Tumgik
#re:alignment
dungeonmalcontent · 4 months
Text
I fixed alignment!
Link to the document in question if you don't care to hear the tale of it.
That's a really ambitious thing to declare. I even already went to the trouble of making this because I've been planning on announcing like this.
Tumblr media
But, yeah.
Maybe I didn't fix it, per se. At worst, you can call this an alternative system to traditional alignment. And it all started because people were getting a little too complicated talking about the "nuance" of the standard alignment system and things like the MTG mana color system.
And my response was going to be "what ya'll are trying to get at is a spider graph." But that extended response post got annihilated because I didn't save it as a draft before switching tabs. So I started writing it up as its own post. And that lead to me making some demonstration graphs, and that lead to me going ahead and just writing up a whole essay. And then I adapted that essay into a variant rules module for 5e d&d.
So. Yeah. That's how I ended up making Re:Alignment. (get it, it's like a pun, because "re:" is the default header for a reply email and I'm responding to the trash state of alignment in 5e, but it's also read as "realignment" like repairing a misalignment.. it's clever, just trust me)
The document is 11 pages and can be read in its entirety as a preview on DMsGuild if you follow the link to it (easier to do on desktop). The doc outline how this approach to alignment changes how alignment works, the actual alignment system itself, and describes what I have essentially replaced good, evil, lawful, chaotic, and neutral with. I also included a print friendly PDF sheet to fit into a character sheet where you can track your spider graph alignment and other important alignment based RP information. Also also, there's a standalone graph jpg that you can slap onto a modified character sheet or other RP tool of your choice.
The doc is priced as "pay what you want", so if you want a downloaded copy or one you can print (though hopefully not the last page, because I make those all black) you can get it for free. If you want to throw a little money my way or if you really like the system, you can pay however much money you want. It was like 48 hours of work, so a decent amount of effort went into this.
If you're wondering "what did this moron replace the alignments with?" I'll answer that right now. I replaced alignment with this:
Tumblr media
If you want to figure out what that means and how it works, read the doc. It's not that long and it describes it pretty thoroughly.
112 notes · View notes
ask-orchidthemew · 2 years
Photo
Tumblr media Tumblr media Tumblr media
@ask-starter-sebastian 
ASK: Hey, Aeon. what does Orchid mean to you? You really seem to care about him. Is he someone special to you?
AEON: Yes, Orchid is special. He’s the most special pokemon in the entire universe.
ASK: Uh... Aeon. What’s with those wacky moves of yours?
AEON: We have the ability to manipulate the apparent dimensions of space and the objects within it. RE:align rotates space. RE:position translates it. RE:integrate dilates it. RE:verse reflects it.
ASK: Aeon, can you tell us more about the rifts, and what it is you do with them?
AEON: Rifts are disturbances in the fabric of space-time. They occur when an existence that adheres to differing laws of physics interacts with our own, creating confluences of two opposing postulates that tear unstable pockets of paradoxical uncertainty. If allowed to amass, the universe will no longer be able to maintain stability. So we take it upon ourselves to collapse them before they can do so.
ORCHID: I can never track what they’re saying when they use those big sciencey words.
ASK:  (@ask-starter-sebastian) Dana@Orchid: "Hm? Whatcha mean you wouldn't have survived without Aeon." She raises an eyebrow. "Bein' an all-powerful Mew n all makes that pretty hard to believe you couldn't handle shit on your own." She pauses a moment before continuing. "Unless...you were on the verge of death at some point or were in a weakened state at some point that would prevent you from bein' able to..."
ORCHID: I don’t really... remember that far back. I don’t know what happened to me, if anything.
AEON: It no longer matters. Who you were was unfit to carry our power. All you need to do now is focus on what the future holds.
ORCHID: Yeah, you’re right. It doesn’t matter. It never did.
14 notes · View notes
wlwtsubomi · 2 years
Photo
Tumblr media Tumblr media Tumblr media Tumblr media
butalso speaking of the rpz. makez everyone look at ubique.
