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Did a little Malia drawing for our RPG Lives
#my art#pokemon rpg#rpg talk#rpg oc#pokemon#pokemon oc#pokemon trainer#artists on tumblr#alola#pokemon sun and moon#Malia Kaho'olawe
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A while back I had a chance to play Cyberpunk Red, which is the 4th edition of Cyberpunk by Mike Pondsmith.
Red is also the successor to Cyberpunk 2020 which was the inspiration for the notorious Cyberpunk 2077 - haven't played, don't intend to, not the subject of my discussion here!
So how did it go?
Cyberpunk Red is a lot of crunch though plays really easy once you get past the initial learning curve of the rules.
But there are a lot of rules.
I find my go to when learning a new game is to find a video of someone trying to give a briefer on the game system and then go to the book to cement those ideas myself.
I found this video pretty helpful when researching character creation. XPLoveCat does a whole series guiding through the creation process. If you like to listen to someone explain things (it's a big help for me) this might be a great place for you to start too!
Once you pick your lifepath, if you're going with the beginner one (i don't remember what it's called it's been nearly a year sorry!) the creation process is pretty smooth, it's just following some steps. There's a medium and veteran version of the life paths that add more complexity to your character creation process and I feel like since our group was a bunch of RPG vets we could have handled that, but it does speed things up to go with the quicker start for a one shot.
Meanwhile Red is like "You have 60 skills and one of them is fashion and one of them is looking good."
Whenever I'm starting a new game I also like to have a character sheet handy so I can piece everything together. And once you get Red's character sheet in front of you, it really begins to feel like a game from the 90's with a modern coat of paint.
The character sheet in question. 3 pages!
There's a lot of fun to be had in older systems! But newer systems have opted to streamline things like skills and stats and stuff nowadays. I remember being glad that 4th edition D&D cut skills by more than half by just folding a lot of similar ones together, something that would continue into 5th edition as well. There were some casualties along the way though (rip use magic device, and all the extra knowledge skills!) and typically the stuff that got cut was stuff that would facilitate like... You know.... Playing a character? Not just murderhoboing your way across the country.
Pictured below, everything that is "Cool" in the year 2045 (taken from a custom character sheet)
Creating a character is an interesting process because it follows this lifepath system. So you choose one of several paths and the game streamlines the creation process by directing you which page to go to next in an almost "choose your own adventure" sort of layout. This is very helpful, but while it's easy to go forward, it's not so easy to go back. If you went to the wrong page or just didn't like what you read and want to try something else, you'll be searching for where you made that wrong turn. A lot of ttrpg books can be like this so this isn't exactly a new problem, but the way the book is laid out it really does need you to follow this path to new pages instead of discovering the information yourself by reading on. I guess just write down the page numbers of places you want to go back to before flipping forward.
Initially finding things on the sheet is tough because if you're told to make a "Tracking" check, you might not immediately assume that's an Int skill. Since the skills are grouped by attribute, you'll have to go through the process of figuring out what skill belongs to which group. I don't think this is a bad thing, because the alternative would be an alphabetical list of 60+ skills, which might make it harder to figure out their associated stat, or would just make the sheet more bloaty with repeated stats beside each and every skill. All games have an adjustment period to them and this is a pretty minor one. I remember this being a sticking point for our group after playing it originally but having some time to think on it I think there's a valid argument to be made either way. Someone in our group even mentioned this was one custom character sheet away from not being an issue and I agree. And apparently others do too because there's a lot of them out there! Many of which sort the skills differently and many also try to condense the 3 page sheet to 2. I know there's a lot of wasted real estate on the third page but it's pretty cool!
There are also apparently free quick start rules that come with premade characters and everything! Free is free and you can check that out on drive thru RPG! It's called easy mode but my understanding is this includes the core rules too. This would probably be the best choice for a one shot game to test the water but we just weren't aware of them at the time.
But a major part of creation is your role. This is the part I might be the most critical of. While they give you a lot of skills and everyone has access to the same skills, each role has basically one major ability that only they can do. The med tech can use medicines to help the groups, the netrunner can take more actions while in a netrun. That kind of thing. But that's pretty much it. Improving your role may allow you to use your role abilities better or more frequently, but there's not a lot in the way of new abilities.
And also the divisions between the roles feel pretty arbitrary. Like the med tech is the only one who can use a bunch of medicines. But why? Everyone has access to the first aid skill, which is something the med tech is also proficient in. What's stopping someone from taking one of their medicines and using it?
