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#field of white flowers
that-house · 1 year
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Ran the first proper Field of White Flowers playtest the other day.
I stuck them in the Kill Six Billion Demons universe, because i love that setting and its general aesthetics and power level are perfect matches for FoWF (tbh K6BD was a significant inspiration for FoWF)
They were mercenaries hired by the Repossessions Guild to break into the house of a mob boss who’d gone missing and take everything that wasn’t nailed down.
TLDR: it was fun
in depth breakdown of what happened below the cut because i don't wanna nuke everyone's dash <3
For those with no context: Field of White Flowers is a high fantasy high power tabletop roleplaying game system geared towards huge dramatic anime fight scenes, wuxia bullshit, and feats of tremendous heroism and villainy. It draws inspiration from the webcomic Kill Six Billion Demons, fighting games, a vast slew of other roleplaying game systems, and the time-honored video gaming tradition of having a climactic duel in a field of white flowers.
The big thing I was worried about going into the playtest was just that it wouldn’t be fun. I’d had a lot of fun designing it and talking about it, but until you play the game properly it’s impossible to tell whether the game is actually fun.
Like, take Lancer. I love Lancer, I love the design philosophy behind it, I love theorycrafting builds for Lancer. Actually playing through a Lancer combat is like getting a cavity filled without anesthetic. How do 4 rounds with 4 players and no roleplay take 6 hours? We will never know
Our cast, in order of introduction:
Abzu, Newborn God: a young ocean god seeking to prove himself to his brethren. flavorwise he was a waterbender, mechanically he was a fairly supportive debuff engine focusing on lowering enemies’ stats with Chill. Attempts to get Abzu's player to join tumblr have been unsuccessful thus far.
Alizoba, King of Miscellany: sapient pile of trash looking for more stuff to add to themself. had a build based around Baiting enemies into bad moves and following up with huge combos. Alizoba was played by @cyrus-swag.
Ophidia, Serpent Queen of Lead: cowgirl and gun witch, mostly just here to kill people and get money. build revolved (haha gun pun) around throwing flashbangs, vanishing, and reappearing somewhere else with a huge gun. Ophidia was played by @fearlesscomfort.
Sixgill Griseus, The Bartender No One Fucks With: shark man who is a bartender/bouncer/chef/waiter/etc at his bar. magically-enhanced death glare can intimidate inanimate objects and shut down people's nervous systems. Sixgill was played by @historically-innaccurate-dialga.
The events of the session:
Abzu immediately murders someone for polluting a canal
gradually all met up and made their way to the house they were going to rob
encountered two devils, the tiny chainsaw-wielding Ozzy and the colossal Scunge who wielded a machete and a harmonica, guarding the house
Scunge was tackled clean through the door of the house and pinned down by Sixgill until he simply keeled over dead from the force of the bartender's stare
Ozzy mauled Abzu and Ophidia, and was about to coup de grace the latter when Alizoba summoned a building on top of him
Ozzy and Scunge served as a test of the Power Couple mechanic, in which two combatants are represented by a single statblock, one of which dies and changes the statblock when they collectively reach half HP
Inside the house, they encountered a vast horde of living dead who had been employed as meth cooks and house guards. They fought them off for a while before Ophidia finished off the last forty or so by briefly stopping time and lining up a headshot on each one
The zombies were an example of the horde mechanic for representing a TON of enemies with one statblock and a few minions. They worked great
Next was a hall of huge swinging blades, because i wanted to include a few simple skill challenges.
Sixgill just used his enhanced senses to walk through the hall, only getting barely clipped by the last one.
Abzu attempted to freeze the mechanisms, but they exerted too much force and shattered the ice.
Ophidia solved the "there are several thousand pounds of high velocity metal in front of us" with her own several hundred pounds of high velocity metal (she shot the blades with her minigun until they broke)
The next room was a treasure room, with tons of weapons in glass cases. Sixgill broke one of the cases to get a harpoon, causing the rest of the weapons to drop through the floor and poison gas to pour into the room
Abzu waited out the poison in a bubble, while Alizoba summoned a fridge to hide in. Sixgill stared the fucking poison down and the very air said "you know what fuck that I'm not getting paid enough." Ophidia tried to fire off enough guns to replace the air near her with gunsmoke, which went badly
the final thing we had time for in this session (we're going to finish it another day) was a room with an enchanted idol in the middle, which compelled everyone who saw it to want it.
Ophidia burned a fifth of her HP to teleport over to it instantly and take it before anyone else could, and we ended the session as they walked into the next room, which contained a devil named BIG BOY (all caps)
The good stuff:
combat flows quickly from player to player, turns are short but impactful. it's not a tactical wargame, there's no grid or elaborate line of sight rules, but decisions about when to bring up damaged allies and whether or not to take short term disadvantages for long term benefit mattered
even though the system has a lot of room for optimization and certain characters were definitely stronger than others, no one felt useless even with bad rolls
the general Math of the system worked out pretty well. people were critting about as often as I wanted them to be, the HP amount for the players felt right
people had fun (the most important thing)
other important thing: it filled a niche that no other system i've played has filled, and did it well. the experience might have been different if we'd used another system, but it would not have been enriched by the change. Field of White Flowers just. fundamentally. works.