28 notes · View notes
vgperson · 3 years
Text
Vocaloid Highlights: August 2021
Hey, hey, hey, don't @ me. ...Unless? Highlights Archive
========== Stand-Outs ========== Cinderella RIGGED GAME Lonely Summer Vacation Hey, Hey, Hey. On Ready, Set, Go Breath We Are Special Cold Cicada Cry Absolute Error Galleria Full Bloom Diving Sophia Rainy Apartments Surges Zanelli Hi-Fi Radio Perish Call Noisy Sweet Home Regret Destiny Precocious (Quite the Little) Kyu-Kurarin Sundew Glory Steady Go! Unreal
========== Worth Your Time ========== Because Summer is Crying Night Pongee Festivate!! Soda Cost For Words Puppet Dance Summer Reminiscence Wait for Summer Shabba Dabba SCREW Biorhythm Smile, Nameless Life Longing for Summer Night Before Adolescence Spineless This Sad Ephemeral Love Was Predetermined. Saika Notte emma The Flower's the Signal We Throw a Bouquet Tormented by Dreams Communication Buster Early Dawn Rainbow Happiness Vulgarism ±0 (Yuro Mashima) Fish Tank Blueberry Girl Rolling Dance Girl Ignition His Jude Picnic Stammer envysion Mittagspause Etoowc Grief in Full Bloom ±0 (Saburou) ±0 (Izume) ±0 (Kanadera) ±0 (RT-G.o.B.S) ±0 (Abyaa) ±0 (Nyasuke) U_i Knapsack and Heart ±0 (November) Summer! Pool! Ice Cream! Watermelon! Good!! Tail End Drawing in the Summer Sky ±0 (Tokaku) To That Summer That Never Was Sunny White Tokyo Umbrella Believing is Scary Bad End Overkill Clock Tower in the Walled Garden Abyss Love is Lightly Carbonated. Wilt in Summer Shout Alone snooze Melt Chocolat Latte Butterfly Block Daughter Dance in the Sleepless Night Ice Drop Clear in the Shade AppleApple Dear My God. Hatsune Creation Myth Entropy Message to UFO Doctor Harry factoryca Bubble and Shock ENDING NOTE Martial Maximizer 13's Fault Sparkly Power Source Girl Cut Out Stereo Parade Euphobia Mermaid of the Sleepless Forest Box Linaria of the Summer Night Rainy Snowdrop Summer Night Sparks Tokyo Proletaria Aura White Storm Wanna Be Human Distant, Ultramarine Commonplace, Replicant Actor Mio Miserable Forever For You Fantasy Electica Labeled Love Parallel Girl Re:align Last Score Finschi Poolside Karma yawn
151 notes · View notes
richardwalkerworks · 5 years
Text
Tumblr media
London Re:aligning June 2019
0 notes
Text
Call to Artists
We are now opening up submissions for our next edition of RE:alignment!  If interested, please see our submission guidelines and FAQs. 
Deadline will be 10/7/16, Oct. 7th 2016.  Feel free to email us at [email protected] or send us a message on here for any submissions, questions, or concerns! 
5 notes · View notes
dungeonmalcontent · 3 months
Text
Follow up on the Re:Alignment RPG progress.
This is what the character sheet loos like so far. It may change moderately over time and as other aspects of the RPG are further developed.
Tumblr media
Some graphical elements are also less than ideal (looking at the text on the spider graph) and will get updated as I have more energy to do so.
And I would describe more about the system as it relates to the character sheet, but I'm just going to give the basics:
+You don't have ability scores, you have an "alignment."
+You don't have features, you have actions that you can take (depending on your alignment) that are written out on action cards.
+You have "Hit" and "Sanity" to determine how much "damage" your character can take before they need to retire from the journey.
+You don't have levels, you have "legs of the journey" which are basically sessions.
+Lots of places to record details, including your character background, how you have changed your alignment over time, and the important choices that your character has made during sessions.
Not exactly looking for feedback, but I am interested in what people think actual gameplay looks like based on this character sheet. Because a good chunk of the gameplay is still in limbo. It should be working one way but doesn't incentivize it entirely; and the purpose of a system is what it does, so I'm kind of fighting my own work in a sense.
27 notes · View notes
dungeonmalcontent · 3 months
Text
Before I get any further on this RPG project, I'm starting on a character sheet. See how that goes. If I can endure the tedium of that design, making it how I want to look, maybe I'll actually finish this and do it well. Doesn't hurt that I prefer a very clinical and precise visual design style, which is a bit easier than a lot of others hat I have seen.
11 notes · View notes
dungeonmalcontent · 4 months
Text
New 5e homebrew doc out!
Re:Alignment is a short rules variant doc on the alignment system in 5e. Specifically, the doc is rules for replacing the alignment system with a spider graph system (the kind of polygonal graph they use a lot in anime to show what a character's specialties are).
The original post for this homebrew can be found here.
For anyone interested in the doc, it's free. And you can find it here on DMsGuild.
11 notes · View notes
dungeonmalcontent · 3 months
Text
Re:Alignment Action Card Prototype
Alright, so, the more I write these action cards the more I realize that some of the systems that I am developing might need to stretch in some places. Tech stacks, for instance, are currently doing some heavy lifting because they encompass everything that is not a combat obstacle or a NPC stack interaction. Tech stacks gotta be able to handle a lot of rules abuse, though the basic tech actions have the essentials.
I'm rambling. Here's the preview.
Tumblr media
From left to right we have the basic combat, sway, and tech actions for the cooperative alignment. There's some minor graphical blegh still going on, but that can be easily fixed. These are more proof of concept for the template + the card design and are using the rough drafts for rules content.
You can see some of the design philosophy for alignment based actions here too. Cooperative actions generally rely on the cooperation of others. These actions usually have a lower priority because someone else has to do something else first. The benefits of going later in stack priority but working with someone else means that you are pretty much guaranteed to avoid a critical failure with a +1 to an action roll or have a high chance of actually working things out with people that value cooperation above all else (the neutral sway on mutual benefit for 3 should actually be the 1 result, that was a typo I'm only seeing now).
