thecoppercompendium
thecoppercompendium
The Copper Compendium
805 posts
UK-based independent TTRPG designer. Biggest projects to date are Summit and The Curse Lingers. (he/they, ace)
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thecoppercompendium · 3 days ago
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Is there perhaps a game where I can play as a bug? Well, other than the Unofficial Hollow Knight RPG you recc’ed to me.
THEME: Insects
Hello friend! There sure is! Here's a few that I think you might like.
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Cuticorium, by usducktape.
A microcosm TTRPG of insects and intrigue. Explore the mysterious bug city of the Cuticorium, orchestrate plots for supremacy, and uncover the secrets of the outside world.
Playing as a tiny bug is a daunting task without help. Using the unique Web system, you can build and burn connections with the land, other bugs, or yourself. Web tokens are used to power friendships or preserve the natural order. Mix and match from 21 Features to define what type of bug you are, opening up new ways to spend Webs and lay out your schemes. Cuticorium uses a GM/Storyteller, 2-5 other players, and d4 dice. 
It’s a good idea to make sure your fellow players know that this game is designed for politics first and foremost, and adventure second. There are rules for exploring and combat, but most of your bug’s abilities and moves will influence the insects around them. This game also works better as a longer campaign or series of sessions, rather than a one-shot - just so that the group can learn how to use their webs and their bug features to their best ability. If you want to tell stories about fighting your buggy instincts and fighting to become more than what you are, you might want to check out this game.
Fireflies, by Pyrefly Studio.
Fireflies is a pocket-sized ttrpg about being a firefly on a warm summer night.
The humans are out and about, enjoying the tail end of a summer barbecue. It's your job as a firefly to bring them joy and whimsy, while avoiding sticky little human hands that want to put you in a jar.
This game was made using efangamez' Re-Roller System. All you need to play is this index-card sized document and 1d6 (or a digital dice roller) for gaming on the go!
This a simple, sweet game with two stats and a different outcome for each number on a d6. As you play, your little bug will gain points in either Flight or Flicker, which can be used to re-roll future rolls. The whole game fits on a business card, easy for carrying around! With such few rules, it’s safe to say this one works better as a one-shot.
Bees in Mechs, by Fleet Detrik.
You're a team of bees... in giant mechs
Bee-nji, get in the f***ing robot.
The humans are tearing down the forest! It’s time to get into your giant mech and take the fight to them. 
This game uses the Honey Heist system. This means it uses two stats, which will wax and wane according to your success or failure. Your characters will take on different code names, bee types and call-signs, which you can use to add a second dice to your roll in order to give you a better chance at success. Gain too much in Bee? You sting someone and die a noble death. Too much in mech? You are fused with your machine, and become emotionless.
This is a great game for a short pick-up game, but it will be a very good one.
Happy gaming!
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thecoppercompendium · 6 days ago
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This is kind of a weird one I guess but do you have any recommendations for urban fantasy games with crunchy combat that can utilise battle mats or terrain? ideally ones where the general population don't know the fantasy elements exist. Something with a vibe like fighting monsters and gangs in abandoned malls and subway stations instead of dungeons.
I wanna build terrain for an urban fantasy game but all the ones I see seem to be ones where combat isn't a huge focus, or they're very rules light, or combat is super deadly so you don't have an opportunity to screw around with positions a lot.
Thanks -w-
THEME: Urban Fantasy w/ Combat.
Hello! This is a pretty tall order, and I think that what you're looking for is closer to a war game than a ttrpg. I'm going to include a few tabletop games here, since that's my thing, but I'm also going to show you a little bit of what I found from the Wargame Vault, in case you find that to be a little more in your wheelhouse.
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CAIN, by Tom Bloom.
Humanity is cursed, host to a roiling psychic sea barely understood or controlled, a phenomenon arising purely from the darkest portions of the human soul. While most humans are blissfully unaware of its presence, others are more sensitive. When it grows wild in these hosts, SINS appear, terrifying supernatural monsters that are anathema to reality itself.
