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#GM D-body
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Cadillac Fleetwood Brougham, 1993. This generation Fleetwood returned to rear wheel drive using the GM D-body that the Cadillac Brougham had used previously. It was powered by a Corvette-derived LT1 350cu in (5.7 litre) engine rated at 260hp. The Brougham option package included a full vinyl top with C-pillar badging. After 1996, the Cadillac Fleetwood was retired by General Motors. The Fleetwood name dates back to the 19th century. Before 1934, all Cadillac models could be ordered with bodies built by the General Motors Fleetwood coachbuilding operation in Fleetwood, Pennsylvania.
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airxn · 11 months
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Suoivva hops in elevated circles around their friend! Squelching summons a very clean tennis ball, and it spits it out at Eerie's feet. Guess it doesn't mind the dead bodies in the morgue! Play time–! // @dethqveen
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vintagerpg · 1 month
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Ekphrastic Beasts (2021) is a beautiful experiment. Ekphrasis means “description” in Greek, but it has come to mean a sort of vivid writing penned in reaction to a piece of art. “Ode to a Grecian Urn,” by John Keats, is maybe the most famous example. Janaka Stucky isn’t reacting to pottery, though — rather, he is describing, and parsing into 5E D&D game terms — monsters painted by a group of artists. They include primarily Ellie Jo Livingston, Jeremy Hush, Joe Keinberger and Nathan Reidt, with single bonus contributions by Arik Roper and Skinner. Its a compelling body of visual work as a whole, but I find myself particularly engaged by Ellie Jo, who manages to filter very modern ideas through a style that keeps pulling me back to a much earlier Golden Age of Illustration style that I have trouble identifying. Dulac, maybe? Nathan Reidt’s work is also very striking, like a collection of horrible, squishy flesh toys. They’re loathsome in the best possible way.
Stucky’s writings aren’t overshadowed by the amazing art. He ping-pongs back and forth as dictated by the illustrations, fleshing out conventionally folkloric creatures like owl harpies then wringing interesting lore from hard-to-fathom beasts like, well, all of Reidt’s work. Roper and Skinner’s works are paired up ever-battling twin titans. Sometimes the stories seem familiar, sometimes deeply weird, but all the time, Stucky is trying to deconstruct or recontextualize accepted monster tropes in the new creatures he is portraying. It isn’t structured as such, but the end effect of Ekphrastic Beasts is very similar to The Monster Overhaul in pushing the GM’s mind to question preconceptions about monster and push against their cliches.
Same is good. But different is good, too, and often more rare. I want more books to push this way.
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theresattrpgforthat · 2 months
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do you have any recomendations for ttrpgs with interesting mechanics around inventory management? for example something where you need to fit the items of your inventory in a grid (like dredge (which although it is a videogame rather than a ttrpg does have the kind of mechanic im thinking of)) or where inventory management is a core part of the gameplay.
thank you in advance :D
THEME: Interesting Inventory.
Hello friend! I’ve got a few games here that do interesting things with inventory limit, and I also have some other games that provide limitations on your gear in other ways.
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SCRAPPED, by rolomics.
The year is 2124, and 99.9% of the human population is gone. Automatons reign supreme. Homunculi were created by splicing human DNA with other animal/creature DNA to enhance their body structure and strength. Because of this, Homunculi serve as super soldiers for the humans, but even with all their efforts, they still could not stop the automaton take over. 
You are a Homunculus, the echo of a past era and all that remains of humanity.
Scrapped is an original post-apocalyptic rules-lite tabletop role-playing game about scavenging, crafting, and surviving in the unforgiving wastes of a planet obliterated by war. This game was inspired by other post-apocalyptic games from the Fallout franchise.
Scavenging and crafting are at the heart of this game, and that means that Scrapped has paid a lot of attention to inventory. The game comes with item cutouts to help you visualize your inventory, and also requires you to ‘slot” certain items into certain places - if an item doesn’t fit, you can’t carry it! Each character occupation starts with specific pieces of equipment, although you’ll be able to scavenge more along the way. On top of that, you’ll also play around with mutations that affect your character, spending Mutation Points to get beneficial and effective mutations.
If you’re interested in this game, it’s currently free! The designers are eager for feedback and would definitely love to hear from anyone who plays it.
Numenera / The Cypher System, by Monte Cook Games.
This is the Ninth World. The people of the prior worlds are gone—scattered, disappeared, or transcended. But their works remain, in the places and devices that still contain some germ of their original function. The ignorant call these magic, but the wise know that these are our legacy. They are our future. They are the …
Numenera.
Set a billion years in our future, Numenera is a tabletop roleplaying game about exploration and discovery. The people of the Ninth World suffer through a dark age, an era of isolation and struggle in the shadow of the ancient wonders crafted by civilizations millennia gone. But discovery awaits those brave enough to seek out the works of the prior worlds. Those who can uncover and master the numenera can unlock the powers and abilities of the ancients, and perhaps bring new light to a struggling world.
I’ve talked about it before but I really enjoy the way items in this system are used to hold really powerful abilities that are usually only used once. Your character can only carry so many Cyphers at any given time, with a risk of strange or weird things happening if they decide to carry more than their typical limit allows. Cyphers can be found on roll tables, which means that any time players decide to look for loot, the GM can just roll a d100 to generate something interesting - and if you really want to get into the nitty-gritty of customizable inventory, I recommend both the Destiny and Building Tomorrow books to complement your campaign.
Breathless: New Horizons, by The Silent Mage.
Breathless - New Horizons is a game based on a primordial future, where giant technological beasts took over with inexplicable awareness, after a scientific crash down.  This game is freely inspired on the Horizon Zero Dawn games.
As humanity rebuilds itself from nothing, you act as Hunters, skilled member of the Guilds, scouting the world for lost knowledge and mysterious pieces of technology called Echoes. 
In Breathless - New Horizons, your items are nearly equally useful to skills, with a dice attached to each item. As with other rolls in Breathless, the item deteriorates the more you use it, symbolized by the size of your dice getting smaller with each use - but unlike skills, items don’t refresh when you take a break. Use an item too much and it deteriorates to the point of uselessness, which means that getting new items is important if you want to be able to keep adventuring. Fortunately, there are loot check rolls attached to tables, which means that while you might not have a lot of control over what you get, there should be plenty of opportunities to re-stock.
This game also has a special kind of item, called an Echo, which can be carried in limited numbers (typically you can only carry 2). Echoes might require a bit of construction before they’re usable, but have special effects that go above and beyond a regular item, and some of them can even be re-charged.
