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hdmiports · 9 months
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unlocking a new mental illness
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How To Find Cool Games: On DriveThruRPG!
So disclaimer upfront: I don’t use the DriveThruRPG website nearly as much as Itch.io. Some of those reasons are practical (there’s no tagging system, the catalogue is rather D&D saturated,), while others are more… well, shallow (the website isn’t as pretty).
However, DriveThruRPG is a very good tool to have in your toolbox when it comes to finding cool ttrpgs, for a number of reasons, the primary one being that it’s for TTRPGS and only TTRPGs! Let’s get started.
The Search Bar / Categories.
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You can start by doing a basic search for a game that you already know about, or by searching for a keyword, like “pirates” or “zombies”. You’ll get titles sorted by “relevance”, so things that have the keyword in the name will show up first. One of the biggest downsides of this strategy is that everything kind of gets lumped in here: supplements, maps, expansions, adventures, character sheets… the list goes on. However, you can narrow down what you’re looking for by using the toggles at the top of the website. I personally usually narrow down search results by selecting “Product Type” and then “Core Rulebooks”.
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One nice thing DriveThru has compared to Itch.io is that you can combine categories, so if I wanted to brows say, Gothic Horror Core Rulebooks priced under $20, well I can do that! My favourite categories are for genre, but another set of categories that you may find very useful once you’ve familiarized yourself with some games is the Rule System category. There are categories for systems like the Year Zero Engine, Forged in the Dark, BRP (Basic Roleplaying), OSR, and so much more. There’s also “other systems” and “any system” categories if you want to find something that’s unique or that can be used across games.
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DriveThru also has a lot of games published in different languages, and you can narrow your results to see what’s been offered in your language. I think there are more options on this website than there are on Itch, although you might benefit by finding one or two publishers in your language on DriveThru, and then check the publisher’s website from there.
The Homepage
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Another reason to check out DriveThru regularly is the sales and promotions. The top banner of the homepage will typically advertise a few things: the Deal of the Day, current themed sales, and special offers that DriveThru RPG wants you to know about. Their homepage also has Bestselling Titles, Most Popular Games Under $5, Newest Games, Featured Titles, and, if you scroll down enough, Personalized suggestions. Unlike Itch.io, DriveThru does a lot of work to show you what’s new, what’s hot, and what’s a really good deal right now, which can all be really helpful things!
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When you land on a game, you’ll be able to see whether or not DriveThru sells physical copies, some basic information like book size, rule system, publisher & author, and a blurb describing the setting and other general information about the game. DriveThru has a side panel with “Customers also Bought”, which is great for showing you things that you might like, either because they surround the same theme, they work for the same game, or they are in a similar genre. (Another thing that Itch isn’t quite as good at.)
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You’ll also be able to see (and leave) reviews for game, including the ratings left by other people who have picked it up. Occasionally I’ll find really useful information in the reviews, as reviewers might talk about mechanics they love or loathe, or recommend styles of play that they feel the game matches.
Finally, like Itch, DriveThru will let you know if you’ve already bought the game, and provide you with a download shortcut.
Publishing House Pages
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Larger publishing houses typically have their ttrpg content sorted very nicely for you on their publisher pages, to help you find the things that you want. Modiphius is a great example, sorting Star Trek, Dune, Fallout, and their 2d20 games all in special categories.
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Many publishers also have a Community Content section, which is great if you’re looking for assets, new adventures, hacks of a game system and some very reasonably priced (or even cheap) game additions. Similar to Itch, DriveThru has a Pay-What-You-Want feature for many games, although, unlike Itch, most PWYW titles require that you pay a non-zero amount.
Newsletters
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When you create an account on DriveThruRPG, you can sign up for various different kinds of newsletters. Some come directly from DriveThru itself: this includes the Follow Your Favourites and Deal of the Day options, as well as weekly/monthly newsletters carrying information about new releases, special promotions, and (often) a free ttrpg product of the month.
However, on top of that, when you purchase a game or follow publishing pages, you can also get emails about new releases specific to those creators, as well as updates if a new version of a game you bought has been added. Often if it’s a game you already bought, this means you own the new version too - something that DriveThru has in common with Itch!
