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ostrichmonkey-games · 7 hours
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You have to take a vocational course to become a proper Wizard. Everyday folk might have picked up some things in secondary school, an amateur can still know their way around a staff or a wand but to get a license you need to have completed the course and passed the tests. Then you're a big fancy Wizard! But that's a lot of cost to have sunk into the thing and it does raise the question: are you sure you made the right call?
My editor-girlfriend described the Wizard playbook in PSYCHODUNGEON as Degree Regret: The Class. It's a lot about feeling stuck because of the time and effort you've put into something. A lot of the vulnerable moves are about facing this not being what you thought'd be like.
There's a decent chunk of why I quit teaching there. I also liked recasting the wizard as a working class job rather than something implicitly academic.
When you all make your psychoplumbers you ask questions to your right and left to establish some starting dynamics. Two of the Wizard's options really jab at the heart of the character.
What do you think I'd be happier as?
Why do you think I'm good at this job?
In PSYCHODUNGEON we delve into nightmarish psychostructures, battle monsters, navigate a hostile domain, and help the mind the dungeon sprung from gain closure. We do this for a meagre paycheck. On the surface we try to get by living our lives in a busy city that wouldn't miss you if you fell off the face of the planet.
Coming to Kickstarter this May. Please follow the pre-launch page. This is the first of a series of posts I'll do all about different aspects of the game. Do let me know if there's anything you're especially curious about.
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ostrichmonkey-games · 7 hours
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Sprinting Owl Selects - Finest Indie TTRPGs
Yes, I am also running a kickstarter. But I'm also also hosting this bundle.
Sprinting Owl Selects is a giant pack of 61 TTRPGs at 94% off.
It's got titles from all across the indie, with a mix of oneshots, full core systems, weird titles, and stuff you could run for your average dnd group.
It includes my feature length they were roommates golf TTRPG, which I wrote as a spiritual sequel to my dudes being pals skateboard TTRPG.
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ostrichmonkey-games · 9 hours
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DEATH OF THE AUTHOR is a solo tarot TTRPG of character autonomy.
Play as a Character attempting to gain agency by wresting narrative control from their Author.
Gameplay involves drawing tarot cards for Scene Prompts, events written by the Author. The Character then edits these prompts to shape the story to their will.
Use caution - tampering with the narrative draws the attention of the Author, who might retaliate by using the Character’s own words against them.
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Death of the Author will be crowdfunding on Backerkit starting May 14th. Follow the page to be notified when it launches!
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ostrichmonkey-games · 9 hours
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Apocalypse World
Did you know that some early PBTA games used to have *Blank* world as a naming scheme? it never really caught on
Touchstones: Fallout, Mad Max
Genre: Post-Apocalypse, Drama
What is this game?: Apocalypse World is a roleplay focused post-apocalyptic roleplaying game, its also the game that spawned the very popular PBTA framework
CWs: Apocalypse world deals with many dark themes, it's considered an "R-Rated" game citing Language, Sex, and Violence, it also features Mind control, mentions of drug use, and general post-apocalyptic horribleness, however I will attempt to stray away from those themes if possible
How's the gameplay?: OK, I'll likely actually link back to this review a few more times as we talk about other PBTA games, just so we can skip explaining the PBTA gameplay every time, so we're gonna try to be pretty thorough this time Apocalypse World's primary mechanic focuses on the use of Moves, Playbooks, and a 2d6 resolution system, where 1-6 is a miss, 7-9 is a weak hit, and 10-12 is a Strong hit, however your roll will always progress the story in some way, this way even failure can be fun! Moves trigger when doing specific actions, and they all interact with mechanics in some way, the prototypical move in Apocalypse world reads like this: "When Narrative trigger: gameplay effect", then this will either help you with a roll around the gameplay effect, or have you roll for a new gameplay effect, whereupon it'll read like this: "On a 1-6, Failure with consequences, on a 7-9 Success with Consequences, on a 10-12 Success with no consequences" Moves will usually add a stat to them, Apocalypse world's stats are Cool, Hard, Hot, Sharp, Weird, and HX, HX being an asymmetrical stat determining your relationship with other characters.