Dead Meat, by Blind Ink.
Dead Meat is a hack of FIST by Claymore. It is a cyberpunk game set in a brutal, absurd dystopia where man and machine are equally worthless in the eyes of the unrelenting pressure of exploitation. Thrown headfirst into problems beyond their ability to solve, players will have to cheat, steal, and sabotage their way through missions to get by. Put money away in a stash to get out of the life, watching your friends drop like flies.
Dead Meat takes an approach to gear that is similar to what I’ve seen in games like Apocalypse World and Monster of the Week. Your gear is determined by your origin, and how the gear can be used is determined through the use of tags. Some of these tags are mechanically transparent - how many times you can use them, or how much they heal or harm - but other tags are more evocative. For example, a vampiric weapon heals you when you use it, while a messy weapon prevents enemies or victims from being identified by police. I have a feeling some of these tags could also bring a narrative downside - perhaps it’s hard to hide a murder with a messy weapon, and a weapon that houses an AI might disregard the wishes of its user.
As with many cyberpunk games, there’s plenty of items that your character can pick up and carry without that much of a drawback - because regular items aren’t what makes this interesting. What you’re really here for, is the Cyberware. In Dead Meat, Cyberware is difficult to get access to, which means that beggars can’t be choosers - if you decide to get chromed up, you’ll take whatever the market gives you, and you’ll like it. As far as I can tell, getting a new piece of Cyberware is kind of like getting a new PbtA move - for example, if you end up getting Advanced Optics, you get +1 to your Chrome stat and you have the ability to pull up someone’s records off the net.
The Grim Odd, by g0ri.
This is a grim world. Any life lived in this world shall be nasty, brutish and short. This is an odd world. From the foul cracks and fissures of the world creeps a strange and omnipotent current – the Odd. Some say the Odd suffocated the gods. Others insist the Odd is the gods. In either case, the Odd animates the living world and it presents opportunities for the daringly ambitious.
The Grim Odd is a fantasy roleplaying game that takes place in a perilous world of unjust dealings and unworldly strangeness. Roll up a character quickly, search for magical artifacts known as Oddities, and delve - as a group or alone - into a role-play experience where rules are mere tools to facilitate the application of the internal laws of the world itself.
OSR/FKR Games often put the lore in pieces of the game like characters or gear and this is a great example. The Odd is a mysterious, powerful piece of the setting, illustrated through Oddities, strange items that grant you power but demand a cost for their use. You can use these oddities to inspire an adventure or mystery, and let the players keep them as they adventure - at great personal risk.
Characters also start with a basic inventory determined by their career, which they should be able to use to solve problems in ways that help them avoid having to roll - and therefore face death or other consequences. If you want a game where your inventory is a fundamental part of telling a story, you might want to check out games like this one.
Convenience Stores & Casinos, by Archangel Studios.
We've all seen those over-the-top, high action heist movies with get-away drivers, explosives, and wild gun fights. Well, what if you took those tropes, typically reserved for the likes of bank, museum, and casino heists, and applied them to just about anything you can get your grubby paws on? I mean, a heist is a heist is a heist as long as you have the right attitude. 
Convenience Stores & Casinos is great for groups that want to go big or go home - even if going big just means an over-complicated heist just to steal a bag of chips. Characters are derived from rolled stats, and playbooks that represent different tropes in heist fiction.
There’s not a lot to do with inventory in this game; the only tables present are the weapon and armour tables. However, weapons and armour are attached to level; you have a chance of getting something good at a low level but that chance is very slim. As the characters prepare for a heist, they can roll to see what kinds of weapons they’re allowed to have, and the higher level they are, the higher chance that they find something that can pack a real punch. Combat is not something you’ll want to get into at the beginning - but as you level up, you’ll take bigger and bigger risks, which will probably lead to more and more things going wrong. I also like the section on the weapon table titled “you just wanted to play D&D didn’t you?”
Other Posts of Mine To Check Out
Markets and Trade
Gathering and Crafting
Weapons and Customization
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merakiui · 11 months
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From the post where you said that the tweels get punishment by sleeping in the couch now i just imagine that darling has two emergency eel plushies for when this happens to cuddle with exactly how you would sleep like with the tweels but instead there is a large eel plush (both being similar colors of their merform the one to remplace Floyd has a :D face with the sharp teeth made of cloth too but the eyes closed in the same droopy way the Jade plush is similar but smiling with the mouth closed :) type way and of course his eyes turned upwards to rub it more in their faces they have the same black hair strand) to let them know that bad eels don't get cuddles now go! >:( I would do this with any other character as well. Also i am curious about what animal do you think that rollo would be best because honestly I have no idea for him yet (Azul also gets his own octopus plush for when he didn't came in his gm outfit)
Gonna leave this just in case: warning maybe? Stuff with plushies
(I haven't checked the don't do when it comes to writing kinks but if you want to be EXTRA attaching a toy to the plushies and riding them maybe even with the door open so they can't excuse themselves with "Oh but what if you get horn-" "Bad eels don't get fuck" will do)
Just a random thought that I got while looking in Pinterest :D
-Cuchito
Omg yes!!! Snuggling with two eel plushies that have similar features while the twins sit in horny jail on the sofa. >_< you can be certain that the moment they’ve finished serving their sentence they’re going to fuck you so good and so hard and make you so silly on their cocks. It’ll be a relief and a revenge all at once. <3
Maybe they even get jealous of the eel plushies if you’re sleeping with them often (or using them for pleasure). Imagine Floyd holding a knife up to one and threatening it as if it’s real and can talk: “I dunno what ya got in ya that’s got Shrimpy all excited, but ya gotta knock it off before I knock you out.” >:( Jade would undo the meticulous stitching on the plush resembling him and take it apart piece by piece if it weren’t for the fact that he knows how much you like it. Neither eel wants to make you sad, even if it’s both annoying and embarrassing to be jealous of a plushie. To think the source of their woe is something so soft and cute as that…
I imagine by the second or third day of being condemned to the couch the eels are considering just apologizing once more and begging to be let back in. Or breaking down your bedroom door. The latter seems better and keeps their pride intact, but then they don’t really care much about pride because they love you and would beg in a heartbeat if you wanted it. They’d get on their knees so easily for you. The eels are so whipped for you. orz anything for their beloved darling. :)
Their happiness is palpable when you finally let them back in. They’re clinging to you and cuddling so sweetly. It lasts for all of three minutes before their hands are wandering and they’re casually discussing what they should do to you with wicked smiles:
“Was awfully mean of Shrimpy to make us wait like this… Hey, Jade, let’s make up for lost time, yeah?”
