caffeinegoblin-dming
caffeinegoblin-dming
Coffee & Cantrips
106 posts
DMing help, TTRPG stories, and a safe space for anyone who needs it.
Don't wanna be here? Send us removal request.
caffeinegoblin-dming · 2 months ago
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caffeinegoblin-dming · 2 months ago
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You know what? Y’all were fucking right.
Row Row Fight The Powah
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caffeinegoblin-dming · 2 months ago
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No but serious. Dungeons & Dragons is one of the least flexible systems out there. So whenever I hear someone asking, "Why can't I do X in DnD?" or "How would I do (thing that the system is totally ill-suited for)?" my first response is just "GURPS."
For those of you who aren't familiar, GURPS stands for "Generic Universal Role Playing System." I always say it's like the Linux of ttrpgs, in the sense that it's less a system and more a framework that you can use to do whatever you want with.
And I really do mean whatever you want. You want high fantasy? Done. You want gritty realism in a dystopian world? Got it. You want superheroes? Good to go. Super tech space opera? Oh boy we got you there. You want magic systems that aren't based on spell lists? Go for it. Horror games where character death is a constant and very real threat? Sure thing.
You can set up your game to be anything from a complex data driven grinder to a cinematic rules basically optional flight of fancy.
You can play characters who are anywhere from realistically squishy humans to god-like super beings.
Characters personal flaws and strengths can have a direct impact on mechanics. Character species can have a direct and serious impact on mechanics.
The existence of so many options can make GURPS seem overwhelming at first glance, but if you are willing to put in a bit of effort, it's actually a very simple system to play. Most of the hard work is front-loaded into setting and character creation. Once play starts it runs as smooth as can be.
It's totally possible to play it with just the two core books, BUT there are dozens of books that are nothing but tips and advice for how to build a particular type of world or a particular flavor of campaign.
And the books, while not nearly as pretty as DnD books, are laid out in a way that makes it incredibly easy to find exactly the information you want.
Some more mechanical things that I particularly like about it (under the cut):
Characters are created on a point-buy system, but you don't just buy your basic stats, you also buy your skills, advantages, and secondary stats. And you can gain points back by dropping stats below average or taking disadvantages.
The advantage/disadvantage system. This is sorta the core of the character building, and it is *so* much fun. See, rather than pick out a class or species, you have a list (selected by your GM from a much larger list) of things you can buy that will have mechanical impacts on you in the game. Basically, an advantage is anything that opens up more possibilities for you in-game, and a disadvantage is anything that closes off possibilities. They can be superpowers, species traits, cinematic plot armor, personality traits, or things like chronic illness, bad temper, physical or mental disabilities, or being doomed by the narrative.
Simple dice system. To play a GURPS campaign you need three d6. That's it. All checks and saves are done by rolling 3d6 (low rolls are better than high). This has an additional advantage over the d20 system in that there is a probability curve. You're more likely to roll numbers in the mid-range, which makes both critical successes and critical failures rarer, and therefore more satisfying.
Your target roll is adjusted, rather than adding/subtracting from the roll itself. Say you're trying to, idk, hack a computer. Your skill level doesn't affect your dice roll, it affects the number you need to roll in order to succeed. This makes things a lot simpler on the player's end, imo, because there's less they need to keep track of. (You're trying to roll under the skill check, so whatever the base difficulty is, the GM just adds or subtracts your skill level from that).
The basic stats are on a much tighter scale, and they make a lot more sense. Human average is a 10 in everything. When you make your character you can buy higher stats or take lower ones and get more points to spend on other things. All stats cap out at 18, because that's the highest number you can roll. At a 10 strength you are a normal person. At 18 you're basically Superman. You'd have to roll a critical failure not to succeed in a strength check, and remember: critical failures are far less common than in a d20 system.
I could keep going ad infitum here, but instead I'll just close with:
Come with me boy, play my games! We'll have cowboy times in space!
