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This map pack features 120 total map tiles that are split into two themes - Forgotten Caves and Ancient Temple. There are transition tiles included to connect both themes.

Each map is aligned to the center of the x-axis, y-axis, or both, which you can use to mix and match the maps. The tunnels match in size and placement, allowing for easy connection!

Download the first 5 tiles for free here.

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Slang and Lingo (lemmy.world)
submitted 2 days ago by psion1369@lemmy.world to c/rpg@ttrpg.network

As I have been browsing RPG communities on Lemmy, Facebook, and Reddit, I have noticed some of the slang that I used to hear is not present much in these discussions. Now I know over time, slang and lingo do change, and I want to know more about your experiences in it. One of the terms I used to hear was "fish-malk", referring to players that take on a character to be goofy, silly, and "random". They were usually useless and made playing the game for the rest of the players rather difficult. So what lingo or slang terms are you using in your groups, or terms you just don't hear anymore?

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submitted 2 days ago* (last edited 2 days ago) by No_Money_Just_Change@feddit.org to c/rpg@ttrpg.network

A good-hearted farmboy falls in love with a vampire or someone from a family of necromancers and decides to become a famous necromancer to impress their family.

I like the idea of a good natured idiot who goes around helping people by raising animals for farm work, maybe not even aware that some people think his work unholy. Allways having stories about the misses back home that reach from cute and mundane to bat shit crazy. "'Twas the first time I looked into their eyes, that I felt absolutely hypnothised " "we met when I was digging out a well and that cutey came and said they could use the help of someone who can use a shovel "

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submitted 4 days ago by INeedMana@piefed.zip to c/rpg@ttrpg.network

From what I've read, the system sounds interesting. It's cool that this bundle contains a bunch of settings, too bad Cybersworn is not in

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submitted 4 days ago by naught101@lemmy.world to c/rpg@ttrpg.network

Have you ever learned things from playing table top RPGs (or other story games) that you've been able to apply in other areas of life, outside of gaming?

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Heya,

I am working on helping my partner approach the concept of TTRPGs. She is curious, but definitely not ready to try it with other players. As such, I am looking for a system which lets me DM for her, while making for a comfortable enough experience for a singular player.

Things I am looking for are: Should include combat that serves to support the narrative, not to slog down the pace There should be a way to include magic abilities to model a character who is a sorcerer or wizard or such. It should be open enough to help encourage her building a sense of "I can do anything as long as I can reasonably imagine it in the situation", rather than just trying to stick to explicit options

I have started watching Me, Myself and Die recently and certainly have been enjoying the pacing, but the system used, at least in the first season, seems to be difficult to make work with a high fantasy character, which is quite important in this case.

Any recommendations? If need be, I am also happy to homebrew some stuff, as long as I feel like the balancing is easy enough to do.

Thanks for reading!

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Hey, Lemmy!

I’m a somewhat experienced TTRPG designer and my latest project is an RPG based on the first generation of Pokémon games.

You can download the complete game for free here:

https://heavenlyspoon.org/pocket-monster-adventures/

My focus was on ease-of-play and simple prep. Many of the other Pokémon RPGs out there seemed to involve a lot of overhead—especially for the GM. I prefer a more improv-heavy game, and having to do a lot of prep makes that basically impossible. 

Sticking to gen 1 made it so I could keep the scope small enough to allow for simple encounter tables, pre-prepared Pokémon sheets for every Pokémon, and a simple set-up for every Pokémon controlled by the GM.

The game is designed to be played with one GM and two or three players, and every aspect of the original games has been changed where needed to accommodate this.

I don't know how much interest there is for this kind of thing, but hopefully at least someone will get some joy out of it!

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Do you remember your first character death? Was it memorable?

I usually GM, and NPC deaths don't hit as hard. I don't even remember my first. I lost a warlock in a D&D 5e game, but we were high level so raise dead was just right there. Not very impactful.

Last night, I had a player's first character death ever in a game I've been running. It's sort of Shadowrun + World of Darkness, using Fate for the rules. The player had learned a kind of magic I stole from Unknown Armies: If you take big risks now, you can do more powerful magic later. Blindly crossing a busy street might be a mild charge, but russian roulette would be a major charge.

The players were trying to investigate a warehouse for plot reasons. This player ends up by himself in the basement while the ground level is on fire (for player reasons). He finds an armed goon, a guy dressed like a doctor, and several unconscious people wired up to a machine.

The player goes, "I'm going to russian roulette for a charge."

I go, "Are you sure? It's all or nothing. No take backs. You get a major charge, or you die. You'd roll 1d6, and on a 6 you lose."

They go, "Hmm okay." The player tries to threaten the goon, but the dice don't favor them. Now they're in a slightly worse position, mechanically.

The player goes, "I'm going to roulette" and just rolls the die. No more discussion. It came up 6.

The rest of us are like, "Wait, what? You just..? Right then? That's so... anti-climactic."

I wasn't sure what to do. I hadn't expected them to so casually go for the big score! I thought it'd come up in a big climax scene, not a fully escapable conflict with an unarmed goon!

