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The Tasks of Tantalon (1985) is sort of a Fighting Fantasy oddity, the first Fantasy Questbook, written by Steve Jackson. This is essentially an illustrated puzzle book in the spirit of Masquerade and other armchair treasure hunting books. Unlike many similar books that started to appear around the same time, there was never a prize for solving Tasks, as far as I know, but Puffin did eventually release a solution guide that explains everything. That should give you a sense of how difficult the damn thing is. I managed the counting puzzles well enough but everything else veers sharply into the inscrutable. I looked up the solution for the location of the Ting Ring, which is hidden somewhere in the painting of the alchemist’s lab, and I just simply do not believe anyone would have A. Ever found it to begin with and B. If they did, ever feel sure they had gotten the correct answer. I think that is probably the most frustrating thing about the book — there is really no certainty in the proceedings. I spent scads of time poring over the pictures and straining my brain, but within the text, there is nothing the assures me that I am on the right track. Perhaps doing so proved too difficult a task? I don’t know, but I can say with some certainty that I never felt so angry with Maze.
I should also note that it isn’t apparent who this is really for. The presentation feels very much tied, if obliquely, to Puffin’s Fighting Fantasy books. Yet it is A4, full-color, linear and seems geared to a younger audience. But only seems. It is clearly meant for an older audience, as it is impossible for me to imagine children tackling these puzzles. This enigma of audience is ever more present in the second Fantasy Questbook.
Anyway, the paintings are all by Stephen Lavis, whose work I am not familiar with. He seems in a way a synthesis of other ’70s fantasists I know better — there are glimmers of Alan Lee, William Stout, Julek Heller and others in here. I like it, but encountering it so much later than those others makes it feels slightly disorientating. For me, anyway. Love the Minotaur and Medusa here. And the lobster joust!
#roleplaying game#tabletop rpg#dungeons & dragons#rpg#d&d#ttrpg#Fighting Fantasy#Fantasy Questbook#Tasks of Tantalon#Gamebook
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Battle at the Ziggurat -- David Menehan's cover for Prime Directive: The Star Fleet Universe Role-Playing Game, by Task Force Games, designed by Timothy D Olsen and Mark Costello (1993).
Prime Directive obviously is a Star Trek RPG, but one that does not mention "Star Trek" by name. It was published under the same license as Star Fleet Battles, granted to Stephen V Cole's Amarillo Design Bureau in the late 1970s by Franz Joseph, creator of the 1975 Star Fleet Technical Manual.
Like Star Fleet Battles, Prime Directive is focused on military actions. Player characters are members of a Federation Prime Team, an elite special forces unit assigned to the most dangerous missions.
Prime Directive describes a United Federation of Planets, phasers, and Vulcans, but you won't find Kirk or the Enterprise in this book, even in its detailed Star Fleet Universe Timeline. For that you need Star Trek: The Role Playing Game by FASA (1982-89), based directly on the original series, animated series, and first movie.
From Prime Directive:

#Prime Directive#Star Trek#David Menehan#Star Trek RPG#sci fi#Star Fleet Universe#Task Force Games#Amarillo Design Bureau#Star Fleet#Star Fleet Battles#Timothy D Olsen#Mark Costello#Stephen V Cole#Franz Joseph#Franz Joseph Designs#Star Fleet Technical Manual#United Federation of Planets#ziggurat#phaser
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OC Kiss Week | Stolen
Home is where I want to be Pick me up and turn me round
#everyday i go insane about them#sisyphus but im actually enjoying the task of being ocpilled and im saying yippeeee yeeeee heehee hoohoo all the way up#ockiss25#oc kiss week#vincent winters#phillip andrews#call of cthulhu#rpg#ttrpg#oc#ocs#original character#art#artists on tumblr#digital art#sketch#vinlip
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"Saber suas potências é importante, mas reconhecer suas fraquezas é essencial. Um extraordinário que não admite que é fraco é um alvo fácil e, pior ainda, é uma ameaça para quem está ao seu redor. Não atoa é importante se conhecer, explorar suas habilidades e se permitir ser exposto ao olhar julgador do outro. Isso, sim, demonstra grandeza, vontade de ser o melhor, equilíbrio para ser confiável, todas as qualidades que são tão valiosas na Mansão Umbra. Hoje, meus extraordinários, a aula é simples: explorar suas fraquezas! Lembrem-se delas, se aprofundem. Eu estarei aqui para segurar suas mãos, dar-lhes apoio e mostrar o caminho a seguir, mesmo com todas as imperfeições, porque acredito que elas são os que nos diferenciam dos animais da Stargate. Estarei até com o mais fraco dos extraordinários, porque juntos somos fortes. Com amor e verdade, Larc Crimson."
