#coc hack
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monbons · 1 month ago
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Carry On Countdown Day 30: Something New
Baz’s shirt and blazer twist and warp, then tear apart. A shadow seems to unfold from his back, reaching out either side of him... “What the fuck, Snow?” he pants. He’s sopping wet and his uniform is ruined and he has wings! ~ Excerpt from Year 3 of Those Glowing, Magickal Years
Thanks to incredible fic writers like @hushed-chorus, our boys are always up to something new. This WIP, which will rewrite all eight years at Watford, asks a simple question: what if the Mage knew Baz was a vampire... and offered to help? It is filled with everything---magickal adventures, intense pining, delicious angst, and so much plotting. I cannot convey in words how stunning this fic is. Go read it now!
Today's pocket surprise: Ao3 logo
@carryon-countdown
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jennystahl · 4 months ago
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if you're a ttrpg fan you can go ahead and disregard the opinion of anyone who tries to run the most random fucking non-fantasy genres in dnd
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anim-ttrpgs · 3 months ago
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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.
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theresattrpgforthat · 1 year ago
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Woo, the ask box is open again!! Been wanting to ask about any alternatives to Call of Cthulhu (investigative games with the potential to be set in the early 20th century) with more open licensing, such as having Open Game Licenses or being licensed under Creative Commons?
THEME: Hackable CoC Alternatives
Hello friend! I'm excited about the new asks as well!
So as far as I know, a lot of indie designers are very happy to allow hacks and supplements done of their work, but if it isn't clear on their page, asking in a comment certainly doesn't hurt!
That being said, for this ask, I made sure to recommend games that are built on systems that have been stated to be licensed under Creative Commons or something similar.
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Eldritch, by Matheus Henrique Morais.
A hack of 24XX for Cosmic Horror games in any setting. Inspired by Cthulhu Dark.
24XX is a game system that has been hacked for a number of different settings and is released under a Creative Commons 4.0 license. The base rules take up about one page, and there’s plenty of examples in other 24XX hacks of how to introduce a rule or two to help the game fit the genre you’re looking for. 24XX is also inspired by the OSR scene, so when it comes to running and designing adventures, you can design adventures for these games similar to how you might design them for other OSR games.
Haunter in the Dark, by Robot Francis.
This town is haunted. Your home is cursed. Monsters are real. Haunter in the Dark is a horror roleplaying game about a group of investigators discovering then confronting the supernatural horrors that haunt their home town. The game is powered by the Forged in the Dark engine, with rules to create your investigators defined by their relationship to the unnatural: the Descendent, the Dreamer, the Exorcist, the Scientist, the Sleuth, and the Sorcerer.
The motivations, powers, and minions of the horror are generated collaboratively by the players during the game, with players encouraged to creep each other out and brandish their character's sharp edges. The MC takes the townspeople, world, and monsters that the players depict, then twists the knife to make it worse than they could have imagined. The game helps you create an escalating mystery, followed by a climactic scene of confrontation.
This is a Forged in the Dark Game, which means it uses the mechanics familiar from the Forged in the Dark SRD. John Harper has stated that the contents of the SRD are available under the Creative Commons Attribution, and if you want to include the Forged in the Dark logo, there’s simply an attribution request to indicate it’s a logo trademarked by One Seven Design. It’s an incredibly free license, and I’m planning on writing a game in this system!
The Between, by the Gauntlet.
The Between is a tabletop roleplaying game about a group of mysterious monster hunters in Victorian-era London. They are residents of a place called Hargrave House, and their job is to investigate and neutralize monstrous threats terrorizing the city—threats that Scotland Yard won’t or can’t handle themselves. As the story progresses, they become aware of the plans of a Moriarty-style criminal mastermind they will eventually have to face in order to save Queen and country.
The Between is directly inspired by the gothic horror TV show Penny Dreadful, but also takes a lot of inspiration from British horror classics, graphic novels like From Hell and The League of Extraordinary Gentlemen, and pulp-era stories. Mechanically, it’s Powered by the Apocalypse but also uses the mystery system from Brindlewood Bay.
Both the Powered by the Apocalypse “system” and the Carved from Brindlewood license are pretty open. Vincent & Meguey Baker do not lay claim to the 2d6 mechanics of Apocalypse World, but rather use “Powered by the Apocalypse” to signify that a game was inspired by Apocalypse World in some way. There are thousands of PbtA games out there, many of which alter what some folks may have originally thought were key parts of PbtA. Meanwhile, Gauntlet Publishing runs a Discord channel that welcomes people’s ideas that use the Carved from Brindlewood label, and creates channels for each new game that has a name and a draft ready to go.
