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#traveller rpg character creation
legionofmyth · 6 days
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Traveller 2E: Starports & Final Comments
Traveller 2E: Starports & Final Comments
Traveller Starter Set Traveller 2E Core Rulebook (2022 Update) 📅 RPG Die Gest is LIVE every Sunday at 1:00 p.m. Central Time. 📅 Some Rando RPG Livestream is LIVE every* Friday at 6:00 p.m. Central Time. 📅 *Members Only Livestream is LIVE the last Friday of every month at 6:00 p.m. Central Time. 👍 Like, Follow & Share, Share, Share! 💎 Join YouTube takes 30%! These others take from 0% to 5% 💰…
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educationaldm · 9 months
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Roleplay Question: How does your player like to travel? Walking? Horse riding? Tree stride? A magic carpet ride?
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Trans made TTRPGs
Due to… recent events that I would rather not talk about, today's post is a highlight of different tabletop games made by trans peeps! These games are fantastic in their own right, of course, but you can also know that they were made by incredibly cool and attractive people
(Also, these are flyover descs of the game, they'll get more in-depth singular posts later, this is because I am lazy)
Perfect Draw is a phenomenal card game TTRPG that was funded in less than a day on backerkit, it's incredibly fun and has simple to learn hard to master rules for creating custom cards, go check it out!
Songs for the dusk is fucking good, pardon my language, but it's a damn good post apocalyptic game about building community in a post-capitalist-post-apocalypse-post-whatever world. do yourself a favor and if you only check out one game in this list, check this one out, its a beautiful game.
Flying Circus is set in a WW1 inspired fantasy setting full of witches, weird eldritch fish people (who are chill as hell), cults, dead nobility, and other such things. It's inspired by Porco Rosso primarily but it has other touchstones.
Wanderhome is a game about being cute little guys going on a silly adventure and growing as the seasons change, its GMless and very fun
https://weregazelle.itch.io/armour-astir Armour Astir has been featured in here before but its so damn good I had to post it twice. AA demonstrates a fundamental knowledge of the themes of mech shows in a way that very few other games show, its awesome
Kitchen Knightmares is… more of a LARP but its still really dang cool, its about being a knight serving people in a restaurant, its played using discord so its incredibly accessible
https://grimogre.itch.io/michtim Michtim is a game about being small critters protecting their forest from nasty people who wish to harm it, not via brutal violence (sadly) but via friendship and understanding (which is a good substitute to violence)
ok this technically doesn't count but I'm putting it here anyways cuz its like one of my favorite ttrpgs of all time TSL is a game about baring your heart and dueling away with people who you'll probably kiss 10 minutes later, its very very fanfic-ey and inspired by queer narratives. I put it here because its made by a team, and the expansion has a setting specifically meant to be a trans "allegory", so I'll say it counts, honestly just go check it out its good shit
https://willuhl.itch.io/mystic-lilies
Mystic Lillies is a game inspired by ZUN's Touhou Project about witches dueling powerful foes, each other, and themselves. Mystic Lillies features rapid character creation and a unique diceless form of rolling which instead uses a standard playing card deck.
https://preview.drivethrurpg.com/en/product/141424/nobilis-the-game-of-sovereign-powers-2002-edition I… want to do a more general overview on Jenna K as an important figure in indie RPG design, but for now just know that Nobilis is good
https://temporalhiccup.itch.io/apocalypse-keys Apocalypse Keys is a game inspired by Doom Patrol, Hellboy, X-men, and other comics about monstrousness being an allegory for disenfranchisement. Apocalypse Keys is also here because its published by Evilhat so its very cleaned up and fancy but I love how the second you check out the dev's other stuff you can tell they are a lot more experimental with their stuff, this is not a critique, it is in fact a compliment
Fellowship! I've posted about this game before, but it is again here. Fellowship has a fun concept that it uses very well mostly, its a game about defining your character's culture, and I think that's really really cool
Voidheart Symphony is a really cool game about psychic rebellion in a city that really does not like you, the more you discover for yourself the better
Panic at the Dojo is a phenomenal ttrpg based on what the Brazilian would call "Pancadaria", which basically means, fucking other's people shit up. Character Creation is incredibly open and free, meaning that many character concepts are available
Legacy 2e is a game about controlling an entire faction's choices across time, its very fun
remember to be kind to a trans person today! oh also don't even try to be transphobic in the reblogs or replies, you will be blocked so fast your head will spin
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easy-there-leftovers · 7 months
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I See You, Darling (2)
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[Astarion x reader] Due to surprisingly overwhelming demand, the previous fic, along with this one and many more to follow, will now be part of a series!! It was honestly very difficult trying to come up with what happens next, but here we are. The idea came to me during a fever!! |Word count: 2.5k.| Based off of this post I made.
Part 1 here!!
Next part here!!
The reader believes they are in a dream. It wouldn’t be the first time their fantasies conjured up such an obscure, yet somehow realistic scene. And so they’ve elected to treat the experience with as much realism as one would observe in a dream; little to none.
Alternatively;An ex-art-student-now-traveler accustoms themselves to the party.
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“Shadowheart. Shadow…heart. Hm.” His gaze bounced between you and her. 
“I’m sure her parents meant well, but the name is rather ominous, isn’t it?” He leaned over to your side, not bothering to hide his blatant distrust. Lowering his voice dramatically, if anything.
“Unless she chose it herself. Which is even more worrying, honestly.” He chuckled out.
It had been no more than two bells after mornbright when you met Astarion. Since then, you’ve come to realize how…different your presence has changed the course of the story. Though more subtle than you expected.
It would seem as if you had met the elven vampire before the party was formed, which was strange as your last save point was far later than that and the forest had been quite a long way from the beach.
When you finally stumbled upon Shadowheart, he was quick to share his inner thoughts that you haven’t heard from the game before. 
As they continued with their quest to find a cure for the Illithid problem, expanding their party as they did so, you had tried to make yourself useful by doing the dirty work for them. Looting and opening crates filled with camp supplies, armor, and potentially useful weapons and artifacts could always come in handy for trade or for “artifact consumption,” as per Gale’s need. Sorting them for your group’s convenience.
And while you did not have more direct and immediate practical use for your course of study in the modern world, the research you’ve created and reviewed for character creation and world building was doing wonders for your survival.
Or as much as it can for a magicless, not so athletic human. 
The “runes” of the medieval ages that have been carved into stone, along with the basic history and background of the common races and deities of the fantastical world that tabletop RPG has offered puts you at quite an advantage.
Not to mention your experience with the areas of the game giving you the same effect.
But this library of information had also aroused something akin to suspicion and concern. It would be understandable if you were a simple traveler just like them, or perhaps even an artisan from the guild, but you were not as astute as either background.
So how could you have access to this much knowledge yet be unaware of more practical matters? It’s as if you had simply read about it from somewhere. 
Astarion had been quick to give an explanation before you could form one of your own that could poorly convince your companions. Although, perhaps his suggestion was more outlandish than anything you could have come up with.
“They came with me. Property and all the formality that comes with it. A family pet, if you will.” A perfect excuse to justify your constant proximity to him, and a likely explanation to being well read, but not well experienced.
You thought nothing of the title, your apathy to the non-hazardous labels of this world apparent.
The same couldn’t have been said about your associates who had a few comments about this disclosure.
“I am unfamiliar with the–well, I shall not say ‘culture.’ ‘Customs’, perhaps. I did not think your kind to house such breed of cattle. Perhaps they could be useful.” Was Lae’zel’s. 
“I assure you, they typically don’t. Humans aren’t naturally subservient to Elves, at least in this manner. This setup sounds more akin to slavery. Blink twice if you need help.” Was Gale’s response. 
“It seems like Astarion's from the upper city, given the embroidery on his armor. I wouldn’t put it past them to have servants that follow them around.” Shadowheart’s nose crinkled at the thought. 
The party already had such an interesting rapport. Not entirely comfortable with one another to divulge everything, but loose enough to have semi-pleasant conversation with.
You thought this as you sorted out the fruits of your collective labor into neat pouches and bags, keeping items similar to one another factioned into their respective holding space. The chest being closer to Withers more than you’d like, but it was nice to hear the ramblings of an…undead person? Hearing someone continuously talking allows you to be more productive.