Playbooks are your character's narrative role, it will give your characters their narrative abilities, gameplay moves, relationships, appearances, basically everything about your character beyond things such as name (and even then, some games remove THAT distinction too), you pick one at the start and generally stick with them the whole game, think of it as a class, in Apocalypse World specifically every playbook has a "Special", a move that generally triggers when characters have sex, this might seem like the type of thing that other games in the framework dumpster pretty quick, but you'd be surprised it actually took a bit for people to get rid of that one
What's the setting (If any) like?: It has one Ok, in all seriousness, Apocalypse World's setting assumes you're playing in an edgy, presumably nuclear, mad max inspired post apocalypse, characters are grimy, aesthetics are leathery and gritty, mutations are common, and shit's BAD. Otherwise, feel free to work on the specifics, maybe you just want to play 1-to-1 fallout, or maybe you want to create your own fully original apocalyptic version of The Butt, Coventry, UK
What's the tone?: Dark. Apocalypse World makes it very clear that the world sucks, and the characters (probably) suck, while you could play a ragtag group of do-gooders, the game assumes a morally gray cast in a world that is actively hostile towards them. Apocalypse World's tone is, not for the faint of heart
Session length: Variable but 3 hours is usually enough to do quite a bit
Number of Players:  3 Minimum, but obviously more can help
Malleability: Apocalypse World's setting is generic to non existant, letting you play a ton of post apocalyptic settings, while branded apocalypses like Fallout or Mad Max might be difficult due to the inclusion of overt supernatural elements, you could really do any nuclear apocalyptic setting within this framework.
Resources: Apocalypse World has quite a few resources just due to being one of the oldest PBTA games, a google sheet exists, I've seen some short scenarios, and the game provides you with Move and Playbook cheat sheets, fan playbooks also exist and there's some pretty good ones if you look around enough, it's not a lot but it's enough for what the game is And here's the big cheese! While most modern PBTA design comes from Monsterhearts and Masks, this is the game that started it all, its gritty and very rough around the edges, but I still really like it
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Oh have two PSYCHODUNGEON playlists
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Unofficial Dead Beats Mixtape
Last week an interviewer asked what sort of music I'd put on a Dead Beats TTRPG soundtrack, and I was caught completely flatfooted.
But not this time!
With over a week to think about it, I have decided that the damp and woebegone protagonists of Dead Beats would be scored to the following:
The Dead South - In Hell I'll Be Good Company
Middle Class Rut - Pick Up Your Head
Billy Talent - Ghost Ship Of Cannibal Rats
Dust Bowl Jokies - Blood, Sweat and Perfume
Sin Shake Sin - Can't Go to Hell
Aviators - My Church
Delta Rae - Chasing Twisters
Kenny Wayne Shepherd - Blue On Black
The Heavy - Short Change Hero
Secret Track - Dio - Holy Diver
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It’s finally here, the updated version of BUTT&HEAD, Jam’s hack of GUN&SLINGER, is available now through Plus One Exp’s ZINE CLUB, and digitally on Itch!
Play as two halves of a centaur (the butt & the head) on an adventure through a magical world using the playing card-based MARKED&MADE system. In this updated edition, you'll find not only the original hack of GUN&SLINGER, but delightful cover art by Sinta Posadas, and brand new adventures from 3 fantastic creators!
91st Regiment of Hoof by Kevin Nguyen
Someone back home died. Brass redacted out all the nouns though so you can’t tell who; they ticked Operational Security and Morale boxes on the reasons stamp. Learned on your last tour not to worry about that kinda thing so much, not out here on the front.
Worrying’s the luxury of the rear and gear.
Camp Marigold by Charu Patel
Chill frosty air envelops you as you push aside the overgrown jasmine on these ruins. You and your campmates found this place weeks ago, much to the camp leaders' chagrin.
They refuse to investigate the strange items you've found; identical copies of random paraphernalia around camp: Saira's tail ribbon, Aliya's blue metal whistle, Archan's viewing glasses, and a cabin banner, all of which mysteriously disappear by the next morning.
The Apprentice by Liam McCrickard
Atop a mountain covered in snowy woods, SHE awaits you. HER legs are old and gnarled. HER hooves dig into the ground as deep as the roots of the oldest pine. HER back is hunched, with a spine jutting out like the ridges of the tallest peaks. SHE is the keeper of your kind’s oldest magics, and should you prove yourself, a teacher who can impart wisdom no other speaking soul remembers.
