tissek

joined 1 year ago
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[–] tissek@ttrpg.network 1 points 3 weeks ago (1 children)

I had gotten it into myself that boars make use of burrows. But I may be very, very wrong.

[–] tissek@ttrpg.network 2 points 3 weeks ago (3 children)

I hope so. Other option would be fox. Boar I don't think, too small. And I really don't want it to have been a boar burrow as it wouldn't then been unlikely with piglets in it. With ANGRY mamma nearby...

 

While out foraging I found a patch of big nice chantarelles, we have a good year for them btw. Then I noticed something strange, a hole into the mound. It wasn't there last year I know yhat for sure.

Well... Looks like I pilfered someone's nicely cultivated mushrooms. Sorry.

[–] tissek@ttrpg.network 7 points 1 month ago

Hitting the gym

[–] tissek@ttrpg.network 17 points 1 month ago (3 children)

What do you mean capitalism WAS a misstake? Did I miss a memo?

[–] tissek@ttrpg.network 8 points 2 months ago (2 children)

Another Himedere checking in. I love setting up situations where the players and/or the characters squirm in anguish about what to do.

My favorite so far was an estranged princess living as a man and hostel owner. He had turned his back on the throne and wanted little to do with it. As a bonus he was the only child of the king's only remaining child. Fast forward a bit and he needed a (legal) favor from the king. Went to court and met with his grandfather. The king would do it, no strings attached if a) he returned to court and resumed his duties as prince and b) sired an heir.

There were a good thirty minutes of the players anguishing if he should accept while going deep into character motivations and the setting. During that game I don't think I did as much concrete worldbuildning as during those thirty minutes. I loved it, the players loved it. Great time.

[–] tissek@ttrpg.network 0 points 5 months ago

The more abstract the map is the more of a support for TotM it becomes. I selfom do a map, rather a flowchart. Quicker, easier and knocks out the last desire to measure things.

[–] tissek@ttrpg.network -1 points 5 months ago (2 children)

This brings us back to zones, a good middle ground. Draw rough map, or great map, and on it mark intresting combat zones. Some are separated with emptiness, others by obstacles.

For example a tavern brawl. Zones could be the Bar, Kitchen, Common Room, Balconies, Private Rooms, Out Front and Out Back.

Fighting on the Balconies could be tight, only one in width and with the risk of being thrown off it into the Commonroom. In the Kitchen there would be fire hazards, improvized weapons, knifes and the Stew. Not to forget other ways to spice things up in there. Around the Bar there would be some cover fighting someone on the other side, bottles to be broken and combatants to glide alond the bar for maximum mental damage.

And so on. Make each zone memorable and with special features. Did I mention drawing it out really helps?

 

Agter our latest DnD game our regular DM once again thought loudly on how to make dragons have more teeth. And it got me thinking about how Dragonbane handles capital M monsters differently.

DnD Monsters tend to have a slew of ways to nullify the PCs disabling abilities (magic resistance, legendary resistance). What those does are forcing the party to spend a couple of rounds having their cool stuff be nullified. For me that is boring. Without it though - CC fest and an underwhelming fight.

Dragonbane being a different beast and makes Monsters dangerous in a different way. With way less disabling abilities the PCs fun stuff isn't nullified and foes don't get CC'ed to death. So everyone can do their thing. Which Monsters can do multiple times each round (multi-attack but full turns) and their attacks always hits. Think about that - Monsters' attacks always hits. That brings danger and tension. The attacks are randomly selected lowering the rise of catastrophe, or increasing it as the GM cannot pull their punches.

To help the PCs out they have the option to take a defensive action (dodge, parry) which have already led to clutch moments. It comes at the cost of having an offensive action and the defensive action cannot be taken if they already have acted this round. Cost benefit choices whoooo! In a way it goes from Monster dodge (legendary resistance) to PC dodge. And PCs can build for defensive actions. And it can give you a counter attack. Defending is cool.

To sum it up. DnD gives monsters staying power by nullifying the PCs cool stuff allowing them to stay fighting. Dragonbane has less disables in general so Monsters have no need to nullify them. So Monsters stay around longer naturally bringing danger the PCs can actively try to avoid.

[–] tissek@ttrpg.network 1 points 7 months ago

BBC article giving more information https://www.bbc.com/news/world-asia-67920532

TL:DR "Taiwanese voters have chosen William Lai as their president in a historic election, cementing a path that is increasingly divergent from China."