R’LYEH, by Another Cosmic Zine.
R’lyeh is a hack of Durf.
It adapts the game’s procedures and themes into a ruleset designed for tabletop scenarios of horror, investigation, mystery and madness. 
Both this game and its predecessor are designed to be hacked and re-worked, and are licensed under Creative Commons 4.0. They are fairly rules light and would probably benefit from having some supplements and home-brew! This game looks to be somewhat indifferent to the time period it’s set in, which tells me that you can probably run it in the early 19th century with little adjustments needed.
Cthork Borg, by kumada1.
Cthork Borg is a full conversion hack that adapts MÖRK BORG to a jazz age cosmic horror setting.
Cthork Borg uses the Mork Borg Third-Party License, which is fairly permissive and allows you to reference the mechanics and rules of the game. The creator for Cthork Borg even offers up the colours used in the game so that creators can create using the same colour palette! You’ll also be able to check out some other material that’s already been made for this game on the link above, including extra classes for characters, a guide to the setting, and rules for adding animals!
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ttrpgcafe · 4 months ago
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Heya! TTRPG trick or treat, please! 🎃👻
This one's got a backstory, so stick with me.
When I first got into TTRPGs, I learned about the big 6: D&D, Pathfinder, CoC, Cyberpunk, WoD, and Shadowrun. Of those, I've still, to this day, only played 5, and Shadowrun has remained the odd man out, despite having probably my favorite setting of all of them after Pathfinder. Part of this is its reputation for being a really crunchy game, keeping me from getting players, and part of it was that it's a very crunchy game that explains its rules SO POORLY (in recent editions at least, I'm told 3rd is the best in this department) that I couldn't even really convince my friends to get over the hump because it's hard for ME to grok the rules.
For well over a decade, Shadowrun has been my white whale, always on my shelf, never my table. So I did what any other well meaning TTRPG player does when they have a setting they like but a system for that setting they hate: I looked at every hack on the planet for every other system.
So here's your treat: every Shadowrun hack I've found!
Up first, Runners in the Shadows by Mark Cleveland:
This is a Forged in the Dark hack for the Shadowrun setting that is probably one of the better ones for emulating the "crew going on heists and doing cool shit" vibes that Shadowrun tries really hard to say is its core. I'm a sucker for FitD games in general, I think the system is *so* elegant, and I struggle to find a system more suited for the setting (SR's own rules included) than Blades, so this one has to go at the top.
With that said, there are still plenty more!
I'm going to give 2 PbtA games a shout out here, the first I've played, the second I haven't, but have heard plenty about.
Up first: City of Mist!
"But that's not a shadowrun hack!" I hear you saying behind your screen, and you're almost right, it technically isn't, BUT it's asymptote certainly approaches shadowrun, for my math nerds out there. This is a game about the (literal) power of stories, about struggles against an unseen and unknowable force trying desperately to remove every semblance of magic from your life, and about the yearning to keep your mundane life despite, or maybe in spite of, your magical adventures. City of Mist proper is a fantastic gritty noir urban fantasy game that works wonderfully as the framework for an early 6th world setting with minor tweaks, but it's sequel: Metro Otherscape, leans into the Shadowrun of it all, adding a 3rd axis along which your character can struggle, being "noise". In Otherscape, you're balancing a mundane, magical, technological life, and trying not to let any of those three overwhelm your being. A lot of cyberpunk games try to say that cybernetics reduce your humanity in one way or another, but I think Otherscape does the best job at embodying that balance in a way that isn't deeply ableist in its messaging. It's ALSO the only PbtA game I actually LIKE.
Hot take: I can't stand Moves, they annoy me to no end, and needlessly complicate an otherwise brilliant system. I might make a follow up post if anyone wants to hear my deeply bad take, but for now, just know that I'm a ttrpg heretic, and we can move on.
Otherscape completely does away with moves, and instead just lets the MC and the players decide whatever is most relevant to the action being attempted! It solves almost every problem I've ever had with PbtA games, AND kicks ass as a shadowrun stand-in, so this also deserves a place at or near the top.