SHE says you will be given four trials, then SHE will know.
All the links below~
🐴Digital on Itch:
📖Physical Copies:
📚Zine Club, get cool stuff every month!:
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New episode of RTFM, in which @maxwellander and I cover ANAL WIZARDS by the Genchi Brothers. It's a comic book that's also a game. Transgressive art and sex sex sex.
This episode brought to you by Cloud Empress: Life & Death by watt. Back it on Kickstarter now!
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!!!! LAST DAY TO GET THIS BUNDLE !!!!
Hi. I'm Efan, and this is an urgent request.
PLEASE REBLOG IF YOU CANNOT ASSIST!
I am a disabled, trans, and queer game designer looking to live again to afford medication, sustained housing, therapy/psychiatry, and some money to save for emergencies.
We have been doing very well with the Help Me Exist Again game bundle (linked here), but we need one final push, as we only have 2 DAYS left to raise some funds.
So, if you would like $80 of games for $25 to get HUNDREDS of hours of games and also change my life, buy the bundle below!
In this bundle, you can obtain:
GRIM, a retro FPS styled TTRPG inspired by Quake.
Neon Nights, a cyberpunk TTRPG with nearly infinite build variety, and it's two MASSIVE expansions!
Wrath of the Undersea, a TTRPG where you play as vengeful Eldritch peoples trying to reclaim the colonized surface.
Disk Master's expansions, where you can live out your Pokemon or Digimon dream on pen and paper!
This money will go towards affording therapy, medication, possible HRT (I am still deciding), and a new computer for work and enjoyment.
This money is life-saving, allowing me to not be on the verge of living with my parents in a transphobic county that is damn near a sundown town for trans people. I really need this money to live, and I would be eternally grateful if you could reblog and send this sale to someone who you think would help.
And if you can't support the bundle or any games, or just plain wanna help another way, head to my Linktree below for my Patr3on, Kofi, and other things.
Thank you so much!
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You have to take a vocational course to become a proper Wizard. Everyday folk might have picked up some things in secondary school, an amateur can still know their way around a staff or a wand but to get a license you need to have completed the course and passed the tests. Then you're a big fancy Wizard! But that's a lot of cost to have sunk into the thing and it does raise the question: are you sure you made the right call?
My editor-girlfriend described the Wizard playbook in PSYCHODUNGEON as Degree Regret: The Class. It's a lot about feeling stuck because of the time and effort you've put into something. A lot of the vulnerable moves are about facing this not being what you thought'd be like.
There's a decent chunk of why I quit teaching there. I also liked recasting the wizard as a working class job rather than something implicitly academic.
When you all make your psychoplumbers you ask questions to your right and left to establish some starting dynamics. Two of the Wizard's options really jab at the heart of the character.
What do you think I'd be happier as?
Why do you think I'm good at this job?
In PSYCHODUNGEON we delve into nightmarish psychostructures, battle monsters, navigate a hostile domain, and help the mind the dungeon sprung from gain closure. We do this for a meagre paycheck. On the surface we try to get by living our lives in a busy city that wouldn't miss you if you fell off the face of the planet.
Coming to Kickstarter this May. Please follow the pre-launch page. This is the first of a series of posts I'll do all about different aspects of the game. Do let me know if there's anything you're especially curious about.
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BLOOD BORG is funding on Kickstarter now for two and a half weeks :) a gutter punk urban fantasy with dumpster diving vampires and xeroxed zines of blood magic.
An attempt to distillate a lot of the feelings of my 20s: freedom to explore and find yourself, fear of who that self might be, sadness and anger at the world that doesn’t care about you, and power in finding your people and working towards making your life better.
Plus you can drain cops of blood to cast magic spells soooo hyfr.
Compatible with Mork Borg/Cy Borg but a standalone badass hardcover book of its own.
BLOODBORG.COM
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I wanna talk a little about something I've been noodling with in Stampede Wasteland. Rules that are impossible, or only exist as a sort of absence of something else?
