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Hello Comrades,

Some of you may remember me posting about the TTRPG I have been developing, and some even asked to playtest. I am now at a near finished state with the game and dearly need playtesting input, anyone who wishes to complete a post test questionnaire will receive a free copy of the finished book complete with character art assets!

Please do not actually donate money, this is a passion project and when it is finished I will seek money but until then I just want to share it.

Even if you do not playtest I welcome any feedback be it editing, phrasing, mechanical, worldbuilding, etc.

Any problems downloading it off itch.io let me know and I'll find another way to get you the .pdf.

Thanks again!

Questionnaire

  1. Tell me about your process of learning the system. What things were easy? What was difficult?

  2. What were your most and least favorite parts of chargen?

  3. What elements of the game supported your immersion? What, if anything, held you back?

  4. What did you feel was missing the the game? Does anything require more detail or explanation?

  5. How did you feel about the pace of the game? If you prefer it slower/faster, how do you suggest this could happen?

  6. What was the most frustrating moment or aspect of what you just played?

  7. What was your favorite moment or aspect of what you just played?

  8. Was there anything you wanted to do that you couldn’t?

  9. If you had a magic wand to wave, and you could change, or remove anything from the experience, what would it be?

  10. What were you doing in the experience?

  11. How would you describe this game to your friends and family?

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cross-posted from: https://hexbear.net/post/9271786

Hello! I am looking for more players for a weekday game, Tuesday, Wednesday or Thursday starting around 7:00 - 9:00 PM CET and lasting around 3 hours with a break part way through.

I am liking the idea of running savage worlds which presents itself as "fast, furious, fun" but I have a variety of systems that I'm comfortable running. (No D&D, Path/Starfinder)

You build characters by selecting attributes, skills, and feats. To accomplish something you roll a dice (1d4 - 1d12) based on the appropriate skill trying to get a 4 or higher, if you get 8,12 (etc.) You are able to critically succeed. All dice explode, meaning if you roll the highest number on a dice (a 4 on a 1d4, 6 on a 1d6, etc.) you reroll and add it the previous roll(s).

It is a generic system so we have our choice of genre. I've read one that is dark fantasy + western + post-post apocalypse (what the image touchstones are) and another that is post-post apocalypse in a sky-world. As well as fantasy, cyberpunk, fantasy-cyberpunk, and sci-fi.

I have been running TTRPG games for hexbear folks for a few years now and have previously run (Cyberpunk Red, Shadowrun 5e, Lancer, The Burning Wheel, Pathfinder 2e, Shadowdark, Ars Magica, Masks, Delta Green, Mothership)

I have previous experience with D&D 5e, Blades in the Dark, Monster of the Week, ICONS, Starfinder and Vampire the Masquerade 5e.

I tend to run according to the rules more than homebrew, am more merciful than antagonistic, rely on prep more than improv, faction over disparate NPCs, lower amounts of explicit violence/gore, complex encounters, slow burn terror over horror.

We use Discord for voice & session scheduling and Roll20 for the virtual table top, it is a dedicated hexbear ttrpg discord server and I'm happy to help folks with roll20.

I will provide all the rules needed and we will have a session 0.5 where we go over some of the safety tools I like to use (X-Card & Lines and Veils), make the crew and whatever remaining time we will jump into the game.

There is a hard line with Romance/Sexual content, and Young Children. There are veils for Extreme Violence, Torture, Adolescent Children and Player vs Player.

Feel free to respond here or DM me, I will be reposting this at the start of April when we are getting ready to start.

Thanks for reading and let me know if you are interested.

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Alt-text of imageA three panel meme.

In the first panel, a child at a computer asks: "Can anyone tell me if Root: The RPG is any good?"

In the second panel, a screenshot of the linked video, with the creator, Vi Huntsman, gesticulating angrily with a stack of papers, superimposed on a picture of hbomberguy, which is in turn superimposed on a picture of Karl Marx, captioned with an unreadable wall of text.

In the third panel, the child from the first panel is now captioned: "You are absolutely correct it is now my life mission to kill The Forge"

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cross-posted from: https://lemmy.ml/post/50533811

I've been thinking about the necromancer since getting my book and I think theres a lot of serious potential in the class.


Thralls strike with your spellmod which leads to many shenanigans including:

  • Instant flanking with puppeteer (create thrall lets you command them to strike)

  • Aiding yourself, esp. through gunslinger's Fake Out! https://2e.aonprd.com/Feats.aspx?ID=3161

  • Essentially being a legendary striker like gunslinger, operative, and fighter, but with delayed progression

The subclasses are interesting, but I think the top two are definitely Spirit and Blood. Blood helps you heal so you aren't a burden on the party. Spirit converts thrall damage to spirit damage, which is extremely nice if you get a Shining Symbol https://2e.aonprd.com/Equipment.aspx?ID=3109

The potential for the class is immense, as said, you are essentially a legendary striker (via thralls) with legendary spellcasting at the cost of less spells. The big issue is its hard to modify your thrall's damage.


Some archetypes I think will be good with necromancer:

  • Marshal: go dread marshal to buff spell and thrall damage

  • Beastmaster/Cavalier/Undead master/Captain : A nice, pale horse would be useful as necromancers are actually quite strapped for actions. They have tons of reliable 3rd actions and most spells will cost 2 actions and a mount will give some mobility. Sharpshooter follower would be great too, ask your dm if they can be a skeleton.

  • Commander: There's a lot of synergy in the low level tactics and feats. I wouldn't say to go too hard on the dip here. The tactics that stand out to me are Passage of Lines https://2e.aonprd.com/Tactics.aspx?ID=5 and End It! https://2e.aonprd.com/Tactics.aspx?ID=9. Passage of lines has pretty good use cases, you can put a thrall behind an ally to yoink them from harms way. Imagine if you use 'ready an action' to make the passage of lines to go off once an enemy is winding up for a strike, poofing your ally. Commander also has some choice feats, especially DEFENSIVE SWAP https://2e.aonprd.com/Feats.aspx?ID=7798, which lets you sacrifice a thrall to take no damage from an attack. That one has immense potential and is an extremely strong effect on a necromancer. I think plant banner https://2e.aonprd.com/Feats.aspx?ID=7796 also has utility use for keeping your allies up.

  • Gunslinger: As said, you can lean into an aid build and go gunslinger for fake out. This is an extremely effective way to crit enemies early in the game, I would go gunslinger if my party was short on strikers. I don't think the other feats are very worthwhile, I'd probably take defensive armaments. We don't really want to be striking ourselves (only through thralls), a gauntlet bow will suffice for fake out. Plenty of ancestries help facilitate aid bonuses.

  • Bellflower Tiller: Tiller's aid https://2e.aonprd.com/Feats.aspx?ID=933 gets you something similar to Fake Out at a much later level.

  • Spellcasting archetypes like Hedge Mage and Wizard: These let you diversify your spell choices a little. There are many great new spells and I will share my idealized necromancer spell list here in the future. However, Hedge Mage is a new archetype and really stands out. I'll let the dedication speak for itself

At level 14 they also get community needs, which is an interesting way to steal an upcasted fireball or heal spell on some classes.


When it comes to ancestries, you'll have a wide variety of choices. I think the best ones for necromancer will be ones that help buff aid.

  • Elf: Has a lot of movespeed and flexibility if you do not have a mount.

  • Nagaji: Has a good aid feat.

  • Skeleton, Corpsefulk Heritage, Revenant background, Dhampir: Negative healing lets you take advantage of Necromancer's mastery of life and death AOE harms easily and it also means you are unharmed by your necrotic bomb

Starfinder has some interesting options too


I will share my spell and feat suggestions on necromancer soon.

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Currently looking for a game and I am so tired of dealing with liberals 😫

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submitted 1 month ago* (last edited 1 month ago) by to c/ttrpg@hexbear.net
 
 

Putting this one out here cause everyone is clutching their pearls over Paizo going broke and they're 'good boys' and we should be very sad. No! They abused their workers which lead to the creation of the first ttrpg union. Every corporation must die, and IP theft is a moral necessity.

Enjoy the free pdf, the classes are alright. Necromancer still has the spell battery issue where the thralls don't move a lot, but it still looks fun. Runesmith was tuned down a little and but still offers massive burst on turn 1. Reminder to have ublock installed before visiting the link as free upload sites have a lot of ad spam. And yes, this is before street date. You're welcome!

https://multiup.io/c528ce35bb4a11854483fe5291b7487e

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submitted 1 month ago by to c/ttrpg@hexbear.net
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submitted 1 month ago* (last edited 3 weeks ago) by to c/ttrpg@hexbear.net
 
 

Chapter 0: Tale of Contents

Here’s what’s in the book.