I think having well defined roles for each player is very important! And the roles do provide this, but I don't feel like they go far enough. We did only play one session though so perhaps this is something that would be more evident over time.
I played a Netrunner (a hacker) which ends up also having to play a little minigame separate from the rest of the action. I knew what I was getting into but wanted to try it out to see how the game handles it. In previous games that I've played a hacker, it bogged down the game by either having an entire session play out for the hacker while everyone else waits, or does nothing while everyone else is in the middle of the action because they have to stay with their big cool hacker rig. Red deals with this in a really great way - your rig is a headset that has wifi. And if you want to hack a secure system, you need to be hardwired into that system. This means the Netrunner has to be on site and still has an opportunity to join the action. Or may even be forced to do both at once.
As far as the actual hacking game goes, I really like the implementation of hacking a cyber infrastructure. You bring programs that all serve different functions, such as attacks or other actions and then you have to fight your way up the digitial infrastructure, with each level offering more rewards, but higher threats. The programs all have a fantasy aesthetic and the architecture functions kind of like a dungeon in Netspace. You can take multiple netspace actions, but you're still able to act in meatspace as well during this time. Sometimes you'll have to balance your actions in and out of netspace.
The biggest problem I had with the Netrunner goes back to my problem with roles. There's a Tech stat and several Tech skills so what kind of check do you make? Why, you add your role to your roll! The Netrunner uses their role, which starts at +4. Compared to their Tech skills which are floating around a +10 or so. Now the DVs for these checks are all lower to compensate for this but... Why do we gotta do it this way?
There could easily be a skill that could have covered this and the DVs could have been comparable to everything else in the game. You might think, well if other characters were allowed to hack, they could prove to be just as effective as the Netrunner so it has to be a balance issue right? Well the Netrunner role allows them to take 3 actions a round in Netspace which would make them much more efficient than someone without the role. But also having the role is what grants the interface feature, which is required to take NET actions at all! But even though the Netrunner is obviously the best choice for the task, what's stopping someone else with a rig from attempting the same thing and just being less efficient at it.
The way I guess this is addressed, is that you can take on other roles potentially? You have 4 in your starting role, so I believe you'd start with 1 in a new role. But with a +4 in my Netrunner role I found that I struggled a lot, so I can't even imagine floundering around with just a +1. You'd be at the whims of the dice.
Despite that though, I appreciate the game does allow this sort of multi-classing. Especially since many of the roles seem to be very gear based, so it feels silly to not allow any crossover.
In the end, the hacking did feel balanced, which is important. But it didn't feel awesome, which i guess is what it came down to for me. But I also failed a lot of those checks Netrunner checks, which brings me to my last major gripe.
Rolling a single d10 for checks is fine, but if you critically fail on a 1, which is 10% of the time, that is lame. I don't mind using a d10 for checks but without some kind of way to mitigate 1's it makes things brutal, not in a fun or challenging way. I feel like if I was going to play again, I would need the crit fails to just be gone altogether.
Overall, I did enjoy Cyberpunk Red! I think it's a bit hard to dig into for a oneshot, but we managed just fine. If you really wanted to get a feel for it though, I'd recommend you play a 3-5 session arc. This game is definitely worth your time!
I'm also curious about going back to previous iterations to see how it's changed over time.
So, fun fact time, Cyberpunk Red was published in 2020, 30 years after Cyberpunk 2020 was originally published which is goes hand in hand with every scifi media that has predicted a date in the "far future" that we have now reached (and passed!).
See you in 2045 for the 5th edition of Cyberpunk I suppose!
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This is such a good summary of the lore thank you!
I also want to approach this above table as well too. I remember the first time I encountered this whole argument. I respect people's choice to engage with media however they like and pick and choose however they want to engage with a setting and story.
But they do have a page long disclaimer right near the start of chapter 6 about the setting being imperfect and potentially wading into uncomfortable territory for some people:
For readability:
Not to mention the first thing in this chapter is an admission that the lore is written from the perspective OF Union.
If the lore seems suspect, it's probably because it is. This is the cusp of "Working Towards Utopia" not actually utopia, and from some of the downtrodden folks of the universe this is probably as far from Utopia as the last two Comm's, regardless of how you feel about the sincerity of ThirdComm. Something something history written by the victors something something.
You could easily approach this as a dystopian story if you choose. But it is a choice. Just like it is a choice to believe the sincerity of what ThirdComm intends to accomplish. But it's still trying to build within the foundation set by its bloody past. Which gives a lot of factions very reasonable doubt as to their sincerity.
