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#so one gm and two player characters
myopinionisimportant · 11 months
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Went to the local community radio station to have a chat about maybe possibly playing some RPGs in a studio and recording it, and (once I actually got someone to answer the door, because... community radio) they were really happy to help! Showed me around, said they were looking at expanding their podcast support, gave me a decent idea of available recording times...nothing set in stone just yet, but still, exciting!
(aaaaaah what am I even doing, am I even REMOTELY qualified for this, will it all fall in a screaming heap!?)
(no shh it will be fine)
(shhhhh)
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sysig · 11 months
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I have made
the rough
of an improv card game
#It's late and I'm feeling impulsive it's fine#My subconsious offered a story-driven randomized roleplay game in a dream last night#The dream version was obviously fancier but for a rough draft it is cute as fuck#Made with two pieces of paper (I just realized I can make more cards from the scrap of one of them heeheehoohoo)#I've made the board and 12 cards as the starter pack and they're all adorable#The board is just a simple L-shaped grid with seven spaces - the dream version had something close to double that#I think making it modular/with expansions similar to card packs (lol) would make it infinitely replayable and expandable#Not that a longer game with more players would necessarily be more fun but it's still something you could do! Lol#Recommended number of players on the current model is 3+ with one of the players acting as the GM#The full version is also 3+ but with a little more wiggle room for early game - I think it could comfortably host 5+ including the GM?#Anyway the plot is a whodunit where the third player (including the GM) plays as the murderer - their goal is to get away with the murder#While the other players' goal is to find out who did it and why and then apprehend the criminal#It's not as set in stone as Clue - like there's no murder weapons or necessary locations - all that part is improv#The cards are all either Character or Location cards - Characters are easy to understand archetypes that the player has to embody#But depending on the order players draw cards determines what role they play in the story - so say they pull the Mad Scientist card#If they pull first then the Mad Scientist is the host of the party that the murder occurs at - if they pull second then the Scientist dies#And so on#So anyway I finished all the art for the Characters (9) and Locations (3) and they're all adorable I love them#I tried to make most of them gender neutral or at least open to interpretation but a couple of them lean a bit more one way#It'd be silly but the idea of special edition cards with alternate art to lessen the disappointment of getting a double sounds fun haha#Anyway - I'm gonna see if I can playtest it tomorrow :)
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prokopetz · 5 months
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Code Green
A game for 3–7 players, about being where you're not supposed to be.
Last night, you were suspended in a tube of brightly coloured goo in an underground research facility, operated by an organisation whose three-letter initialism's meaning is strictly need-to-know. This morning, someone noticed your tube was empty. Nobody has determined how that happened yet, and you're not inclined to stick around until they figure it out!
Or, in other words, it's been nearly a whole week since I got that massive revision to Space Gerbils out the door, and apparently my brain has decided that's enough of a break. This thing was written start to finish in under 12 hours, so let the circumstances of its authorship guide your expectations. Special thanks go once again to Caro Asercion, whose micro-RPG Dwindle introduced me to the design space I'm fucking around with here. Go buy their stuff.
Anyway:
What You'll Need
Code Green is a tabletop RPG for one game moderator (GM) and up to six players. Each player will need a copy of the Profile Grid, below, as well as three tokens of some sort: dice, coins, beads, etc. You'll also need at least five six-sided dice (for the whole group, not per player, though it's fine if each player has their own set). If you're using dice for tokens, it's recommended that the dice you plan to roll be visually distinguishable in case they land on someone's Profile Grid.
Rolling Dice
There are two ways you'll be asked to roll dice in this game: rolling d66, and rolling a dice pool.
To roll d66, roll a six-side die twice, reading the first roll as the "tens" place and the second roll as the "ones" place, yielding a number in the range from 11 to 66. For example, if you rolled a 3 and then a 5, your result is 35. You may also be asked to flip a d66 roll; to do this, take your result and swap the digits without re-rolling. In the preceding example, if you flipped your roll of 35, your new result would be 53.
To roll a dice pool, pick up the indicated number of six-side dice, roll them, and take the highest individual result. Duplicates have no special significance. For example, if you rolled a pool of three dice and got a 2, a 4, and a 4, your result would be 4. If you would ever roll a pool of zero or fewer dice, roll two dice and take the lowest instead.
Character Creation
Each player should create their own character. There are three things about your character which are always true:
You are newly born into the world. You may know things about the world (e.g., from your programming, having read them on a computer terminal, etc.), but you haven't experienced them.
You are implausibly good at remaining inconspicuous; unless you're deliberately drawing attention or doing something which requires a dice roll, humans will almost always fail to spot you.
You are not human. You can decide what that means.
To find out what else is true about your character, roll or choose three times from the Form table, and three times from the Function table, placing your results into the correspondingly labelled slots on the Profile Grid, below, in any order you please. Your three results from each table should be different; if you elected to roll and get the same entry multiple times, flip your result, and re-roll if it's still a duplicate.
Think about what your three Form traits and three Function traits imply about your character's physical makeup, but don't set anything in stone just yet – you'll see why not in a moment.
Finally, roll a six-sided die five times, and record the results in the order in which they're received. The resulting five-digit number is the only name your character has when play begins.
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Table 1: Form (d66)
11–12. Blood 13–14. Bones 15–16. Brain 21–22. Claws 23–24. Ears 25–26. Eyes 31–32. Guts 33–34. Hands 35–36. Heart 41–42. Hair 43–44. Legs 45–46. Lungs 51–52. Nose 53–54. Skin 55–56. Tail 61–62. Teeth 63–64. Tongue 65–66. Wings
Table 2: Function (d66)
11–12. Accelerated 13–14. Autonomous 15–16. Auxiliary 21–22. Cryogenic 23–24. Cryptic 25–26. Elastic 31–32. Electric 33–34. Entropic 35–36. Invasive 41–42. Invulnerable 43–44. Kinetic 45–46. Magnetic 51–52. Phasing 53–54. Polymorphic 55–56. Projectile 61–62. Pyrogenic 63–64. Telescopic 65–66. Toxic
Playing the Game
Play proceeds in a series of scenes. In each scene, the GM will set the stage: a challenge to overcome, a peril to escape, a mystery to investigate, etc. Given the nature of your characters, most things will be mysteries to you!
Initial Token Placement
Once the stage has been set, place each of your three tokens on a different square on your Profile Grid. If you have no preference, you can roll d66 for each token and place it in the square whose marked numeric range contains the number you rolled, flipping or re-rolling your result if you get a square which already contains a token. The placement of these tokens represents your initial state when the scene opens. Depending on the nature of your character, this may be reflected by a shifting of internal focus, or by a physical transformation.
Participation
To participate in the scene, simply tell the GM what your character does; the GM will describe how the world responds, and ask what you do next. Whenever you wish – or are forced – to do something more than lurk and observe, you are obliged to make a test.
Making Tests
To make a test, first choose a pair of traits – one Form trait, and one Function trait – with which to face the challenge. For example, if your Form traits are Legs, Tail and Teeth, and your Function traits are Cryptic, Invulnerable and Phasing, you might test your Invulnerable Legs against the trouble at hand.
Next, count the number of tokens present in the rows extending from each of the chosen traits. The illustration below shows which squares would be consulted in the preceding example:
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Next, roll a dice pool containing a number of dice equal to the number of tokens present on squares extending from the chosen traits. Do not count a token twice if it's on the square where the two traits intersect (e.g., the green square in the illustration above). In the event that no tokens fall on squares extending from appropriate traits, remember that you are allowed to roll a pool of zero dice by rolling two dice and taking the lowest rather than the highest.
Finally, compare your result to the following table:
1–3. Less than human. Whatever you'd intended to try still happens, but it cannot overcome human opposition (or adversity which would challenge a typical human), and any lasting effects are transitory and easily explained away. 4–5. Mostly human. Your effort can contend with human opposition (or circumstances which would challenge a competent human), and its lasting effects make it obvious that someone (or something) has been interfering with matters. 6. More than human. Your effort easily brushes aside any human opposition, and its lasting effects are impossible to rationalise as anything other than the intervention of inhuman forces.
Without Applicable Traits
In the event that you're forced to make a test and no possible pairing of your traits is applicable, you don't get to roll anything, not even with a pool of zero dice; simply resolve the outcome as though you'd rolled a result of 1–3. Other characters may attempt to preserve you from this fate by assisting you, in which case you roll one die per assisting friend; see below for more details.
Assistance
If you wish to assist another character in making a test, consult your own Profile Grid, considering only those squares which contain tokens. Only the specific pairs of traits represented by the squares on which your tokens fall are eligible for assistance; for example, if one of your tokens falls on the intersection of Cryptic and Teeth, you may assist with Cryptic Teeth, but not any other pair of traits involving Cryptic or Teeth unless those squares also have tokens on them.
If you're able to identify an eligible pair of traits that seems applicable to the test at hand, explain how you're using it to help, and hand the player making the test one extra die. Any number of characters may assist on a given test.
Providing assistance neither requires nor permits your character to adapt (see below) – it needs to be your own test for that!
Adapting
After resolving a test, your character adapts, shifting focus or form to reflect what they've learned. Take one token of your choice from your character sheet, and move it to a different square which doesn't already contain one. You can move any token you wish, but it must end up on a different square than the one it started on unless no valid destinations are available. Adapting is not optional, and must be carried out after every test.
Suffering Strain
If whatever you're making a test against is particularly strenuous or dangerous, you might suffer strain as a consequence. Strain will often be incurred on a result of 1–3, and rarely on a result of 4–5; only the most foolhardy efforts will incur strain even on a result of 6!
To incur strain, roll d66, and place a small X on the square on your Profile Grid whose indicated numeric range contains the number you rolled. If there's a token on that square, immediately move it to an empty square of your choice, unless fewer than three unmarked squares now remain; in that case, simply remove the token entirely.
