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#gm guide
unnerd · 2 years
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Places you should add to your little town/city in your fantasy world!!
Post offices. Wild, I know. But give me the unhinged kind. Pingeons and little postal dragons all over the place. You enter. The most disgusting smell fucking assaults your nostrils. You know what it is. Letter in hand, you go up to the counter. The postal worker is just a slightly bigger pigeon. You shed a tear.
PLAYGROUNDS!! Create the most dangerous kinds of playgrounds, the ones suburban moms would TRIP if they ever saw one. Monkey bars that are way too tall, swings that go full circle... The metal slide stays the same, it's already painful enough.
PARKS!! MAKE IT ALIVE!! Show people going on walks, reading beneath trees. C'mon most of them are already hundred years old (And are going to die after that CR 15 creature wrecks the town) anyways!! Show couples and picnics, show a family enjoying the sunday, give me someone picking flowers for their loved ones.
A bakery! Do you know how much these places are underrated? And do you know how much plot potential they have? Every good story starts with food poisoning or granny's recipe! Give me a place your players/readers are going to treat like home and, for once, it's not a tavern or a guild.
Government buildings! Give me a town hall that has a kilometric line in front of it. Give me a registry that is as old as this town. Give me police stations! Give me courtrooms! Make one of your players get arrested and now all of the party has to go through burocracy like a bunch of normal people!
(Who am I kidding? You don't need to make them get arrested. They are going to do that for you.)
Touristic attractions! Give me a full-on statue of the country's leader! Give me museums! Give me streets, ruins and whatnot that attract thousands of tourists everyday! Give me an annoying city guide that tries to get the party's attention everytime!
Magazine stands! Magazines don't exist? Newspaper stands! From the Queen's Journal to the most questionable new piece of Fox's Tailtracker, you have it all! Make your players doubt what's actually happening, sprinkle a little fake news... Or is it fake at all?
...Toy stores. OK HEAR ME OUT. Make magic toys; miniature skyships that actually fly, metal toy dragons that expel fire, little wands that make little light spells, wooden creatures that can move and make noises... Make children happy! And your players too because they will waste their money on these stuff.
Instrument store!! Make your bards happy with special instruments or just weird ones! Give me a battle in one of those that is just filled with funny noises and the worst battle soundtrack ever!!
Not exactly a place but... Cleaning carts!!! Show me people cleaning the streets, picking up the trash, cutting trees!! Make the town look clean!! Give me an old man that is really proud of his work!!!
(or ways to make your players feel even worse when the villain destroys the town later on :) )
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baeshijima · 1 month
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OH MYYYYY
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gunthermunch · 9 months
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Hii Ai! I was wondering if you have a portfolio? And how do you choose which pieces to put there?
i dont have a portfolio because i struggle with my style changing constantly (or thats what i feel) but since my area is character design my idea is to make some character sheets and lineups using the munches or my other ocs
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stayatsam · 1 year
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thinking of scanning all my D&D sourcebooks and make a google folder of them for people since WoTC is deciding to poorly mismanage everything about dungeons and dragons.
also i don't want to buy their products anymore if it's supporting them but i do use the content a lot and wanna share what i have so it's not a waste of resources
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gaysonlyocean · 10 months
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silly anon jumpscare i still feel the violence, watch out im gonna be the lingering presence in a bps hoodie after you take 17 benadryl gabriel. /hj hello does the cast have nicknames... i gave tmc jonah like 3. mars bar, jojo, and marshmallow
HI SILLY ANON I APOLOGISE I WAS IN THE SHOWER WHEN YOU SENT THIS
im gonna be sitting here trying to do work and suddenly you appear behind me with a baseball bat
obvious one is 'evie' for evelin, jonah uses it the most and adam the least
sarah also gets called 'sar' by jonah, he likes to just shorten names
speaking of jonah giving people nicknames, he kept calling adam 'james bond' prior to december 2008
....this is just jonah giving his friends silly nicknames but look at him he would
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goodmode · 2 years
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KyoStinV has carried the entire theater mechanicus td on his back since day one. shoutout to KyoStinV the absolute ledge
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tadfools · 6 months
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I might've added the BG3 Art Book to my dnd assets stash
It' 100% does not have things like the 5e players' handbook + 5e’s character sheet, several gm guides, critical role's explorer's guide to wildmount, baldur's gate and waterdeep city encounters, 101 potions and their effects, volo's guide to monsters, both of xanathar's guides, a bunch of other encounters, one shots, and class builds
In no way are there any pdf’s relating to any wizard who may or may not be residing on any coast
(Edit that I’ve moved the folder to the new link above! So if you catch a different version of this post that link won’t work anymore!)