Note also that the actions cards have a place for the player or character name to go. Ideally cards are actually placed in an ordered stack or laid out in priority order to resolve the action stack. Having a clear identifier of what player/character is rolling for which action and when is very important. And yet, somehow, did not occur to me until I was actually writing the actions out in a spreadsheet. The GM has to deal action cards back (or have players take their actions cards back) after the end of the stack.
And, note finally, the dimensions of the action cards are such that they can fit in penny sleeves (or your other favorite TCG sleeves). This has the added benefit of being dry erase friendly when in a sleeve. Complex actions can have tick boxes to identify how many times the action has been used, and dry erase can be used for those tick boxes when the card is sleeved along with the player identifier.
9 notes · View notes
dungeonmalcontent · 3 months
Text
Either late tonight or some time tomorrow I'm gonna share first draft of some prototype action cards for re:alignment.
I think by that point people will be able to get a good idea of how things will be going down and wether or not people are still interested.
2 notes · View notes
dungeonmalcontent · 3 months
Text
I have, regrettably, written 5 pages of RPG rules for a system based on my re:alignment homebrew for 5e. Also regrettably, I know I will soon write more.
The system is about on the same adventuring scope as the candela obscura system. Focusing on 3-5 shorter and well defined legs of a journey rather than a longer campaign. Characters are relatively more "frail" than in 5e, but so are most obstacles. And the amount of customization available to the player is, while not absurd, fairly large.
Currently my draft of the system is pretty basic. It calls for a character sheet, specific action cards (which is actually something fun I'm excited to develop more), and maybe some dice (probably not too many, the action cards will have to get written out more before I figure out the dice) .
In short, you focusing on building the character as a real character, not just a set of statistical data. I mean, you track traits and such on a spider graph, but that isn't exactly what constitutes your character. Variability of actions and such is determined by character's personality, meaning that how you align your character changes what actions thy can take. While these actions may make obstacles feel somewhat easy, the real grit of the game stems from the implications of taking these actions and how they change the character.
Anyway... This is probably going to be all-consuming soon. Heads up.
5 notes · View notes
dungeonmalcontent · 3 months
Text
Since I'm probably about to contract a cold (I can feel it coming on) I probably won't have the spoons to write more re:alignment for a bit.
So here's a gist of where it stands mechanically. There are three core interactive mechanics. Combat: which is pretty standard simplified tabletop combat with loose distances and rounds of actions going off (though there are some newer distinctions I will get into later). Sway: I've gamified arguing with an NPC (but it's actually more interesting than that); GMs can call for a sort of combat initiative for social encounters which involves presenting arguments with specific motives to sway the minds of other people in or out of your favor. Technical: everything from traps to scaling a mountain can have a technical initiative where players can put in a sort of technical damage to try and overcome an obstacle, but technical challenges have limits to the number of rounds you can do them before there are *problems* for players.
What's special about combat? Everything "hits" but not in the way you think. You can miss your target, but you are going to hit *something* no matter what. It could be the ground, could be your friend, could be you. And if it hits the ground, that's not a wasted turn, terrain takes damage and the more damage it takes the harder it gets to do things (which generally makes the terrain take more damage) and before you know it you have a bigger problem than what you were trying to solve by using combat. There's stages to it, to be clear, and you can either do the terrain wholesale or you can run an encounter with specific splotches of terrain damage that could work for or against you. It really only ever gets as complicated as the GM wants to run it.
Sway is more than just casting charm person to swindle them. You are making a long term ally or enemy and it sort of plays out a little bit like what the non-dreaming people see of Inception. You are planting an idea in their head like a seed and using the actions you have (your special powers) combined with well crafted arguments to actually nourish that seed. Some NPCs have specific arguments they are more prone to agree with, sometimes you have to deal with a large crowd and that gets rough, but every person being swayed has sort of autonomic counter actions. You aren't just playing actions to move their friendliness meter up, your argument could go wrong, they could have a powerful counterargument, they could experience a sudden epiphany that turns the tables entirely. It's a political strategy game system.
Technical challenges are where utility characters and equipment shine. They have their uses throughout the rest of the game, but well utilized technical actions can make or break travel and exploration. If you need to pick a lock, almost any technical action could help, but the consequences will always vary. Technical actions can even be used in combat or sway (technically all actions can be used in any scenario) and help allies or control the environment.
0 notes
dungeonmalcontent · 3 months
Text
I am fully prepared to write out all of the rules for re:alignment, like actually hash everything out into a semblance of decent balance, and it be the most unfun thing anyone has every experienced.
Because that's how you get better at writing this kind of thing.
1 note · View note
dungeonmalcontent · 3 months
Text
Today I was able to flesh out the three obstacle types for re:alignment. It came together much better than expected. Combat, social, and technical. These also encompass the typical actions and their approaches.
My next big hurdle is really just going to be writing these action cards out in detail. It will probably be the hardest part of the whole project. Good thing I'm not doing it right now.
1 note · View note
dungeonmalcontent · 3 months
Text
Finally got around to completing a working character sheet for the Re:Alignment system. Even made it look a little fancy. Still pretty rough tho.
Now I just need to pin a few other things down. But I'm getting there. I might finish the whole RPG before the year is out (sarcasm).
1 note · View note