For the remainder of the scene, tokens may not be moved to any marked square. In addition, if you suffer further strain, and the square indicated by your d66 roll is already marked, your character is incapacitated, and may not participate in tests at all until they recover.
All strain is cleared – and any discarded tokens restored – at the end of each scene. Incapacitated characters also recover at this time.
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theresattrpgforthat · 3 months
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Hello!! Do you know any TTRPGs surrounding translation or languages? 😊 (thanks for all your work btw!!!)
THEME: Language / Translation Games
Hello friend! As someone who studied linguistics in university, I absolutely love talking about all of the funky things languages do! I hope these recommendations tickle your fancy!
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Dialect, by Thorny Games.
Dialect is a game about an isolated community, their language, and what it means for that language to be lost. In this game, you’ll tell the story of the Isolation by building their language. New words will come from the fundamental aspects of the community: who they are, what they believe in, and how they respond to a changing world.
Dialect uses a deck of cards to help minimize the amount of choices you have to make in character creation, by dealing three cards to each player and having the players choose one from just those three. You track the change of your language over a series of turns, using prompts to help you navigate the conversations that arise in your community as the world around them changes.
Dialect has been very highly regarded as a game that really delivers on the experience that it promises. The grief that accompanies language death really shines through this game, so if you want to combine the wonder of creation with the pain of losing something so integral to your sense of being, this is the game for you.
Tiny Frog Wizards, by @prokopetz
You have mastered the secret arts of sorcery
The very primordial energies of creation and destruction are yours to wield as you will.
You are two inches tall.
Tiny Frog Wizards is a game about tiny frogs, wielding magic using the power of words. When you want to do something magical, you will roll somewhere between 1-3 dice, and use the values of your rolled dice to determine how the range, magnitude, and control of your magic.
What’s important in terms of this game recommendation is the Control aspect, because how well you are able to wield your magic depends on how many words you are able to use to make things happen! It’s a lot easier to use a spell with precision if you have enough words to detail where you want a magical pen to write, or what you want to throw a tiny magic missile at. Not enough words? Then the GM has license to cause some humorous side effects, or, if you roll poorly enough, cause your spells to really go off the rails.
If you like games where you need to choose your words carefully, Tiny Frog Wizards is worth checking out - especially since it’s in free playtest!
Xenolanguage, by Thorny Games.
Xenolanguage is a tabletop role-playing game about first contact with alien life, messy human relationships and what happens when they mix together.  At its core, you explore your pivotal relationships with others on the mission as you uncover meaning in an alien language. The game gives a nod to soulful sci-fi media like Arrival, Story of Your Life and Contact, but tells its own story. It’s a game for 2-4 players in 3-4 hours.
In Xenolangauge, you play as a group of people bound together through a shared past with unsettled questions. Your task is to understand why the aliens have come and what they are trying to tell us. You will soon discover the key to understanding lies in your memories together.
This is definitely an in-person game, as it is meant to come with a modular channeling board that will provide you with alien symbols that you will use to help you interpret messages. This is more than a game about language, it’s about relationship, shared memories, and connection.
Xenolanguage was kickstarted at the beginning of this year, but you can check out the above link to pre-order the game if this sounds interesting to you!
Star-Spawned, by Penguin King Games.
One unearthly night, a ray of colourless light descended from the stars, and under its warping radiance, creatures unlike any the world has ever seen were born. They do not know the world, and they do not know themselves. Unfortunately for the world, they're quick learners!
Star-Spawned is a GMless, oneshot-oriented tabletop RPG in which you don't know what your own traits do when play begins. The names of each group's stats are randomly generated using morpheme chaining, and characters are created while having absolutely no idea what they mean; figuring that out forms the greater part of play.
Star-Spawned is more about self discovery than it is about language, but the use of morpheme-chaining in character creation is intriguing to me. You will randomly roll three pieces of a word, and then chain them together to create a unique Facet, available to the players as stats. These Facets don’t have a meaning when the game begins - you need to play to find out what they mean. If you like playing around with semantics - the meaning of words - this might be a game for you.
Degenerate Semantics, by Mikael Andersson.
Degenerate Semantics is a role-playing game for 1-5 players and one Game Master (GM). The players will each portray a character who live in Emmaloopen's poverty-stricken lower city. They are young, wild, ambitious, and independent. This way of life is threatened by other factions, and the players will need to have their characters work together to survive and thrive.
In the process of playing the game, the players and GM will define and flesh out a language called Bandethal. A collection of street terms and slang, Bandethal is used both as a way to talk openly about illicit activities without alerting authorities and to establish street cred. The terms are liberally mixed in with plain English, or when the language is mature enough, can be used entirely on its own. The characters' success is in large part based on how proficiently the players wield the language.
A friend of mine ran this game for me three or four years ago, and it’s been sitting in the back of my head ever since. Degenerate Semantics was created for a Game Chef competition in 2014, and has remained in the same state since then. I don’t think there’s any more work being done on it, but the game is there for anyone who wants to give it a go - and while there’s a setting that comes with the game, that setting is highly flexible, depending on what your group is interested in. Our group decided to use a lot of gardening metaphors, and undertook a plant-based heist as our act of rebellion! If you want a game about the power that language can give a tightly-knit group, this is the game for you.
I've Also Recommended...
DROWWORD, by Ursidice.
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indierpgnewsletter · 4 months
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There's Other Kinds Of GM Advice: Theatricality versus Transparency
(This first appeared on the Indie RPG Newsletter)
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I find that broadly there are at least two kinds of GM advice – and they have a very different philosophy underpinning them.
The first kind of advice aims at all costs to maintain verisimilitude. It’s a solution that you can implement without breaking the players’ immersion in their characters. This can just be stuff like Matt Colville explaining that if your players are taking too long discussing plans, guess what, orcs attack! We’ve all probably played a game where people were going in circles and not able to decide what to do. If it looks like we’re not able to decide, we’re probably going to be relieved if the GM makes something happen to break the deadlock and prompt us back into the action.
(Historically, this kind of thing was taken to egregious lengths like Gary Gygax saying if players start acting uppity, have a rock fall on their head. It’s mostly gone now but reddit tells me that Cyberpunk Red which came out relatively recently still says something similar.)
The second flavor of advice involves breaking character and talking to your players directly. I know “talk to your players” is a mantra repeated so often that autocorrect suggests it as soon as you type the letter t. At its worst, this advice is vague and unhelpful. We’ve all considered talking frankly to people in our lives, we just find it awkward and hard and annoying. But, but, but – at its best, just describing the problem as you see it and escalating it from a character discussion to a player discussion will make it go away instantly. Like magic. (If you’re not sure what that means: In a previous issue, I discussed Jason Tocci’s excellent advice on escalating conversation in this way.)
And since the theatrical flavour of advice has the weight of history on its side and transparent advice keeps getting boiled down to mantra form, I thought I’d write down some examples of situations and some alternative ways to handle them:
Situation 1: The players are marines discussing whether to dive into the alien lair and recover their stolen engine (their main goal) or go and see if another missing team of marines is okay. There is only 45 minutes left and this is a one shot.
Theatrical: The other marines suddenly come on the radio and say, “hey we’re okay, please complete the mission.”
Transparent: “Hey, folks. There’s 45 minutes left. If we don’t do the alien lair now, we won’t be able to do it at all. Is that fine?”
Situation 2: The players are low-level fantasy nobodies who have a famous wizard friend. They’re about to tangle with some medium-level bad guy and decide to call in their wizard friend.
Theatrical: When the players try to contact her via a telepathic phone call / spell, she sounds breathless and says she’s busy doing something way more important like fighting a dragon.
Transparent: “Hey, folks. If we get the wizard in, she’ll absolutely make this fight a cakewalk. We won’t even need to roll initiative really. Is that what you want? Or would we rather have a fun fight?”
Situation 3: The players were having fun exploring when they meet a cool NPC (an android! an elf! an android elf!) who has this interesting backstory with an urgent, earth-shattering hook. They go along with the android elf because it seems more important but immediately look like they’re having less fun.
Theatrical: Narrate how the android elf meets a group of other android elves and have the elf say, “Hey, now that I have these folks helping me, you can leave it you want!”
Transparent: “Hey, folks. Talking to you as players here, do we want to stick with this whole android elf plot here? It does mean that we won’t do any open-ended exploration. Which would you prefer?” If they want to ditch the elf plot, you could just retcon it entirely or do the theatrical solution.
All of these situations have happened at my table. They’re all relatively low stakes and I think whichever way you handle it, it’ll probably be fine. But that said, some situations absolutely work better when done transparently so if you’ve never tried the transparent way, give it a shot. If immersion matters a lot to you, try it at the end of the session.
/End
PS. The theatrical options often still require the players to willingly suspend their disbelief and go with it. If a player didn’t play along, they might just say “I thought their radios weren’t working, otherwise we could’ve just contacted them before. Why can they suddenly contact us now?” or “Oh, the wizard is fighting a dragon right now. We can totally wait. There’s no reason we need to fight the bad guy right now.” And sometimes I can’t shut off that part of my brain either so I won’t judge. But if there’s a way to sidestep that situation even coming up, I’m going to take it every time.
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torpedopickle · 1 year
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I want to talk about how Dungeons and Dragons Honor Among Thieves is an excellent use of meta humor applied seamlessly to a story without ever breaking immersion.
Mild spoilers. I'll keep it vague so nothing will be spoiled if you choose to read on
This movie integrates many things that someone familiar with D&D would recognize from the narrative structure of a campaign.