Second PbtA game: Shadowrun in The Sprawl. This one is a hack of The Sprawl, a PbtA cyberpunk game in its own right, SRiTS adds the setting and magic of SR to its formula, and that's all I know about either system, due to my aforementioned PbtA-phobia. I've included this one for thoroughness, not because I have any stake in it.
Most of the other hacks I've seen use generic systems like Fate, Savage World, Cypher system, Genesys, and a hero system hack I've heard a bit about but can't find anywhere. All of this is to say that there is a wealth of options for generic systems that try to emulate SR, and most of them are fine. The last game I'm going to talk about though uses its own system, its own setting, and manages to be completely, utterly unique while capturing the vibes of SR so well that I'm still a little in awe at how well it does all of the above. I'm also not 100% certain it's a particularly good game, but the fact that I'm unsure about it should tell you that it's definitely still better than SR proper, because I KNOW that system is bad.
Without further ado: NewEdo
NewEdo is fascinating to me in that it feels like the same jump from Shadowrun that 3rd edition D&D made from 2e, or even the same kind of jump from 3rd to 4th, where you can clearly see the spine of the game it's evolving, but almost every other part of the system has been changed and improved in new, interesting ways that can still be used to tell VERY similar stories, but has its own identity at the same time. I mentioned that City of Mist is Asymptotic to SR earlier, and I stand by that assessment, but I'd say that NewEdo is closer to a parallel line, or a tangent from SR's line, if we're using the same terminology. To get into the nitty gritty, NE uses a system the author describes as "Crunchy lite easily managed", which amounts to a priority system during character creation very similar to the one SR uses, but with each tier you can select having pretty impactful ramifications for your character going forward. The easiest example is the modifications priority, at its top tier, you basically make a mythical creature into robo cop for your character's ancestry, but at its absolute lowest tier, your body actively rejects any and all implants, such that your character will NEVER have implants. On the same note, cyberware is handled REALLY well, with your body only being able to handle so much at a time, but otherwise the only ramification is a "biofeedback" line on your fate card, which I'll get to right now!
Almost every option your character picks gets added to a little personalized random d100 table on your character sheet called the fate card. This includes your character's crit rate, the possibility of a deity intervening on your behalf, or the aforementioned biofeedback line, which briefly fucks you up as you cyberware malfunctions. You get new lines on your fate card through picking certain character options, making impactful decisions during the story, and otherwise fulfilling the express goals of your character. The entire system kind of hinges on the fate card as a mechanic, which is weird, because I don't think I super love it, as it adds additional rolling to an already pretty dice heavy system.
Which brings me to the dice! New edo uses a d10 as its primary die for dice pools when rolling your characteristics like strength, speed, etc, but the rest of the polyhedral family for your skills. (D20 excluded) The skill system is a little funky, but I like it. Basically, each skill has a rank, which indicates how many dice it has, but each rank is assigned a die, each having a different cost associated with it. So my swordsmanship could be rank 4, but what that really means is that I've got 1d6, 2d4, and a d8 that I get to add to my strength rolls every time I attack with a sword. As far as resolution, you total all of your dice together to try and hit a target number. I don't have the table handy, but it's something like 15 for a moderately challenging task, and up to 40 for a nearly impossible task. I dislike addition in this context because math at the table usually slows things down, but it looks like you're probably only rolling 2-5 dice at a time at the beginning, which isn't *that* bad.
You'll notice that the two major mechanics I've mentioned so far have received pretty luke-warm responses from me, and that sounds like I hate the system, but those aren't that makes me like (\love?) this system is the back end, the choices that happen during character creation, and the things that those choices let you do. Every skill is attached to feats that unlock at different skills, magic is a skill, and its feats unlock better relationships with the Kami in your repertoire (magic is up next, I promise) and your class (path, they call it) doubles as a way to tie your character to the world, with each being associated with an in world faction which gives your character an immediate stake in the world and their community. It's a lot, but it all comes together to make something greater than the sum of its parts.
The last thing I want to talk about is the magic system, because I found it deeply interesting, as it's one of the very few skill based magic systems I've interacted with, and one of my favorites on a narrative level. Instead of spells or spell schools, your character instead develops relationships with Kami, and each new "order" or "type" of Kami your character gets access to represents them finding out how to supplicate, make an offering, or otherwise convince a given Kami to do a certain effect. If you have a relationship with the fire Kami (that's plural, not singular), then your character has learned that their local fire Kami really like a certain type of hot bun, so they offer them that hot bun after a scene where they invoked those kami, to maintain their relationship. Mechanically, this works instantaneously, you simply make a roll on your "Shinpi" skill, invoke whatever "rote" you want to use, and the relationship building is left for the GM and player to work out at the table.