If the problems of the universe were already solved before the game began, there would not be a lot of game left to explore. You could be the ones who make the universe a better place through your actions and isn't that a whole lot more interesting? If you want to live in a post utopian society though, there's nothing stopping you from doing that (but also I don't know why we need all these mechs and their artillery for anymore).
Or, again, if your group chooses to read them as "evil empire with a vernier of good will" then be the ones who rebel and reveal the face of the system! The devs give their blessing to alter whatever you want, and even if they did, you can do whatever you want, it's a TTRPG!
I’m suddenly getting swathes of Lancer hate across my feed… Has something happened in the fandom? “Union is ______ how could they paint them as even remotely good. They allow _____, and I hate the devs they are ______. The whole thing is just 40k with communist veneer”.
Like am I taking crazy pills…? I thought that all of the problems were literally like right there on the tin “we are a utopia in progress! We will obtain it by any means possible even if it means being everything we say we are not/fighting against. As the player you decide what is right. How much will you ignore for someone else’s idea of utopia?” Like doesn’t it mean all the tools to actually change are there and that is the HOPE aspect of all of this?
(Sorry if this in incoherent grammar is a weak point and I pulled something in my back simply standing up. Now I am sad and crook backed in spasmodic pain)
This isn't an argument I feel super enthusiastic about stepping into, because it gets the most annoying sort of people in your mentions eager to maliciously misrepresent what you say.
However, yeah, there are some pretty terrible readings of Union floating around. I'd invoke "media literacy" because think that a lot of this comes from people not really holistically engaging with the fictional future history of Lancer, but also from a sort of dogmatic purism that requires future societies to be flawless, else they're irredeemable.
It is important to note that ThirdComm is the direct descendant of two highly imperfect societies. FirstComm was formed as a response to the Three Great Traumas of discovering the Massif Vaults (and thus that they were the inheritors of a fallen world), the wars over the Massif Vaults, and the discovery of the lost colonies, all of which collectively showed humanity how close it had come to total extinction.
FirstComm decided that it had a responsibility to ensure that humanity never risked extinction again. It manifested this by trying to colonize every habitable planet it could find, pumping out ship after ship to seed the cosmos with as much human life as it possibly could. This led to problems when it encountered civilizations like the Karrakin Federation and the Aun, who had been carrying humanity's torch just fine by themselves, thank you very much.
SecComm was an Anthrochauvinist fascist state. The book defines it thusly:
We can see a lot of Anthrochauvinist historical romanticism in the mech naming schemes of Harrison Armory, SSC and IPS-N - the fact that Harrison Armory names its mechs after great military leaders of pre-Fall Earth history, IPS-N does the same with naval figures, and SSC uses the names of Earth animals. Even the GMS Everest is named for a mountain on Earth. It's very Cradle-centric.
Anthrochauvinism was, to be clear, largely just an excuse for colonialism and hegemony. Atrocities could easily be justified under by stating that whoever they're being committed against were a threat to the Continuance of Humanity - a term that SecComm got to define.
It's also at this point that we have to zoom in from broad sociopolitical points to address one very specific piece of history: the New Prosperity Agreement. This was signed to prevent the outbreak of a Second Union-Karrakin War, and mandated that the Karrakin Houses would maintain privileged levels of autonomy within Union, and that they would be granted colonial rights to the entire Dawnline Shore. This agreement, struck in 3007u, basically defines much of the current political situation today.
ThirdComm was a final and inevitable reaction to the atrocities, abuses and excesses of SecComm. The unspeakable horrors of Hercynia were the spark, but I need to stress how little Hercynia actually mattered in the larger Revolution - at the start of NRfaW, it's explicitly stated that almost nobody in the galaxy even knows where it is, let alone what happened there. The Revolution was a generalized response to SecComm's tyranny, with no single rallying cry.
The Revolution might also have failed entirely, but for a critical error by Harrison Armory: pissing off the Karrakin Trade Baronies. After getting kicked off Cradle, the Anthrochauvinist Party organised a fleet at Ras Shamra to try and retake Cradle. Simultaneously, however, they were attempting to secure protectorate agreements to steal worlds in the Dawnline Shore out from under the KTB. Putting these two together and making five, the KTB assumed that the fleet was pointed at Karrakis, and started the First Interest War.