There are some things in particular that demonstrate this particularly well
At one point, the party is joined temporarily by the character Xenk. But he really feels like he'd be an NPC party member controlled by the GM rather than a player. So when the other characters banter and quip, this character doesn't really join in or get their jokes cuz he simply wouldn't have the agency to. More examples of this would be how he's much more capable than the others, but he doesn't overshadow them. He provides aid if it's desperately needed, and will sometimes bail rhe party out of situations they can't manage on their own, just like how a GM should utilize an NPC companion. He even has a quote that perfectly reflects this. "I've given you the tools. Now you have to be the ones to use them". There's even a more direct joke about his NPC behavior. When he leaves the story, he walks off in a random direction, going straight forward, even stepping over obstacles and terrain unnecessarily. This all amounts to him feeling like a very clear GM controlled NPC, however he is presented in a way that still makes him feel entirely faithfull to his own world and does not break immersion
Other ways the movie plays around with the GM campaign structure would be the approach to backstory. The only time a character outright explains what their backstory is, in full, directly to us, is at the very start, to give context for the story going forward, as the character even puts it himself. Backstory later in the movie is told to us whenever it's relevant. Characters will toss in another fact or two about themselves in situations where mentioning a past experience would fit in. Much like how players usually prefer to build their characters.
And one of my favorite instances of being meta about D&D campaign structures comes in the second act.
the characters are faced with a complex and dangerous obstacle. The GM's stand in, xenk, explains the method of progressing through this obstacle correctly. But in true D&D fashion, the party immediately does it wrong and now the campaign has been derailed and the GM's setup squandered. So now they straight up don't have a way forward in the narrative. Logically, it should end there. But that'd be a shit campaign, so the GM would naturally bend the rules to get things back on track. So after the party fails the obstacle, one of them goes; "Hang on, that stick we've had with us the entire time isn't a stick after all! It's actually a magic staff that solves our EXACT predicament at this EXACT time". That is such a clear cut meta joke about GM's having to get things back on track cuz players are all chaotic evil. Is it a plot contrivance? Absolutely. One of the biggest ever. But it's what D&D is built on
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temporalhiccup · 11 months
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✨ A game I wish more people were talking about.
Okay SO I seriously SERIOUSLY don't know why people aren't talking about or playing GODSEND. I crash into people's conversations all the time with HELLO HAVE YOU HEARD ABOUT GODSEND ITS GREAT WHAT YOURE TALKING ABOUT IS IN GODSEND LETS PLAY IT.
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Godsend is cool for SO SO many reasons but here are a few bullet points:
The premise of the game is that the world is coming to an end: there are only so many ages of divinity and humanity left before the apocalypse. So as gods and avatars, you must do what you can to make things go your way, and there is nothing left to lose.
Everyone plays two characters! You play a god, but you also play the human avatar of another god PC of another player. I have seen AMAZING moments when players have acted AGAINST THEIR OWN OTHER CHARACTER because of the DRAMA and it was AMAZING EACH TIME.
But why two characters? You play as one God that sees through all the ages and will be there at the end of days. But with each new age, you play a different human avatar, one who carries out the will of another god. So TECHNICALLY YOU GET MORE THAN TWO CHARACTERS EVEN HOW AMAZING IS THAT.
In general, why aren't there more ttrpgs where you get to play more than one character? Why does the GM get all the fun, huh?
This is a PbtA game but it is DICELESS. DICELESS PBTA. DO YOU HEAR ME. The vibes are impeccable, the execution breathtaking. Basically as gods and avatars, it is not a question of if you are able to do it: you do it! You perform miracles! You defy destiny! You see the threads of destiny! But at what great and terrible and EPIC cost?
Here are examples!
A couple of BASIC moves you can do as a God:
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A couple of BASIC moves you can do as an Avatar:
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So your stats as an Avatar are how many narrative bonuses or penalties you get when you make a move. DO YOU SEE WHAT I MEAN. WHY AREN'T THERE MORE GAMES DOING THIS. I AM LOSING MY MIND.
Anyway every time I have read/played this game I have turned completely feral, and I don't know why we're not talking about Godsend. Please go check it out, you may already have it if you bought the Bundle for Racial Justice and Equality three years ago.
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zedecksiew · 4 months
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(Don't) Incentivise Ethical Behaviour
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In the ongoing project of rescuing useful thoughts off Xwitter, here's another hot take of mine, reheated:
"Being good for a reward isn’t being good---it’s just optimal play."
The quote comes from Luke Gearing and his excellent post "Against Incentive", to which I had been reacting.
My thread was mainly intended as a fulsome nodding along to one of Luke's points. It was posted in 2021, and extended in 2023 after Sidney Icarus posed a question to it. So it is two threads.
Here they are, properly paragraphed, hopefully more cleanly expressed:
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(Don't) Incentivise Ethical Behaviour
This is my main problem with mechanically rewarding pro-social play: a character's ethical choice is rendered mercenary.
As Luke Gearing puts it:
"Being good for a reward isn’t being good---it’s just optimal play."
Bear in mind that I'm not saying that pro-social play can't have rewarding outcomes for players. Any decision should have consequences in the fiction. It serves the ideal of portraying a living, world to have these consequences rendered diegetic:
The townsfolk are thankful; the goblins remember your mercy; pamphlets appear, quoting from your revolutionary speech.
What I am saying is that rewarding abstract mechanical benefits (XP tickets, metacurrency points, etc) for ethical decisions stinks.
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A subtle but absolutely essential distinction, when it comes to portraying and exploring ethics / morality, in roleplaying games.
Say you reward bonus XP for sparing goblins.
Are your players making a decisions based on how much they value life / the personhood of goblins? Or are they making a decision based on how much they want XP?
Say you declare: "If you help the villagers, the party receives a +1 attitude modifier in this village."
Are your players assisting the community because it is the right thing to do, or are they playing optimally, for a +1 effect?
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XP As Currency
XP is the ur-example of incentive in TTRPGs. It began with D&D's gold-for-XP, and has never strayed far from that logic.
XP is still currency. Do things the GM / game designer wants you to do? Get paid.
Players use XP to buy better mechanical tools (levels, skills, abilities)---which they can then in turn use to better perform the actions that will net them XP.
Like using gold you stole from goblins to buy a sword, so you can now rob orcs.
I genuinely feel that such systems are valuable. They are models that illuminate the drives fuelling amoral / unethical behaviour.
Material gain is the drive of land-grabbing and colonialism. Logger-barons and empires do get wealthier and more privileged, as a reward for their terrible actions.
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If you want to present an ethical choice in play, congruent to our real-life dilemmas, there is value in asking:
"Hey, if you kill the goblins you can grab their treasure, and you will get richer. There's no reward for sparing their lives, except that they are thankful."
Which is another way of asking:
"Does your commitment to the ideal of preserving life outweigh the guaranteed material incentives for taking life?"
The ethical choice is the difficult choice, precisely because it involves---as it often does, in real life---sacrificing personal growth and gain. Doling out an XP bounty for doing the right thing makes the ethical choice moot.
"I as the player am making a mechanically optimal choice, but my character is making an ethical choice!"
A cop-out. Owning your cake and eating it too. The fictional fig-leaf of empathy over a calculated a decision to make profit.
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Sidney Icarus asks a question which I will quote here:
"... those who hold to their beliefs of good behaviour don't feel rewarded, and therefore feel punished. And that's not a good feeling. It's an unpleasant experience to play a game where the righteous players are in rags, and the mercenary fucks have crowns and sceptres. So, what's the design opportunity? How do we make doing the right thing feel pleasant without making it mercenary? Or, like reality, do we acknowledge that ethical acts are valuable only intrinsically and philosophically? I have no idea how to reconcile this."
I would suggest that the above dichotomy---"righteous players in rags, mercs in crowns"---is true if property is recognised as the only true incentive.
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Friends As Property
Modern games try to solve the righteous-players-in-rags "problem" in various ways. Virtue might not net you treasure or XP, but may give you:
Contact or ally slots, which you can fill in;
Relationship meters you can watch tick up;
Favour points you can cash in later;
etc.
How different are these mechanical incentives from treasure or XP, really?
Your relationships with supposedly living, breathing beings are transformed into abilities for your character: skills you can train; powers you can reliably proc. Pump your relationship score with the orc tribe until calling on them for reinforcements becomes a once-per-month ability.
Relationships become contracts. Regard becomes debt. Put your friend in an ally slot, so they become a tool.
If this is what you want play to be---totally fine! As stated previously, games say powerful things when they portray the engines of profit and property.
But I personally don't think game designers should design employer-employee relationships and disguise these as instances of mutual aid.
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Friends As Friends
In the OSR campaigns I'm part of, I keep forgetting to record money. Which is usually a big deal in such games, seeing as they are in the grand tradition of gold-for-XP?
In both games, my characters are still 1st-Level pukes, though it's been months.
I'm having a blast, anyway.
My GMs, by virtue of running organic, reactive worlds, have made play rewarding for me. NPCs / geographies remember the party's previous actions, and respond accordingly.
I've been given gills from a river god, after constant prayer;
I've befriended a village of monsters, where we now live;
I've parleyed with the witch of a whole forest, where we may now tread;
I've a boon from the touch of wood wose, after answering his summons.
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I cannot count on the wood wose showing up. He is a character in the world, not a power I control. Calling on the wood wose might become a whole adventure.
Little of this stuff is codified my stats or abilities or equipment list. They are mostly all under "misc notes".
Diegetic growth. Narrative change that spirals into more play.
This is the design opportunity, to me:
How do we shape TTRPG play culture in such a way that the "misc notes" gaps in our games are as fun as the systemised bits? What kinds of orientation tools must we provide? What should we say, in our advice sections?
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A Note About Trust
The reason why it is so hard to imagine play beyond conventional incentive structures has a lot to do with trust.
Sidney again:
One of the core issues is the "low trust table". I'm not designing just for myself but for my audience. For a product. How much can I ask purchasers and their friends to codesign this part with me?
Nerds love numbers and things we can write down in inventories or slots because they are sureties. We've learned to fear fiat or player discretion, traumatised as we are by Problem GMs or That Guys.
The reason why the poverty in Sidney's hypothetical ("righteous players are in rags") sounds so bad is because in truth it represents risk at the game table. If you don't participate in the mechanics legible to your ruleset (the XP and gear to do more game things), you risk gradually being excluded from play.