(That's the last I have to say on the game itself, but I would ask anyone who has read the game and is more intimately familiar with Japanese culture to tell me if the game feels respectful to that culture, because I truly don't know, and the book doesn't list any sensitivity consultants. The author is Canadian, but spent many years sailing to and from Japan as a professional sailor, so idk. )
I guess the moral to this post, if there is one, is to acknowledge when a system or setting has faults, but learn from them, and don't ignore the good or cool stuff that's there! It might inspire you to make some amazing shit like City of Mist, Metro Otherscape, or New Edo, all of which, their relationship to Shadowrun aside, are fantastic games in their own right! (NewEdo is still up in the air, but it has its teeth in me, and that has to count for something)
That ends my trick or treat, thanks for asking!
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traskomancer · 1 year ago
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RPG a Day 26-31
Day 26: Favorite character sheet
There are character sheets that are well laid out and character sheets that have a fun aesthetic, but honestly I find myself making custom ones for any character I expect to be playing for an extended period of time. Big props to any game where you can just jot everything you need down on an index card. I've played (and hacked) OSR systems where you could fit a whole adventuring party one on sheet of paper..
Day 27: Game I'd like a new edition of
I feel like Unknown Armies thrives on being contemporary, and while I don't think it's needed yet, a new edition in 5-10 years would be great. I feel like Mutants & Masterminds could use a new edition just to clean things up a bit for new players; it doesn't need any big sweeping changes though, IMO. I've heard rumors it's going to happen soon, too.
Day 28: Scariest game I've played
There are different kinds of scary, and honestly I think it's more dependent on the scenario and GM/player delivery than anything else. I've played quite a bit of Call of Ctlhulhu but almost never found it scary. Alien tends to get more squicky than properly scary. Then there's "real world" scary, AKA soulcrushing reminders of the horrors of real life, which I've seen done in a variety of games, from Paranoia to Unknown Armies to D&D 5e.
I tend to enjoy spooky atmospheres and unsettling mysteries, which are things CoC does deliver on, but I make a distinction between that and properly scary.
Day 29: Most memorable encounter
Well, I had one stolen away from me when my college group got to the final boss of Tomb of Annihilation right when the pandemic hit, only to have a mediocre attempt at running it over roll20 (which also took a lot of work...)
But for a positively memorable encounter (as a player), I'd go with the intraparty showdown from the apocalyptic Gardens of Ynn one-shot that ensued when my character decided to break quarantine (I already mentioned how that went).
I also got to run some very tactically satisfying boss fights in my last full-length D&D 5e campaign, where I pitted the players against a sequence of giant ur-elementals (the phoenix, the zaratan, etc.) I feel like I designed those well.
Day 30: Obscure RPG I've played
I think Ecryme probably takes the cake, seeing as it's French language only and pretty old. Granted, I played a demo of a coming new English edition, but I still feel it's pretty obscure. It's a cool game, set in a world where the whole planet is covered in a layer of highly corrosive acid that society has had to evolve around.
Day 31: Favorite RPG of all time
I'm surprising 0 people when I say Unknown Armies, after how much I've mentioned it during these prompts. It's not perfect, but it has so many cool ideas. It's weird as fuck in a way that really speaks to me. I also think the mechanics (3e especially) are really suited to narrative play.
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soleil-cm · 2 years ago
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┊ CoC ⌇ 庭師は何を口遊ぶ ┊ HO2 ┊ 榊楓月 ⌇ さかきかづき Age // 30歳 Job // 刑事 Birthday // 2/14 Stature // 160cm Color // #FFC408 ImageCV // 白石涼子 Scenario // 2020.01.26「庭師は何を口遊む」 2020.06.07「真夜中のサルーテ」 2020.06.13「ダンス・ウィズ・ストレンジ」(KPC) 2020.11.07「AND/HAND」 2020.12.06 「21's Gun」(KPC) 2021.01.26「夜葬の繭」 2021.01.27「hack」(KPレス) 2021.02.15「爆走祖母!ダッシュ&ババア」 2021.02.23「真夜中のサルーテ」 2021.03.23「二人だけのネバーエンド」 2021.03.24「ブレインキューブ」 2021.04.11「無心音」(KPC参加) 2021.09.24「花零しの泡沫」 2021.11.27「0からの飛距離」(KPレス)
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nariritrpg · 4 years ago
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CoC「hack」カンデラ様作 KPレス/PL:なり(北白 南影) シナリオクリアです。必須条件にあった他のPCとして、弟の南雲も生みました
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makinggarbo-blog · 1 year ago
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Mental Health, Sanity, and TTRPGs
I often find a strange dissonance between the writings about mental health in tabletop and my experience, I thought the best way to try and express these feelings would be to write about them so here I am.
