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r-rook-studio · 2 years
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#City23 Week 2: More on Nottingham and Cape Crescent
This will get cross-posted to Cohost.
I'll be honest, this week has been kinda hellish. I'm behind on writing. I'd like to sit down and get caught up (and honestly, start revising things, too), but it'll be a while before I get enough inner/outer quiet I need to do that.
But writing in markdown can be a stress reliever and helpful distraction, too, so I've gotten some stuff done.
You can catch up on my last post about Nottingham and Cape Crescent: The Week 1 #City23 Update and #City23 Day 1 (in which Cape Crescent was called "Lunaris").
Nottingham
There's no clear date for the Nottingham location. I've been making it just the Nottingham of the high and late Middle Ages without many more identifiers, and I'm planning to stick to that.
I've added three NPCs to Nottingham in the past week, all working in or around The Three Foxes (introduced in a prior post), near Chapel Bar/the Bar Gate toward Derby and Derbyshire (and the Peaks).
Azelma the Alewife is a brewer, herbalist, and apothecary. She knows some simple healing potions and healing charms. Her beers are the pride of The Three Foxes since before Claire Jarry and her sons took it over.
Old Ruhl the Baker who's paying the sheriff in cash and favors for the safety of his missing daughter (who's actually the sheriff's hostage).
Brother Earnmund and Sister Mindred claim to be brother and sister begging hermits who offer prayers, visions, and "Words of Divine Knowledge" in return for coin. They're actually a married couple who use their arcane talents to answer people's questions, then sell the information they've gained for the Prior of St. Martin's, who lets them live in the monastery's unused almshouse.
Cape Crescent
I'm still not sure when in the life of Cape Crescent this might take place, but I'm filling a few NPCs all the same. There's just two this week, but both are attached to the Bishop's Diner.
Chet Bickley is the diner's evening dishwasher and a taciturn man. No one knows about the music box he found one morning half buried on the beach or how he falls asleep in teh wee hours of the morning hearing its music. No one, including Chet, knows that the figurine that dances at the box's center contains a trapped demon.
Shanna Cliff is Olivia's 20-year old assistant manager. On weeknights, she is a volunteer test subject for a secret new "dream therapy" that the Ghost Bay Foundation has started. No one else has noticed, but she's been growing slightly: half an inch on her height, half a shoe size, broader around the shoulders and hips. She feels more energized though, and given that she's paying down debt, she doesn't want to give up the extra money.
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sporadic-maunderings · 3 months
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There is a road that's built from bone, from what none alive knows, 'tis ruined now, the bones near-dust, you can follow if you look close.
A cabin lurks at the road's end, its logs do not look right, more bones, some say, and look away, avoiding the grisly sight.
The cabin has a colossal mirror, its surface shiny and bright, and every time you look in it, you nearly die of fright.
It shows you things that cannot be, From future and from past, And when you turn around to leave, Those things will come to pass.
Variations in Bone and Glass (Urban Legend)
Some say the road only appears on moonless nights; others say the moon must be full and gleaming bright in the sky. Both versions agree, though, that the road is nearly impossible to see, and that you might find yourself walking on it without realizing it.
There is supposed to be a cabin at the end of the road (which is reported as anywhere from half-a-mile to ten-miles in length), possibly made of bone, or possibly of some very pale wood that resembles bone. On entering the cabin, a room familiar to the pilgrim will appear, but in a ruined state. Most commonly people report seeing their childhood bedroom, but classrooms, church sanctuaries, and suchlike, are also common. Somewhere in this room will be a very large mirror, whether or not the original room had such a mirror, so large that it inevitably draws the viewers' gaze.
At first, the mirror will reflect the room back as it is, but then the view will change. Sometimes it is a modification of a scene that took place in the original room. Sometimes it is something from a different location entirely. Either way, the stories agree that if you watch for long, whatever you see in the mirror will come true, usually to your detriment.