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legionofmyth · 7 months
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Rifts Conversion Book Two: Pantheons of the Megaverse - How to use gods in your Rifts campaign
🎲 Our new video "How to use gods in your Rifts campaign" offers heavenly tips straight from Rifts Conversion Book Two by Palladium Books! ✨ Unleash celestial powers in the Megaverse today! Watch now! #RiftsRPG #PalladiumBooks #Megaverse
Rifts Conversion Book Two: Pantheons of the Megaverse – [PDF]Learn how to bring gods into your Rifts RPG campaign! Get tips from Rifts Conversion Book Two by Palladium Books to elevate your Megaverse adventure. Hey there, Rifts fans! Prepare to ascend to a whole new level of gameplay with our latest video, “How to use gods in your Rifts campaign,” based on Rifts Conversion Book Two by Palladium…
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wetterroomba · 11 months
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I'm glad I decided to join this fallout dnd campaign my friends were holding, I feel like I have something to live for again
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probablybadrpgideas · 5 months
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Red Flags In A DM
Their copy of the Dungeon Master's Guide is blatantly a copy of Guide To American Birdspotting with a crude drawing of an orc over the red-bellied finch
Instead of "Yes, anding" your suggestions, they "No, get out of my housing" them.
They insist they have a "secret missive from wizards of the coast" with the "real rules of D&D" that you can't see but oddly always aligns with their plot.
The above, even when you're not playing D&D
Their minis are clearly just random animals they've put on the game map. One's a deer.
You give your action, and they just stare, unblinking, faintly smiling. They don't respond to anything you say.
You abruptly realize you've never seen this person before
When you turn to ask other members of the game group what's going on, the room is empty.
On social media you find no trace of your game group. None of your friends remember ever meeting anyone of that description.
However, investigation finds their names and descriptions match the victims of an unsolved murder from 30 years ago.
You find photos of the victims, and it's them. Oh god, it's definitely them.
The murder took place during a D&D session
The GM was never found, but there's a photo.
You recognize them. Of course you recognize them.
As you realize this, you turn to run, but your GM is behind you. You didn't hear them enter. You're not sure how they did.
They still don't speak, but their smile is broader
You try to run, but you find you're frozen. The GM takes something out their bag.
It's their terrible homebrew with a bunch of awful rules that's completely focused around their self-insert mary sue DMNPC and they refuse to play anything else for the rest of the campaign.
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b0ngwater69 · 1 year
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Girrrrrllll
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baeshijima · 10 months
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HELLOJAJNASODJDBKSOSHDKSIFHRNWLSHX ??!!??!!?:7:73!3!!:;!??;
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automotiveamerican · 1 year
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What you need to know before buying a GM TH-200-4R Overdrive Transmission - Jim O'Clair @Hemmings
The overdrive four-speed automatic is replacement for older three-speed Turbo Hydra-Matics or two-speed Powerglides Many classic cars that used an original Powerglide two-speed or TH-350 three-speed can benefit from installing a TH-200-4R four-speed automatic without having to perform major modifications. The 200-4R can be used on many other GM passenger cars because it was manufactured with…
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huseferorin · 2 years
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votre
Sierra véhicules téléchargement de manuel pdf Aussi pour: Sierra denali 1500. (646 pages). Véhicules GMC Sierra 2017 Guide Du Propriétaire. (597 pages).