You have no assurance your fellow players will know how hold space for you; be considerate; work together to portray a living world where NPCs react in meaningful ways---in ways that will be fun and rewarding for everybody playing.
You are giving up the guarantee of mechanical relevance for the possibility of fun interactions and creative social play.
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The "low trust table" is learned behaviour--the cruft of gamer culture and trauma.
When I game with folks new to TTRPGs, they tend to be decent, considerate. I think there's enough anecdotal evidence from folks playing with school kids / newcomers / etc to suggest my experience is not unique.
If the "low trust table" is indeed learned behaviour, it can be unlearned.
Which rules conventions, now part of the hobby mainstream, were the result of designers designing defensively---shadowboxing against terrible players and the spectre of "unfairness"?
How can we "undesign" such conventions?
Lack of trust is a problem that we have to address in play culture, not rulesets. You cannot cook a dish so good it forces diners to have good table manners.
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This is too long already. I'll end with an observation:
Elfgames are not praxis, but doesn't this specific dilemma in the microcosm of our silly elfgames ultimately mirror real-world ethics?
To be moral is to trust in a better world; to be amoral / immoral is to hedge against the guarantee of a worse one.
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Further Reading
Some words from around the TTRPG community about incentive and advancement in games:
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However, the reason there is a big debate about this is that behavioural incentives in games clearly do work, either entirely or at various levels. This applies outside gaming, as well. Why do advertising companies and retail business use "rewards" structures to convince people to buy more of their products? Why do people chase after "Likes" on social media?
A comment by Paul_T to "A Hypothesis on Behavioral Incentives" from a discussion on Story-Games.com
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the structure and symbolism of the D&D game align with certain structures and values of patriarchy. The game is designed to last infinitely by shifting goalposts of character experience in terms of increasing amounts of gold pieces acquired; this resembles the modus operandi of phallic desire which seeks out object after object (most typically, women) in order to quench a lack which always reasserts itself.
D&D's Obsession With Phallic Desire from Traverse Fantasy
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In short, my feeling is that rewarding players with character improvement in return for achieving goals in a specific way impedes some of the key strengths of TTRPGs for little or no benefit in return. 
Incentives from Bastionland
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When good deeds arise naturally out of the players choices, especially when players rejected other options that were more beneficial to them, it is immensely satisfying. Far more than if players are just assumed to be heroic by default. It gives agency and meaning to player choice.
Make Players Choose To Be Kind from Cosmic Orrery
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Much has been made about 1 GP = 1 XP as the core gameplay loop driver of TSR D+D. But XP for gold retrieved also winds up being something of a de facto capitalistic outlook as well. Success is driven by accumulation of individual wealth -- by an adventuring company, even! So what's a new framework that can be used for underpinning a leftist OSR campaign?
A Spectre (7+3 HD) Is Haunting the Flaeness: Towards a Leftist OSR from Legacy of the Bieth
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Growth should be tied to a specific experience occurring in the fiction. It is more important for a PC to grow more interesting than more skilled or capable. PCs experience growth not necessarily because they’ve gotten more skill and experience, but because they are changed in a significant way.
Cairn FAQ from Cairn RPG / Yochai Gal
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Thank you Ram for the Story-Games.com deep cut!
( Image sources: https://knowyourmeme.com/memes/neuron-activation https://en.wikipedia.org/wiki/Majesty:_The_Fantasy_Kingdom_Sim https://www.economist.com/sites/default/files/special-reports-pdfs/10490978.pdf https://varnam.my/34311/untold-tales-of-indian-labourers-from-rubber-plantations-during-pre-independence-malaya/ https://nobonzo.com/ )
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PS: used with permission from Sandro, art by Maxa', a reminder to self:
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imsobadatnicknames2 · 5 months
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What's OSR? I've seen you mention it several times in your RPG posts. Is it like a genre of rpg or...?
Hey, sorry I took so long to reply to this lol you probably already just googled it by now.
But like. Anyway.
OSR (Old-School Revival, Old-School Renaissance, and more uncommonly Old-School Rules or Old-School Revolution, no one can really agree on what the R means) is less like a genre and more like a movement or a loosely connected community that seeks to capture the tone, feel and/or playstyle of 70's and 80's fantasy roleplaying games (with a particular emphasis on old-school editions of Dungeons and Dragons, particularly the Basic D&D line but pretty much anything before 3e falls under this umbrella), or at least an idealized version of what people remember those games felt like to play.
There isn't exactly a consensus on what makes a game OSR but here's my personal list of things that I find to be common motifs in OSR game design and GM philosophy. Not every game in the movement features all of these things, but must certainly feature a few of them.
Rulings over rules: most OSR games lack mechanically codified rules for a lot of the actions that in modern D&D (and games influenced by it) would be covered by a skill system. Rather that try to have rules applicable for every situation, these games often have somewhat barebones rules, with the expectation that when a player tries to do something not covered by them the GM will have to make a ruling about it or negotiate a dice roll that feels fair (a common resolution system for this type of situation is d20 roll-under vs a stat that feels relevant, a d6 roll with x-in-6 chance to succeed, or just adjudicating the outcome based on how the player describes their actions)
"The solution is not on your character sheet": Related to the point above, the lack of character skills means that very few problems can be solved by saying "I roll [skill]". E.g. Looking for traps in an OSR game will look less like "I rolled 18 on my perception check" and more like "I poke the flagstones ahead with a stick to check if they're pressure plates" with maybe the GM asking for a roll or a saving throw if you do end up triggering a trap.
High lethality: Characters are squishy, and generally die much more easily. But conversely, character creation is often very quick, so if your character dies you can usually be playing again in minutes as long as there's a decent chance to integrate your new PC into the game.
Lack of emphasis on encounter balance: It's not uncommon for the PCs to find themselves way out of their depth, with encounters where they're almost guaranteed to lose unless they run away or find a creative way to stack the deck in their favor.
Combat as a failure state: Due to the two points above, not every encounter is meant to be fought, as doing so is generally not worth the risk and likely to end up badly. Players a generally better off finding ways to circumvent encounters through sneaking around them, outsmarting them, or out-maneauvering them, fighting only when there's no other option or when they've taken steps to make sure the battle is fought on their terms (e.g. luring enemies into traps or environmental hazards, stuff like that)
Emphasis on inventory and items: As skills, class features and character builds are less significant than in modern D&D (or sometimes outright nonexistent), a large part of the way the players engage with the world instead revolves around what they carry and how they use it. A lot of these games have you randomly roll your starting inventory, and often this will become as much a significant part of your character as your class is, even with seemingly useless clutter items. E.g. a hand mirror can become an invaluable tool for peeping around corners and doorways. This kind of gameplay techncially possible on modern D&D but in OSR games it's often vital.
Gold for XP: somewhat related to the above, in many of these games your XP will be determined by how much treasure you gather, casting players in the role and mindset of trasure hutners, grave robbers, etc.
Situations, not plots: This is more of a GM culture thing than an intrinsic feature of the games, but OSR campaigns will often eschew the long-form GM-authored Epic narrative that has become the norm since the late AD&D 2e era, in favor of a more sandbox-y "here's an initial situation, it's up to you what you do with it" style. This means that you probably won't be getting elaborate scenes plotted out sessions in advance to tie into your backstory and character arc, but it also means increased player agency, casting the GM in the role of less of a plot writer or narrator and more of a referee.
Like I said, these are not universal, and a lot of games that fall under the OSR umbrella will eschew some or most of these (it's very common for a lot of games to drop the gold-for-xp thing in favor of a different reawrd structure), but IMO they're a good baseline for understanding common features of the movement as a whole.
Of course, the OSR movement covers A LOT of different games, which I'd classify in the following categories by how much they deviate from their source of inspiration:
Retroclones are basically recreations of the ruleset of older D&D editions but without the D&D trademark, sometimes with a new coat of paint. E.g. OSRIC and For Gold and Glory are clones of AD&D (1e and 2e respectively); Whitebox and Fantastic Medieval Campaigns are recreations of the original 1974 white box D&D release; Old School Essentials, Basic Fantasy and Labyrinth Lord are clones of the 1981 B/X D&D set. Some of these recreate the original rules as-is, editing the text or reorganizing the information to be clearer but otherwise leaving the meachnics unchanged, while others will make slight rules changes to remove quirks that have come to be considered annoying in hindsight, some of them might mix and match features from different editions, but otherwise they're mostly straight up recreations of old-school D&D releases.
There are games that I would call "old-school compatible", that feature significant enough mechanical changes from old-school D&D to be considered a different game, but try to maintain mechanical compatibility with materials made for it. Games like The Black Hack, Knave, Macchiato Monsters, Dungeon Reavers, Whitehack, etc. play very differently from old-school D&D, and from each other, but you generally can grab any module made for any pre-3e D&D edition and run it with any of them with very little to no effort needed in conversion.
There's a third category that I wouldn't know how to call. Some people call then Nu-OSR or NSR (short for New School revolution) while a small minority of people argue that they aren't really part of the OSR movement but instead their own thing. I've personally taken to calling them "Old School Baroque". These are games that try to replicate different aspects of the tone and feel of old-school fantasy roleplaying games while borrowing few to none mechanics from them and not making any particular attempts to be mechanically compatible. Games like Into the Odd, Mörk Borg, Troika!, a dungeon game, FLEE, DURF, Songbirds, Mausritter, bastards, Cairn, Sledgehammer, and too many more to name. In my opinion this subsection of the OSR space is where it gets interesting, as there's so many different ways people try to recreate that old-school flavor with different mechanics.
