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While out foraging I found a patch of big nice chantarelles, we have a good year for them btw. Then I noticed something strange, a hole into the mound. It wasn't there last year I know yhat for sure.

Well... Looks like I pilfered someone's nicely cultivated mushrooms. Sorry.

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At the Wizard disco (youtube.com)
[-] tissek@ttrpg.network 31 points 6 months ago

Love the addition of "again".

I mean if you don't want your yacht sunk then don't sail it where orcas sink yachts. Sorry but actually not sorry for the casual victimblaming.

[-] tissek@ttrpg.network 40 points 6 months ago

Spoiler it is 30km/h. After that noise and injury risk/severity shoot up. It is the compromise speed.

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submitted 8 months ago by tissek@ttrpg.network to c/rpg@ttrpg.network

Agter our latest DnD game our regular DM once again thought loudly on how to make dragons have more teeth. And it got me thinking about how Dragonbane handles capital M monsters differently.

DnD Monsters tend to have a slew of ways to nullify the PCs disabling abilities (magic resistance, legendary resistance). What those does are forcing the party to spend a couple of rounds having their cool stuff be nullified. For me that is boring. Without it though - CC fest and an underwhelming fight.

Dragonbane being a different beast and makes Monsters dangerous in a different way. With way less disabling abilities the PCs fun stuff isn't nullified and foes don't get CC'ed to death. So everyone can do their thing. Which Monsters can do multiple times each round (multi-attack but full turns) and their attacks always hits. Think about that - Monsters' attacks always hits. That brings danger and tension. The attacks are randomly selected lowering the rise of catastrophe, or increasing it as the GM cannot pull their punches.

To help the PCs out they have the option to take a defensive action (dodge, parry) which have already led to clutch moments. It comes at the cost of having an offensive action and the defensive action cannot be taken if they already have acted this round. Cost benefit choices whoooo! In a way it goes from Monster dodge (legendary resistance) to PC dodge. And PCs can build for defensive actions. And it can give you a counter attack. Defending is cool.

To sum it up. DnD gives monsters staying power by nullifying the PCs cool stuff allowing them to stay fighting. Dragonbane has less disables in general so Monsters have no need to nullify them. So Monsters stay around longer naturally bringing danger the PCs can actively try to avoid.

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submitted 9 months ago by tissek@ttrpg.network to c/rpg@ttrpg.network

Rumours, speculation and hearsay? "Interesting" at least.

[-] tissek@ttrpg.network 20 points 10 months ago

BBC article giving more information https://www.bbc.com/news/world-asia-67920532

TL:DR "Taiwanese voters have chosen William Lai as their president in a historic election, cementing a path that is increasingly divergent from China."

[-] tissek@ttrpg.network 31 points 10 months ago* (last edited 10 months ago)

Something that is also helpful in this situation is to ask what their Intent is with their action. The why they want to do it. Often striking up that conversation looses some blocks.

[-] tissek@ttrpg.network 39 points 11 months ago

If the DM asks you you really want to do something look at their expression and do it anyway.

If you want to do something really stupid, crazy or narrativly disruptive look towards your fellow players to get their consent. Then do it.

The time to argue technicalities is outside of sessions to not waste precious gametime. Do it during sessions only if you are into that weird shit.

The best way to get to use new character options is through DM bribes. In this case a sourcebook is recommended.

If you help clean up afterwards you may get inspiration.

[-] tissek@ttrpg.network 19 points 1 year ago

Got some tips for you

0 - Don't expect to get an awesome group on the first try, may take a while as you gather up people you want to play with.

1 - Look for communities, especially if they run shorter or west marches style games. Not necessarily join with the intent to run games, but play. Get to know folks and then extend invites to them for game.

2 - Run a few shorter games of limited length. 3-5 session long I find to be awesome to get something done. Some may be awful but you only have to stand them for a few games.

3 - Questionnaire where you discreetly bring up your red flags and feel the waters around them. For example I always mention that safety tools will be used and if they want a specific tool used I'll happily do that for them. If I get replies they don't need safety tools or disparage them in some way that would for me be a red flag.