The two primary examples I have to point towards are two game systems very dear to me, that is Old World of Darkness (WoD) and Call of Cthulhu (CoC). They're not for everyone but that's ok. In WoD mental health issues were represented as Flaws, and derangements. I mostly play now a homebrewed version of WoD 5e specifically V5 in which this has been removed but it always interested me. The idea that one could take an optional flaw in order to boost their character, that in a way it could be optimal to have mental, or physical disability, is both funny and fascinating.
This system has its many issues, for one it doesn't very accurately represent reality. The idea that taking an addiction on every character makes your character better, as true as it is in base V5, doesn't sit right with a lot of tables. Those with experience with and around addiction especially have pushed back against this, me included. That being said there are some good ideas here. Not representing mental health issues mechanically but through something like the Belief system worked really well in representing the reality of mental illness. It's not perfect but it is functional enough to have a good time, and in a way that's all it needs to be.
In CoC sanity is a core mechanic but fails to represent reality. It is done as a score, 0-100 where 0 is bad and 100 is good. When I first found the system I thought it was endearing but largely underdeveloped. When I wrote my own stories for it I found the system cumbersome and annoying to players in a strange way. They often would roll their eyes when their character had a bout of madness, “there I go killing again" was a common issue as one of my players rolled the same effect 4 times in a row.
Where this system shines however is in its representation of madness as otherworldly. It doesn't really fit the definitions of mental health in my opinion because that's not really what it strives to represent, it feels more like trying to represent being blasted with visions one can't process more than the everyday struggles of depression.
Where does that leave me however? I enjoy both these games very much and yet find neither can capture my experience as a person with mental health issues. It leaves me wanting more. In the systems I've written for both games this has been one of my main goals. But there's another layer too.
I hear a lot of discourse about how some games try to solve this. With solutions I like, and more I don't like. I think the best solutions are those that try not to represent our reality, but the reality of the game world. Solutions that bring me inevitably back to CoC as one of my favourites, because it's not Mental Health, not really, at least to me.
This brings me to my system and how I try to create stories with it. In the first iteration called The Dark Lines (TDL) the world was a parallel reality much in the spirit of CoC but taking place in the mid 1800s. I wrote a system using what are called “Scars” damage that could by physical or mental but equally destructive. The idea was that strange and arcane wounds on the mind were just as real as the physical world's wounds. It didn't work very well and players found it confusing. I went back to the drawing board and wrote another hack of CoC and a Star Wars system for us with these questions in mind; how can a system represent both the sanity of CoC and the mental health of a character? How can a system represent mental health without making it entirely a detriment or optimal? How should I proceed?
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clashofclansgemsgenerat · 1 year ago
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Clash Of Clans Gems Generator Without Human Verification
Clash Of Clans Gems Generator 2024.How to get free gems in Clash of Clans.In Clash of Clans, there are many achievements that players can work towards completing to obtain gems. Individuals will be able to accomplish most of the available ones unknowingly as they continue to play the game.Are you looking for the best Clash of Clans Gems Generator, Clash of Clans Hack, Clash of Clans Cheats, Clash of Clans Free Gems, Clash of Clans Generator 2023, Clash of Clans Gems Free Cheats, Gems Generator Online, Gems Generator No Human Verification? If yes, you are in the right place!
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There are essentially numerous Achievements to complete for the Home Village, Builder Base, and even the Clan Capital. Among the most rewarding Achievements are ‘League All-Star,’ ‘War Hero,’ ‘Clan War Wealth,’ ‘Anti-Artillery,’ and ‘Shattered and Scattered.’
2) Selling Magic ItemsGamers may sell Magic Items to get gems (Image via Supercell)
Gamers may sell Magic Items to get gems (Image via Supercell)
Users can access a wide range of Magic Items within the game, all of which can be sold to get free gems. Even though it’s not a good idea to sell these most of the time, individuals who have them in excess can proceed to exchange and earn the currency if they want to.