The First Interest War initially favoured the KTB. They smashed the fleet above Ras Shamra and simultaneously conquered the moon of Creighton in the Dawnline Shore. However, they underestimated just how ruthless Harrison I was - he "retook" Creighton by relativistic bombardment, and then conquered four of the 12 worlds of the Dawnline Shore with mechanised chassis, a technology the KTB had not adopted and had no counter for.
To prevent further loss of life, Union was eventually forced to broker a peace agreement that saw Harrison I handing himself over to Union justice in return for Harrison Armory's continued sovereignty, and the KTB joining Union as a full member state.
So, with that historical context out of the way, let me get to the second part of this absurd essay I'm writing.
Third Committee Union isn't a civilization that arose from whole cloth. It's shaped by five thousand years of Union history, six thousand years of post-Fall history, and six thousand years of pre-Fall history before that. It is, ultimately, an extremely well-thought-out and well-worldbuilt fictional polity, in that all of its imperfections come from traceable root causes in its history.
Why does ThirdComm permit the abuses of the KTB? Because to stop them, it would likely have to go to war, and such a war would butcher billions. Worse, to do so, it would probably have to ally with Harrison Armory and make horrific concessions.
Why does ThirdComm permit the expansionism and cryptochauvinism of the Armory? Because to stop them, it would likely have to go to war, and such a war would butcher billions. Worse, to do so, it would probably have to ally with the KTB and make horrific concessions.
Nobody in CentComm likes that Harrison Armory are empire-building expansionists. Nobody in CentComm likes that the KTB has a hereditary nobility and enforces blockades against planets that rebel against it. The problem is that ThirdComm is, in historical terms, still relatively new. They've been around five hundred years, and compared to the 1600 years that SecComm was around and the 2800 years FirstComm existed for, that's not very much.
ThirdComm is attempting to decouple itself from the Cradle-first politics of its predecessor, and to amend the many, many atrocities committed in the name of Humanity. It is not easy to do any of these things. SecComm was defined almost entirely by the fact that if it didn't like what you were doing, it would send in the military as a first response. Every time ThirdComm chooses to do the same, its legitimacy erodes, because the mission of ThirdComm is to prove that diverse, vibrant and compassionate human civilization can exist without devolving into war and bloodshed. ThirdComm always tries diplomacy as a first response because if it doesn't, millions of people could die.
#lancer#rpg talk#ttrpg talk#I'm not engaging with speculations on the devs themselves unless there is clear willful wrongdoings somewhere#but if it's just specilating based on how the devs wrote this then no thanks#lancer rpg
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RPGs will be like. Okay, here's the the most beautiful portrait of a character we could render. And here's the goofiest fucking 3D character model you've ever seen.
#tyranny#tyranny game#pillars of eternity#rogue trader#disco elysium#theres way more but i was playing RT and i couldnt help but notice the similarities in this aspect#rpgs#crpg#crazee talk
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How do you become a gimmick blog?
step 1: think of a gimmick
step 2: blog
#taxonomist talks#ask#this is somewhat joking but is pretty accurate#think#what did dailyquests do?#they thought of a gimmick (giving daily quests as if living in an RPG). and then blogged.#what else to say
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Coyote & Crow is awesome! They also have an app for rolling dice which helps speeds things up a lot because you do roll a lot of dice. You can copy the output to clipboard and paste it into a chat or whatever else.
But the app also has news from the devs, a link to their YouTube channel, and even a name generator based on the Chahi (in universe) language!
On the topic of groups that play it, they have stated very boldly, white people can (and should) play Coyote & Crow! They've been saying this since day one, but wrote a news update (which is still the pinned news in the app) addressing folks who were hesitant based on the perceived potential for cultural appropriation. It's a good article (and not surprisingly they've received some flak for it).
In short, this is not 1:1 native culture, it's a futuristic world inspired by an alternate history take on native north americans (except Canada which is frozen over. RIP me & mine lol). In some ways it is a celebration of a brighter future, or a more optimistic outlook and fresh take on the cyberpunk genre. I wouldn't consider C&C to be cyberpunk mind you, but it is probably the closest contemporary genre of RPG C&C.
The irony here is that for years, the cyberpunk genre has had an Orientalism problem (see Techno-Orientalism). The appropriation of primarily East Asian culture in the genre, hand in hand with the dystopian elements is no accident. This is all very well explained in this video on "Techno-Orientalism" , which is focused more on movies but basically all still applies to TTRPGs. It's important to note that even this isn't racist in of itself, but it is ignorant.
