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#tabletop rpg
vintagerpg · 2 days
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I8: Ravager of Time (1986) has a little Union Jack on the cover, which means it was produced in the UK. If you look inside, that’s pretty obvious if you’re at all familiar with the UK-series modules — this one is laid out similarly, with big art pieces and a flare for graphic design that is not really present in the US modules. The interiors are by Tim Sell and are a good deal darker (in tone and in form, lots of heavy line work) than US modules. Cover is Jeff Anderson, a name and style I don’t really recognize, but it’s really an excellent cover — bright colors, full of movement and narrative.
I generally like the UK adventures because they aren’t so dungeon obsessed as the American products. This one…doesn’t have a single dungeon? It’s all wilderness or city encounters (er, town, I guess). The players are drawn in because of a murder (complete with a trial!) and have to puzzle together what is really going on, a mystery that has an evil sorceress who feeds on youth (thus aging her victims) in order to stay…uh…I guess slightly less old. Though not technically a hag, she sure looks and acts like one, which makes this adventure, with its moorland and its sense of generational decay, feel like a Hammer horror film or maybe a folk horror jam. It ISN’T, really, not quite, but the atmosphere there. It’s distinctly British in a way I am not sure any of the other UK modules match.
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Have you played COURT OF BLADES ?
By A Couple of Drakes / Shawn & Navi Drake
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Court of Blades takes place in the vibrant, fantasy renaissance city-state of Ilrien, in a world populated by scheming nobles, court magicians, and dashing duelists.
As a noble retainer, you will engage in the polite civil warfare of the great families. You will host lavish balls, and manipulate the courts, uncover the plots of your rivals, protect the city from arcane dangers, manage your own intrigues and personal scandals, leverage your reputations, connections, and so much more.
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fanonical · 5 hours
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a good long-form tabletop rpg should be a tennis match between the players and the dm - the dm sets stuff up, the players react, the dm reacts to that, repeat forever
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nudityandnerdery · 15 days
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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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zhjake · 5 months
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Magnagothica: Maleghast necromancer house 6/6: GOREGRINDERS
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Stinky Bear motivation. Extra rolls for Initiative
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valtharr · 22 days
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Pictures that make a "the only TTRPG I know is D&D"-person spontaneously combust:
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This is the entirety of the magic mechanics in the game "Interstitial: Our Hearts Intertwined"
I'm keeping this post for the next time I hear someone say they don't want to try a new game because it's too hard to learn a new system.
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jovial-thunder · 2 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 · 7 months
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dr-chibbers · 9 months
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DM: “The Platypus attacks you”
Player: I block their attack”
DM: “you mean…?”
Player: “Yes, I Parry the Platypus”
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vintagerpg · 10 hours
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This is I11: Needle (1987), a reworked tournament module by Frank Mentzer. It features pregenerated characters named the Ghost, Blaze, Finder, Blondy, Slim and Smiley. There is at least one stealth Star Wars quote. The players need to go into a jungle to get a weird obelisk, haul the thing back, then explore the moon the obelisk teleports them too. The first part is a pretty typical hex crawl, albeit punctuated with puzzles and high strangeness. The third part is a dungeon crawl. The dungeon crawl sure is odd (it ends with a confrontation with “Tiamat” and no, I am not going to explain that further) but it is the middle part that I think is the most interesting.
The middle part is the hauling of the obelisk back to the king who wanted it found (its not an obelisk, its actually a gigantic piece of tech). This is sort of a nightmare logistical puzzle, involving lots of NPCs sailing to the obelisk, taking it down, packing it up and hauling it back. Things need to be built. Like roads. And a raft (the thing is hollow and will float). That means lumber. Which means upsetting the natives, who are bullywugs and grippli, locked in rivalry with each other. The whole thing plays out across two months of daily events, which feels like a novel sort of slog. I’d definitely enjoy playing this — there are all sorts of opportunities for things to just go entirely off the rails.
Clyde Caldwell cover art. I don’t love it, but I honestly think that is because it was recycled for the 2E Rogues Gallery, a book I loathe. The interiors are by Doug Chaffee, who I don’t know. They feel like run of the mill late-‘80s D&D illustrations.
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Have you played THE BURNING WHEEL ?
By Luke Crane
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It is a medieval fantasy game with heavy focus on the beliefs of the characters and a unique character creation system that determines their life from birth
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fanonical · 16 hours
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the funniest thing you can do, as a ttrpg player when everyone else is making wacky larger-than-life characters, is make a character who is just some guy
actually no, the funniest one is that, but the guy has something deeply wrong with him in a completely opposite way
shoutout to you, pumpkin jacques
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kitaurita · 6 days
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the way you win at DnD is making your friends laugh
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tabletopresources · 4 months
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Darren Tan
Check out Tabletop Gaming Resources for more art, tips, and tools for your game!
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windienine · 25 days
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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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