We talked a little about ways forward that keep the character but don't cheapen the mechanic, but the player was like, "No, I rolled the dice on it and lost. His brains are all over the floor now."

The player had to go sit on their own for a little while. They're thinking of rejoining as an NPC they'd worked with, but said they absolutely do not want to use magic again.

This is one I'm going to remember for a while.

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submitted 1 week ago by naught101@lemmy.world to c/rpg@ttrpg.network

If someone was interested in understanding as much as possible what the world of TTRPGs and story games had to offer, which 5 games would you suggest they play first, and why?

Ideally this would include a broad array of mechanics, themes and settings.

Inspired by a discussion over at !rpgmemes@ttrpg.network : https://lemmy.world/post/33918016/18604654

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submitted 1 week ago by naught101@lemmy.world to c/rpg@ttrpg.network

Seems like there's a butt-load of GM-guidance material out there. In particular things like the Lazy GM's Guide. But it's harder to find good, accessible and reasonably comprehensive guide for building good players and player arcs.

I'm a new GM, and have a few new players who having fun, but are not feeling feeling like they know how to develop their character well. Any useful material I can give them would be appreciated.

We're currently playing a game that's mechanically a bit more like PbtA (not crunchy), but advice for any game/system is welcome.

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submitted 1 week ago by Nico_198X@europe.pub to c/rpg@ttrpg.network

Hey all!

Was this book ever localized? Was it any good? Any way to get hold of one if it was?

Thanks!

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TTRPGs: The Next Generation (arcanemutterings.substack.com)
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(crossposted to !pathfinder@ttrpg.network)

I like all sorts of characters. I've yet to find a class I don't enjoy playing. That said, my absolute favorites tend to be high-charisma types and blow-stuff-up casters.

Mechanically, my favorite character was my first ever TTRPG character: A half-drow draconic sorcerer in DND 5E. I focused a lot on fire spells and damage. Like I said, I love blowing stuff up. Plus I just think the fantasy of being innately magical is cool.

Roleplay-wise, my favorites have been my tabaxi swashbuckler rogue and my aasimar celestial warlock (DND 5E and 5.5E, respectively). The former was a pretty selfish guy who gradually became a better person as he grew to care about the party, and the latter started off as a magical cop who slowly started to realize that all the authorities she'd trusted were corrupt. Sadly, both campaigns fizzled before they could complete their arcs, but they were still a blast to play.

Some of my characters are a lot like me, while others are nothing like me at all. My first character, the aforementioned sorcerer, was more or less a self-insert because I was new to roleplaying and thought I should test the waters with something easy. By contrast, the aforementioned rogue, who was my second ever character, was someone I created specifically to be extremely different from me because I wanted a challenge. Most of my other characters have been somewhere in the middle of the "nothing like me" to "me irl" spectrum. (Although I'm currently playing another self-insert, just because I hadn't done so in Pathfinder before and thought it might be fun. She's a kitsune grandeur champion with the draconic sorcerer archetype. Yes, I WILL make and play a fox-dragon self-insert OC and there is nothing you can do about it. I may be cringe, but I am free.) For example, my warlock had pretty similar morals to mine, but she was much more naive and less confrontational than me.

So yeah. Tell me about your characters!

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Golems for Paladins? (lemmy.dbzer0.com)

Ok, so I've been hammering away at my homebrew ttrpg-wargame and I decided to give clerics the ability to conjure troops. Different alignments get different things. So far, I've given clay golems to the good alignment, flesh golems to the evil alignment, and awakening plants to the chaotic alignment. I am unsure what to give to the lawful alignment.

To clarify the vibe I am going for, here's a a paraphrased version of each one's fluff text:

  • "This clay golem you have given life to is a person. It is, by its nature, inclined towards kindness, helpfulness, and generosity."
  • "The flesh golem you have constructed is a person with a different alignment from yours. They respect you as their creator, but may rebel if you do not discipline them, or if they feel disrespected, or if they disagree with you strongly enough."
  • "You grant sapience and mobility to a number of plants of your choice. They may or may not appreciate this."

Vibe-wise, whatever I give to the lawful alignment should be obedient, predictable, and honest. My first thought is to give the lawful alignment stone golems, as in animating statues. However, i think it needs to parallel the mass troop creation i have granted the chaotic alignment. I have a number of ideas, but everything I've come up with either doesnt seem to follow the Lawful vibe in at least one way (Animating armor seems very scary and somewhat evil) or doesnt seem sufficiently exceptional or awesome (You have a class feature that lets you rally a peasant mob? Watch me do that with a Persuasion roll.)

I am also very averse to giving them the ability to call down angels, as I think creatures that powerful or abstract should never be easy to call upon unless the DM wants them to be easy to call upon.

For a last bit of context, lawful-aligned clerics are basically paladins. So, a better version of the question would be how you think paladins would conjure or fabricate troops if they had a class ability to do so?

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Barrowmaze - A Campaign Retrospective (valakirian.blogspot.com)
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Yearly Campaign Events Table (gmkeros.wordpress.com)
submitted 2 weeks ago* (last edited 2 weeks ago) by kyonshi@piefed.social to c/rpg@ttrpg.network
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