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goblincow · 1 year
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CATS or What Is This RPG or Setting The Table
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So I just heard about CATS courtesy of the good folks in the PlusOneExp discord server. CATS was written by Patrick O'Leary for the 2016 200 Word RPG Challenge.
It's nice and short (200 words even) and it's a compelling formula for the classic What Is This TTRPG segment that warrants a page at the front of every good RPG book.
I find it particularly interesting that this is imagined as a micro-RPG in its own right, a table activity for the start of game night that sets out to address what I have always found to be the most painful aspect of playing any TTRPG (besides tedious and arcane character creation rituals – I'm looking at you 5e PHB 👀): the friction that arises from players having discordant, conflicting, contradictory or incompatible expectations during play.
We can formulate the basic strucure of CATS in a variety of ways: Concept/Aim/Tone/Subject Matter, What/Where/When/Who/Why/How, Premise/Overview/Goals/What You Need, etc. all of which can be applied in two immediate directions:
In a What Is This RPG section, these are just codified methods for teaching the player/reader (more of my thoughts on the player/reader here) how to read and communicate everything that comes next in a way that's both more focused than a blurb (which might basically constitute the Concept/Premise/Hook) and more comprehensive than an elevator pitch.
As a launchpad for table play, these structures guide the conversation to establish the pillars of the shared fiction, and I especially appreciate CATS for the fact that it ends on Subject Matter. It could be the consequence of a tortured acronym, but having set the stage in every other way it seems appropriate to hop into safety tools as the final as the final negotiation before play, once all context is provided but nothing is yet set in stone.
That's all he wrote on CATS.
In THE PERILOUS PEAR & PLUM PIES OF PUDWICK I wrote a conversation guide to the meat of the adventure on pg. 11, following an introductory segment of the game that functions as a session 1 prologue of sorts before delving into the hexflower "dungeon" microsetting, inciting incident et al. It's interesting for me to look back at the way I structured this from the perspective of CATS.
If you're curious about TPPAPPOP and want a sneak peak of what you can expect, here's that segment from pg. 11, Inside The Tree:
Resources: the insects of the tree live in darkness and have varying weird diets – you might decide that tracking resources like light and food is important, or maybe at this scale adventurers can survive on the honeydew, leaves and strange meats that the insects eat. Sights and Sounds: footsteps might sound like earthquakes, voices like distant thunder. What are the twitches and mannerisms of the chittering language of insects? How does artificial light disturb the denizens of the tree? Setting and Tone: to adjust the game to your group's preference, you might lean into the existential conflict of intruding on and potentially dooming these fledgling societies, or downplay the crawling horror of an insect world to allow its cuter side to shine through.
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markrosewater · 1 year
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I think one or two 50 card Story-based microsets dotted throughout the year to keep standard fresh is a positive route for MTG, visiting a single plane we're unlikely to see in a larger capacity for some time and expanding some archetypes that received less love on the plane's previous visit. Aftermath may not hit the mark, but I hope Studio X takes a retrospective and reattempts.
What do you all think of this general idea?
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tumblhurgoyf · 1 year
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Feeling super negative for a multitude of reasons, some not Magic related at all, but the recent talk on Blogatog about “microset” products just feels so out of touch. I don’t want to bring that negativity on one of Mark’s posts as I’m not sure I could be polite about it and I’ve mostly just dismissed the product as not for me already anyway. But I do want to vent.
First it’s like $1 a card for random cards? That’s nuts. Boosters are already overpriced with all the commons included. They worked some really good PR speak by explaining away cutting the commons to give you more rares and uncommons, but the reality is you’re just paying more for less. It’s not like those rare slots are actually going to ever reach an EV that makes it a good gamble.
Second let’s talk about product fatigue. Like not only is this an additional release (or four) a year, but you’re doing normal and collector’s boosters for this as well? Holy fuck.
The fact that Mark’s openly work shopping what variation of this product players might actually shell out money for tells me it’s not received well. I haven’t seen a positive video about it at all.