Guide du propriétaire GMC Sierra/Sierra Denali (GMNA-Localisation-États-. Unis/Canada/Mexique-9955992) - 2017 - crc - 4/28/17. Contenu. Introduction .
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Manuels utilisateur. Guides du propriétaire des véhicules vendus Cliquez sur le millésime pour ouvrir le manuel. Découvrir le GMC Sierra.
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</p><br>https://bijitokev.tumblr.com/post/692793569517486080/clim-reversible-mitsubishi-electric-mode, https://bijitokev.tumblr.com/post/692793941443166209/gaufrier-moulinex-accessimo-mode-demploi-four, https://bijitokev.tumblr.com/post/692793569517486080/clim-reversible-mitsubishi-electric-mode, https://bijitokev.tumblr.com/post/692793400844599296/l-nofollow-target-blank-read-online, https://huseferorin.tumblr.com/post/692794383662284800/parents-mode-demploi-saison-7-parents-mode.
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prokopetz · 3 months
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Code Green
A game for 3–7 players, about being where you're not supposed to be.
Last night, you were suspended in a tube of brightly coloured goo in an underground research facility, operated by an organisation whose three-letter initialism's meaning is strictly need-to-know. This morning, someone noticed your tube was empty. Nobody has determined how that happened yet, and you're not inclined to stick around until they figure it out!
Or, in other words, it's been nearly a whole week since I got that massive revision to Space Gerbils out the door, and apparently my brain has decided that's enough of a break. This thing was written start to finish in under 12 hours, so let the circumstances of its authorship guide your expectations. Special thanks go once again to Caro Asercion, whose micro-RPG Dwindle introduced me to the design space I'm fucking around with here. Go buy their stuff.
Anyway:
What You'll Need
Code Green is a tabletop RPG for one game moderator (GM) and up to six players. Each player will need a copy of the Profile Grid, below, as well as three tokens of some sort: dice, coins, beads, etc. You'll also need at least five six-sided dice (for the whole group, not per player, though it's fine if each player has their own set). If you're using dice for tokens, it's recommended that the dice you plan to roll be visually distinguishable in case they land on someone's Profile Grid.
Rolling Dice
There are two ways you'll be asked to roll dice in this game: rolling d66, and rolling a dice pool.
To roll d66, roll a six-side die twice, reading the first roll as the "tens" place and the second roll as the "ones" place, yielding a number in the range from 11 to 66. For example, if you rolled a 3 and then a 5, your result is 35. You may also be asked to flip a d66 roll; to do this, take your result and swap the digits without re-rolling. In the preceding example, if you flipped your roll of 35, your new result would be 53.
To roll a dice pool, pick up the indicated number of six-side dice, roll them, and take the highest individual result. Duplicates have no special significance. For example, if you rolled a pool of three dice and got a 2, a 4, and a 4, your result would be 4. If you would ever roll a pool of zero or fewer dice, roll two dice and take the lowest instead.
Character Creation
Each player should create their own character. There are three things about your character which are always true:
You are newly born into the world. You may know things about the world (e.g., from your programming, having read them on a computer terminal, etc.), but you haven't experienced them.
You are implausibly good at remaining inconspicuous; unless you're deliberately drawing attention or doing something which requires a dice roll, humans will almost always fail to spot you.
You are not human. You can decide what that means.
To find out what else is true about your character, roll or choose three times from the Form table, and three times from the Function table, placing your results into the correspondingly labelled slots on the Profile Grid, below, in any order you please. Your three results from each table should be different; if you elected to roll and get the same entry multiple times, flip your result, and re-roll if it's still a duplicate.
Think about what your three Form traits and three Function traits imply about your character's physical makeup, but don't set anything in stone just yet – you'll see why not in a moment.
Finally, roll a six-sided die five times, and record the results in the order in which they're received. The resulting five-digit number is the only name your character has when play begins.