CAIN is the solution, the global supranational shadow organization dedicated solely to the hunting and execution of sins. It’s mission is clear, its purpose steadfast. Is there anything better than a good hunt? Just think, you’re all set to slaughter to your heart’s content.
YOU are an exorcist, a powerful psychic soldier and tool of CAIN, honed and wielded for one purpose: WIPE OUT THE STAIN.
From the same person who brought us Kill Six Billion Demons and Lancer, CAIN is definitely focused on the hunt of something that regularly, everyday people can't see. The game uses d6 dice pools, and draws on a lot of narrative cues that I've seen in places like Blades in the Dark, so I don't know if it's necessarily as map-oriented as you'd like, but there might be something tactical in the choices your characters might have to make.
CAIN also puts a fair amount of stock in something called a Category, which is a scaling system to help you determine how effective any given action might be, depending on your character vs the type of supernatural power they are up against, as well as an exorcist's level of skill, the number of people involved, or how much of an area one might need to cover. The game definitely feels like it will reward you if you manage to attain some system mastery, so if you like that kind of challenge, you might like CAIN.
Majestic 13, by Snarling Badger Studios.
MAJESTIC 13 is miniatures-agnostic tabletop wargame where you command an elite team of alien hunters in a secret war to protect the Earth.
To the public, the modern era of alien encounters started in Roswell, New Mexico, on July 8th, 1947, with reports of a downed alien craft, which were quickly retracted and replaced by the story of a weather balloon. The public remains suspicious but accepts the story and moves on. Conspiracy theorists claim the government absconded with alien bodies and technology and hid everything from the people. Both stories are, of course, wrong.
Secrecy? Check. Monsters? Check. Terrain & combat? Absolutely check. Majestic 13 is not necessarily an urban fantasy game, but I think that you could swap out the aliens for fantasy monsters and you'd be pretty darn close. This is also a war-game, so it's definitely focused on the logistics of a drawn-out fight, rather than narrative beats. I think perhaps one of the biggest drawbacks of this game is that it's designed for only 1-2 players, so it would be difficult to bring this to a larger table.
Mad as Hell, by SoulMuppet Publishing.
Mad as Hell is an anti-capitalist demon-hunting exploration of activism and community. Play as Radicals, members of various Communities, banding together to fight the literal demons of capitalism.
The only way to kill demons is to understand what quiet violence created them in the first place, work out how to solve that problem, and turn it into a weapon. You might kill a demon of mouldy water with a purifier, a demon of poison-laced diet drugs with its own reflection, or a demon of bigotry with a pride flag. Unless you address the root cause of the problem, the wound in the world will continue to fester, and the demon will be reborn, free to wreak havoc. To defeat the demon truly, you need to make meaningful social change in your communities and help those around you.
Mad as Hell is rules-light, but it's also a combat game, where demons are representative of the evils that have arisen from a wounded world full of damaging power structures. You hunt these demons to protect the communities you are part of, and also to help combat the distress that arises from living in such a fraught environment.
I'm recommending this game mostly because it carries the fantasy setting that you're looking for, as well as focusing much of the game on conflict, although the conflict is probably less about a strategically-managed battlefield, and more about using what resources you have to solve what problems you can.
Right now the game is preparing to kick-start later this year, but the quick-start (linked above) is free to download. You can also download the Radical's Handbook if you want some in-world commentary from various contributors.
Dark Streets & Darker Secrets, by Old Skull Publishing.
Dark Streets & Darker Secrets is a Street & Sorcery Rules Light Role-Playing Game with an Old School spirit, just like its predecessors: Sharp Swords & Sinister Spells and Solar Blades & Cosmic Spells.