Vocês ouviram o chefe! A primeira task do rp foi feita com o intuito de explorar todas as fraquezas dos personagens, especialmente em relação aos seus poderes. Como vocês já sabem, nenhum deles é capaz de tudo, nem chegou à máxima potência do que seus poderes podem entregar, mas o objetivo da Mansão Umbra é este: criar um exército de extraordinários fortes.
A task deve ser feita em duas etapas: na primeira, uma descrição completa de como os poderes do seu personagem funciona, quando eles estão sendo usados ao máximo e o que os impede de atingir isso 90% do tempo. Nessa parte, será importante descrever eventos em que o poder falhou com eles, um momento crucial em que dependiam do poder e não conseguiram usá-lo em sua totalidade.
Já na segunda parte, vocês devem listar, em no mínimo cinco tópicos, o que falta para que essas fraquezas sejam superadas. Situações físicas, psicológicas ou de qualquer outro meio que seu personagem precisa trabalhar nos próximos meses (ou anos) para melhorar se quiser o melhor do que o seu poder pode oferecer.
Essa task é obrigatória e tem o prazo máximo de três semanas para ser entregue; lembrando que quem cumprí-la nessa primeira semana ganha 150 pontos, enquanto os demais ganharão 100.
Além disso, a task não tem prazo de validade, o que significa que também é obrigatória para os personagens que forem aceitos depois também devem fazê-la.
Divirtam-se!
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❪ 💀 ❫ ⋯ 𝐂𝐇𝐀𝐏𝐓𝐄𝐑 𝐈 – 𝐑𝐈𝐒𝐄 𝐎𝐅 𝐓𝐇𝐄 𝐂𝐇𝐀𝐎𝐒 ! 𝐏𝐀𝐑𝐓: 01 / 02
a cidade multicultural agora é um cemitério de escombros e sombras, o ar estava pesado, havia um engarrafamento sem fim de veículos queimados, abandonados. de corpos esquecidos. agora o silêncio da metrópole era cortado apenas pelo eco de passos apressados e arrastados, pelo gemido faminto dos walkers que vagavam sem rumo e o vento que sussurrava entre os destroços. escondidos em becos, rastejando por ruas infestadas, revirando casas e estabelecimentos à procura de algo – qualquer coisa – que pudesse significar mais um dia de vida, os poucos sobreviventes se tornaram fragmentos de um mundo que já não existe, cada um travando sua própria guerra contra a fome, o medo, o cansaço e a solidão. depois que o brumae vitae transformara amigos e familiares em predadores insaciáveis, cada um trava sua própria batalha contra o desconhecido, resistindo a tudo em meio ao caos.
𝐏𝐑𝐎𝐌𝐏𝐓 #01 – 𝐇𝐄𝐋𝐋𝐎, 𝐒𝐓𝐑𝐀𝐍𝐆𝐄𝐑 participantes: casey e daisy.
um pequeno grupo de walkers ameaça a sobrevivência de qualquer um que esteja escondido por perto. casey e daisy, duas desconhecidas fugindo do perigo e vindo de direções totalmente opostas entram, ao mesmo tempo, num carro abandonado e não funcional. os mortos cercam o veículo rapidamente, arranhando as janelas enquanto os grunhidos ressoam de forma assustadora. a tensão dentro e fora do veículo é grande e cabe aos desconhecidos lidar com a situação.
𝐏𝐑𝐎𝐌𝐏𝐓 #02 – 𝐀𝐋𝐎𝐍𝐄 participantes: rowen e dahyun.
rowen foge de uma pequena horda de walkers e se esconde em um beco, atrás de alguns escombros. antes que possa respirar aliviada, se depara com dahyun que encontrou o lugar primeiro. agora, os dois se encaram no escuro, esperando para ver quem fará o primeiro movimento a medida que os walkers se aproximam e eles percebem que o perigo também pode vir de um ser humano.
𝐏𝐑𝐎𝐌𝐏𝐓 #03 – 𝐅𝐋𝐘 𝐇𝐈𝐆𝐇 participantes: meave, gus e zack.
meave sobe as escadarias de um prédio para escapar de uma pequena horda de walkers, mas ao abrir a porta que leva ao terraço, se depara com augustus. não há tempo para apresentações, a estrutura começa a colapsar e uma das soluções é pular para o prédio ao lado, onde zack os encara. eles devem decidir se tentam ajudar um ao outro ou garantirem a própria sobrevivência primeiro.
