roflo1

joined 2 years ago
MODERATOR OF
 

I started a huge map a couple of years ago. Long story short: my cousin needed a map and I wanted a project to teach myself how to use Campaign Cartographer 3+.

The project is huge, and I totally underestimated the scope. But then my cousin's players wandered away from the city of Greengulf, so the pressure is no longer there.

This area of the city was one of the first images I shared with my cousin. I'm freeing up some space on my email account, but I thought I'd share this here instead of just deleting those old emails (don't panic, I do have a way to generate this image again in the future... or any part of the city if needed).

 

cross-posted from: https://ttrpg.network/post/14190710

This is the completion of what I had in mind for the "tactical map". I must say, I didn't come up with the concept, nor the color palette. I got that from an image I downloaded from somewhere... But I don't remember where. Maybe the Traveller Discord?

Anyway, the main image is very much tied to the M2E version of Traveller, but back when I made this image I hadn't fully commited to one ruleset (I'm both a heavy houseruler and heavy improviser).

So here's one for Cepheus Engine:

And here's one for Cepheus Deluxe:

The Range tracker doesn't make sense for CD rules, but it looks cool and I didn't know what else to put there. :)

[–] [email protected] 7 points 1 week ago (1 children)

I settled on Campaign Cartographer 3+.

It has a steep learning curve, but seems to be the most powerful tool by far.

 

The sun sinks below the horizon. Crooked shadows cast by the buildings fall on the streets like a funeral shroud, and reality melts where it is too dark for us to notice the silhouettes of creatures and other worlds.

Kultists, get ready to roam the streets of Metropolis and marvel at the terrors lurking the areas of our world where the veil is thin.‎ We aim to launch the Kickstarter campaign for the new sourcebooks and scenario collections on February 3rd. Sign up here to be notified of the launch: https://bit.ly/kult2025

[–] [email protected] 2 points 3 weeks ago

Ah. Names. The curse of the GMs. 😅

 

Welcome to Sci-Fi RPGs - [email protected]

A community about Sci-Fi themed tabletop RPGs.

 

Welcome to Sci-Fi RPGs - [email protected]

A community about Sci-Fi themed tabletop RPGs.

[–] [email protected] 2 points 4 weeks ago

Great! I'm taking you up on your offer.

Wecome to [email protected]

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

That thought has crossed my mind. At first I thought it might be too broad, but now I'm thinking otherwise.

Maybe Lemmy isn't as big (yet) as I initially thought.

34
Relay station [sci-fi] (ttrpg.network)
submitted 1 month ago* (last edited 4 weeks ago) by [email protected] to c/[email protected]
 

I must admit I'm posting this in order to gauge if there's interest on a Traveller community. ~~If you're interested drop a comment on this post I created at [email protected].~~ Edit: Alas, I ended up creating [email protected] instead.

Back to the map: I created it over a year ago, but hadn't shared it on Lemmy. As with many Traveller maps, a square is meant to be 1.5m (close to the 5ft used in most fantasy genres).

This space station design was commissioned, to the lowest bidder, by a local planetary government much to the horror of the IISS. And it shows that is was done on a budget. Sure, the comms are prefectly suited for a relay station, but it often feels like a death-trap. Just ask any of the employees.

Made up of four general-purpose modules glued together, and then fitted to accomplish it's purpose, any outsider would think everything should work fine. However, many bottom-credit decisions were made and it might be just a matter of time until something goes wrong.

For instance, the original design had a fourth spoke for an additional docking module, but it was scraped from the implementation and now this station only has a single docking port, usually occupied by the emergency escape pod. Mind you, the pod can seat 2 sophonts and the station has 4 or 5 regular employees (though it can house up to eight at a time), so any real emergency would lead to drawing straws.

The escape pod itself is also bare-minimum, with only a 1G M-drive (and no J-drive). The two lucky survivors would arrive at the closest port after 4.5 days (just as much as the pod's life-support will last autonomously).

