#pbta
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sarahcarapace · 3 months ago
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Violet Core - High Speed Sapphic Mecha TTRPG
After a long time of working on the game on-and-off, it's finally crash landed on Kickstarter!
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Violet Core is a sapphic focused ttrpg about sad space lesbians dueling each other and making out while stranded in space. Drawing inspiration from the absolutely wonderful visual novel Heaven Will Be Mine as well as GunBuster, Zone of the Enders and Knights of Sidonia. It focuses the dramatic tension between friends, rivals and comrades. It's a game whose beating heart is deeply lesbian in a way that is a touch tricky to put into words...its indelibly infused. It's a game preoccupied with a looming horizon of destruction and what we do in the face of calamity.
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Wish me luck! And if it looks cool and/or sweet to you, please share it around! My platform is tiny and sucks unlike the game which is huge and rad.
(edit...omg the tags. I'm blown away TT u TT my heart is doing a thing)
(art by myself and @portentous-offerings) Link to the Kickstarter >>> Here
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maximumzombiecreator · 5 months ago
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On the subject of TPKs and failure in TTRPGs, I gotta say, I love a good mechanic for losing.
I love that Fate gives you metacurrency for conceding a scene, and I love that taking extreme consequences creates a new aspect for your character.
I love that when you die in Blades of the Dark, if you're still attached to the character, you can just become a ghost.
I love that in Monster of the Week, when you need to avoid harm it costs a point of luck, which triggers a character-specific consequence and lets you see when your character's luck is literally going to run out.
I even love that in Cyberpunk they've created an omnipresent group of amoral, heavily armed paramedics, so no matter where your character gets gunned down, there's always a chance of pulling through.
Basically, any game that is set up so that losing is going to make things more interesting, not less, is a game that's going to help great stories happen at the table, and I love that.
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clairebearsparkles · 6 months ago
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Hiya, I was just wondering if there were any updates on your TMA TTRPG project because it seems super fun and I am gnawing at the bars of my cage to hear more about it :D
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Thanks for asking about it. I unfortunately never found the time to test the system, but I think it’s at a point where people can at least look at it, so here’s my google doc of the PbtA heavily based on Monster of the Week tma system
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worstgirleva · 2 months ago
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Spine of Eternity: Everybody Wants to be a Star is a Powered by the Apocalypse Tabletop RPG.
In a modern fantasy setting where fame is power you play as an adventurer traveling the land to earn the strength to reach the Stars.
Coming out November 16.
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heybiji · 1 year ago
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tallyowlpress · 11 months ago
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ABOLISH THE MONARCHY (in this brand new TTRPG)
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Guillotine: Crown of Blood
Harness heretical magic, discover cutting-edge technology, and overthrow the crown in this Gothic fantasy TTRPG.
KICKSTARTER LINK
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GUILLOTINE: CROWN OF BLOOD is a TTRPG where you can -- and should -- destroy the Crown. Use magic. Use wit. Use weird new technology, forged by your own hand. Use prayer, even if it's unorthodox. Use rhetoric to win hearts and minds. Or just beat the shit out of them. It's up to you.
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Fact Sheet:
FUNDED IN JUST SIX HOURS!! Plus, we've unlocked our first stretch goal (character generation tables!)
Runs on the Powered by the Apocalypse system.
Based on games like Armour Astir, Heart: The City Beneath, Monsterhearts, and Monster of the Week.
Play as members of a Cause, against an oppressive Crown of your own making -- then play as the antagonists during a Villain Turn where you can torment each other's characters, or otherwise advance the plot.
Ten unique playbooks.
Includes weird magic, talking your way out of trouble, strange gods, and a worrying amount of blood.
Mechanics that let you become unhealthily obsessed with your friends, lovers, rivals, and political scapegoats. The more you interact, the more you understand them: for better or worse.
BONUS: Use Martyr moves to permanently remove your character from the narrative, irrevocably changing the fabric of the city, the revolution, or even the laws of physics!
All you need are some friends (or at least fellow travelers) and you're good to go! Do you have what it takes to destroy the Crown? Will you destroy yourself in the process? There's only one way to find out.