(Of course, not everything fits neatly into these, e.g. I would consider stuff like Dungeon Crawl Classics to be somewhere inbetween category 1 and 2, and stuff like GloG or RELIC to be somewhere imbetween categories 2 and 3)
The OSR movement does have its ugly side, as it's to be expected by the fact that a huge part of the driving force behind it is nostalgia. Some people might be in it because it harkens back to a spirit of DIY and player agency that has been lost in traditional fantasy roleplaying games, but it's udneniable that some people are also in it because for them it harkens back to a time before "D&D went woke" when tabletop roleplaying was considered a hobby primarily for and by white men. That being said... generally those types of guys keep to themselves in their own little circlejerk, and it's pretty easy to find OSR spaces that are progressive and have a sinificant number of queer, POC, and marginalized creators.
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thehomelybrewster · 3 months
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How Much Do Systems Matter?
This post is directly inspired by the video "You shouldn't use DnD for narrative campaigns." by Questing Beast (aka Ben Milton) about the Polygon article "Worlds Beyond Number is teaching me things that no D&D book can" by Charlie Hall.
The video and article basically posit the following:
TTRPGs can use concretely designed procedures for certain types of challenges and scenarios while having much looser procedures for other types of challenges or scenarios
Just because a TTPRG has less thorough rules on a type of challenge or scenario than a different RPG tackling the same subject matter doesn't automatically make the former worse at being used for these scenarios than the latter
Depending on the preferences of the table, having a robust mechanical framework for one element of gameplay while lacking that for other types of gameplay may be preferrable than having robust mechanical frameworks for both
Having distinct game mechanics for narrative progression and character interactions is uncommon in D&D and derived games, but is very common in story games, e.g. most Powered by the Apocalypse games.
The Polygon article includes this quote by Worlds Beyond Number's Brennan Lee Mulligan: "[People say that] because D&D has so many combat mechanics, you are destined to tell combat stories. I fundamentally disagree. Combat is the part I’m the least interested in simulating through improvisational storytelling. So I need a game to do that for me, while I take care of emotions, relationships, character progression, because that shit is intuitive and I understand it well. I don’t intuitively understand how an arrow moves through a fictional airspace."
This intuitive knowledge on handling emotional beats, narrative, and characters of course stems from years of experience Brennan has as a writer, actor, improv teacher, comedian, camp counsellor, and professional TTRPG GM and player.
Using Ron Edwards design language (s. his 1999 essay "System Does Matter"), Brennan wants to run primarily narrativist games, while 5e would fit Edwards' idea of a Gamist system, i.e. one which involves the pursuit of "winning" against NPCs.
Now let's look at 5e: it's generally agreed upon that 5e is opinionated on combat, while also being vocal that exploration and social encounters, while less fleshed-out, are still part of its pillars alongside combat, meaning the game is still encouraging you to pursue these types of play.
Combat is a very fleshed-out series of systems. The action system is centered on combat, both in terms of time and types. Spellcasting is very distinct and allows for casting mostly offensive or defensive spells. Class progression usually focuses on improving one's combat capabilities.
Exploration and social interactions are much more bare-bones.
On the social side, a few more recent supplements have reintroduced the classic Attitude table present in earlier editions and which are a mainstay of the OSR community. Additionally the DMG spends merely three pages on how to run NPCs, mostly using fairly general advice instead of concrete game mechanics. Interaction between player characters is also barely discussed in 5e rules.
Exploration is similarly simple, mostly related to the omnipresent but simple skill system, as well as some relatively simple rules on weather, hazards, overland travel speed, and tracking rations.
5e's shift towards simplified rules for these two pillars, including simplifying the skill system into a mostly binary failure-success affair is a shift away from earlier D&D editions and some of its direct competitors, e.g. Pathfinder, Rolemaster, GURPS, and The Dark Eye, which often would involve subsystems for various aspects of social or exploratory encounters, s. Edwards' "System does Matter" essay and his point on simulationist games.
So if Brennan wants to run a narrative game where we can realiably use his knowledge of narratives and character writing to create a compelling story while having a set system as his backup to run situations where violence becomes a factor... Using a game like 5e is a decent choice.
Of course other systems might be even better for that. Shadowdark for example may just be the perfect fit for someone wanting to run a narrative game with occasional combat. The combat rules are thorough enough to cover the fundamentals. Sure, you may just need to get rid of real-time torches, the key mechanic which sets Shadowdark apart from other OSR games, but subtracting a mechanic, instead of modifying it, is a relatively uninvasive procedure.
Personally I too like it when my TTRPG, especially stuff intended for medium- or long-term play, doesn't touch social and narrative elements much mechanically.
Meanwhile games like Ironsworn and Heart - The City Below, which are much more narrative-focused, do have issues where their resolution mechanics clash with the fiction in ways that would pull be out of the story we're trying to tell. Heart has the issue with the Supplies resistance not being shared within the group, and Ironsworn's fulfillment of vows can be glacially slow (s. A. A. Voigt's "Ironsworn: A Narrative Dilemma" video essay).
Ultimately, it all comes down to preference. Personally, if I wanted to run a fantasy game with magic and a strong narrative (like Worlds Beyond Number), with the clear goal of not getting bogged down in combat or minis, I'd legit use Shadowdark as described above. If I knew I wanted to tell a specific type of story and knew of a game that was designed for these types of stories, I'd definitely give it a read and talk about it with my players before we adopt it.
However, I do implore folks to not Ship of Theseus a game with tons of homebrew and houserules so that it's no longer recognizable as its original game. If you ever feel compelled to do that, ask other players what systems might be a better fit for your needs.
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ttrpgcafe · 8 months
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HOLY SHIT INVISIBLE SUN IS COMING BACK AND IT'S MY FAVORITE RPG OF ALL TIME PLEASE BACK IT SO I (or we, I guess) CAN GET THE WELLSPRING:
https://www.backerkit.com/c/projects/monte-cook-games/invisible-sun-return-of-the-black-cube#top
For those of you unfamiliar with Invisible Sun, it's an rpg where every single player is a spell caster of some variety, each with their own unique way of interacting with magic.
The Vances are the most traditional spellcasters, but they eschew spell lists in favor of literally filling a grid with spell cards, representing their limited cognitive space being taken up by spells. They get more space, and literally bigger spells as you progress.
Weavers take two concepts and combine them to produce an effect, very much like Ars Magica or Mage: The Ascension, if you're familiar with those. They get the ability to combine more concepts together, and to have mastery over more concepts as they progress.
Makers are this game's artificer, and they have a robust system for making quirky magic items that have fun, interesting, unique side effects or downsides every time you use them. Their progression is the most straight forward by the numbers "the things you make are more powerful and you're better at making them" of the bunch, but the system lets you, for instance, make a gun out of the body of a dead(?) god, so I'll give this a pass.
Lastly, there are the Goetics, who summon and bind otherworldly creatures to their wills. This takes the form of a conversation and negotiation with your GM over what you have to do for your bound creature, and what exactly they do for you in exchange. If you've ever played a warlock and felt like patrons weren't a big enough deal, this is an entire "class" that lets those relationships (yes, plural) take center stage.
The entire system feels very much like Cypher system 2.0, with a d10 dice pool system with a straight forward level of difficulty to hit, very much like the levels of difficulty in base cypher system, just made easier to manage. It even uses the "I'm an Adjective Noun who Verbs" character structure from Cypher system, here made much more interesting by the addition of a funky little xp system.
Invisible Sun has one of the most interesting advancement systems I've ever seen: aside from normal, average, "you do a thing, you get xp" system, here called "Acumen" (used to increase your stats and skills) there is a separate xp system related to good and bad things happening to your character, called "Joy" and "Despair" respectively. You combine one Joy with one Despair to get a "Crux" which is the xp currency you need to advance your class and focus abilities. This incentivizes players to not only let bad things happen to them, but to SEEK THEM OUT, which is huge! Players often think they want to win all the time, but they don't actually want that, it makes for a boring narrative. This is one of the very few systems I've seen incentivize this story structure, and I'm absolutely in love with it.
Lastly, because the game focuses so heavily on Magic, it has the only system for simulating the ebbs and flows of magic I've seen done well! This involves "The Path of Suns" and the "Sooth deck" which is the in game name for a specific pattern of laying out what amounts to tarot cards that make magic dynamic, interesting, and unpredictable in a way I've never seen before, and rarely since. (Pathfinder's Secrets of Magic is the only other supplement I can think of, and that was almost 5 years after this game came out)
Anyway, I can't recommend this game enough, the systems are unique, the vibes are immaculate, and it's so fuckin WEIRD in the best way.
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pathfuckery · 1 year
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Pathfinder 2e New Player Resource Masterpost
Hey there! Looking to get into PF2e? You’re making a great decision, but you may not know where to start! I’ve put together a handy list of resources you can consult while getting into the game. As always, if you ever have questions about PF2e, please don’t hesitate to reach out! I love this system, and I love helping new players!
Official Resources
The Archives of Nethys are the official host for the PFSRD. You can find ALL of the rules of the game for free there. Literally everything that is not Golarian specific is on the Archives, and all of it is laid out incredibly well. It may not look quite as flashy as beyond, but its search functions and layout are superior. 
If you buy one product from Paizo as you get started, I HAVE to recommend to BEGINNER BOX. This thing is fantastic. It simplifies the rules, gives you GORGEOUS character sheets that highlight all of your abilities, and have a fun little adventure that dovetails nicely into either their Troubles in Otari or Abomination Vaults modules. (As someone who has run both of those now, they’re both fantastic as well and I highly recommend them.) 
Beyond the Beginner Box, I would also suggest picking up a Core Rulebook. It is true that all of the rules information is already laid out in the Archives, but having a CRB on handd is nice for the art, plus the book is laid out incredibly well. If you can’t afford a CRB at this time, though, you’ll still be good! You might also watch for Humble Bundles, as they often have great Pathfinder packs on there, and sometimes it includes Physical CRBs, in addition to a load of other great PDFs. 
When looking to GM, I recommend the following pages in the CRB first. I’ve also linked the corresponding Archive pages: 
Introduction, Pages 7-31. This will give you the rundown on key terms, how characters are created, the base flow of the game, and the action system (the best part of pf2e!)