You’ll admit, handling enchanted armor and crystals does make you a tad nervous but you’re comforted by the thought that it will not be you who wields it in battle.
Out of the corner of your eye, you see Gale approaching your direction. Possibly to ask for his share of the camp supplies just a little earlier to sate himself as you had an abundance of it for now. You regard him with your back turned and he stops for a bit.
“I will say that I don’t have the lightest of feet, but I figured myself better at sneaking around.” It’s not his fault that he got caught, but the bright purple robe and the smell of the oils you’ve been crafting for them are particularly noticeable.
“You are, but I’ll assume you're not exactly in the best shape after dealing with a few goblins.” You hold up a bottle of a healing potion, swinging it a bit with your fingers to indicate that the smell had warned you of his arrival.
“You’ve got a keen nose on you. Must be from all of Astarion’s training but, speaking of which,” He nears himself to your crouched form, going in to lean against a very old and empty crate.
“Gale, wait–” Right as your warning leaves you, they seem to evade him as falls right through the wood. A comical layer of dust and lichen pluming out from the force. He tries to quickly recover from both the physical and emotional damage as he brushes himself off to make himself presentable once more. 
“Ahem, as I was saying,” He again makes his way over to you, settling for just standing close as his attempts to look unbothered temporarily cost him his ego.
“I was serious about what I said before. While I don’t know what to make of our pallid friend just yet, as enigmatic as he is, what he said before is quite confusing. Best make haste away from here if you want your freedom while we’re distracted with this worm problem.” His tone suggests a genuine concern which confuses you.
You’d be lying to yourself if the label of the set up didn’t sound odd, but you’ve never expressed discomfort as there was nothing all too worrying about it on your end. It was mostly for show, and you had as much independence as Tav would have in your game.
You endeavor to quickly dispel his worries.
“You don’t have to worry, I’m very satisfied with my servitude under Astarion. He’s very lenient and reliable, and I’m better off with him than on my own." You return to your task of sifting through your materials but pause and look back up at him to continue.
"I do thank you for turning my way though. Your concern is much appreciated but unnecessary.” You lowered your head a bit to show your thanks.
“Well if someone as generous as yourself says to trust you on this, then I have no choice but to concede! I’ll keep a watchful eye and offer guidance, should you need it. Also, do we happen to have something for—” As he asks you for some sort of salve, just a few ways off, your eccentric “handler,” of sorts, watches the two of you interact.
Don’t get him wrong, such matters don’t really catch his attention, but being an elf does curse him with the ability to have extensive hearing. Something that he thinks Gale knew, and something you forgot. That would explain the lack of distance between you two.
He thinks it’s amusing how the wizard is trying to make conversation with you as if you were some foreign creature. His usual eloquence nowhere to be seen, and you seemed as unbothered as ever. Like how he usually saw you when you conversed with someone through a crystal.
It was a phone, not that he knew that though.
“They’re a real nice one, aren’t they?” Karlach says from her side of the camp which was nearer towards his tent and yours.
“Hm, yes. While that may be an admirable trait, it’s hardly going to get them anywhere if they keep this up.” Astarion huffed out, not very keen on your altruistic playstyle so far.
He doesn’t know much about what you do and don’t know, all he knows is that you do know of the events to unfold and could be the key to defeating his master.
 All he needs is to keep you at his side. So he’ll allow you this much freedom.
“Oh come on, you. You can’t seriously think that after everything. Our camp’s pretty well maintained because of ‘em, not to mention the connections we’ve been able to get!” She fortifies her statement by knocking on her chest, the engine humming within feels lighter and newer since you’ve informed her of the tiefling blacksmith at the grove. 
He hums in response, returning to reading his book as he thinks about his growing hunger. He’ll have to hunt soon enough. While your positive reputation occasionally reflects on him by proxy, it can also reflect negatively due to the alleged nature of your relationship. If he wants the journey to a way of understanding the tadpoles to be a more comfortable one, he has to at least prevent their trust in him from diminishing.
~
Night falls later than he’d have liked, having waited for everyone to be asleep so that he may prowl the forest for sustenance.
The rest were sound asleep in their bedroll as the skirmish from earlier on in the day had proven to be sufficiently tiring. The crackling fire surely brings a lulling warmth that he supposes he’ll have to miss out on for a while.
As he begins to slink off into the darkness, he looks back to gauge his surroundings and catches your form from across the settlement. It seems you were tallying away the items in the shared chest and double-checking to see that everything is checked and balanced with your records. 
Your shoulders jump at his suddenly standing form, but try to understand his intentions. You mouth, “where?” with a very confused face, to which he responds with a simple shushing motion and waits for your acknowledgement.
You nod slowly, and he holds your gaze before sneaking off once again.
‘He’s coming back, right?’ You wondered. The progression of your experience now in comparison to the game was vastly different, and you didn’t know if all scenes, or only some, would present themselves in this world. You assume he planned to hunt, and while you trust his abilities, you want to make sure he’s attended to properly should he be harmed in any way.
So after retrieving a few potions, a journal, and a pencil, you stashed them in a satchel and positioned yourself at the base of the tree in the direction he left in. You weren’t particularly sleepy tonight, and planned to pass the time in wait of your companion. 
There wasn’t much to do in this century to keep yourself entertained. The only things you’ve found so far were a few instruments and all manners of journals and inks.
The inkpot that you picked up appeared to be red this time. The game of, “which ink dye will I get this time?” will have to be the most of your entertainment for now. Not all too different from home, you suppose. And while writing keeps your mind at bay, illustrating all manners of wildlife have proven to be quite the fun exercise. 
You’ve made a few notes on creatures that you and your company have encountered. The visual elements of a drawing allowed you and the others to keep track of materials that could be salvaged from them, and their resistances to certain attacks. 
Though as much as you liked depicting such lifeforms in paper, you’ve come to be very interested in portraying your vampire friend.
Evidence of your interest present in the pages filled with his likeness as you search for an unmarked page. You’ve made a few of the others, yes, but anyone who would gain access to your journal would surely see which member of the group you favor more.
You continued to draw, and occasionally write, on the parchment as you waited for Astarion to come back. All sense of time evading you as you focus on the task at hand.
A perfect opportunity for a tired rogue to surprise an unsuspecting human.
“And what are you still doing up, little one?” He appears from behind the very tree you rested against, causing you to spill a bit of ink on your thumb.
You clicked your tongue, not at all annoyed by the character but by your absentmindedness and now stained appendage.
“Sorry, I was just waiting for you.” You sealed the inkpot, and gathered your materials. Effectively, but unknowingly, hiding your work from peering eyes that were the same deep red as your finger.
“I’m very flattered, darling. But couldn’t you wait until morning? I'm sure this couldn’t have been all too important, yes?” He gestures to your satchel, referring to your journal, but you misinterpreted it as him asking for your medical supplies.
“Oh, that depends. Are you hurt, by any chance? I stayed awake in case you might've needed help tending to yourself.” You opened the pouch to reveal its contents to him, your stained thumb in full view.
The sight makes him sigh out, but is thankful for your offered service.
“I’m alright, nothing of interest happened while I was away.” He considers telling you about the nature of his little…'escapade.' He's unaware if you are of his condition, and he doesn’t wish to out himself if not necessary to avoid possible conflict. So he settles for advising you to rest.
“We need you well rested, my dear. You sleep. I’ll keep watch.” The dialogue is familiar, and you can’t stop yourself from letting a small laugh out as you responded with an equally familiar line
“Thank you. I’ll sleep better for that.” You lower your head as you usually do in gratitude.
“The pleasure is all mine.” He mirrors your gesture, albeit in a way that is most appropriate for someone of his character. “Sweet dreams.”
You walked back to the chest. Returning the potions and ink you’ve plucked from the supply, but keeping the rest of the pouch’s materials with you as you turn in for the night. Awaiting the promise of further study that a new day typically makes.
As Astarion is left with his own thoughts, a sour taste still in his mouth from his earlier meal, he thinks about the man in the journal you kept. He did not see much, only a vague outline of the figure. He thinks about who, or what, it could have been but dismisses the thought rather quickly.
He has no time for a mysterious person with hair less perfect than his own, touching his untainted locks as he does.
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Thank you everyone for your interest in the series!! As per the request of some, I'll now be adding a taglist!
