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#Tabletop RPG
vintagerpg · 2 days
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Vermis I (2023) is a narrative art book by @Plastiboo. It’s a gorgeous and darkly layered homage to a variety of influences, new and old — Souls games, old videogames like Shadowgate, more recent ones like Shadow of the Colossus, perhaps Fighting Fantasy gamebooks, perhaps Warhammer. There are many possibilities. And yet it also stands as very much its own thing, a world unto itself. The book’s central question “Which flesh is your flesh?” goes a long way in establishing the sorts of horrors we’ll find on our journey.
There are two things that really make Vermis come to a diseased sort of life. The first is the decision to arrange the book as if it were a strategy guide for a videogame that doesn’t exist. This allows for the introduction of little icons and hints at mechanical systems without committing to building them, which is an enticement to brains like mine to figure out how they MIGHT work. And by providing level maps and strats for boss fights and profiles of magic items, I wind up playing the game on a meta level, reflexively, through the act of reading. This sensation is strange and unique and made for one of the most memorable book-experiences I’ve had in a long time.
The other thing is the texture of the art, the way everything is buried under pixelation, cathode grain, moire ripples and other distortions. It unifies all the book’s visuals in a sort of murkiness that add an almost painful sense of mystery and danger and inscrutability to the narrative.
Vermis is a dark masterpiece of creeping dread, and anyone who tells you it isn’t a game to be played isn’t to be trusted.
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Have you played MOST TRUSTED ADVISORS ?
By W.S. Healed & Citizen Abel / The Horizon Machine @thehorizonmachine
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In Most Trusted Advisors, you’ll play as a profoundly incompetent monarch’s eponymous privy council. As lords and ladies of the realm, you’ll be tasked with keeping your liege safe from foreign agents, court conspiracies, and their most dangerous enemy: their own incompetence.
One player will take the role of your liege, responsible for telling you about the disasters your characters must deal with as well as the Misfortunes that befall them when they fail. The rest of you will pick up one of six playbooks and play scheming, petty, self-interested nobles. You’ll try desperately to keep your liege alive, stay in their good graces, and keep the story unpredictable by introducing Twists.
Together, you’ll tell a story of self-interested aristocrats getting themselves into trouble by being selfish, malevolent, incompetent, or all of the above. Play to find out if your lords and ladies can keep their liege in good health and their heads on their bodies, or if they’ll be crushed under the weight of their own schemes.
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fanonical · 9 hours
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no matter what the setting of your tabletop rpg, you're gonna end up putting some anachronistic present-times stuff in there just for fun
love going to the fantasy tescos
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kitaurita · 1 month
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the way you win at DnD is making your friends laugh
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valtharr · 20 days
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Saw someone post this on Facebook:
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And like, if this is you, here's a screenshot that will shake your worldview to the core:
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(to put this into perspective: if you played one of these games per day, it would take you almost 33 years before you're done)
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nudityandnerdery · 1 month
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It's a great day to consider the vast array of other RPGs out there other than D&D. If you want that style of game, Pathfinder is great. And if you feel like trying something new, there's so much to explore...
Amazing timing for this article to come out the day Critical Role opens the beta for their own RPG system...
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windienine · 2 months
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befriend rats & kill god in a lush portal fantasy adventure by jenna moran
come on a journey with me?
there - past the scaffolding, past the rafters, up above past the windows and gables and fire escapes, if you make it to the roofs -
you'll encounter environments not of this world. rooftop gardens that have twisted themselves into dense forests, church spires that have , tiled expanses that stretch into the horizon and become meadows, gutter-lakes, deserts, mountains...
you'll encounter them, too, if you really look: the rats.
they want to show you these places, navigate them, map them, study them, know them. they want to befriend you, guide you, tell you their stories and weave new ones where you feature alongside them. if you want to make any headway, up there on the roofs, you'll need their help.
after all,
this is a place where the gods do tread. if they find you creeping about their domains, they will find you, kill you, transform you, dig their hooks into your very soul and never let go.
the rats know a secret.
gods can be killed.
you are the key.
the far roofs, currently crowdfunding, is home to some of the best role-playing game i've ever had. participating in several playtests has completely sold me on its viability as a system. notable are its set of unique oracle mechanics that tie into its freeform roleplay system, determining the physical and emotional outcomes of different events. gather hands of cards and tiles to weave together magic that can alter even monumental fates, fight peril with dice rolls, and collect components for spells and make headway on character advancement by spending time getting to know your companions, both human and murine.
it is, of course, written by dr. jenna moran, best known for previous innovative ttrpg experiences about divinity, such as nobilis, glitch, chuubo's marvelous wish-granting engine, and wisher, theurger, fatalist (WTF).
the philosophy of the far roofs is that dungeoneering is about the journey - the sights you see, the meals you make, the tales you tell, the companions you gain and lose - as much as the monster-slaying. each combat is a descriptive crescendo of the experiences faced up until that point, encompassing everything you've felt thus far. if any of this intrigues you, then, well... come on a journey with me?