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The Follow Your Favourites announcements will line up with whatever you’ve chosen to follow on the website. I’ve asked for updates about new Core Rulebooks, and I also get updates from the Onyx Path and a few other places where I found games I really liked. I also check the Deal of the Day offers fairly regularly; sometimes there are really really good deals offered and if it’s a game you know or like, then you don’t want to miss out on a sale!
Wishlists
DriveThru allows you to add games to wishlists to look at later, and even gives you the ability to sort your wishlists, although the process feels harder to look through than Itch does; I think it might be a UI issue.
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However, because it acts like a wishlist, you can move games from the wishlist into your cart and vice versa, as well as move the games to another list. One really nice thing about the wishlist section is that DriveThru will alway show you when something you want is on sale, and how much it is normally - Itch does this too, but in this case, DriveThru is much easier to read!
I mostly sort my wishlists into Core Rulebooks and Supplements, because I don’t have nearly as many games bookmarked on DriveThru. If it exists on Itch, I store it on Itch - but there are plenty of other, “someday’ games, that I want to be able to find again in the future.
Your Library
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DriveThruRPG has an app that you can download onto your computer or your phone, and it basically acts as a library that you can look through. In both the webpage and the app, you can sort your purchases alphabetically, from new to old, by publisher, by whether or not they were updated, and using similar categories as the search bar on the store front.
Free things can definitely be found here, even if they’re harder to look for. On DriveThru, most free products are things like character sheets, playtest games, or Quickstarts. However, some publishers do put up their stuff for free. Whenever I can get a Quickstart of something interesting, or if I find something being offered for free, I add it to my library. Free games are how I got started in ttrpgs, and QuickStarts are wonderful introductions to a system that usually give you a good idea of what the game is going to feel like.
Conclusion
Overall, DriveThruRPG is great for folks who like certain big publishing houses, and folks who like a good deal. I personally usually end up on the site because something in my emails caught my eye, which is the opposite of how I navigate Itch. DriveThru was my home base before I discovered Itch.io, so I still have a little fondness for the website, even if looking through it is a little bit of a slog.
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One thing that might be a bit of an annoyance is that if you own something from a certain company, they might be able to send you a lot of emails for every sale and new product. If this becomes too much, you can choose to opt out from those publishers.
If you don’t want to have to actively engage with the website as much as say, Itch, DriveThru’s email system is also a big help. You can customize your subscriptions to match what you’re interested in, and then just check your emails once in a while to see what’s on offer. After a while you’ll also learn about yearly events, like the Summer Sale, which often provides big discounts on a lot of different games.
DriveThru is also a great place to start if you’re looking for print versions of games: I don’t know what shipping is like to places outside Canada, but I definitely appreciate that it’s an option, and sometimes all you need to do is find a game or publisher - once you know that it exists, you can google that publisher, check out their website, and figure out the best place to order from there.
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anim-ttrpgs · 7 months
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It was mentioned that EUREKA would be the easiest DM-able system ever. From a newcomer's perspective, how is it so?
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Well, firstly, it strongly encourages the use of prewritten adventure modules, which just already take a lot of work off the GM's shoulders, and maybe others can elaborate on how much of a burden that is lifting, but it isn't exactly very unique to Eureka.
What Eureka does do however is have rules and play advice which enourages, or even necessitates, players and player-characters taking initiative and driving the story themselves with their own deliberate actions, rather than sitting back and asking the GM "okay where are our characters going next?" The game in general both encourages and facilitates a very hands-off GM approach where the GM's main job is to be a referee for the rules and a voice for the NPCs, not a novelist that inserts the names of the PCs into their plot. There's a lot of similarity here between this approach and a lot of OSR type games' "situations, not plots" approach. This makes feel more like playing a game than being a full-time job.
None of the character abilities in Eureka necessitate that a certain NPC exist for them to work, meaning the GM will never have to come up with a whole character on the fly that has a whole believable relationship with the PCs. In fact, there is an optional system in Eureka by which the players are the ones who come up with NPCs their PCs know, using a series of questions to formulate their relationship to one-another and then handing that over to the GM.
Many things that are traditionally up to the GM in many other RPGs or RPG-groups such as note-taking and in-game time-keeping are instead explicitly assigned to a player.
The system just also has a lot of rules for helping GMs make calls in many different situations, rather than having to arbitrate a bunch of mechanical effects on the fly, and has very simple and easy-to-work-with NPC stat-lines.