It’s a shame though that they can’t give their golden goose a bit of breathing room though. I shared that post the other day about... let me find it for the term... trust thermocline. The basic idea is that people who like your product will stick with you through some missteps and bad ideas. And you won’t even notice how bad all of them are because sales keep increasing and people keep paying higher prices and buying new stuff and all that.
But at some point you hit that trust thermocline. Something pushes a lot of people over the edge. You walk it back but it’s too late. Because the thing is that was just the straw that broke the camel’s back. They didn’t leave because of one bad story, or because $5 a pack was too much but $4.50 wasn’t, or because two dozen products a year was ok but thirty went to far.
They left because of all of it. The last thing is just what made them finally say “enough.” And once they say enough and leave, you don’t get them back. It’s hard to see because things keep chugging along and all your numbers and metrics look fine. But I feel like Wizards has to be approaching this. I wonder about why they stopped including space at the end of surveys for additional comments. Too much negativity they don’t want to put any effort into handling?
On a different front, I’m also not enjoying the lore changes they’ve dropped with this same product. I am willing to admit that I’m somehow still too close to the story to really take a step back and appreciate this; that could change with time. But my reaction right now is that desparking a lot of planeswalkers while opening rifts so anyone and anything can now travel the multiverse is just stupid. You’ve just eviscerated the story conceit that made planeswalkers special.
idk, I wasn’t thrilled with how they handled the team up cards anyway, and to me this feels like the next step of that. We got to see unlikely allies on cards, now what if we got stories where Thalia was on Ravnica fighting the Obzedat? It feels (I keep intentionally using the word feels to describe this--it’s my emotional reaction detached from the idea that they’re going to be able to tell cool stories they couldn’t otherwise tell), anyway, it feels like they just tossed out a core story concept and don’t even realize it.
Like as much shit they get for the world of hats approach, I think that really works for what they do and is part of what I enjoy. I’m honestly in part concerned that the recent big events that effect the entire multiverse and set up this situation where planes can blend a lot more freely could impact the distinct feel of different worlds. And while I’m sure that’s something that’s on creative’s radar, they’ve also burned enough trust in recent years that I’m doubtful they will handle it well.
Though at the same time this feels kind of par for the course. There have been so many let downs in Magic story over the years that the amazing part is that I’m still invested at all. But the story’s a slave to corporate needs and is undoubtedly more story-by-committee than ever. A left-right punch to KO any creative work for sure.
But I shouldn’t be surprised. They are not and have never really tried to say they’re anything else. They make blockbuster sets and want blockbuster stories to go along with it. Anyone who wants a fantasy card game with DC/Marvel story sensibilities to produce artistic short fiction is a damned fool.
Anyway this is just me venting. Could all be wrong. Time will tell. If you want to vent here feel free.
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lizardhawthorne · 6 months
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I've been working on slowly and carefully cultivating a group of mentally ill transfems who will play Warhammer with me and it's been fucking working :3 I should totally start developing a litte microsetting and writing lame-ass bits of fiction for it... So far all I've got is a space wolves successor chapter, potentially some of the funny space dwarves, and a Tyranid hive fleet... Much to work on, much to work on...
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gasha40k · 1 year
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Making hobby baby steps! I haven’t gotten much painting done since my last post since my motivation has waned for some unknowable reason, but I got my hands on some Microset and Microsol in the mean time.
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Woah! Heraldry!
The shoulders of my Thunderbearers have been remarkably unblemished for far too long, so I finally got around to putting transfers on my painted models. All of my (painted) Intercessors now have a black arrow on their right pauldron—a decal sourced from the Imperial Fists transfer sheet—denoting their position as battleline Astartes.
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A few of them have numbers on their golden knee pad, but most of my normie dudes have sparse transfers beyond that and the shoulder arrow. I purposely didn’t put numbers on everyone because, frankly, I’m not sure what they signify yet.
I think I’d like them to denote the Company that the individual warrior originates from or holds the closest connection to, since squads are constantly broken, shuffled, and reformed in a Thunderbearers order of battle. I haven’t decided quite yet, though, as it’d also make sense for the numbers to represent what squad the Astartes is part of. I’m definitely leaning away from that, however, because that’d require me to slot my dudes into specific squads, which I don’t want to do at all. Breaches the rules of my weird organizational brain.