Let's take a look at a part of generating Settlements:
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The first step is figuring out how big the Settlement is by rolling 1d6. You'll probably notice that there's a result for if you roll a seven or higher. Now, unless you have a very special d6, you're not gonna get that result.
So what's the point of putting that result there in the first place? Well, how I'd interpret it at the table is that these City-States exist, but you're not going to be encountering them randomly while exploring the Wastes. Maybe there's another way to travel to these fabled City-States? Maybe that turns into the foundation for an adventure. Maybe the table actually decides that City-States don't exist anymore; something wiped them off the map. Maybe the table has come up with a way to get a bonus to that d6 roll based on the rulings they've been establishing. It could mean any number of things!
I think this works in this sort of game, partially because the rules are relatively minimal. And in a more minimal ruleset, sometimes you have to slow down and read between the lines and try and come to your own conclusions on how things work. This is, to me, very different from something being incomplete, but it could be a fine line.
If this were something like a Forged in the Dark game, this sort of absence might feel more like an oversight, but in the sorta-OSR sphere, expectations are a little different. It's interesting to think about.
The other example of this sort of idea crops up in the travel rules. There's three options for traveling the Wastes; by foot, by steam-crawler, and by airship.
Here are the rules for airship travel:
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That's it. You know from reading that line that airships exist and people can use them to travel. But for whatever reason, getting passage on them is so far out of reach of the PCs that it may as well be impossible. It reveals something about the game's world, and how it operates.
Just like the City-State rule, airship travel could also spark adventures at the table. What would it take to get a ticket for an airship? What kind of people travel by airship?
I dunno! I think it's an interesting space to play around in. Exploring the space where rules and mechanics meet the world of the game, and the space that that opens up for the table to interpret those rules. Or something like that.
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Stampede Wasteland TTRPG
WELCOME TO THE WASTES
good luck, you’ll need it
Stampede Wasteland is my in development rules-light ttrpg about adventuring, gunslinging, and surviving a dangerous, extreme, and weird planet. Players are wastelanders, traveling from settlement to settlement, taking dangerous missions, exploring the world, and hopefully making a quick buck or two.
THE SETTING
One of the main inspirations is Trigun, and similarly to that series, humans are the surviving remnants of crashed seed-ships, clinging to survival in the craters of the Crash-Sites that dot the planet. It's got a similar attitude too. Danger, adventure, violence. But things are their own flavor of weird.
During the Crash, the terraforming swarms of nanites that the ships carried were released into the atmosphere where they crashed against the volatile, quasi-living psychofield of the planet and created the Warp: dangerous maelstroms that change whatever they touch. Some even purposefully seek these storms out, welcoming their chaotic blessings.
Gunslingers refine the nanite-crystals that periodically rain down from the Warp Storms into gunpowder: for bullets and for consumption. If you can survive the first nanite-fever, consuming gunpowder can fuel powerful abilities. At the minor cost of staining your blood black, and possibly inducing madness.
The original crew members of the seed-ships have long since passed into legend and myth, becoming deified as Crash Saints. Technoccultists wield their icons and relics, but also risk consorting with dangerous tech-devils in order to harness Warp magics.
Dangerous implants can grant bearers psionic powers and the ability to interface with the psycho-net: a strange data-realm born from the melding of ancient Crash-tech dataspheres and the currents of the planet's psychofield resonance.
There's more to discover out there, but that's a good appetizer.
So how does Stampede Wasteland work?
THE GAME
It's built off of the Together We Go engine (born from the game Down We Go) which is a rules-lite OSR styled system. Dice rolls are simple. Roll over a target value to succeed. You can modify your roll with special bonuses or decrease the target value through narrative positioning. Like a lot of OSR-y games, being in a situation where you're rolling is risky. Players want to stack the odds as much in their favor as they can. Combat is quick and bloody. And in Stampede Wasteland it is made all the quick and bloodier by auto-hit mechanics: so long as you are using your fighting style (which you pick during character creation) you always hit and deal damage.
Stampede Wasteland is an open sandbox. It is player driven, meaning that there is no presumed plot. Whatever troubles the players get caught up in become the plot. And rest assured, there will be troubles. The players have a shared Bounty score that goes up through the game, and if you're unlucky, people are going to start coming after you to claim that bounty.
Resources are slim. Survival is always by the skin of your teeth, and you are almost always backed into a corner. Desperation breeds trouble.