All of these things and more add up to a lighter workload for the GM, so that instead of the effort investment in a 1-GM-4-player group being split 80-5-5-5-5% like in D&D5e and many other popular systems, in Eureka it's split more like 40-15-15-15-15%.
Check out our Kickstarter page for the best accumulation of info on what Eureka: investigative Urban Fantasy even is! The Kickstarter campaign launches April 10th 2024!
Check out our Patreon to get the whole prerelease rulebook + multiple adventure modules and pieces of short fiction for a subscription of only $5!
If you wanna try before you buy, check out our website for more information on Eureka as well as a download link to the free demo version!
Interested in actually playing this game, and many others, with the developers? Check out A.N.I.M.'s TTRPG Book Club, a club of nearly 100 members at the time of writing this where we regularly nominate, vote on, and then play indie TTRPGs! At the time of writing this, we are playing Eureka: Investigative Urban Fantasy, and sign-ups are closed for actually playing it, but you can still join in to pick up a PDF club copy of the rulebook to read and follow along with discussion, and sit in on and observe sessions! There is no schedule obligation for joining this club, as we keep things very flexible by assigning multiple GMs with different timeslots each round, to try and accomodate everyone! This round, we had over thirty people sign up, and were able to fit in all but one! Here is the invite link! See you there!
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maximumzombiecreator · 2 months
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Hi! Your talk about ADnD's mega dungeons was really interesting to me! What games would you recommend to emulate this style of play? Are there modern games that follow ADnd'd example, or should I just try out ADnD?
Most OSR (Old School Revival) game systems focus on recreating the kind of gameplay that 1st edition D&D created, so there are actually a lot of options. Old School Essentials (OSE) is very true to original D&D, basically just taking those original rules and putting them in a book that seems like it was written by a coherent human instead of Gary Gygax. I believe they also sell expansions on this? I haven't played OSE but it comes highly recommended by people whose opinions I trust.
OSRIC (which is the Old School Reference and Index Compilation) does the same thing for AD&D. This one I have played a fair amount of, and it's very true to AD&D while just being more readable than the original books.
That said, old D&D was also... I shan't say it was bad. It was early. Many of the game design decisions just feel weird and clunky to more modern sensibilities. For some that's a plus, for others less so. So there are a bunch of OSR games that focus on recreating the feel of old D&D and not necessarily the mechanics.
Probably the one of these I've played that I can recommend the most easily would be Worlds Without Number. WWN does focus a little bit on running open world sandbox games (for which it is incredible, and I think any GM looking to do that should download the free WWN pdf for the tables alone) but since it creates that faster, simpler gameplay loop that AD&D had, I think it'd still be great for running a megadungeon in.
I'm sure other people will have good OSR game suggestions as well, it's a really interesting and active community.
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txttletale · 11 months
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bundletober #17: ASCENT
i am going to catch up with these... tomorrow. or at some point afterwards. Society. anyway today's bundletober i'm looking at ASCENT, a trophy incursion by ex statis games--hey they're from wales? that rules
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so for those who have not played trophy, it is a set of very closely connected games -- trophy dark and trophy gold -- about OSR-style adventurers who are doomed to die horribly in a wretched world that corrupts them. it bridges a lot of interesting gaps between OSR stuff (no classes, emphasis on modules and prewritten dungeons, encouraging a thinking puzzle-solving approach from players) and storygame stuff (handing some level of narrative control off to players, failing forward, mixed successes and fiction-first approaches). the main difference is how doomed the player characters are--trophy gold player characters will only probably die, while trophy dark characters are the most doomed motherfuckers to ever briefly walk this earth.
an 'incursion', then, is a module or an adventure to be run in trophy. something i really like about trophy is that it encourages its incursions to have 'themes'. a lot of trophy incursions will have a list of 'moments', little pieces of set dressing a GM can describe to bring that theme across. i love this shit because i think that everyone agrees it sucks when the GM reads out like fifteen paragraphs of prewritten text from the module but it is also nice to have some guidance or a handrail--this provides a lot of really cool interesting little moments without being overbearing or handholdy. the theme of ASCENT is 'EXPOSED' and the moments reflect this beautifully:
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this shit is sublime. the meat of the incursion is its 'rings', descriptions of the progressively darker and bleaker dangers your characters face. the rings in ASCENT are beautifully put together, each one telling its own miniature story. ASCENT also hews very close to trophy's storygame side, giving the GM probing questions to ask the party at each ring:
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i really like the inversion of the classic "dungeon", the fact that instead of delving deep underground each progressive increase of danger takes place in the context of scaling a mountain, exposed to the elements, the very sky at your back becoming your enemy. i love almost everything about ASCENT--but when it comes to it, without wishing to spoil--i find the ending a little disappointing. not bad disappointing, just--when taking into the consideration the very real practices of mountain climibing in the modern day, the everest expeditions of old that this seems to be taking some inspiration from, it ends in a very generic and unconsidered OSR loot-the-ancient-relic-with-a-twist setpiece.
