#BRAINSTORM RPG
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osrcomix · 2 years ago
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ARKHI: Um Morto Muito Louco - Capítulo 1: Noite Castanha
O guerreiro Clebão lidera um grupo para resgatar a alma de Osmir, um lendário clérigo da lua maldita Meggia, que foi corrompido devido a eventos astrais. Seu cadáver embalsamado e envolvido em ataduras se remexe inquieto, num sussurro abafado de loucura e feitiçaria.
Jogadores: Felipe Duarte, Emegê, Tallys, Victor Barros, Ale Lopes e Túlio Cerquize Mestre: Gustavo Pascoa (Brainstorm RPG)
Nas tórridas dunas de areia negra do deserto de Lumn, aventureiros caçam tesouros na esperança de um futuro melhor. O perigo desta insalubre terra é agravado pelas ameaças quase alienígenas que aqui habitam. Para saber mais sobre ARKHI e Brainstorm RPG clique AQUI.
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ersetu-gazette · 3 months ago
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Brainstorming the Mother of Learning TTRPG
So every once in awhile there are forum posts or questions asked about what tabletop roleplaying system would be best for playing in the Ersetu universe. Usually I say that something like Pathfinder or D&D 3.5e would be best because they are the most popular rpgs that MoL at the very least alludes to, with a crunchy gameplay style that the narrative references. There's obvious deep complexity and lots of magic spells. At one point Zorian wonders out loud why some first circle spells aren't 0 circle spells because they don't seem to be more complex and the other character says "marketing" (read: a joke about spell balance). And any missing components could easily fixed with homebrew and hacks (my opinion at the time).
But as I explore more indie ttrpgs and otherwise step further outside of D&D hegemony I realize that it might be that there is a more appropriate ttrpg out there for Mother of Learning. So let's go over the wishlist of what I think might be needed for the system to emulate the world of Ersetu correctly:
Core Mechanics:
Spell points instead of spell slots, no vancian magic.
Partial spell point regeneration in about an hour, mages have options other than needing a full 8 hours to recharge.
Class and character options are mostly magic user focused. No fighters with normal swords. The only martial users of note is a sword user using an obviously magical sword (and also did magic themselves iirc?), and the gun users that individually can't do much: they're only a threat in numbers.
Crunchy and extremely deep range of spells.
Magic item crafting that allows for simple things like spellcasting aides up to complex stuff like automatons.
Counterspelling and dispelling is a core thing most mages are expected to do.
The more the better wishlist:
(These mechanics aren't all necessary but at least some are needed)
Bloodlines and unique abilities reducing spell point cap (how it's done, whether that's through the "vanilla" classes just being assigned more or that taking bloodline feats outright reduces, doesn't exactly matter. As long as it's balanced somehow)
Magic defenses being divided into body, mind, and soul.
The expectation for players is that they're all humans. Shifters and Morlocks seem to be types of humans, cultures and races (shifter might be a class), as opposed to a fully different species like an elf.
Capped base ability scores and spell point growth. No Hercules with a magic pool that continues to grow after hitting the cap. Instead progression past early levels is using what you have more efficiently.
Epic/Mythic optional system to represent the divine abilities/items. (ex. Zach's special mana reserves, the divine crown, high level angels with access to divinity, etc.)
And a skills system that can be invested in.
So, is there a "perfect" ttrpg system we can use for Ersetu? Or are there systems that work better than others that we might need to homebrew?
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projectkarya · 1 day ago
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Update on Karya's topography map!
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As I mentioned in the last post, the inner-most ring of mountain ranges on the northern continent, Omuros, has been finished, and now I complete the continent by filling out the more peripheral ranges closer to the coasts.
While I work on the map's finishing touches, however, I have a question to ask you all:
You're a lone wander that's been dumped in the middle of Karya. After long months of journeying, encountering wondrous creatures and sights that defy imagination, you come across a scene: naturally floating islands. These islands all come in a variety of sizes, with the smallest seeming to be no more than a few meters across while the largest could easily be several kilometers in radius. They all appear to not be tethered to any surface, yet neither do they seem to drift away from their locations with the wind or the shifting of the planet's surface below. On the weathered rocky protrusions underneath these islands, you notice several patches on the stone surface appear to giving off specks of light; at night, these patches glow with a thrumming intensity, usually ranging in the blue to yellow-green spectrum. On the surface of these islands, thriving ecosystems bloom, with diverse creatures that have been isolated for an untold number of generations.