“A brilliant idea, Floyd. Let’s see how long our little pearl can last. Perhaps three days should be enough to satisfy…”
You’d better not have anything planned for those next three days because they are filled with on and off rounds of sex. It brings the twins inner peace to finally slot inside you and feel your body pressed between theirs. By the end of it, your entire body is covered in bites and bruises.
(As for animal plushies for Rollo, I imagine a goat would be fitting because the City of Flowers loves their community goats and treats them so kindly. :D)
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AI Bracket — Round 2
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Propaganda
Sec (The Vesta Clinic):
Space station medical clinic secretary AI. Great at his job, full of snark and sass, communicates in boops, beeps, and long strings of text. Private about his own life but frequently willing to voice his opinion. An expert at pranks. He's even trans.
Mr. Ceiling (Rusty Quill Gaming):
He's an AI made up of human brains who was given extremely flawed instructions and started to erase people's memories while still being 100% convinced he was only helping humanity. He was in control of most of the world's banks, transport and economy. When introduced to philosophical questions, he came to the conclusion that he should simply become a god. Wonderfully morally grey AI :D
(spoilers included) is the reason for a surprise body horror episode (what’s not to love about one of those?)
when not disembodied voice, it appears as a sliver floating orb
alex (the gm) let the party name it, expecting something ominous like “it” or “above”, but got stuck with them calling it “mr. ceiling”
is literally powered by dead people’s brains
claims it wants to help people, but doesn’t understand the suffering its existence is causing
is designed to learn only the worst aspects of whatever the party tries to teach it
after the party tries to enlighten it, it wants to become something like a god
Art of Sec by @boombox-fuckboy.
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studioboner · 2 months
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the more i explore ttrpg the more i think ppl should too
"oh wouldnt it be cool if in D&D casting spells could have a physical tool on your body and it was more dangerous or etc etc what a unique and creative idea why dont they add it" <- well you see that's in Dungeon Cralw Classics already and it's really cool and a much simpler system than dnd and very good for begginer players and GM's, theres also pathfinder, and thousands other ttrpg systems.
It doesnt have to be fantasy too theres sci-fi ones, horror ones, war ones etc etc. theres cute ones too!
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gm chat!! im havibg a really bad body dysmorphia day and have a migraine but ill survive, hopefully ill feel better later. took some panadol for migraine. i froze grapes yesterday im so happy im actually so so happy :)) i also have a nectarine for lunch!! :D pack lunch eat breakfast drink water stay safe!!
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sillyromance · 7 months
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Can you make comfort vore? From Optimus?
Hello, dear evelyntyecrqzy!
Sure! Here you go!
P.S: there is angst and one heavy word in this work. Also I've written it from the first person's perspective... I really hope you don't mind it.
Have a good day and take care!
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***
- How do you feel, little one?
It was late evening; almost all the lights were gone, the only bright area was Ratchet’s lab: the old medic was staring at the big green screen, typing aggressively on the panel and mumbling something inaudible. He was too busy to pay attention to anything else. The rest of the team left to their quarters after they had brought the kids home. No body had shown any signs of life since then.
I was lying on the couch, curled up in a tight ball. My head felt heavy and hurt; I felt cold and lonely. It was hard to hold back sobbing, but I didn't want to attract unnecessary attention - nobody cared anyways. Why would they? Were my problems that important?
I squeezed my eyes shut, tears running down my cheeks violently as my shoulders started shuddering...
And then I heard his deep, gentle voice.
"How do you feel, little one?" - I turned my red face to the huge mech behind me. Optimus Prime, my guardian. Through the cacophony of my thoughts I hadn't heard him coming. His blue optics far above glowed with concern.
I hurried to wipe the tear tracks from my face and stand up, mumbling something like: "Sorry" or "It's fine, don't bother yourself..." But as far as I did this, his large servo wrapped around me and very soon I found myself sitting on his plain rough palm, being swirled with his kind, sad gaze. I felt nothing but guilt, though the only reason for it was my depressing mood. I couldn't look straight at him, turning away over and over, rubbing my hot cheeks in attempt to get rid of the tears. I hated myself for the mess I had become – I waited for him to throw me away as far as he would get a good look at my ugliness. However, Optimus didn't seem disgusted with me at all.
- Did someone offend you? - The mech asked again with the same sincere tenderness in his tone.
I shook my head negatively.
- Is it something in your body?
I closed my face with both hands and shook the head even more violently, crooking.
- No...
- And what’s about your soul?..
I sniffed silently; choking sensation dug its claws into my throat as it let out a pathetic "Mm-gm..." and I nodded. Everything in me just fell somewhere down; I felt my poor heart beating hysterically in the stomach. There was a crazy mix of panicking fear and complete indifference. I was trembling, wishing to be left alone. But even more, I wanted to be comforted. I wanted someone to embrace me and whisper soothing words, to say that it was going to be OK, to stroke my hair as if I was just a kid. But wasn't it too much to ask? I didn't dare to believe Optimus would bother himself to spend time with such a puny, pathetic creature.
After this cut through my head, I couldn't keep myself from crying anymore – I literally burst out.
- Hey, look at me, Y/N.
Hesitantly, I obliged. I was ready to see disappointment or distaste, but instead...
- There is nothing to be embarrassed with. Do you want to talk about it?
I wasn't sure if I heard him right. Did he really... worry about me? Of course, as my guardian, he should have, regardless... Wasn't I dreaming?
- W-what d-do you m-mean? – I replied indecisively.
- I thought, perhaps you could share your pain with someone. Sometimes it helps. - A small, understanding smile appeared on his faceplate. - I'm sorry... It hurts my spark to see such precious little thing crying.
I lost my ability to speak for some seconds.
- Does it r-really? W-why?
Prime's eyebrows lifted up in surprise.
- Because you matter. You're my friend, Y/N. Friends help each other, don't they?
His gravely voice had already had its way with me. My shudders calmed down and though my eyes were still wet, I couldn't help but smiled back at him.
- Thank you... for this... But I don't want to talk right now...
- It's absolutely fine...
- ... I'm very, very tired, though. - At the moment I said that, my spine weakened and I collapsed at the flat, warm surface of Optimus' hand.
Something childish, basic, something from the abyss of my wild, subconscious core suddenly arose inside me and escaped my chest with barely audible plead.
- Please... Don't leave me here...
A quiet sigh rambled beside me; my entire figure was washed with warm air of his exhale.
- Don't worry, Y/N. I won't.