One of the most common tricks that users follow is to trade Clan War League Medals for Training Potions or Resource Potions and then sell them to get gems.
3) Removing ObstaclesGem Box provides 25 gems (Image via Supercell)
Gem Box provides 25 gems (Image via Supercell)
Getting rid of obstacles is one of the most-used methods that most users will be aware of. In a nutshell, there will be obstacles frequently added to the base and clearing them out will award gems.
Furthermore, individuals are occasionally given a special obstacle called the “Gem Box,” and removing the same offers 25 gems at no cost. As a result, users must never forget about removing the obstacles.
4) EventsEvents are added quite frequently (Image via Supercell)
Events are added quite frequently (Image via Supercell)
Supercell frequently adds a range of different events to Clash of Clans. They keep players engaged in the game while also providing them with various rewards, which sometimes include gems.
For example, the ongoing event called the “Epic Magic Challenge” rewards 15 gems to every player who achieves a three-star attack on the designated base. In addition, Magic Items are often included in events, and individuals can sell them for free gems.
5) Gem MineGem Mine is one of the Buildings available in Builder Base (Image via Supercell)
Gem Mine is one of the Buildings available in Builder Base (Image via Supercell)
Gem Mine is one of the most unique buildings in Builder Base, and as the name suggests, it provides gems. Accordingly, users are advised to take it to the max possible level to get the best benefit of the mine in Clash of Clans.
Listed below are the exact specifics individuals will be able to get at the different levels of the Gem Mine:
Level 1:
Capacity: 10Production rate per day: 2.16
Level 2:
Capacity: 11Production rate per day: 2.40
Level 3:
Capacity: 12Production rate per day: 2.64
Level 4:
Capacity: 13Production rate per day: 2.88
Level 5:
Capacity: 14Production rate per day: 3.12
Level 6:
Capacity: 16Production rate per day: 3.36
Level 7:
Capacity: 18Production rate per day: 3.84
Level 8:
Capacity: 20Production rate per day: 4.32
Level 9:
Capacity: 22Production rate per day: 4.80
Once the mine gets maxed out, users can get over 30 gems per week at no cost.
Disclaimer: Users must never use illegitimate methods to get gems and are recommended to only use the ones officially available within the game.
The good news is that there are now many Clash of Clans Gems Generator, Clash of Clans Hack, Clash of Clans Cheats, Clash of Clans Free Gems, Clash of Clans Generator 2023, Clash of Clans Gems Free Cheats, Gems Generator Online, and Gems Generator No Human Verification available on the internet. These generators allow players to acquire gems without spending real money.
The Clash of Clans Gems Generator, Clash of Clans Hack, Clash of Clans Cheats, Clash of Clans Free Gems, Clash of Clans Generator 2023, Clash of Clans Gems Free Cheats, Gems Generator Online, and Gems Generator No Human Verification are easy to use. All you need to do is enter your username and the amount of gems you want to generate. The generator will generate the code that you can use to redeem the gems. It is important to remember that these generators are not created by the developers of Clash of Clans and as such, there is no guarantee that the code will work.
The best thing about these generators is that they are completely free and easy to use. They are also updated regularly and there is no need to worry about downloading any malicious software. So if you are looking for a way to acquire gems without spending real money, these generators are the perfect solution.
Finally, it is important to remember that using the Clash of Clans Gems Generator, Clash of Clans Hack, Clash of Clans Cheats, Clash of Clans Free Gems, Clash of Clans Generator 2023, Clash of Clans Gems Free Cheats, Gems Generator Online, and Gems Generator No Human Verification is completely legal. You should always make sure to read the terms and conditions before using any of these generators.
So, if you are looking for the best Clash of Clans Gems Generator, Clash of Clans Hack, Clash of Clans Cheats, Clash of Clans Free Gems, Clash of Clans Generator 2023, Clash of Clans Gems Free Cheats, Gems Generator Online, and Gems Generator No Human Verification, you have come to the right place.
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cocgemsgenerator-2024 · 1 year ago
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Coc Gems Generator∑GET Now Free NO Human Verification 2024
Clash Of Clans Gems Generator 2024.How to get free gems in Clash of Clans.In Clash of Clans, there are many achievements that players can work towards completing to obtain gems. Individuals will be able to accomplish most of the available ones unknowingly as they continue to play the game.Are you looking for the best Clash of Clans Gems Generator, Clash of Clans Hack, Clash of Clans Cheats, Clash of Clans Free Gems, Clash of Clans Generator 2023, Clash of Clans Gems Free Cheats, Gems Generator Online, Gems Generator No Human Verification? If yes, you are in the right place!