KICKSTARTER LINK
PLAYBOOK PREVIEW
ART PREVIEW
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valtharr · 10 months ago
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Pictures that make a "the only TTRPG I know is D&D"-person spontaneously combust:
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This is the entirety of the magic mechanics in the game "Interstitial: Our Hearts Intertwined"
I'm keeping this post for the next time I hear someone say they don't want to try a new game because it's too hard to learn a new system.
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prokopetz · 1 year ago
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"What's the difference between 'Powered By the Apocalypse' and 'Forged in the Dark'" well, you see, the Apocalypse Engine is what convinced indie game designers that character classes are cool again, and Blades in the Dark is what convinced indie game designers that going directly from writing diceless one-page storygames to writing something with Dungeons & Dragons level crunch with absolutely no ramp-up is a reasonable aspiration.
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haveyouplayedthisttrpg · 7 months ago
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Have you played APOCALYPSE WORLD ?
By Vincent & Meguey Baker
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Something’s wrong with the world and I don’t know what it is.
It used to be better, of course it did. In the golden age of legend, when there was enough to eat and enough hope, when there was one nation under god and people could lift their eyes and see beyond the horizon, beyond the day. Children were born happy and grew up rich.
Now that’s not what we’ve got. Now we’ve got this. Hardholders stand against the screaming elements and all comers, keeping safe as many as they can. Angels and savvyheads run constant battle against there’s not enough and bullets fly and everything breaks. Hocuses gather people around them, and are they protectors, saviors, visionaries, or just wishful thinkers? Choppers, gunluggers, and battlebabes carve out what they can and defend it with blood and bullets. Drivers search and scavenge, looking for that opportunity, that one perfect chance. Skinners and the maestro d’ remember beauty, or invent beauty anew, cup it in their hands and whisper come and see, and don’t worry now what it will cost you. And brainers, oh, brainers see what none of the rest of us will: the world’s psychic maelstrom, the terrible desperation and hate pressing in at the edge of all perception, it is the world now.
And you, who are you? This is what we’ve got, yes. What are you going to make of it?
Apocalypse World is the award-winning and critically acclaimed game that launched the Powered by the Apocalypse school of rpg design.
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abislwise · 4 months ago
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L'Yom Vayom: A Jewish TTRPG
The Complete Edition of L'Yom Vayom, my TTRPG about being Jewish, has just been released! You can grab it at the link below:
Please note that the rules require that the MC be Jewish. Please also note that it might be a pretty tough game to play.
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fivepointsgames · 3 months ago
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This is Stratosfir, one of the 100 Genmon you can find in our monster catching TTRPG, A Monster's Tail!
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sarahcarapace · 2 months ago
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Violet Core is funded!
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TT u TT
We reached our main goal! I'm gunna have a little lie down. It ain't over yet though, there is still a whole host of potential stretch goals to unlock and there are still 15 days to go (as of writing)!
I posted a little update that can be read here (like all other updates, you don't need to be a baker to read it) Again, thanks everyone for the support!
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txttletale · 1 year ago
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ever thought that less roleplaying games should be about loveable fantasy heroes saving the world and more of them should be about pathetic and petty aristocrats trapping each other in concentric layers of convoluted madcap scheming? well good news, my ttrpg most trusted advisors is on sale again! it's a silly pseudomedieval pastiche optimised for playing low-prep, light-hearted one-shots as a party of characters at the intersection between lord vetinari, blackadder, and the gang from it's always sunny, and it's 50% off through to the 26th of december!
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anim-ttrpgs · 9 months ago
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Why I Dislike PbtA Games, and How Eureka: Investigative Urban Fantasy is Their Opposite
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@tender-curiosities
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It is no secret that I hate PbtA games.
Though due to a recent misunderstanding regarding another post, I’m going to preface this post by saying that this is going to be a very opinionated post and
I do not seriously think that PbtA games are inherently bad, though I may sometimes joke about this.
While I do often question the taste of people who make and play PbtA hacks, I do not think poorly of their moral character.