PART I: THE CORE ENGINE

  • Chapter 1: Core Assumptions & The Resolution Engine (The dice pool mechanic, Stats incl. d2 baseline, Ranks, Outcomes)
  • Chapter 2: Character Architecture & Creation (Stats, Traits, Gifts, Spirits, Costs, Mid-Scene Advancement, Defaulting, Creation steps)
  • Chapter 3: The Fractal Skill Tree System (Macro/Micro/Nano granularity, Inheritance, Defaulting, The 25-Skill Cap, Group Contracts)
  • Chapter 4: Universal Mechanics & Conventions (Action Pool, Proactive/Reactive/Neutral actions, Tool Locks, Universal Caps: +4 Bonus/AP/d12 Stat/Rank 10, Stunned/Zero AP)
  • Chapter 5: Conflict Resolution (Macro, Micro Team Momentum, Nano The Drop/Momentum, Simultaneous Attacks & Chambering, Solo Conflicts, Conflict Transformation & Sloughing Damage, Simultaneous Conflicts)
  • Chapter 6: The Condition API & Scene Elements (Generic vs Specific conditions, Severity/Strength scaling, DoR, Lethal Tag & The Golden Hour, The 5 Senses Terrain Tags)
  • Chapter 7: Instinct Actions (The generic, rankless actions available to all characters, including Basic Attack, Flee, and Resist Mental)

PART II: THE SKILL TREES

  • Chapter 8: Skill Tree - Combat (Melee, Ranged, Defense, Maneuvers, 6 Location Damage Tables)
  • Chapter 9: Skill Tree - Magic (Ergokinesis, Mentalism, Naturalism, Arcanism, Casting Conventions, Sustain Spell, Assisted Warding)
  • Chapter 10: Skill Tree - Dancing (Solo, Partner, Troupe, Choreography, Routine Armor, Audience Favor)
  • Chapter 11: Skill Tree - Social (Conversation, Etiquette, Oratory, Correspondence, Social Armor, The "Flip" Mechanic)
  • Chapter 12: Skill Tree - Cooking (The Kitchen Brigade, Flavor Profiles, Hybrid Conflicts/"Martial Arts Fried Rice")
  • Chapter 13: Skill Tree - Art (Physical Mediums, Cross-Tree Hybrid Rules, Cultural Impact Outputs)

PART III: GAMEMASTERING & RECOVERY

  • Chapter 14: Downtime & The Healing Checklist (Bespoke recovery, ticking DoR, Cumulative Progress, Downtime Actions)
  • Chapter 15: GM Guidelines (Multi-Participant Nano "Action Movie Camera", Fractal Time & Space scaling, Adversary preparation, Social Boss Fights)

PART IV: THE CONDITION & OUTPUT TABLES (THE API)

  • Chapter 16: Generic Condition Tables (Physical, Mental, Social, Magical domains; Positive/Negative scaling; Spillover rules)
  • Chapter 17: Micro Condition Tables (Combat Wounds, Dancing Audience Favor, Social Negotiation Status)
  • Chapter 18: Nano Condition Tables (Damage) (Combat 6-Locations/Riders, Dancing Target Zones, Social Target Zones & Medium Riders)
  • Chapter 19: Output Tables & Generative Math (The 20/30/40/50 Benchmark, The 100-Success Masterpiece, Micro Outputs, Nano Outputs for Cooking/Art/Dancing/Magic/Social)

CHAPTER 1: Core Assumptions & The Resolution Engine

1.1 Core Assumptions

This system is built upon three foundational philosophies:

  1. Throwing fistfuls of dice is fun. The tactile thrill of rolling multiple dice and counting successes is a core part of the experience. The math should facilitate this, not bog it down.
  2. Getting players involved in raising the stakes is compelling. Players are not just rolling to pass or fail; they are actively managing resources (Action Pool, Spirits) and deciding how much they are willing to risk on any given action.
  3. Giving groups the tools to determine exactly what their game should focus on, and what it should gloss over, is the ultimate GM/player empowerment. The system is fractal. A group can resolve a sword fight in a single roll, or break it down into a highly granular, blow-by-blow duel. The system provides the framework for both and steps out of the way for the group to decide.

1.2 The Core Resolution Engine

The system utilizes a Dice Pool vs. Target Number (TN) mechanic.

  • Stats (Capacity/Ceiling): A stat determines what is possible—a d4 cannot achieve a TN 6 task, regardless of skill. Stats are rated as die sizes: d4, d6, d8, d10, d12.
  • Rank (Reliability/Technique): The maximum number of dice that can be rolled on a skill. Determined by Skill Rank plus modifiers.
  • The Roll: Roll Rank dice of the Stat's size. Count successes (each die equal to or higher than the TN). 0 successes is a failure.

1.3 Outcomes

Outcomes are based on the total number of successes rolled:

  • 1 Success: Just barely successful.
  • 2 Successes: Modestly successful.
  • 3 Successes: Very successful.
  • 4+ Successes: Critically successful.

1.4 When to Roll?

Generally, you should only roll when something is opposing your character.

If you have all the time in the world and the directions in hand, there is no need to roll. But if you are under time pressure, if the task is designed not to be done, or if someone is actively trying to prevent you from doing it—that is a conflict. If there is no meaningful opposition or risk, the action simply succeeds.

1.5 Character Stats

Character stats are based on Howard Gardner's theory of multiple intelligences. They are rated as die sizes (d2, d4, d6, d8, d10, d12), with d6 being the human average.

  • Body: Kinesthetic control, hand-eye coordination, athletic potential.
  • People: Reading others, interpersonal dynamics, empathy.
  • Words: Communicating ideas clearly, rhetoric, linguistic logic.
  • Logic: Abstract mathematics, system navigation, pure reasoning.
  • Nature: Intuitive understanding of biological and ecological systems.
  • Meditation: Introspection, self-awareness, mental fortitude.
  • Visual: Interpreting and crafting visual spaces, art, and spatial relationships.
  • Auditory: Interpreting and crafting audio, music, and sonic patterns.

CHAPTER 2: Character Architecture & Creation

Characters are defined by four pillars: Traits, Gifts, Spirits, and Costs.

Here is the next section, formatted to match your core document. It expands the Traits and Gifts as requested, keeping the language neutral and descriptive, and introduces the Character Packages using only the generically available Gifts.


CHAPTER 2: Character Architecture & Creation (Expanded)

Characters are defined by four pillars: Traits, Gifts, Spirits, and Costs.

2.1 Traits

Traits are double-edged modifiers providing a +2 Rank in specific situations and a -2 Rank in others. They cost 0 points. They are strictly descriptive and neutral, representing the physical, mental, social, and magical realities of your character's existence without inherent moral weight.

Players are encouraged to select Traits to define their character beyond the stat line. A Trait can be upgraded to a Gift for 2 points, which removes the negative component.

The Physical Domain

  • Compact: Your body is smaller than average. +2 rank to skill checks where this is advantageous (gymnastics, stealth) and -2 rank when this is a hindrance (wrestling, intimidating).
  • Lanky: Your limbs are unusually long. +2 rank when this is advantageous (reaching high places, keeping distance) and -2 rank when this is a hindrance (operating in tight spaces, fitting into standard armor).
  • Brawny: You carry dense, heavy musculature. +2 rank when raw lifting power is needed and -2 rank when agility or delicate manipulation is required.
  • Calloused: Your skin is thick and rough from labor or environment. +2 rank to resist physical discomfort or pain, -2 rank to tasks requiring a delicate touch or fine tactile perception.
  • High Metabolism: You process energy quickly. +2 rank to burst physical actions and resisting toxins, -2 rank to endurance checks and you require more food/sleep.
  • Distinctive Features: You have highly visible physical markers (unusual hair color, prominent scars, specific birthmarks). +2 rank to being recognized or intimidating, -2 rank to blending into a crowd or disguising yourself.

The Social Domain

  • Boisterous: You are naturally loud and energetic. +2 rank to performance, rallying, or intimidating, -2 rank to stealth, quiet negotiation, or delicate etiquette.
  • Soft-spoken: You speak quietly and deliberately. +2 rank to intimate conversations, stealth, or appearing unthreatening, -2 rank to oratory, shouting for attention, or projecting authority.
  • Eccentric: You behave outside standard social norms. +2 rank to artistic expression, creativity, or intimidating/disrupting others, -2 rank to standard etiquette, blending in, or formal diplomacy.
  • Intense: You project a fierce, unyielding focus. +2 rank to interrogation, resisting mental influence, or intimidating, -2 rank to casual socializing, deception, or putting people at ease.
  • Gregarious: You naturally seek connection. +2 rank to making friends, gathering information, and carousing, -2 rank to noticing deception, maintaining boundaries, or solitary tasks.
  • Formal: You adhere strictly to social scripts. +2 rank to high-society etiquette, diplomacy, and legal matters, -2 rank to streetwise interactions, slang, or adapting to rapidly shifting social landscapes.

The Mental Domain

  • Focused: You tend to focus entirely on one thing at a time. +2 rank when this is advantageous (researching, crafting) and -2 rank when this is a hindrance (noticing things, multitasking).
  • Scattered: Your mind jumps rapidly between concepts. +2 rank to creative problem-solving, brainstorming, and noticing odd details, -2 rank to sustained research, routine tasks, or following strict instructions.
  • Methodical: You approach problems step-by-step. +2 rank to logic puzzles, investigation, and crafting, -2 rank to acting on intuition, improvising, or rapid response.
  • Intuitive: You rely on gut feelings rather than logic. +2 rank to reading people, noticing danger, and instinct-based survival, -2 rank to complex logic puzzles, academic research, or explaining your reasoning to others.
  • Pragmatic: You focus purely on what works. +2 rank to survival, mechanical repairs, and cutting through BS, -2 rank to artistic endeavors, theoretical philosophy, or diplomatic tact.

The Magical Domain

  • Attuned: You are highly sensitive to ambient magic. +2 rank to sensing magical auras or illusions, -2 rank to resisting mental overwhelming in highly magical environments.
  • Resonant: Your soul vibrates in harmony with a specific element (Fire, Water, etc.). +2 rank to casting or resisting that element, -2 rank to casting or resisting the opposing element.
  • Void-touched: You leave less of a footprint on the magical weave. +2 rank to stealth against magical detection and resisting divination, -2 rank to casting beneficial magic on yourself or being targeted by allied magic.
  • Mutable: Your physical form is easily influenced by external forces. +2 rank to shapeshifting magic, transmutation, and adapting to new physical environments, -2 rank to resisting forced polymorphs or diseases.
  • Anchored: You are exceptionally grounded in your physical form. +2 rank to resisting forced movement, polymorphs, and mind control, -2 rank to teleportation, summoning, and benefiting from transmutation buffs.
  • Glamour-weaned: You grew up around illusions and fey logic. +2 rank to creating illusions, seeing through deceptions, and social magic, -2 rank to interacting with blunt physical reality or resisting mental charms.

2.2 Gifts

Gifts are pure bonuses, ranging from ribbon abilities to character-defining powers. They cost character points. The 2-point upgraded Trait (giving +2 rank to skills in a certain circumstance) is the benchmark for low-level gifts.

1-Point Gifts (Minor Utility / +2 Ranks)

  • Linguist: Add 1 language to yourself.
  • Hardy: Gain a +2 rank to resist the Sickened condition and natural poisons.
  • Talons/Claws: You possess natural weapons. Unarmed strikes use your Combat rank and inflict Slashing or Piercing riders.