it's not a bad ending so much as a missed opportunity to mediate on shit like the environmental destructin to mount everest caused by tourism, or the grisly monument to pointless thrill-seeking death that is rainbow valley, or the failure to credit sherpa guides for the success of early expeditions in favour of showering praise on white colonialists. or, hell, even just to do something a bit more on-theme. it doesnt' feel very EXPOSED, is all i'm saying.
ASCENT is available for purchase as a digital download through itch.io
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sumplysilly · 3 months
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Was fucking w my phone bc it stopped sending texts & for some reason there's the. Meme garden game. Which I have never downloaded. & a bunch of random youtube ad puzzle games. The only game I've ever downloaded to my phone is osrs. Idk why these are here
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dankdungeonsrpg · 4 months
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Make Your Own C64 Dungeons!
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I recently came across a fun YouTube video about programming in basic/python using an 80s guidebook (thanks YouTube algorithm).
P.S. the Commodore 64 had a radical advertising campaign!
Peak '80s Fantasy
The book they were using was published by Usborne Books in the early '80s and is part of a series which are available as free PDF downloads on their website. I was immediately enthralled by:
Write Your Own Fantasy Games For Your Microcomputer: "Dungeon of Doom"
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This hit me so hard with the '80s TSR/Games Workshop vibes I almost passed out.
As I dug into the ~50 page book I was not disappointed. It's full of fun art, wonderful layout spreads, and very useful guidance.
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The book starts off talking about what a TTRPG is and outlines the tenants of your standard fantasy D&D-style game.
However it also points out that different genres besides fantasy can be played in, which I appreciated.
The way it all works is here; the dungeon levels, the classes, the monsters, the treasure!
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Okay, So I Can't USE It Per Se...
Now, I don't have an coding experience, so using this book for its intended purpose would be tough for me. I majored in English after all, this kind of stuff confuses the heck outta me.
That said, these books are for beginners so with a little work and a C64 emulator I'm sure I could figure it out. Maybe I will someday, but I think it has a lot of value in another way.
Teaching The Flow
As someone who has written a few games, and read a few more, I've become really familiar with good instructions and how they are useful anywhere.
In it's explanation of the flow of player input and computer response it lays out the exact kind of procedures we in the OSR are always harping on about.
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It's got me thinking that flow charts are something I should just use in my game design. Bulleted lists are all well and good, but curved arrows! That's the stuff.
I think most kinds of modules would benefit from this kind of spread too, especially anything with a strong narrative arc.
I will point out that a couple WoTC 5e modules do think to use this method, but commit to it so poorly that the sparse chart is nearly useless (I'm looking at you Descent into Avernus).
Well That's Basically It
I don't have too much more on this subject other than "Look at this book!" and "Wow, everyone should incorporate the lessons here in their writing!"
Maybe I can convince one of my friends who actually knows programming to help me and we can create our own Dungeon of Doom computer game?
It can't be that hard to make a video game right...
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pv-sakura · 1 year
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Pinned Message
Updated: 10 October 2023
About Me
Hi, you can call me PV 🌸. I'm new to Tumblr but have been active in other social networking sites for a long time. I'm here mainly to talk about anime, video games, and to post my irl content 😊
Most people would describe me as kind and sweet, perhaps a little rough around the edges, maybe an acquired taste. Generally speaking, I am pretty ditzy and very aloof. I spend most of my time at work and in my free time I hang with friends to play video games, watch anime, or produce content. I am perpetually tired and falling asleep. Pink, black, and white are my favorite colors and I'm a huge sucker for pastel and anything cute or kawaii. You'll find a lot of my content draws from those colors and themes.