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2nd Lieutenant Simon Sadrian of the Thunderbearers 1st Company
My Intercessors aren’t the only ones with new decals, though. Lieutenant Simon Sadrian, seemingly in a never-ending quest to be my most pimp infantry model, is sporting fresh livery as well. He’s got about three new decals, all of which adding considerably to his noble regalia, further emphasizing him as an important and stand-out unit.
The transfer on his front left kneepad, a numeral ‘II’, represents the fact that Sadrian is the 2nd Lieutenant of his Company, that being the venerable 1st Company. I’m debating where I should put a white ‘I’ to represent the actual company he’s a part of, but I’m thinking of putting it on his forehead to give him a more distinct appearance. I think it’d look cool, and would pair nicely with the white of his Armor Indomitus.
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The transfer on his gold-trimmed right shoulder is a Codex-compliant Lieutenant symbol signifying his role in the Chapter. This was pretty much a no-brainer decision, he’s a Lieutenant so he gets the Lieutenant logo. Whatever. But speaking of shoulders and trim, I think I might make it so only 1st Company gets the gold shoulder pad trim. It would be a good way to have my Veterans stand out, and would explain why all my Command units have gold trim, while my goons do not.
Sadrian’s bracer was another broad surface to plaster shit onto, so I decided to give him an Iron Halo symbol. His actual Iron Halo, previously placed atop his backpack, has long since snapped off and been lost. Despite this, he usually has an invulnerable save when I’m playing him on the tabletop due to him frequently being kitted with the Armor Indomitus relic. I figure the Iron Halo symbol signifies that he has alternative forcefield tech somewhere on his body or in his armor, maybe contained within in the bracer, itself.
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The Chapter’s most revered Dreadnought, the Aurum Eternatus, an indomitable warrior sentience birthed from the melding of interred Chapter-Master Lucius Harold and the remnant soul within the Hail Aeterna
Moving on, Big Harold, another venerable (awesome pun) veteran from the 1st Company, has received his transfers, as well. Being the Chapter’s previous Chapter-Master, Big Harold has seen an unknowable number of combat deployments. The Chapter sees him a veteran of the absolute highest regard, considering him with as much honor as one can a walking coffin. Suitably so, he’s kinda been plastered with decals to bring him closer to that venerable status in appearance.
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Put some “text” (scribbles) on his purity seals and I also cleaned his little Dreadnought engine backpack up a bit
On the top-center of his chassis is a white, Codex-compliant Command skull, which represents his role of Chapter-Master prior to his interment within the Hail Aeterna, despite him not technically being a member of Chapter Command. The large ‘I’ numeral on his left arm states his belonging to the 1st Company, as well as his honor amongst even the revered Dreadnoughts. There’s also some prayers inscribed around his arm, but I couldn’t get a good enough picture of it.
His left leg panel is either a campaign badge or an honor mark. I can’t decide, and it doesn’t matter that much, to be honest. It just looks sick. On the right side, though, is a Codex-compliant Veteran symbol and another ‘I’. This is further veteran regalia, harkening to his history in the Chapter, both past and present.
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The ‘Raijin,’ a recovered pre-Indomitus Interceptor with a particularly furious machine-spirit
That’s it for my transfers quest, but as a closing note, I’ve decided to say that my Interceptor is tentatively “finished.” The black-lining is solid and… most of it is properly colored. It’s not a fantastic tabletop presence and I definitely plan on highlighting it at some point, but I’m done with this shit for now. Hallelujah.
My classic Daemon Prince has been at my local GW for a long ass time now, so hopefully by my next post I’ll have that in my hands. I’ve also gotten my hands on a couple things from a friend who plays Orks, and it may or not be an Ork. That’ll be a project for my World Eaters that I’ll talk about later. I’m also gonna make a finalized heraldry sheet because third time’s the charm, I guess. Back to painting I go.