2-Point Gifts (Upgraded Traits / Minor Conflict Boost)

  • Upgraded Trait: Remove the negative component of one of your Traits.
  • Small Frame: Gain +1 die to stealth and evasion checks in environments with cover.
  • Camouflaged: Gain +1 die to hide checks in a specific terrain type (forest, urban, etc.).
  • Elemental Breath: Once per Micro conflict (or once per Nano Exchange), make a ranged attack using Body or Logic that inflicts a Severity 1 elemental condition.

3-Point Gifts (Major Utility / Minor Conflict Ability)

  • Lay on Hands: Gain a pool of healing (equal to your Meditation die max) that you apply via touch to remove physical DoR conditions.
  • Dragon Scales: Your skin is hardened. Reduce the success level of incoming slashing/piercing attacks against you by 1.
  • Caprine Legs: Your legs are structured for leaping. Gain +1 die to movement, jumping, and acrobatics checks.
  • Ethereal Voice: Your voice carries unnatural weight. Gain +1 die to Social or Magic checks relying on speech.
  • Siren's Lure: Once per scene, force a target to make a Meditation check (TN 4) or become Charmed [1] by you.
  • Screech: Once per scene, unleash a deafening shriek. All within arm's reach must resist or suffer the Deafened [2] Scene Element.
  • Lucky: Once per session, reroll a failed Macro check or force an enemy to reroll a successful Macro check against you.
  • Elemental Ward: Gain 2 Temporary AP that can only be used to defend against a specific element of your choice.

4-Point Gifts (Major Utility / +1 Die in Circumstance)

  • Stone Form: Your skin resembles carved marble. You gain a flat reduction of 1 success to all incoming physical damage, but your movement distance is halved.
  • Nature's Resilience: Gain a +1 die to resist fatigue, poison, and disease. Ignore the penalties of the Sickened [1] condition.
  • Aquatic Nature: You can breathe water and move at full speed while swimming.
  • Fortune's Child: Once per session, automatically succeed on a Macro skill check with a minimum of 2 successes.
  • Predator's Grace: Gain +1 die to Body and Visual checks involving chasing, tracking, or pouncing.
  • Apex Pounce: When you declare a proactive attack against an opponent who has not acted yet this exchange, gain +1 die to your attack pool.
  • Pipes of Pan: Once per scene, play music that forces all non-allies in earshot to make a Meditation check or suffer Distracted [2].

5-Point Gifts (Major Conflict Ability)

  • Danger Sense: Avoid surprise. You always act first in a Micro conflict, and in Nano conflicts, you may declare your actions last.
  • Ethereal Form: You are partially made of magic. Gain +1 die to resist physical conditions, but suffer +1 die of damage from magical sources.
  • Winged Flight: You have functional wings. You can fly at your standard movement speed. You cannot fly if your arms/wings are bound.

6-Point Gifts (Major Conflict Ability)

  • Slippery Mind: Once per scene, completely negate one incoming mental or social condition.

7-Point Gifts (Character Defining)

  • Elemental Heritage: Choose one element. You are immune to its negative generic conditions. You may cast one Macro spell of that element per scene without an Incantation or Focus.
  • Equine Body (Centaur): Your lower body is that of a beast. Your movement speed is doubled, your carry capacity is immense, and your “basic attack” instinct does not deal self-damage if you kick with your hooves.

8-Point Gifts (Character Defining)

  • Sorcerer's Soul: Gain access to the magic skill tree.

9-Point Gifts (Campaign Defining)

  • Resurrection: You may resurrect someone from the dead by touching a piece of their body. This resurrection has no drawbacks. After doing so, you lose this gift.

10-Point Gifts (Campaign Defining)

  • Legendary Artisan: Gain an automatic success on all actions taken from a skill tree of your choice.

2.3 Character Packages (Species & Ancestries)

During character creation, instead of spending 8 points on customized Gifts, a player may choose a Character Package.

A package provides exactly 10 points of Gifts and upgraded Traits that share a thematic throughline (representing a fantasy species, ancestry, or culture). Packages may include regular Traits (costing 0 points but providing flavor and context) and upgraded Traits.

Designer's Note: All abilities granted by Character Packages are drawn directly from the Master Gift List. There are no exclusive, locked abilities. A "Human" character could purchase Stone Form or Winged Flight if the GM permits it and the narrative makes sense.

1. Amazons

Marble-statue warrior women, forged from clay or divine craft.

  • Stone Form (4 pts): Skin resembles carved marble. -1 success to incoming physical damage, movement halved.
  • Statuesque (Upgraded Trait, 2 pts): +2 rank to physical intimidation, lifting, and resisting being moved.
  • Warrior's Instinct (4 pts): Gain +1 die to proactive Combat actions when wielding a melee weapon.
  • Total: 10 points.

2. The Folk

Small, sturdy, nature-attuned people. Variants exist based on their environment.

Hill Folk:

  • Nature's Resilience (4 pts): +1 die to resist fatigue, poison, and disease.
  • Compact (Upgraded Trait, 2 pts): +2 rank to stealth, gymnastics, and moving through tight spaces.
  • Fortune's Child (4 pts): Once per session, auto-succeed on a Macro check.
  • Total: 10 points.

Meadow Folk:

  • Lightfoot (Upgraded Trait, 2 pts): +2 rank to movement and stealth in natural environments.
  • Keen Senses (Upgraded Trait, 2 pts): +2 rank to Visual and Auditory perception checks.
  • Small Frame (2 pts): +1 die to evasion in environments with cover.
  • Lucky (3 pts): Reroll a failed Macro check once per session.
  • Hardy (1 pt): +2 rank to resist poisons.
  • Total: 10 points.

Sea Folk:

  • Aquatic Nature (4 pts): Breathe water, swim at full speed.
  • Nature's Resilience (4 pts): +1 die to resist fatigue and cold environments.
  • Sea Legs (Upgraded Trait, 2 pts): +2 rank to balance, acrobatics, and actions on a moving ship or unstable surface.
  • Total: 10 points.

3. Dragon People

Reptilian humanoids ranging from small, wiry scavengers to massive, elementally-charged champions.

Base Package (All Dragon People):

  • Dragon Scales (3 pts): -1 success level to incoming slashing/piercing attacks.
  • Talons (1 pt): Unarmed strikes use Combat rank and inflict Slashing riders.

Elemental Variant (Choose One):

  • Cinder-born (Fire): Elemental Heritage (7 pts): Immune to Burning, cast one Macro fire spell per scene without a Focus. (Total: 11 pts - reduce to 10 by removing Talons or taking an un-upgraded Trait).
  • Frost-touched (Water/Ice): Elemental Ward (3 pts): 2 Temporary AP to defend against cold/water. Aquatic Nature (4 pts): Breathe water, swim at full speed. (Total: 11 pts - reduce to 10 by removing Talons).

Size Variant (Choose One):

  • Great-scale (Large): Brawny (Upgraded Trait, 2 pts): +2 rank to raw lifting and wrestling.
  • Swift-wing (Small): Winged Flight (5 pts): Fly at standard movement speed.

4. Elves

Lithe, predatory humanoids deeply tied to the big cats of the world.

Base Package (All Elves):

  • Predator's Grace (4 pts): +1 die to Body and Visual checks for chasing, tracking, or pouncing.
  • Keen Senses (Upgraded Trait, 2 pts): +2 rank to Visual and Auditory perception.
  • Feline Climber (Upgraded Trait, 2 pts): +2 rank to climbing, acrobatics, and balancing.
  • Apex Pounce (2 pts): +1 die to attacks against targets who haven't acted yet this exchange.
  • Total: 10 points.

Environmental Variants (Replace Apex Pounce):

  • Savannah Elves: Replace Apex Pounce with Hardy (1 pt) and Lucky (3 pts).
  • Jungle Elves: Replace Apex Pounce with Camouflaged (2 pts) (+1 die to hide in foliage).
  • Snow Elves: Replace Apex Pounce with Nature's Resilience (4 pts) (+1 die to resist cold/fatigue).

5. Mythic Folk

Beings of blended forms, bridging the gap between beast, nature, and humanoid.

Centaur:

  • Equine Body (7 pts): Speed doubled, immense carry capacity, can make melee "kick" attacks.
  • Brawny (Upgraded Trait, 2 pts): +2 rank to raw physical power tasks.
  • Hardy (1 pt): +2 rank to resist poisons.
  • Total: 10 points.

Mermaid:

  • Aquatic Nature (4 pts): Breathe water, swim at full speed.
  • Ethereal Voice (3 pts): +1 die to Social/Magic checks using speech.
  • Siren's Lure (3 pts): Once per scene, force a Meditation check (TN 4) or target becomes Charmed [1].
  • Total: 10 points.

Satyr:

  • Caprine Legs (3 pts): +1 die to movement, jumping, and acrobatics.
  • Pipes of Pan (4 pts): Once per scene, play music forcing Meditation checks or suffer Distracted [2].
  • Lucky (3 pts): Reroll a failed Macro check once per session.
  • Total: 10 points.

Nymph:

  • Ethereal Form (5 pts): Partially made of magic. +1 die to resist physical, +1 die damage from magic.
  • Attuned (Upgraded Trait, 2 pts): +2 rank to sensing magical auras.
  • Elemental Ward (3 pts): 2 Temporary AP to defend against a chosen element.
  • Total: 10 points.

Harpy:

  • Winged Flight (5 pts): Fly at standard movement speed.
  • Talons (1 pt): Unarmed strikes use Combat rank with Slashing riders.
  • Screech (3 pts): Once per scene, unleash a shriek causing Deafened [2] in arm's reach.
  • Eccentric (Trait, 0 pts): Behave outside standard social norms.
  • Total: 9 points (Can add a 1-pt gift like Hardy to reach 10).

2.3 Spirits (0-4)

Beliefs, goals, and connections. You have three individual Spirits and one shared Party Spirit.

