tissek

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[–] [email protected] 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.

[–] [email protected] 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.

[–] [email protected] 7 points 1 month ago

Hitting the gym

[–] [email protected] 17 points 1 month ago (3 children)

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

[–] [email protected] 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.

[–] [email protected] 1 points 2 months ago

Issue in that case I rather see as why is it allowed to enter into legally binding agreements when you aren't sober. Why there isn't a (forced) period to review the papers.

Marriage is a legally binding agreement. Let's treat it as such.

[–] [email protected] 33 points 3 months ago (3 children)

The Swedish vacation law (Semesterlag 1977:480) amateurishly translated by me. And I am in no way experienced enough in our labour law to comment on how it looks for those not working full time. The short lesson is to Remember Ådalen, or those that fought, bled and died four our labour rights.

4 § En arbetstagare har rätt till tjugofem semesterdagar varje semesterår [...]
An employee have right to twentyfive vacation days per year

12 § Om inte annat har avtalats, ska semesterledigheten förläggas så, att arbetstagaren får en ledighetsperiod av minst fyra veckor under juni-augusti[...]
If nothing else have been agreed upon, the vacation is to be scheduled such that the employee get a vacation period of at least four weeks during june -august

Unions work. Labour movements work.

[–] [email protected] 18 points 3 months ago (1 children)

As long as the Russian bear is around to scare the west and occupy our mibds the Chinese dragon is at much more liberty to do whatever they want.

[–] [email protected] 30 points 3 months ago (3 children)

Love the addition of "again".

I mean if you don't want your yacht sunk then don't sail it where orcas sink yachts. Sorry but actually not sorry for the casual victimblaming.

[–] [email protected] 40 points 3 months ago (11 children)

Spoiler it is 30km/h. After that noise and injury risk/severity shoot up. It is the compromise speed.

[–] [email protected] 4 points 4 months ago

How easy it for those speaking the different languages to understand eachother?

[–] [email protected] 13 points 4 months ago (1 children)

So many. And the answer to all "why nots?". Time. It's time. So off the top of my head

Eat the Reich - "The year is 1943. You are a team of crack vampire commandos with one mission: drink all of Hitler's blood"

Conan 2d20

Legend of the Five rings (5e)

Stoneburner - Deep Rock Galactic the TTRPG

Vaesen - Call of Cthulhu but rooted in nordic mythology

Heart the City Beneath - an award-winning complete tabletop roleplaying game about delving into a nightmare undercity that will give you everything you’ve ever dreamed of – or kill you in the process.

 

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.

 

Rumours, speculation and hearsay? "Interesting" at least.

 

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.

 

Dave's review of Across a Thousand Dead Worlds by Alex T, a gritty horror sci-fi sandbox.

Across a Thousand Dead Worlds is a new horror space exploration tabletop roleplaying game that can be enjoyed as a single player experience, or in a group of up to five players, with or without a Game Master - by Blackoath Entertainment! You'll create your Deep Diver, using a free-form character creation system, and begin your journey across the galaxy where you'll discover abandoned research facilities, explore scientific outposts, and traverse other dilapidated sites in search for ancient alien technology.

https://www.drivethrurpg.com/product/431730/Across-a-Thousand-Dead-Worlds

 

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!

 

Kevin Crawford's latest offering Cities Without Number is here. Pretty much more of the same good stuff but this time with cyberpunk flavour.

Cities Without Number is a cyberpunk role-playing game built for sandbox adventures in a dystopia of polished chrome and bitter misery. It's both a full-fledged Sine Nomine toolkit for building a cyberpunk world of your own and an Old School Renaissance-inspired game system for playing out the reckless adventures of the desperate men and women who live in it. Whether polished metal or flesh and blood, your operators will risk their lives and more to seize those precious things a merciless world would keep from them.

Will I run it? No
Play it? Most likely no
Will I use the frikk out of the GM tools? YES!

Link to free version: https://www.drivethrurpg.com/product/449873/Cities-Without-Number-Free-Version

 

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.

 

Let me begin by making it clear this is not my invention, I encountered the method in City of Mist but I doubt it debuted there. But it is a nifty method.

The problem I encounter from time to time is that my players don't latch onto my descriptions of the scene, not using things in it to grant themselves advantages (bonuses, extra effect etc). Am I perfect? No. Could I do better? Yes.

Or I can take my fuzzy descriptions and make them mechanical by introducing them as Scene Tags. Market square during market day would get Crowded-Market-1 and during a festival Packed-Festival-Market-2 indicating that there is a lot of people there and also how much advantage one would get by incorporating it into ones action. Or disadvantage depending. Trying to pickpocket someone? Take a bonus. Following someone? They easily get lost in the crowd - penalty.

How dark is the night? Moonlight-Night-1 or Moon-Behind-Heavy-Clouds-2?

Traveling through a mountain pass and how deep is the snow? Ankle-Deep-1 or Up-To-The-Dwarf's-Beard-2? What about that Foul-Voice-In-The-Wind-4?

I play pretty much only online so tossing an index card onto the table with the Scene Tag on it is kinda tricky. Instead, depending on how much effort I've put into the VTT, I either write it in big bold letters on the scene image/map. Or I put down a virtual index card, essentially a small graphical element to bring attention to it (see post image).

One more thing, how much is a Tag-1 compared to a Tag-2 worth? This all depends on your system. City of Mist gives +1 for a Tag-1, +2 for Tag-2 etc. So for pretty much any other PbtA/2d6 systems the same works. For D&D (and other d20 systems) a scheme of +2, Advantage, Advantage and +2. I've lost much of my familiarity with d20 systems due not having ran something recently. So someone (everyone?) else probably have better ideas. In dicepool systems an extra dice for each tag level is appropriate.

That is the basics of it. But what if the players want to create a Panic!-At-The-Market-3? I'll write about that some other time.

PS. Still recruiting for my small sortie into Swords of the Serpentine, Fridays at 19CEST.

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