❪ 💀 ❫ ⋯ INFORMAÇÕES OOC
os personagens e os prompts foram escolhidos aleatoriamente por meio de sorteio.
os personagens não se conhecem entre si. todos estão no centro de forsyth, onde a população de walkers é numerosa. para melhor visualização do ambiente, acesse o nosso pinterest ou unsplash.
será necessário a rolagem de dados em inúmeras situações como: embates (entre chars ou walkers) e sucessos em relação a alguma escolha que possa afetar o bem estar físico do seu personagem.
os personagens podem estar feridos ou se machucarem, mas não de forma crítica, que possa causar risco de morte.
vocês deverão decidir entre os players envolvidos em determinado prompt quem começará o starter e também a ordem de resposta, se forem mais de 02 jogadores. não é preciso informar à moderação.
essa task é dividida em duas partes, sendo essa a primeira. ela terá duração de 07 dias.
durante certo momento da task haverá narração por parte da moderação que fará intervenções nos prompts conforme vocês os desenvolverem, trazendo novas reviravoltas e uma forma de encaminhar o fechamento da task, concluindo na união do grupo.
todos os starters que iniciarem o prompt deverão ser reblogados no blog de games (quem ainda não tem acesso a ele me chama na dm).
assim que ambas as partes da task forem concluídas, locações, xps e méritos serão disponibilizados.
zzhq: tasks e zzhq: games serão nossas tags oficiais.
qualquer dúvida é só chamar a adm!
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Pantask 01
From the start, Lokni didn't appreciate the material of the strap and how it caught on his skin. With just how humid it was on the island, he found his irritation levels soaring with the inconvenience of the bracelet. He would have kept it in his pocket until he came to his final solution: Lokni's family had a weaving pattern that was significant to their family within their Miwok tribe. It had been passed down for many generations; a constant reminder of his bloodline and people. He would make long braids of this pattern out of palm bark strips and then weave it around the strap until the synthetic material was no longer visible. He would choose darker, yet flexible bark to do this. The gem affixed to the center is a cracked, deep indigo tiger's eye. It shifts in deep shades of indigo and violet, but when catching the light, for a split-second the web of cracks can be seen encircling the surface like lightning.
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Would You Rather...
A: After the end of your life, become your choice of one of the playable rabbits in Rabbit & Steel, after the conclusion of the game (via reincarnation but you dont regain your current memories until after the games events, if you have MPD then instead all of your current personalities will come back with the memories, alongside the new bunny one)
B: Gain the ability to perform any of the known/canon feats (basically get the powers & skills of) a fictional witch of your choice.
Please explain why / your rabbit of choice in the tags!
#rabbit and steel#would you rather#isekai#reincarnation#tumblr polls#poll#polls#powers#video games#fantasy#gaming#rougelite#rougelike#witch#witches#witchcraft#magic#rabbit#and#steel#bunny#bnuuy#rpg#mmorpg#or so I tag despite the fact it is not actually one#to those who pick b#dont pick elise from lgts for this one because her feats are basically being really good at running in heels#and flirting#plus various menial labour tasks I guess#and puzzle solving?
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um dia em nova iorque.
nova iorque é aquele tipo de cidade que te faz se sentir como o protagonista de um filme ou de uma série. um lugar bonito, iluminado e movimentado, conhecido por nunca te deixar na mão quando você precisa se distrair. a mistura de culturas e costumes talvez seja o que torna nova iorque tão especial, atraindo olhares tanto pelos seus gigantes arranha-céus e pelo seu enorme parque verde no centro de tudo, assim como por seus bairros étnicos e festivais que misturam um pouco de cada canto do mundo. é uma cidade repleta de histórias, não é? então que tal compartilhar um pouco da sua?
a agência de viagens e turismo twilight travels & tour resolveu arriscar em um estratégia de marketing diferente, visando atrair turistas para a cidade de nova iorque assim como para seduzir aquela clientela local que está precisando de um empurrãozinho para conhecer outros países mundo afora. foi anunciado essa semana o programa “um dia em” incluindo nova-iorquinos e pessoas de diversos outras cidades e países onde a twilight tem sede.