The game is procedural. Settlements and the Wastes are randomly generated as the table explores, meaning that everyone's version of Stampede Wasteland is going to be unique. The procedures are also tools for creating trouble for the players to interact with.
Trouble is fun. I wouldn't call Stampede Wasteland a "play to lose" game, but it is an "embrace the trouble" game. Trouble creates interesting situations where player characters get to flex their abilities.
THE CHARACTERS
Player characters have three components.
A Background that describes their origin.
A Fighting Style that forms a core part of their identity. Think of it as a signature. It’s how you sign your checks.
Class levels. There are four classes; GUNSLINGER, PSYCHER, TECHNOCCULTIST, and WILDWANDER. These give you all sorts of special abilities and situational roll bonuses.
During character creation, you pick out a background, a fighting style, and initially get two class levels to assign to whatever combination of classes you want.
This is one of my favorite elements of Together We Go: multiclassing. You want to dip into Wildwander to pick up a beast ability and companion after spending a few adventures as a Gunslinger? Go for it. Just make sure you meet the "narrative prereq" first (in the case of Wildwander, if it's not one of your starting classes during character creation, to pick up levels in it you have to go out into a Warp storm and embrace the change).
Character abilities range from the bullet-curving feats of the Gunslingers, the symbiotic beast powers of the Wildwander, to the special "skill monkey" Crash Saint domains of the Technoccultist. There's some very cool stuff you can pick up.
And that's a quick rundown on some of the basic elements of Stampede Wasteland. The text has been coming together pretty quickly, so hopefully it gets a release date in the next few months!
As I continue to work on it, I'll share some deeper dives into some more of the procedural elements and play loops. But if you want a rough idea on what to expect, you can also check out DEATHGRIND!!MEGASTRUCTURE, which is also built off of Together We Go. Stampede Wasteland is going to be a bit longer, and characters have a bit more going on though.
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fun little sneak at an in-progress table for generating/inspiring the creation of Tech-Devils for Stampede Wasteland;
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Also highly recommend SpeedRune from @aaronsrpgs!
Hiya! Do you know of any good rpgs for fiction in the Sword and Sandal genre, or really anything that would fit a largely-historical game set in the ancient to late antique Middle East?
Thanks for everything you do!
THEME: Sword and Sandal
Hello Friend, I don’t think I found anything here that meets what you’re looking for exactly, but I think there are a few things here that are in the same neighbourhood of what you’re looking for. I’ve found a few Bronze-Age and Mesopotamian games that might interest you, as well as a setting in Ancient Egypt!
I know that there’s not a lot here that is likely to hit the mark that you were looking for, so I’m also hoping that folks who see this will add their own suggestions in the comments and reblogs!
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Champions of Osiris, by Zadmar Games.
“King Osiris and Queen Isis once ruled ancient Egypt—until Set murdered his brother and usurped the throne. Isis was a powerful sorceress who used her powers to escape, but Set chopped his rival into dozens of pieces and scattered them across the land, preventing his resurrection.
With the aid of her sister Nephthys, Isis recovered the remains of her husband’s loyal bodyguards and retainers, imbuing their spirits with potent sorcery and granting them immortality. These fierce heroes began the formidable task of seeking out and gathering the lost pieces of their king’s corpse.
You are the “immortal champions.” You once swore to guard your king’s life with your own—and you did! Now you’ve sworn another oath: to destroy Set’s legacy and restore Osiris to the throne.”
The Tricube Tales System is a genre-neutral rules set that is meant to be easy to learn and great for short games. The designer has created countless scenarios for this system, with Champions of Osiris being one of them. Players receive karma tokens, which they can use to increase their chances of success, and gain by increasing their chances of failure. They also have a resolve track, which erodes with each failure, potentially removing a player from the scene if they aren’t careful.
This is definitely not a historical game, but it’s probably the closest to the “Middle East” inspiration that I was able to find during my search.
Into the Bronze, by Lantern’s Faun.
Into the Bronze is a RPG of sword, sorcery and sandals in Mesopotamia from the Bronze era.
The plains between the Tigris and Ephrates rivers hide silent, gloomy valleys where demons and lesser gods devise their evil plans. Defy the gods of Sumeria, behold the beginning of civilization.