It’s a game about modern adventures in the world we live today, only with a layer of supernatural weirdness and horror. Characters are people who have found out about the mysteries and horrors that exist in the world and have decided to do something about it, be it battle it, join it, or simply explore its possibilities in any way they see fit. They will battle evil cultists, corrupted ghosts, bloodsucking vampires, and frenzied werewolves, or maybe they will be the horrors of others.
Dark Streets & Darker Secrets feels like a great option for GMs who want a bunch of tools to help them generate interesting adventures for their players. The game itself feels liked it draws from quite a bit of OSR sensibilities, which means that if there is strategy, it will mostly revolve around creative uses of your environment and the items on your person.
I'm not entirely sure whether or not terrain is something that would add to OSR-style games or not, but combat in this game system is pretty comprehensive, with rules about movement, cover, multiple attacks, and using spells. If you want to learn more about this game, you can check out this review on Questing Beast about the game!
The Secret World, by Star Anvil Studios.
An age is ending, and the darkest days are already here. Ancient enemies cast their avaricious gaze upon our world, threats both mortal and cosmic–once thought merely myth, but horrifically all too real–reveal themselves as the clock counts down towards apocalypse. Now, the “Bees,” the Chosen of Gaia, must step forth to defend the Earth against these dire threats. At the same time, they must work with secret societies who support the bees in their efforts to save humanity from unspeakable horrors.
In The Secret World: The Roleplaying Game, the players are those bees.
The Secret World requires the Savage Worlds core rulebook in order to play; it's a setting more than it is a standalone game. It's all about secret societies fighting against apocalyptic forces. Mechanically, I find Savage Worlds to be "crunchy" and I certainly wouldn't call it rules-lite… but it's also not exactly tactical in nature. Mechanical bonuses are awarded to characters depending on how you as a player role-play, and characters are built through a point-buy system, rather than through an advancement path often seen in class-based games.
That being said, the fact that the game tracks movement through pace means that having some kind of map or terrain to track your progress would be very helpful. The kind of weapon your character holds determines how much damage you might be able to do, and you roll for damage, meaning that you can't count on dealing the same amount of damage every time. If you like trad games, I think there's a lot you might like in both Savage Worlds and The Secret World.
When Nightmares Come, by Osprey Publishing.
When Nightmares Come is a tabletop miniatures wargame about modern day monster hunting and occult investigations. Players will form a team of paranormal vigilantes; self-taught occult specialists and monster hunters who call themselves the Nightwatch. These self-appointed members of the ‘watch look to tackle the supernatural horrors and investigate the strange disturbances that plague their city.
The core of the game, using the Action Dice Pool with its multiple die types, is fast and bloody, with tiered enemies, flexible player classes, quick combat resolution, and straightforward mission objectives.
When Nightmares Come also contains a roleplaying element that allows for non-combat challenges and dramatic encounters. This system uses the same dice types as the core game’s Action Dice Pool and emphasizes quick resolutions. This narrative system adds a fresh dimension to the core miniatures experience, particularly in longer campaigns where the promise of different foes and new story lines encourages long-term play-ability.
This looks like an excellent game for folks who like to play the underdog, combining the combat of monster-hunting with an investigation that point to plenty of mystery and hidden enemies. The publisher of this game also mentions a narrative system, which allows for dramatic encounters that might allow this game to straddle the line between war-game and TTRPG. Another great thing about this game is that appears to be some supplements designed by to community to help you get started, such as The Loa of Lockwood Court, and Gang Tags and Elder Signs.
Finally...
If you like what I do and want to leave a tip, you can check out my Ko-Fi!
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thecoppercompendium · 6 days ago
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GUTGUN REAL
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There seems to be a misalignment error with the spine. I double checked and my cover file *seems* correct, but I could've goofed something somewhere. Or the printer goofed! I've emailed DriveThru to try and sort it out.
Either it's a one-off error and print copies will be available soon— or I've got to edit the file and get another proof, which would mean another possible month until print copies are available. (One-off print/ship takes a while!)