While I am going to call for PbtA to be used less as a base for games in the future, I’m not saying that the whole system and all games based on it should be destructified. It’s good for what it’s good for, but unless you’re doing that, I really think you should use something else.
Now that that is out of the way, here’s what I have to say about it.
My first experiences with PbtA games were pretty rough. Monster of the Week was not the first, but it was one of the first ‘indie’ TTRPGs I played after having previously played mostly only D&D3.5e and 5e. I really appreciated that the use of 2D6 over a D20 meant that the dice results would be more predictable, and I really liked the various “classes” I was seeing. (At this time, I didn’t really understand that they weren’t really “classes” at all, though I think I can be forgiven for this because many people, even people who like PbtA games, still talk like “classes” and “playbooks” are interchangeable.)
I was very enthusiastic to play, until it came time to start actually “making” a character, and found that I couldn’t “make” a character. I wanted to make a nuanced, three-dimensional PC who was simultaneously stereotype-affirming and stereotype-defying, with a unique backstory and dynamic with the other characters—but when I went to actually fill out the character sheet for basically any “class”, I found that most of the backstory and most of the personality for my character was being set for me by the playbook. It felt like the only thing about the character I really had a say in was their name, and that two PCs of the same playbook would actually turn out to be almost identical characters. At the time, I thought this was very restrictive and very bad design.
Later, now that I understand the design intent behind it, I still think of it as very restrictive, but I think of it as very bad design for me, not inherently bad.
When I play a TTRPG, I want more freedom in who my PC is. That doesn’t mean I want less rules, in fact having more rules can often increase freedom, but that’s a different post. I want to create original, unique characters, that I won’t see anywhere else. If it’s a class-based system, I want that class to barely touch the details of my character’s backstory or personality, so that I can come up with something original and engaging for why and how this “Fighter” fights. This means that two level-1 Fighters, despite having almost the same mechanical abilities, will potentially be very different people.
PbtA games don’t let you do that. In a lot of PbtA games, you’re not playing your own original character, you’re playing someone else’s character, that every other player that has picked up the same playbook before you has played. It’s more like “character select” than “character creation.” I think I could liken it to playing Mass Effect or The Witcher. Every player may pick a few different dialogue choices in those games that change the story, but we’re still all playing Shepherd or Geralt. No one is going to experience a new never-before-seen story in Mass Effect or The Witcher, which is very much a factor of them being video games and not TTRPGs, and therefore limited to the amount of code, writing, and voice-acting that can go into them.
This anonymous asker who sent a message to @thydungeongal seems to feel pretty similarly to me about PbtA games, and @thydungeongal's response is a very good response about how people find this appealing.
I have more respect for PbtA now than I did, but I still don't like it because to me it seems to play so much against what I consider to be the strengths of TTRPGs as a medium, much like how video games like The Last of Us and David Cage games play against the strengths of the medium of video games, and I will never like it. But other people clearly do, so to each their own.
Then another reason I don’t like it is because I think it’s oversaturating the TTRPG space. I’ve referred to PbtA before as “indie D&D5e”, and i do think that’s a reasonable comparison, because in much the same way that you always hear “D&D5e is a system that can do everything”, I think a lot of people seem to be under the impression that the PbtA system is a system that can do anything. It’s kinda the système du jour for indie TTRPGs right now, and many iterations of it make it clear that many designers do not consider how PbtA differs from more traditional TTRPGs, and how it is specialized for different types of TTRPG gameplay. Just like how I feel PbtA isn’t playing to certain important strengths of TTRPGs, I think that many—maybe even most—PbtA hacks don’t play to the strengths of PbtA. But this isn’t really PbtA’s fault, that comes down to any individual indie TTRPG developer on a case-by-case basis. And the cure for that is something I’m always saying: If you are going to be a writer, you have got to read lots of books. If you are going to be a director, you have got to watch lots of movies. If you are going to be a video game developer, you have got to play lots of video games. And if you are going to be a TTRPG designer, you have got to read and play lots of TTRPGs. That and you have to understand that TTRPGs are specialized. Even "agnostic" systems like PbtA are somewhat specialized, and therefore might really not be a great fit for the game you’re trying to make.