Thank you to @rey26, @shyminnie07, @lynnloveshobi, @iggee-rose, @automnepoet, and @tiannamortis for asking to be tagged!!
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The boys with a succubus/incubus god?
CULT AU WITH A DEMON READER
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❀ synopsis: “And no marvel; for Satan himself is transformed into an angel of light.” 2 CORINTHIANS 11:14
❀ warnings: slight suggestive content, biblical themes, cult themes, yandere themes, just dark content ahead. Remember you're trespassing on big boy/girl/kid territory, so just be aware of what you're reading ok?
❀ notes: This will contain a lot of dark themes since this is a cult AU and Sagau. But again, thank you all for 400 followers! I don't know how to thank you all (maybe I do, I want to start a event, but let me clear my inbox real quick). spoilers for genshin lore guys...
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Being summoned to another world is...certainly interesting...
You didn't expect the moment you open your eyes to be greeted with such colorful characters, and in an RPG game no less. But you aren't complaining of course! This just makes things more entertaining for your part. And being worshipped as a god? This is an entire amusement park!
Your poor, poor acolytes...they have no idea what they have just brought upon this world. If you really were the creator of all no wonder Celestia decided to just one day order the archons to commit genocide. Your influence must have also greatly affected your creations which can explain why some of your acolytes have a questionable history.
Being in your presence just heightens their obsessive tendencies, if they weren't the type to hesitate to kill for you they sure aren't hesitating now. Some might even go as far as to kill in public in front of other devotees. It doesn't matter if it's supposed to be a joyous occasion, you were in danger (or at least they try to justify their actions..) and as your devoted acolyte, they should protect you. (Shenhe, Traveler, Heizou, and Childe)
There are already ones that kill for you, but with your dark influence, they start to get a little bolder with their feelings. It would just start with lingering thoughts of your touch before it gets more provocative and they start imagining it more often. If they were brave enough, they would think about it while you were still in the same room as them. How sinful, but you don't mind♡ (Cyno, Gorou, Ei, and Zhongli)
They are the ones who know something was wrong with the supposed "Almighty one". They can just sense that something was not right and will immediately distance themselves from you as much as it hurts them too. They would observe you from afar to confirm any of their claims, but it backfires. Your voice is one of a siren, and like a pirate, they follow your voice only to be drowned in the very ocean they loved. But they didn't know drowning in the ocean can be this...euphoric (Dainslef, Venti, Ayaka, Kazuha)
This batch has more control over their yandere tendencies, but their acts of worship intensify. Festivals/Holidays will be hosted by them, and while some of them don't have the influence and money to host an event they will be helping with the preparations for the event (Jean, Noelle, Ayato, Ningguang, Diluc)
They will worship you, but some may take a step back after seeing you out of character. You were always so considerate and kind, they didn't think you would order them to draw your symbol with the khanreian's hilichurls blood. At the end of the day, they will still do what you please in hopes you will have a reward for them.
If you have any features from your demon form (slit pupils, horns, claws, sharp teeth, wings, etc) they won't think anything ill of them. If anything some would adore them openly. Dragons exist, and hybrids aren't uncommon on Teyvat. They would assume you might be a hybrid of a greater celestial species, and it would have many legends based off of it. The acolytes that have horns or any sort of similar feature would feel connected to you in a way and are honored to even have something in common with you.
But no matter how they claim to adore you or how honored they are to worship you, they can feel themselves hurl at your mere presence. Some even feel ill when they stay beside you for too long, and they would assume they are being punished. Or you are feeling negative and one of your powers is to project your emotions onto the environment around you.
But is it really? You have the same smile on your face while they choke on their own blood. You laugh at them after they confess to you about the night terrors that they get every time they spend a day with you. You left them to die after you "trained" them to get stronger.
They are foolish to convince themselves that you care, but some like to believe that you are doing this cause you care for them, how pitiful of them. I'm going to give an example, Venti would try to argue with you if you ever try to spur trouble on Monstadt, saying how it's not right and that the people should have a say in your decision. But after hours of gaslighting convincing he would shut his mouth as you declare a new law that restricts basic human rights. His people will understand, this is normal for sure...right?
The other archons like Ei and Zhongli, mostly Ei, will not think twice about your new changes in their nation. Nahida would be the ONLY normal archon who would know that you are no god. You're just a poser, a demon, a vermin from the underworld taking advantage of your follower's obsession. She will try her best to make her nation aware of who you really are, but what's the guarantee they will listen to her?
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sprintingowl · 11 months
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TTRPGs As Terrariums For Blorbos
One thing that I think isn't covered enough in TTRPG recommendations is styles of play.
There's a lot of "this game has this tone," or "this game is this amount of crunchy," but less "what are you playing towards?"
In games like Microscope and I'm Sorry Did You Say Street Magic? and The Quiet Year, you're playing to see what happens to the setting.
In games like Mork Borg and Into The Odd and Mothership, you're playing to see how far your character can get.
And in a lot of games, you're playing to create a blorbo, an OC, just a little guy, and the soul of the gameplay is the story of who your guy is and who your guy becomes.
This is blorbo style play.
And the thing about styles of play is that you can apply them to any game, even games that aren't really built to enable them. So I wanted to take a moment to shine a spotlight onto some games that do specifically enable you to fully blorb out. (I'll try to cover a mix of genres and tones, but the rpg scene is vast so if you have a favorite that I missed please feel free to shout it out in the replies.)
-Golden Sky Stories. This is the English translation of the Japanese TTRPG Yuuyake Koyake. You play as shapeshifter kids and spirits in a small town and, instead of tracking EXP, the thing that you carry from session to session is your relationships with other characters. The tone of the game is heartwarming, and if combat happens, both sides lose. There can be emotional turmoil, but this isn't a game where you have to worry about bad things happening to your blorbo.
-New World Of Darkness. On the other hand, let's say you *want* bad things to happen to your blorbo. You want to play a guy that's really going through it. If you also like modern supernatural stories, New World Of Darkness was built for you. Characters in NWoD can be entirely non-combat, or a literal werewolf, or a noncombat werewolf. The game places a lot of emphasis on navigating through the setting socially, as its supernatural creatures tend to run in factions and starting a fight usually means making a bunch of enemies.
-Pasion De Las Pasiones. Of course, not everyone wants a fantastical setting. Sometimes good old melodrama is hearty and comforting. Pasion De Las Pasiones is a playable telenovela, and it encourages you to play your characters bold and recklessly. Every class even has a built-in Meltdown, where if you're pushed to the edge they become extra reckless, ensuring a broad fallout of messy drama when they do manage to calm down.
-Cortex System / Unisystem. Perhaps you want to drop your blorbo into an existing fictional universe? But you also want stats and meaty character creation instead of just freeform roleplay? There are easily a dozen games on the Cortex engine, including Supernatural, Firefly, Smallville, Battlestar Galactica, Marvel, and Leverage. And on Unisystem, there's Buffy, Army Of Darkness, as well as a somewhat rare I Can't Believe It's Not Planet Of The Apes.
-Lancer / Gubat Banwa. If you like blorb-y play but still want a heavy side of combat, both of these games have you covered. Lancer has a sprawling scifi universe focused on mech pilots, and Gubat Banwa has a violent and lavish mythological Philippines setting. Both of these games also have stunningly beautiful artwork, so if you like seeing a setting visually come to life, these are for you.
-Fabula Ultima. My final recommendation is also an extremely gorgeous looking game. Fabula Ultima is built on the bones of Ryuutama (itself an excellent travel-fantasy game) to enable meaty, blorby Final Fantasy style campaign play. Combat is a rich and deep option in Fabula Ultima, but so is everything from spellcasting to crafting, and players have built-in resources they can spend to affect the story. If a scene isn't quite going the way you want it to, you can spend a point to nudge it in the right direction. Fabula Ultima also feels extremely complete without being too complicated.
So there you go. Eight options, and that's barely scratching the surface of the sea of blorb-y games (Seventh Sea, Exalted, Blue Rose, Legend Of The Five Rings, Coyote And Crow, Timewatch, Nahual, and more!)
It's also not wrong to play non-blorb-y games in a blorb-y way. Do whatever you're comfortable with! But you might enjoy dipping into these titles.