 

SPELREGLER: Drakar och Demoner (Fria Ligan 2023)
TEKNIK: Discord för samtal och FoundryVTT som spelbord
TID: Fredagar kl 19.00
START: Fredagen den 26e Januari, möjlighet att dra igång en vecka tidigare om gruppen är samlad
LÄNGD: Ca 15-20 speltillfällen
ANMÄLAN: Skicka mig ett meddelande så tar vi det därifrån
SÄKERHETSVERKTYG: Lines and Veils, X-card
FRÅGOR: Har du dem ställ dem.
OM SPELET: Sparkstartade Drakar och Demoner för att det hade varit skoj att ha något på svenska i bokhyllan. Och att det hade varit trevligt att spela något på svenska med svenskt material. Att inte behöva översätta allt. Så här är vi nu, julen är ute och det är dags att dra igång.

Spelet kommer att utgå från grundlådan och äventyren kring samhället Utkante. Iallafall ibörjan till dess att jag lärt mig hur DåD vill spelas. Därefter ser vi vart det tar oss. Utkante ligger i Dimmornas Dal, en region en gång i tiden centrum för ett symboliskt rike mellan människor och drakar. Ett rike känt som Drakriket och berättelser om det är kända vitt och brett. Riket föll och orker tog över dalen. Iallafall fram till ca tio år sedan då de mystiskt drog sig tillbaka. Detta öppnade dörren för en återbefolkning av dalen och ambitösa personer hade snart grundat Utkante.

[–] tissek@ttrpg.network 1 points 8 months ago

If the DM asks you you really want to do something look at their expression and do it anyway.

If you want to do something really stupid, crazy or narrativly disruptive look towards your fellow players to get their consent. Then do it.

The time to argue technicalities is outside of sessions to not waste precious gametime. Do it during sessions only if you are into that weird shit.

The best way to get to use new character options is through DM bribes. In this case a sourcebook is recommended.

If you help clean up afterwards you may get inspiration.

[–] tissek@ttrpg.network 0 points 11 months ago (1 children)

Considering it's the norm when you aren't doing something genre typical to take two ir more genres and just smoish the names together. This way you get things like blackened death metal (black plus death) or epic gothic power metal (take a guess). Now smoosh those teo examples together and you get something like blackened gothic melodic death metal. See that there, now we get into the transformative properties of metal subgenres. Death metal with a bit more melody and structure, which power metal has in spades, becomes melodic death metal.

Fun isn't it? Also I may have bullshitted together half of the above. But it is a real thing

https://m.youtube.com/watch?v=j6WYhOHRmDs

[–] tissek@ttrpg.network 0 points 11 months ago (4 children)

Funeral Doom Metal is too occupied walloping in a blacked pit of despair to join the chat

https://m.youtube.com/watch?v=Kht7EH3PjGw

 

cross-posted from: https://ttrpg.network/post/979480

Lately I've been using solo play tools more and more in my prep. For example instead of just pulling a town out of my imagination or from a bunch of tools. I've (mainly) used Ironsworn to solo play some episodes in that town. Creating details about it as I've gone along. Also used Artefact (more of a journaling game) with good effect to create legendary items. To get into the Glorantha setting, get into the "right" mindset, the solo choose-you-own-adventure I've found great.

But I'm always looking for new tools to, if nothing else, get new perspectives on things. My default Ironsworn is leaning kinda heavily into more perilous and grim episodes.

Happy for any and all recommendations!

 

Lately I've been using solo play tools more and more in my prep. For example instead of just pulling a town out of my imagination or from a bunch of tools. I've (mainly) used Ironsworn to solo play some episodes in that town. Creating details about it as I've gone along. Also used Artefact (more of a journaling game) with good effect to create legendary items. To get into the Glorantha setting, get into the "right" mindset, the solo choose-you-own-adventure I've found great.

But I'm always looking for new tools to, if nothing else, get new perspectives on things. My default Ironsworn is leaning kinda heavily into more perilous and grim episodes.

Happy for any and all recommendations!

 

Found this video intresting as Matt talks about what dice to use and how to use it for the game they are making. Loved the shoutout and critique of "FUNKY" dice used in FFG's Star Wars lineup (and Genesys) and how it influenced them in their process.

