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ale10ander · 12 days
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This is the first time Cyberrats has ever been in a bundle!
Sprinting Owl Selects
Are you looking for a bundle with a good variety of games for a great price?
Check out Sprinting Owl Selects, and get 61 creations for just $20.00!
Mostly TTRPGs, but also includes a few video games and even a couple of books! https://itch.io/b/2407/sprinting-owl-selects-finest-indie-ttrpgs
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ale10ander · 25 days
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A BEAR ATE MY BEST HUMMINGBIRD FEEDER.
Rude.
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ale10ander · 2 months
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@corsairesix this is the necromancy game
Given how wizards are themed around higher education, with their universities and ivory towers, I wanna see more fiction that goes into their published papers.
Like, there should be massive drama in the Wizarding world about how Fantasy Wikipedia says "There's no consensus about the origins of skydoves" when in fact, there very much is, everyone knows they were created in the first or second dragon wars, and that's uncontroversial. One single wizard at the University of Towers who thinks they're an offshoot of mermaids DOES NOT MEAN IT'S AN OPEN ISSUE.
Papers that are rebuttals to other magical discoveries. Like, look, that spell just won't work, and you can't call it a "theoretical exercise" just to cover up the fact that you've not been able to cast it. You can't combine Ichthyomancy with completely unrelated elemental summonings, that's just not how magic works, in all due respect.
Thesis defense would be significantly scarier when all your reviewers can cast Everburning Fireball on your ass.
Learning Theoretical Evocation from a hungover lizardman TA at 8am, because the professor for this course has been off on the Elemental Plane of Circles for half the semester trying to finish her paper on how Centaurs predate horses rather than the other way around.
Speaking of which, the life of a wizard graduate student... You keep getting called to go on "quests" which are just overgrown research expeditions to help out some professor's project. You spent nearly a month in that damp castle capturing all the spinfrogs you could find, all to help your professor's project on the possibilities of concentrated soul essences. To this day, you still get dizzy whenever you see battlements, let alone a donjon.
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ale10ander · 2 months
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I don't want to confirm anything but IF we do a third one, it would be in SPAAAAAAAACE
you can't spell QED without RAT DEMON
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ale10ander · 3 months
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Are you a detective?
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This is a casting call for a detective for the next episode of THE CYBERRATS RADIO HOUR.
Details here: https://docs.google.com/document/d/1UU87S8_VlokrW104JysxaoVJOPHds_nXzYGICGcR21E/
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ale10ander · 3 months
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Are you a detective?
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This is a casting call for a detective for the next episode of THE CYBERRATS RADIO HOUR.
Details here: https://docs.google.com/document/d/1UU87S8_VlokrW104JysxaoVJOPHds_nXzYGICGcR21E/
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ale10ander · 3 months
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"knight posting" this and "guard posting" that. i'm the princess's trusted handmaid who provides her advice and comfort in my soothing, low-class style. i am saying things like "if you don't mind me speaking out of turn, my lady..." and sharing fairy tales and lullabies my sad mother taught me. also i am fucking the jester.
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ale10ander · 4 months
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ale10ander · 4 months
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New RTFM! Our final stop in the tour of every major edition of D&D: it's 4E! We talk layout, digital tools, and doing one thing well.
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ale10ander · 5 months
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Return to the Bracknell Horror
Crossposted from R-Rook.studio.
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I like to think of myself as someone who loves and writes scenarios that are inherently sandboxy. My ideal horror investigation scenarios—Goblin Archive's The Mall and Zzarchov Kowalski's Price of Evil—have a few hooks, a usefully detailed map, a well-thought-out escalation clock, and interesting, tersely described NPCs... but not much else. In adventure design, those are my ideals. Sometimes, at a one-shot are con, you need to make your frames slightly harder, but often when doing that, the goal is to preserve as much player agency and GM creativity as possible, especially when the scenario isn't only for demo or public play.
Over the past weekend, I had a writing breakthrough with "The Bracknell Horror," an adventure for the next Roseville Beach Book. This post isn't grand RPG theory; it's just a quick note that my two favorite parts of scenario design (setting and escalation clock) were ultimately what fixed the problem. It's odd that I've run this little adventure many times since I started working on Roseville Beach in 2019—it's fun and gives me room to bring in a lot of the PC's connections—but it was only last weekend that I was really happy with it how it all came together.