Finally, if you've read this far and you're somehow still looking for MORE recommendations, I wrote this game about runaway changelings trying to find their place in the world, and it's probably the blorbiest in my catalog.
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theresattrpgforthat · 9 months
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What do you think are good games to replicate kingdom hearts would be? in terms of general structure/atmosphere, if that makes any sense
THEME: Kingdom Hearts
Hello friend! I really think you should talk to @monsterfactoryfanfic about this one, and I think you'll see why in a minute.
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Kingdom Hearts Re:Roll, by Peach (@khttrpg).
Re:Roll is an ode to the Kingdom Hearts series, built from a love for the games and a desire to translate its mechanics to a tabletop format. Re:Roll draws its inspiration directly from mechanics across the entire Kingdom Hearts series, reinterpreting its features and modes of play into a customizable format. While there was significant effort to make this game easy to use for newcomers, you may have some difficulty connecting with the framework of Re:Roll if you don’t have at least a passing knowledge of Kingdom Hearts.
This game is a fan-game designed specifically to emulate Kingdom Hearts. This will have a lot of elements reminiscent of games similar to D&D - there are difficulty levels, character classes, and stratified combat. The entire game is also free, which is a big bonus in my books! The game is still being worked on, so you’ll see in the link above a number of documents, including Abilities, Classes, Weapon Classes, and a Feedback Form for you to give feedback to the designer!
My Friends are my Strength, by Peizur.
My Friends Are My Strength is a PBTA rpg where players use powers to overcome threats thrown at them, form meaningful bonds that serve as the foundation of their strength, and try to achieve a goal that means more to them than life itself. It is a game where players make friends and draw strength from those friendships. It is a game where players strive to fulfill a grandiose goal. It is a game where anything can happen.
If what you’re looking for is a game about friendship and bonds, My Friends Are My Strength take that trope from many an anime and game-ifies it. I really enjoy the Why Play? section of this game - the designer is able to give you a quick pitch on the kinds of people this game is for. PbtA games encourage collaborative setting creation and often give your players bonuses based on the relationships they have with each-other. In My Friends Are My Strength, this is represented via your characters Bonds, links you will have with other NPCs. If you like games where each character has unique and varied relationships with the people around them, you might like this game.
Interstitial, Our Hearts Intertwined, by Riley Hopkins.
Interstitial: Our Hearts Intertwined is a tabletop RPG about our connections with other people, the power we draw from those connections, and traveling to different worlds.  It runs on the Powered by the Apocalypse engine.
In Interstitial, you will travel through the barriers between Worlds with your party. You'll meet new friends, enemies, teachers and learn about yourself. You will also be able to visit and partake in events in your favorite intellectual properties or your own worlds ala Kingdom Hearts. In short; Take two worlds that don't fit each other, smash them together, wipe away the dust and find out how they do.
This is another PbtA game, like My Friends Are My Strength, but it’s explicitly inspired by Kingdom Hearts, similar to Re:Roll. Interstitial is a game about taking two (or more) different franchises and putting them together - and telling a story that spans both worlds. It has similar themes around the power of friendship, but it gives your game group more freedom to choose which franchises you want to incorporate, while still providing a guideline on how to make sure everything works together.
If you want to learn more about Interstitial: Our Hearts Intertwined, I definitely recommend checking out @monsterfactoryfanfic's video essay about this game.
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satoshi-mochida · 2 months
Text
Shin Megami Tensei V: Vengeance announced for PS5, Xbox Series, PS4, Xbox One, Switch, and PC - Gematsu
From Gematsu
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ATLUS has announced Shin Megami Tensei V: Vengeance for PlayStation 5, Xbox Series, PlayStation 4, Xbox One, Switch, and PC (Steam, Microsoft Store). It will launch on June 21 worldwide. Pre-orders will open on February 27.
Shin Megami Tensei V: Vengeance is an enhanced version of Shin Megami Tensei V, which originally launched for Switch in November 2021.
Here is an overview of the game, via ATLUS:
The latest title in the series, Shin Megami Tensei V: Vengeance allows players to enjoy the story of Shin Megami Tensei V in its entirety, with a new story path, untold in the original. Massively expanded with new areas, demons, and music, Shin Megami Tensei V: Vengeance features more accessible gameplay, an improved battle system, new demon experiences, and greater field exploration. Pre-orders for the Nintendo Switch family of systems (physical only), PlayStation 5, PlayStation 4, Steam, Xbox Series X|S, Xbox One and PC will begin on February 27, 2024. Details on digital pre-orders for Nintendo Switch will be announced at a later date. When a grisly murder scene in modern-day Tokyo blocks the protagonist’s walk home, an unplanned detour leaves him buried and unconscious. He finds himself in a wasteland ravaged by apocalypse now called Da’at. Before bloodthirsty demons can claim his life, a savior emerges, and they unite to become a mighty being, neither human nor demon: a Nahobino. Shin Megami Tensei V: Vengeance delivers a full-fledged RPG that can be enjoyed by existing and new fans. At the start of the game, players will choose between two paths: the story told in Shin Megami Tensei V, the Canon of Creation, or the brand-new Canon of Vengeance. This dramatic new tale of revenge introduces brand-new characters, an enigmatic cohort of demons called the Qadištu, a new dungeon and map to explore. Additionally, the original Shin Megami Tensei V battle system, demon merging and field exploration have been evolved and expanded in this newest entry in the series.
And here are further details:
■ What is Shin Megami Tensei V: Vengeance?
Released in 2021, ATLUS’s renowned RPG Shin Megami Tensei V has sold more than one million copies worldwide. This highly acclaimed game has evolved in every aspect, including the system and scenario, and will be available on multiple modern platforms! At the beginning of the story, the player is presented between two routes. The story told in Shin Megami Tensei V, the Canon of Creation, and a brand-new route, Canon of Vengeance, a dramatic tale of revenge by the fallen. The Canon of Vengeance follows the scenario of SMTV, but changes drastically from the latter half of the game. The outcome will be completely different. Enjoy the two divergent stories to your heart’s content. The battle system, demon fusion, and field exploration have also evolved in depth with the addition of new elements. We are excited to deliver a full-fledged RPG that can be enjoyed by those who have already played SMTV, as well as those who are playing this series for the first time.
■ Story
Thou shalt be God—. When a grisly murder scence in modern-day Tokyo blocks our protagonist’s walk home, an unplanned detour leaves him buried and unconscious. He awakens in a New Tokyo, a wasteland ravaged by apocalypse now called Da’at – but before bloodthirsty demons can claim his live, a savior emerges, and the two of them unite to become a mighty being, neither human nor demon: a Nahobino. Revenge Awaits—. Demons attack humans and seek to create a world of chaos. Bethel, an organization that seeks to protect God’s order. Caught up in the conflict between the two, while exploring Da’at, the protagonist meets and starts traveling with Yoko Hiromine. Using magic, Yoko and the main character stand together on the front line. The Qadistu, four female Demons stand in their way. “Found it, the Key of Resurrection…” A member of the Qadistu, Lilith calls protagonist the Key of Resurrection, and herself The Oppressed. What is their purpose? A tale of revenge by the oppressed begins.
■ The Oppressed: The Qadistu
In the Canon of Vengeance, four female demons appear in front of the protagonist. Another story of creation told by new Demons.
■ Characters
Lilith (voiced by Katelyn Gault in English)
“I am Lilith of the Qadištu The one to restore the world to what it ought to be.” A woman who is said to have been Adam’s first wife in the Old Testament. Later left Garden of Eden and turned into a demon. Leader of the Qadištu. In order to achieve an unidentified goal, she stands in front of the protagonist.
Protagonist / Nahobino
A high school senior living in Tokyo. On his way back from school, he is involved in a tunnel collapse and wanders into an apocalyptic version of Tokyo, Da’at. His hobby is reading. The protagonist fuses with Aogami and becomes a “Nahobino,” using this power to fight back demons. The decision-making during the Nahobino state lies with the protagonist, and Aogami guides him with his voice.
Aogami (voiced by Damian Mills in English)
“Regardless of what may happen, rest assured that I will always protect you.” A mysterious man who appears before the protagonist, who is being attacked by a demon in Da’at. By taking the protagonist’s hand, he transforms into a condemned being, the Nahobino. He seemingly participated in the war 18 years ago, but his memory of it has slipped away.