  • Invoke: Add a Spirit's points to a Rank when actively risking something related to it.
    • Conflicts: During a conflict, if a Spirit is successfully invoked, its points are added to all of the character's skill ranks and added directly to their action pool.
  • Earn: Gain 1-2 Spirit points per session for taking risks. The Spirit points are added to the spirit that was risked during the session.
    • Spirit points are added to the relevant Spirit total immediately, during play. Spirit points can also be spent at any time. If a point is added to the Party Spirit, then it is added for everyone.
  • Spend: Spend your Spirit points to advance your character (increase stats, skill ranks, and buy gifts).
  • Examples: "Protect the innocent and downtrodden", a specific belief system (a religion, bushido, etc), "We are revolutionaries trying to overthrow the nobility."
  • The Spiritual Contract: If it's unclear if a Spirit applies, the player and GM negotiate a specific risk before the roll to justify invoking the Spirit.

2.4 Costs

Permanent penalties applied to your character, removable only by divine intervention (or equivalent). These represent the costs you have paid to accomplish your goals - was it worth it?

  • Example - Aged by Magic: Your Body stat (and your remaining lifespan) has been reduced by backlash from a particularly powerful spell. Perhaps a sip from the Fountain of Youth can restore it?
  • Example - Broken Oath: Whenever you interact with someone from your former order, you suffer -6 skill ranks to social interactions. Redemption requires a grand, campaign-defining act of atonement.

2.5 Character Creation Steps

To create a starting (Rookie-tier) character, follow these steps:

Step 1: Assign Stats Distribute the following standard array among your 8 Stats (Body, People, Words, Logic, Nature, Meditation, Visual, Auditory). Choose one of the following arrays:

  • Option A (Generalist): 6d6, 1d4, 1d8
  • Option B (Specialist): 4d6, 3d4, 2d8 (Note: d6 is the human average. Your two highest Stats will calculate your starting Action Pool.)

Step 2: Assign Skill Ranks Your starting Skill Ranks depend on the granularity levels the group voted on during Session Zero - the more skills that your game is using, the more points you recieve.

  • Macro: For every skill tree your group is using at the macro level, your recieve 1 macro skill point.
  • Micro: For every skill tree your group is using at the micro level, you recieve 4 micro skill points.
  • Nano: For every skill tree your group is using at the nano level, you recieve 8 nano skill points.
  • Character Creation Limit: At character creation you cannot raise any skill above rank 4.
  • Designer’s Note: If your group sets a certain skill tree at a certain rank, you cannot put points into that skill at other levels. The granularity setting is how a group decides what they consider to be important, and what they want to skim over.

Step 3: Traits & Gifts

  • Traits: Choose up to 3 Traits.
  • Gifts: You have 8 points to spend on Gifts. You may "upgrade" a Trait to a Gift by spending 2 points to remove its negative component.

Step 4: Spirits & Costs

  • Spirits: Define 3 individual Spirits and 1 shared Party Spirit. The party must agree on the Party Spirit collaboratively. You have 6 points to allocate among your 3 individual Spirits, and your party spirit starts at 0.
  • Costs: (Optional) Work with the GM to define 1 permanent Cost in exchange for an extra 2 Gift points.

2.6 Advancement Costs

Characters advance by spending Spirit points earned during play. This reduces your Spirit, reducing the bonus that it provides if it comes up. The cost to advance scales naturally:

  • Skill Ranks: Cost = Current Rank. (e.g., Going from Rank 2 to Rank 3 costs 2 Spirit points).
    • Buying a skill from Rank 0 to Rank 1 costs 1 point. You can also improve a skill from the rank it is currently defaulting from directly.
      • Example: You have melee 4, and ranged 0. You default to 2 for ranged, so you can spend 2 point to go straight to Ranged 3.
  • Stats: Cost = Highest Die Number. (e.g., Going from d6 to d8 costs 6 Spirit points).
  • Gifts: Cost = The Gift's listed cost (1 to 10 points).
  • Hard Cap: No single advancement can cost more than 10 Spirit points.

CHAPTER 3: The Fractal Skill Tree System

Every skill in the game is structured as a fractal tree: Macro (1 general skill) -> Micro (3-5 specific skills) -> Nano (3-5 techniques).

3.1 Session Zero Calibration

During Session Zero, the group votes on the active granularity level of every skill tree in the game. This determines how much tactical focus that aspect of the game will receive.

Designer Note - The Fractal Duality: This system attempts to bridge two worlds - rules lite narrative roleplaying and rules-heavy dueling simulations. The macro level is for when you want the story to flow, the micro level is for when you want the player's "on sheet" actions to be limited so that they have to think outside of the box to solve problems, and the nano level is for when you want to know the difference between "losing hp" and "getting your arm broken."

3.2 Downward Inheritance (Zooming In)

If a tree is set to Macro, a character with Combat 5 automatically accesses all Micro and Nano skills beneath it at Rank 5. The same rule applies to Nano level skills if the tree is set to Micro.

3.3 Upward Aggregation (Zooming Out)

If a tree is set to Nano, a parent skill's rank is equivalent to its highest-rank child. The same rule applies to Macro skills if the tree is set to Micro. (Example: If your highest Nano skill is Thrust 4, your Melee skill is considered 4, and your Combat skill is considered 4.)

3.4 Defaulting

If using a Micro/Nano skill you do not possess, use it at half the rank of your highest-ranking sibling skill (round down).

  • Note: A rank of 0 is not an automatic failure, but you must acquire bonuses from Spirits, Gifts, or Circumstances to roll any dice.

3.5 Variants

Some skills have variants (e.g., Melee [One-Handed], Art [Oil Painting]). Variants are considered sibling skills for defaulting purposes.

3.6 The Trees Are Alive

Groups can unanimously vote to add new trees or change granularity mid-campaign. When this occurs, any skill ranks that are about to be "lost" are refunded and can be immediately re-spent on the tree in its new shape, with the conversion rate of 1 macro = 4 micro = 16 nano (any points not respent during this process are lost). The recommended method for doing this is a unanimous vote in between sessions.

3.7 Action Types

To clarify action declarations across all skill trees, actions are categorized as follows:

  • Proactive Actions: Declared on your turn to execute a maneuver or attack.
  • Reactive Actions: Triggered in response to an opponent's maneuver. (e.g., Parrying, Deflecting).
  • Neutral Actions: Can be used in either context.

3.8 Note About Stats

All skills have two stats assigned to them. Use one of those two stats when resolving the skill.

3.9 Core Conventions for Skill Trees

To maintain balance and system integrity, the following conventions apply to all skill trees.

The Tool Use Convention

Every skill tree must define its relationship with items and the "Tool Lock" (the limitation on doing two things with the same item in a round). Examples:

  • Combat: Limited by hands (one item per hand).
  • Magic: Limited by voice (Incantation) or hands (Arcane Focus).
  • Dancing: Uses the entire body. Techniques are not mutually exclusive with each other, but are mutually exclusive with actions on other treas that use the body's movement.

Designer's Note: The Complexity Ceiling and Power Creep For the Micro and nano skill levels, the arcanism skill in the magic skill tree represents the intended "ceiling" for action complexity. Two possible actions on the same skill, and a bespoke mechanic (AP contribution from other characters) fully contained to that skill. It is also very important that all future skill trees are properly benchmarked and balanced against the default eight - I do not want this system to develop into "modern yu gi oh" as more skill trees are added over time!

CHAPTER 4: Universal Mechanics & Conventions

This chapter defines the universal rules and economy that govern all conflicts, regardless of the skill tree or granularity level being used.

4.1 The Action Pool (AP)

A character's Action Pool represents their stamina, focus, and leverage in a conflict. It is the fuel for all actions.

  • Calculating AP: A character's maximum Action Pool is determined by adding the maximum values of their two highest Stats (e.g., a d12 adds 12, a d8 adds 8). The average human benchmark is 12 AP.
  • Spending AP: Every point spent from the pool represents a single die rolled unless otherwise noted in an action description.
  • The Skill Cap: A character cannot spend more points (roll more dice) on a single action than their Rank in the skill being used.
    • “Rank” in this case means total rank after all modifiers. A skill at Rank 0 normally can’t have dice spend on it, but if you have +2 Ranks, then you can roll 2 dice on it.
    • Designer’s Note: A character with a high AP but low skill ranks may well find themselves in a position where they can't spend their AP fast enough on single actions. This character is talented, but literally doesn’t know what they’re doing.
  • Conditions Penalty: If one or more of the Stats used to calculate your Action Pool has been reduced by Conditions, recalculate your maximum AP using your current highest two Stats.
  • Refreshing the Pool: The Action Pool refreshes to its maximum size at the following times:
    • Micro: Refreshes at the start of the Player Team turn.
    • Nano: Refreshes at the start of every new Exchange (every two attack/defense pairs).
    • Solo: Refreshes at the start of every Interval.

4.2 Action Types

To clarify action declarations across all skill trees, actions are categorized as follows:

  • Proactive Actions: Declared on your turn to execute a maneuver, attack, or utility task.
  • Reactive Actions: Triggered in response to an opponent's maneuver to defend or counter.
  • Neutral Actions: Can be used in either a proactive or reactive context.

4.3 Universal Limits

To prevent system bloat and infinite loops, the following universal limits apply:

The Action Minimum An action must always have at least 1 AP spent on it in order to be used

The Bonus Dice Cap The total number of bonus dice a character can add to a single action from all combined sources is hard-capped at +4.

The Action Pool Cap The total number of bonus dice a character can add to their action pool from all combined sources is hard-capped at +4.

The Stat Cap The maximum value for any stat is d12. Furthur bonus to a stat beyond this number are lost.

The Skill Depth Cap Skills cannot be advanced above rank 10.

The Skill Breadth Cap An individual skill tree cannot have more than 25 nano skills. * If you want more nano skills on a skill tree, you can add more by defining them yourself and buying ranks in them. These additional nano skills don’t add new actions to your character, but they can be used in solo conflicts.

4.4 The Zero AP States

If a character's Action Pool is compromised, they enter specific states depending on how it was reduced.

Permanent Zero (Ineffective) If your maximum action pool is reduced to zero by Conditions that apply to the current conflict, then you are completely ineffective and cannot participate.