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I spend most of my free time watching anime or playing video games with people. Below are some things I like:
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Attack on Titan - my favorite series of all time
My Hero Academia
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Oshi no Ko
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Nagatoro
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Bondage
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Edging
Hypno
Exhibitionism
DDLG
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Thanks for reading and welcome to my blog 💖
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technicalgrimoire · 2 years
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I had a great birthday!
Thanks for celebrating my birthday with me yesterday.
▶️▶️Overpowered was downloaded over 500 times!
It'll cost $3.20 from now on, but each purchase will add a community copy for someone else to enjoy freely.
My High Scores:
Sepulchre of the Seven. 84 Tribute. A difficult adventure, but with LOTS of treasure. I failed my first try, and my second was okay. Might try it again someday. This one was painful to speedrun because it’s so beautiful and rich; I felt like a vandal running through it guns blazing.
The Waking of Willowby Hall. 109 Tribute. After I immediately slew Bonebreaker Tom, the rest of the adventure was a breeze!
The Isle of the Plangent Mage. 70 Tribute. My wife played through this one, and even as someone who never GMed a game she enjoyed the chance to play through an adventure in a breezy, accelerated way.
Can you beat my scores?
Grab it here:
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laplaceatelier · 1 year
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Here's a custom 5e character sheet I sketched up. It's inspired by traditional sword and sorcery fantasy, medieval woodblock prints, old OSR art, and metal band album covers. There's an itch.io link down at the bottom of the post if you want to download a nice printable pdf version. Tell me about your character if you use it!
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The spell list page with extra boxes to track features like ki, action surge, and sorcery points.
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An example of a filled out character sheet, featuring Dorcas the warrior monk.
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violetreminder · 1 year
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I have sinned against the very concept of productivity and fulfillment...
I have downloaded RuneScape once again.
The nostalgia got me so I started OSRS and now here I am, over 12 hours later, mildly delirious.
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theresattrpgforthat · 8 months
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hello! I've played the fallout ttrpg (the one they had to pull the rights from when it was pretty much done so they called it Exodus instead), I wish it didn't suck so bad! Is there any system I could borrow that would fit with Fallout's setting? I love the world in itself, but Exodus was rushed and published half-baked
THEME: Fallout
Hello friend, I have quite a few games for you to check out today! Some of them are direct homages, while others simply just have elements that might remind you of the video game.
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Rebels of the Outlaw Wastes, by Nerdy Pup Games.
Play misfit outlaws fighting against the authoritarian Powers That Be in a hyper-saturated, film-grained, retro dystopia. Save the future with the power of friendship, whoopass, and explosions! Features sticker-based character advancement, effortless cinematic vehicle action, and player-driven Ride-or-Die system usings d4s, d6s, d8s, d10s, and d12s.
This game is a bit more colourful and punk-rock, and a little less morally grey than some of the more popular Fallout games. The designer cites some pretty colourful inspirations, such as FLCL and Six-String Samurai, but also concedes that you can make the tone fit that of Borderlands, Fallout, and Mad Max. It depends on how you build your world - what tech was there before? What kinds of weirdness persists? What beliefs have survived?
You’ll make skill rolls that can be boosted by gear or your personal style, with anything above a 4 granting you a success, with bonuses for rolling even higher at an 8 or a 12. Badges are the representations of character growth, tied to the skills that you choose to improve, somewhat like how concentrating on certain skills in Fallout gives you access to perks. If you want a stripped-down basic idea of the rules for this game, the designer has a Pay-what-you-want playtest that you can download for free, just to dip your toes in the water.
Earth: After Death, by Hammer City Games.
Boasting deep and crunchy mechanics reminiscent of the golden age of 90s TTRPGs, Earth, After Death focuses on OSR-style gaming, dungeon and hex crawling, fast-paced combat, high lethality, and a unique and fascinating setting to explore.
There’s plenty to do: kill mutants, explore ancient ruins, get lethal radiation poisoning, find a gun that has infinite ammunition, use psionic powers to blow up peoples heads, replace your legs with tank treads, and more!
This is a chunky, old-school style game that takes care to mention that your level-up system is just like the advancement system in Fallout games. You’ll be dealing with mutations, ghost machines, bartering for gear, and hex-crawling through dangerous wastelands. The character sheets point to a lot of moving pieces, so if you like wrangling together a character that does exactly what you want them to do, you’re going to have a lot to play with here. It looks like mutation is also a pretty big deal in this game, with over 100 different kinds advertised on the game’s store page.