Yoko Hiromine (vocied by Erin Yvette in English)
“With no one to save them, in the back of their mind, the victim desires only one thing: revenge against the assailant.” She is a senior in high school at St. Marina Academy. Cool and somewhat mysterious. She meets and works with the protagonist in Da’at. She has always possessed mysterious powers and was once called a “saint”. At the academy, she has been recognized for her power and learned exorcism magic. She also participates in the battles.
■ Over 270 Demons
In addition to existing demons, this title features more than 270 demons, including new demons newly drawn by the character designer Masayuki Doi. Enjoy an incredible demon experience!
■ Includes Shin Megami Tensei V Downloadable Content Demons and Quests!
The demons and quests that were available with Shin Megami Tensei V are included in this title as standard features! Experienced players are encouraged to try their hand at these challenging quests.
A Goddess in Training
The Doctor’s Last Wish
The Rage of a Queen
Return of the True Demon
■ Evolution in Depth!
Every system of Shin Megami Tensei V has been brushed up in detail and new elements have been added, including field exploration, demon conversations, battles, growth elements, and new demon experiences! Of course, with multiple endings—this is truly the definitive version of Shin Megami Tensei V. Adding unique skills to all demons, new interactions with demons, and more… Many other new elements! Stay tuned for more information!
■ Additional Downloadable Content
Downloadable content featuring new demons will be distributed simultaneously on the release date. Demon God Dagda from Shin Megami Tensei IV: Final and newly introduced is the demon Goddess Konohanasakuya, newly drawn by character designer Masayuki Doi!
Holy Will and Profane Dissent
When the protagonist goes to investigate a mysterious reaction, he meets Danu, the earth mother goddess, who claims to have come from a world that exists in another universe. Danu is apparently searching for his son, Dagda. The protagonist embarks on a search for Dagda with Danu. By completing the game, Dagda can be made an ally, and fusion will be unlocked.
Sakura Cinders of the East
Konohana Sakuya laments the turbulent world and searches for a hero who can pacify the world. She sees an image of a certain hero within the protagonist and challenges him. Winning the battle will allow you to make Konohana Sakuya your ally, and fusion will also be unlocked. In addition, earning downloadable content that makes it easier to gain experience and in-game currency will be released at the same time.
Watch the announcement trailer and a special program below. View the first screenshots at the gallery.
Announce Trailer
English
youtube
Japanese
youtube
Special Program Spotlight
English
youtube
Japanese
youtube
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demifiendrsa · 2 months
Text
youtube
Shin Megami Tensei V: Vengeance - Announce Trailer
youtube
Japanese version
youtube
Extended Cut
youtube
Extended Cut Japanese version
youtube
Special Program Spotlight
Shin Megami Tensei V: Vengeance will launch for PlayStation 5, Xbox Series X|S, PlayStation 4, Xbox One, Nintendo Switch, and PC (Steam, Microsoft Store) on June 21, 2024 worldwide. Pre-orders will open on February 27, 2024.
Shin Megami Tensei V: Vengeance is an enhanced version of Shin Megami Tensei V, which originally launched for Nintendo Switch in November 2021.
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Title logo
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Key visual
Overview
The latest title in the series, Shin Megami Tensei V: Vengeance allows players to enjoy the story of Shin Megami Tensei V in its entirety, with a new story path, untold in the original. Massively expanded with new areas, demons, and music, Shin Megami Tensei V: Vengeance features more accessible gameplay, an improved battle system, new demon experiences, and greater field exploration. Pre-orders for the Nintendo Switch family of systems (physical only), PlayStation 5, PlayStation 4, Steam, Xbox Series X|S, Xbox One and PC will begin on February 27, 2024. Details on digital pre-orders for Nintendo Switch will be announced at a later date. When a grisly murder scene in modern-day Tokyo blocks the protagonist’s walk home, an unplanned detour leaves him buried and unconscious. He finds himself in a wasteland ravaged by apocalypse now called Da’at. Before bloodthirsty demons can claim his life, a savior emerges, and they unite to become a mighty being, neither human nor demon: a Nahobino. Shin Megami Tensei V: Vengeance delivers a full-fledged RPG that can be enjoyed by existing and new fans. At the start of the game, players will choose between two paths: the story told in Shin Megami Tensei V, the Canon of Creation, or the brand-new Canon of Vengeance. This dramatic new tale of revenge introduces brand-new characters, an enigmatic cohort of demons called the Qadištu, a new dungeon and map to explore. Additionally, the original Shin Megami Tensei V battle system, demon merging and field exploration have been evolved and expanded in this newest entry in the series.
Further details
■ What is Shin Megami Tensei V: Vengeance?
Released in 2021, ATLUS’s renowned RPG Shin Megami Tensei V has sold more than one million copies worldwide.
This highly acclaimed game has evolved in every aspect, including the system and scenario, and will be available on multiple modern platforms!
At the beginning of the story, the player is presented between two routes. The story told in Shin Megami Tensei V, the Canon of Creation, and a brand-new route, Canon of Vengeance, a dramatic tale of revenge by the fallen.
The Canon of Vengeance follows the scenario of SMTV, but changes drastically from the latter half of the game. The outcome will be completely different. Enjoy the two divergent stories to your heart’s content.
The battle system, demon fusion, and field exploration have also evolved in depth with the addition of new elements. We are excited to deliver a full-fledged RPG that can be enjoyed by those who have already played SMTV, as well as those who are playing this series for the first time.
■ Story
Thou shalt be God—.
When a grisly murder scence in modern-day Tokyo blocks our protagonist’s walk home, an unplanned detour leaves him buried and unconscious. He awakens in a New Tokyo, a wasteland ravaged by apocalypse now called Da’at – but before bloodthirsty demons can claim his live, a savior emerges, and the two of them unite to become a mighty being, neither human nor demon: a Nahobino.
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Revenge Awaits—.
Demons attack humans and seek to create a world of chaos.
Bethel, an organization that seeks to protect God’s order.
Caught up in the conflict between the two, while exploring Da’at, the protagonist meets and starts traveling with Yoko Hiromine.
Using magic, Yoko and the main character stand together on the front line.
The Qadistu, four female Demons stand in their way. “Found it, the Key of Resurrection…” A member of the Qadistu, Lilith calls protagonist the Key of Resurrection, and herself The Oppressed.
What is their purpose? A tale of revenge by the oppressed begins.
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■ The Oppressed: The Qadistu
In the Canon of Vengeance, four female demons appear in front of the protagonist. Another story of creation told by new Demons.
Tumblr media
■ Characters
Lilith (voiced by Katelyn Gault in English, Atsuko Tanaka in Japanese)
“I am Lilith of the Qadištu The one to restore the world to what it ought to be.”
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A woman who is said to have been Adam’s first wife in the Old Testament. Later left Garden of Eden and turned into a demon.
Leader of the Qadištu. In order to achieve an unidentified goal, she stands in front of the protagonist.
Protagonist / Nahobino
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A high school senior living in Tokyo. On his way back from school, he is involved in a tunnel collapse and wanders into an apocalyptic version of Tokyo, Da’at. His hobby is reading.
The protagonist fuses with Aogami and becomes a “Nahobino,” using this power to fight back demons.
The decision-making during the Nahobino state lies with the protagonist, and Aogami guides him with his voice.
Tumblr media
Aogami (voiced by Damian Mills in English, Toshiyuki Morikawa in Japanese)
“Regardless of what may happen, rest assured that I will always protect you.”
Tumblr media
A mysterious man who appears before the protagonist, who is being attacked by a demon in Da’at.
By taking the protagonist’s hand, he transforms into a condemned being, the Nahobino.
He seemingly participated in the war 18 years ago, but his memory of it has slipped away.
Tumblr media
Yoko Hiromine (voiced by Erin Yvette in English, Chiwa Saitou in Japanese)
“With no one to save them, in the back of their mind, the victim desires only one thing: revenge against the assailant.”
Tumblr media
She is a senior in high school at St. Marina Academy. Cool and somewhat mysterious.
She meets and works with the protagonist in Da’at. She has always possessed mysterious powers and was once called a “saint”. At the academy, she has been recognized for her power and learned exorcism magic. She also participates in the battles.