  • You cannot enter a conflict scene in which your AP is zero. You are subject to the whims of whomever or whatever you are conflicting with and cannot oppose them (although you may be able to by changing the conflict type - social Conditions don't affect swordplay).
  • If you are reduced to zero during the conflict, then you are removed from it in whatever way is most contextually appropriate (unconsciousness, a hook from the stage manager yanking you off of it, etc.).

Temporary Zero (Stunned) If your action pool is reduced to zero by a temporary effect, such as a Circumstance, or damage that accumulates after you have spent several dice, then you are stunned.

  • You cannot take any action until the next action pool refresh.
  • A Stunned character does not perform a Reactive defense. They are standing there helpless against whatever is done to them by their opponent, automatically subject to the full unmitigated success level of any actions targeting them.

CHAPTER 5: Conflict Resolution

Conflicts occur when a character wants to do something that they are being prevented from doing by circumstances, conditions, other characters, time pressure, etc. Conflicts can occur at any of the three granularity levels, with higher levels being more abstracted and lower levels being more granular. Higher-level conflicts are recommended for group activities where minimal bookkeeping and speed of play is beneficial; Nano-level conflicts are recommended for high-stakes individual contests.

5.1 Conflict Spacing

Conflicts can take place on a tactical grid or in the theater of the mind based on group preference. Regardless of format, the following information must be established:

  • Participant Spacing: e.g., Arm's Reach, or at Distance (measured in feet/meters).
  • Environmental Conditions: Is it harder or easier to move? Is there a prevailing wind, or a hostile crowd? (These apply Circumstances or Scene Elements as appropriate).

5.2 Macro Conflicts

Macro-level conflicts are for when the party wants a "fast" resolution to an action or set of actions.

  • The Target: The GM sets a target number of successes representing the complexity of the task, and a TN for the roll representing its difficulty. TNs typically range from 2-6, but may be 7+ for truly heroic feats. Note that characters cannot hit a TN if it is higher than their relevant stat die.
    • Note: the target is not a particular skill check, but an objective that the party is trying to complete. If the objective is more complicated than "pick this lock", then players are encouraged and expected to describe how the skill they are rolling contributes to the task's success.
  • The Time: The GM sets the number of rolls that may be attempted, typically assumed to be 1 roll, but multiple may be allowed for complex tasks, creating a "skill event".
    • Teamwork: Any player may contribute to any roll. If multiple characters share the same "attempt" at a skill check, then they may take whichever character's result had more successes as the final result. But if a character fails the check (rolls no successes), then they reduce the other player's result by 1 success.
    • Diminishing Returns: If the same skill is used multiple times in a roll with multiple attempts, its TN increases by 1 for every attempt past the first. This applies across the entire team, not per character.
    • Designer's Note: This system is designed to discourage players from mindlessly piling onto every single roll, while encouraging players to work together on multi-step tasks by contributing their own specialties. Diminishing returns means that a skill event is never resolved by one player rolling the same thing over and over, and teamwork means that similarly-skilled players can and should work together on a task to get the higher result - but players need to be paying attention to the context and getting involved in the skill event in order to get the most out of the system.

5.3 Micro Conflicts

Micro-level conflicts use team-based momentum and abstracted damage.

  • Initiative: All participating players roll an appropriate skill check. Those who succeed go first as a group.
  • Turn Structure:
    1. The passing players act (in any order).
    2. All non-player characters act.
    3. All players act (in any order).
    4. All non-player characters act. Steps 3 & 4 repeat until the conflict is resolved.
  • The Exchange: At the Micro level, one "Exchange" equals one full team back-and-forth (one Player Team turn + one NPC Team turn).
  • Resolution Order: During your turn, you may declare any number of actions of any type, splitting your AP between them as you like. If a proactive action is declared against you, you may declare any single reactive action as a response to it, provided you have AP to spend.
  • Consequences: A successful action may apply a generic Condition effect based on the attack type and the Margin of Success.
  • Minions and Cleaving: The GM may rule that certain NPCs are "minions", and are simply removed from the conflict upon suffering their first successful attack. When a minion is removed, the player may choose to "cleave", removing additional minions from the field.
    • These minions must be contiguous, each one within arm's reach of another, all within range of the action, and the total number that can be removed is the number of successes that the player rolled on the triggering effect.

5.4 Nano Conflicts

Nano-level conflicts use The Drop and momentum stealing. Damage is precise and brutal, determined by combining Margin of Success with Action Type & Target Zone.

  • Assumption: The conflict assumes that both characters are actually in opposition. If one of them is not willing to oppose the other, then there is no conflict.
    • Running away can of course be considered a form of opposition, depending on the chaser's objective.
  • The Ritual: Both participants hold one red die and one white die in their hands, clearly visible above the table. On a third party's signal, both participants drop exactly one die onto the table to declare their intent:
    • Red Die: You will be the attacker.
    • White Die: You will be the defender.
  • Resolving the Drop:
    • Red vs. White: Combat proceeds normally; the Red side has momentum.
    • Red vs. Red: Both sides have momentum; attacks are resolved simultaneously.
    • White vs. White: Neither side has momentum; retrieve the dice and drop again.
  • Momentum Flow: Momentum remains with the attacker until the defender successfully steals it (via specific Nano skills), or the attacker does not perform a proactive action with at least 1 AP for any reason.
  • The Exchange: At the Nano level, one "Exchange" always consists of exactly two "beats", regardless of who attacked and who defended.
  • The Beat: A "beat" is a single attack/defense pair, or a single simultaneous attack.

Nano Resolution Order Combatants with momentum are considered Attackers, and all other combatants are considered Defenders. When an action is declared, it is declared alongside the number of dice that will be rolled to resolve it. Within a step, participants can change their minds as many times as they like, but once a consensus is reached all declarations for that step are locked.

Every Beat, actions are declared in the following order:

  1. All Attackers declare all proactive actions.
    • Attackers must declare at least one proactive action, and must spend at least one dice performing it. If they don't then they lose momentum.
  2. All Defenders declare all reactive actions.
    • If a Defender is going to make a "late attack", they declare it here. This turns them into an Attacker, allowing them to make proactive actions but not defensive actions.
    • If the Attacker didn't attack, and the Defender didn't make a Late Attack, the conflict returns to The Drop.
  3. All Attackers declare all other actions.
  4. All Defenders declare all other actions.

Note: Attackers cannot use reactive actions, and Defenders cannot use proactive ones.

Simultaneous Attacks If both characters in a Nano conflict have momentum, they are both Attackers, and must both declare a proactive action.

  • Simultaneous Damage: If both characters land an attack in the same beat, then the attacks are resolved fully before conditions are applied to both characters.
  • Chambering an Attack: If one character lands their attack first (for example, via the Quick Step action), then the results of their damage are applied to the other character before they roll to resolve their attack. If the damage results in their attack losing potency or being negated, then the attack is "chambered" and lost.
    • The primary way an attack gets chambered is through reduction in the Action Pool. If a character's action pool is reduced by a simultaneous attack that lands first, then the dice removed from their action pool are removed from their currently-declared attack first.
      • Reduction in the action pool subtracts immediately no matter the "source", whether that's a temporary or permanent action pool reduction, or a stat-lowering condition that results in their AP calculation changing.
  • Momentum: After a simultaneous attack, any character that recieved a condition from another character’s action loses momentum. If both characters lost momentum, return to The Drop.

Attacking Without Momentum If a character is a Defender, they may opt to forgo their defense in the name of making a Late Attack. The Defender declares a proactive action exactly as though it were their reactive action. This makes the beat into a Simultaneous Attack, however the defender making the late attack will land their attack second without the use of an action that specifically lets them strike first.

5.5 Solo Conflicts

Not all conflicts are against others; some are conflicts against the self. For solo conflicts at the Macro level, use the Macro conflict system. For solo conflicts at the Micro and Nano level, use the following rules. Momentum, Attacking/Defending, and Exchanges are not used in a solo conflict.

Solo Conflicts are about setting a goal, and struggling to achieve that goal within a limited number of intervals.

  • Goal: At the outset of a solo conflict, declare your goal. Your goal has two aspects: the number of successes, and the target skills. You must have at least as many target skills as one quarter of your goal (rounded down). You may elect to count each of your target skills as two, but this increases their TN by + 2.
    • Example: "I will bake a fifteen-success cake by using the skills temper chocolate, whip meringue, and sculpt fondant."
    • Important: You cannot perform at your full potential by playing it safe. You must take a risk to achieve the best results possible.
  • Intervals: Maximum intervals are determined by the lesser of the maximum score of your Meditation stat (e.g., d8 = 8), or a time limit set by the nature of the conflict. 4 intervals is considered the standard amount of time for most solo conflicts.
  • The Loop:
    • For each interval, your Action Pool is restored to full.
    • You may then spend the dice in your action pool to perform the skills you have selected in any combination.
    • You add all successes from all skill checks across all intervals together at the end.
  • Interference: May be present when you are attempting a solo task, this manifests as Circumstances or Conditions applied to you. You may also, in a parallel competition, attempt to sabotage your opponents by spending dice from your action pool on relevant actions, applying interference to them in turn.
  • Determining Success:
    • If you did not achieve your goal for successes, then you fail the conflict.
    • If you did not achieve at least one success for every target skill, then you fail the conflict.
    • If you achieved more successes than your goal, half of the excess above your goal amount are lost (round down). It is impossible to achieve peak performance if you are playing it safe; you must challenge and test yourself.
    • The final number of successes determines the quality of the result. If materials were spent, they are lost. If a craft was made, it is gained on a success.

5.6 Conflict Transformation

Under some circumstances, a conflict can be transformed from on form to another, such as a debate breaking out into a brawl.