Playing the Game, Pages 443-481. This is the longest section of the rulebook to read, but there’s a lot of great stuff in here. This will give you the rules for checks, combat, conditions, resolving actions, and the differences between encounter, exploration, and downtime mode. The most important is encounter and exploration mode, so you can feel free to only skim the downtime mode section of this part. 
The Gamemastering section has a lot of great stuff, but for a GM, your two most important sections will be the following:
Encounter Building, pages 488 and 489. The rules for building encounters work in this system, and they work WELL. Obviously, environment, terrain, and how a specific groups strengths and weaknesses compare to a monster affect things, but if you budget a moderate encounter, it can be expected to be moderate. Just be sure you recognize that Moderate encounters are still meant to be challenging in this system, and Severe encounters are potentially deadly. Extreme encounters should be used incredibly sparingly. Maybe 1 or 2 times per campaign.
DC Charts and Adjusting DCs. Pages 503 and 504.  If you ever need a quick DC, these charts are your friend. You don’t need to memorize them, but you’ll want to have them in an easy-to-reference spot.
Youtubers
There are a lot of great youtubers for PF2e. I’ll only be highlighting a few of my favorites here!
How It’s Played  is probably the best resource for a new player, and helped me a ton with all of the rules when I started GMing. They do close looks at different subsystems, and clearly break down how the rules apply. You don’t need to watch all of their content before you jump in and play, but if you watch a few of their main series on PF2e between each session, you’ll be a rules master in no time! 
I also really enjoy The Rules Lawyer. He always has well-reasoned takes on things going on in the hobby, and and has an enjoyable calm/measured tone. I highly recommend his “Combat Tactics” videos, as he highlights some of the major differences with 5e and what things are now expected to survive. A lot of common 5e tactics are a way to a quick death in PF2e, but you do have the tools to survive!
The final Youtuber I’ll be highlighting is Nonat1s. He’s puts out quite a variety of videos, including skits and other fun things, but is also a wonderful ambassador for the game and gives great character advice as well. I want to highlight his “Welcome to Pathfinder Second Edition” video, which is just perfect!
Other Resources
I can’t create a list of resources without calling out Pathbuilder! It is hands down the best character builder, and its available on desktop and mobile. It’s mostly free, with a small donation being required to unlock premium features. At this time, there is no crossover between the web app and desktop besides being able to save and access characters from google drive.
The Pathfinder 2e Subreddit  is a wonderful community of people, and it’s a great place for discussion. There’s weekly question megathreads, discussions about releases, people highlighting great builds and fun things in the system, and it’s probably the quickest place to keep track of announcements. There’s also a lot of love for 3pp there!
Speaking of 3pps, I LOVE the Battlezoo line! One of my players is OBSESSED with dragons, and they have a whole book that was tailor-made for him, and it’s incredibly balanced and fun. They’ve also got a whole bunch of other cool stuff that’s been kickstarted and will be releasing soon. 
What VTT should you use if you’re playing online? My hat is thrown into the ring for Foundry VTT. It’s my VTT of choice. It’s wildly powerful with the Pathfinder 2e system, and a wonderful community of devs have gotten the system almost entirely automated so you can focus on RP! It’s a breeze as a GM as well, and the only difficulty is in self-hosting, but even that isn’t too bad. Their site has a great set of guides, starting HERE with the ways you can host. If you choose to self-host, you only need to make a 1-time payment of 50 dollars for the software, and only one person needs to actually do the hosting. Split between a group? That’s incredibly affordable, especially considering there is no subscription!
I’m gonna shout MYSELF out here. I put together a List of Actions you can take in combat that isn’t just moving or attacking. Coming from 5e, it can be easy to get stuck in the loop of move and attack, but there are so many more options, and those options are very crucial. This isn’t comprehensive, but covers the basics characters can have access to with only minor skill investment.
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ostrichmonkey-games · 3 months
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Anyways, speaking of working on games, how about some Stampede Wasteland updates;
Working on a carousing table;
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Also a little table to inspire GMs when they need to whip up a last second mission;
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And the highlight of this post, rules for tracking Resources and rules for tracking money. Resources first.
The goal was to come up with an abstracted way of keeping track of the more mundane supplies and stuff that PCs are going to need without having to worry about actually keeping track of things. So, behold, either you have it or you don't.
Resources Each player has an abstract, binary pool of Resources. This covers rations, water, fuel, bullets. All the bare necessities. If it is ever in question whether you have Resources or not, roll+Hits marked. On a success, you’re out of what you need. You either have Resources or you don’t. There’s no in between. 
And now for wealth. Originally, I had a pretty standard "this sort of things costs this much" and "this job might reward this much". But here's the thing, coming up with actual monetary values sucks and I hate doing it! Also, given that supplies are abstract, why shouldn't money be abstract? Internal consistency is nice.
So, two birds one stone, I ripped out the original "wealth system" and replaced it with the following;
Cash Each player has an abstract pool of cash on hand at any given moment. The exact amount doesn’t matter. You can have No Money, A Little Money, A Lot of Money, or More Money Than You Could Ever Imagine (you cannot actually ever have this much money, bummer).  Each time you gain A Little Money, mark one slot on the track (10 slots). Once the track is filled up, you have A Lot of Money.  If you have A Little Money, you can always afford things that cost A Little Money. Same for A Lot of Money. If a situation ever arises where you might lose money, roll+money slots marked vs 20. On a success, you’re good. On a miss, step down one wealth level.  Money is tracked individually, but you can give a slot of Money to someone else if you really want. Cash rewards go to whoever is the agreed upon treasurer. Hope you trust them. If a character ever dies with wealth on them, half the number of marked money slots can be recovered from their remains, rounded down to a minimum of zero.  Nobody starts the game with any money.
Ultimately, how much money you have wasn't going to matter in the game beyond bookkeeping, just whether or not you had enough. And this subsystem represents that better. I ended up going with "roll+money slots marked" as the "modifier" to the roll because it makes some sense that the more cash you have, the harder it is to lose it all.
Still plugging away at the GM facing material, but honestly, almost all the player-facing stuff is done (and I'm going to be doing some small playtesting, before maybe opening it up some. We'll see.), and it is nice to get closer and closer to text-complete.
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prokopetz · 2 years
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Star-spawned
A game of tentacles and self-discovery, for 3–5 players
One unearthly night, a ray of colourless light descended from the stars, and under its warping radiance, creatures unlike any the world has ever seen were born. They do not know the world, and they do not know themselves. Unfortunately for the world, they’re quick learners!
What You’ll Need
Star-spawned requires three six-sided dice, a large sheet of blank paper – or, alternatively, a shared spreadsheet or text document – called the Discovery Sheet, and some way of noting the values of each player’s Facets.
Some rules refer to the player to your left or right; if you’re not seated around a table, work out a virtual seating order amongst yourselves before play begins.
Character Creation
Character creation in Star-spawned is undertaken as a group, and consists of two main phases: generating Facets, and assigning Facets.
Generate Facets
Roll a six-sided die twice, reading the first roll as the “tens” place and the second roll as the “ones” place, yielding a number in the range from 11 to 66. Find the corresponding row of the following table, and write down the contents of the first column. Repeat this process for the second and third columns, and arrange the results in order to find the name of a Facet. For example, if you rolled 23, 41, and 31, this would yield a Facet name of “Desmatence”.
Generate a number of Facet names equal to the number of players, and write them on the Discovery Sheet, each in a separate column with plenty of space under it.
11–12. ab | bles | age 13–14. an | cap | and 15–16. bi | cim | ary 21–22. con | dab | ate 23–24. des | dor | dom 25–26. flam | glan | en 31–32. gen | gov | ence 33–34. gro | kin | ess 35–36. jav | lin | ice 41–42. ka | mat | ing 43–44. pur | ned | ion 45–46. re | nil | ity 51–52. sle | nov | le 53–54. sun | quir | ma 55–56. tab | sped | ood 61–62. tri | sib | on 63–64. ven | tin | ous 65–66. war | tog | yle
Assign Facets
Your character begins with a rating of 1 in each Facet generated in the previous step. Distribute a number of additional points equal to the number of players (or, equivalently, equal to the number of Facets). No Facet may have a final value greater than 3. Try to avoid having two characters with the exact same spread of Facets.
Note: at the time that you assign your Facets, you will have no idea what they mean. This is intentional.
Finishing Touches
No human eye may apprehend nor human tongue express what you are. Roll or choose up to three adjectives from the following table to define the impression you leave upon others – your form is otherwise utterly indescribable. Your nameless name likewise cannot be inscribed or uttered; you may amuse yourself by imagining the epithets that will inevitably be bestowed upon you.
11–12. ancient 13–14. bulbous 15–16. cyclopean 21–22. distorted 23–24. enveloping 25–26. fluid 31–32. grasping 33–34. howling 35–36. iridescent 41–42. lurking 43–44. membranous 45–46. nebulous 51–52. oily 53–54. porous 55–56. refulgent 61–62. squamous 63–64. tentacled 65–66. throbbing
Playing the Game
The sole pursuit of Star-spawned is to discover the world, and in so doing, discover yourselves. Play proceeds without a GM: simply describe what do you and ask the group what you see: any other player may answer.
In the course of your explorations, there must come a time when you are not content merely to observe, but find yourself driven to engage in some fashion. When this time comes, you must essay one of your Facets to work your will upon the world. This can be accomplished in one of three ways: Proposing a Hypothesis, Refining a Hypothesis, or Putting Theory into Practice.
Proposing a Hypothesis
Choose a Facet which currently has fewer than three statements written under it on the Discovery Sheet. (Crossed-off statements don’t count for this purpose.) Propose a hypothesis about what that Facet does, in the following form:
“[Facet name] must [up to six words, no more]”
This statement may freely contradict existing statements written under the chosen Facet if you wish; the ways of the star-spawned are ineffable.