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thecoppercompendium · 8 days ago
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In Serving Up Disaster: a TTRPG of kitchen nightmares you'll be uncovering the various Problems of this failing restaurant with the hope of solving them during Relaunch Night.
Once per session, when you have identified a Major Problem, you'll unlock Chef's Hail Mary. This is a drastic action that you'll take to begin putting the restaurant on the right path.
Serving Up Disaster launches August 1st! Follow now to be notified when it goes live!
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thecoppercompendium · 10 days ago
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5 simple questions to explain a TTRPG
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I can finally talk about it because it's finally released! Introducing Five Minutes, Not 5e! The first entry is discussing Shadow / Giant with @psychhound!
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But what is Five Minutes, Not 5e?
Five Minutes, Not 5e is a project I started as part of Chimera Hearts, aiming to bring attention to lesser-known TTRPGs through brief, to-the-point interviews with their designers. Each interview has the same five questions, chosen to convey the key information for new players. Designers can also elaborate with custom questions in Beyond Five Minutes, the sister series.
Here's the Beyond Five Minutes episode for Shadow / Giant:
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Entries come with transcripts and are placed in playlists as a kind of "tagging system". My aim is to build a collection of these entries, to easily explain game concepts to unfamiliar players. My aim is to release these at a sustainable pace, building the catalogue over time. I've got a few more lined up, with one already recorded, so keep an eye out!
If you're a designer and are interested in taking part, please fill out this google form! I'd love to talk to more people about their games!
If you want to get involved in this or similar projects, check out Chimera Hearts! There's plenty great discussion over on the discord, as well as projects being proposed!
(Also, if you want to support the project, I do have a patreon.)
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thecoppercompendium · 11 days ago
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I don't think I can overstate the depth of impact trans women have had on indie ttrpgs.
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thecoppercompendium · 11 days ago
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Building a Time Machine to Review Lancer
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This article begins with Snow completing a time machine and traveling back to the year 2006. Snow appears in her childhood bedroom with her Fourteen-Year-Old Self [from now referenced as 14].
Snow: I’ve come from the future to ask you some questions. I’m struggling to review this book.
14: I become a girl?
Snow: We don’t have time for that. I’m only here for the book.
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Snow holds up Lancer, the 2020 Mecha TTRPG from Massif Press. Funded on kickstarter in 2019 to the tune of $432,029 on the back of a long beta-phase, facilitated by the Lancer subreddit, and the vibrant illustrations of Tom Parkinson Morgan, creator of Kill Six Billion Demons, the wildly successful web comic.
Snow doesn’t tell this to 14 because it would take too long to explain that, in the future, people could have a job like that and make that kind of money. And if 14 knew, then the entire trajectory of her life would change.
14: Makes sense. It’s really big. What’s a Lancer?
Snow: Like 500 pages, but It’s not important. It’s like a Gundam.
14: Like Gundam SD? Zaku Zaku hour?
Snow: No.
14: Like G Gundam? With the horse guy?
Snow: No. I thought you were cooler than this.
14: Shrugs. So it’s just a mecha thing? Mechs are cool. That art’s really sick. Can I be that guy on the front?
Snow: Ideally. It’s like 4th Edition. Has that come out yet? Never mind, you’ll like it. Here. Hands 14 the book. I want you to read through it and tell me what you think.
14 opens the book, flipping a few pages, then cuts the book in half, flipping quickly through the front and middle.
Snow: What’s that? What’re you doing?
14: I never read the front stuff. I tried with D20 Modern, but it’s all just kinda boring. I wanna make a mech. In the Naruto game we played, making your ninja was the best part.
Snow and 14 sit on the floor with some paper and make their mechs.
Snow: It says here that all new players start with the same basic frame, the Everest.
14 flips to the Everest.
14: There’s no picture for it.
Snow: Well, my guess is that they let you make it look however you want since everyone starts with it.
