#tabletop
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soulmuppet · 2 days ago
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So glad you had a good time! It's definitely a game that is intended to be played for a longer form campaign once or twice.
Tragic fantasy arthurian western is exactly the vibe.
Wizards with guns, knights in cowboy hats, all doomed to die.
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Inevitable is our Doomed Arthurian Western TTRPG, where your party of disastrously sad cowboy knights try, and fail, to stop the apocalypse. This beautiful A4 hardcover book contains all the rules, character creation and the setting for your campaign.
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Inevitable features six unique endgame scenarios called Dooms, which the players fight desperately to stave off, but will ultimately come to pass. These range from the fearsome Great Drake to the enigmatic Tower Wizards.
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kingmacrophage · 1 day ago
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my cool awesome maid for a Maid: the Roleplaying Game oneshot first time playing a one-shot and also learning a system besides dnd !!!!! very fun, very campy, really wanted to play up the early 2000s look the experience inspired me to learn Panic at the Dojo, if i can learn THIS how hard can it be right?
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zhjake · 1 day ago
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unexpected space megafauna creates the conditions for a wide array of characters who want to either wonder in awe at the universe's mystery or just get the hell off the station once they finally get clearance From our Lancer module: A Wake Writ in Void
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anim-ttrpgs · 1 day ago
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Have any of you tried putting the Composure mechanic from Eureka into Burning Wheel?
No, we haven't. I'm not even sure personally how that would work, or if it would work at all, but maybe @ashweather could say more on the matter.
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ratinasuitproductions · 4 hours ago
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I just released a free solo journaling TTRPG for the 36-word RPG Jam.
It is called Together and Always and is about building and exploring a relationship.
Check it out here.
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The 36-word RPG Jam, closes in 9 days, so you have plenty of time to get involved.
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foandgeld · 3 days ago
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Beast of Nurgle
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2minutetabletop · 10 hours ago
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Sky-Island Scramble
A feast is interrupted by a blazing island falling from the sky… Will your party investigate??
→ Come see the adventure that Garm has prepared for you!
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thesixthduke · 14 hours ago
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mightofmerchants · 2 years ago
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Some people have asked me if I can publish my mapmaking tools. So I developed a software. 🙂
Here is the result:
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quinnydoll · 1 year ago
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being a GM is really fun because sometimes you can make your players go through some really traumatic Evangelion bullshit, but other times you can force them to go bowling for no reason
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herecomesthementalmeltdown · 2 months ago
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life goals
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allisonmckenzieart · 1 month ago
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Girls night!
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karagna · 6 months ago
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MECHS MECHS MECHS
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anim-ttrpgs · 1 day ago
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I and my friends are making a ttrpg for fun, and have come to an impasse. We disagree about the inclusion of an attribute, that dictates the PCs bravery. Therefore I wonder what a gamedev plugged into the TTRPG scene, thinks about mechanics that make PCs act brave/cowardly.
Well if you ask me specifically, I’m going to tell you don’t include anything that can take control of a player’s character away from them, but that does not mean that you can't have any kind of mechanic/stat that governs a PCs fear or stress level.
I personally can’t stand that mechanics that dictate that PCs run away, or dictate that they do anything at all like by falling under mind control, not because I think of the character as myself or some shit like that, I just consider myself to be the person most qualified to know what he or she would do in any given situation, so I’ve never been a fans of passing or failing saving throws or whatever determining if my character takes a certain action or not.
This is not to be confused with, like, regular dice rolls. Rolls to determine if my character can do a certain action well enough to succeed are totally fine, in fact I often want more of those.
This is one of the reasons why the Composure and Tiers of Fear systems in Eureka: Investigative Urban Fantasy work the way they do.
We definitely wanted fear to be something that could affect the PCs and cause them to run away in a realistic fashion, these aren’t supposed to be fearless action-heroes, but I didn’t want it to be just a dice roll and then the GM tells you that your PC has to run away now. So, instead, Composure acts as a “cap” to the PC’s Skill modifiers. Base Skills cannot be higher than the PC’s current Composure level, making them worse and worse at succeeding skill checks the more frazzled and fatigued they are.
This never forces a situation where a player is told “your PC is going to run away no matter what,” but it means that the lower and lower that Composure gets, the more running away or surrender seems like a better and better idea.
That isn’t to say that mechanics that force certain character actions have absolutely no place in RPGs, hell Eureka even has one instance of this with wolfman rampages, but that’s only for one single character type, not a main mechanic which affects all PCs.
It’s well known that I really love AD&D2e, which has tons of that, though I also think that that may be one of the reasons why such a mechanic is so prevalent in TTRPGs in general. I’ve found that for a lot of TTRPGs, if you pick any random mechanic and ask “why is this in the game,” the answer is often some variation of “because D&D did it,” with little thought as to whether it needs to be in this RPG that isn’t D&D, or as to whether it was even a good idea when D&D did it.
Ultimately, study lots of RPGs, and know that there is more than one option besides just "do it the way D&D does it" and "don't do it at all."
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oooocleo · 8 months ago
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work continues...💼 i gotta open new slots for these soon tm
patreon
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