Enfors

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[–] [email protected] -3 points 1 week ago

I'm commenting on the headline, not the article. I'm allowed to do that.

[–] [email protected] -4 points 1 week ago (2 children)

It’s not alarmist: A second Trump term really is an extinction-level threat to democracy

No, it is not an extinction-level threat to democracy. We have plenty of democracy in the rest of the western world, thank you very much. A second Trump term would be a huge threat to US democracy though. But that's not what this headline implies. Extinct means gone forever, from everywhere. That's simply not the case. I'm tired of Americans forgetting that there's a world outside their borders.

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

Good points, thank you!

[–] [email protected] 2 points 2 weeks ago

Thank you, I'll check out that PDF!

[–] [email protected] 3 points 2 weeks ago (1 children)

This is excellent advice, thank you very much. Luckily, I have Call of Cthulhu behind me in my bookshelf which I haven't even read (6e though, but I'm sure it too contains good advice).

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

What's so strange about that? It's not like the government - any government - is just one person. Of course some people in government can mess with other people in government. Even people in the same office mess with each other. Intra-office politics, and so on.

[–] [email protected] 12 points 2 weeks ago

"We"? Who are "we"? Star fleet?

People have to remember that this is the Internet, this thing is global.

 

I want to run a multi-session supernatural mystery adventure in my game. Evil forces are trying to learn the forbidden arts of witchcraft, in order to get the attention of a long-lost god who is considered by many to be "the devil." The PCs will have to learn and delve into witchcraft themselves in order to stop this from happening. A mysterious mentor will teach them how to use a Tarot deck (Raider-Waite-Smith, if anyone cares) to learn the lessons required to be able to use witchcraft. Seven cards of the Major Arcana (this is Tarot terminology) will provide the vital clues on how to do this.

I think I've got the mechanics of this down. I know about Justin Alexander's Three Clue Rule, and so on. What I'm struggling with is how to elicit the athmosphere I want. If you've seen the movie The Ninth Gate, read the DaVinci Code, or seen the Netflix show Archive 81, I think you know what I'm talking about; that sense of "What the f--- is going on here? I just have to know how this all connects together and get to the bottom of this!" The TV show Lost is probably another good example, but I haven't seen it myself.

Things that I think will help:

  • Thematic music. Every time the topic of the Tarot deck comes up, some mysterious-sounding specific song should be played. This trick is used in Wagner's The Ring opera, as well as in the Lord of the Rings movies (for example, the ring has its own theme which is played when the ring is mentioned).
  • Frequently giving the PCs new little bits of information which seem to lead them to the conclusions they're hopefully craving.
  • I think personal stakes will probably help to keep the players engaged, which in turn will perhaps contribute to the "I just have to know more" feeling I want to elicit.

One trick I can't really use is what the DaVinci code did - it used a story that in some ways sounded so plausible that the reader could think "Wait, could what's proposed in this book actually be true?" That worked in that story, because it took place in the real world and was about Christianity which many in the western world take very seriously. I can't really do the same with my homebrew world which has very little in common with the real world.

So - does anyone have any ideas or suggestions on how to accomplish this? Again, it's the atmosphere of mystery that I'm primarily concerned with here, although mechanical discussion would be welcomed too.

[–] [email protected] 15 points 3 weeks ago (3 children)

So if we can't completely 100% deal with a problem, we shouldn't even try? I mean, you're correct, but we can't solve all problems at once. If we deal with at least one, then we've made progress. Then we can try to deal with the next one.

[–] [email protected] 5 points 3 weeks ago

The US is fucked.

Yes, I agree, and it makes me very sad. The US has been very good for me personally, I get movies, music, technology, relative stability in the world, and so on from the US. I just feel sad for the poor saps who have to live there.

But now, we can't count on the US being the top political power in the world anymore. So now the EU really has to step up, because we don't want China or Russia to become the new #1.

[–] [email protected] 2 points 1 month ago (1 children)

Because we as consumers have the power to change the world, if only we can be bothered to wield it. Most can't, and that's a huge problem.