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Table 1: Form (d66)
11–12. Blood 13–14. Bones 15–16. Brain 21–22. Claws 23–24. Ears 25–26. Eyes 31–32. Guts 33–34. Hands 35–36. Heart 41–42. Hair 43–44. Legs 45–46. Lungs 51–52. Nose 53–54. Skin 55–56. Tail 61–62. Teeth 63–64. Tongue 65–66. Wings
Table 2: Function (d66)
11–12. Accelerated 13–14. Autonomous 15–16. Auxiliary 21–22. Cryogenic 23–24. Cryptic 25–26. Elastic 31–32. Electric 33–34. Entropic 35–36. Invasive 41–42. Invulnerable 43–44. Kinetic 45–46. Magnetic 51–52. Phasing 53–54. Polymorphic 55–56. Projectile 61–62. Pyrogenic 63–64. Telescopic 65–66. Toxic
Playing the Game
Play proceeds in a series of scenes. In each scene, the GM will set the stage: a challenge to overcome, a peril to escape, a mystery to investigate, etc. Given the nature of your characters, most things will be mysteries to you!
Initial Token Placement
Once the stage has been set, place each of your three tokens on a different square on your Profile Grid. If you have no preference, you can roll d66 for each token and place it in the square whose marked numeric range contains the number you rolled, flipping or re-rolling your result if you get a square which already contains a token. The placement of these tokens represents your initial state when the scene opens. Depending on the nature of your character, this may be reflected by a shifting of internal focus, or by a physical transformation.
Participation
To participate in the scene, simply tell the GM what your character does; the GM will describe how the world responds, and ask what you do next. Whenever you wish – or are forced – to do something more than lurk and observe, you are obliged to make a test.
Making Tests
To make a test, first choose a pair of traits – one Form trait, and one Function trait – with which to face the challenge. For example, if your Form traits are Legs, Tail and Teeth, and your Function traits are Cryptic, Invulnerable and Phasing, you might test your Invulnerable Legs against the trouble at hand.
Next, count the number of tokens present in the rows extending from each of the chosen traits. The illustration below shows which squares would be consulted in the preceding example:
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Next, roll a dice pool containing a number of dice equal to the number of tokens present on squares extending from the chosen traits. Do not count a token twice if it's on the square where the two traits intersect (e.g., the green square in the illustration above). In the event that no tokens fall on squares extending from appropriate traits, remember that you are allowed to roll a pool of zero dice by rolling two dice and taking the lowest rather than the highest.
Finally, compare your result to the following table:
1–3. Less than human. Whatever you'd intended to try still happens, but it cannot overcome human opposition (or adversity which would challenge a typical human), and any lasting effects are transitory and easily explained away. 4–5. Mostly human. Your effort can contend with human opposition (or circumstances which would challenge a competent human), and its lasting effects make it obvious that someone (or something) has been interfering with matters. 6. More than human. Your effort easily brushes aside any human opposition, and its lasting effects are impossible to rationalise as anything other than the intervention of inhuman forces.
Without Applicable Traits
In the event that you're forced to make a test and no possible pairing of your traits is applicable, you don't get to roll anything, not even with a pool of zero dice; simply resolve the outcome as though you'd rolled a result of 1–3. Other characters may attempt to preserve you from this fate by assisting you, in which case you roll one die per assisting friend; see below for more details.
Assistance
If you wish to assist another character in making a test, consult your own Profile Grid, considering only those squares which contain tokens. Only the specific pairs of traits represented by the squares on which your tokens fall are eligible for assistance; for example, if one of your tokens falls on the intersection of Cryptic and Teeth, you may assist with Cryptic Teeth, but not any other pair of traits involving Cryptic or Teeth unless those squares also have tokens on them.
If you're able to identify an eligible pair of traits that seems applicable to the test at hand, explain how you're using it to help, and hand the player making the test one extra die. Any number of characters may assist on a given test.
Providing assistance neither requires nor permits your character to adapt (see below) – it needs to be your own test for that!
Adapting
After resolving a test, your character adapts, shifting focus or form to reflect what they've learned. Take one token of your choice from your character sheet, and move it to a different square which doesn't already contain one. You can move any token you wish, but it must end up on a different square than the one it started on unless no valid destinations are available. Adapting is not optional, and must be carried out after every test.