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zhjake · 6 months
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Magnagothica: Maleghast necromancer house 6/6: GOREGRINDERS
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Stinky Bear motivation. Extra rolls for Initiative
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jovial-thunder · 2 months
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Lancer on a physical tabletop with Lego minis!
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We finally did the thing! I roped my siblings into playtesting a game of Lancer using Legos and a physical tabletop. The sitrep was to destroy five buildings, marked in red, because the Karrakins were using the installation to track their mobile hidden base (our home campaign is a blatant ripoff of Deserts of Kharak).
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Things that need improvement:
better way to measure tiles. We were doing 4cm/space and had to do a lot of multiplication. Going to try wood dowels with tiles marked + get some kind of grid underlay.
similarly, we need aoe templates
I used too much terrain, it got messy
should get status rings/tokens to mark lock-on, etc
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Things that worked well:
it was sick as hell to be able to physically destroy Lego terrain and mechs as they fell
we used physical dice? For lancer?? And it turns out clicky clack math rocks continue to be inherently great.
witchdice works well on mobile devices for character sheets so not every PC had to have a full laptop
different height-terrain was fun, though it made movement costs tricky to calculate
I'm excited to keep trying out different setups. All the terrain and stuff I've collected is pretty modular (lego makes that easy) so it'll be fun to see how wide a range of map types is possible.
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vintagerpg · 12 hours
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Barlowe's Guide to Extraterrestrials (1979) is a fun little book that looks at aliens from a variety of science fiction stories through the (slightly) in-universe framing of a field guide, complete with notes on ecology and biological functions.
Artist Wayne Barlowe’s selections are an interesting cross-section of the genre (I don’t recognize a lot of them, honestly) and his interpretations (of the ones I do recognize) always walk the fine line between capturing something essential that I pictured in my mind’s eye while also being surprising or unexpected in many ways. Among the beasties I did not photograph are the Overlords from Childhood’s End, the Puppeteers from Ringworld, the Izchel from Wrinkle in Time, the Masters from the Tripod books and Ursula Le Guin’s Athshean.
In a way, the Guide feels like an extension of the larger interest in fantastic art in the ‘70s, embodied most in the Gnomes, Fairies and Giants books. It, and its Fantasy companion (see tomorrow) certainly wouldn’t come out today, but for me, they’re just amazing. They gave Barlowe a whole book to draw monsters and aliens; monster and alien enthusiasts like me got a pile of rad illustrations to look at; and a stack of sci fi writers got low-key advertising for their works. Wins down the line.
Worth mentioning that this is likely a direct inspiration for Call of Cthulhu’s pair of Petersen’s Field Guides (Cthulhu Monsters and Dreamlands), right down to little nuances of layout formatting. I would bet that they were also on someone’s mind when the Ecology articles began to appear in Dragon Magazine (those started in ’83 with the Piercer).
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Have you played SCION ?
By White Wolf (1st edition) / Onyx Path Publishing (2nd edition)
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Playing humans blessed by or born from the Gods who can eventually ascend to join their ranks. Urban fantasy, but 2e noticeably lacks a masquerade - the fantasy elements are known to the World’s population.
In a world much like ours but not, Priests of a temple of Ra go out for coffee, as followers of Dionysius post pictures of their wine offerings on social media as kids take turns pretending to be Baron Samedi and Quetzalcoatl during recess. The gods of the old world still preside and watch over their people, seeking their worship and answering their prayers but an ancient foe has escaped from their prison. The Titans, the primordial beings of destruction and chaos have returned. The Gods cannot come down to The World and fight back against the evil Titans that plague their followers, less they be victims of fate, changing their legends and fates forever, instead they call out to their descendants. You, a Scion of the gods. You may of been born between your divine parent and a mortal, maybe you were chosen by that god, maybe the god created and bestowed life to you, or perhaps you are the human reincarnation of a forgotten god. As a Scion, you take your divine parent’s place and restore order to The World while also building your own legend, developing divine powers, gaining followers and earning a place in your pantheon. You grow and learn from your humble Origin, to becoming a Hero to mortals, then being recognized as a Demigod and finally achieving the godhead and becoming a God. Can you fight back against the Titans and fate?
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fanonical · 1 day
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yell at your dice! it might not make them roll better, but it'll make you feel better
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soft-october-night · 8 months
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valtharr · 2 months
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Pictures that make a "the only TTRPG I know is D&D"-person spontaneously combust:
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This is the entirety of the magic mechanics in the game "Interstitial: Our Hearts Intertwined"
I'm keeping this post for the next time I hear someone say they don't want to try a new game because it's too hard to learn a new system.
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dr-chibbers · 10 months
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DM: “The Platypus attacks you”
Player: I block their attack”
DM: “you mean…?”
Player: “Yes, I Parry the Platypus”
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