[–] [email protected] 2 points 1 month ago (1 children)

Alright, I backed it. I must admit to being a bit sceptical though - seems like a small team to develop such a game.

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

Of course! Why, then, implying that I'm claiming to be "without sin" for saying I'm not "a giant piece of shit," if there's lots of degrees in between?

 

My friends and I have been playing DnD 5e for a few years now, but now I’ve decided to start GMing PathFinder 2e. We’ve played through most of the Beginner Box, and now I want to continue with my own homebrew content. As part of my world, I want to introduce a fighter “subclass” (probably the wrong terminology for PathFinder). What I want is a tribe of warriors who fight without armor (starting at level 2 or 3), and to compensate for the lower AC they get magical tattoos which increase their AC. It will also be possible (when you advance in levels) to choose to add other tattoos with other magical effects.

So my question is: Is this what archetypes are for? Because I don’t think “subclasses” are a thing in PathFinder? Or how would I go about this?

 

For those who aren't familiar, Four Against Darkness is a solo pen-and-paper dungeon crawler. You control four characters of various classes at a time. You roll dice, a table shows you which dungeon room or corridor to draw, then you roll again for its contents, etc. In the base game, all combat and all actions are resolved with a simple d6.

Normally, I would balk at this. A d6 simply doesn't permit sufficient resolution. It leaves little room for depth of mechanics. And to be fair, the base game isn't really all that interesting (to me) because of its lack of depth.

But - and here's the thing - there's so much extra content you can get for this game. Adventures, new classes, new mechanics (some of which involves other dice than the d6 although the base mechanic of the game is always based on the d6 as far as I'm aware), etc. For example, the excellent Treacheries of the Troublesome Towns supplement (which comes in two books) adds the ability to enter towns where you will meet all sorts of characters. There are even options for romance, having children, buying a house, and becoming the mayor of the town - there's so much that can happen. And that's just one of the (around 50, I think?) supplements that are out there.

So, in summary, I find myself fascinated by this game despite its lack of complex mechanics, simply because there is so much content for it. If you want, you could think of it as not very deep (read: simple mechanics), but very wide (read: lots of available content).

What are your thoughts on games like this?

 

The Monsters & Mazes blog has suggested #Hexplore24 to replace #Dungeon23. The idea is to solo play through a newly generated hex each day for a year.

 

I'm making a fantasy-based TTRPG, and I'm pondering whether or not I could make foraging interesting.

I have a hexcrawl system with rules for what happens when the players traverses a hexmap using random tables. One of the things that can happen (besides random encounters, finding locations, etc) is that they can come across "resources", which for now is only different types of food (mushrooms, edible roots, etc). But I wonder if I could extend this system in a meaningful way, to make foraging fun? As in, can I make a system where players think going out to forage for herbs or spell components in the wild is more attractive than simply buying them in a local magic shop?

The most simple and obvious solution is to extend what I already have in the same way that it already works. That is, one of the things that can happen as players traverse hexes on the map is that they can come across resources in the form of "herbs" or "spell components", etc. When that happens, there could simply be a random table (different for each type of hex terrain) that you roll on, to see what and how much you found. This system would work, but I'm not sure it would be very interesting.

I mean, sure, as you're walking around in the wilderness, the other things that can happen (possibly hostile random encounters, and finding random locations, etc) will probably help keep the process of wandering in the wilderness as a whole interesting, but I wonder if the "you found resources/herbs" event itself could somehow be turned into a mini-game or something, to make it more interesting.

Anyone have any suggestions about this?

 

In order to reduce the amount of times you have to update your number of torches (etc), and also to introduce some random uncertainty, some people suggested an alternative method. Instead of putting "10" in the number of torches you have left on your character sheet, you could put "1d8". This means that every time you need a new torch, you roll 1d8.

If the result is anything other than a 1, then you don't have to update your character sheet at all. But if you do roll a 1, you change it from 1d8 to 1d6. And if you roll a 1 on the d6 in the future, it goes to 1d4. And once you roll a 1 on the 1d4, you're out of torches.

