[–] 5 points 1 week ago

There was a time, long ago, before Google was a twinkle in anyone's eye, where Yahoo had a human curated directory of homepages. It had a tree structure organized by subjects, and homepages at the leaves. It was a great way to discover content online. I think that's what they're referring to.

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  • [–] 2 points 1 week ago

    I hate the name, though. Nothing about that site is a Wiki. Call it TTRPG Catalog, Folio, whatever. If there's no way to directly edit anything, it's not a wiki. (And no, I don't think a wiki would be a good idea for a website of this kind.)

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    cross-posted from: https://slrpnk.net/post/42689778

    We've just launched our new (free) solarpunk TTRPG adventure: Fully Automated!: Buried Treasure!

    Hi, I'm Jacob Coffin, you might know me as the guy who posts solarpunk postcards, worldbuilding research, and other DIY/zerowaste projects sometimes. But that's all been something of a side project for me for the last two, almost three years. My main project has been researching, writing, playtesting, and making art for a TTRPG campaign, and we're finally launching it!

    I should probably let the blurb we wrote introduce the thing:


    A buried secret can stay dangerous for a long, long time… 

    An investigator has a hot tip: rare waste. Dangerous to the environment and valuable on the reclamation market - a remediation co-op is already standing by to remove the contamination and restore the surrounding land. But time is running out to find it, as what’s left of the town is deep in a deconstruction boom. 

    In Buried Treasure, players travel off the edge of the map to the mostly-abandoned town of Comity, New Hampshire to find an industrial dump site left over from the Global Climate Wars. But as work crews are in the process of removing the abandoned buildings and roads, there isn’t much time left before the trail disappears. It’s gonna be a challenge. But at least no one is going to be trying to stop them. Right? 

    Buried Treasure is the long awaited second campaign for Fully Automated! Filled with interesting characters, locations, and plot hooks, this story has 20+ hours of content to delight solarpunk aficionados and newcomers alike! 

    This adventure features: 

    • Original (human-made) art! 
    • An immersive rural solarpunk setting with resourceful homesteaders, radical work crews, and a village made from repurposed McMansions!
    • Maps, evidence, and an environmental sampling mini-game!

    If that piques your interest, this is definitely for you! And if it doesn’t, you should check it out anyway because it’s free! As always, share any questions, feedback, and stories with our growing community on Discord, Mastodon, and slrpnk.net!


    Like all the other solarpunk stuff I make, this campaign is CC-BY, so it's absolutely free. You can grab the files on DriveThruRPG, itch.io, or just download them from my folder here: https://mega.nz/fm/DVsiDC7b

    [–] 2 points 2 months ago

    I've played Eco Mofos, it was interesting. Leans heavily on the punk part. The system is OK to good. Gets in your way sometimes, but it might have been everyone's inexperience with it.

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  • [–] 1 point 2 months ago

    The point is not that crunchy simulation is undesirable, but that every simulation model is an exercise in where to draw the line in what accuracy you're losing to keep your goals achievable. OP has expressed the crunch is too much for them. "It's okay to draw the line further away from accuracy" was the core message I was trying to convey.

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  • [–] 1 point 2 months ago* (last edited 2 months ago) (2 children)

    I don’t necessarily want to jettison this level of crunch, as I think it’s integral to the tone the system is designed around, but fuck me if it isn’t a lot to keep track of

    Allow me to disagree with the highlighted statement. A mistake old school game designers used to make is to try and reflect every fluff detail in the rules. You don't have to differentiate an assault rifle in full auto from an SMG and in most cases, even an HMG. If you go down this route, you will need to account environmental factors, fatigue, time of day... which are also big influencers. But we don't, because that's what randomizers are for. Just bundle the difference in the randomizers.

    You'll say, correctly, "getting hit by a .50 cal is a world of difference compared to a 9mm". That's true. That's fiction and setting, though. It doesn't have to be reflected in the rules of simulating shooting the things in a game.

    My advice would be to do exactly what you proposed not to: chuck the entire system. Use a generic system instead. Whatever you're most familiar with: Cortex, Savage Worlds, Fate, GURPS...

    What is your story about? If it is about handling the gear, then perhaps (perhaps!) keep the OG system. If it's about anything else - a shared overarching plot you'll write with the players; about how the characters react and evolve to their surroundings; about interpersonal drama; base building, you name it - use a different system.

    Of the ones I listed, Savage Worlds is easily reskinned, Fate is easily tweaked, Cortex is a toolbox to get your game moving fast just the way you want it to feel, and GURPS probably already has a module for you to use. If you want to bounce ideas with other people adapting to Fate and Cortex, they both have very active Discord communities (I know, information silo, but that's where the authors hang out). Good luck!

    P.S.: I just remembered Cepheus (a Traveller retrocolone) has the acclaimed Modern War from Zozer Games. I have played their Hostile (Alien universe RPG) and the ruleset is essentially the same. There is some crunch, but easier than D20: https://www.zozergames.com/modern-war.html

    It looks like it and Delta Green lead sales on military RPGs: https://www.drivethrurpg.com/en/browse?genre=320-military

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  • [–] 4 points 2 months ago (5 children)

    First line becomes the title, so keep that in mind. Your title looks atrociously clickbaity now ("Bundle of Holding are currently not offering one, not offering two, not even offering three"), which might explain the downvote I see.

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