Right now just the Wasteland’s Handbook is available to purchase, but the kickstarter for this game will be taking off later this year. If this sounds like your kind of game, then maybe hop over to the website to get in on the first full edition as it releases!
Fallout: The Roleplaying Game, by Modiphius.
In 2077, the storm of nuclear war reduced most of the planet to cinders. From the ashes of nuclear devastation, a new civilization will struggle to arise. A civilization you will shape. How will you re-shape the world? Will you join with a plucky band of survivors to fight off all-comers and carve out your own settlement? Will you team up with pre-existing factions like the Brotherhood of Steel or Super Mutants to enforce your own ideals on the Wasteland? Ghoul or robot, paladin or raider, it’s your choice - and the consequences are yours. Welcome to the Wasteland. Welcome to the world of Fallout.
Utilizing Modiphius’ celebrated 2d20 cinematic role-playing system, the Fallout RPG will take players on an exciting journey into the post-apocalypse! Create your own survivors, super mutants, ghouls, and even Mister Handy robots. Immerse yourselves in the iconic post-nuclear apocalyptic world of Fallout, while gamemasters guide their group through unique stories and encounters. The 2d20 edition of Fallout is as close to the bottlecap bartering, wasteland wandering, Brotherhood battling excitement as you can get.
Modiphius gets the license to make a lot of games for different properties, so a Fallout game fits in alongside other big titles like Dune, John Carter of Mars, and Alien. This company uses their own 2d20 system, with a focus on inventory and Perks in an effort to make the game recognizable to any typical Fallout fan.
That being said, the game has come under fire for being poorly edited and inconsistent when it comes to finding the right rule. The company updated the game last year and released a Settler’s Guide book, so this might be something that’s a bit more read-able now. But if you want something set directly in the Fallout universe, this is your game.
WASTELAND, by MaelikGames.
WASTELAND is a simple tabletop RPG about adventurers in the world that has only recently became hospitable after a War that might not end all wars, but almost ended the world. You and your friends decide whether this world is bleak and hopeless, like the one in Metro, or somewhat whimsical, as in Fallout. 
Much of the inspiration from Fallout appears in the character options of this game. Arkanites are homages to Vault-Dwellers, Radkin are inspired by Ghouls, and robots are, well, robots. The talents also look like they are directly inspired by Fallout perks, such as Animal Friend, which allows you to turn hostile animals into allies. Gear and inventory are both very important in this game, which is something that I never find surprising in post-apocalyptic games, since having to track inventory feels like a pretty important thing in a game about scarcity. Your skills are also based on a percentage of success, because you’re rolling a d100, with the goal of rolling under your target number. If you’re looking for a game that can mechanically reflect much of what’s available in the Fallout video games, this might be for you!
Dystopia Rising: Evolution, by Onyx Path.
No one knows how long it’s been since the world was blasted with nuclear radiation and became infested with the undead. The survivors of the Fall were the first strain of deviation of the human condition and were able to make it through the rapidly spreading epidemic. Finding a community of decent size in this world is rare; finding one that has any concept of equality or morality is rarer still.
Oh, and people have the unnerving ability to come back from the dead, regrown from the very virus that destroyed the world.
This is a completely different world from Fallout and yet I think it might still be worth talking about in this rec post. Dystopia Rising has a rich, detailed world, with various factions and faiths, and your characters are differentiated by the Strains that have helped them survive. There are plenty of conflicting beliefs that can be the seeds for unlimited conflict, including various faiths in things like evolution or the preservation of humanity, strains that give you psychic powers, and a universal ability to come back to the dead so many times before you’re turned into a mindless zombie.
There’s plenty of opportunity to fight things hand-to-hand, but there’s just as many possibilities to politic your way out of tough scenarios, which is a hallmark of Fallout New Vegas. Not only that, there's no clear "good guys": this is a complicated world with complicated people. If you want a game that carries a lot of similar themes of Fallout but puts you in a new setting, maybe check out this game.
Games I’ve Recommended in the Past
Extinction Punk, by Extinction Punk.
Wastoid, by Jason Tocci.