The stuff that needs improvement:
in retrospect it should have been obvious that, given that at its core the game is designed to be roughly balanced (especially at lower levels), making enemies that are on even footing with the players would make the combat REALLY fucking difficult. That was a silly on my part <3 the first encounter was not meant to be that hard. I halved the HP of the second encounter and it was much more reasonable
the mental overhead of certain builds is a little too high. the character sheet handles a lot of things for the players, but some builds have numbers that fluctuate frequently in combat
debuffs didn't quite feel impactful enough on enemies. main issue is that many of the durations are too short, leading to a lot of debuffs just sort of feeling bad when you use your whole turn to apply them, while other debuffs are just VERY VERY VERY good (looking at you Shock)
current out of combat resolution system is very bare-bones (skill checks are roll a few dice against a DC), and either a sliding scale of success or a push mechanic would likely augment it
nerfed Knife Juggler because holy fuck it was so OP for how easy it is to obtain
The nice thing about game design is you can make a system you want to play. Field of White Flowers ticks soooo many of my boxes, and it proved to be pretty easy to pick up, fun to play, and with enough depth of content to keep people talking about it for a good while after the session.
thanks for reading, and always remember: Pariah Stance allows you to tick down the countdown on Forbidden Technique faster
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Plant of the Day
Monday 11 September 2023
The pastel strain Papaver rhoeas ‘Mother of Pearl’ (field poppy, cornfield poppy, ‘Cedric Morris’) were developed by the artist and gardener Sir Cedric Morris (1889-1982). He spent many years looking for and selecting unusual colours of cornfield poppy which resulted in a strain of lovely dusky pinks and whites, muddy mauves and smokey greys rather than the usual bright red flower.
Jill Raggett
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that-house · 11 months
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wtf is field of white flowers
It's a tabletop roleplaying game system I've been designing on & off for about four months now!
Originally, it was an unarmed combat minigame I made for D&D, with the intention of making unarmed combat, like, actually interesting. Like, with D&D's default set of rules, there's two ways to handle unarmed combat: roll a contested skill check (or series of checks) or punch each other (for minimal damage unless you're a monk) until someone goes down
The way I decided to spice it up was with a series of Moves:
Swing (big damage but risky)
Jab (lower damage than Swing, but is, in fighting game terms, "plus on block")
Guard (weakest but safest move, and very good against Swing)
Taunt (forces enemies to Swing if successful)
Grapple (enters a grappling minigame where they try to escape while you choke them out)
Everything had a multilayered rock-paper-scissors relationship. For example, if I'm remembering correctly, Swing was good against Jab and great against Taunt, but bad against Grapple and terrible against Guard.
Both players would pick a Move simultaneously, then consult a 25-item table detailing all the possible matchups of Moves. Each player would then roll a skill check based on their Move & Matchup, and then the winner of the contested check would get an advantage based on their Move & Matchup: stuff like making progress towards winning, gaining a bonus on your next turn, stuff like that.
If you won the contest by 5+, it would be a crit and the bonus would be bigger, stuff like moves that don't normally hit your opponent now hitting, or moves that do hit now instantly end the fight in certain matchups
We played it once or twice, and it was pretty fun! Then I realized that if I just made it have its own character creation rules instead of using D&D's, I could make a pretty solid little martial arts game
I swapped out Grapple for the more generic debuff-inflicting Afflict, introduced what would eventually become 80 different special abilities to mix and match in the form of Powers, and allowed players to customize their Moves through the use of Modifiers and custom outcomes
It was originally meant to be a 1v1 "fighting game tournament" sort of game, as a sort of combination deckbuilder/rpg where you compete with friends to make the most optimal build, but then I decided that (a) it actually had a lot of potential as a more traditional rpg and (b) introducing allies would open up a lot of design space for more supportive gameplay
the first playtest was an incredibly unbalanced 1v1 test of white-room optimization that showed promise but revealed a lot of deep issues in the system. the second playtest, months later, was a fucking glorious traditional dungeon crawl through the expansive basement of a missing crime lord, and everyone had a blast with that. it still revealed a shitton of issues, because that's how playtesting goes!
it's gone through a shitload of changes in the time I've been working on it, with currently around 12k words of rules text and customization options, compared to the original "one page and a reference table" that I made for a D&D minigame
i'm gonna be running a bunch of playtests with friends over the summer, and hopefully some day the rulebook gets into a sufficiently organized state that I can post a playtest version that DOESN'T require me to be on speed dial to explain anything i forgot to mention in the rules (and hopefully later an illustrated and finished copy for sale)
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petitworld · 1 month
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[via]
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Source: Xuan Loc Xuan
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Minecraft stimboard #5!! req by @spookey-dukey
Mooshroom Stimboard
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sunflowers-n-cyanide · 11 months
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Happy White Cat in Field
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