4 - Don't be afraid to disband groups or kick out folks. It is not a failure.

[-] tissek@ttrpg.network 25 points 1 year ago

Premiums they will then offload onto renters keeping their margins.

[-] tissek@ttrpg.network 21 points 1 year ago

I love the "happy backstory" characters and love GMing for them. Having an auntie the next village over is just wonderfully quaint. A couple of siblings whose mess has to be cleaned up. Cousins that have to be bailed out of trouble. That is just the low stakes. Turn up the heat a little and put some conflicting interests in the mix and you have a recipe for character drama.

And then there are all the larger and societal issues that become personal. Those affected by the situation are those that matter for the pc. While out killing goblins the bank took the farm. Auntie with an anarcho-syndicalist streak is accused of witchcraft.

Or mr edgy edgelord number fifteen who cares about nothing and none. My taste is clear - homebaked apple pie and an afternoon in the hammock.

15
submitted 1 year ago* (last edited 1 year ago) by tissek@ttrpg.network to c/rpg@ttrpg.network

Dave's review of Across a Thousand Dead Worlds by Alex T, a gritty horror sci-fi sandbox.

Across a Thousand Dead Worlds is a new horror space exploration tabletop roleplaying game that can be enjoyed as a single player experience, or in a group of up to five players, with or without a Game Master - by Blackoath Entertainment! You'll create your Deep Diver, using a free-form character creation system, and begin your journey across the galaxy where you'll discover abandoned research facilities, explore scientific outposts, and traverse other dilapidated sites in search for ancient alien technology.

https://www.drivethrurpg.com/product/431730/Across-a-Thousand-Dead-Worlds

[-] tissek@ttrpg.network 22 points 1 year ago

It's the internet. I assume everyone, until it being proven otherwise, is either a sentient amorphous blob or a bot.

1184
submitted 1 year ago* (last edited 1 year ago) by tissek@ttrpg.network to c/showerthoughts@lemmy.world
39
submitted 1 year ago by tissek@ttrpg.network to c/rpg@ttrpg.network

Kevin Crawford's latest offering Cities Without Number is here. Pretty much more of the same good stuff but this time with cyberpunk flavour.

Cities Without Number is a cyberpunk role-playing game built for sandbox adventures in a dystopia of polished chrome and bitter misery. It's both a full-fledged Sine Nomine toolkit for building a cyberpunk world of your own and an Old School Renaissance-inspired game system for playing out the reckless adventures of the desperate men and women who live in it. Whether polished metal or flesh and blood, your operators will risk their lives and more to seize those precious things a merciless world would keep from them.

Will I run it? No
Play it? Most likely no
Will I use the frikk out of the GM tools? YES!

Link to free version: https://www.drivethrurpg.com/product/449873/Cities-Without-Number-Free-Version

[-] tissek@ttrpg.network 40 points 1 year ago

Bicycling for me. Started off with a cheap old bike that I tried keeping in as goid condition as possible without spending too much on it. Problem with old bikes is wear and tear so things break and new old parts are hard to cheaply. So it became a hackjob. Then got me a new one and realised riding on roads only got boring so I started experimenting with gravel and singletrack.

Guess what? Time for a new bike. And a more expensive one. Carbon. And to maintain it I needed more tools. Also new tubes as the spare ones I had didn't fit that big of tyres. Also moved to a new place and now I got a MTB arena within a few km from home. So of course I had to get me one of those. And to maintain the suspension I needed new stuff, oils and tools.

Clothing. Bags. Events. It becomes a lot after a while.

Also planning for bike nr4, a steel fatbike. Promised myself not to buy anything this year, but the year is soon over...

Did I mention bikepacking? Yeah that is another big black hole of expenses. But a fair bit of overlap with backpacking so costs are split.

[-] tissek@ttrpg.network 41 points 1 year ago

At this point I really have to wonder if Republicans even want a federal level. I mean to me it looks like they are trying to disassemble the USA.