"The Bracknell Horror" has been my go-to con game or demo for Moonlight on Roseville Beach. Inspired by both a messy blend of the Migo and the Dreamlands with the actual Belvedere Guest House on Fire Island, I've been running it since 2019. Roseville Beach's Bracknell Lodge is a good place for a kidnapping mystery: the guest house is too expensive and exclusive for our PC sleuths to have been in before, even though it's local to the town where they do their monster-hunting. It also gives them the potential to deal with wealthy, WASPy, and mostly unsympathetic queer characters who are still being harmed by cishet magician Simon Mather and his cronies who've decided Roseville Beach is the perfect place to find some warm bodies for some nightmarish Dreamlands entities to possess.
Ultimately, I didn't put it into either the quickstart or the main book because we were out of space and because while it was always a sandbox when I got to the Bracknell, I was always too intimidated to create an escalating clock and always needed a scene structure and over-the-top clues to get them there.
In my original version, the PCs wake up Saturday morning to discover that during the night, people have gone missing. In some cases, they had missed connections with those folks and may have been looking for them before. I'd always excused that issue, rationalizing that missing a meet-up with friends in an era before cell phones often meant not reconnecting until everyone got back home the next day. But Roseville Beach isn't just a small town, it's a fairly tiny one, and the locals know each other well, so I was never happy with actively preventing the PCs from getting involved until the clock was farther advanced, but my brain was hyper-focused on that structure until I started preparing to run it for A Weekend with Good Friends hosted on Discord by The Good Friends of Jackson Elias. Finally, it occurred to me that the adventure really needed to begin the night the disappearances start instead of just including a few flashbacks the PCs remember the next day. In doing that, I had a chance to target not just the PC's connections and allies but also the PCs themselves, giving them a chance to interfere with Mather's plans as they were getting started or follow Macgregor and his cronies as they moved through the town finding people to target rather than waking up the next morning and converging on the Bracknell.
I'd been afraid that getting the PCs involved too soon might mean it moved from creepy horror scenario to a big fight in the middle of town, but it took PCs time to confirm what was happening and that the people who were running late or took longer than usual to use the bathroom, find a pay phone, or cash a check at the grocery were actually, really missing that the kidnappers always had a head start (a crow shifter spotted one of Mather's henchlings walking toward the Bracknell with one of the victims, but couldn't do much to interfere until he rendezvoused with everyone else). Once that happened, a PC who'd been invited back to the Bracknell by a stranger she was dancing with had a new motivation to accept the invitation. We still had a chance to explore all the less-known ways to get into the lodge—the gardener's entrance, sneaking in via the unused boathouse, climbing over the front gate (this time with the cover of night)—so I got to reference Dai's incredible map (that will also appear in the full version of Dim All the Lights).
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This time, I'd also simplified Mather's plans so that they were way easier to plot out on a clock, and PCs interfering with them weren't filling pages of notes when they learned about them. Moving everything to the nighttime also meant that PCs' plans to get into the Lodge by subterfuge, stealth, and seduction felt more logical and logically likely to succeed.
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ale10ander · 5 months
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Normally I dont post wip’s of comms but this Trox Evolutionist I’m designing for @phoebebane on twitter is coming along great
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ale10ander · 5 months
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Return to the Bracknell Horror
Crossposted from R-Rook.studio.
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I like to think of myself as someone who loves and writes scenarios that are inherently sandboxy. My ideal horror investigation scenarios—Goblin Archive's The Mall and Zzarchov Kowalski's Price of Evil—have a few hooks, a usefully detailed map, a well-thought-out escalation clock, and interesting, tersely described NPCs... but not much else. In adventure design, those are my ideals. Sometimes, at a one-shot are con, you need to make your frames slightly harder, but often when doing that, the goal is to preserve as much player agency and GM creativity as possible, especially when the scenario isn't only for demo or public play.
Over the past weekend, I had a writing breakthrough with "The Bracknell Horror," an adventure for the next Roseville Beach Book. This post isn't grand RPG theory; it's just a quick note that my two favorite parts of scenario design (setting and escalation clock) were ultimately what fixed the problem. It's odd that I've run this little adventure many times since I started working on Roseville Beach in 2019—it's fun and gives me room to bring in a lot of the PC's connections—but it was only last weekend that I was really happy with it how it all came together.
"The Bracknell Horror" has been my go-to con game or demo for Moonlight on Roseville Beach. Inspired by both a messy blend of the Migo and the Dreamlands with the actual Belvedere Guest House on Fire Island, I've been running it since 2019. Roseville Beach's Bracknell Lodge is a good place for a kidnapping mystery: the guest house is too expensive and exclusive for our PC sleuths to have been in before, even though it's local to the town where they do their monster-hunting. It also gives them the potential to deal with wealthy, WASPy, and mostly unsympathetic queer characters who are still being harmed by cishet magician Simon Mather and his cronies who've decided Roseville Beach is the perfect place to find some warm bodies for some nightmarish Dreamlands entities to possess.