As far as its relevance here, even if you remove the political implications (which is basically impossible but just hear me out) Techno-Orientalist as part of the cyberpunk genre is a problem because you have non-asian people making "asian coded stuff". Often this is bad or surface level asian aesthetic without any connection to the culture itself, while also positioning non-asian protagonists at the center of the narrative and often positioning them against villainous asian characters.
Meanwhile C&C is made by native americans creating a setting that is based on native american culture as a starting point, that by the very setting, positions you to play native american characters. The game is designed around a fictional futuristic culture that is rooted in speculative science fiction & fantasy. Unless you are actively making "choices", playing in the setting as written isn't appropriation, anymore than playing in forgotten realms is playing in "an authentically historical english setting".
Anyway, Coyote & Crow is a great roleplaying game regardless of its setting, but the setting is truly inspired! If you're tuned into TTRPGs, and you enjoy science fantasy even a little bit, give it a shot! Do a little 4-5 session game and try it out. This in no way has to remain a niche game!
Coyote & Crow is great, it's set in a self-described "Decolonized" Sci-Fi utopian setting, where many of the stories from North American native groups are real and living. Coyote & Crow is a bit on the niche side, appealing mostly to folks who are knowledgeable about, or are part of, native american groups. But this game's cool enough that I think i can do a broad reccomendation of it, also it's just a good game with a ton of help for people who aren't native to play while steering away from stereotypes
#ttrpg talk#rpg talk#coyote & crow#also OP i am in no way singling you out here none of this ia directed to you just for the record#i also appreciate that you shared C&C it deserves more attention for sure!
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funny things about my rpg oc that i am playing as now because i need to talk about her:
• her name is Willow Evans
• she autistic (just like me) and she has FND (functional neurological disorder), and she is a ambulatory wheelchair user (she uses wheelchair but can also walk with help of other aids or even withouth then in some days) • she is she/they (ela/elu) • she is studying pokemon biology in college • her first pokemon and best friend is a galarian meowth called Taro • she is from paldea • she is a lawful good • her unique talent (every character has one, her is named "the aura of a smal angel") is that she can calm people and heal them in a ray of 2m just because of ther aura • theres a creature following me, our medium tried to talk to them, but they hate her because she is going to take away my "purity and inocence" and they're triyng to protect me from everyone (????) it's probably my legendary/mithical pokemon, and i am scared • her biological family hates her :) but her adoptive father is a sweet soul • her first apparence was based on maka from soul eater, but her current design is a mix of her and miria from baccano and some other ideias • she has one big problem: she loves money, and bargain, and this is the number one reason she gets in trouble • her team is: Galarian Meowth (Taro, my ace), Pyukumuku (Plankton), Heatmor (Avdol, my friends idea, he is a experiment), Littlen (Todd, he is also a experiment, and he has the name of my cat who has the name of a Incineroar from another campain) i dont know what to tell anymore, i want to post more about her, if you guys want to know something you just need to ask! (i am still studying the best wheelchair for her to make a really unique design, and i have the chance to one day use one with a rotom or a revraavrom)
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Last year I had a chance to play Mörk Borg, which is the bleakest fantasy RPG I've ever played and I haven't stopped thinking about it since.

So how'd it go?
Mörk Borg was probably one of the easiest games to learn. I made the joke at the table, if you've ever played D&D you are overqualified to play MB. It uses the D&D OGL, loosely, and is technically compatible with it, but this is not that kind of game. That's just all so you can roll your little d20.
The rules are free in the "bare bones" edition but trust me, you'll want to own the full art edition, get a physical copy and put it on your shelf. It is a gorgeous book and has a style that a lot of games lack. If I could distill about 10% of the style into my own games I would be extremely satisfied with my work.
Seriously like. Go to their website. Experience this. Do it now (or don't, I'm not your mom. But you should though).
This game feels in line with the perceived brutality of first edition d&d and its ilk. You may name your character if you like but don't get attached. You can have as little as 1 hit point and nothing pulls its punches here. Deaths are common, and expected and add to the feel of the world. You're not trying to save the world, not really. You're on the precipice of doom and you're just scavengers picking over the bones of the preeminent corpse of the world.
But you can also generate a new character very quickly with SCVMBIRTHER. Don't like your new one? Kill them and make a new one. As many as you like. It's a riot just generating these wretches and seeing what could be in store for you.
But while it is fun and also sometimes necessary to generate characters quickly like this, doing so misses out on one of my favorite parts of any RPG. The Character Sheet!