Next, roll a number of dice equal to your rating in the chosen Facet, and sum their values. If the sum of the dice is equal to one of the first seven prime numbers – that is, a sum of 2, 3, 5, 7, 11, 13 or 17 – then your unworldly intuition regarding the Facet’s purpose has led you rightly, and the hypothesis is confirmed; otherwise, it has led you astray: either the Facet is not what you think it is, or you’ve employed it incorrectly, and in both cases the hypothesis is refuted.
Note: the statistically astute may realise that the likelihood of rolling a prime sum decreases as more dice are rolled, from one in two with a single die, to two in five with two dice, to scarcely one in three with three dice. This is as it should be; the powerful are often overconfident!
If the sum of the roll is prime, find the row corresponding to the highest single die on the following table; otherwise, find the row corresponding to the lowest single die. Do not re-roll.
1. Unthinkable ruin 2. Vile ruin 3. Dreary ruin 4. Subtle glory 5. Stark glory 6. Ineffable glory
If you achieve glory, the player to your left describes the outcome of your overture; otherwise, the player to your right does. Their descriptions should bear in mind whether the hypothesis was confirmed or refuted: glory as a result of pursuing a refuted hypothesis is likely to take unexpected forms!
Finally, if the hypothesis was confirmed (i.e., the sum of the roll was prime), write it down near the top of the Discovery Sheet, under the appropriate Facet’s column, then add a question mark to remind yourself that it is, as yet, only a hypothesis. Otherwise, write it near the bottom, and cross it out to remind you that it’s been refuted.
Refining a Hypothesis
Choose an existing statement from the Discovery Sheet that’s followed by at least one question mark. Roll a number of dice equal to your rating in the statement’s associated Facet.
Next, you may – but are not required to – discard a number of dice up to the number of question marks following the chosen statement. (i.e., if there is one question mark, you may discard zero or one dice; if there are two question marks, you may discard zero, one, or two dice.) You may not discard all of the dice that you rolled – at least one must remain.
After making your discards, if any, sum the remaining dice.
If the sum of the dice is prime, your understanding of the Facet is deepened. Read the highest single die as your result, using the table above, and have the appropriate player describe the outcome. Then, add another question mark after the chosen statement.
If the sum of the dice is not prime, something unexpected happens, and your understanding of the Facet is transformed.  Read the lowest single die as your result, using the table above, and have the appropriate player describe the outcome. Then, choose one:
Modify the chosen statement on the Discovery Sheet by adding, removing, or changing a single word (observing the overall limit of six words following “must”, of course).
Remove a question mark from the chosen statement.
Finally, if the chosen statement now has three or more question marks next to it, erase them and write a period in their place: the hypothesis is now a theory. Conversely, if the chosen statement now has no question marks next to it at all, cross it off the Discovery Sheet.
Putting Theory into Practice
Choose an existing statement from the Discovery Sheet that’s followed by a period. As you’re falling back on well-understood principles, simply roll dice equal to your rating in the statement’s associated Facet, reading the highest single die as your result.
Concluding the Game
Play concludes when every Facet has at least one statement followed by a period written under it. Take what you’ve learned about yourselves and collectively describe the transformation you wreak upon the world.
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theresattrpgforthat · 3 months
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Do you have any games that involve urban fantasy with less focus on fighting than something like Dresden or Shadowrun?
THEME: Urban Fantasy (Minimal Fighting)
Hello there! What I've got here is quite a mix, I wasn't sure how much violence you wanted (or didn't want) so I have a little bit of romance, a little bit of nostalgia, and a little bit of horror!
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City of Mist, by Son of Oak Games.
City of Mist is a role-playing game of film-noir investigation and super-powered action. It is set in a modern metropolis rife with crime, conspiracies, and mysteries. The protagonists are Rifts, ordinary people who became the living embodiment of a legend, their Mythos. While your Rifts may seek to strike a balance between the mysterious nature of their Mythos and their mortal aspirations, the powers within them always threaten to tear their lives apart. They have unwittingly become a part of a secret world of clashing stories, and soon other legends will come looking for them with demands.
City of Mist is a combination of PbtA and FATE, giving your characters descriptive tags to use for both their benefit and their detriment as they go about solving mysteries in a supernaturally-saturated city. The primary theme of the game is mystery, and thus more than anything your characters will be primed for investigation. That’s not to say that there isn’t violence - but violence and fighting can be de-emphasized if the group is more interested in the mystery side of things.
Character Creation involves a combination of mundane and supernatural themes, as your character is endeavouring to strike a balance with the parts of themselves that they recognize (student, parent, office worker, ex-partner) and the parts of themselves that are hard to understand (mythical beast, deity, folktale, urban legend). What’s important to define is your daily routine, your personality, and what kind of supernatural powers you have.
This game isn’t explicitly anti-violent, but it absolutely provides you with ways to solve problems that aren’t violent, so I think City of Mist is worth checking out.
Scary Monsters & Nice Sprites, by Pammu.
Scary Monsters and Nice Sprites is a narrative RPG about spending your night in one of the only clubs in your city that’s safe for creatures of the night like yourself. All you want to do is have some fun just like the humans do. Play a supernatural creature of choice, put some sick EDM on the speakers and get your game on!
This game works best for an even number of players, up to 6, and is GM-less. It combines urban monsters with flirting, dark clubs and hookups. Each of your characters will look for a partner by doing things that will appeal to the other players. If they like what you do, they’ll reward you with tokens, which you can spend to improve the atmosphere of the club. Fill another player’s intimacy meter, you’ve won them over, and the two of you decide how the night ends for both of your characters.
If you want a game about flirting and the magic of a nightclub, this is your game.
The Far Roofs, by Jenna Katerin Moran.
The Far Roofs is an original role playing system and bundled campaign using pens or pencils, paper, six-sided dice, ten-sided dice, playing cards, and a bag of letter tiles. It's complete in one volume: with this one book and the equipment above, you'll have everything you need to play. 
As the story progresses, your characters will gain access to over 150 unique, narrative-focused powers developed and refined over the course of a decade for the Chuubo's Marvelous Wish-Granting Engine RPG before being simplified and adapted for use herein.
The Far Roofs is still being Kickstarted, but Moran’s work on Chuubo’s Wish-Granting Engine produced a game that emphasizes wonder and emotional experience. The Far Roofs looks to deliver along the same lines, and the examples of play point towards investigation, social interaction, and magic powers. Jenna Moran is also known for her unique and evocative storytelling in her work, so I think it’s definitely worth checking out.
Lighthearted, by Kurt & Kate Potts.
Welcome to the magical 80s dream world of Lighthearted. You are a Prep, Jock, Geek, Rebel, or Outcast, like those kids in The Breakfast Club, except you are just about to start magic community college. Through play, we'll explore how you grow out of your high school cliques all while dealing with magical mishaps, college parties, vampires, and worse—finals!
Lighthearted is a complete tabletop roleplaying game that uses the language of film and television to reimagine the coming of age stories popular in 80s teen movies like Weird Science and Sixteen Candles, but with a modern fantasy spin. It's set in an alternate 1980s with fantasy elements weaved into the most outlandish bits of 80’s pop culture. There are fantasy religions mixed in with mall culture, dark magic cold wars, and magical glamours instead of plastic surgery.
This is a game of magic and coming-of-age, as you play first-year students at a magical community college. You’re off to the big city, and the big world - will you survive your first college party? Your first vampire?
The whole game feels like the neon lights of a vibrant night-life combined with the nostalgia of an 80’s film. Your magic is attached to how you feel, so as your emotions change, so will your effectiveness at certain actions. If you want a game that’s as light as its name, and you are seeking out rosy-tinted nostalgia, this might be your game.
Changeling: the Lost, by Onyx Path.
Once upon a time, they took you from your home. They promised you a place at their side, and meaning in your life, and they surrounded you with beautiful things. But the beautiful things were oh so sharp, and they laughed when you bled.
Day by day, they changed you. But day by day, your will grew stronger. On the last day, you smashed your way through the beautiful things and ran, not noticing as you bled or feeling as you cried.
You fought with courage and cleverness and took yourself home. Now the beauty and the horror are yours, to have and to hold and to live.
Welcome to once upon right fucking now.
So I’m familiar only with the 1st edition of Changeling, but as far as I understand, the setting and core premise of the game is the same in the 2nd edition. Changeling: the Lost is a game of fairy trauma. Your characters are survivors of a fae horrorscape, a place both wondrous and terrifying all at once. This game is solidly in the horror genre, but it contains within it a taste of the magical, and it’s also the reason I got into roleplaying in the first place.
As in many Chronicles of Darkness games, fighting is an option in here, but it’s not a wise option. Getting into fights pulls at your characters’ ability to understand the difference between our world and the world of Fae, it’s very easy to sustain supernatural damage that is hard to heal, and, well, sometimes it’s hard to tell who your real enemies are in the first place.
I’d say that Changeling is more of a political game than anything else. Your characters will have to dance through the highly literal wording of faerie pledges, and untangle difficult relationships between Courts that are both safe havens and potential beds of sedition. This is a violent game, but much of the violence possible in Changeling isn’t physical - it's emotional.
This Night On The Rooftops, by C.M. Ruebsaat.
This is a game about gazing out over the smokestacks after dark, with the wind in your hair and a friend at your side and a thousand lights of progress on the streets below. 
This Night on the Rooftops is a collaborative storytelling game for 2-5 players about friendship, growing up, and revolution. You will play members of a gang of children in The City, a fantastic world of industry and dying magic, where witches labour alongside factory-workers to make ends meet.
This game looks slightly less modern, but it takes the fantasy aspect of witchcraft and places it inside an industrial city. The game uses a modified version of the No Dice No Masters rule set, which is excellent for stories that have an ebb and flow to them, managed through the use of token expenditure. This game is also GM-less, giving everyone at the table the same amount of control over what happens next.