32
submitted 1 year ago by tissek@ttrpg.network to c/rpg@ttrpg.network

Let me begin by making it clear this is not my invention, I encountered the method in City of Mist but I doubt it debuted there. But it is a nifty method.

The problem I encounter from time to time is that my players don't latch onto my descriptions of the scene, not using things in it to grant themselves advantages (bonuses, extra effect etc). Am I perfect? No. Could I do better? Yes.

Or I can take my fuzzy descriptions and make them mechanical by introducing them as Scene Tags. Market square during market day would get Crowded-Market-1 and during a festival Packed-Festival-Market-2 indicating that there is a lot of people there and also how much advantage one would get by incorporating it into ones action. Or disadvantage depending. Trying to pickpocket someone? Take a bonus. Following someone? They easily get lost in the crowd - penalty.

How dark is the night? Moonlight-Night-1 or Moon-Behind-Heavy-Clouds-2?

Traveling through a mountain pass and how deep is the snow? Ankle-Deep-1 or Up-To-The-Dwarf's-Beard-2? What about that Foul-Voice-In-The-Wind-4?

I play pretty much only online so tossing an index card onto the table with the Scene Tag on it is kinda tricky. Instead, depending on how much effort I've put into the VTT, I either write it in big bold letters on the scene image/map. Or I put down a virtual index card, essentially a small graphical element to bring attention to it (see post image).

One more thing, how much is a Tag-1 compared to a Tag-2 worth? This all depends on your system. City of Mist gives +1 for a Tag-1, +2 for Tag-2 etc. So for pretty much any other PbtA/2d6 systems the same works. For D&D (and other d20 systems) a scheme of +2, Advantage, Advantage and +2. I've lost much of my familiarity with d20 systems due not having ran something recently. So someone (everyone?) else probably have better ideas. In dicepool systems an extra dice for each tag level is appropriate.

That is the basics of it. But what if the players want to create a Panic!-At-The-Market-3? I'll write about that some other time.

PS. Still recruiting for my small sortie into Swords of the Serpentine, Fridays at 19CEST.

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submitted 1 year ago by tissek@ttrpg.network to c/rpg@ttrpg.network

cross-posted from: https://beehaw.org/post/7097518

More info at https://paizo.com/starfinderplaytest

According to the document they have up there, SF2E will be 100% compatible with PF2E. That's a huge win for me - I like Starfinder's setting and vibe, and love PF2E's action economy.

16
submitted 1 year ago by tissek@ttrpg.network to c/rpg@ttrpg.network

Blurb taken from the Kickstarter

People liked the game system powering Shadow of the Demon Lord, but some bounced off the game’s tone. (Evil Dead meets Diablo is not for everyone!) Not long after Demon Lord came out, I began working on a family-friendly version of the original game, and the project became something I tinkered with for a long time, moving farther and farther away from the original game in a move to make something new. Where Demon Lord expected, even celebrated, the deaths of characters, Weird Wizard makes heroes of the characters and their story an epic journey. So while much of the game looks and plays like Shadow of the Demon Lord, there are differences enough to make it its own thing. If you want an early look, check out the quick play.

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RPGaDay 2023 - Week 1 (media.mastodon.nu)
submitted 1 year ago by tissek@ttrpg.network to c/rpg@ttrpg.network

Over on Mastodon we are enjoying ourselves with this #RPGaDay2023 thing. Have spawned a few interesting conversations. So why don't take it over here here as well? And let's do the whole first week (Day 1-6) at once.

  1. FIRST RPG played (this year)

  2. First RPG GAMEMASTER

  3. First RPG BOUGHT (this year)

  4. Most RECENT game bought

  5. OLDEST game you've played

  6. Favourite game you NEVER get to play

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submitted 1 year ago* (last edited 1 year ago) by tissek@ttrpg.network to c/rpg@ttrpg.network
[-] tissek@ttrpg.network 19 points 1 year ago

4-5 degrees? You are optimistic. I bet I get to see 3 degrees in my lifetime as we will blast by each and every exit ramps. Not only that we'll also be drifting on the highway, because it looks cool.

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tissek

joined 1 year ago