To me a good character sheet is like a window into the soul of the game.
The game has this whole, doodled in the margins of your math homework, zine you found in a dirty puddle, graphited in a bathroom stall at a crust punk show ass aesthetic and the whole book is just like this. And I am eating this shit up! Here's the alternate character sheet provided:
This soul appears to be a little scrunkled, can I get a new one?
Now I haven't talked about how the game plays yet or anything but just drink this in for a minute. If looking at this character sheet does not make you want to try this game then I don't know what else would!
I mean I guess knowing how the game plays would but like... Okay.
The game itself uses d20 rules, but much lighter. You have small stats, and add them to a d20 roll. No skills no proficiency bonus. You'll eat your 1's and you'll like it. The target numbers are usually pretty low, floating around 10-ish, unless you're dealing with something nasty.
You may have powers, but they seem to be pretty limited in their availability and uses. The game itself plays like D&D-lite, in that you are probably doing a dungeon crawl, or other dirty work you do as an adventurer. But you are not an adventurer, you are lowly scum just trying to make a quick buck. There's no heroics going on here. If your d&d group already plays like a bunch of murder hobos then you're basically already playing mork borg in spirit but just cosplaying as a bunch of heroes. This is the game you should be playing if you want to be a cutthroat little bastard.
The game uses Omens, a limited resource that you can use to improve what you're doing; deal max damage, lower damage taken, reroll a die (or someone else's) that kind of thing. You only get them back after a rest though so if you blow through them quickly you're at the mercy of fate (and fate is not merciful here).
Our group played Rotblack Sludge which is the introductory game from the main book. We did it in a single session pretty easily, even between doing food and a fair bit of goofing off. I imagine your group could do it in 1 as well, but 2 sessions tops for sure. There are a bunch of free adventures available on their website too if you wanted to get a little deeper! That link is to their "content" part of their site which is just an endless slew of free stuff. They really just want you to play their game. And quality enough that they know enough folks will buy it.
My main criticism of the game is that I'm not sure how this plays out in the long term. I think that narratively and thematically, the game is crushing it. But mechanically, the game is light. This is by design but I can see this turning away people looking for a long term replacement for d&d. I mean some committed groups will enjoy this forever regardless, but I feel like this has the legs for a few decent adventures before you'd wrap up and move on.
But a big part of long term games is character advancement. My understanding was that the levelling system in the game is pretty light to non-existent. It didn't come up in a one shot for obvious reasons. I'll admit I only own the free rules at this time, I'm still waiting for my copy of the actual book itself. So I had to go to my friend who ran the game to understand how the leveling system works. There's no experience points, so the group levels together. You check to see if you gain some hit points, you check to see if your stats increase, and you get a random piece of gear.
And when I say check I mean you roll some dice and compare to current. For hit points you roll 6d10. If the result is higher than your current max HP then you gain 1d6 max HP. Roll under and you lose 1 max HP. This choice frustrates me. I actually like that there's a chance to lose HP, but is this really the best way we could do this?
Okay that's not fair that's a knee jerk response. Let's talk about why it might work this way. This is a bleak world so it doesn't make sense for your characters to be able to heroically weather any storm. They're just people who got lucky and survived. So we want the ceiling for how many hit points a character can have to be on the low side. The system does do that, but it takes a weird path to get there, which feels out of place considering this is otherwise a very light game. I'm gonna talk about dice math for a bit so feel free to skip ahead to the next orange part if you feel sleepy.
The average of 6d10 is 33 (5.5x6), which means that characters who managed to level up multiple times are at much higher risk of losing a hit point. Average result of +1d6HP means about 3 hit points a level on average (accounting for the fact that you still could lose some along the way instead of gaining them). Assuming you start with 5 hit points (you might have 1-10 depending on your class), you're looking at 9 level ups before the odds are against you to gain HP. You might think damn. That's a long time. And assuming a character even lives to see level 10. And I agree.
So why does it need to be so convoluted along the way?
To replicate this system without the cumbersome dice roll comparisons you could have players roll 1d8-2: there's always a chance you'll get -1 HP, even 0 HP. After a character has 20+ HP it could change to 1d8-3, then 1d8-4 at 30 and so on. If you don't like the idea of players losing multiple HP then just have it be that any resulting negative is only -1 hp. But this way you're making 1 roll and decreasing the gain over time, while still gaining. You could also just roll a flat die every level, but I think in Mork Borg it is very thematic to have something like leveling up, which is normally comforting, be cause for fear.