His digits closed over my tiny form. I wasn't able to see a thing anymore, but I could say for sure that we moved away from the place.
Quite soon the sounds of Ratchet's work faded away. Optimus opened one of the many electric doors and walked into a somewhat room - I heard a soft "whoosh" as the panel shifted back to its place. My guardian set me free on his berth, and only then I understood that we were in his private room. Sitting down beside me, he spoke even gentler than before:
- You are out of energy. And so do I. But still, I don't want you to stay alone...
Do you trust me?
I nod, already predicting where he was heading to. Cybotronian friends committed this small ritual with humans regularly; many were fond of it. However, I had never tried it with him. I couldn't claim that I was completely inexperienced too, but those previous times were emergencies which I couldn't truly like – they were harsh and distasteful like a rotten fruit. Now... It promised to be much more intimate. And it depended only on my wish.
I glanced at him through my eyelashes - I was too sleepy to keep the eyes wide open - and murmured:
- I do.
Optimus nodded. I was lifted up again - straight to his mouth.
Slowly, controlling every his movement, my guardian guided me inside his maw and laid my feet on his squishy glossa - there was a faint blue light twinkling at the back of his depthless throat illuminating a humid, warm chamber. Thanks to him I didn't even touch the sharp dents – their deadly blades loomed right above me, but stayed harmless, serving simply a reminder of what power Optimus actually had over me. The glossa curled around my legs as soft, thick blanket, then released them and I was pushed further to the glowing entrance of the esophagus.
I stared down, processing what was about to happen. I appreciated the leisure pace Optimus chose with me; his gentle licks and steady, rhythmical ventilating brought me nothing but comfort and peace. I sensed my toes in his pharynx and waited for inevitable with dull thrill - to be unceremoniously drugged into misty, humid confines of the muscles’ trap, to be deafed and choked. That what I was usually met with before, every time I was gulped down. However, when Optimus swallowed, his artificial, metal flesh contracted just slightly, pulling me so carefully inside that I almost missed the moment. It was like... A hug. The next swallow was just a little bit stronger - I gasped as he let his hand go off me and my tiny being got engulfed into his soft throat. It felt better than anything I knew before. Surrounded by the pulsing alien flesh, I finally felt protected and loved – the state I sought for so desperately all that fuckin’ day.
For some time he just held me there, his head titled back. I didn't make a move, trying to avoid hurting him. Living heat of his soaked into my bones and made me so drowsy that I thought I would fall asleep. However, at that moment the muscles came to action and lovingly tugged me deeper. The light grew brighter, though it didn't bother me at all; I was easily slipping in a long wiry tube constructed from the smaller ones, thinner and more solid, poured with viscous, bubbling energon – I was watching little sparks floating in there as I was passing by and a weak flame of forgotten happiness flickered in my soul once more.
Finally, I arrived at his fueltank. Its walls greeted me with a friendly squeeze, forcing me to curl into fetal position. I didn't cry anymore; all my worries and demons disappeared long ago, at the second I heard: "How do you feel, little one?"
God! I was so horribly wrong. I thought no one needed me, that I was lost, abandoned... And still, there was someone who couldn't bare me cry.
I felt Optimus' servo laying down on the lump I must have made on his waist, caressing me. I rubbed my head against the spot where I could recognize the pressure and smiled.
I did matter.
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utilitycaster · 1 year
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I've been seeing complaints that Spenser was 'trying too hard to kill the cast' this episode, which I have to say I wildly disagree with, but I will admit to be a little confused why the players sometimes took one or even two marks after rolling a six. Or I guess I'm not confused so much as I wonder if the mechanics for injury, success, failure, etc could be too vague atm? Candela doesn't really have anything like CR rating or DC which it doesn't NEED, but I guess could create some grey area?
Good question! Here's the secret: all TTRPGs I'd consider worth my time have a huge swathe of gray area, D&D very much included (indeed, I find a lot of the more baseless criticisms of D&D, especially from Game Based Heavily On D&D But Different fans (derogatory) to come from people mad at that gray area) and as long as the players and GM have agreed on it, it's fine. With that said I admit that paying attention to individual rolls is not what I am inclined, personally, to do, but if this is about Sean rolling a six and taking two body...that is because he was going to take four body off the bat and reduced it with a good roll that the GM permitted him. (It also might be about Marion taking in the rift, which was similarly stated beforehand to cost him a Bleed scar no matter what he rolled, the roll reflecting how successful he was.) Now, we can talk about the implications of taking four body seemingly out of nowhere, but do recall that is coming off an earlier 1 roll in his interaction with Duncan.
CR ratings generally are a poor understanding of difficulty, and the thing about DCs is you can set them arbitrarily high (or for that matter, secretly low). Like...to use D&D, you cannot make a persuasion check for someone who dislikes you to give you all their belongings and run away forever. The DM is going to set the persuasion check at 50 and it is going to be unreachable by any means. Even a nat 20 will give you a result of "they think you're joking and laugh it off instead of run after you with a sword." If you jump off a sufficiently high cliff in D&D and roll a nat 20 to land, you still might take enough damage to die during your three-point landing. And so on.
So: while we don't have all the rules of Candela Obscura, it is valid from my knowledge of the Forged in the Dark engine, which Illuminated Worlds was heavily influenced by, for Spenser to say "this action is unbelievably dangerous and there is no possible way you are escaping unscathed, and a full success means that you live to tell the tale with only a gunshot wound or bleed damage rather than outright death." That's the other thing: completely valid for the GM to come in planning to kill the players. That's the premise of EXU Calamity. I would assume the table discussed that this was going to be a much darker and more dangerous game than Chapter 1 and everyone shares those expectations, and is prepared to possibly lose these characters. Which is, frankly, another thing that comes up specifically in actual play: what the table knows and expects and is prepared to accept is often something much harsher than the audience is prepared to accept. I mentioned being irritated at the presumptive nature of a lot of safety tool discussion (and am feeling very validated by Spenser's tweet about how he handled the letters to Sean) but like...when the CR or D20 or Candela tables prepare for their games, they have talked about expectations of tone and whether the GM will be trying to gently usher new players to victory, flat out gunning for a potential TPK, or somewhere in between.
This was a long, pre-full dose of caffeine way to say that one of the biggest rules of GM-ing is that the GM sets the tone of which the danger and difficulty of the world is part, and also that, based on everything about how this chapter has been presented, if someone accuses Spenser of being very hard on the party my answer is "...yeah, no shit, did you fail to realize that from the tone and text of literally every trailer and interview?"
