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vintagerpg · 2 days
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There is, I think, no arguing that contemporary genre art has a character distinct from previous decades. I also think that while there are big shifts in aesthetics somewhat aligning with each decade of the 20th century, here in the 21st things have definitely slowed down — I feel like the look of genre art has fossilized somewhat in the last 20 years. I don’t have a good explanation for why. Sometimes I wonder if I’m blinded by nostalgia, and that there really aren’t any obvious objective differences at all.
Worlds Beyond Time: Sci-Fi Art of the 1970s (2023) is a compelling argument, I think, that there ARE definite differences. The book, by Adam Rowe (and spinning out of his social media accounts dedicated to, well, ’70s science fiction art) looks at both artists and thematic categories of art from the period, mostly from paperback covers, and offers commentary and historical context in the text. The result is startling: a body of work by a variety of artists working in their own styles that nevertheless seems visually unified. With the exception of a couple outliers, this stuff all feels of the ’70s. The fact that there are some inclusions from both the ’60s and ’80s makes this even clearer.
I think the most interesting thing about this is how bizarre some of the ’70s art seems to be. A lot of these artists appear to be entirely off the leash, delivering work they WANTED to produce rather than what they were directed to produce (you can see a shift toward clearly pairing the cover art with the content of the book in the later part of the decade). There was also more money in the work, then, so speed wasn’t quite so big a part of the equation as it is now.
And, greater questions of genre art aside, Worlds Beyond Time is still a mesmerizing collection, worthy of your time even if you just want to feed pictures to your eyeballs.
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Have you played STREET FIGHTER : The Storytelling Game ?
By WhiteWolf Game Studio
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An officially licensed tabletop roleplaying game based off the Street Fighter game franchise by Capcom, using White Wolf’s Storyteller system. Create and play as your very own Street Fighter, a strong and cunning warrior that could be found all over the world. Are you fighting in world famous tournaments, getting renown for your martial arts? Are you uncovering a secret conspiracy ran by the Shadaloo and M. Bison? Are you just a wandering warrior, taking mercenary jobs hoping to find worthy opponents? Whatever type of Street Fighter you are, you can make your own in-depth move sets, unique powers and even combos to make your perfect World Warrior and even taken on characters from the games like Ryu, Ken, Blanka etc.
With a fan "20th anniversary edition" that updates the game with more modern Storyteller rules.
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fanonical · 2 days
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you know i've been playing ttrpgs long enough that i genuinely forget that most people don't think d10s and d20s are normal dice
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tabletopresources · 3 days
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Valkyrie By OmeN2501
Check out Tabletop Gaming Resources for more art, tips, and tools for your game!
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cynicalbengal · 3 days
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I'm learning the hard way that DMs on Reddit are woefully lacking in imagination. I'm running the Tomb of Annihilation and I have a player with the Death Curse, so I'm trying to find ways to make that interesting, or at least not just kill them outright.
I'm being told that I should just let them die.
Like, really? All my instincts are screaming to me that there's a way to make this cool, even if death will be the end. They're a paladin, maybe I could get their god involved? Could lycanthropy help them out? Vampirism? Maybe I could build a magic item that would slow down the effects? How would any of this work mechanically in a way that respects how deadly the curse is while also giving the player some new options?
Is there anyone on here whose run the module and handled a similar situation, or just has a cool idea I can riff off of?
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kitaurita · 1 month
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the way you win at DnD is making your friends laugh
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valtharr · 24 days
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Saw someone post this on Facebook:
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And like, if this is you, here's a screenshot that will shake your worldview to the core:
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(to put this into perspective: if you played one of these games per day, it would take you almost 33 years before you're done)
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nudityandnerdery · 2 months
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It's a great day to consider the vast array of other RPGs out there other than D&D. If you want that style of game, Pathfinder is great. And if you feel like trying something new, there's so much to explore...
Amazing timing for this article to come out the day Critical Role opens the beta for their own RPG system...