If that's not enough to label it a death trap, just consider that most of the life support systems are phisically located in the station's center module, but only the docking module could be properly isolated in case of a hull breach.

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

It’s… weird. There seems to be a lot of people who play it, but you’re right: we don’t hear much about it.

There’s a Discord server (not a fan of Discord myself, I get lost easily) with tons of users (and many publishers) very much active. Even r/Traveller has decent traffic (but r/cepheusengine not so much). There’s a relatively active T5 community at MeWe as well.

Maybe most players are happy to use Discord. Aaaand maybe I should be asking over there if there would be people interested.

8
submitted 1 month ago* (last edited 4 weeks ago) by [email protected] to c/[email protected]
 

One game I’ve recently adopted is Traveller, but I haven’t found a lemmy community yet.

I’m trying to decide if it’s worth creating a community but I’m no expert and I don’t think I’d be able to contribute more than a couple of posts.

Sure, I’ll probably have several questions no doubt, but would there be anyone to answer them?

Anyone here would be interested?

Alternatively, is it worth creating a potential “ghost town” community?

Update: Alas, I ended up creating [email protected] instead.

 

Death is an illusion some of us may tear asunder in moments of great distress. For this KULTmas we bring you one of such stories—that of a man who has for his entire life repressed the memories of a past event, but now must face the consequences that follow them. For better or worse, he isn’t alone in this. His siblings, each of them burdened by their own dark secrets, come together to unveil the mysteries that haunt their family. Perhaps together they are able to walk past the threshold of mortality. Or it might just be that they succumb to their tormentors.

‘Til Death Do Us Part is a scenario originally written by Gunilla Jonsson and Michael Petersen for the first edition of KULT exclusively in Swedish, but now brought to KULT: Divinity Lost in English with the help of Jens Klot (translator), Nick Rankovic (author; rules revisions, edits, and additional material), and Jacqueline Bryk (editor).

You may download this and past KULTmas releases on https://bit.ly/kultmas — and, as tradition demands, you may always listen to our friends from Red Moon playing the scenario.

Kultists, we hope all is well on your side of the veil and wish you a good end of the year. May these times be joyous and—if you run ‘Til Death Do Us Part—terrifying and enlightening!

We will take a short break in the coming days as well, but our Herald will continue to be present on Discord servers. Feel free to join him and many other stray souls there. And, if you haven’t yet done this and want to know more about the future sourcebooks, we invite you to watch the Illusion Horror Con panel where we discuss the upcoming Kickstarter.

That is all for now. See you in 2025 for another cycle of the machinery of the Illusion.

Happy holidays!

6
submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/[email protected]
 

New drop: bit.ly/kultdrops

Greetings, Kultists. Today we bring you photos and thoughts from Petter, a moment of introspection. In this month's small monthly release, In the Shadows of Inspiration, Petter writes about his creative process and shares some pictures he’s taken in ...

...his night walks. Hopefully these are inspiring to you as it is to us, and drive you to create as well, be it paint, write, make music, prepare for your next session, or anything else.

Original X link: https://x.com/KultRPG/status/1849785126089031772>

[–] [email protected] 1 points 8 months ago

Yeah, I created it mostly out of nostalgia...

There used to be a Google+ community with the same purpose. When G+ closed, many groups flocked to all sorts of platforms (all walled gardens, mind you), but many communities also died in the process.

6
Meet /c/micro_maps (ttrpg.network)
submitted 8 months ago* (last edited 8 months ago) by [email protected] to c/[email protected]
 

I decided to create [email protected]. I even created a first post.

A place for all those doodles in the corner of a page in your notebook. :)

 

This is Seth's final video on Kult: Divinity Lost.

The full playlist is here: https://www.youtube.com/playlist?list=PL25p5gPY6qKXpWiTK9jus59dNePeQ_sBZ

 

I was unsure of sharing, since it's still early info, but here goes.

Greetings, Kultists. Hope everything is alright on your side of the veil. A lot has happened since our last major update (where we talked about Metropolis) and we are eager to share some news with you. I know you’re as excited as we are for this, so let's cut to the chase.