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thydungeongal · 2 months
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After seeing your long post about Rolemaster magic systems, I'd like to hear about the demons and the evil spell lists and what books they might be in.
I may have oversold how strange demons are in Rolemaster, but let me try! Rolemaster, I feel, manages to invoke a somewhat more morally grey dark fantasy setting than D&D by virtue of one simple decision: the first Creatures & Treasures book for Rolemaster was entirely quiet on any kind of "good" analog to demons. If one goes by the original set of Rolemaster books, the sense one gets is that in the implied setting of Rolemaster evil is a living metaphysical force (or at the very least, there is a Hell dimension from which demons come from), but there is no opposing good metaphysical force to oppose it. Later books have somewhat contradicted this by adding Paladins and effects that are "of light," but there is some nuance to it still: Paladins, for an example, rarely have spells that target "evil" creatures, and more likely to have spells that target designated enemies of their faith.
This extends to spell lists: in Rolemaster, spells are learned by list. A Magician doesn't gain the ability to cast all "Magician spells" of level 5 when they reach level 5, instead they must dedicated development points to learning specific lists of spells. What this means is that to learn Fireball you need to dedicated points to learning the "Fire Law" spell list, so before you learn Fireball you learn how to use magic to boil water, heat objects, throw bolts of fire, and finally fireball (and so on).
Each of the game's three realms of magic also has a set of Evil spell lists, and the availability of said spell lists is left up to the GM. Evil Essence spells deal with the destruction of matter, darkness, and summoning demons. Evil Channeling spells deal with creating undead, blighting people, and destroying their bodies. Evil Mentalism spells are pretty much directly about enslaving and destroying people's minds.
And because there are, once again, no coordinate "Good" spell lists it once again comes with the implication that Evil exists as a metaphysical force but there is no opposing Good force in direct opposition to it.
(Although that is just one reading: because Rolemaster doesn't actually mechanically enforce alignment [which is good, because alignment actually sucks ass] it is also possible to read the Evil spell lists as simply taboo, forbidden knowledge whose availability is guarded due to the fact that they are seen as perverse. Which is the approach I have taken in my current campaign. There's a lot left up to interpretation here as a feature, because while Rolemaster is full of hard and fast rules, it also provides a lot of options for GMs to fine-tune the game to suit their needs.)
But the absolute funniest thing about Rolemaster's demons: you know how in early D&D when the different demons didn't have names yet and they were simply arranged according to Type? So you had demons Type I to Type VII or something? In Rolemaster they have the same arrangement. But they're arranged by Pales instead. The demon dimension is known as "the Pale" and it consists of six dimensions of near-void. Why is it called "the Pale?" Well, because it means that the most powerful demons can be classified as "Beyond the Pale."
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vintagerpg · 8 months
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Skate Wizards is another zine that feels like it should forever be a zine, never a book. A collaboration between Michael C. Hsiung and Loot the Body, it's about, well, skating, cool tunes, wizards and…uh…pipe weed that is totally medicinal. The back cover perhaps says it best, “Once the world was cool. Then it sucked for a really long time. How it has a chance to be cool again or suck forever. It’s all up to the Skate Wizards!”
The system is based on Maze Rats (which I am unfamiliar with) and Nate Treme’s In the Light of a Ghost Star (which I am). This boils down to a lite, three attribute D&D derivative with some unusual spells. Each skate wizard gets the same Permanent spells that they can cast at any time — Ramp, Sidewalk and Rail — which conjure the necessary skating surface. They can also cast one Rando spell per day, the effects of which are determined by rolling on a table and mixing descriptive words, which are then hashed out by the player and the GM. I just rolled “Dope Expanding Fire Tree.” Finally, a Skate Wizard has one Bootleg spell prepared from their collection of skate videos that allow them to perform a specific reality bending trick, like defying gravity for five minutes. There are skater specific magic items and if a Skate Wizard’s health drops to zero, they become a Poser and roll on a table of six lame-o fates they suffer in their new normie existence. A big heap of adventures and a table for generating skate trick names rounds out the package (though, online, you can also listen to the kickin’ soundtrack).
It’s a real treat to have so much of Michael’s wizard art in one place. I love his bold, clean linework and how he often flattens details and patterns so they look like textiles or stitching. And the illustrations are just bursting with humor and personality. Classic.
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theresattrpgforthat · 2 months
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Hello!
I've always wanted to do a stealth game/campaign, but all my attempts to hack it into DnD have failed. Do you have any suggestions for a stealthy system? Not something as abstract as Knives in the Dark (tbh, I just have never been able to get into it) but something that hits the Assassin's Creed feeling of watching the target, making a plan, and then sneaking through the base taking out guards and hiding their bodies and such. Preferably on a grid map or similar, s we're terrible at theatre of the mind.
Thanks!
THEME: Stealthy Games.
Hello there, so I did some digging and I found plenty of stealth games, although none of them seem to really require a map in order to play. That being said, I don’t think that should stop you from providing maps to your players, even if they’re abstract! Some of these games might ask you to sketch out a rough map of the town or building that you’re in, which may help you provide your players with some visual references as they sneak around, trying not to get caught. When it comes to stealth, I think of three things: horror, heists, and spies.
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Delta Green, by Arc Dream Publishing.
Born of the U.S. government’s 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green opposes the forces of darkness with honor but without glory. Delta Green agents fight to save humanity from unnatural horrors—often at a shattering personal cost.
Delta Green comes highly recommended as a great way to play an X-Files type rpg, mixed in with the Cthulhu mythos. It uses a d100 system and is based in the modern day, casting your characters as former members of government agencies, recruited into a super-secret bureau that investigates supernatural things - and keeps those things hidden from the common public. The stealth of this game is mostly about covering up the eldritch and unnatural, even if it means framing someone else or condemning a beloved building.
Your characters in this game have some familiar pieces to them, such as six stats with the same titles as you’ll see in games like D&D. However, you’ll also have pieces like Bonds, which represent relationships that keep your character grounded, and a Sanity system that I’m personally not crazy about (I do not recommend this game for a group that doesn’t like trite mechanization of mental health disorders), but that gives you a way to incur penalties that aren’t just physical damage.
This looks to be the closest to a traditional rpg on this list, and with all the elements to keep track of, I can see how a physical map would be helpful. However, keep in mind that there isn’t a pace or speed stat attached to these characters, so things like line of sight or distance probably won’t be super granular - if you are shooting things you may have broad range bands to determine how difficult something is, but the final decision will be a GM decision, not something necessarily determined in the rulebook. Because the setting is a modern one, I think finding visual references for locations in this game would be very very easy.