  • Group Decision: Shifting a conflict mid-stride is a significant decision, the group should unanimously agree that the shift should occur before it does.
    • Individual Agency: If a minority within the group wants to do a separate kind of conflict, but the rest of the group is not interested, the suggested compromise is to resolve the new sub-conflict as a simple macro conflict/skill event in order to avoid derailing the primary one.
    • Consequences of your Actions: An NPC can shift the conflict themselves, but only as a consequence for player action that the players are aware of. A rogue being caught by a guard, a negotiation turning into a dance-off, etc.
  • Consequences of the Shift: Shifting a conflict has consequences. These should be clearly communicated by the GM before the shift occurs.
  • Carrying the Stakes: When appropriate, the stakes of the original conflict can carry forward to the new conflict type.
  • Sloughing the Damage: Most conditions are contextual to the conflict that they originated in, and do not carry over to the new one.

5.7 Simultaneous Conflicts

Multiple conflicts can occur simultaneously on the same battle map, provided they share the same Time Scale (e.g., 1 Exchange = 1 Hour).

  • Shared Space: The board represents the physical space. Characters can move between conflicts if the narrative allows (e.g., the Bard leaves the social mixer to run into the kitchen and distract the Chef's rival).
  • Interference: Actions taken in one conflict can apply Conditions or Circumstances to the other. If the Bard successfully Humiliates a rival judge in the Social Conflict, the Chef gains a Circumstance bonus to their next Cooking roll because the judge is flustered.

5.8 Multi-Participant Nano Conflicts

The Nano conflict engine is highly granular and designed primarily for intense 1v1 duels. While it can technically handle a 1v2 or 2v2, it becomes highly unwieldy at larger numbers.

Guidelines for Large Nano Conflicts:

  1. Split the Scene (Recommended): If the whole party is fighting, resolve it as a Micro Conflict. If you must use Nano, metagame the scene: have each player duel their assigned opponent separately, sequentially.
  2. The Action Movie Camera: Do not attempt to run multiple Nano conflicts in parallel. Instead, act as the camera. Resolve a couple of Beats with Player A, then cut to Player B, then to Player C, changing focus at a dramatic moment, like a successful attack or a shift in momentum. This keeps the table focused and the momentum high.
  3. Pairwise Momentum: If multiple participants are fighting in the same Beat, Momentum is tracked individually between every pair of opponents. You perform The Drop against every opponent not on your team. You trade Momentum and declare actions against each opponent individually, following the standard Nano action declaration order.
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cross-posted from: https://hexbear.net/post/7902538

Hello! I have been running TTRPG games for hexbear folks for a few years now and we are moving into our next system, Mothership. I have previously run (Cyberpunk Red, Shadowrun 5e, Lancer, The Burning Wheel, Pathfinder 2e, Shadowdark, Ars Magica, Masks, Delta Green, Mothership 1shots) for folks from here.

I have previous experience with D&D 5e, Blades in the Dark, Monster of the Week, ICONS, and Vampire the Masquerade 5e. I tend to run according to the rules more than homebrew, am more merciful than antagonistic, rely on prep more than improv, faction over disparate NPCs, lower amounts of explicit violence/gore, complex encounters, slow burn terror over horror.

The campaign themes are expected to touch on Body Horror, Capitalistic Horror, and Monster Horror.

We play weekly for about 3 hours starting at around 20:00 CET/14:00 EST on Thursday.

There are two to three returning players and I'm looking for another player or two. We usually run if there are 3 players.

We use Discord for voice & session scheduling and Roll20 for the virtual table top, it is a dedicated hexbear ttrpg discord server and I'm happy to help folks with roll20.

Mothership is a retro-future lightweight system that leans heavily on survival horror. The image moodboard in the post is one I made to reflect the campaign which I expect to run for about 10-15 sessions but am always happy to extend if the players want to.

The media touchstones I had in mind are: Altered Carbon, The Expanse, Alien, Matrix Reloaded. The players are the crew of a recently decommissioned cargo vessel docking at an outlaw space station on the edge of known space. The station known as Prospero's Dream is home to a handful of factions and has strict Oxygen rationing. The crew will need to find a way to scrape together credits to repair/upgrade their ship so they can get back to Inner Space or save the space station.

I will provide all the rules needed and we will have a session 0.5 where we go over some of the safety tools I like to use (X-Card & Lines and Veils), make the crew and whatever remaining time we will jump into the game on the ship as it approaches Prospero's Dream.

There is a hard line with Romance/Sexual content, and Young Children. There are veils for Extreme Violence, Torture, Adolescent Children and Player vs Player.

Feel free to respond here or DM me, I will be reposting this at the start of April when we are getting ready to start.

Thanks for reading!

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cross-posted from: https://lemmy.dbzer0.com/post/66361494

Hello (tt)rpg people!

Easter is coming and so is my get-together with my friends to play TTRPGs for ~three days straight this weekend.
Last time we played one of the Mothership RPG stories and while there was a bit of friction ("you are not the almighty hero") it was still pretty awesome for me as a DM.

This year I have an idea for a (for us) different one-shot - Ghost Busters but its just a party full of paladins maybe getting hired for odd jobs in a fantasy setting?
maybe even phantasmagoria - a cross between parts of a modern world and fantasy (e.g. embracing the Sending Stones as phones trope etc).
I am keeping the definition a bit loose in my head and not strictly focused on being a parody of the GB movies so basically anything goes, it's supposed to be really light and just funny.

If you have any potentially funny ideas, be it bits, custom spells, "combat scenarios" or puzzles please share! I am running a bit dry :D


Also, still not sure if I want to use our usual system Pathfinder 2E for this.
My players default to being (red) button pushers - but are always open to try different things, I wouldn't do this if that was not the case.
They like to build characters to primarily try out the class combat features & combos, but with this being a one-shot I want to try a more narrative heavy approach - a collective story-telling thing (though my players will definitely need RP hints).
The alternatives I got are either D&D 5e for being simpler then pf2e (and actually having a Paladin as a simple class compared to PF). My searches led me to Shadowdark being a super simple system but I have never tried it.
Either way my current idea is to just pick the core ideas of pf2e/d20 systems and then go with the flow after that.
If anyone can recommend or has an idea how to handle the system when it comes to rules-light, narrative gameplay please share.

Thank you!

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submitted 4 months ago* (last edited 4 months ago) by to c/ttrpg@hexbear.net
 
 

^This^ ^started^ ^as^ ^a^ ^shit^ ^post^ ^but^ ^I^ ^had^ ^to^ ^much^ ^fun^ ^writing^ ^it^

Introduction

A Role Playing Game exists as a stable unity between Players, Referees, and Game Rules. The Game Rules exist as the material base of the unity, and the settings, characters, and adventures exist as the superstructure. This superstructure is created through a dialectical process that is set into motion through the Contradiction Between Referee and Players. This contradiction is mediated by the material base (Game Rules) and, should that material base be insufficient in mediation, the Referee and Players can impact the material base through rulings, which in turn change the material base, and thus alter the superstructure.

The dialectical unity creates numerous social relations that are rooted in the contradictions between each of the component parts of the Role Playing Game, as well as impacted by the objective laws of our material reality, be it the objective limits of time or the objective laws of social reproduction.

The contradiction between players and game rules determines the various player characters that the Players will embody throughout the game, the choices they make, and the actions they can perform. It is an expression of the larger contradiction that exists between the Referee and the Players. Players must navigate the Game Rules to achieve their own goals against the world presented to them by the Referee. Engagement with the world to meet their goals will test the Referee’s ability to interpret the Game Rules, which can lead to Rulings, which can have an impact on the material base of the Role Playing Game, changing the superstructure of the game.

The contradiction between the referee and the game rules determines the setting and adventures which are presented to the Players, as well as the genre, Non-Playable Characters, Monsters, and more. The Referee must navigate the Game Rules in order to establish the fantastical reality the player characters will exist in, ensure that reality is expressed consistently throughout, that its content challenges the Players, and ultimately provides a landscape for the Players to seek out their own goals. Through building out this fantastical manifold, the Referee may find some aspects of the Game Rules inadequate and seek to impact the material base to better suit their own goals and aims. Through this process the superstructure of the game is changed.

The pace and success of the Role Playing Game is determined by the Contradiction between the Desire to Play and the Demands of Life Outside the Game. A Role Playing Game can only be sustained so long as this contradiction remains stable; otherwise, the game enters into a transitional state where the game undergoes a period of social reconfiguration, resulting in a reconfiguring of the Referee and Player roles until stability is achieved or the game collapses. It is a fundamental external contradiction that must remain stable for the Role Playing Game to exist.

Should the Contradiction between the Desire to Play and the Demands of Life Outside the Game remain stable, other social formations will emerge. Primarily, it activates the Contradiction Between the Referee and the Players and sets the Role Playing Game in motion, developing it over time. This stable unity develops the various aspects of the Role Playing Game superstructure through a dialectical process that takes the form of Sessions. The content of each Session is different and determined by the material base and influenced by the superstructure of the Role Playing Game, and represents the output of the Contradiction Between the Referee and the Players.

Each Session yields many outputs. One is stories, which are the summarizations of the content of the Session. Another output is Preparation, which is a byproduct of the Session that must be metabolized in order for the game to continue. The content of this Preparation is determined by the previous Session and also influences the form of the next Session. The Referee must take the experiences had throughout the Session and transform them into a slate of new events and plans for the next Session, altering the fantastical reality that the characters act in.

Rulings and Rules will also be created as an output of a Session. As the Players challenge the Referee, and the Referee in turn challenges the Players, they will seek the material base to mediate these challenges, and will either find it suitable or unsuitable. In the case of the material base being suitable, the rules are executed, and the challenges are negated. In the case of the material base being unsuitable, either the rule is augmented, or an on-the-fly rule is made; both are known as a Ruling. Rulings are often ephemeral, but in some cases these rulings become reused. As they are reused, they begin the process of transformation of quantity into quality, and eventually become a Rule. A Rule is ultimately a ruling that has proven to be well tested in play and deemed suitable by the Referee and the Players. The implementation of a new Rule impacts the material base, and thus shapes the superstructure of the Role Playing Game.

These are not the only outputs that this development can lead to. There are all sorts of changes taking place through the Contradiction Between the Referee and the Players, from the development of interpersonal relationships, collective story making, the creation of rulings, the codification of new rules, to the construction of entirely new rule systems, and even impacting the development of Role Playing Games externally through the collective experience of play and iteration of the rules.