Suffering Strain
If whatever you're making a test against is particularly strenuous or dangerous, you might suffer strain as a consequence. Strain will often be incurred on a result of 1–3, and rarely on a result of 4–5; only the most foolhardy efforts will incur strain even on a result of 6!
To incur strain, roll d66, and place a small X on the square on your Profile Grid whose indicated numeric range contains the number you rolled. If there's a token on that square, immediately move it to an empty square of your choice, unless fewer than three unmarked squares now remain; in that case, simply remove the token entirely.
For the remainder of the scene, tokens may not be moved to any marked square. In addition, if you suffer further strain, and the square indicated by your d66 roll is already marked, your character is incapacitated, and may not participate in tests at all until they recover.
All strain is cleared – and any discarded tokens restored – at the end of each scene. Incapacitated characters also recover at this time.
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shmaba · 11 months
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I’m going to assume that at this point you’ve all seen Critical Role’s new show Candela Obscura and at least skimmed through the Quickstart Guide (you have done all that riiiight??) So I wanted to compile all the things I’ve done that have been shown so far. Its long so read below the line!
I’m going to try to avoid spoilers. So feel free to read without worry. I’m also going to try and avoid breaking any NDA like a good professional. So I will not be doing some deep dive behind the scenes thing. Only visuals that have already been publicly shared are going to be on here
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The very first thing I did on this show was the concepts for the main set. Everything is practical. Nothing is green screen or cg or whatever. Some people think it’s just good cg but nope that's all real. You could touch it! (don’t touch it, there are ghosts)
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There were multiple iterations on the design, each with their own vibe and statement piece. CR narrowed it down to what you see in the show: a sort of storage hall with an odd clock contraption behind the GM. I think I called this design version the “Abyssal Hall” or something like that (I gave the different versions names to better keep track of which design was being discussed)
The company Flip This Bitch built the physical set. They turned my silly little art into a real thing. So they did all the actual magic of making this set come together in the end! They deserve a lot of the credit for it looking so good in the end.
Also that little piece of art in the bottom left of the preshow is a section from the final concept art of the set.
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That contraption behind Matt is based on astrolabes and clocks. This isn’t really meant to be a literal astrolabe or a clock as we would use them in our world. Narratively this isn’t a device that measures either of the things that a traditional astrolabe or clock does. This is a special magickal tool that does a secret third thing.
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Also I did concepts for the GM screen. You don't really see it besides in the fancy-shmancy preshow. There were a number of more intricate designs for it but CR went with the simpler option since the only part that would be visible on stream is the top, so that's where I put the most detail.
I should also note that I did not design the logo! It’s pretty prominent on the GM screen but I was supplied an already existing logo for this.
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NEXT is the Taliesin enclosure set that you see in the trailer. This is actually meant to be like the lantern room on the top of a lighthouse, minus the big light beacon (You could say Taliesin is the beacon).
Also in the trailer you see a couple brief sketches I did for some world building concepts:
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Speaking of sketches there are a number of art pieces of mine in the Quickstart guide
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A lot of my art is sketches. They’re all meant to be like notes and drawings from members of Candela as they travel and notate their findings. Most of the notes on these sketches are my actually my notes when I was doing world building concepts, but they replaced my handwriting with a font because my handwriting sucks lmao (also likely for ease of future localization).
Also the cover of the Quickstart guide uses line art of a part of that astrolabe clock set piece. This line art was part of the deliverables that was sent over to Flip This Bitch for construction. They’re just using pieces of those set concepts everywhere!
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As you can see I’ve done a lot of art for this project. I was part of this project when it was still early in development. It’s changed quite a bit from where we started. 
I wasn’t the only one that made all this art happen though. Other artists, writers, and designers got to add their own vision to this. It was very much a collaborative effort that took a long time to happen. It’s very exciting to see everyone’s hard work come to fruition and there is a lot more to come!
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