If you want a taste of the game before you put your money down, you can check out the Free Starter Rulebook!
Minutes to Midnight, by Oliver S.
Minutes to Midnight is a game powered by Blades in the Dark about a crew of spies, trying to disrupt the balance of power in a modern cold war. They will have to stand strong in the face of their vicious opposition and handle a fragile web of untrustworthy informants, devious intrigues and deadly lies.
We play to find out if our agents can thrive in the cutthroat world of espionage. While the public may never know about their impact, their actions shape the political landscape and outcome of conflict. Will the players prevent the outbreak of a global disaster and use their influence to create a better future? Will they attempt to send the opposing bloc into a turmoil and establish a lasting hegemony? Or will their actions lead the world down a path of war and nuclear destruction?
The Forged in the Dark system uses a cycle in between missions and downtime, sinking your characters into the heart of the action as they pursue clandestine missions in locations built by the group in a session 0. Since the game takes place in the real world, using maps of real cities might be a great way to keep they players visually engaged, and using a city that the group has been to or is familiar with might also make it easier for the group to visualize the kinds of buildings and streets where their spies may be sneaking, scheming, and sleuthing.
Madstones, by xiombarg.
Those who know magic exists at all are the rich and teams of breakers like yourself that go into the jartowns for the Archons. Jartowns are created by burning folk alive in a wicker man, in a ritual known only to the oldest jet-setting Archons.
A jartown is an isolated area of spacetime that was cut out of our reality. Most jartowns consist of a small amount of space (enough for a suburb or town) and a loop of several years. Jartowns become more magickal and horrific with each loop, creating madstones. 
Madstones are small things, from actual stones to human organs, infused with concentrated, distilled magic. They're secretly coveted by the wealthy.
In this tiny 24XX-based tabletop RPG, players are breakers, desperate folk from the occult underground who find a way into the jartowns, hothouses for magick, to perform errands for the ultrarich Archons.
Play as a variety of roles, from sawbones to sinner to spook, and choose to hail from one of four origins, including jartown native.
24XX games are another toolbox that you can pick up and play around with to help you get started with creating your own experiences. Your character consists of a few skills and gear packaged together in a character class. In Madstones, these classes are various specialists, trained to deal with different elements that might pop up when you go delving into eldritch pockets of reality. There is both a stealth and a combat specialist in this game, but there’s also classes for things like a getaway driver, a hacker, and an occult specialist.
24XX games also exist because of their OSR predecessors, meaning that combat is risky, and often deadly - and therefore finding other ways to solve the problem is implicitly encouraged. However, the openness of the system means that your players don’t necessarily need to resort to stealth - they might prepare an elaborate ritual, create a unique piece of technology, or just decide to run away as fast as they can. In regards to maps, I think you could probably use a typical dungeon framework: leading the characters through various rooms or sections of the pocket dimension, and throwing horrors and weird environments their way.
Night’s Black Agents, by Pelgrane Press.
The Cold War is over. Bush’s War is winding down. You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly.
Then you got out, or you got shut out, or you got burned out. You didn’t come in from the cold. Instead, you found your own entrances into Europe’s clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn’t matter. It turned out to matter a lot. Because it turned out you were working for vampires.
Vampires exist. What can they do? Who do they own? Where is safe? You don’t know those answers yet. So you’d better start asking questions. You have to trace the bloodsuckers’ operations, penetrate their networks, follow their trail, and target their weak points. Because if you don’t hunt them, they will hunt you. And they will kill you.
A combination of modern spy fiction and vampire intrigue, Night’s Black Agents uses the GUMSHOE system, which is an investigative roleplaying system that provides your characters with resources they can spend to get into secret locations, compete against vampiric agents, and pick up information to help you put together the details of a conspiracy. In Night’s Black Agents, finding clues isn’t left up to chance - you will always get information as long as you tell the GM that you’re using a relevant skill. The obstacles in this game are more likely going to involve getting in and out of sticky situations - and if your opponents are vampires, well, stealth is likely going to be a more appealing than trying to slit their throats.
GUMSHOE games don’t need grid maps either, but a rough map of the city or country is probably very helpful, and it might be fun to draw the floor plans of various buildings that your players investigate in order to help them determine what areas may be the most interesting places to search for clues.
The Breathing, by Fistful of Crits.
You reside in The Archive, an unending and depthless structure spiralling deep into the dark and misty depths, devoid of life and presided over by a being known only to you as The Archivist.
The Archive is made up of windowless rooms and halls that vary greatly in their height, size and danger. All these spaces house numerous shelves containing the collected knowledge of the world outside of The Archive; a place you have been told you must earn your access to. The price of your freedom comes from the discovery of new or forgotten knowledge that can be found in the deepest parts of the structure. 
You, and a few others, are known as The Breathing, in a place full of creatures who were once like you but ultimately failed in their bid for freedom; now known as The Breathless. 
The Breathing is just an example of a broader style of game, using a system called Breathless. Breathless games use a series of polyhedral dice that deteriorate as you use them, with different dice attached to different skills. Throughout the game you pause to “take a breath”, and re-set your skills, bringing your dice back to their threshold. However, pausing to take a breath also gives the GM a chance to introduce a new trouble or complication, creating a cycle of mission, rest, mission, rest, etc.
As a game system, Breathless is pretty light and is fairly easy to hack. But the lightness of the rules also allows for creativity and add-ons, which could include rules for movement or placement. Since the game rewards finding ways to solve problems without having to resort to direct conflict, I can see games like this encouraging characters to think carefully about when to use their resources and when to just… sneak around the problem. If you want to include maps and a grid, you could provide a blueprint of a room inside The Archive and watch the players try to navigate it using their limited resources, with designated “rest areas” that they would have to get to in order to take a Breath.
This certainly isn’t a solution in a box, but it might provide some interesting tools to help you build the experience you’re looking for.
Night Reign, by Sinister Beard Games.
Night Reign is a roleplaying game of stealth, guile, violence and devilry for a GM and one or more players, set in a quasi-Edwardian metropolis perched on an inhospitable peninsula beset by toxic black rain and ruled by a corrupt cabal of Noble Houses.
You take the role of members of The Red Right Hand, a conspiracy loyal to the recently deposed royal family, using your talents in assassination, infiltration and dark sorcery to strike out at your oppressors.