For the next Kickstarter campaign, in addition to the already announced Metropolis sourcebook, we are going to release a smaller book called “The Illusion and the Borderlands” that explores the machinery of the Illusion with an emphasis on the borderlands.

While we don’t necessarily dislike this name, it is not final. We also have a solid idea of what the book should be (and we are working to achieve that), but it goes without saying that we might include/exclude content as we deem fit.

The main idea is that this book should be complementary to similar content found in the Core Rules, such as exposed places from The Illusion (p. 218) and the borderlands of madness (p. 243). We want a more thorough “guide” on portraying the Illusion and the ...

...borderlands in-game, how to work with it, and (possibly) feature more Moves similar to See Through the Illusion. Other than that, each world gets its own “In the borderlands of…”, so one for Limbo, another for the Underworld, another for Metropolis, and so on.

These chapters will feature explanations of what sets them apart. For example, in the borderlands of Inferno our repressed memories and feelings can be made real: the memory of an past abuser stalks us into the night, the fear of living in a distorted...

...body corrupts our flesh, ...and similar torments. Each chapter gets a handful of creatures, NPCs, and sample locations to plug-and-play or build your campaigns around. We will also have an Elysium chapter that will feature the Children of the Night...

... and an extensive look on lictors and how they work the Illusion. But what are the borderlands after all? Shortly put, the borderlands are the places between worlds where the machinery of the Illusion has become faulty.

A good example would be the two locations from the scenario Oakwood Heights. These are locations that, closest to Elysium may follow our concepts of normality, but as we venture deeper they get weirder and more surreal until we finally breach through the “spiritual...

..membrane” and enter another world. When we’re near Inferno, it’s considered “the borderlands of Inferno”, and so on. One sure way to get to the borderlands is visiting exposed places (p. 221).

We will also feature a brief overview of the borderlands of Death, Passion, and Madness. The borderlands of Death is, essentially, a different state of existence (such as the disembodied souls; for example the phantoms seen in the Underworld).

The borderlands of Passion and Madness are more like “states of mind” that might lead us towards enlightenment. There are certain (Dis)Advantages that hint at it as well, such as Sexual Neurosis (p. 101), Seducer (p. 104) and Wayfinder (p. 116).

Well, that’s a lot. Hope you dig it. We can continue talking in the replies, other socials, etc. Reach out if you have any ideas or questions you’d like to share!

Original link: https://twitter.com/KultRPG/status/1783865708885016895

[–] [email protected] 1 points 11 months ago

I can't seem to edit the post.. but in the meantime, here's the link: https://bit.ly/kultdrops

[–] [email protected] 4 points 1 year ago* (last edited 1 year ago)

The easiest Traveller version is definitely the one from Mongoose.

Also, you should check out Seth Skorkowsky’s overview videos:

https://youtube.com/playlist?list=PL25p5gPY6qKVUg6ys5N1oRlsBI7DTByyI

[–] [email protected] 6 points 1 year ago

From your last sentence, perhaps a few of Seth Skorkowsky’s videos fit the bill:

https://youtu.be/0j43ukEIFUM?si=R7X34IHOkRmvO-wJ

https://youtu.be/fDuDDz8pKgk?si=sNu0n6sb_slOagyz

https://youtu.be/uAIUhQatJrg?si=dpr-4MtR088dcHsm

https://youtu.be/hNElPzNkgOs?si=C0eigQvIxpsMIdEU

But then I have to ask: What do you think is a better player? How does your table work? What kind of games does your group prefer? What do you all appreciate the most from the game?

Some groups are delighted when everyone has a great backstory, while others yawn at it. Some groups enjoy voice acting while some of us don’t bother as long as you stay in character when needed. Some like full immersion and others mostly like to hang around with friends. Some like the sandbox while others wish for a carefully thought out plot. Some like hack n’ slash and others prefer political intrigue and social interactions.

How do you describe a fun, a great session?

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