14: The others have pictures though, and look how cool they are. The Blackbeard, the Drake, the Nelson. I wanna be the Nelson. Look at the cape!
Snow: Can you make sense of the stats and stuff?
14: I mean, it mostly makes sense. I don’t know what Repair Cap is. Or Heat or anything like that. But the traits are cool. Boost is probably an action. Immobilized or Slowed make sense as conditions. And the Skirmisher ability is so cool. I’m like, gliding through the battlefield with a spear, cutting down mechs and backflipping away.
Snow: Okay so…
Snow bookmarks page 140 with a finger and flips back to page 30. She does this several times before reading through to page 36.
14, bored, tries to draw a mech.
Snow: Um, ah, I see. So these things are your stats, like in Star Wars or Pathfinder.
14: What’s Hull?
Snow: That’s like your strength. It says “Roll Hull when smashing through or pulverizing obstacles.” But you won’t know what your Hull bonus is until you make your pilot. They get mech skill points to put into your mech stats. We need more bookmarks if we’re gonna do this..
14: Mom’s got the printer. A lot of books are big and confusing, so I just print off the important pages. You really only need like 20 of them to figure out the game I bet.
Snow: Speed is movement, Evasion is kind of like Armor Class, Sensor is your range to detect enemies and use hacking things on them, and E-Defense is Armor Class for hacking, but Heat is like HP for hacking, and then Stress is like Structure but for hacking, so, like, Structure and Stress are, like, if you drop to 0HP, you lose a Structure and regain all HP and kinda do it all over again, so it’s like extra lives, except you might get a scar or something, same for Stress–
14: Mom’s got the printer.
14 sits at a buzzing Dell computer on the enclosed front porch while the bulky printer spits out some pages in jagged black and white ink.
Snow reads about combat.
Snow: Do you still have the old gundam figurines? I think we put them in the basement. I don’t remember when.
14: I’m not sure, why?
Snow: First of all, don’t let mom throw them away. She’s gonna throw away a lot of your stuff and you’ll wish you still had when you get to where I am. Secondly, we can use them for combat. It’s grid-based, so we’ll have to figure that out. Get a map or something.
14: I hate grids.
Snow ignores 14 and continues to read.
14: Figure all that out yet?
Snow: Yeah, I think so. I think it’s actually really simple, just that everything’s spread out. You’re just rolling a D20-plus-stuff against the static numbers to see if you hit. Then your attachments can raise the static numbers. Accuracy and Difficulty are like additional modifiers that can happen with cover or if you’re affected by a status. It’s just like D&D. But with mechs.
14: It does just kinda give you a buncha numbers.
Snow: We also just flipped to the mechs though, so–
14: But that’s why we’re here though, right? I don’t want to read about all this random stuff. I want to take the mechs and play the game in as little time as possible. If I have to sit and explain all this to the guys, they’re gonna be so bored. They’d rather play Star Wars or something.
Snow: You think it would be better if you opened the book and it was just mechs right up front?
14: It sounds kinda silly when you say it like that. It’s more that, it being a big book you already know it’s going to be boring, right? They always are. I feel like the good version of such a big, mecha book is that it would be filled with mechs. It should be filled with pre-built pilots and just, like, the rules for making your own if you want to. The art is so cool, why would you want to start by building your own mech when you could pick this cool gunslinger one? If I opened this book and it was just like “pick a pilot and pick your mech, here’s a grid so you can fight and here’s the one page with all the basic rules on it,” then I could play it right now and we wouldn’t be sitting here waiting for these pages to print.
The printer stutters.
Snow: Would it make you feel any different if I told you this was made by just two people?
14: What? Really? Why?
Snow: Well, not only two people. Miguel Lopez and Tom Parkinson Morgan wrote and designed the whole thing. Tom and a bunch of others did the art. It was edited by Melody Watson and the layout was done by Minerva McJanda.
14: I don’t know who any of those people are.