o projeto funciona quase como um programa de penpal; que nada mais é do que um “amigo por correspondência”, alguém com quem você se comunica tanto por email ou por cartas, geralmente sendo uma pessoa que você nunca viu pessoalmente vinda de outro lugar distante. no caso do projeto da twilight, a correspondência terá que ser feita por cartas e o objetivo deles é que cada pessoa conte sobre um dia em sua cidade. o objetivo é reunir diferentes cartas de diferentes cantos do mundo onde moradores podem dizer com suas próprias palavras sobre uma experiência divertida e diferente naquele determinado local.
todos os nova-iorquinos foram convidados a participar, aqueles que quiserem se incluir no projeto devem levar uma carta escrita em inglês para a sede da twilight em manhattan, onde durante sua inscrição os agentes de turismo também vão anotar o seu endereço e você irá receber uma cartinha de volta vinda de algum lugar aleatório do mundo além de ganhar um voucher de 15% de desconto na sua próxima viagem feita com a twilight. e ah, não só isso… ao entregar sua carta automaticamente você concorre a um sorteio de uma viagem, com direito a um acompanhante, de 5 dias com tudo pago para o miami beach resort & spa, na flórida! na minha opinião essa é uma oportunidade que vocês não podem deixar passar.

TASK.
cada um de vocês deverá escrever uma carta falando sobre um dia em nova iorque, pedimos que na carta seja mencionado pelo menos um ponto turístico e lugares marcantes da cidade ou do seu bairro em específico (nada de falar sobre trabalho ou sobre ficar em casa). a carta precisa estar relacionada a um sentimento bom, podendo ser uma nostalgia, uma memória engraçada ou divertida, algo satisfatório ou qualquer outra sensação nesse sentido. e descrevam como foi aquele dia para seu personagem, como ele se sentiu e o que ele fez!
se precisarem de inspiração sobre lugares por nova iorque, convidamos vocês a darem uma olhada na nossa ambientação, podendo usar um dos locais citados por lá. também podem pesquisar diretamente no google ou chamar a gente na dm caso queiram algo específico e não saibam como procurar!
essa é uma task obrigatória para todos os personagens aplicados e precisa ser feita individualmente. se você tiver mais de um personagem todos precisam participar. a carta tem que ser escrita em primeira pessoa.

NOTAS OOC.
chegamos com a nossa primeira task obrigatória! esperamos que isso ajude vocês a desenvolver um pouco mais a relação do seu personagem com a cidade e com suas vontades futuras e que se divirtam enquanto montam esses headcanons sobre seus bonecos.
podem considerar que descobriram sobre o projeto da twilight: por e-mail caso já tenha sido cliente deles, pela propaganda na televisão, por publicidade online, por panfletos que receberam na rua ou simplesmente porque alguém lhes contou.
como dito no texto, além de mandar uma carta o seu personagem também vai receber uma. podem considerar que a partir de amanhã as cartas já vão estar chegando no correio de seus personagens e vocês podem ficar livres para montar hcs em cima disso, comentar sobre na timeline ou até mandar uma ask contando sua experiência lá no nosso gossip! todas as cartas vão ser em inglês então independente de qual país a carta veio o seu personagem vai receber ela escrita em inglês, ok?
sua carta veio de um canto que você nunca ouviu falar? veio de um lugar que você já conhecia e isso te trouxe certa nostalgia ou a felicidade que precisava na sua semana? veio de um país que você já queria visitar e isso te deixou super empolgado e querendo planejar suas férias? a carta te passou sentimentos tão bons que você quer continuar sendo penpal daquela pessoa por mais vezes? o céu é o limite!
o projeto é gratuito então ninguém paga nada para participar, apenas precisa levar a carta até a twilight e fazer sua inscrição.
a task tem um prazo de 20 dias para ser entregue, ou seja o último dia para ela ser postada é 08/05. a não realização da task é passível de advertência.
pedimos que a carta seja escrita em um text host (google docs, write.as, etc) e postada na timeline com as tags #ntwtask e #ntwoneday.
o resultado do sorteio do prêmio maior vai ser feito daqui a duas semanas, no dia 02/05 , e vamos levar em consideração só os personagens que postarem a task dentro dessas duas semanas. o anúncio do vencedor vai ser feito por uma postagem na conta da rádio/gossip e o sorteio vai ser feito por nós em um sorteador online.
ao personagem que ganhar o sorteio você pode ter liberdade criativa para decidir a data de ida e de volta da sua viagem, não precisa ser imediatamente após o resultado. lembrando que são 5 dias em um resort em miami com direito a um acompanhante! e também todos os personagens participantes vão igualmente ganhar um voucher de 15% para usar na twilight quando quiser.
e, apenas como uma forma de recompensa (just for the funs), o player do personagem que vencer o sorteio vai ganhar uma oportunidade de reapp “gratuito”, sem levar em consideração nenhum dos requisitos e limites nas nossas regras.
por fim, esperamos que seja uma experiência divertida para vocês e estamos ansiosos para ler cada cartinha!