That and, to get more subjective again, there’s like an ocean of them, and I don’t even like the ones that are actually good.
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Now that I’ve talked about how I don’t like PbtA games, I’m gonna talk about a game I do like: Eureka: Investigative Urban Fantasy. Obviously, I like it because I’m the lead writer for it, but I would also like it even if I wasn’t the lead writer for it, because it’s just my kinda game. Eureka is the opposite of a PbtA game. I wrote it to play to what I feel are the strengths of the TTRPG medium.
Eureka’s character creation uses personality traits as a mechanical element of the character, but it does so in a deliberately freeform way. You build your character’s personality out of a list of traits, so who your character is is very much linked to what your character can do, but we aren’t just handing you a pre-made character.
Eureka is designed to incentivize organic decision-making by the PCs, most often by the mechanics of the game mirroring the world they live in. Every mechanic aims to create situations wherein “what will the PC do next?” is a question whose answer can be predicted - it doesn’t need to be ordained by a playbook.
One of my favorite examples of this is, rather than a “Fear Check” forcing the PC to run away if they fail, or “Run Away from Danger” being a “Move” on their character sheet, Eureka opts for the Composure mechanic. The really short version is that one of the main things that lowers a PC’s Composure is encountering scary stuff, and the lower a PC’s Composure, the more likely they are to fail skill checks, and the more likely they are to fail skill checks, well, the less brave they and their player probably feel about them standing up to this scary monster. So if the PC has low Composure, they are more likely to choose to run away. The lower their Composure, the better idea that will seem.
This system really really shines when it comes to monster PCs in Eureka. Most monsters benefit a lot more from having high Composure, but have fewer ways to restore Composure than mundane PCs. Their main way to restore their Composure is by eating people. The rulebook never says “your monster PC has to eat people”, but more likely than not, they’re going to be organically steered towards that by the game and world itself. Sure, they could decide to be “one of the good ones”, and just never eat people, just like you reading this could decide to stop eating food. You technically could, but when your body starts to fail, how long would you? (This is a big part of the themes of Eureka and what it has to say about crime, disability, mental illness, and evil. People don’t just arbitrarily do bad things, it is often their circumstances that leads them down that path until they see little choice for themselves in that matter, and “harmful” people are still just as deserving of life as people who “aren’t harmful”, but that really deserves its own post.)
It has been said that Eureka: Investigative Urban Fantasy actually arrives at much the same end as the PbtA game Monsterhearts, and I actually don’t disagree, but it gets there from an entirely different starting point and direction. The monster PCs in Eureka are very likely to eat people and cause drama, but it won’t be because they have “Eat People and Cause Drama” as a “Move” on their character sheet.
Monsters in Eureka have a lot of abilities, which they can use to solve (and create) problems as the emergent story emerges organically.
(Oh and Eureka is about adult investigators investigating mysteries, and sometimes those investigators are monsters, not about monster kids in high school, to be clear. The same “end” that Eureka and Monsterhearts reach is that of the monsters being prone to cause problems and drama due to the fact that they are monsters, though this isn’t the sole point of Eureka, just one element of it.)
You can pick up the free shareware version of this game from the download link on our website, or the full version for $5 from our Patreon.
And don’t forget, Eureka is fundraising on Kickstarter starting on April 10th, 2024! We need your support there most of all, to make sure we hit our goals and can afford to make the best version of Eureka we can make!
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Interested in branching out but can’t get your group to play anything but D&D5e? Join us at the A.N.I.M. TTRPG Book Club, where we nominate, vote on, and play indie TTRPGs, all organized by our team with no strict schedule requirement! Here's the invite link! See you there!
We also have merchandise.
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worstgirleva · 3 months ago
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my name is eva and i'm a tabletop rpg designer from brasil. as you may know twitter, the place where i mainly share my games and my main source of income, has recently been blocked in my here
i would appreciate if you could reblog this post so that i can better share my games and projects on tumblr
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my most popular game is called burning hearts forever, it's an open setting pbta about those who wield Hearts, weapons and tools that change shape depending on the scenario the players are playing in. you can check it on the following link
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