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open-hearth-rpg · 1 year
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#superheroRPGs2019  Tiny Supers
I’m doing this slightly out of order, putting the core book before a large sourcebook. Tiny Supers is a superhero adaptation of Tiny Dungeon. Prolific designer Alan Bahr tackles this genre with a decent adaptation. Though the page size is fairly small, the book clocks in at about 260 pages. About 170 pages are devoted to a setting, the “Gallantverse.” Another 40+ present a range of microsettings. 
The rules themselves, including character creation and equipment, run just under 40 pages. Resolution is simple, with players rolling 2d6 and looking for a 5 or 6 on either die. Special abilities and powers may allow you to roll additional dice. A successful attack does 1 point of damage, again possibly modified by abilities. You can choose to spend your action focusing or evading. The former gives you 3d6 on your next action. The latter allows you to roll 1d6 when struck to see if you avoid the attack. There are a couple of optional rules to complicate this and magic gets an odd sub-system where Spell-Readers have to have scrolls. 
Each character has an archetype which sets your character’s stress capacity and some additional ability. You pick three unique power traits, an origins, a weakness, a weapon proficiency, and a belief. Power traits are broad categories (Blast, Elemental Control) with three tiers. There’s 22 of these, with a few having a couple of variants. There’s also list of 37 traits, all with a sentence or two of explanation, which can be subbed in for power traits. 
As with everything from Gallant Knight Games, Tiny Supers is cleanly and clearly presented. There aren’t many bells or whistles. It falls towards the lighter end of the spectrum, easier than Icons or even Hit the Streets. The rules aren’t complicated and would make for an easy pick up game. 
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Hey! Are you an indie writer, artist, or creator?
Us too - we make TTRPGs, webcomics, and microsettings. We were thinking about how there's not really anywhere great to publish or advertise small creative projects like those, and how it's not easy to network with other creators, and the general lonliness of freelancing over social media.
That's why we're starting a newsletter!
Sign up for regular updates about works of weird fiction from us and other creators. (Or follow us on tumblr here, where we'll be archiving all the issues!)
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creativeprompts · 1 year
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Prompt: There is a metropolis known colloquially as the city where no rain falls due to its towering skyscrapers and protective field that protects the city from the acid rain. In this metropolis, there is a tree, the last remnant of a sacred druidic site. This site, the last remaining pure link to the before times, is now the hiding place of a piece of tech that could end the world. Due to a data leak, it's only a matter of time before this tech is found.
This is an example of a simple microsetting from the Deck of Worlds deck from Story Engine. You pull 1 each of a Region (main terrain type), Landmark (geographical sites and points of interest), Namesake (what people call this place other than its true name or what its true name means), Origin (significant events in the areas past), Attribute (highlights present-day features of the area and its people), and Advent (introduce events that may change the area's future).