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anim-ttrpgs · 8 months
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A.N.I.M. TTRPG Book Club Showcase #2: Mothership
As some of you may know—and if you don’t, here is a post about it—A.N.I.M. runs a TTRPG book club where the whole club votes on, read, and play indie and indie-ish TTRPGs, then discuss them like a book club, with the ultimate goal of exposing people to new games and supporting smaller TTRPG developers. After each game, we do a “showcase” where quotes are compiled and posted for posterity along with a link to the game’s store page or wherever else you’re supposed to get it. Here is what the book club had to say about the second RPG to win a vote: Mothership by Tuesday Knight Games! Mothership was a game I had been looking forward to playing for a long time and I'm very glad to have gotten to play a one-shot with it. Mothership is for-sure an "OSR" game--relatively short rulebook, just enough rules and mechanics to get you by for exactly the genre it is supposed to emulate, fast and easy character creation, and a high chance for careless player-characters to die badly. If you like the Aliens franchise, you'll love Mothership.
Here is what the TTRPG Book Club generally had to say about Mothership by Tuesday Knight Games:
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You can pick up a copy of Mothership here.
And hey, if you're a creator who wants to get their game out there in front of people, join our book club and nominate it!
Playing Mothership here led directly to 9 sales!
If you’re an independant TTRPG developer, come hop in, you can nominate your own game, and having a creator in the discussion is always a plus! Reminder, you can join the discord server from the invite link on our website or right here.
Just a reminder also that A.N.I.M.'s own first big project, Eureka: Investigative Urban Fantasy is launching on Kickstarter in April 2024!
Here is a preview of the Kickstarter page!
If you would like to pick up a prerelease copy of Eureka: Investigative Urban Fantasy along with three adventure modules, two short stories, and a novella, head over to our Patreon page!
If you want to try it before you decide to spend any money, head to our website to download the free demo of Eureka: Investigative Urban Fantasy!
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mitchelldailygames · 2 years
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Heroes of Song: Devlog Part 1
I have a lot of irons in the fire right now, so I’m going to talk a bit about the design process for one of them.
The Inspiration
I watched a video about Tunic. It looked brilliant. I couldn’t get that fox, the mysterious world, and the squiggly writing that didn’t tell you anything out of my head. Then I remembered my experience playing (and rarely beating) various Legend of Zelda games. Then I remembered A Short Hike, then Haven Park, then Wanderhome, then Blackbirds (the Batts one). I ended up knowing five things about what I was going to make:
The heroes are cute.
Kindness matters.
The world is weird.
Sometimes you don’t fight. Sometimes you do.
Health is hearts.
Side note: I’ve since played Tunic. It rules. I don’t know if I’ll beat it because it’s been awhile since I’ve beaten a hard game, but I’m having a great ride.
Dice
I’ve been using all the different dice shapes a decent amount lately. HELLGUTS (not cute, not kind, yes weird but only in the Doom way, all fight, health is guts) uses d12s because they are chunky. A Hotshots-inspired game about soldiers in a galactic war wip (not cute, not kind, weird galaxy if you want it, lots of fight, health is… well, it’s complicated) is using a d20 because it’s more than a little OSR-like. 1e (not cute, maybe kind, maybe weird, maybe fight but not recommended, no health just death) used a d20 because it’s a spoof idea of what the very first fantasy roleplaying experience was.
But this game has cute heroes. It is inspired by Legend of Zelda, games for childhood (many of which I’ve played as an adult). I wanted kids and people fresh-eyed to the hobby to be able to pick it up quickly. The six-sided die is simply the most accessible die. Yes, there are dice-rolling apps and dice are cheap, but downloading an app or searching for specific dice are still extra steps. Everyone knows what a six-sided die is. I wanted this to be a game you could play by stealing the dice out of a board game you already had if need be. This would end up being a 2d6 system because I wanted a little more room for difficulties and modifiers, but we’re rolling with cubes here.
We’re going to keep these logs relatively short. I’ll talk about the next step for me next time. Take care. Remember, the world is weird; kindness matters.
--Daily
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nyonyia · 3 months
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downloaded osrs on my phone. very confusing and not very fun so far. trying to fishing level 5. i wish i could catch something other than shrips
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sumplysilly · 4 months
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Why are osrs youbetubers advertising afk arena to me. Big dog osrs is THE afk training game why would I download this dogshit anime game when I have runescape
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