Again, the point of this is to reduce the amount of times you have to change the number of torches you have on your character sheet. Also, it introduces tension - you're several levels into the dungeon, and you only have 1d4 torches left; will it be enough?

This is all fine. I like this system. But it does have a small problem, I think.

Let's say you have 1d4 torches left, and you buy 2 "units" of torches to go from 1d4 through 1d6 up to 1d8. Each "unit" (read: die) you buy costs the same. But, and here's the (slight) problem: going from 1d10 to 1d12 is more valuable than going from 1d4 to 1d6, because the 1d12 only has a 1 in 12 chance of depleting (which is good), but the 1d6 has a 1 in 6 chance of depleting (which is worse).

In other words, it always makes sense to buy as many torches as you can (if you ignore encumbrance, I guess), because the last "unit" you buy will be more valuable than the first (read: have a smaller chance of being depleted).

So, one way of changing this would be to flip it around: Having 1d4 torches is the MOST amount of torches, and when you roll a 1, you switch "upwards" to 1d6 instead. Then, when you finally get to 1d12 roll a 1 on that, then you're out of torches.

This doesn't solve the problem of each "unit" of torches you buy is valued differently, but at least then the least valuable ones you buy are the ones you buy last, instead of the ones you buy first. This introduces diminishing returns on buying loads and loads of torches, which has some positive effects. But the problem with this approach is that it's less intuitive ("What? Having 1d12 torches means I have LESS than 1d4? That makes no sense!").

So, what do you think? Personally, I feel like I'm overthinking this and that I should just go with 1d4 being the lowest amount which is more intuitive, and the problem with that which I'm describing above is so small as to be insignificant.

Additionally, I want to abstract this further and say that instead of "torches" in your inventory, it should just say "supplies" which includes torches, arrows, and other similar resources. The point of this would be to reduce clutter on your character sheet.

 

This channel is shaping up to become a really interesting resource in the #TTRPG space. They've already got some good videos from which I've learned a thing or two. I encourage you to check them out.

 

This is an interesting blog post by @[email protected] about how to weave multiple stories/plots together in an interesting way, which makes it possible to organically "catch" the players even if they wander off in an unexpected (read: unprepped) direction.

This can be used in any #TTRPG, but it can also be turned into a mechanic, built into an #TTRPG. It reminds me of Fronts (I think they're called) in #DungeonWorld.

 

Hello there, fellow RPG designer!

If you're anything like me, you too love to discuss roleplaying game mechanics, and how they affect gameplay. That is precisely the kind of thing we'll get to do in this community. Personally, I'm currently working on a roleplaying game that I'm so far calling Unified RPG which I sort of think of as a "rules-lite, GURPS-like" TTRPG. So don't be surprised if you see me creating posts about that here in the near future.

But what about you? What brought you to this community? What kind of game are you working on, or what do you want to make in the future? I'd love to hear all about it!

 

Zelda: Breath of the Wild

Part of what made the 2017 game Zelda: Breath of the Wild so popular was its travel and exploration element. This aspect of the game was exceptionally well designed.

Climbing

The game has a climbing mechanic, which means that you can basically go anywhere in the game world; there is nothing to stop you, not even mountains. Once you have reached the summit of a mountain, you are often rewarded with a beautiful view.

Spotting something interesting in the distance

Everywhere you go in Zelda: Breath of the Wild, you will see something interesting to do or explore. Once you have climbed a mountain, you typically see several other interesting places you could go. And once you go to them, you will spot other interesting things in the distance.

Flying

Once you have altitude, you can fly forwards and slowly downwards by using a glider. This means that it is often easy to get to interesting locations once you've spotted them from your mountaintop vantage point.

Towers and fast travel

Dotting the landscape of Zelda: Breath of the Wild are towers. Once you have reached and climbed a tower, you will be rewarded with a map of the area around the tower. Each tower, however, has some sort of challenge associated with climbing it. At any time, you can instantly teleport to any of the towers that you have conquered in this way, which is a reward in itself, and makes it easier to get from A to B without constantly having to traverse the same area. This makes long journeys less repetitive and tedious.