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electronalytics · 3 months
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my3dartblog · 8 months
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Product Name: InStyle - dforce - MicroSet - Genesis 8 ************************************************************Product Description:************************************************************"InStyle"is a companion texture set for InStyle - dforce - MicroSet - Genesis 8 by kaleya.This set contains eight,high quality textures for all then pieces of the outfit. Iray materials included! You will find nothing but the highest quality that you have come to expect from us in this new companion set for InStyle - dforce - MicroSet - Genesis 8.Features high resolution and detailed textures that take advantage of advance material settings for maximum realism,making them InStyle - dforce - MicroSet - Genesis 8able both for screen and printing use.************************************************************System Requirements:************************************************************ This product was tested in DAZ Studio (4.21) on a PC.This product was not tested on a Mac. ************************************************************Included in this Package:************************************************************- 08 Complete Texture Sets for InStyle - dforce - MicroSet - Genesis 8 DAZ Studio: - 08 MAT Poses for the Top - ANY COLOR OPTION FOR ALL STYLES- 08 MAT Poses for the Skirt - ANY COLOR OPTION FOR ALL STYLES * DAZ Studio 4,21 Material Poses (.duf) Compatible figures: Genesis 8 Female, Genesis 8.1 Female Required Products: dforce - Micro Set - Genesis 8 Software: DAZ Studio 4 With IRAY Coming soon: https://3d-stuff.net/ #daz3d #dazstudio #3drender #3dart #daz3dstudio #irayrender #3dartwork #blender #blenderrender #blenderart #noaiart #noaiwriting #noai https://3d-stuff.net/
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lamtncz · 1 year
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Pozlacené stříbrné náušnice srdce se zirkony 14720 - Elegantní a Lesklý Doplněk Číslo položky: Z1091EG_W Hmotnost: Přibližně 1,1 g Rozměry: 7 mm x 7 mm ID: 14720 Kód produktu: Z1091EG_W [14720] Pokovení: 14K žluté zlato - E-coat (Více) Typ náušnic: Náušnice na puzetu Způsob výroby: Microsetting (Více) Druh drahokamu: Zirkonie Surovina: Stříbro 925 (Více) Hmotnost suroviny:
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homebrewandhacking · 1 year
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Worlds To-Go: The Elysians Kickstarter Pre-Launch
Worlds To-Go the Elysians. Get a lil micro setting that you can seamlessly insert into your games, or just grab the bits you want, as it's all modular and run! If you'd also rather be playing than prepping, this is for you! #a5e #LevelUpA5e #DnD
I’m delighted to announce the pre-launch for Worlds To-Go: The Elysians. Click through and sign up! So, as you know I love making Narrator’s lives easier. I wrote two books to let you customise your own stuff completely, but I was trying to get a game going using Level Up and I thought it unnecessarily hard. So my concept is to have a “microsetting” which is like a part of the world, rather than…
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aflo · 1 year
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i haven't had this much to say about new spoilers in a long time. i think we're moving into an era where the mid cards make it into the main set but all the heaters end up in the microsets. that is, assuming that they're going to do more microsets. which they will. because this one is going to sell like hell.
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thecava · 2 years
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TinyD6
[English first, poi in italiano]
I didn't mention the specific one, because I played a few, and, in particular, mashed up Supers and Frontiers for the latest oneshot I GM'd. That's one of the greatest features of this neat series of minimalist games, by the way, they're almost completely compatible with each other. Each one introduces a few additional details to manage some aspects of its genre, but the base mechanics are constant, making it easy to mix and match them. Another feature I particularly liked is the microsettings included with almost all games of the line, a veritable treasure trove of inspiration and campaign dynamics. I mentioned minimalism, and, in my experience, this is the game that best represents this philosophy. I'm not just talking about the system's simplicity, but also how it can easily be repurposed and hacked. Honestly, though, I often just turned back on my steps, as the additions really felt superfluous in the end. Finally, I have to admit that, while reading it, I had more than a few doubts about it, but once you bring it to the table, it just flows.
Non ho citato un modulo specifico poiché, non solo ne ho masterati un po', ma per la più recente oneshot in particolare ho mischiato Supers e Frontiers, e l'essere quasi completamente compatibili è proprio uno dei punti di forza di questa serie di giochi minimalisti. Ognuno introduce dei dettagli aggiuntivi per gestire aspetti specifici del genere affrontato, ma le meccaniche base restano costanti, facilitandone la commistione. Un'altra caratteristica che ho particolarmente apprezzato sono le miniambientazioni incluse in quasi ogni gioco della serie, una vera e propria miniera di ispirazioni e dinamiche per campagne. Ho accennato al minimalismo e, nella mia esperienza, questo è il gioco che meglio ne rappresenta la filosofia. Non mi riferisco solo alla semplicità del sistema, ma anche alla facilità con cui può essere riadattato e hackato. Anche se, onestamente, sono spesso tornato sui miei passi dopo averlo fatto, dal momento che le aggiunte mi apparivano veramente superflue alla fine. Devo inoltre ammettere che, dopo una prima lettura, avevo molti dubbi su questo sistema, ma una volta portato al tavolo scorre che è un piacere.
TinyD6.
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