Snow: It was a small team, is what I’m trying to say.
The printer whirs to a stop.
14: But look, I just put together the important parts so that we can actually play. And I’m fourteen.
14 and Snow continue talking, sitting at the dining room table.
Snow: What about the GM section? Won’t you need it to run the game?
14: No. I’ve seen Gundam Seed and Patlabor and Appleseed. I’ll just do that but with, like, a Death Star or something.
Snow: Just take a look. I want your opinion on it.
14 skims the section.
14: GM Principles. Facilitate fun, no duh. Renounce control? That’s a no brainer. Just last week the group killed the big bad in the Star Wars campaign in the first session. Funniest shit that’s ever happened.
Snow: Haha, I remember that.
14: Consider your players… I’m sorry, but what is this? Is this book trying to teach me how to be a good friend to my friends?
Snow: Well, maybe you’re not playing with friends?
14: Why would I do that? And why would playing with strangers make me act like a jerk all of a sudden?
Snow: Shrugs. Remember that game at the card shop when that new worker ran a game and was killing everyone’s characters for fun?
14: Yeah…that sucked. But that guy was just a jerk. He got fired for stealing Magic cards or something, I think.
Snow: Well, maybe the idea is that if this is in the book, stuff like that won’t happen or can be stopped. Y’know, like a kid reading this might feel comfortable enough to speak up.
14: The only reason we didn’t speak up was because he was an adult. We knew he was a jerk the whole time, we just wanted it to be over so we could go do something else. Maybe if adults weren’t assholes things would be better.
Snow: I understand.
Beat.
Snow: I kinda like the questions here under Eliciting Responses. Those are actionable and could be nice for awkward pauses.
14: Yeah, those are alright.
14 and Snow sit at the table having just finished making pilots.
Snow: How’d you like that?
14: That was kinda fun. The pilot portraits are really cool. There’s a lot of cool art in here that makes me really want to be those people. The backgrounds remind me of D20 Modern, but they’re actually useful here. I like the Triggers and I want to make a bunch of them. I can’t wait to see what the group ends up making.
Snow: My favorite part is that all skill checks are just trying to beat a 10. I’ve stolen that for some of my own games.
14: Wait, you make games?
Snow: Yeah. It’s sort of why I’m doing this interview with you.
14: Oh, so this is your job?
Snow: Thinks for a moment. No, this is just sort of a compulsion. But my job is making games. I’ve made a few.
14: That’s really cool. I didn’t even know that could be a job.
Snow: You’re gonna like it. It’ll be a while before it happens though. You’ve gotta go through some things first.
14: Ignores her. But yeah, I really like the pilot stuff. I could honestly see us using that for its own game. I don’t know, my mind has like six different ideas for a campaign right now. You could use this as like pilots for fighter planes, or race cars, or like even some kind of Code Lyoko situation.
Snow: Is that important to you? Being able to reuse ideas or think of new ways to use what’s in the book?
14: Well…I think it’s more that the book showed me an easy way to make ideas I already had into a reality. Like, we always wanted to run a zombie game, but with D&D it didn’t feel right. After we read D20 Apocalypse though, it felt more natural.
Snow: That’s a good thought. What about Section 2: Missions and Downtime?
14: I probably won’t use any of it.
Snow: Why not?
14: I don’t know. Like I said before, I’ve seen Gundam. I already know the stories I want to have. I think that’s the easiest part.
Snow: What’s the hard part then?
14: Um, maps, enemies. Cool rival pilots. Things that give me more ideas. I don’t really need it to tell me how to do a mission or whatever. I’ve watched Saving Private Ryan and I’ve played Medal of Honor, so… the only thing missing is the inspiration. Stuff I couldn’t think about by just sitting and watching T.V.
Snow: And what about the downtime actions?
14: I don’t know.
Snow: No opinions?
14: Shrugs. Same answer, I guess.
Snow: Do you think the rest of the book is used well?