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caffeinegoblin-dming · 3 months ago
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A little one page RPG about tanks and witches
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caffeinegoblin-dming · 6 months ago
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I really need everyone to stop making things in 5e and start making them in Fabula Ultima instead, thanks in advance.
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caffeinegoblin-dming · 6 months ago
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It's official that there will be a Kickstarter for Fabula Ultima in 2025
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And it's going to be a Bestiary! (NeedGames said that it could be the first volume of a serie it all goes well).
Pretty excited about this one
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caffeinegoblin-dming · 6 months ago
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Unpopular opinion(?) Everyone playing DnD 5E in 2024 should be playing Fabula Ultima instead. I say this as a Paizo stan who thoroughly believes that PF2E is the current best thing in high fantasy ttrpgs. I've been playing Fabula for 6+months now, and every session I'm like "this system kicks ass and literally anyone could play it." while I have Pathfinder to sate my more tactical, wargame-y tendencies. Seriously, more folks should be playing Fabula.
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caffeinegoblin-dming · 6 months ago
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Since NeedGames dropped it, here's Moryo's artwork for Fabula Ultima classes' that will be in the Natural Fantasy Atlas!
In order: Invoker, Florist, Merchant and Gourmet
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Also, the art for the english GM Screen!
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caffeinegoblin-dming · 6 months ago
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New design for Sybil, my rpg character, this time for Fabula Ultima
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caffeinegoblin-dming · 6 months ago
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I dont remember ever posting about him but i redesigned my freak bitch fabula ultima character, Pluto recently
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caffeinegoblin-dming · 6 months ago
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Hey, in case you're not in the Rooster Game's Discord server or didn't subscribe to NeedGames' newsletter, they released the third party license for Fabula Ultima!
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You can find it here
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caffeinegoblin-dming · 6 months ago
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Still reading through the rulebook for Fabula Ultima and I think the real genius here (compared to all the other attempts I've seen to create a definitive Final Fantasy or adjacent tabletop) is that it doesn't just provide rules for adjudicating combat a la JRPGs, but it provides rules for adjudicating & improvising what would be a dramatic story cutscene in a JRPG. Which is, like. A quintessential advantage table talk games have over CRPGs.
Rituals allow you to create powerful & unique narrative effects with magic that serve as plot devices where usual combat spells don't suffice. GM scenes are included - scenes that don't actually involve the player characters, but contribute to storytelling by creating tension & dramatic irony. There are even rules for creating a dramatic sacrifice with your character! And, when all else fails, there's always using Fabula Points to shift the narrative in your favor - something not just tacked onto the system, but is a core part of its progression and advancement.
This TTRPG is so fucking cool. Why didn't anyone tell me about it earlier?
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caffeinegoblin-dming · 6 months ago
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ace adventurer
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caffeinegoblin-dming · 6 months ago
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In the last few days, I've now had two run-ins with people on this site regarding the idea of a TTRPG's mechanics and rules impacting the roleplay aspect of said game. And from what I can tell, these people - and people like them - have the whole concept backwards.
I think people who only ever played D&D and games like it, people who never played a Powered by the Apocalypse or Forged in the Dark system, or any other system with narratively-minded mechanics, are under one false impression:
Mechanics exist to restrict.
Seeing how these people argue, what exactly they say, how they reason why "mechanics shouldn't get in the way of roleplaying," that seems to be their core idea: Rules and mechanics are necessary evils that exist solely to "balance" the game by restricting the things both players and GMs can do. The only reasons why someone would want to use mechanics in their RPG is to keep it from devolving into
"I shot you, you're dead!" "No, I'm wearing bulletproof armor!" "I didn't shoot bullets, I shot a laser!" "Well, the armor's also laserproof!" "Nuh-uh, my lasers are so hot that they melt any armor!" "My armor's a material that can't melt!" And so on. Because we have rules, the players can't just say "we beat this challenge", and neither can the GM say "you haven't beaten this challenge." Because the rules are clear, the rules are obvious, the rules tell you what you can and can't do, and that's it.