Shrines and Korok seeds

Scattered through the landscape are also Shrines (which, when completed, upgrades the player character in various ways). You can also come across Korok seeds which are hidden - either physically under a rock, or sometimes behind a small challenge like "hit ten targets with bow and arrow within this set time limit". The Korok seeds can be used to increase your inventory space, which is sorely needed in this game.

Analysis

This is the feedback loop of exploration in Zelda: Breath of the Wild which makes exploration a rewarding experience.

  1. You see something in the distance that looks interesting, and thanks to the climbing and flying mechanic you can be pretty sure you can reach it.
  2. While traveling to that destinations, you are likely to also stumble across things which are also interesting, such as Korok seeds.
  3. When you do reach your destination, you can be certain that it is in fact interesting.
  4. When you complete a tower, which is the central point in each area, you are rewarded with a map and the ability to fast-travel to the top of this tower (from which you can easily glide to other nearby locations), which reduces repetition of already consumed content.
  5. Once you are done at the destination, you likely can see other interesting-looking locations in the distance, and the cycle repeats.

How to replicate in tabletop roleplaying games

The following aspects are important in order to be able to replicate this experience in roleplaying games.

Location interconnectedness

Each location should be connected to at least one other location. This can be done in many different ways:

  1. A road sign at a crossroads which point to three different towns in different locations.
  2. At one location, you could find a treasure map which leads to another location.
  3. Letters, notes, or journals found in one location could contain references or even directions to other locations.
  4. Location B could simply be visible from point A, such as a town being visible from a mountaintop or from the top of a tall tree.
  5. Let's not forget simply having an NPC at location A talking about something enticing at location B.

Random discoverability during travel

While travelling, it should be possible to randomly stumble across interesting locations or events. This can be accomplished either by having hexes pre-populated, or by using random tables to generate content on the fly - this is harder to do and slower, but it requires less preparation on the part of the game master.

A middle ground between pre-populated hexes and content generation on the fly at the table is to just pre-generate a small number of locations without pre-placing them in a hex. Instead, once the dice determine that players have discovered something interesting, pull (or select randomly) from your pool of pre-generated but hitherto unused locations, and place them wherever the players are. You might also want to make sure this type of location fits here - optionally, you could have separate pools for "forest locations", "mountain locations", etc. Just make sure to make a note of where you placed the location afterwards for consistency's sake, so that you can keep your world consistent in future sessions. This can also make the sessions more rewarding for the game master, as they are in a sense "discovering" what lies where along with their players during play.

Locations should be interesting

As a designer you can do everything else right, but if the locations you reach are uninteresting, then it was all for naught. There are different kinds of rewards that you can provide players with for finding a location:

  1. Combat. Lots of players enjoy finding a bandit camp that they can clear of bandits.
  2. Information. By finding a location, players can learn of the existance of other interesting locations through maps or other means as discussed above, or they can learn of the plots of their enemies.
  3. Lore. Some players straight up enjoy reading lore about your world.
  4. Allies. Coming across a hidden camp of outcasts in the forest gives players a chance to forge new alliances, and can also provide new plot hooks.
  5. Loot. Players always enjoy finding a hidden cache of loot in the form of a chest, or perhaps as the belongings of a dead adventurer.
  6. Experience. You could also simply award players with experience points for finding a new location, to encourage exploration.

Consider allowing fast travel through already explored locations

To avoid the tedium of repeatedly travelling through the same areas over and over, consider allowing fast travel through and to areas that have already been explored.

  1. A horse-and-carriage network can allow travel between towns that have already been explored.
  2. Fast travel via gryphons as in World of Warcraft is also a possibility.
  3. Good old teleportation also works. Perhaps you need to have seen the destination first in order to be able to properly visualize it, and that's why you can't teleport to locations you haven't seen before. Perhaps teleportation is only available between specific designated teleportation circles, which prevents players from bypassing problems by teleporting past them.
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