He also got a bit into how the task resolution mechanic (dicerolling) will tie into other things such as class resources.

1
submitted 1 year ago* (last edited 11 months ago) by tissek@ttrpg.network to c/ttrpglfg@ttrpg.network
 

Filled

~~Serpentine swords are curved. Curved!~~

~~SYSTEM: Swords of the Serpentine
PLATFORM: Foundry VTT (if I manage to hack it, if not some other solution) and Discord for voice
TIME: Fridays at 19:00 CET (1PM EST, 10AM PST), and for about 3½-4 hours
CAMPAIGN START: September 1st
APPLICATIONS: Let me know if you are interested and we'll take it from there
SAFETY TOOLS: Lines and Veils, X-card and others if desired
DESCRIPTION: Swords of the Serpentine is a Gumshoe Sword and Sorcery system set in and around the city of Eversink. It is "a game of investigation, heroism, sly politics, and bloody savagery, set in a fantasy city rife with skulduggery and death".~~

~~This will be a somewhat short campaign, around 10 or so sessions. I have pretty much no experience with Gumshoe so this can go horribly wrong. Or horriblyfun. We'll begin with the "official" cases and wrap it up with something I manage to conjure. Of course we will begin with a session of character creation and setting talk.~~

 

cross-posted from: https://beehaw.org/post/7097518

More info at https://paizo.com/starfinderplaytest

According to the document they have up there, SF2E will be 100% compatible with PF2E. That's a huge win for me - I like Starfinder's setting and vibe, and love PF2E's action economy.

 

Wanting to bring more (relevant) factions to the forefront of my game I decided to map out relations between

  • Solid bold lines are between the Crew and those they have direct relations to. Blue for positive, red for negative. (Edit: Clarification) The double line to Circle of flame shows the Crew have +2 relations to them, single line for +1 relations.
  • Solid thin lines are between the Crew's relations and those they have relations to. Can be to another of the Crew's relations (such as between Circle of Flame and The Hive) or to a more distant faction (two steps separation).
  • Dashed lines are relations between factions two steps away from the Crew. Not all relations of these factions two steps separated from the crew are included, only those between factions already on the board.

Kinda enjoyed the result, a bit pleasing to the eye. May fully map out the relations of the factions two steps separated (to factions three steps separated from the crew).

 

So I'm gearing up to once again start something and I've got an idea in my head. But once I put it down into something concise it either becomes bloaty or dry. I mean just the parts below are almost a google docs page, pretty much 2000 characters. And that is even when I removed 2/3 of the situation text as it was rather big picture information. Explicitly writing down the campaign style was something I took Colville's recent game design video, trying it out.

What I really would love feedback on is mainly Situation. Enough/too little information? Is it confusing? Does the information fit with the Campaign Style? And also is Campaign Style something fitting in a campaign ad/synopsis?


Situation

You all are part of the third imperially sponsored caravan into the Aablu, the hot and arid lands east of the Pearl Cities. The first caravan went out eight months ago and was expected to have returned two months ago. Second left four months ago with another destination. Yours have the same destination as the first with the additional task of bringing back news of the first.

Information about Aablu is scarce and unreliable, mostly because traders and inhabitants in the Pearl Cities don’t venture into it and its local people consider themselves under no obligation to divulge information. There are of course tidbits of information: old travellers’ journals, hearsay and sales-talk. You are not headed blind into the Aablu, only mostly.

The caravan itself is the size of a small village, with competent people of various professions who are there for their own reasons. Some want to strike it rich, some are running from something, some are there for the glory and some just want a bit of adventure. Your characters are also competent individuals, filling a role in the caravan and have ambition to make something extra of themselves.

Campaign style

Adventurous daring sword and sorcery.

Adventurous - The very nature of the caravan is an adventure and on it are those with an adventurous spirit. When it calls, your characters are those who step up, those who have a bit extra drive to see what is on the other side of the hill.

Daring - Rewarded are those who boldly go where no one has gone before. Daring plans are to be rewarded and there is always a chance to snatch victory from the jaws of defeat.

Sword and Sorcery (from Wikipedia) - A subgenre of fantasy characterized by sword-wielding heroes engaged in exciting and violent adventures. Elements of romance, magic, and the supernatural are also often present. Unlike works of high fantasy, the tales, though dramatic, focus on personal battles rather than world-endangering matters.

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