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flaxen-phoenix · 4 months ago
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Caissa's Crusaders, an RPG with chess mechanics.
Around this time last year, I got really into The Ouroboros King, and it made me want to try making a chess RPG of my own. So here's my idea for one: Caissa's Crusaders!
I haven't quite fleshed out the storyline, but I'm trying to brainstorm a bunch of variant pieces and make up movement patterns for each of them. I have a whole spreadsheet for it, as well as a mockup of the title screen. While I was brainstorming I mostly just scribbled random stuff on the piece base in GIMP to see if any cool shapes would make me think of a piece, and so far I've drawn about 130 of them.
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I'm thinking the story would be about sentient chess pieces (who exist alongside humans) who do battle, and along the way, the player ends up going toe to toe with some sort of mysterious organization who uses 𝕰𝖛𝖎𝖑 𝕻𝖎𝖊𝖈𝖊𝖘 or whatever, and there'd be some sort of theme of deconstructing the fact that, when you're a sentient chess piece, your role in society is literally injection-molded into your body, but humans have no such restriction and are free to choose their destiny. Maybe some of your standard Yu-Gi-Oh! brand "if you lose the duel, you lose your soul!" type of stuff too. Also, checkers are the main currency of the game because they're also a game piece, but they look like coins. The boss battle pieces are currently Sisyphus, Midas, Icarus, Narcissus, Tantalus and Orpheus. I wanted to give them a "seven deadly sins" theme, with Sisyphus being wrath (in the legend, he was a cruel king who violated the custom of sacred hospitality), Midas being greed (obvious), and I'm not sure what the other sins would have been.
I'd love to hear you guys's thoughts on this, as well as some suggestions for other pieces to make. You can view the mockup of the title screen here and the list of pieces here.
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dreamerdrop · 1 month ago
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Star Trek: DS9 RPG where you choose from one of four characters to play at the start: Kira, Dax, O’Brien, or Bashir.
Each character has a distinct storyline to follow throughout the game, with their story intersecting with the others as you progress.
Dialogue and choice heavy with a pixel platformer with action elements. Each character has two/three possible endings to their playthrough route, depending on a few key choices. Most dialogue is just flavour text for the sake of immersion and fun.
Each character plays differently… Kira has the most action oriented storyline. O’Brien’s storyline features a lot of puzzles and the like to fix broken technology. Bashir’s storyline probably involves annoying amounts of stealth sequences and avoiding combat where possible. Dax’s storyline is something a mixture of the other three in terms of gameplay.
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prodigyduck · 1 year ago
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Continuing with the Transformers Contact Builds, here is another NPC from my current campaign: Brainstorm!
This is unofficial, fan-made content using the #Transformers #Essence20 #rpg by Renegade Games Renegade Game Studios
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onion-souls · 8 months ago
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Partially a tangent from that article and the mention of Johnathan Tweet's highly experimental game based on abstract cards- I know a handful of systems that use Tarot cards (often just the Major Arcana) as the randomizer. While it's often a cool gimmick, you need those hard numbers for many interactions in most games, particularly combat focused ones, and such games tend to be rather parlor-room social scene based.
But what if you used a Major Arcana Tarot draw for the social system of a game, similar to the reaction tables of OSR? Or perhaps even blend it with less crunchy ideas like sanity saves, secret rolls, and even the magic system? Could work very nicely in a court intrigue game of subtle sorcery and plots.
Though the issue is that while you can look at some of these and figure out an easy reaction or social motive, a few are a bit too divorced from an obvious meaning: the Fool, the Magician, the High Priestess, the Empress, the Emperor, Hierophant, Lovers, Chariot, Strength, Hermit, Wheel of Fortune, Justice, Hanged Man, Death, Temperance, the Devil, the Tower, The Star, the Moon, the Sun, Judgment, the World. Then again, the Rorschach test level lf abstraction of, say, the Hanged Man might be the point. (Unfortunately, the more obscure Etteilla card names are better for this concept than the Rider-Whire and Marseille).
Needs some time to cook, but there may be something there.