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There are essentially numerous Achievements to complete for the Home Village, Builder Base, and even the Clan Capital. Among the most rewarding Achievements are ‘League All-Star,’ ‘War Hero,’ ‘Clan War Wealth,’ ‘Anti-Artillery,’ and ‘Shattered and Scattered.’
2) Selling Magic ItemsGamers may sell Magic Items to get gems (Image via Supercell)
Gamers may sell Magic Items to get gems (Image via Supercell)
Users can access a wide range of Magic Items within the game, all of which can be sold to get free gems. Even though it’s not a good idea to sell these most of the time, individuals who have them in excess can proceed to exchange and earn the currency if they want to.
One of the most common tricks that users follow is to trade Clan War League Medals for Training Potions or Resource Potions and then sell them to get gems.
3) Removing ObstaclesGem Box provides 25 gems (Image via Supercell)
Gem Box provides 25 gems (Image via Supercell)
Getting rid of obstacles is one of the most-used methods that most users will be aware of. In a nutshell, there will be obstacles frequently added to the base and clearing them out will award gems.
Furthermore, individuals are occasionally given a special obstacle called the “Gem Box,” and removing the same offers 25 gems at no cost. As a result, users must never forget about removing the obstacles.
4) EventsEvents are added quite frequently (Image via Supercell)
Events are added quite frequently (Image via Supercell)
Supercell frequently adds a range of different events to Clash of Clans. They keep players engaged in the game while also providing them with various rewards, which sometimes include gems.
For example, the ongoing event called the “Epic Magic Challenge” rewards 15 gems to every player who achieves a three-star attack on the designated base. In addition, Magic Items are often included in events, and individuals can sell them for free gems.
5) Gem MineGem Mine is one of the Buildings available in Builder Base (Image via Supercell)
Gem Mine is one of the Buildings available in Builder Base (Image via Supercell)
Gem Mine is one of the most unique buildings in Builder Base, and as the name suggests, it provides gems. Accordingly, users are advised to take it to the max possible level to get the best benefit of the mine in Clash of Clans.
Listed below are the exact specifics individuals will be able to get at the different levels of the Gem Mine:
Level 1:
Capacity: 10Production rate per day: 2.16
Level 2:
Capacity: 11Production rate per day: 2.40
Level 3:
Capacity: 12Production rate per day: 2.64
Level 4:
Capacity: 13Production rate per day: 2.88
Level 5:
Capacity: 14Production rate per day: 3.12
Level 6:
Capacity: 16Production rate per day: 3.36
Level 7:
Capacity: 18Production rate per day: 3.84
Level 8:
Capacity: 20Production rate per day: 4.32
Level 9:
Capacity: 22Production rate per day: 4.80
Once the mine gets maxed out, users can get over 30 gems per week at no cost.
Disclaimer: Users must never use illegitimate methods to get gems and are recommended to only use the ones officially available within the game.
The good news is that there are now many Clash of Clans Gems Generator, Clash of Clans Hack, Clash of Clans Cheats, Clash of Clans Free Gems, Clash of Clans Generator 2023, Clash of Clans Gems Free Cheats, Gems Generator Online, and Gems Generator No Human Verification available on the internet. These generators allow players to acquire gems without spending real money.
The Clash of Clans Gems Generator, Clash of Clans Hack, Clash of Clans Cheats, Clash of Clans Free Gems, Clash of Clans Generator 2023, Clash of Clans Gems Free Cheats, Gems Generator Online, and Gems Generator No Human Verification are easy to use. All you need to do is enter your username and the amount of gems you want to generate. The generator will generate the code that you can use to redeem the gems. It is important to remember that these generators are not created by the developers of Clash of Clans and as such, there is no guarantee that the code will work.
The best thing about these generators is that they are completely free and easy to use. They are also updated regularly and there is no need to worry about downloading any malicious software. So if you are looking for a way to acquire gems without spending real money, these generators are the perfect solution.
Finally, it is important to remember that using the Clash of Clans Gems Generator, Clash of Clans Hack, Clash of Clans Cheats, Clash of Clans Free Gems, Clash of Clans Generator 2023, Clash of Clans Gems Free Cheats, Gems Generator Online, and Gems Generator No Human Verification is completely legal. You should always make sure to read the terms and conditions before using any of these generators.