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File: Hollow Knight
SCP#: ANZ
Code Name: The Hallownest
Object Class: Euclid
Special Containment Procedures: SCP-ANZ has been transported to Site-AD via teleportation device. It has been located in a 10x10 meter containment cell that has an additional 5 meters below the containment cell. This addition is filled with fresh and healthy dirt allowing the inhabitants of SCP-ANZ to dig and make any kind of underground structures and housing they desire. On a daily basis new vegetables and a raw steak is to be introduced to SCP-ANZ’s containment cell at the very edge of the nest so that all the inhabitants have a chance of harvesting the food. In the event of a containment breach four Security units are to enter SCP-ANZ’s containment cell and guard it. At the same time Mobile Task Force Athena-10 “Knights of Hallownest” is to be on standby to be the final defense for SCP-ANZ.
Description: SCP-ANZ is a large bug nest barely standing five feet tall and about 30 feet below the surface. Originally it was only five feet below the surface but has since expanded in Foundation custody. Within SCP-ANZ is a wide array of insectoid species commonly resembling the pillbug, the bumblebee, the beetle, and many more but are quite different even on a biological level.
The inhabitants of SCP-ANZ are all either humanoid, semi-humanoid, or entirely insectoid but with either minor or major modifications compared to their non-anomalous insectoid counterparts. Because most possess arms and hands they are able to hold weapons and often adorn themselves with armor to protect themselves from outsiders or defend their home territory. Most SCP-ANZ instances belong to a subfaction within SCP-ANZ and as such reside within a section that they call home where they live and work. Though each inhabitant has a different basic form, most if not all inhabitants of SCP-ANZ either possess large black eyes or no visible eyes as it is covered by a mask carved out of an unknown hardened larval substance. This seems to be a cultural phenomenon that follows the religion of the Pale King which is worshiped in SCP-ANZ.
The Pale King is a bug that is a lost deity of SCP-ANZ who was proclaimed as the savior during his time alive. Long ago the inhabitants of SCP-ANZ worshiped the Radiance which was another bug goddess that took the form of a large moth. She was a shining light to everyone who worshiped her making decisions for all the inhabitants but all of that changed when the Pale King arrived. He gave the inhabitants free will and thus they no longer worshiped the Radiance but instead made him the true king of SCP-ANZ.
Enraged with losing her religion the Radiance created a plague that enslaved those who had free will. To combat the plague the Pale King made creatures from a strange and dark source of energy within SCP-ANZ called the Void. The void seems to be a form of energy that contains small traces of Abyssal Particles though not enough to be directly connected to the Abyss, so its exact origins remains a mystery. Regardless the Pale King used the void to create artificial bugs called Vessels, these bugs have no free will but act as living beings though only possessing one true purpose and that's to contain the Radiance.
Their duty is to always fight the previous vessel which will be fully possessed by the Radiance and has become the Hollow Knight as a result. The vessel must kill the Hollow Knight and take its place as the new Hollow Knight to contain the effects of the Radiance. Every month the vessel will become overloaded and bits of the Radiance will leak out starting the infection again, as a result a new Vessel will be born to start the process all over again to suppress the infection. They are to always be locked within a room called the Black Egg hidden in the Temple of the Black Egg where only darkness remains further suppressing the Radiance. It is said the process to make this all possible killed the Pale King and now he rests within the SCP-ANZ, forever.
Evidence of this infection has been shown as ravenous and insane inhabitants infected with the Radiance have been seen leaving SCP-ANZ on a few rare occasions. Testing with D Class has shown that the infection is unfortunately contagious to all living beings that also possess a consciousness. It has also been shown that the Radiance is aware of this and has been trying to expand beyond SCP-ANZ for quite some time now.
SCP-ANZ was discovered in 2017 though it is suspected to have existed for at least a few years longer than that given how developed it was. Foundation satellites detected faint anomalous wavelengths in the [data expunged] area of [data expunged] so Foundation field agents were sent to investigate. They originally found nothing until one agent accidentally stepped on surface settlements of SCP-ANZ. There they saw survivors of the initial Radiance outbreak who were sitting outside in hopes to escape the plague. Foundation agents and researchers were sent in to investigate the situation and were able to see what was happening within SCP-ANZ thanks to Foundation geological x-ray gear.
