant, amnesiac programmer (Starforged)
Theophania, occultist mech pilot (Beam Saber)
Viscera, hexblood sorcerer (5e)
Brandy Alexander, elfsimar paladin (5e)
Angraxaethe Sevsarstra, dragon nova (Masks)
Blossom, human wedlock (5e)
Iphigneia, eladrin pugilist (5e)
Sir Lancelot, fey construct knight (Masks)
Alstroemeria sin Filan, elfsimar barbarian (5e)
Divine Gate of the Radiant East, aasimar sorcerer (5e)
Lieveling, drummer (Persona game)
Bring me Misery, tiefling phd student (5e)
Pashmina, legacy (Masks)
Whither Willow, firbolg huntress (5e)
Muriel, mad priestess (larp)
Safia, convert paladin (larp)
Petal, magical girl necromancer (Glitterhearts)
Tarugiel, angel (Monster of the Week)
Turtle, cat knight (ROOT RPG)
Jasmin, isekai druid (5e)
Kassandra Glaive, dhampir vampire hunter (5e)
Heresy, risen demon (Apocalypse Keys)
Grace Judgment, brainwashed vampire (5e)
Fennec, conman warlock (5e)
Dr. Marzipan Sweetling, deserter military doctor (Songs for the Dusk)
Charity, maid bodyguard (5e)
Misaurystes, void wizard (5e)
Carmilla / Infrared, catgirl vampire (Masks)
Beans, Transformed gorgon (Masks)
Competitions / Potlucks / Months
Artfight
Secret Satan
Swordtember
Generic Memes
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Dungeon Kids - WIP
So some of you may know that I've decided to create a DnD-like offshoot for kids. The design philosophy is that it needs to "feel" like 5e in the way of rolling different-sized dice for lots of reasons, with the D20 being the core. But it also needs to feel more natural and fluid when playing with younger kids who can't really keep up with the crunch of DnD 5e. So I'm using Dungeon World as a base for its simplicity and all-in-one class playbooks. I'm heavily borrowing from multiple sources (mostly for ideas, not actually copying things one-for-one) like DnD 5e, Pathfinder 2e (PF2e), No Thank You Evil (NTYE), and even Blades in the Dark (BitD).
An assortment of design choices I've made so far:
Character Creation and Character Sheets:
Use the NTYE character creation system to guide character creation ("I am a/an ADJ NOUN who VERBS").
Drop specific skills from 5e, and use the 6 base abilities for everything.
Use a modified version of the hit points formula from PF2e.
Use the Hero Points system from PF2e (but starting with 3 every session).
Races/ancestries are more for flavor/up to GM discretion.
Use a simplified "have it when you need it" inventory system like in Homewbrew World and BitD.
Game Mechanics:
Use the D20 dice system.
Players can move and do one thing per turn.
Use the moves from DW as a baseline, but let players improvise.
Don't use initiative. Instead, make combat more narrative (might switch to the NTYE initiative style).
Use weapons from 5e, but players and monsters have Armor mechanics from DW (armor is a flat bonus that subtracts damage from what they receive).
Use the levels of success system from DW, but modified to use a D20 (see this Reddit post).
Merge the healing philosophy of PF2e (anyone with a healing kit can heal) with DW's recover/heal move.
Use the DW system for character advancement/leveling up.
Award XP using the Pathfinder 2e philosophy (everything gets XP).
Magic and Spellcasting:
No spell lists, but spell lists can be used by older kids/adults for inspiration.
Spellcasting characters get a pool of general spellcasting charges/slots per session.
Spellcasting is a Move that some playbooks have.
As long as the magic makes sense, they can use a charge for it.
Spellcasting still has its ability-based attack modifier (possibly also spell save DC?) for when a magical attack requires damage.
Character Classes and Races/Ancestries:
Use DW playbooks for classes and class moves.
Use NTYE for inspiration for races/ancestries (it helps guide character choices but isn't necessarily mechanically important).
Monsters:
Inspiration for monsters is taken from PF2e when possible.
Assign HP and stats more like DW/Homewbrew World.
I'd love any feedback on my process! When I'm finished, I plan to publish this via Creative Commons so anyone can use it.
#ttrpg design#ttrpg homebrew#ttrpgs#dnd 5e#pathfinder 2e#no thank you evil#blades in the dark#dungeon world#homebrew world#ttrpg community#ttrpgs for kids
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