Tumblr media Tumblr media Tumblr media
■ Over 270 Demons
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In addition to existing demons, this title features more than 270 demons, including new demons newly drawn by the character designer Masayuki Doi. Enjoy an incredible demon experience!
■ Includes Shin Megami Tensei V Downloadable Content Demons and Quests!
The demons and quests that were available with Shin Megami Tensei V are included in this title as standard features! Experienced players are encouraged to try their hand at these challenging quests.
“A Goddess in Training”
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“The Rage of a Queen”
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“The Doctor’s Last Wish”
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“Return of the True Demon”
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■ Evolution in Depth!
Every system of Shin Megami Tensei V has been brushed up in detail and new elements have been added, including field exploration, demon conversations, battles, growth elements, and new demon experiences! Of course, with multiple endings—this is truly the definitive version of Shin Megami Tensei V.
Adding unique skills to all demons, new interactions with demons, and more… Many other new elements! Stay tuned for more information!
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
■ Additional Downloadable Content
Downloadable content featuring new demons will be distributed simultaneously on the release date.
Demon God Dagda from Shin Megami Tensei IV: Final and newly introduced is the demon Goddess Konohanasakuya, newly drawn by character designer Masayuki Doi!
Holy Will and Profane Dissent
When the protagonist goes to investigate a mysterious reaction, he meets Danu, the earth mother goddess, who claims to have come from a world that exists in another universe. Danu is apparently searching for his son, Dagda. The protagonist embarks on a search for Dagda with Danu. By completing the game, Dagda can be made an ally, and fusion will be unlocked.
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Sakura Cinders of the East
Konohana Sakuya laments the turbulent world and searches for a hero who can pacify the world. She sees an image of a certain hero within the protagonist and challenges him. Winning the battle will allow you to make Konohana Sakuya your ally, and fusion will also be unlocked.
In addition, earning downloadable content that makes it easier to gain experience and in-game currency will be released at the same time.
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dice-wizard · 1 year
Text
Hello everyone looking for a new fantasy tabletop game!
As it nears backer release, there's never been a better time to pre-order Exalted: Essence
Pre-ordering gets you access to the beta document and the early release backer pdf.
What's Exalted you ask?
Exalted is an epic fantasy TTRPG where players play the titular Exalted - humans elevated to superhuman/demigod status - in a wild and unique setting that draws inspiration from the ancient world rather than medieval Europe. Creation (the setting) draws key inspirations from the entire world. If you're used to having to make yourself visible on your own in other fantasy, there's probably some representation in Exalted.
It has explicit queer and trans themes about finding your people, creating your own identity, and having the power to punch back at the people who hate you. This isn't incidental. The writing staff is queer as hell. You can hear me break this down more here.
Curious to learn all you can? Well you can get a detailed overview of the entire game on the podcast Systematic Understanding of Everything hosted by myself, @presidentofbirds and @phillycuriosity
If I'm used to D&D 5e why should I pick this up?
Well, I presume if you're reading this post you're already interested in trying something new, so:
The entire game in one book. Exalted: Essence is self contained, character types, equipment, enemies and all!
An exciting style of fantasy that's different than classic D&D but like, textually gay, and very easy to have scenes like ballroom fights, epic galas, and touching homoerotic healing scenes - no house rules required.
But also, tactical depth and combat you can really sink your teeth into if fighting monsters and villains is your bag.
An excuse to use all your d10s at once
Character building and advancement mechanics designed to be familiar to a 5e audience. Characters "level up" based on story beats, and have Advantages, which are functionally similar to class and race features.
A world welcoming to most heroic archetypes, so it's easy to convert your favorite OC.
Extremely kissable dragons, demons, gods, elementals, ghosts, faeries, and unnamed ancient horrors
I'm a fan of a previous edition, what's Essence got for me?
Design focused on alleviating some of the previous versions' missteps
Virtues are back, baby
2e fans will find it an improvement from second edition's mechanical strengths - it's pretty easy to convert all your favorite 2e Charms to XS.
Streamlined versions of familiar rules to make it painless to introduce new friends to the game we love.
The Cliff's notes on Ex3's new Exalt types.
Did I mention it's all of Exalted in one book?
How does it play?
d10 dice pool looking for 7,8,9 as successes. 10s count as two successes, which can lead to explosive, heroic outcomes
Combat system designed to keep all players engaged the entire time - even characters who aren't focused on fighting at all.
Combat also narrows the gap between experienced and new players and players who want to win at RPGs and players who just wanna vibe so GMs aren't tearing their hair out trying to balance encounters.
Social system designed to resolve in a single roll so you can be immersed in role play and not interrupt it with constant rolling - without sacrificing a variety of social approaches
"Ventures" system for characters working on long term projects from traveling across the world to crafting magical wonders to building communities without forcing this to be "downtime" activity
Characters have access to Charms - exception-based special powers that make them extremely good at whatever they focus on.
It's easily my favorite game (and the project I developed that I'm the proudest of), so I'm excited for everyone to try it out.
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emtheanxiousdragon · 7 months
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Our Hæth: A Wanderhome ARG
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Ok so if you are any sort of game designer, whether that be a programmer for a mobile app, an artist for an indie TTRPG, or a top-tier producer at a AAA-game studio, you should read Reality is Broken by Jane McGonigal, it inspires you to make games that don’t just form digital communities or entertain, but allow a deeper connection to your real life.
And one game that I think, with a twist, could really fit McGonigal’s idea is Wanderhome, the excellent pastoral RPG by tumblr’s very own @jdragsky . This game is beautiful, simple, and a tool for telling these lovely stories about anthropomorphic travelers exploring a recovering society and finding themselves along the way.
Now, let me introduce my idea, tentatively titled Our Hæth: A Wanderhome ARG.
You make a Wanderhome character, just like in a typical game. You also make a separate Wanderhome profile that represents yourself. (this can be your actual Wanderhome character if you want to take on an alternate persona). This secondary Wanderhome character doesn't actually travel the Hæth. They represent your journey in the real world. Your second character's playbook should fit yourself and what you hope to get from this experience. My secondary character will be a Peddler, because I want to grow my personal career.
Then you get connected to a Hæth. These are shared worlds/servers that begin like all Wanderhome games (at the start of Tillsoil very soon after the end of the war) and progress from there. You can start with other players or begin on your own and find others later.
When you wish to travel to a new area, instead of randomly deciding what it should be, you base it on your current location. It can be as simple as your bedroom or as grand as the Great Wall of China! I’ll show you what I mean with where I am now.
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A beautiful pond, right? Let’s turn it into a spot in the Hæth! Our first nature is based on a literal take of the area. I’m by a pond, so the first nature will be Lake! The second nature is more metaphorical; based on what you know about your location, choose a nature that describes its personality. A lot goes on around this pond, so I’ll pick Carnival. The third nature should describe the place as it is when you arrive. The calm nature of the pond today means the third nature is Field. Build the location with the rules of each nature, combined with the traits of the season, and you’ve made a Place!
In Our Hæth, each location is permanently saved into the world you created it in. If other players want to visit this location rather than create a new one, they’ll replace the third nature and the seasonal traits and set off! They can see what you’ve written about the place and the adventures you’ve had here. If you know them in real life, you can share what the real-world inspiration is. If not, you can discuss as much about it as you feel comfortable sharing.
Once you're in a Place, great! Start playing Wanderhome. If you're alone, write down what your traveler does in this place. If you're with friends, get together in person and roleplay it out, or chat together over Discord or your online forum of choice. Their characters may travel with you for a while or your paths may diverge and reconnect later. Just remember what happens so you can share it as part of your character's story. When you make a Kith, go through the regular Kith creation process and add them to your Hæth. If other players visit this Place later, they may meet your kith and will want to know what happened.
The other big ARG element of this version of Wanderhome comes with using tokens. When your character does something to create a token, you need to do something to make a token in real life. Have a list of what different actions in Wanderhome mean for you in real life. For example, when my character Camper gives away something he holds dear, that means I have to complete some professional networking. Your token action should be challenging or good for you. Change your token action as your challenges and needs change. Make them fit your life and your goals.
Take a break to complete your token action, or write it down for after the session. You won't be able to spend your real-world token until you complete your task. Once that's done, the next time your character spends a token, you can spend one too! Your token rewards are something positive to reward yourself for putting in the effort and caring for yourself, your relationships, or the world. In my Hæth, when Camper keeps someone safe from the difficulties of the world, I get to take a nap rather than work!