Anyway this is easy enough to home brew out and it seems like a lot of folks do that. But I'm judging the game based on how it is not how I could change it.
The hit point math is done... FOR NOW.
The way stats level up is simpler. Roll a d6 for each stat. If the die is equal to or higher, gain +1 in that stat (max 6). If it's less, subtract 1 (max -3), a 1 is always a -1. I like the idea that your stats could fluctuate and that high stats are not safe bets. A few levels and weird rolls later and your worst stat could end up being your best. I think this part could be controversial but I like it and I like how they do it!
But there's not really much more to advancement than that. This is fine if you're just playing a short game. But you hear stories about people running campaigns for years on end and I guess... I just don't see that happening with Mork Borg. I might say it's not that kind of game but it actually kinda is though? They have rules for long term games.
The Calender of Nerthrubel fortells the end of the world. When 7 miseries have been accumulated, the world ends. At the start of the game you choose a die to roll for Miseries; as little as 1d2, as high as 1d100. The game master rolls the die and on a 1, the world gains a misery. So the size of the die does determine the upper limit of the game, but it is possible for the game to be over in as little as 7 in-game days regardless of the die type chosen. This is a very interesting mechanic! In fact I think it's one of the most interesting parts of the game! Most games struggle with a sense of urgency. Short of "you have 48 hours to save this prince" or "if you don't return with 25 wolf noses tomorrow you don't get paid", it can be hard to wrastle the players together to try and save the world in a timely manner. Meanwhile in Mork Borg your days are literally numbered. I can't imagine the tension that would come from being on your 6th misery knowing that every single day could be the last. That is truly bleak.
The role-playing opportunities in this setting for someone trying to grasp at the last ray of hope in the darkness, to fight against fate, or to battle the darkness within is truly incredible. The Dark Souls series has already probably come to mind by now for you and it's hard not to see that as an influence or at least a spiritual contender. There is something to be said about overcoming the odds and surviving in a bleak world. The Dark Souls franchise and periphery games have thrived on that for years. But when you die in that game, you come back you just lost some progress.
You don't come back when you die in Mork Borg, you just die.
So with no significant character advancement in the game, how do you meaningfully advance a character in a game like this? The game literally urges you not to get attached to your character. It's a bit tongue in cheek about it but it's not wrong.
At our table I was the only one who survived start to finish with the same character. And that wasn't from skill on my part i got a lot of dumb luck! We had 6 players and I think we had about 10 deaths? One player was on their like 4th wretch by the end of it! This seems excessive and I don't know if this is a standard experience, but we understood that's kind how it would go beforehand so our expectations were pretty set.
While I am sort of criticising this aspect, there is something pretty thrilling about going into a game without being too committed to your character. It makes those moments where you do realize them as a character in the narrative all the more meaningful, and more tragic when they die a terrible meaningless death. Nothing is precious in Mork Borg not even your life. So make the best of what you've got while you still have it.
Mork Borg is definitely not a perfect game.
But I cannot stop thinking about it and would drop any game to play it again, or even run it.
(and that's not even to speak of all the Borg spin offs like Pirate Borg, Orc Borg or CY_BORG!!!).
If you already play D&D or Pathfinder, Mork Borg is definitely worth your time to try, because you already know how to play it. It might not be for you, but if you go with the free rules and play a free adventure the only thing you're out is your time.
If you play other RPGs and enjoy dungeon crawls or hack and slash game play, this is still a great choice and will be easy to pick up and try.
If you're new to RPGs, Mork Borg is maybe a pretty weird one to start with, but is a really polished experience to try and a really easy game to cut your teeth on, so still not bad!
If you're more interested in character role playing, then Mork Borg might not be what you're looking for, but there are so many interesting narratives that can be explored here that I think would be really interesting and hard to replicate in other games!
If you're a power fantasy gamer, then I think Mork Borg might be a skip for you. Unless your power fantasy is to be a lobotomized mouse in Alley Cat Alley. No judgment, you do you.
If you took one look at the characters sheets up top and said "oh hell yeah I'm gonna play that!" and didn't read the rest of this lengthy text then we are already best friends but alas you'll never know it because you didn't read to the end... Oh well.
Now excuse me, I'm gonna dream about being ripped apart by a skeletal ooze and dying a painful death tonight (affectionate)!
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ooc meme time, enjoy the one vex-meme I actually put effort into
transcript below readmore
—READMORE BYPASSED—
What does it mean to be a [TECHNOPHILE] pilot?