So, if you are looking for the best Clash of Clans Gems Generator, Clash of Clans Hack, Clash of Clans Cheats, Clash of Clans Free Gems, Clash of Clans Generator 2023, Clash of Clans Gems Free Cheats, Gems Generator Online, and Gems Generator No Human Verification, you have come to the right place.
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open-hearth-rpg · 1 year ago
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#HorrorRPGs2016 The Cthulhu Hack
It’s easy to forget in the debate about OSR and old school play that Call of Cthulhu is one of those really old-school games: one of the first horror games and arguably the first licensed rpg. Of course CoC built on Basic-Roleplaying, the engine to the even earlier Runequest. But it would make sense that there would be an adaptation to a more D&D-emulating OSR game, in this case The Black Hack. 
The Cthulhu Hack takes the OGL rules of The Black Hack and supplements that with mechanics for handling investigations and rules for sanity. The Usage Die provides a smart means of tracking the investigators’ resources of all kinds. Designer Paul Bladowski (The Dee Sanction, Outlive Undead, Davokar) did a great job with this. 
This became the non-fantasy, Black or White Hack version I saw most people discussing. It offered an easier option than either Call of Cthulhu 7th or Trail of Cthulhu. It was supported well over the next several years. A Kickstarter followed which was fulfilled in 2023 with a second edition of the core book as well as a ton of great supplements. The covers from these are particularly striking and it's really cool to see the evolution of this game.  
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sakgamingonlinetip · 2 years ago
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Clash of Clans Free Gems 💛 Clash of Clans Hack for iOS & Android
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aliceofwonders · 5 years ago
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 Get unlimited resources in Clash Of Clans.
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lonniesanabria-blog · 6 years ago
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Why use Coc Hack?
Clash of clans game is the best portable diversion accessible available where players contend with one another to take each other's gold, mixture, dull solution, and trophies. There are a huge number of individuals playing the game consistently and battling, among all individuals' there are individuals who purchase pearls the in-diversion cash to speed structures, get yourself assets making them much more dominant than ordinary player.
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Features of the Clash of Clans Game The assets in the diversion are gold, mixture and dull elixirs, while the gemstones of the game are home monetary standards. The facts demonstrate that system and a decent approach are vital elements that vanquish adversaries or safeguard insightfully. In any case, there is another approach to gain brisk ground and travel through the dimensions effectively, and that is through the hacks and use swindles. There are numerous players who put in expansive totals of cash each month for the general population techniques and basic competitors that would prefer not to pay a ton mixture don't get an opportunity to ensure against these people.
For what reason Do You Need Hack Tools in the Clash of Clans Game? The hacks and cheat apparatuses are accessible for nothing out of pocket from a few destinations. One of the advantages of utilizing Clash of Clans Cheats Tool is that it will enable the client to produce the same number of assets and valuable stones without spending even a solitary penny or perspiring as required. Truth be told, there is no less difficult option than the hacks and cheat apparatuses. Through these instruments, players will have the capacity to produce more predominance even to the best players. Another imperative advantage of utilizing Clash of Clans Cheats Tool is, considerably more fragile players will have the capacity to wind up more grounded in the diversion. Thusly, even new players or the individuals who are stuck at a specific dimension in the game can gain better ground. Accordingly, there is no uncertainty the hack devices offer better favorable circumstances in the diversion contrasted with the customary method for playing the game. Additionally, they are normally exceptionally straightforward and simple to utilize.
Conclusion Conflict of a group can be portrayed as android jewels free host set up a computer game and for costless pearls, you need to Crack Clash of Clan's Server and that is as a component of their Headquarter in Finland that is unquestionably Damn Not simple to hacking apparatuses online conflict of tribes on the web. This conflict of family’s hacks got a spic and span refresh, with a special craft that will enable you to utilize less demanding and comprehend the incredible prospects that this hack got.
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soleil-cm · 10 months ago
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┊ CoC ⌇ 誰がロックを殺すのか ┊ HO4 ┊ 芦馬 縁吏 ⌇ あしま えんり Age // 18歳 Job // ミュージシャン Birthday // 5/8 Stature // 174cm Color // #DDA52D Scenario // 2024.04.07「誰がロックを殺すのか」HO4 2024.05.04「gd=gm=HACK」KPレス 2024.06.28「RECOVERY GAME BOX 」KPレス
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