14: I don’t really know what you mean by “used well.” But it’s a lot of information to parse. They can’t expect I’ll read this all at once, or even read it all before I play the game. There’s so many templates and different types of NPCs. Tons of symbols for weapons and attacks. It’s just a lot of information that my brain can’t really make sense of right now.
Snow: Do you wish it were simplified?
14: I think we both agree that the game is rather simple, the actual rules are easy to learn, but the way it’s presented makes it hard to grasp.
Snow: Yeah, I agree. But when I actually stop to read any of it, the ideas are pretty good and usable. Like, reading the Sniper NPC gives me an idea for an encounter. But you’re right, it is A LOT. But I don’t think it’s any more or less than, say, what the Monster Manual has, for instance.
14: Yeah, but there’s so many optional things. The Monster Manual really just gives you one instance of a thing, so you can take out, like, a dragon, and just use it right then. You don’t have to build it or be selective about it. I don’t really know if one way of doing it is better, I just know that I feel overwhelmed by the book right now and will probably just make a lot of stuff up on the fly as we play.
Snow: I understand.
Beat.
Snow: I wish mom would take you to the doctor.
14: Huh? Why?
Snow: It’s nothing. There’s so many things I wish I could tell you–so many things you’ll learn between now and when you become me–
14: A girl?
Snow: Unphased. And you’ll wish that maybe someone paid more attention. So many things that would help you make sense of who you are and how your brain works.
14: Wait, are you crying?
Snow: No, no.
14 and Snow run a few rounds of combat, just the two of them. 14 pilots the Nelson, decked out with a Custom Paint Job, Expanded Compartment, and Manipulators. The last of 14’s SP is spent to get the Type-1 Flight System. So now the Nelson counts as flying while it boosts towards enemies, War Pike at the ready. Sides strapped with two pistols and a shotgun in case things get hairy.
Snow builds out Horus’s Pegasus model but doesn’t use it for the combat. Instead, they control a few squads of infantry and an Archer NPC with the Flier Ship Template.
Snow sets the scene: 14 is sent behind enemy lines to take out a ship that holds a nuclear armament. It’s set to leave the atmosphere this evening and must be grounded.
The fight is slow and methodical. They listen to the Halo 2 Movement Suite the entire time.
Snow: That was fun.
14: Yeah, that was epic. I don’t normally like grids, but it kinda makes sense with mechs. It’d be really fun to, like, be the pilot and do Gundam Wing stuff before getting into this big conflict that’s, like, really intense.
Snow: I bet it might get a little monotonous with all the guys here.
14: Naw. They love it when combat takes forever. I think it’ll be even better with more people. You can use strategy and talk to each other about where you’re gonna go and who you’re gonna attack. Coordinate stuff. I’m sure there’s a limit to how many people you can add before it’s too much, but that’s true of everything.
Snow: Good point.
14: I can’t wait to play some more tonight.
14 and Snow sit quietly for a moment.
Snow: Well I should really get back. Do you think I should leave the book with you or take it back with me?
14: If you need it, you can keep it.
Snow: It’s your choice, kid. I came here for you.
14: I’ll definitely keep it then.
Snow hands over the book to 14. They don’t hug or anything. They just stand there as awkward reflections of each other.
Snow: So…you like it after all?
14: Yeah. It’s really cool. I’ll probably read it all some day. Or not. I’ll probably just make up the stuff that makes my brain all fuzzy.
Snow: Good plan.
Snow says goodbye to 14 and steps back through into the present.
When they return, on their desk is a beat-up copy of Lancer. The pages are torn, some removed completely. Spine bent. Water damaged. Notes written in the margins. Black marker crosses out enough to make it look like poetry.
And atop it, a solitary Gundam figurine sits waiting.
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You can find lancer on itch.io.