The situation was dire as one of the vessels was becoming overwhelmed with a massive outbreak of the Radiance and also in a desperate attempt to further contain it three bugs created mental seals to lock the Hollow Knight. Though this was meant to seal the Radiance further it instead made it harder to get to the Hollow Knight and therefore allowed the infection to spread faster. To assist the Foundation formed Mobile Task Force Hades-11 “To Kill Kronos” which is a strike force composed of SCP-AIU individuals. They were able to go down and kill off infected individuals while assisting non-infected individuals in evacuation to safety.
With a majority of the infection cleared and the three dreamer bugs dead the vessel was finally able to kill the Hollow Knight and take his place resetting the infection for good. Afterwards SCP-ANZ was transported to Site-AD where it expanded and rebuilt itself form the horrific tragedy.
Because the Radiance has a chance to spread beyond SCP-ANZ, Foundation administrative staff found it imperative that a new task force be formed thus Mobile Task Force Athena-10 “Knights of Hallownest” was born. MTF Athena-10 is composed of knight-like SCP-ANZ inhabitants and SCP-AIU individuals. They are hardened through natural strength and MTF training making them stand on par with the vessels created by the Pale King. They are to fight the Radiance every time it begins to form again to allow the Vessel to take on the Hollow Knight as well as maintain order within SCP-ANZ on behalf of the Pale King and the orders of the Foundation. Dr. Wicked has also agreed to use his more powerful SCP-AEK-Ξ instances to fight should the situation ever get too dire.
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SCP: Horror Movie Files Hub
#DZtheNerd#SCP: Horror Movie Files#SCP: HMF#SCP Foundation#SCP Fanfiction#SCP AU#SCP#SCP Fanmade#Hollow Knight#Video Game#Action#Adventure#Platformer#RPG#Story quest#SCP-ANZ#Euclid#Site-AD#SCP-AIU#SCP-AEK#SCP MTF#SCP Mobile Task Force
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Was This A Good Video Game Worthy of Recommendation or Did I Simply Have Fun On A Digital To Do List Simulator?
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Mwahaha, sneak peeks!

Okay. So. I broke this part down into 3 headings: Start Day, Undead Search, and Undead Fight. I still need to learn more about TTRPG fight mechanics, so that part could end up completely different from what I wrote here.
Start Day:
I wanted to set it up so that there's a slight chance that the Undead will attack you and you'll be stuck dealing with it, or you can actively choose to look for the Undead (which leads to the Undead Search section).
Roll a d6 (6-sided dice). If you get 1, an Undead finds you, and you go straight to the Undead Fight section. If you roll 2-6, you can either do normal stuff, or actively search for Undead.
Why those dice numbers? Well, 6 is close to 7, so ideally this would mean that, even if you never search for Undead, you still have to deal with them somehow approximately once a week on average. (Because you know how it's a weekly-episode show and all)
If you get 2-6 and decide to have a normal day, you roll d6 again to figure out how many Normal Everyday Activities you do. And then there's gonna be a list of those (still figuring that part out. Brainstormed a few ideas)
Undead Search:
You can search for Undead up to 3 times a day. Roll a d6. If the number is 4 or higher, you found an Undead!
Why are the chances of finding an Undead via Undead Search higher than at the Start of the Day? 2 reasons (one Doylist / out-of-story, one Watsonian / in-story). First of all, if the player is actively choosing to search for Undead, may as well make it a bit easier for them, so they don't get frustrated. Second, the player has help from Hirose to find Undead, and Hirose is smart and cool and epic. 😎
If you rolled 3 times and got 1-3 each time, then I guess you're just out of luck (shrugs)
Undead Fight:
Pick a card to pick an Undead. Each one will correspond to actual Undead characters from the show. With that being said, some of them will have special qualities (for example, a pacifist Undead).
Pick another card to call up a Kamen Rider friend to help you out. Spades for Blade, Hearts for Chalice, Diamonds for Garren, and Clovers (or Clubs. I like to call them Clovers) for Leangle.
I haven't figured out what happens in either case if you pick Joker. But it's definitely gonna have to be involved somehow, since [Redacted Blade Lore]
Now, after that is where I feel like I need to adjust the mechanics. Because honestly I don't know if I'm making this too easy or too hard, or too needlessly complicated, or what. Again, I still need to figure out more about TTRPG fight systems.
Anyway, yeah.