Ultimately, I didn't put it into either the quickstart or the main book because we were out of space and because while it was always a sandbox when I got to the Bracknell, I was always too intimidated to create an escalating clock and always needed a scene structure and over-the-top clues to get them there.
In my original version, the PCs wake up Saturday morning to discover that during the night, people have gone missing. In some cases, they had missed connections with those folks and may have been looking for them before. I'd always excused that issue, rationalizing that missing a meet-up with friends in an era before cell phones often meant not reconnecting until everyone got back home the next day. But Roseville Beach isn't just a small town, it's a fairly tiny one, and the locals know each other well, so I was never happy with actively preventing the PCs from getting involved until the clock was farther advanced, but my brain was hyper-focused on that structure until I started preparing to run it for A Weekend with Good Friends hosted on Discord by The Good Friends of Jackson Elias. Finally, it occurred to me that the adventure really needed to begin the night the disappearances start instead of just including a few flashbacks the PCs remember the next day. In doing that, I had a chance to target not just the PC's connections and allies but also the PCs themselves, giving them a chance to interfere with Mather's plans as they were getting started or follow Macgregor and his cronies as they moved through the town finding people to target rather than waking up the next morning and converging on the Bracknell.
I'd been afraid that getting the PCs involved too soon might mean it moved from creepy horror scenario to a big fight in the middle of town, but it took PCs time to confirm what was happening and that the people who were running late or took longer than usual to use the bathroom, find a pay phone, or cash a check at the grocery were actually, really missing that the kidnappers always had a head start (a crow shifter spotted one of Mather's henchlings walking toward the Bracknell with one of the victims, but couldn't do much to interfere until he rendezvoused with everyone else). Once that happened, a PC who'd been invited back to the Bracknell by a stranger she was dancing with had a new motivation to accept the invitation. We still had a chance to explore all the less-known ways to get into the lodge—the gardener's entrance, sneaking in via the unused boathouse, climbing over the front gate (this time with the cover of night)—so I got to reference Dai's incredible map (that will also appear in the full version of Dim All the Lights).
Tumblr media
This time, I'd also simplified Mather's plans so that they were way easier to plot out on a clock, and PCs interfering with them weren't filling pages of notes when they learned about them. Moving everything to the nighttime also meant that PCs' plans to get into the Lodge by subterfuge, stealth, and seduction felt more logical and logically likely to succeed.
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ale10ander · 5 months
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Looking for SRDs (Systems Reference Documents)
I'm looking for SRDs created with pastoral TTRPGs in mind. Light-weight, built-in mechanics to promote good role playing and make simple tasks in-game fun and interesting without stress.
Any suggestions?
I'm in a mood to create a game with a certain vibe, but want to focus more on theme than mechanics. I'm not even sure what mechanics would be best for this. It's been awhile since I've made a tea-related game and I've been hankering for it lately. Or something that just goes all-out and unapologetic with young children's fantasy like befriending a dragon.
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ale10ander · 5 months
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ladies. you should be able to switch from a melee build to wizard anytime you want
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ale10ander · 5 months
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Excellent breakdown as usual from Sprinting. The "roll to stay in the fight" mechanic is especially clever.
I’m curious and not able to do proper research rn, how do other combat oriented ttrpgs handle health? Both player and enemy health.
I’m trying to simplify things on the gm’s side for my ttrpg Tales from the Aether and came up with this idea and I wanna know if other ttrpgs have similar ideas or did it better
Players have a health number that is reduced through dice from enemy attacks like normal dnd/pathfinder.
Enemies have a number of hearts. Each heart is worth 10 points of damage. When a player strikes an enemy and deals damage, round to the nearest fifths place (10, 15, 20, etc) and the player deals X amount of hearts. (1, 1 and a half, 2), etc. when the enemy runs out of hearts, it dies. Healing works the same way.
My reasoning is: when I’m a player I love rolling to see how much damage I do so I wanted to keep that part of the game while alleviating the math burden for the gm so the game’s pacing doesn’t drag.
Implementation: my system would come with templates for enemies you can print/fill out online, etc that come with hearts. You fill in the hearts as the creature takes damage and erase hearts that have been healed.
What are ur thoughts? What other ttrpgs handle health like this or similarly or within the same spirit?
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ale10ander · 5 months
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artist who usually draws horses draws a wolf
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ale10ander · 5 months
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Bag it Kimberly (1983). Criticism on Reagan's nuclear policy in National Lampoon, 1983
Scan
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