The months can change in small groups when you agree to change them. In bigger groups, you may set a real-world date for the change in the months. Ask the month's question to yourself and your Wanderhome character. Consider your answer a "yes" regardless of which one of you says so. When the time comes for the seasons to change, set up a party with others in your Hæth or throw your own private celebration. Just as the holiday marks a moment of personal growth for your character, take a major step forward with your own goals. As Camper celebrates the new year, I'm going to start searching for a summer internship. I'll adapt my token actions and rewards as needed, and I'll continue playing.
So long as you have Wanderhome, you can play this game. You can keep track of your Hæth in a notebook, on a google doc, whatever. My perfect version of this project would be a little website where players can join different Hæths, watch their world grow on a virtual map, see all the information neatly organized online, and connect to a wide range of people in the Wanderhome community.
Thoughts?
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legionofmyth · 12 days
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Traveller 2E: World & Universe Building
🚀 Ready to master the universe? Dive into our latest video where we explore the endless possibilities of world building and sector development in Traveller 2nd Edition by Mongoose Publishing. From crafting detailed star systems to designing intriguing planets, this guide is your first step towards creating unforgettable adventures. Don't miss out on becoming the ultimate space architect. #TravellerRPG #WorldBuilding #SpaceExploration #TabletopGaming #RPGDesign
Traveller Starter Set Traveller 2E Core Rulebook (2022 Update) Embark on an unparalleled journey through the cosmos with our latest deep dive into world building and sector development in Traveller 2nd Edition by Mongoose Publishing. In this video, we’ll guide you through the intricate process of crafting your own universes, ensuring every star system and planet holds a story waiting to be…
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Have you played TRAVELLER ?
By Marc Miller, Frank Chadwick, John Harshman, Loren Wiseman
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The grand-daddy of science-fiction RPGs that spans multiple decades and multiple editions, all unified by an extremely procedural take on mechanics. Traveller also introduced the world to life path character creation (where in earlier editions characters could even die in character creation, leading to an interesting gamble) and while the game runs on a simple engine using six-sided dice it also acted as many gamers' first introduction to vectors.
The game has an unfounded reputation as somehow being a horribly complex nightmare game, but girl, it's just math.
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ddarker-dreams · 9 months
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Nexus Database.
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[... Loading.]
[... Top secret clearance required to continue].
By accessing this data, you hereby enter into a binding agreement that prevents the unauthorized disclosure of the contents within. Any failure to abide by this may result in you forfeiting your IPC-provided healthcare, 401k, security clearance, and the immediate termination of your rights (see p. 64 for more information).
Please sign to proceed.
("Hey, Kafka, check it out. The IPC gives their employees healthcare but the Stellaron Hunters can't? What's up with that?"
"You're free to work for them if you prefer. I'll even write a letter of recommendation."
"Hm... it says their PTO is eleven days a year, birthdays included. Sounds boring. That's not even enough time to get halfway through a RPG's character creation screen."
"I sincerely thank you for preventing a high turnover rate.")
Nexus index.
Arbiter
A title referring to a group of mind-altering practitioners on Eris. They are purveyors of vivid ‘experiences’ who unchain the psyche from its limitations. While not categorized as a faction in the traditional sense, many revere the Aeon of The Ideal, Noct. One must undergo a strict regimen for a minimum of fifty years and pass multiple specialized exams to earn the designation. It is theorized that their proclivity for interacting with the psyche of others is owed to a lineage that drank heavily from the Nectary. 
Cycle
Days on Eris are referred to as a ‘cycle’. Each cycle is the equivalent of forty hours passing on Earth. 
Eris
A cold planet far from the stars. 
A great many Amber Eras ago, the IPC faced a pressing issue. The prisons under their jurisdiction which held long-living species hemorrhaged through funds. The menial labor they output could not break even with the tremendous cost of upkeep. Louis Fleming gathered his best minds and devised a plan. They would send out fleets to search the universe for a planet far away from populated civilizations, build a compound, then herd half the prisoners with an expected lifespan of over 200 Trailblazer Years. This facility would not be operated manually. Instead, primitive automatons would oversee basic services and function as guards. 
This experiment’s intended goal was for the population to slowly die off over time, far away from any critical eyes that could witness their plight. If this proved to be an effective method, they would repeat the process until prisoners with inconveniently long lifespans no longer posed a problem. 
A barren planet was found and given the codename #01. 
A compound named Perianth was built and touted by the IPC to be a ‘revolutionary breakthrough in criminal rehabilitation’. In reality, the prisoners faced inhumane conditions. Complaints were recorded and never sent up the chain of command, overcrowding occurred despite there being unused sections of the compound, and the infinite night brought about depressive moods. 
In accordance with the IPC’s hopes, a prison riot broke out and the automatons did little to suppress it. The faction used this as an excuse to absolve themselves of any further involvement. The planet was in total anarchy, they claimed. Too dangerous to approach. Other cruisers were advised against even traveling near it.  
The inhospitable land proved to be a formidable foe. Perianth had the means to sustain itself for a time, but the first generation faced trying circumstances. Up against the eternal night, bitter cold, and dwindling rations, a group of four explorers made the daring expedition into the unknown. These four were named Erebos, Rhea, Iapetus, and Soter. Their initials would later be used to name this once condemned planet ‘E.R.I.S’, later simplified as Eris. The quartet ventured out with minimal provisions and an ironclad will. Those who stayed behind thought the brave volunteers would surely perish, as would they not long after. 
They trekked through the cragged granite terrain without any real navigation. The night could be warded off with fire and flickering flashlights, but these tools weren’t meant to last. Time passed and no progress was made. It is said that Erebos instructed the others to amputate limbs so as not to fully succumb to the cold’s avarice. They had long since consumed their last ration, hunger threatened to swallow them in its awaiting belly.
Until they came upon an opening to a cave with soft lights inside. This area would later go on to be named the Nectary. 
Journeying deeper into this timely oasis, the destitute group was amazed at the sights they saw. Gems embedded into the walls emanated an amber glow, and vegetation lined the floor, which fauna could be seen grazing upon. They feasted upon the tarte fruit growing inside until they could eat no more. Rejuvenated, they continued the trek, all the while grabbing everything they could carry. A sweet aroma wafted through the air the further they descended. At last, they discovered a vast underground lake that stretched out as far as the eye could see. The liquid cradled within was mostly transparent. When the light hit it at just the right angle, shimmering golden flecks became visible.  
The four were astounded by what they witnessed. Some wondered if it was all a dream, and that when they woke, everything they had gained would be lost. They would later testify that after sharing in this fear, a tender, otherworldly voice crooned directly into their subconscious. 
To Erebos, it said, “To dream is a sacred thing.” 
To Rhea, “Don’t fear it. Welcome it, rejoice in it, and shed no tears when it is finished.” 
To Iapetus, “I will grant you my purest blessing. While I slumber, find rest in me.” 
And finally, to Soter, “Drink my ichor. Then you too can have the sweetest of dreams.”
Later, the Genius Society would theorize the quartet had heard musings from the Aeon of The Ideal, known as Noct. 
They were hailed as heroes upon their triumphant return. Bit by bit, piece by piece, plans were drafted to utilize what was found in the Nectary to its fullest potential. 
And so the IPC’s greatest eyesore was born. 
Exalted Arbiter
The Exalted Arbiter is a revered title passed down from generation to generation in the Phaeales Clan, descendants of Rhea. The Exalter Arbiter boasts profound proficiencies in their field. Very little is known about the details of their upbringing. One anonymous source claims that they cannot interact with anyone aside from their parents until they’re 100 Trailblazer Years old. If an Exalted Arbiter has more than a single child, the one who tests with the highest aptitude inherits the title. 
LOTUS-EATER
Located in the Thelx quadrant. 
The only licensed institution on Eris where Arbiters can legally practice their craft. Beings from almost every faction travel across the universe to come here. It is rumored that the current waiting list to become a client is in the range of twenty to thirty Trailblazer Years. No one knows for certain how much a single Synalink session costs, due to the contracts clients sign swearing themselves to secrecy. Suggestions range from trillions of credits, to organs, and even ‘siphoning years off a client’s life’. The LOTUS-EATER denies these claims. 
