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#mag ttrpg
clairebearsparkles · 1 year
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Ok so for my tma ttrpg I'm writing up I'm at a part where I'm making example enemies that you can use as a reference for when you make up enemies or just stick in your game, but the thing is they are canon. That wasn't a problem when I was listing the more monster-y ones first like the Vampires and the Not-Them. But like, then I found my issue when I went to add Avatars.
I gotta make murder stats for my blorbos. I gotta figure out how much it takes to murder Simon Fairchild or Manuela Dominguez.
But like also this means I can make stats for fighting Elias. Like if he was hypothetically in your game how much would it take to murder him, that sounds funny.
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magpiefrankie · 1 month
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happy taaron day! except he looks quite grumpy i think. so grumpy taaron day.
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rashenditrash · 11 months
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"These aren't good people".
Can't wait for June 27! Hope any Mistborn fans out there enjoy this love letter from me (and my incredible cast mates and collaborators) to the Mistborn Trilogy!
Backgrounds by @conjchamberlain; Character Portraits by @elisgardorart!
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I try not to post the same things to every account all the time, but I realized I haven’t posted my best boy here at all!
Magpie here is coping best he can and I’m really excited for him to hit the fashion exploration stage in game haha
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idk how this would happen (ie getting them to collaborate and everything, all things considered) but markiplier and TMA or Rusty Quill crossover anyone??
@markiplier @rustyquill
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theplotdoctor · 1 year
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Did you know Jonathan Sims and Sasha Sienna from the Magnus Archives make TTRPGs? Well you do now and they're bloody brilliant. Go check them out!
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mageiad · 3 months
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posting art i've never posted before every day until my wrist gets better: day 12
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you guessed it, another ttrpg character
her name is monica cure and she got to be a magical girl at the end of the campaign
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maggiespie · 7 months
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Man you know its gonna be a good rpg system when it takes 31 pages of in world short stories of people before the introduction is
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lvckyspyral · 3 months
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We are currently relistening to MAG and have been making a couple of our own ocs in anticipation for the ttrpg! This is our oc Alain, an avatar of the slaughter :3
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hello! i have a silly thing to ask about, if you don’t mind. in the guidebook for the ttrpg Candela Obscura there’s a rifle in the art of the WWI-inspired soldier character class, and i’m very curious if you can tell if there’s a specific real-world gun it’s modeled after, or if the artist combined some guns together or just made up a generic rifle design. (i’d looked at different WWI era rifles to see if i could figure it out myself, but i only have the worldwartism and not the guntism so i’m not sure how to identify distinguishing factors between the different models, so i thought i’d ask the expert, lol.) very sorry for the image quality, this is the best i could get—and no worries if it can’t be identified. thank you!
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Very hard to give a specific answer. At first glance I thought Mosin Nagant, because of the internal mag that sticks out, But i don't know. I can tell you it's not A french Lebel Rifle, it doesn't look like a US Springfield 1903, it doesn't look like a UK SMLE, doesn't look like a canadian ross rifle... So i don't really know. It seems vague enough to be almost anything.
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clairebearsparkles · 1 year
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Not many people are probably gonna see this but I thought I'd ask anyway
With the news about the new official Magnus Archives ttrpg in development that made me think about a Monster of the Week style tma ttrpg I was putting together. It was the usual Powered by the Apocalypse system with playbooks and conditions like in Masks and Thirsty Sword Lesbians, but with a unique system with Fear relationships and charts/tables with stuff.
Does that still sound interesting? The announcement definitely excited me but also made me question if I should finish this version I started. So I'm just curious about if that still sounds like something people would still be interested in actually seeing, it's fine if you're not.
If you have any questions about it I will happily answer anything
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butchbattlesister · 21 days
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Sketches of my Imperium Malidictum, a 40K ttrpg, character Axer (left) and my girlfriend’s character Mag (right)! I think they should be stupid gay for each other, but the gf just wants to hit stuff (in character)
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Session one was an absolute trip!