If you enjoy writing like this, consider supporting my patreon and following my substack, where this and many more articles have been available already~
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thecoppercompendium · 12 days ago
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Here's an interesting article about a GM-full game. It sounds very interesting, and I'll be sure to keep an eye out for The Seven-Part Pact in the coming months.
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thecoppercompendium · 12 days ago
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hey yall! im moving, and turns out moving is fucking expensive. so to offset those costs, im running a sale this month for a ton of my games!
ive done these kinds of sales before, and this time wanted to play around with it a bit. so, in honor of moving on, im giving a final hurrah to some old, unlisted projects! i can't quite recall which ones, though...
ah well, i'm sure you'll figure it out!
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thecoppercompendium · 12 days ago
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the new version of my game, 'til it kills us (v0.4), is out now! for the next two weeks, you can check out all 50 pages of my passion project for only $1, with some bonus spending goal benefits as well!
but, you might be asking, what is 'til it kills us? it's a dark urban fantasy TTRPG for 4-6 players, written, edited & playtested by yours truly. focused on themes of queer activism, mental health, and balancing your goals with your safety, it uses the buddy system to encourage players to work together. though, of course, there are also benefits for leaning into the darkest parts of your character instead.
and what's new in this updated version of the game?
the brand new cover
additional traits that add character diversity & customization
new relationships to add drama to your team dynamics
new home base features to expand your team's headquarters
a system for setting task difficulty
increased risk of complications, misfortune & other shenanigans
and much, much more!
so again, if you want to get this new version (and all future versions) of 'til it kills us for only $1, and earn some bonus content for the game, you can check it out at the top of this post, or at the link below:
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thecoppercompendium · 13 days ago
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The catalogue expands!
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The second entry in my interview series Five Minutes, Not 5e is out! In this entry I chat with @dericbindel about weakless universe, what it is, what you need to play and what you can expect!
If you don't already know about Five Minutes, Not 5e, check out my original post!
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thecoppercompendium · 13 days ago
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Oh right almost forgot.
Doing the biannual thing where I encourage ttrpg creators to post their links to their stuff below this post to spread their words and stuff and maybe even get a intro video for it!
So, ya know, do that, or tell your creator friends about it!
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thecoppercompendium · 13 days ago
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If you have a game you'd like to talk about, submit it here!
The catalogue expands!
youtube
The second entry in my interview series Five Minutes, Not 5e is out! In this entry I chat with @dericbindel about weakless universe, what it is, what you need to play and what you can expect!
If you don't already know about Five Minutes, Not 5e, check out my original post!
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thecoppercompendium · 13 days ago
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As ever, there's also an expanded interview!
youtube
The catalogue expands!
youtube
The second entry in my interview series Five Minutes, Not 5e is out! In this entry I chat with @dericbindel about weakless universe, what it is, what you need to play and what you can expect!
If you don't already know about Five Minutes, Not 5e, check out my original post!
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thecoppercompendium · 13 days ago
Text
The catalogue expands!
youtube
The second entry in my interview series Five Minutes, Not 5e is out! In this entry I chat with @dericbindel about weakless universe, what it is, what you need to play and what you can expect!
If you don't already know about Five Minutes, Not 5e, check out my original post!
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thecoppercompendium · 15 days ago
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I designed a role-playing game and got the best feedback from playtests I wasn't involved in
Creating a game means testing it. That is, if you want to hone it, tune it, so whatever you're designing can reach more of its potential. I've been testing a game for about a year now and with me other enthusiastic players and facilitators—I was amazingly lucky that way.
Each playtest made the game better, but looking back, I was so glad that there were playtests I didn't run, that I didn't even play in. It was those games that supplied me with a test not just of the game in my head, but of the game as it was set to paper. Read about it in my latest newsletter:
And if you'd like to receive blogs about rpg design into your inbox whenever I send out a new one, consider subscribing.
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thecoppercompendium · 15 days ago
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I wrote a piece on a public health simulation using tabletop mechanics at UC Merced! Check it out!
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