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overthattwilight · 1 year ago
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Imagining what other games would be like in Pixel RPG
Skipping Maleficent and Aurora, since I already made this post
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Mickey: For this Mickey, his introduction says he's from a Board Game. Perhaps the game is like Mario Party, but Disney. Characters from Mickey & Friends can be chosen, with some other Disney mascots. There are maps based on Disneyland, and other Disney franchises. Many minigames are around the map, with notable Disney references
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Ariel: Her introduction says she's from a Rhythm game. Maybe the game is like pressing the buttons at the right time. There are known songs from The Little Mermaid and also original songs. There are fish mermaid friends who dance together by the beat in the background. The player can enjoy story mode, which follows the movie story, or arcade mode, which you focus on the rhythm games
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Baymax: His game is about helping people in need. Baymax get missions from people, and his job is to complete them. Missions range from normal stuff like doing chores and healing people, to hero stuff like defeating bad guys. Also the music is very 8-bit
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Genie: His game is an adventure game. Genie is the help character in the game, giving information or some help to the player. Genie can appear anywhere in the game, but he's hidden. So to get help in the game, the player has to find him
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Winnie the Pooh: His game is a farm game. The Hundred Acre Woods has a giant farm, and the player can choose which farm to work. Each character has a different farm, and Pooh has a bee farm for honey. The goal for Pooh is making honey, and taking care of the bees. At the end of harvest, Pooh will have a feast with honey. The feast will differ by the success of the harvest
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Stitch: His game is a rhythm game, just like Ariel. What's different is that Stitch can have a music battle. The player goes around the map playing Stitch, and can challenge people around. He can also break into other Disney worlds and have a battle with them too. The songs are arranged from the original Disney songs
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imabiscuitinthousandworlds · 6 months ago
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making a grave mistake by watching something incredibly creepy so i can then inflict it on others
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rippi-17 · 1 year ago
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Dev progress for my dream rpg: Design phase
Thinking of a few ideas... All rpg games have stats like HP, DEF and ATK. Also all rpgs have distinct characters that are unique in most things. Also abilities. Everyone (characters) have a basic atk, at least an unique skill, a passive, and an ultimate that takes some time to activate.
Im basing this out of EBF5 and Honkai star rail, si In basically taking ideas and remixing them.
I'm planning on adding gauges to the characters. For example, "Super mechs" has a heat system, that could work. A mana system is 100 % going in, and cooldowns as always. Also, more than 5 possible actions, including waiting, can be added.
The turn system is like HSR, using speed instead of fixed turn orders, since that means you can play around with values (imagine a boss fight against a guy that increases speed every turn, or a boss that slows you down by 50%)
Status ailments, such a freeze (hsr), freeze(EBF5), average boring debuffs, Quantum break (hsr), are cool, Damage over time is also cool, counter passives are cool, OP effects on weak attacks are cool, big attacksbwith heavy downsides you can cheat out of are cool...
Thinking also of a POTential stat, that affects max values and such. For example, shield effects that cannot exceed DEF*POT stat. (For example, a character with 1300 hp, 500 DEF and 150% POT can have a shield effect of 1250 hp, basically doubling your hp at max).
A similar effect to Dewdrop (HSR) can make your boring hp givers into a "target the healer first" guy. Not like dewdrop, this effect (which I call blossom), makes the character's next action deal increased damage equal to Blossom*Atk multiplier. Blossom can be obtained when a character heals above their max HP. For example, in EBF5, You can achieve heals up to 150k (while the average hp at that level is 50k)
Blossom's maximum value should be calculated like this (Max.HP*POT), while gaining blossom should be like this (Heal.Intake(%)*Heal.value-(Max.HP-Curr.HP)). I like math.
Who doesn't pray to RNGesus? I think that crits should never be able to get to 100%, then luck has no part :( So, to combat this, you can stack critrate up and when you go above 75%, you split your crit rate into 2 different chances!
(Basically, at 50% crit rate, you have 50% of crit, at 80%, you have 2 separate chances of 40% that can crit and their effects stack)
Crit damage is boring (im talking to you, hsr), so some items, passive, skills and sometimes statuses can give an extra effect to a critical hit! For example, an item that grants you blossom after doing a crit with the blossom effect, and a passive that makes the Crittical hit target taunted to the tankiest character, many ideas!
Items are a vague idea I haven't developed (in my mind) yet, because I want this rpg to be pvp and pve focused. "all" items will have a passive tho.