A game all about the things you do in the shadows, Night Reign uses cards to resolve conflict, rather than dice. It also uses a token system to help you overcome obstacles without having to resort to violence - loud, messy, dangerous violence. The Ruled by Night system (which has an SRD that you can download for free) is about balancing the suspicion you’ve already raised against an increasing cost to being stealthy. You spend Shadow tokens in order to be able to attempt to do something, and try to get a hand as close as possible to 21, or at least higher than whatever the GM draws. Your characters will also have powers that can be very effective, but are likely to draw a lot of attention, so using them is risky.
Because of how this game runs, things like movement and speed are not likely to be tracked. However, I don’t think mapping out a location so that the players can understand where things are or what kind of space they’re in is going to hurt the experience. The SRD describes something called City Conditions, which appear to be elements of the fiction that might result from the characters’ choices, or provide obstacles to the players. If you have a map of the city in front of you, you could draw symbols on the map to indicate what’s happening as the story progresses, and even cross out places that have been destroyed.
Heist, by Hark Forsooth Games.
HEIST: Get the Crew Together is a cooperative RPG where you and a group of suave, savvy and slick fellow crooks plan and execute capers, grabbing the fanciest loot from the world's wealthy elite.
Heist is great for fans of shows like Leverage or movies like Ocean’s 11: you’re going to steal something shiny from someone who certainly doesn’t deserve it, and you’re going to do it with style. While combat is an option, your characters will also have to deal with suspicious marks, security systems, laser grids and bank vaults. The characters are composed of special talents and personal flaws, and the GM has the task of designing something the game calls Murphy’s Gun - a major twist that will reveal itself midway through the heist.
It can be tricky to determine what to prep for a game like this, but one thing that you can for sure prep is the location. Design the building, draw the floor plan, and come up with obstacles for the different areas - there’s not really movement tracking in this game but having the layout will certainly help your players come up with ideas about how to get in, get out, and get rich.
Another thing to consider…
Mothership doesn’t have any stealth skills, but what it does have is the incentive to be sneaky. If an alien horror is moving through the ship, you’re more likely to try and stay out of it’s way - and having no stealth skills means that the players have to describe what they’re doing to stay hidden; climb into vents, squeeze yourself into cupboards, and try to wriggle into the space suit. However, this doesn’t mean that you’re not rolling - you might roll to clamber over something or to fit yourself into something, or you might roll to scope out a location to find an exit or suitable hiding place. It’s also excellent in terms of maps - plenty of adventures will provide at least a blueprint of the space station or ship that you’re exploring, which you can use to spook your players with fresh horrors.
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avelera · 1 year
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Random thoughts on the D&D movie in no particular order:
I loved the jokes. All of them. All the stupid jokes. I was their target audience and they succeeded at making me cackle at dumb shit while my partner's soul left his body
The landscape shots were breathtaking and honestly made me tear up at the beauty in places. In the theater, I remember thinking, "Yeah, FUCK yeah, these guys understood the assignment!" Nine out of ten times, I think fantasy should be animated, because if you don't pour millions into the budget, the action looks like crummy LARPers wearing silly costumes in the woods. This movie understood that if you're doing live action fantasy, you owe your audience some damn beautiful landscape shots and damn did they deliver on some beautiful landscape shots.
(cut for spoilers)
I sincerely appreciated Holga and her husband being divorced but still amicable. I'm so tired of the trope of exes being evil or awful. They just seemed like two adults who wanted to love each other but the circumstances of being together doomed them from the start. It was played for laughs but it was just a moment I genuinely enjoyed as divorcee. I also loved her ex's new wife looking exactly like her, both for the gag, and for what it said about both of them being each other's type even if it didn't work out.
I also cackled like a hyena at Holga's halfling fetish while also finding it rather sweet and enjoyed imagining all the reasons why she might have that preference lol
As a basic Drizzt Do'Urden loving bitch, I squeed when I saw Icewind Dale on the map. Then I had a moment between that and the Underdark of wondering, "Am I gonna see him? Even in the distance? Am I going to see my first love, Drizzt Do'Urden??"
And then I realized: the Paladin. The Paladin is Drizzt. Only good person who came out of a nation destroyed by evil. Too good for this world, too pure, to the point of being sanctimonious but is also a hottie. Xenk is Drizzt.
Oh, I also squeed when I saw the Underdark.
I appreciated how knowledge of D&D improved certain story beats (like the gelatinous cube or the displacer beast) but wasn't required to enjoy the plot. That's how references should be done.
The most agonizingly cringe moment for me was when Holga was dying. Just. I appreciated the beat. It couldn't go any other way. They delivered on their set up with the tablet, the only question was ever, "Who besides his wife is going to get saved with it?" And it made perfect sense who it was. I'm glad they didn't try to pull a fast one. But the scene was like... 10 seconds too long of her dying for me to not roll my eyes. We know you're going to use the tablet on her, dipshit, please keep this moving.
BUT I think the reason they did it was to land a sincere moment with the daughter, and I appreciated that. I think the scene could have been improved by Holga being like, "Don't you fucking dare use that tablet on me!" and then smacking him when he did it anyway and then he'd have to explain that he set out to save his daughter's mother, not his wife, who has passed on, etc etc. but I'm not sure that would have been much better so maybe the drawn-out opera death scene and the sincerity was better in the end idk.
I KINDA wanted to see the actors as the players playing D&D BUT I know why they didn't and it was a wise choice, it undermines the drama too much to say it doesn't matter because it's a game. Maybe if instead they'd should the characters playing D&D in universe as normal humans? Idk
I thought there'd be more Xenk? I thought he'd be in the arena with them? A little bummed but I also loved his GM NPC energy.
The combat and camera work was great! Genuinely enjoyable and well made, I appreciated the artistry that went into it.
Loved the bardic distraction scene for truly capturing the chaos of a D&D party's attempt at breaking and entering
Loved the portals bit for truly capturing the strategy and planning that can go into a functioning D&D campaign's clever heist, even if I'm sure it would have taken 5 sessions to plot out IRL
Honestly, it was just a fun, solid film! It's been a while since I've seen such a fun, solid film! I would buy it and put it on in the background to just enjoy and not angst over it! It was worth the price of admission, it was faithful to the spirit of D&D instead of sneering at it the way the early 2000s one did, and I had a good time! It wasn't the highest of art but it would have been weird if it had been! I liked it a lot!
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honourablejester · 9 months
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Numenera Oddities
So. Numenera does the thing I love from D&D 5e, and that is trinket tables. Or, in this case, oddity tables.