This is a rule-set, but it doesn’t have much in terms of lore, which may be good if you have the kind of world you want to play in already in your head, but just need a framework in terms of player skills and dice resolution. Into the Bronze is inspired by Into the Odd, by Chris McDowell, renowned for its flexibility and simplicity. I think it would be very easy to take characters built in this world and then put them into a world like that of Undying Sands, which isn’t a game in itself but provides you with plenty of locations, encounters, and characters to fight, barter, and conspire with.
Fragments of the Past, by Dev9k.
Fragments of the Past is a rules-light roleplaying game set in a Bronze-Age world evoking the atmosphere of ancient tales and poems of the archaic Mediterranean, where conflicts are resolved on a roll of a d10 or a d100. 
Experience the great tragedies, deeds, and ambitions of larger-than-life characters, dwelling in a world of sacred places and untamed wilderness. Pray and live according to the ancient customs of long-forgotten civilizations, if you dare. 
Fragments of the Past is meant to emulate mythic and tragic stories from a world that could have been, a world with references to ancient mediterranean cultures, but its locations and peoples are uniquely named. This is a world where the Gods’ wills have visible effects on the world around them: this is most visible in Talismans - relics that became powerful because of their place in great stories and actions of heroes.
This is a game designed for long-form play. Your characters are built from a mix of quantifiable stats and descriptive abilities that point to the personality and narrative arc desired by the player. As the characters grow, they will primarily manifest new Epithets, which are specific areas of knowledge born from the characters’ experiences. When rolling to actively do something using an attribute, players pick up a d100. When doing something that involves luck, hubris or willpower, the player will instead pick up a d10.
If you want to check out this game before buying it, you can check out the free Quickstart, which has over 100 pages of lore and guidance to introduce you to the basics of this game.
AZAG, by Dank Dungeons.
“You must travel far, beyond the spider-haunted towers of Byzaron and the red mists of The Yielding Plain. The Sleeping Augur awaits, through azure pylons inscribed with sigils both beneficent and doomed.”
AZAG is a combination tabletop role playing game and five track instrumental album.  Featuring a rule system inspired by the likes of Fighting Fantasy and Troika! in a setting inspired by Lovecraft’s Dream Cycle, Howard’s Conan, and Smith’s Hyperborea. 
Treat with strange entities, battle against weird magics, and explore a world of mystery and wonder!
Looking at the inspiration and references for this game, as well as the rule system it draws from (Troika), I have a feeling AZAG is going to be extremely un-serious. This is not a game of historical realism, but of sorcery, action, and storage gods. Based on its source material, I”m also guessing that character creation is going to be rather simple, and survival is going to depend on your creativity more-so than the luck of your rolls. If you like your games dangerous and a little over-the-top, you might want to try AZAG.
2400 BC, by ozmodeuz.
“…at dawn a black cloud came from the horizon; thunderous with wrath. The seven judges of hell raised their torches, lighting the land with their livid flame. The earth cried despair to the heavens as daylight turned to darkness and the land was shattered like glass. For six days and six nights the tempest raged and gathered fury, and poured over the people like the tides of war. All sense and hope was lost, and the gods cowered in heaven…”
2400 BC is a hack of Jason Tocci’s 24XX about rebuilding community in the aftermath of an environmental catastrophe, thousands of years in the past. It was inspired by Mesopotamian myth, particularly the Epic of Gilgamesh.
2400 BC explores a recent tragedy, devastating your homeland and driving you to fight for survival. It’s a small game that makes extensive use of roll tables to help generate characters quickly as well as provide a GM with quick ideas as to what kinds of opportunities and problems your characters will face. The character generation tables have plenty of options for making characters that aren’t necessarily good people, so I have a feeling survivability is a bit low.
All in all, if you want a quick to pick up game about catastrophe hitting the ancient world, this might be the game for you.
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Had the pleasure of working with @ratwavegamehouse to design the cover for her upcoming game Psychodungeon
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Just so we’re clear, the consensus of Tumblr seems to be that my optimal adventuring party will consist of a haunted grad student with autism, an amoral but frighteningly-competent tomb robber, and a sad robot.
I’ve never been less surprised.
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