So obviously, when the idea of mechanics directly interacting with the roleplay - generally seen as the most free and creative part of a TTRPG - seems at best counterintuitive, at worst absolutely wrong. Hearing this idea, people might be inclined to think of a player saying "I'm gonna do X", just for the evil, restrictive mechanics to come in and say "no, you can't just do X! you first have to roll a Do X check! But you also did Y earlier, so you have to roll the Did Y Penalty Die, and if that one comes up higher than your Do X die, you have to look at this table and roll for your Doing X If You Previously Did Y Penalty! But, if you roll double on that roll..."
But like... that's not how it works. Roleplay-oriented mechanics don't exist to restrict people from roleplaying, they're there to encourage people to roleplay!
Let's go with a really good example for this: The flashback mechanic from Blades in the Dark (and games based on Blades in the Dark).
In BitD, you can declare a flashback to an earlier point in time. Could be five minutes ago, could be fifty years ago, doesn't matter. You declare a flashback, you describe the scene, you take some stress (the equivalent of damage) and now you have some kind of edge in the present, justified by what happened in the flashback. For example, in the Steeplechase campaign of the Adventure Zone podcast, there was a scene where the PCs confronted a character who ended up making a scandalous confession. One of the players declared a flashback, establishing that, just before they walked in, his character had pressed the record button on a portable recording device hidden in his inner coat pocket. Boom, now they have a recording of the confession.
How many times have you done something like this in a D&D game? How many times did your DM let you do this? I think for most players, that number is pretty low. And for two reasons:
The first, admittedly, has to do with restrictions. If you could just declare that your character actually stole the key to the door you're in front of in an off-screen moment earlier, that would be pretty bonkers. Insanely powerful. But, because BitD has specific mechanics built around flashbacks, there are restrictions to it, so it's a viable option without being overpowered.
But secondly, I think the far more prevalent reason as to why players in games without bespoke flashback mechanics don't utilize flashbacks is because they simply don't even think of them as an option. And that's another thing mechanics can do: Tell players what they (or their characters) can do!
Like, it's generally accepted that the players only control what their characters do, and the GM has power over everything else. That's a base assumption, so most players would never think of establishing facts about the larger world, the NPCs, etc. But there are games that have explicit mechanics for that!
Let's take Fabula Ultima as another example: In that game, you can get "Fabula Points" through certain means. They can then spend those points to do a variety of things. What's literally the first thing on the list of things Fabula Points let you do? "Alter the Story - Alter an existing element or add a new element." I've heard people use this to decide that one of the enemies their group was just about to fight was actually their character's relative, which allowed them to resolve the situation peacefully. I again ask: In your average D&D session, how likely is it that a player would just say "that guy is my cousin"? And if they did, how likely is it that the GM accepts that? But thanks to the Fabula Point mechanic making this an explicit option, thanks to rules explicitly saying "players are allowed to do this", it opens up so many possibilities for story developments that simply would not happen if the GM was the only one allowed to do these things.
And it's only possible because the mechanics say it is. Just how your wizard casting fireball is only possible because the mechanics say it is.
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caffeinegoblin-dming · 9 months ago
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Local grumpy man is ranting again
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caffeinegoblin-dming · 9 months ago
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It looks like I never posted the complete set. Enjoy some IPS-N/GMS coupons.
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caffeinegoblin-dming · 9 months ago
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just finished our first game of wilderfeast and its such a fun system
it feels intuitive, the traits system is flexible, the combat feels dynamic and fast-paced in a way i honestly havent felt in most other systems ive tried.. and getting to eat the monster you just defeated together with your friends afterwards let our whole table play around and be creative together in a way i really liked
idk its been a while since ive been this excited about a ttrpg system and i just really look forward to when the full game gets released
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