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charzmander · 9 months
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So today I sunk an ungodly amount of cash into a kickstarter, but that’s because ITS A MAGNUS ARCHIVES ROLEPLAYING GAME
It’s a good thing I have a few friends that like ttrpgs, also that they’ve never listed to MAG so if I mess it up, no one will know
Here’s the link, I pledged for the limited edition book and added on a players guide (would’ve killed for the dice though):
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christiansorrell · 4 months
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I want a TTRPG book that looks like this! Bring back new millennium gaming mag aesthetics! I want in-universe reviews of the classes on the Class pages during character creation! I want in-universe fan mail with hand drawn fan art of in-universe heroes and leaders!
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slugdragoon · 1 month
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Dungeon Appreciation Post #1 - Inside The Great Deku Tree (TLoZ: Ocarina of Time)
I want to take time to highlight individual dungeons that have something worth learning from, or maybe just to highlight the art of the dungeon itself, and have a place to record my thoughts when I come across something cool in a game, or a TTRPG mag.
I though that the best place to start, for me, would be to take a look at the first dungeon I ever laid eyes on, and that's the first dungeon in the first video game I ever played, The Great Deku Tree from Ocarina of Time.
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My general way of thinking of dungeons is yes, they are designed, and will have mechanics specific to the game they exist in, so a dungeon from one game wouldn't just work in another. However, I want to look at, I don't know, vibes?
What are the aesthetics of the dungeon, and how does it sell it's premise? I could imagine by divorcing the dungeon design itself from game-specific lore and mechanics, one could even use those conceptual elements to inspire dungeons in their own TTRPG campaigns and indie games. Of course I'm interested in game mechanics, but also I appreciate the fantasy that a dungeon conveys in a vaccum, and I wanted to highlight them. I'm not making a Zelda game, and Zelda doesn't implement dungeons like a DRPG, but dungeons are important to Zelda, so how did it's dungeons make me feel?
Premise: A giant sentient tree, a guardian of a forest community of secretive, child-like fairy people (and actual fairies) is cursed, threatening the forest folk, and you must enter the great tree itself to end the curse.
Design: You start at the base of the tree, entering at ground level. The general progression of the dungeon is to climb all the way up (a natural thing to do with a tree), in order to be able to jump down and break through the webbing in the floor to reach the underground. I think an initial smaller dungeon that expands like this is great for the early game, and the theme (a tree) naturally suggests what direction you should head (up).
You'll notice that each floor in the main chamber extends only in a straight progression, imitating tree branches, and I love when the interior of the dungeon matches the exterior, and strong theming that implies a purpose or shape. The branches are quite thick and few in number, admittedly, but I love that the upper floors limit themselves to this design.
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The lower floors are allowed to expand a bit more, as the player is more comfortable at this point, and I originally thought everything below ground may have been the insides of roots, but while some texture look like knotted wood and roots, others look like stone, so it appears you emerge in a cavernous space with running water beneath ground, possibly a disused old dungeon or sewer judging by the torches and grates in the water. Using the torches to burn away more webbing was also particularly evocative.
The pillars in the corners of some rooms appear to be wood, and the chamber directly beneath the tree has clear grey roots spreading out. This color is matched by the pillars in the boss room, which make me think they are actually large roots, and while the cursed monster isn't then inside the tree itself, it's climbing right along the roots.
Monsters: The dungeon is mostly populated by giant cursed spiders with skull patterns, and stationary man-eating plants. Neither gives chase or attacks unless you get close, giving the impression of being overrun with cursed insect and plant life that's sucking the guardian tree's life force, if not exactly intelligent life. There are also intelligent bush-covered plant men who speak riddles and spit seeds, but they're actually helpful, and seem to exist separately from the monster infestation. The boss and source of the curse is a massive arachnid(?) covered in a carapace that's reminiscent of a crustacean, and you also fight it's larva in a few rooms, selling the idea that it's a spreading infection.
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Treasure: Like all dungeons in the game, there's a dungeon map and compass, and some extra life in it for the adventurer, but those are OoT's game mechanics. The real treasure is a slingshot (implied magical by the name Fairy Slingshot, though seem pretty normal).
So that's it, and I think like a ton of people, The Great Deku Tree made a lasting impression on me. This was an easy one, lots of people know this dungeon already. I think one major thing it teaches is that dungeons don't have to be castles, caves, or keeps, but that units of space can be made out of natural environments.
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mageiad · 3 months
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posting art i've never posted before every day until my wrist gets better: day 10
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another ttrpg character i'm playing!! his name is malone "bonsey" luzon and he's a skeleton cowboy
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