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windienine · 2 months
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befriend rats & kill god in a lush portal fantasy adventure by jenna moran
come on a journey with me?
there - past the scaffolding, past the rafters, up above past the windows and gables and fire escapes, if you make it to the roofs -
you'll encounter environments not of this world. rooftop gardens that have twisted themselves into dense forests, church spires that have , tiled expanses that stretch into the horizon and become meadows, gutter-lakes, deserts, mountains...
you'll encounter them, too, if you really look: the rats.
they want to show you these places, navigate them, map them, study them, know them. they want to befriend you, guide you, tell you their stories and weave new ones where you feature alongside them. if you want to make any headway, up there on the roofs, you'll need their help.
after all,
this is a place where the gods do tread. if they find you creeping about their domains, they will find you, kill you, transform you, dig their hooks into your very soul and never let go.
the rats know a secret.
gods can be killed.
you are the key.
the far roofs, currently crowdfunding, is home to some of the best role-playing game i've ever had. participating in several playtests has completely sold me on its viability as a system. notable are its set of unique oracle mechanics that tie into its freeform roleplay system, determining the physical and emotional outcomes of different events. gather hands of cards and tiles to weave together magic that can alter even monumental fates, fight peril with dice rolls, and collect components for spells and make headway on character advancement by spending time getting to know your companions, both human and murine.
it is, of course, written by dr. jenna moran, best known for previous innovative ttrpg experiences about divinity, such as nobilis, glitch, chuubo's marvelous wish-granting engine, and wisher, theurger, fatalist (WTF).
the philosophy of the far roofs is that dungeoneering is about the journey - the sights you see, the meals you make, the tales you tell, the companions you gain and lose - as much as the monster-slaying. each combat is a descriptive crescendo of the experiences faced up until that point, encompassing everything you've felt thus far. if any of this intrigues you, then, well... come on a journey with me?
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zhjake · 6 months
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Magnagothica: Maleghast necromancer house 6/6: GOREGRINDERS
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vintagerpg · 1 day
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Different Worlds 31 (November, 1983). Steve Purcell’s first Different Worlds cover. A solid action scene. I noticed them AFTER I finished photographing the magazines, but this issue has some cool early Mike Mignola fantasy art — worth seeking out on your own. Consider it VRPG homework.
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Have you played NIGHTHAWKS ?
by Lex Kim Bobrow
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Nighthawks is a game for 3-6 players based on the painting of the same title by Edward Hopper.
You and your friends will play lonely people. What you do about it, if anything, is entirely up to you.
Together, you'll decide on what form The Diner takes, what relationships you all have, and what you'll do each Night. Will you succumb to isolation, with salvation right there? Or will you risk rejection and grab at happiness with both hands?
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fanonical · 6 months
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one of my favourite things i've ever done from the tabletop game i run is one time when my players were talking to a magical shark, who claimed that sharks cannot die
two of my players immediately went "okay i'm gonna do a check on that because there's no way that can be true"
one player rolled better than the other, so i addressed the one with the lowest number first
"well, this guy is literally a talking shark, so maybe he's got some kind of information that you haven't? he's a shark, he knows more about sharks than you squishy humans, maybe he's onto something. you're willing to believe it."
and then i turned to the player with the highest roll
"no, sharks can die, you've literally seen it happen, what the fuck?"
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Stinky Bear motivation. Extra rolls for Initiative
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jovial-thunder · 3 months
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Lancer on a physical tabletop with Lego minis!
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We finally did the thing! I roped my siblings into playtesting a game of Lancer using Legos and a physical tabletop. The sitrep was to destroy five buildings, marked in red, because the Karrakins were using the installation to track their mobile hidden base (our home campaign is a blatant ripoff of Deserts of Kharak).
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Things that need improvement:
better way to measure tiles. We were doing 4cm/space and had to do a lot of multiplication. Going to try wood dowels with tiles marked + get some kind of grid underlay.
similarly, we need aoe templates
I used too much terrain, it got messy
should get status rings/tokens to mark lock-on, etc
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Things that worked well:
it was sick as hell to be able to physically destroy Lego terrain and mechs as they fell
we used physical dice? For lancer?? And it turns out clicky clack math rocks continue to be inherently great.
witchdice works well on mobile devices for character sheets so not every PC had to have a full laptop
different height-terrain was fun, though it made movement costs tricky to calculate
I'm excited to keep trying out different setups. All the terrain and stuff I've collected is pretty modular (lego makes that easy) so it'll be fun to see how wide a range of map types is possible.
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soft-october-night · 8 months
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