Now let us explore each component part which makes up this trinity. First, we'll start with the material base of the RPG:

The Game Rules

The Game Rules exist inside this relation as a stable unity representing a collection of various rules which individually do not constitute a complete system, but collectively create the form we know as Game Rules. This is an expression of The Law of the Transformation of Quantity Into Quality. Once enough rules have been collected together, one can declare that they have created a new set of Game Rules, also known as a Game System. Inside these rules exist various dialectical relations which create the themes and play style of the game itself.

Players are offered choices which describe what kind of characters they can embody, as well as the kind of loot and equipment they can obtain. Referees are offered a slate of Non-Player Characters, Monsters, Settings, Combat Rules, Role Playing Rules, Exploration Rules, and any other rules the system deems necessary to express its given themes and play style. A space horror game like Mother Ship, for example, is unlikely to have Player options for things like Wizard or Knight. It might not have weapon and armor options like Mythril Armor or Broad Swords, and the Referee likely won't have access to things like Goblins and Hobgoblins as monsters. This would constitute a more Fantasy theme.

Even within a given genre of game, you might have various rules which heavily alter the play style of the game. For example, a game like Draw Steel, with its heavy focus on heroic fantasy, has rules which create a form where player characters' actions and abilities give the appearance of high-powered fantasy superheroes. Whereas, a game like Dungeon Crawl Classics has rules where the player characters are easily killed. In Draw Steel you'll be fighting hordes of monsters, with high mobility. In Dungeon Crawl Classics you'll be taking careful and measured steps, and only engaging in combat as a last resort.

All of these various combinations of rules define the conditions under which both the Referee and Players engage with the game. They constitute the material base on which the game rests. However, this material base is not static, and can be subject to modification by the Players and the Referee. This process, however, is constrained by the base, and can only exist as a reflection of the material base. For, if these changes break genre or gameplay, then they risk disrupting the stable unity that makes up the Game Rules. This can cause the system to enter into an unstable state where the Role Playing Game itself is no longer fun or engaging. Given a significant quantity of these changes to a given stable RPG system, the material base will undergo a quality shift where it becomes an entirely new Role Playing Game with its own Genre and Gameplay. Many RPG systems exist today as a result of this process. Studying these quality shifts over time would constitute a Historical Materialist view of Role Playing Game development. More about this process will be covered when discussing the role of The Referee.

The Game Rules make up the material base of the Role Playing Game, and as such define the Role Playing Game Superstructure which includes the many characters, settings, adventures, and other various social relations of the Role Playing Game. Again, if our Game Rules' genre and gameplay express a world full of high-fantasy superheroes, then it is very unlikely a player will create a sci-fi space marine character for our RPG, given the constraints of the rules. However, this leads us to our next subject within the Role Playing Game, one who has a strong ability to impact the material base of our Role Playing Game, and allow for such a genre-breaking inclusion into the Role Playing Game: The Referee.

The Referee

Throughout Role Playing Game history, this role has had many names, and depending on the material base (Game Rules) of your Role Playing Game, the name of this role can change. I have gone with the historical title for this role, dating back to the Wargaming era: The Referee. Whether you call this role the Referee, the Dungeon Master, the Game Master, the Director, or any of the various other titles it has held over time, its role functionally remains the same. The Referee represents the world in our Role Playing Game, as well as the arbiter and interpreter of the Game Rules. Without this role, the Game Rules would simply exist as a form of intellectual theory. The Referee takes this theory and puts it into practice.

The Referee and the Game Rules are always in contradiction with one another, for it is the Game Rules that manifest the Referee and their role. However, it is the Referee who is tasked with interpreting and executing the Game Rules. A Role Playing Game cannot exist without either. A lack of Game Rules risks the Role Playing Game slipping into simply Role Playing, or a form of Theatrical Improv. While a lack of a Referee risks the Role Playing Game slipping into simply Gaming, falling into a mechanical execution of the game, reducing it to a rote machine of chance and procedure. Some may find either of these forms fun in their own right, but neither constitutes a fully fledged Role Playing Game.

Through the Referee the Game Rules are interpreted, and this interpretation has a dialectical relationship with the consciousness of the Referee. Each Referee will bring to the table their own consciousness form, which is developed through their own experiences engaging with the material world outside the Role Playing Game. One could imagine a Referee deeply interested in revolutionary history, and then finding those themes inside their Role Playing Games. By contrast, you might have a Referee whose favorite genre of media is spaghetti westerns, or classic Hong Kong action cinema, and find those themes within their Role Playing Game. As their own consciousness develops through their actions in their material world, it will in turn inform the choices they make when establishing settings, making NPCs, setting challenges, making rulings, and interpreting rules. This can take the form of shifting themes and genres within the Role Playing Game, or the implementation of new procedures or rules when interpreting the Game Rules.

The Referee will inevitably strike a balance between executing rules as written, and making rulings based on the conditions of the Role Playing Game in its given state. This is where the Referee begins to impact the material base of the game. Rules and Rulings are not one and the same. Rules represent codified procedures which are to be followed to execute a task or negate conflict within the Role Playing Game. Rulings represent the absence of codified procedures, or a shortcoming in existing codified procedures. The Referee will make a Ruling when they feel the Rules are either absent, or lacking, in order to maintain continuity of play.

Rulings, given a significant frequency or consistency of their application, can in turn undergo a transformation through quantity into quality that codifies the rulings into rules. These rulings and, eventually, rules, are a unique expression of the dialectical process that exists between the Game Rules, the Players, and the Referee. For, the only reason which a Referee seeks the rules or makes a ruling is to engage in the Contradiction between the Referee and the Players. This process can mean that, while many groups may all be playing the same "Role Playing Game" at any given time, it also means that no two "Role Playing Games" are the same.

This can lead to conflicting discussions external to the Role Playing Game, as the Referees and Players share their experiences with each other (stories, one of the outputs of the Contradiction between Referee and Players). We can witness this phenomenon historically through works like The Elusive Shift, which shows that, in the earliest days of the Dungeons and Dragons scene in the 1970s, many Role Playing Games existed consisting of many Referees and Players, and yet, some of these groups created many various interpretations of the rules. These interpretations often led to confusion when discussing their play through the zines of the time. One of the takeaways of The Elusive Shift was that, early on, what constituted "Dungeons and Dragons" and, rather, "Role Playing Games" broadly was highly regionalized and often existed with large divergent interpretations of the rules. This is a direct result of the contradiction between the Referee and the Game Rules, as the various Referees struggled to interpret the sparse and cobbled rules into a functional system when faced with the challenges presented by their players. A manifestation of the larger Contradiction between the Referee and the Players.

Externally, there exists a dialectical relationship between the Role Playing Game Player Base and the Role Playing Game Intellectual Property Holders (the ones who hold the rights to a given collection of rules which are expressed as Intellectual Property, like Dungeons and Dragons). The power of the Contradiction between the Referee and the Players is exemplified in the response by the Dungeons and Dragons IP Holder TSR at the time. When a significant quantity of rulings and rules created by the Contradiction Between the Referee and the Players were expressed externally (through zines and other literature), they created a quality shift in the relation between the RPG IP Holders (TSR) and the RPG Player base.

This quality shift can be observed historically in the implementation of Dungeons and Dragons 2nd Edition, which made the attempt to provide an exhaustive rules compendium to shore up the gaps in previous editions. The gaps in the Game Rules resulted in Rulings over Rules by the Referees, which over time became codified into Rules once they were deemed suitable by the Referees and the Players, and after a significant number of new rules were created, a quality shift in the Game Rules occurred, which resulted in a whole new stable system of rules. This, again, can be observed in the years prior to the release of Dungeon and Dragons 2nd Edition, which saw numerous Referees-turned-Designers sharing their house rules as either free bundles or entirely new game systems, challenging the position of TSR as the arbiter of the rules for Dungeons and Dragons at the time. For a more exhaustive look at this history, you should read The Elusive Shift: How Role-Playing Games Forged Their Identity by Jon Peterson.

This contradiction is what eventually led to the creation of various formations of Open Games Licenses which give people select access to some portion of various RPG IP for the explicit creation of 3rd party content created through the Contradiction between the Referee and the Players. There are other external forces that also lead to the creation of 3rd party content, but at its core is the Contradiction between the Referee and the Players, since without it there would be no basis on which the 3rd party content would exist.

While it might seem that a large portion of the dialectical process rests on the shoulders of the Referee and the Game Rules, we should endeavor to avoid underselling the role of the Players in this relationship. For where there is a game there are always Players.

The Players

Players exist as an interesting subject within this dialectical process, since a Referee could also be considered a Player as well. However, much like the Referee, the Players exist as a result of the Game Rules. The Game Rules, as the material base of the Role Playing Game, effectively create a division among all the Players in the Role Playing Game, separating them into these two roles: the Referee, which we have noted above, and the Players, which we are discussing here. The Game Rules establish the core contradiction of the Role Playing Game, which is the Contradiction between the Referee and the Players. This contradiction, in its stable form, drives the development of the Role Playing Game forward. The Referee wants to run a Role Playing Game, and the Players wish to become participants in that Role Playing Game.

In order for the Contradiction between the Referee and the Players to reach a stable state, there needs to be many various alignments between the two roles, as well as alignment within the Players themselves. Players, as a role, does not represent a single person, but instead a collection of people each representing a Player in the game. The Game Rules, as the material base of the Role Playing Game, establish a range of Players required to reach stability within this contradiction. Through effort on the Referee's part in interpreting the Game Rules, relying on supplementary rules or their own rulings, this number can be augmented beyond or below what the Game Rules recommend. This can be required at times to reach stability. External pressures, which exist outside the Role Playing Game, can impact this process of developing stability. Since the Game Rules often establish that these games take place over many sessions (a subdivision of a Role Playing Game), it requires alignment of the Referee's schedule with the Players' schedules. This is known as the Contradiction between the Desire to Play and the Demands of Life Outside the Game.