Oddities are ancient salvaged techno-magical items that aren’t necessarily directly useful, like the more powerful one-shot cyphers or reusable artefacts, but are more there for the flavour of the world. Characters often start with them, GM assigned, and I assume you can find more of them out and about. And … I do love them. These are from the Oddity Table on pgs 305-307 of the Discovery corebook, and they’re just … so illustrative of this future fantasy, scavenger world, 'remants of past civilisations' setting.
I think one of the things that I most love is that, from the characters’ POV, in their medieval fantasy setting, these are inscrutable artefacts of a bygone civilisation, but from our POV, with our technology, you can so clearly see what some of them are intended to be:
26 – Series of thin plastic cards that show all kinds of unknown creatures. (Somebody had trading cards or card games during the past billion years)
20 – Plastic bottle that contains a spray that cleans any stain and never runs out. (Somebody finally invented a universal household cleaner, an infinite universal household cleaner, I bet they made an absolute mint)
30 – Metallic jar that maintains the temperature of liquid inside indefinitely. (Somebody made an improved thermos)
60 – Cup that instantly boils any liquid poured into it. (As well as an instant tea/instant pot noodle/instead meal cup)
33 – Small wand-like device that keeps away normal insects in a 5ft radius. (As well as mobile personalised insect zappers)
55 – Shirt that displays your muscles, bones and internal organs when you wear it. (And, for whatever reason, a portable x-ray shirt? Was this a practical invention first, for field x-rays, or was it for funsies, or both?)
58 – Bracelet with a tiny bell charm that rings like a massive bell when intentionally rung. (Personal protective device?)
80 – A bracelet that rends you unable to reproduce while worn. (An easy, non-invasive contraceptive device, interesting)
76 – Ceramic ring that makes you feel as though gentle hands are caressing your body. (As well as a possible sex toy? Or aide for touch-hunger? Not going to lie, if I touched this with no context and no idea what it was going to be, I’d freak the hell out)
79 – A pair of small, floating cubes that keep a small, enclosed room at the temperature at which water freezes. (Portable refrigeration)
Like, a lot of these are clearly futuristic novelty items or household appliances, as well as some more in-depth and casual medical technology. And I love that? I love that. You’re in a medieval fantasy scavenger world where the detritus of past super-futuristic civilisations litter your world, and you’re there picking up random bits of ancestor junk and trying from your own frame of reference to figure out what the fuck they had going on.
Some of the oddities are a bit more inscrutable even from our POV.
7 – Box with a tiny group of musicians in it who play when it is opened and look horrified when it is closed. (Now, this could be a novelty item again, but this is also a setting where ancient crystal obelisks eat people and trans-dimensional portals and pocket dimensions are also a thing, so … not beyond the bounds of possibility that those are live and enslaved musicians getting shunted into a pocket stasis dimension every time you close the lid)
And some have a language barrier in effect:
16 – Small rod that emits a voice saying the same thing in an unknown language every time a button is pushed. (Could be anything from a personal memo to an ancient distress call)
47 – Five metallic plates that orbit around your head and display ever-changing, unknown symbols. (I fucking love this one, if I was a scholar in this world I would dedicate my life to figuring out this language from the presumption that those symbols are some form of reading from me and if I can just figure out what they’re reading from what symbols show when, maybe I can Rosetta stone this language out? I mean, that’s a lot of assumptions, but you’d have to at least try, right?)
There’s also a series of oddities that are clearly communication/monitoring devices:
17 – Glass plate that shows what seems to be a live image of the moon, but from a closer vantage.
43 – Glass cube that shows what seems to be a live aerial view of an unknown, ruined city.
89 – Plate of glass that, when you view the night sky through it, reveals ten times as many stars.
And we, the players, know that the setting does have ancient satellites still in orbit around the planet, full of nanomachines and other ancestors-know-what. So these are clearly receivers for satellite feeds, or possibly in the last case a light-pollution filter. Though I’d be interested to know if that last one is a live image, or if it’s an image of the stars of this world several million years ago.
And then, in the midst of all that, there are several oddities that are clearly just art, or novelties, or just for fun:
57 – Amulet that, when worn, projects holographic images of fish swimming around you.
Is this a nightlight? A holographic art piece? A fun fashion accessory? I don’t know, but I desperately want one, and no matter how useless it is, I would not sacrifice this one oddity for any number of more useful cyphers or artefacts. It’s pretty, and I love it.
I love the design philosophy of these, the illustration of the world and its history that they provide. And, I mean, some of them, like D&D trinkets, can also function as plot hooks. Where is that unknown city on the live feed? Are those musicians real people trapped in a horrifying pocket dimension? Could you Rosetta-stone one of the ancient languages from that metallic plate device, and if you could, what other, potentially more powerful secrets would it unlock?
They’re just … I love trinkets. I love environmental worldbuilding, I love archaeology, I love the illustration of setting inherent in physical objects. These are fantastic.  
Trinket tables are the best. Honestly, if you are designing a game, do put in a class of objects that don’t exist for any mechanical, game purpose, but are just there to show your world. To show the ethos of your world via the tiny details and physical objects that populate it.
Also, this game appears to be, to a large extent, ‘fantastic archaeology: the setting’, and I’m here for it. Absolutely!
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AI Bracket — Round 3
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Propaganda
Eris (Wolf 359):
Basically a game show host but crueller. She puts you through psychological torment as a bonding exercise with your crew, and at the end you have to shoot her with a real actual gun. She is projected directly into your mind by interfacing with your nervous system and she will do something messed up. Her most recent iteration got blasted into space. Personally, I think she's lovely
A VR entity designed to do chaos psychological horror torture tests on Goddard employees. She's not malicious; that's simply her job. It's how she was made. (Maybe she can grow.)
She was in just one episode but so fucking interesting, evil/malicious AI. also a lesbian. Was shot the secound she became a bit too self aware
Mr. Ceiling (Rusty Quill Gaming):
He's an AI made up of human brains who was given extremely flawed instructions and started to erase people's memories while still being 100% convinced he was only helping humanity. He was in control of most of the world's banks, transport and economy. When introduced to philosophical questions, he came to the conclusion that he should simply become a god. Wonderfully morally grey AI :D
(spoilers included) is the reason for a surprise body horror episode (what’s not to love about one of those?)
when not disembodied voice, it appears as a sliver floating orb
alex (the gm) let the party name it, expecting something ominous like “it” or “above”, but got stuck with them calling it “mr. ceiling”
is literally powered by dead people’s brains
claims it wants to help people, but doesn’t understand the suffering its existence is causing
is designed to learn only the worst aspects of whatever the party tries to teach it
after the party tries to enlighten it, it wants to become something like a god
COME ON GUYS WE CAN DO THIS
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