Since the characters are a gang of teenage witches looking to make ends meet, this game doesn’t strike me as one that prioritizes fighting or violence. The city looks big enough to grind up the characters if they’re not careful, so they’ll likely have to find solutions to problems that don’t get them (or their dependants) in trouble. If the game is like other No Dice No Masters games that I’m familiar with, the group will also have a big say over which elements of the city are the most intriguing to them.
Partners: The Urban Fantasy File, by Tin Star Games.
Some murders are just elf defence…
Vampires are real, magic is real, elves are real - and murder is still very very real. This expansion takes you and your Partner down the moonlit streets of urban fantasy, where the dead sometimes get back up again but crime is still a mystery needing two heads to solve.
The base game for this, Partners, is a two-player mystery-solving game about a pair of detectives, a straight-shooter and a wildcard. You’ll need the base rules to play, but this supplement brings in dead elves, suspicious vampires, and other common characters in any urban fantasy genre. It can work as a one-shot, or as a series of episodes. If you want a game that's primarily about solving a mystery more than anything else, this is is for you.
Solacebound, by Sascha Moore.
Young monsters played at the boundary between the worlds. They slipped and stranded in a human city. Isolated and unwelcome, they search for each others help and a way back.
Solacebound is a GM-less Game for 3-5 people to play over a few hours. Search a sprawling, oppressive city for your friends, find out who is willing to give you a roof, bash back against authorities, cook together and console each other. Will you find a way back home before all passages close?
You are teenage monsters trying to find their way through an urban environment, in a place that is hostile to them. You survive by hiding out, finding each-other, and do things together to make sure you keep each-other healthy. Cards from a deck act as resources, but also as an oracle to help you describe the fallout of any given action, and the emotions that are attached to it. This is a game about metaphors, about what it is like to live in a place that fears you, so I definitely recommend making sure the entire table knows what this is about before starting a game.
You Might Also Want to Check Out
Subway Runners, by Gem Room Games.
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christiansorrell · 9 months
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RPG Read-through: .dungeon//remastered
For a while on Twitter, I've been doing read-through threads where I post my thoughts as I'm reading through a game for the first time. I recently did the same with Snow's .dungeon//remastered, a TTRPG where you are players logging in to a dead/dying MMO and exploring the digital fantasy world. I'm adapting those thoughts here for a proper Tumblr post! Enjoy!
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First up, credits! Good folks who do good work in my experience. Also, we get the first of what seems to be a common through-line here that I enjoy: an online fandom bent to this all being a sort of GameFAQ style guide for an in-universe game.
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My initial impression from most of the interior spreads I've seen just flipping through it is that I really love the style and layout. I think black and white layouts are underrated generally, but it really pops here with the pixelated text/symbols and the old school GUIs.
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It's interesting to have these kind of "no bigotry" rules you see in many games couched within an in-universe framing. I think this more personal angle actually makes them land better for me than they typically do in games.
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Of course, the author is still powerless to stop the players (just like with any instance of these rules, and all game rules in general tbh) BUT this is worldbuilding too, and it gives me a greater sense for the kind of in-universe fandom that's risen up around .dungeon.
Similarly, here's the game's unique version of safety tools - an in-game help menu that reworks things like lines/veils, x-card and more into the game world itself. I really like this.
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Once again, the art in this is just great. I love the Fez-like runes/symbols. My ARG brain wants to know if there's a hidden message here.
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I was surprised it was jumping right into the starter adventure, Tutorial Town, but I quickly found out that this is character creation AND a starting area/adventure all wrapped into one, video game-style, and that's so cool.
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Each room of the starting area introduces a step of character creation. It's interesting that stats are based on real-world (not you the player at the table real-world but your PC at the "real-world" computer playing the game) ability. Your game knowledge, response time, etc.
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As a long time Dota player, I also just really enjoy that the saving throw-like stat here is TILT. I have tilted many times and known many of my teammates to tilt regularly. Just fun to see that phrasing in a TTRPG.
There's more of the in-universe real-world player here than I expected coming in. Definitely has some really intriguing potential. I do wonder though if the intent is to be playing a "real-world" level character or if you are "playing" as yourself at that layer. Both would work.
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Monster statblocks. Easy to parse and straightforward to run as the GM (tho at time the layout does have one two many things laid on top of one another that can make them hard to read at first glance - like where "GOBLIN" is here):
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Health here is SYNC, and it's shared across the whole party - I'm interested to see how that full mechanic plays out and how it may affect play.
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Reaction rolls. I'm surprised to see them given the video game setting, cus mobs in MMOs just always attack you. I've gone back and forth on it with my video game-inspired TTRPG. Don't think it's a bad choice, just one that means the game world is more than a usual video game.
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So you have your real-world level Job (based on your characters' out of game job) and your in-game "Role" which follow the classic "holy trinity" of MMO design:
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PCs and monsters can team up to attack and can forego damage for stunts - potentially fun/interesting moments happening from that. Monsters deal dmg to SYNC but only per type is interesting, means a crowd of one-enemy is more a long trickle of damage than an overwhelming burst.
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Not knowing the ramifications of SYNC damage yet, I'm not sure what the Risk v Reward looks like for Respawns but it's intriguing. Letting your avatar die to keep the party in a stronger position overall (but being able to re-join after a fight) is definitely unique.
This is another fun room (and I like that other than saying late 90s/early 2000s it leaves appearance options open). I am not sure where to find the starting origins tho (they aren't on this spread and there's no page reference). Sadly, the PDF isn't bookmarked either, it seems.
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This feels like a smart roadblock to place in player's paths early on. It's unlikely they'll have a lockpick at this point so really, it's about getting players into that creative mindset. What is in the room for you to exploit? What gear do you have you can use in a new way?
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Might seem basic, especially to the OSR-experienced out there, but you'd be surprised how many players don't have experience with thinking more freeformly about the game in this way. No fault to them, most trad games condition you to use your PC's abilities/skills as a menu.
Another cool interaction between the layers of the game here (tho I do wish they all played more off of something more than just the tarot card being in the real-world layer). Still wondering if most folks play as themselves or as a real-world level PC.
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This is interesting. I wonder if there is going to be a real-world layer to play or if this is meant to be the amount your party can heal between sessions of play (like when the actual real you stops playing in actual real life - this meta layer stuff is tricky to communicate).
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I like this - a very short and sweet travel system.
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I continue to love this art. Also, this tease here around dual-wielding requiring the discovery of new Roles out in the game world somewhere first is really enticing (I added the highlighter there btw).
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This is fun - there are both in-game NPCs and PUGs which are other real-world players' in-game avatars. That extra layer to those types of NPCs is really fun and them running the gamut of fully out-of-character chatting to being hardcore RPers is fun to consider.
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Whenever it leans into the digital world aspects, I'm super into it. Very much my kinda thing. I do wonder though how often players can swap their Roles. I don't believe I've seen that said yet - my inclination would be once on the fly (like Final Fantasy's Job systems).
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And if these various layers weren't enough, .dungeon also features in-game collectible cards that are sort of enchantments and buffs. I wonder if my real-world level character can spend real money to buy Bytes to buy more packs from a merchant in town? lol
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I won't spoil/detail too many more of these but these kind of fun (and common to video games but rarely seen when thinking of the world of a game or the intended way to play) moments are really appealing. Also, this game has Goons in it. Oh no.
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Now I'm thinking the intention is the "real-world" level of play should be the real actual you, the person playing .dungeon the TTRPG (as opposed to a real-world level character still within the fiction of the game) since stuff like this would be tricky to track. Cool item!
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Tutorial Island is cool, a good blend of char creation, intro to what the game is, and just a fun adventure with a session or more of play to it. I'd have to run/play this to really see but I find the Sync being tied to essentially your real-world session length interesting.
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This stuff is cool and leans into that meta/fan-level play that only comes out of these big community-driven games, both MMOs but also things like Dark Souls.
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A lot of these kind of possible secrets come as comments in the text, possibly just to inspire the GM and to get players interested in ways that the table can build out on their own over time. So far, I don't see some of the more esoteric secrets to be laid out (which I like).
The rest of the book, as far as I've seen, is lots of resources, gear tables, monsters, etc. to build out the game after player's leave Tutorial Island. The game world here has that anything goes Final Fantasy bent to it. There's swords & wagons, but laser guns & skateboards too.
The setting here is also explicitly queer (mostly seen so far in the "real-world" PUGs) and includes things like sex workers and other elements that it maybe could not have had but that would certainly lessen the richness of its world, the fandom presented throughout, etc.
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The spellcasting uses the in-game money as mana points essentially. That's a cool way to limit spellcasting and motivate player's, especially spellcasters, to get out there and make some $$$.
Okay, here's the real-world explanation I was waiting for (after the in-game gear lists and such). This is cool - it's fun to have a real-life layer to this and to have the game's world support that sort of dropping in and out, doing things outside of a full party session, etc.
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I know a lot of folks do this with ongoing campaigns anyway, but this is one of those fun things to include here to build that in as an expectation in play. You have your raid nights with friends and you have your little solo sessions after work where you sell your loot.
Now, the rest is a nice collection of random dungeon, NPC, settlement, hexfill tables and more. Everything you'd expect from an OSR-like ruleset but occasionally with some fun added meta-layers.
Players getting a quest from an in-game Moderator and then being able to become a Mod themselves is a really fun idea and something I could envision becoming a long-term goal for one or more players at a table. The threat of encountering an Admin is scary as well!
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To finish it up, we've got a cool AASCII-style character sheet, complete with MingLiU-ExtB font (my beloved)!
And that's .dungeon//remastered! I really enjoyed reading this, and I think it has a strong core that's really enhanced by its real-world interaction layer. Gonna put this on "Play Soon" list. There are some smart rules in particular I'll likely steal for a future project.
.dungeon//remastered is available digitally NOW with, I believe, physical copies coming soon. I backed the Kickstarter to get this digital version. CHECK IT OUT HERE!
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