Link
The Intelligentsia Guild describes this as a sort of ‘empathetic bond’ that opens up channels of communication from the Arbiter to their client. It is categorized into two phases: a low-level link and a regular link. A white ring forms around the client’s pupils once any link has been made. A low-level link allows the Arbiter to better sense the emotional state of their client and gauge if they are ready for the next steps. In this phase, they offer suggestions that help make the client’s psyche more malleable. Ethical concerns have been raised that Arbiters can use this to control the client against their will, but this was found to be highly improbable. During the regular link phase, the Arbiter prepares the basic building blocks for the request the client has made. 
Nectary
The miraculous finding that saved the first generation of prisoners from extinction. 
Nectary’s tonic
The Nectary’s tonic is the widely used name for the liquid found within the Nectary. Arbiters who have completed their training are told its original name is ‘Ichor’. It serves an identical function to water, except in its untreated form, cannot freeze at any temperature. Historical texts attributed many miracles to the tonic, such as the rumor it could raise the dead back to life. While it is unlikely these tales are true, it is universally accepted in the realm of academics that the tonic lost its initial miraculous potency over the Amber Aeons since its discovery. Regardless, its remaining benefits in the present day make it a highly sought over commodity. These benefits range from healthy, dew-like skin, to a greatly stronger immune system. 
All attempts at manufacturing a synthetic version have unanimously ended in failure. 
Nymphalian
A humanoid species native to Eris. Their most prominent physical attribute is the white ring around their pupils. Generations of natural selection honed the Nymphalian’s physiology to suit their planet better. Their bodies can endure freezing climates and their eyesight is honed in the dark. The average lifespan ranges from 500 to 700 Trailblazer Years. 
Perianth II
The capital of Eris and the main bustling hub of activity. The original Perianth was destroyed in an IPC-funded insurrection, however, the Nymphalians have proved themselves to be nothing if not resilient. Scraps were scavenged and a new, better city was built. It is sectioned into four main quadrants — Arc, Thelx, Ade, and Mele. Though the night is infinitely dark, the city itself twinkles like a starry sky.
Synalink
“It can be anything… you can be anything. You can converse with Aeons. Raise a family with a lover who would never have glanced your way in reality. Conquer planets, rule galaxies, turn the universe itself into your playground. After experiencing this… is there any way to live as you once did…?” -Unclassified fragment from a former LOTUS-EATER client’s journal
The highest form of a link. Hundreds of years can be lived out in a dreamscape while only sacrificing a few minutes in reality. It is the Arbiter’s crowning achievement. Although she’ll vehemently deny it, Herta is said to have based the proof of concept for her Simulated Universe on the Synalink. The phenomena earns drastically different reactions. Some condemn it, others praise it, and most doubt it’s even possible. 
The Hounds
A derogatory term referring to the IPC. Popular among Nymphalians.
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airic-fenn · 1 year
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If youre pissed that WOTC is revoking its old ogl, you might be wanting to boycott them go play other games for a bit.
Now Im not a die-hard expert on all the ttrpgs out there, but there are a few that I particularly like and recommend if you dont know where to start:
• Ryuutama
I love Ryuutama so much. Its a lot simpler than dnd and really gives older japanese rpg video game vibes. Its very cozy fantasy with a heavy focus on adventuring and story telling than on battling. The english translation was actually a kickstarter thing, and it’s also in dire need of more homebrew content because there was supposed to be a translation of the supplement but thats probably never gonna happen anytime soon, if ever.
• Call of Catthulhu
No, I did not spell it wrong. Put simply, Call of Catthulhu is Call of Cthulhu but with cats. You all play cats. Dont let that fool you though, it can get surprisingly tense and gruesome if you play it right. You’ll probably love it if you were a warrior cats kid.
• Delta Green (and CoC in general)
“Modern” (1980’s) setting for (actual) Call of Cthulhu. The CoC games are fun if you like mysteries, conspiracies and yknow. cosmic horror stuff.
• Traveller
A scifi rp where you play a dude in space (an explorer, traveller, soldier or trader). This one is fun because character creation is VERY extensive and is part of the gameplay, but before the story starts. You make roles to determine all of the things that happened to you prior to the adventure like, did you go to university, have you suffered any life-altering injuries to your mind or body bc of some terrible accident, did you accidentally get aged 50 years older by getting zapped through a wormhole? Fun stuff like that. My friend calls it the existential crises rpg.
• Pathfinder
I mention it obligatorily because people tell me its the most like dnd without technically being dnd but I havent played it.
Anyway there are definitely so many more games but those are the ones I’ve played (other than pathfinder) and enjoyed. Feel free to reblog with your own additions to the list.
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open-hearth-rpg · 3 months
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Don't Roll: Great RPG Mechanics #RPGMechanics Week Ten (finale)
(author circa 1990 pictured with tie)
This is maybe more a technique than a mechanic, but it represented a significant change in approach and play for me over the years. This has two components– the first is “don’t roll if it isn’t important.” I know this sounds simple, but it wasn’t always the approach in systems and play. 
Like many others, I started with D&D, but very quickly I moved into other games. A large swath of games added on to D&D/AD&D’s approach by including skill systems. They usually had the same emphasis on combat, but included mechanics for handling other kinds of tasks with a discrete roll rather than a saving throw or attribute test. So we had the chain which came out of Traveller and Basic Roleplaying which spawned my early favs like Fringeworthy, Top Secret, Champions, Rolemaster, and GURPS. 
You needed a skill to try something, with the unskilled being given arbitrary big failures by the GM when they made their attempt. Players had invested in their skill choices, spending precious points and advances, so they needed to roll those checks regardless of circumstance. So you got rolls for the dumbest, small things– with the action grinding to a halt for plot crucial roles or moving to escalating violence for other things (like a failed social roll). 
Basically if there was a task and the game had a skill related to that task, you always rolled for it. Some games, like GURPS, recognized a sliding scale of circumstance with a host of modifier tables which could be applied to tests. Usually those got forgotten in play. While we had some handwaving, we rolled a lot of tests. I saw this in my local play groups and at gaming conventions large and small. 
I don’t know which game explicitly said don’t make a test unless it matters, but it shifted our play. It moved skill tests from being gotcha moments and “roll til you die” sequences. We were young and stupid– raised by a generation of punishing GMs who delighted in catching players out when they hadn’t selected the right skill during character creation. 
F*ck the good old days of roleplaying. I wouldn’t go back to the play culture of the 80s or 90s for anything. 
In any case, over time the game advice not to roll for every damn thing took hold. Low difficulty tasks could be assumed to have been handled successfully; more room emerged for play. Of course everyone still rolled perception checks, which remained the last refuge of gotcha gamemasters. 
Which brings us to a refinement: “don’t roll if failure isn’t interesting.” At first this sounds like pretty much the same thing, but there’s an important distinction. Instead of judging whether it affects the plot or moves the story, we’re looking more seriously at the context of the action. What does a failure here look like? What would make that moment have weight and stakes? We begin to consider what kinds of pressures can be there: use of resources, race against time, alerting the opposition, starting a countdown. 
So when a GM calls for a roll, they’re implicitly saying that failure will have some consequences– things will happen. It’s pushing them to make clear to the player that there’s a potential cost. Both the GM and the player have to think about the circumstances now. Which means generally that we’re more likely to cut to the action and have dice rolling moments outside of combat actually add to the game. 
It’s a short step from that concept to Fail Forward, to Success at a Cost, and to player-driven or collaborative choices for costs. It changes the nature of the game– and I think it changes the relationship between the GM and player. That relationship might still be adversarial, but the GM has to back that up by making gotcha moments worthwhile. 
I’m not sure when and how this new play praxis developed– it probably isn’t the result of a single game. I know over time I handwaved more and more– and eventually felt justified in that when I saw it explicitly mentioned in the game rules. There’s been an invisible evolution of play culture over the decades and that’s been generally for the greater good. 
Here’s the thing: I know how stupid this sounds. I know how obvious this appears these days. I thought back to consider if this was just something in my game group at the time. But it was across the dozen different groups I played with and there at every game con I went to (Gen Con, Origins, Michicon, Griffcon, etc.). I can recall sessions where the pressure of rolls added to the tension and drama, but I remember more sessions where the constant rolling wore things down. 
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