To look into the darkness between the stars-
to find a thread-
to call out to the horror and invite it in
Did you find it? Did it find you?
Is there a difference? Does it matter?
It will rewrite reality for you because you gave it reality
There is a bond here-
in every form-
in every degree of benevolence.
The acceptance of something so alien to you that it stretches every HUMAN definition of life.
and despite the void between your hearts,
there is LOVE.
#lancer rpg#lancer ttrpg#lancerrpg#lancer nhp#lancer meme#ooc talk#meme shit#transcript below readmore
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It's mermay my dudes
AAAAAAAAAAAAAAAAAAAAA

… barely on time…
#one day I’ll talk about my#ghost knight x cursed creature#dark fantasy rpg x shitty otome game au#but not today :)#svsss#scum villian self saving system#scum villain#scumbag system#shen jiu#og shen qingqiu#original shen qingqiu#liu qingge#liujiu#svsss fanart#svsss au
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I love the licensed doctor who ttrpg where the author clearly has some sort of personal disdain towards non human or campy player characters but contractually can't exclude them (on account of it's doctor who) so instead opts to passive aggressively bully people out of playing aliens and having funny names
#all rpgs should be written like this. you think you want to play a dwarf but they have strange customs and habits. humans can be short too.#also love the example bad character being followed up with 'that would be like-' before tangenting into another equally long hypothetical#another weird doctor who post. sorry !#talking tag
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Ok, not quite what you are looking for, but the Pathfinder adventure path 'Hell's Rebels' has players organizing a rebellion against a dictator. They're not doing this because they're the big damn wandering heroes, but because they're citizens of the city state where this is happening. The player characters are not full time adventures, they have to maintain a normal life, including holding down a day job. It creates a fun mix of social encounters, managing the rebellion and normal adventure-y stuff. If you want to check it out, 'Find the Path' is an excellent actual play podcast of it.
What if there was a TTRPG where you're only a part-time adventurer? So all of your abilities and toolkit are specific to your mundane job and you need to find ways as the player to apply them to dungeon crawling.
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im so in love with 'in repetition and change'. genuinely such an interesting concept with INCREDIBLE art to boot !!!!!! so i just. have to say how much i adore it
but! i was going through the irac tag and noticed that. isa's wish isnt stated anywhere! you mentioned that you know his wish, but !!! i am going crazy thinking about what he couldve wished for !!!!!
so i must ask. what did he wish for, and what was his equivalent of the act 5 finale fight? how did he learn to let go of his wish ??? im losing it
thats all, thank you for making this stellar au :))
Yeah no I also wonder what got him eternally stuck [MASTERPOST]
Also some more stuff, cause I made quite a lot for this-
Death Loop gif, for fun. I initially did the audio for this but I leave you with this.
Sif eating with em big cheeks like they were meant to
And of course, the drawings.
I also didn't get to answer one of the questions- I am not fully sure if Isa told everyone about the timeloops. Tho the way I imagine it is that he told them the entirety of Act 2, and after reaching the end he stopped, but I'm just not sure how that would work with the timeloop mechanically.
Maybe in order to do the friend quests he has to pretend he doesn't know everything that's gonna happen, and during that loop the game asks you to go through without skipping- After that he probably just stopped telling them and just pretended everything was fine.
#isat spoilers#in stars and time spoilers#in repetition and change#I wish I had RPG maker cause I would have loved to code this#I don't know why the video has a black bar on the top and side it's 5am I will figure it out later#And the floor room doesn't have the glowey lights... It's so empty without them....#And also ignore that I put them on the second floor snack room and Isa is talking about pineapples#Imagine I put them on the 3rd.#I might fix it all later- might not#BUT I KNOW!! I KNOW THE THING THAT ARE NOT THERE I SEE THEM!!!#irac#irac isa
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I'm finally playing Mass Effect (Legendary Edition) for the first time (many years far too late) and
Shepard, probably: I could take him
Garrus, probably:
#the way I WHEEZED when Wrex asked#why can't I smooch the turian in the first game yet#this is a crime#no im not chasing that bg3 romance rpg high what are you talking about#dont check my sources just trust me#i cant be the first person that made this joke but im experiencing the games for the first time ok LOL#garrus vakarian#commander shepard#shepard x garrus#garrus x femshep#mass effect
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A bonus stream piece.
Geno just wants to talk to her.
#stream piece#paper mario#ttyd#thousand year door#Super Mario rpg#vivian#geno#he just wants to talk to her
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