The entire process of instantiating a Role Playing Game can be represented as a shift in Quantity to Quality. One must have a sufficient number of people with sufficient amounts of interest in filling the roles within the Role Playing Game. Then the process of establishing stability within the Contradiction between the Desire to Play and the Demands of Life Outside the Game begins, and if stability is not reached it can result in the collapse of the group. Should stability be found, then the group undergoes a quality shift, transforming it into a Role Playing Game. The entire process is heavily contingent on the Players and their personal aspects as well as interpersonal relations, since, as the quantity of Players increases, the complexity of those personal and interpersonal aspects also increases. This is an ongoing process, one that can erode over time as the pressures of life external to the Role Playing Game, as well as interpersonal developments inside the Role Playing Game, shape the existing consciousness of the Players. Again, as more Players are onboarded, the stability of the contradiction can be challenged.

The desire to play in a Role Playing Game can often overpower otherwise existing social dynamics within a given group of Players, but interpersonal relations still have an impact on the stability of the game as a whole. Like any social activity, the compatibility between each member of the group develops the general stability of the group, and demands means of remediation and navigation. This can be understood as the Principle of Participant Suitability. There are many objective and subjective factors that can impact and define one's ability to participate in a social activity like a Role Playing Game, and through the act of praxis (applying Role Playing Game Rules theory in the real world) many tools, processes, and theories have been created to aid in meeting the Principle of Participant Suitability. These include, but are not limited to, X-Cards, Session Zeros, Digital Tabletops, and more. All of these methods are aimed at helping bring Players to the table.

Once present at the table, Players act as the engine for the Role Playing Game. Their engagement with the material base of the Role Playing Game, as well as the world created by the Referee (which exists as part of the superstructure of the Role Playing Game), drives all the other contradictions within this structure. Their choices during sessions instantiate the execution of the Game Rules or become the defining point for Rulings. Choices during character creation impact the content of the adventures prepared by the Referee. Engagement in direct conversation with the Referee about the nature of the game impacts the way the Referee interprets the Game Rules. Actions throughout a given session transform from quantity into quality to become the story of that evening's play. That story impacts the preparation required by the Referee for the next session, and as a result defines the content for that next session.

They reach out into the game, and through their actions they animate it, transforming it from lifeless ideas on a page into a living and breathing fantasy. Through the Contradiction between the Referee and the Players, together they mutually impact the consciousness of each other. In many ways, this process exists as a reflection of social activity throughout history. Stories shared by a campfire. The recounting of great hunts or glorious battles to those not there to bear witness. When the Principle of Participant Suitability is stable, each individual within the dialectical process is shaped by the other through play. Their actions are not codified into a rote sequence of task executions, but into a story as unique as the relations formed at the table through these dialectical contradictions. Every story, a unique expression of social activity.

The Dialectic In Action

We can see that this process can exist absent of any one specific set of Game Rules, and is also the reason why any one specific set of Game Rules exist at all. Dungeons and Dragons is simply the outgrowth of its original designers' interest in incorporating their thoughts and ideas regarding pulp fantasy and sword and sorcery literature into their interest in Wargaming. From the Wargaming tradition, through this dialectical process we know as the Contradiction between the Referee and the Players, the original ruleset that became Dungeons and Dragons was born.

Rooted in the medieval wargame Siege of Bodenburg lay the foundations that eventually were developed into The Domesday Book. From there, a partnership was formed which created the company Guidon Games, which produced a collection of rules called Wargaming with Miniatures. This collection of rules eventually developed into a book of rules known as Chainmail. These rules, however, still existed in the form of a Wargame and had not reached the quantitative development necessary to make the leap into a new form. It wasn’t until Dave Arneson’s Blackmoor campaign that we can see this qualitative leap.

Through the Contradiction between the Referee and the Players Arneson’s Role Playing Game implemented one new critical change to the Chainmail system: Instead of each player commanding an army, as was tradition in Wargaming, instead they would control a hero. This required the implementation of several new rules for these heroes, including characteristics (like Strength and Intelligence), experience points, and level advancement. These features were implemented over time, through the session-to-session development of the Role Playing Game.

This is the Contradiction between the Referees and the Players in action. Eventually, the accumulation of rulings and rules resulted in a stable system that constituted a qualitative leap forward, transforming one game system to another.

The viability of this new game system outside the Role Playing Game is far too contingent on the material conditions external to this dialectical process to attribute this process alone to its success. Transforming these rules from new and exciting house rules into the household name of Dungeon and Dragons required the establishment of corporate entities, expenditure of capital, acquisition of the IP Chainmail, and all the other contradictions that arise from monetizing a Game System.

However, what can't be disputed is the powerful and transformative role played by the Contradiction between the Referee and the Players in developing unique and varied experiences.

Reflection

Creativity, as it turns out, is something that doesn’t happen in a vacuum. It is a collaborative process that happens when we come together to engage over a common task. Even if that task is escaping the demands of life, so that we can pretend to be heroes with our friends at the kitchen table a few times a month. Our lives are rarely heroic, this is the tragedy of history. Looking back, we might think that people like Gygax and Arneson were merely great men whose ideas stood heads and shoulders above all others. But we can see that they were engaging in the same mundane escapism that we are engaging in right now. The dialectical process that forms through play is what sets in motion our creative output. It just so happens that process created for them the ruleset that became Dungeons and Dragons. It by no means implies that they are the keepers of this tradition. The landscape that we bear witness to today, through the vast variety of Indy publications and games to me is evidence that this dialectical relationship is one that is eternal and will exist long beyond even the idea of Role Playing Games itself. It is the act of coming together, sharing experiences, telling stories, parting ways, and gathering next week to do it all over again.

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Good point (thelemmy.club)
submitted 4 months ago by to c/ttrpg@hexbear.net
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Hello, I am back and uploading some Paizo books again. I went on a hiatus because I found their recent material boring, but this book is extra crunchy! Enjoy.

https://multiup.io/43a5e0d874ae36f09518aa60304f5f6d

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Wanna run this with comrades. By default I run everything in Genesys and I think it would handle this well, but I'm curious if there's something that would be more lightweight and setting specific for it.

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Hello! I have been running TTRPG games for hexbear folks for a few years now and we are moving into our next system, Mothership. I have previously run (Cyberpunk Red, Shadowrun 5e, Lancer, The Burning Wheel, Pathfinder 2e, Shadowdark, Ars Magica, Masks, Delta Green, Mothership 1shots) for folks from here.

I have previous experience with D&D 5e, Blades in the Dark, Monster of the Week, ICONS, and Vampire the Masquerade 5e. I tend to run according to the rules more than homebrew, am more merciful than antagonistic, rely on prep more than improv, faction over disparate NPCs, lower amounts of explicit violence/gore, complex encounters, slow burn terror over horror.

The campaign themes are expected to touch on Body Horror, Capitalistic Horror, and Monster Horror.

We play weekly for about 3 hours starting at around 20:00 CET/14:00 EST on Thursday.

There are two to three returning players and I'm looking for another player or two. We usually run if there are 3 players.

We use Discord for voice & session scheduling and Roll20 for the virtual table top, it is a dedicated hexbear ttrpg discord server and I'm happy to help folks with roll20.

Mothership is a retro-future lightweight system that leans heavily on survival horror. The image moodboard in the post is one I made to reflect the campaign which I expect to run for about 10-15 sessions but am always happy to extend if the players want to.

The media touchstones I had in mind are: Altered Carbon, The Expanse, Alien, Matrix Reloaded. The players are the crew of a recently decommissioned cargo vessel docking at an outlaw space station on the edge of known space. The station known as Prospero's Dream is home to a handful of factions and has strict Oxygen rationing. The crew will need to find a way to scrape together credits to repair/upgrade their ship so they can get back to Inner Space or save the space station.

I will provide all the rules needed and we will have a session 0.5 where we go over some of the safety tools I like to use (X-Card & Lines and Veils), make the crew and whatever remaining time we will jump into the game on the ship as it approaches Prospero's Dream.

There is a hard line with Romance/Sexual content, and Young Children. There are veils for Extreme Violence, Torture, Adolescent Children and Player vs Player.

Feel free to respond here or DM me, I will be reposting this at the start of April when we are getting ready to start.

Thanks for reading!

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submitted 7 months ago* (last edited 7 months ago) by to c/ttrpg@hexbear.net
 
 

it's bad folks

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I prefer to get physical books when I can, but I have so many gaming PDFs that I've gotten as bonuses from Kickstarters, humble bundles, etc I feel I might as well read them. It's just the experience of reading them has never been ideal for me. They're often too big and annoying to read on my phone, so there's a lot of zooming in and scrolling. I could use a full laptop, but then they're harder to hold while cuddling on the couch under a blanket or while in bed, like I would a book.

Is there any particular device people prefer for this? I'm guessing a large screened tablet but not too expensive, doesn't need too many bells and whistles since it's for a fairly simple purpose, but should be quick and responsive when loading full color pdfs or turning their pages.

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He was a common street thief who got busted and thrown in the same cell as a Lenin-esk political prisoner. The two bonded, the former helping protect the other in prison and the latter educating the other. They end up getting released around the same time and the thief character becomes a bodyguard/spy for the Lenin-esk guy as he builds his fantasy Bolshevik party.

Just and idea I had that I'm sure I'll never get a chance to play in a game :(

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cross-posted from: https://hexbear.net/post/6261928

Hey there I did a similar event last year for delta green one-shots on the week leading up to Halloween and had a great time.

This year I would like to do some cassette futurism / sci-fi horror. Aliens, Dead Space, etc. are good cultural touchstones.

I use roll 20 as a virtual table top, and discord for voice. I have been running tabletop roleplaying games online for hexbear users for a couple years now with a lot of success.

I use the X-Card and Lines & Veils safety tools.

I will provide all needed information and materials to play the game. I like to have a group of 3-4 players. I'm looking to have a fifteen minute rules introduction, and then about a 3 hour play session with fifteen minutes of aftertalk.

Please DM me or comment if you are interested. I'm flexible on times but prefer to play CET evenings / EST afternoons.

I will repost this in October, Thank you for reading!!!

Monday Oct. 27

Tuesday Oct. 28

Wednesday Oct. 29

Friday Oct. 31

Saturday Nov. 1

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