Thank you for coming to my brainstorm site. If you want to reblog/reply, gimme ideas (tax)
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lyemohan · 2 years ago
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Brainstorming an idea about an alternate Norse afterlife where Nidhogg is kind to self-harm victims, because even though they are "murderers of the self" they're not bad people and they genuinely want to help
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osrcomix · 2 years ago
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ARKHI: Um Morto Muito Louco - Capítulo 2: Um erro comum
Sob a liderança de Clebão, o grupo segue em busca de respostas para o problema do Velho do Saco. Osmir roga pragas atraindo uma horda de esqueletos enterrados nas areias traiçoeiras do deserto. Eles passam por um acampamento Zenitar devastado pela guerra até chegar nas montanhas castanhas, onde uma surpresa os espera.
Jogadores: Felipe Duarte, Emegê, Tallys, Victor Barros, Ale Lopes e Túlio Cerquize
Mestre: Gustavo Pascoa (Brainstorm RPG)
Nas tórridas dunas de areia negra do deserto de Lumn, aventureiros caçam tesouros na esperança de um futuro melhor. O perigo desta insalubre terra é agravado pelas ameaças quase alienígenas que aqui habitam. Para saber mais sobre ARKHI e Brainstorm RPG clique AQUI
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sparrow-ceiling · 2 months ago
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guys i fear im cooking
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stonegearstudios · 4 months ago
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On the Ruins of Giants: Devlog
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It's research :V
Well, first devlog after the proper announcement, and no nice art to go with it, lets see if this gets even 1/100th the reach XD
Actually been a pretty good week for mechanical work, part of that was on abilities, for which I've taken some inspiration from New Vegas' perks, as you can see above, but there's more, here's a brief rundown.
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So, first, good news, the lovely art I got from @bedupolker arrived safe and sound, there's really nothing like holding real art in your hands.
One of the things I was thinking about what how to name the little nice, regular human names felt like they didn't fit the setting, but given that I expect up to 95% of my prospective players to be human, they need to be properly pronounceable.
Eventually I decided that (traditionally) mice would have three letter names, which dated back to the lab days. Back then all the test specimens were assigned a three letter code. Randomly generated some up to see what I got.
Rio, Mip, Gap, Kul, Moy, Bek, Ivl, Qyy, Cev, Dno, Ceh, Erx, Pul, Fio, Pla, Ani, Usi, Vga, Nul, Nju, Pwo, Evs, Onk, Ryp, Eul, Ocb, Epd, Iby, Mva, Ikl, Quk, Nbl, Qel, Ojy, Juf, Tyh, and so on.
Be interested to hear what people think of that, or what names they come up with.
Let's see, I also was focusing heavily on character creation, what is the minimal amount of other work I need to do to make a basic character?
One of the big parts of that was working out V1 of the health system. See, I want the mice to feel fragile, emphasis the danger of the world they're in. But also, to my shock, it turns out players really hate being one shot. Who could ever guess that :V
So, I started batting some ideas around, what I've settled on for now is what I'll call a segmented health bar. There are three different things you could call health. 1: your actual health, the thing that goes down when you take a claw through your meat bits, it is the last to be damaged but also the hardest to heal. 2: Armour, it acts as ablative HP, but can be damaged and costs resources to upkeep and repair, Red Markets is one of my inspirations overall. It's taken off second 3: Luck, the ability or just dumb, well, luck, to turn a hit into a graze or miss, goes down as you're worn out, but all it needs to come back is a decent nights sleep. It's taken off first.
None of these bars individually are very big, but they provide layered defence, especially with this last rules. When a bar is "broken" (Depleted) then damage doesn't roll over to the next, except with rare, very powerful and telegraphed attacks. This is a small safety net to keep a moderately attentive player from ever getting one shot.
Now, I could keep going, I meant to talk about character building and ideas for abilities I had, but I think this is long enough for today, so we'll do those another day.
One foot in front of another, till we reach a playtest doc. Follow me if you wanna see when that eventually happens.
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newbiespud · 10 months ago
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I have finally been shown one legitimate use for large language model "AI" interfaces.
Making it generate lots of brainstorming ideas for quests, characters, and random events for RPGs.
That's it, we can put the rest away and just focus on this.
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metastable126 · 1 year ago
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The juxtaposition of silly and serious will always be a good way to brainstorm ideas.
Ex: A little cute animal with a human brain and the title of commander, a villain who’s goal is to commit genocide by unleashing a plague of, like, billions of earthworms, a cult based around the idea that one day, someone will be able to throw a rock so hard that it kills the sun. If you’re stuck in a rut, try adding a little extra humor! It’s never failed me.
New dnd character idea
An otter wearing a little blue military coat with the name “first lieutenant gigglewiggles”
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