Just wrote a huge thread on bluesky, and accidentally closed the app instead of posting.
Don't have the energy to rewrite it. I'll try tomorrow.
(It was about gm-facing exploration tips in regard to pacing, which is a bit, um, esoteric?)
Just wrote a huge thread on bluesky, and accidentally closed the app instead of posting.
Don't have the energy to rewrite it. I'll try tomorrow.
(It was about gm-facing exploration tips in regard to pacing, which is a bit, um, esoteric?)
Hawkeye Pierce spitting truth.
My daughter and a friend have decided that for their playdate tomorrow, they're playing d&d.
I brushed up on 5e, and we whipped up a character.
I wouldn't let her make Rumi from KPop Demon Hunters, so she made Rubi, a tiefling bard (with patterns!) who hunts demons and casts spells by singing.
I was! Great book
There's a book about this, called "rust", about a war between humans and robots where the robots won... And then had a whole bunch of PTSD and survivors guilt.
It's good, though it has a whole bunch OF SUPER dark bits that clash with an odd sense of humour.
But yeah, plays w this trope.
No, you need to spend an action each round for cover.
However, the game assumes you're always in some form of cover. Taking cover means that you are ducked down and actively moving to avoid threats.
You're dead on irt the medic. I was thinking something similar. A medic that takes cover can grant cover to a nearby ally.
Post script.
One talent is "make a dash action. At the end of the action, you take cover for free".
Is that a medic action? A mechanic action? A scout action?
Another is "if you start your round in cover, roll your awareness die. On a 4+, you automatically take cover as a free action".
See, none of the classes are *about* taking cover. But since it's expected for players to "multiclass" I can imagine players dipping into a class purely for the cover benefits.
So the question is, where do I put these talents?
Not asking advice, just what I'm ruminating on today. 2/2
A scavenger rule I'm working on today: taking cover. The rule is that taking cover is an action, and you remain in cover until the start of your next turn. You also have to say what you're hiding behind.
I'm now trying to pair cover based talents to one of the twelve "classes", which is neat. 1/2
I've been (finally) finishing up a strong first draft for my post apocalyptic TTRPG, and I've stumbled upon some advice:
Don't write the "create a character" chapter until the very end.
It's better to know the scope of the game before you write how individual PCs can break it.
My memory might be failing me here, but it was EITHER west end games' d6 Star Wars (great system), or second edition Shadowrun.
I do recall not understanding the idea of SR. "What do you mean it's science fiction, but there are no spaceships? That makes no sense!?"
(In my defence, I was 9)
As a carpenter myself, I can verify that at least 75% of the work trucks are smaller two-seaters, or actually vans.
The guys who do well buy a massive truck like this - which they use to move table saws, and nothing bigger.
It's nuts.
Oh man, I love this new episode of Scrubs. It's hitting the format perfectly.
I dunno, man. What immediately got me interested in actually running DCC was the paragraph that said "add feats, or skills, or change the rules. Make it your own. It's not optional, it's encouraged".
I like when the designer says "im okay w you making house rules".
It's super fun when you're writing a rule for a game, and you find a silly little wrinkle that tweaks the math a bit, but if you try to smoothe out the wrinkle, it'll make a bigger wrinkle elsewhere.
Making games can be hard.
Okay, I saw this and immediately got "no surprises" from Radiohead stuck in my head.
No lie, I saw this and ~immediately~ got "No Surprises" from Radiohead stuck in my head, starting with the line "you are tired, unhappy".
My history profs from 20-odd yrs ago had a breadth of political leanings.
One was a card carrying communist. Another leaned right but had a passion for human Rights. A 3rd wrote his thesis on nazi motorbikes but ended it w "seriously though, fuck those guys".
I imagine they're all anti-PP today.
This is such a common occurrence at my DCC tables.
PCs will be stripping the corpse of a companion lost to dragon breath and say "you had THREE potions of protection from fire!"
"I was saving them for an emergency!" The player says, rolling 3d6 in order.
we rescued a turtle yesterday ๐
I need a few people willing to read the first iteration of my (VERY basic) primer on Instructional Design in TTRPGs, to give me "Am I clear on all points involved?", and any other feedback they have.
It's six half-sized pages (three actual pages); it'll be free (and there's no money here).
DM me!
It might feel good, it might sound a little somethin'/but fuck the game if it ain't saying nothin'
Nice one, Flav.
First new episode of Scrubs in sixteen years airs tomorrow. On, like, actual tv. I'm gonna watch it live.
I only use the cable box for hockey, so this'll be weird.
Looking forward to it, though
Fully agree.
My gaming WIP is all about this, because I remember losing my gear in 1e days and absolutely loved that sense of tension.
Only in the expansion, which has a slightly more traditional progression system. Totally worth checking out if you wanna get into traveller, imho
She did! But only because she joined the scouts AFTER her stint as a navy pilot.
Yeah! My wife's Scout wound up floating in space with no memories of what happened to her, and then got a corrupt government official as a rival who wanted her in prison.
Another player was exiled from their home planet which was undergoing a civil war.
Three sessions in, and the PCs feel REAL.
The current mongoose edition is great fun! Also, it grants a +1 DM bonus when fighting from elevation, so you're less likely to die on that hill!