#the kr blade solo journal rpg#i'm not showing the Mundane Activities list because. uh. it's not done yet. :(#but also I want some of them to be more than just generic tasks. i want to refer to a few specific show events and memes too#a couple of them involve drawing! and a couple of them are basically silly little writing prompts
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who wants to join me on an rpg task manager
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I totally want some kind of gameplay element like Chants of Sennar in Tripoke.
Like, you see a sign:

It's yours to do with as you please. You can ignore it. That's fine.
OR
You can collect the symbols and contexts and figure out what they say and mean.
Up to you.
And if you figure them out correctly they're clues to other things to go and do. Which you might stumble on anyway. And figuring them out wrong might lead you to other places to experience other things.
The real STRUCTURAL heart of what I want to with Tripoke is to not have a MetaPLOT but to have a MetaLOCATION.
The idea is a shifting hexcrawl, for lack of a better term. There's a Huge world with lots of STUFF in it, and the PCs don't know how big the world is and how much stuff is there or how it works. They go to a location (again, hex for lack of a better word, even though I'm not actually using a hex map) for one reason or another and simply deal with what's there. They can map it out or not, again, doesn't matter. They can interact with it or not (though the stuff in each hex may have its own ideas and forcibly interact with them).
That's my exception I'm making for the "starting" hex. You have to start here for the "tutorial" (read: the GM is still figuring all this out, too, so let's start where it is safe and easy to fail AND easy to just get back on board) level stuff. These people in this hex are relatively low level and actively seeking people to help them move from one hex to another because they need to do so. Once everyone knows what they're doing well enough, I'll be loosey goosey on where to start characters from, as well. If someone says, "Hey, I was really interested in Hex 183 back there but didn't feel it was appropriate, can I have a character going there for some reason?" "Sure, we'll follow that up. Who's the character? Why are they going there? And when you've got their scores, I'd like you to deal a hand for me."
The big "In Character" secret, which I'm just giving up in my attempt to turn my preconceptions and narratives on their head for my own mental health, is that the hexes shift (again, for lack of better terminology). While you might take a route through a canyon in Hex 5 (arbitrary #, like I said, I'm not actually using hexes at the moment, I might change my mind later if needs demand it) on your way from the desperately impoverished Faurgwerner (Shoemaker/Cobbler/Sutter - Faur -foot - Gwen - to, clothe -> Faurgwen - shoe - r(Final consonant)er - possessor of the state of being of the rest of the word >_< because I'm dumb and obsessive and it's Hesswarner and not German, which MUST be totes different >_< someone stop me, please, it's a different world and literally nobody but me cares AND even I won't care in an hour >_< I do not need to make my Cowboys & Dinosaurs Weird West RPG have lingusitic merit at all)
Ahem, that paragraph got away from me.
Better:
Even if you accompany the Dinosaur Drive from the desperately poor Faurgwerner Triceratops Ranch to a market in the burgeoning 20 year old city Farriver through a canyon in Hex 5 , even if you retrace your steps exactly from Farriver to the Ranch, so you're walking over what should be your own footsteps, you won't necessarily find the canyon because Hex 5 might have shifted into Hex 300, so you find what's in Hex 300 instead of what you expect in Hex 5.
The world in the game and the characters that inhabit it have not figured out that the Long Wild (what I intend to be the majority of the game's setting) does this. It is the missing explanation for how untamable the vast plains are and what happened to all the people that there seems to be plenty of signs lived there.
And it's intentionally meant to be a complicated enough mechanic inside the fiction that me simply rolling / drawing / randomizing the results will do for game purposes. If the player wants their character to figure out the pattern. They can have the CHARACTER figure it out and treat it like a normal skill thing. The CHARACTER can say, "Eureka, I've got it! If we observe [Technical Nonsense that the CHARACTER understands but we don't] and cross reference it with [Technical Nonsense that the CHARACTER understands but we don't] then we can calculate via [Technical Nonsense that the CHARACTER understands but we don't] that [Feature the CHARACTER is trying to anticipate] will appear at [Time/location to appropriately match the CHARACTER's needs which is necessary for them to know but we'll just make it happen because the details don't actually matter to us, just what happens when we get there]." And the scientist NPC character will nod in approved amazement. "By the stars and mountains, you're right! It's [Technical Nonsense that the CHARACTER understands but we don't] but how did you ever figure it out? That would take [Some amazing Character Merit you paid points for, described from the in world point of view]!" "Lucky, for us, I was up to the task. Hurry, we've barely enough time, allowing for inevitable inconveniences, to make it before [Time they care about but we don't]."
Because, again, I don't want metaplot. I want the plot to simply be whatever emerges. Just quests available to be found and engaged with or not, more or less at desire.
I just think it would be neat to have some kind of simple puzzle solving mechanic quest (find this nonsense and its meaning) the other way where character's can get clues on how to try and make certain shifts occur at their own will.
Essentially, giving a mini-game way to explain why the monster's dungeon is right next to town. Who would build next to a monster dungeon?? No one. But if the PCs can learn to shift the land right outside of town into the dungeon they want to raid (and hopefully then back again) then the proximity is suddenly explicable. The dungeon is there because the PCs put it there magically. The PCs learned this bit of magic and can summon this bit of area and interact with it. It also opens up the tactical advantage of trying to shift areas as a solution to difficulties.
If the PCs happen to learn of a hex full of water and learn how to summon that hex to where they are. Not necessarily useful most of the time but if they then end up in a hex full of fire elementals, they suddenly have a viable tactical advantage against the fire elementals WITHOUT actually engaging in combat with the elementals if they can figure out how to survive being dropped in the middle of a lake also.
Technically, I wouldn't even need to make a real language or anything. Not even real symbols. I could do the exact same thing as the dialogue. You see a rune, make a check, ok, you are now able to deduce that this is the rune that will summon that hex with a lake in it.
The advantages of giving the players the ability to fiddle in a puzzle way with the runes is that it caps the speed of advancement to what we can actually follow and it allows the players to come up with a combination that I haven't even remotely thought of or prepared for. And things can be fun when they go off the rails.
And I need to stop talking about and prepping for this game and actually just F*ing Play. Oy!!
My brain >_<
#tripoke#rpg#me rambling in a task lock way#Because#adhd#and vestigial panic#and excitment#but mostly panic#and resistance to doing work because of the panic
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My power grows... [ID: An installation screen for RPG Maker 2003. End id.]
#my stuff#not me getting peer pressured into another game engine#cause I see so many open projects calling for programmers and I get excited and then they ask for people with RPG Maker experience#I mean fair making an entire turn-based system from scratch is a daunting task even if I know what I'm doing#but I am still very very cheap and recoil spending any amount of money on a hobby project#two dollars is cheap enough though
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Biweekly Task: May 16th - May 31st
╳ FLAWS. moody | short-tempered | emotionally unstable | whiny | controlling | conceited | possessive | paranoid | lies | impatient | cowardly | bitter | selfish | power-hungry | greedy | lazy | judgmental | forgetful | impulsive | spiteful | stubborn | sadistic | petty | unlucky | absent-minded | abusive | addict | aggressive | childish | callous | clingy | delusional | cocky | competitive | corrupt | cynical | cruel | depressed | deranged | egotistical | envious | jealous | insecure | insensitive | lustful | delinquent | guilt complex | reclusive | reckless | nervous | oversensitive | self-degrading
♔ STRENGTHS. honest | trustworthy | thoughtful | caring | brave | patient | selfless | ambitious | tolerant | lucky | intelligent | confident | focused | humble | generous | merciful | observant | wise | clever | charming | cheerful | optimistic | decisive | adaptive | calm | protective | proud | diligent | considerate | compassionate | good sportsmanship | friendly | empathetic | passionate | reliable | resourceful | sensible | sincere | witty | funny
🎨 SKILLS & HOBBIES. art | acting | astronomy | animals | archery | sports | beachcombing | belly dancing | bird watching | blacksmithing | boating | calligraphy | camping | candle making | casino gambling | ceramics | racing | chess | music | cooking | crochet | weaving | exercise | swordplay | fishing | gardening | ghost hunting | ice skating | magic | engineering | building | inventing | leatherworking | martial arts | meditation | origami | parkour | people watching | swimming | puppetry | pyrotechnics | quilting | reading | collecting | shopping | socializing | storytelling | writing | traveling | exotic dancing | minor potion tricks/trinkets | flying | riding
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Rowans safe place to be when she is anxious or just wants to get away is Hex. It is a witch shop in NOLA. She had stumbled upon it one day when she was getting supplies for her bakery. She had just moved to NOLA a month before and everything was still so new to her. She had always been a fan of all things witch craft and wizardry. Once she stepped inside it felt like home, like she was always meant to find this shop. What made it feel like a safe place was how welcoming the staff was, they became like family to her, so every time she needed to get away she would bring homemade baked goods and spend the day with the staff.
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