Scallops

joined 2 years ago
MODERATOR OF
15
The Art of Yang Jialun (characterdesignreferences.com)
 

cross-posted from: https://ttrpg.network/post/43699179

Just found out about this artist, goes by Dirty Iron online. Amazing grayscale work.

 

Just found out about this artist, goes by Dirty Iron online. Amazing grayscale work.

 

cross-posted from: https://slrpnk.net/post/42689778

We've just launched our new (free) solarpunk TTRPG adventure: Fully Automated!: Buried Treasure!

Hi, I'm Jacob Coffin, you might know me as the guy who posts solarpunk postcards, worldbuilding research, and other DIY/zerowaste projects sometimes. But that's all been something of a side project for me for the last two, almost three years. My main project has been researching, writing, playtesting, and making art for a TTRPG campaign, and we're finally launching it!

I should probably let the blurb we wrote introduce the thing:


A buried secret can stay dangerous for a long, long time… 

An investigator has a hot tip: rare waste. Dangerous to the environment and valuable on the reclamation market - a remediation co-op is already standing by to remove the contamination and restore the surrounding land. But time is running out to find it, as what’s left of the town is deep in a deconstruction boom. 

In Buried Treasure, players travel off the edge of the map to the mostly-abandoned town of Comity, New Hampshire to find an industrial dump site left over from the Global Climate Wars. But as work crews are in the process of removing the abandoned buildings and roads, there isn’t much time left before the trail disappears. It’s gonna be a challenge. But at least no one is going to be trying to stop them. Right? 

Buried Treasure is the long awaited second campaign for Fully Automated! Filled with interesting characters, locations, and plot hooks, this story has 20+ hours of content to delight solarpunk aficionados and newcomers alike! 

This adventure features: 

  • Original (human-made) art! 
  • An immersive rural solarpunk setting with resourceful homesteaders, radical work crews, and a village made from repurposed McMansions!
  • Maps, evidence, and an environmental sampling mini-game!

If that piques your interest, this is definitely for you! And if it doesn’t, you should check it out anyway because it’s free! As always, share any questions, feedback, and stories with our growing community on Discord, Mastodon, and slrpnk.net!


Like all the other solarpunk stuff I make, this campaign is CC-BY, so it's absolutely free. You can grab the files on DriveThruRPG, itch.io, or just download them from my folder here: https://mega.nz/fm/DVsiDC7b

[–] Scallops@ttrpg.network 1 points 3 weeks ago

There are many philosophies about roleplaying, but generally, it's a collaborative storytelling exercise.

The GM presents a situation, it's up to the players to figure a way out. That means the GM doesn't get to judge the player's approach, only gets to make the world react according to an internal, consistent world logic. Sounds like what you did was consistent with your character. The how you did it is harder to ascertain.

This could have broken in a couple ways:

  1. The GM could be preoccupied with your actions rather then the world reactions (i.e. railroading).
  2. You could have misread the game tone. (But then, if your character can cast spells, is a healer, and you do that, how far off can you be? And that should be easy to solve at the table, on the spot.)
  3. Maybe your actions could be viewed as rules lawyering. ("According to the rules, I can do this, and that's what would happen." kind of attitude.)

I'm guessing a bit of each.

Some systems are better at allowing the GM to control tone at the table, by allowing narrative to dictate the effect and difficulty / likelihood of consequences. Some are prescriptive (think D20 and their ilk, where roll results dictate narrative). Sounds like Draw Steel is more of the second nature, which makes such conflicts more likely. And if your GM avoids confrontation, it could be they were uncomfortable dealing with that conflict.

The cause and solution to 98% of table problems is communication. Don't leave things unsaid, even if you need to note it down to bring up after session. Use tools like Stars and Wishes to align everyone at the table after each session. And allow rulings and agreements at the table to trump rules as written.

If the table consensus then makes you not like your character anymore ("I thought I'd be able to do that, but not really"), talk to them about retiring or turning that into an NPC and creating a new one. Or perhaps you want a different game, but then you'd be leaving with clarity and without a bad taste in your mouth.

[–] Scallops@ttrpg.network 2 points 1 month ago

I've seen your other artwork, it is exquisite. Thanks for sharing it!

[–] Scallops@ttrpg.network 2 points 2 months ago (2 children)

This is awesome!

[–] Scallops@ttrpg.network 1 points 2 months ago

I've played Eco Mofos, it was interesting. Leans heavily on the punk part. The system is OK to good. Gets in your way sometimes, but it might have been everyone's inexperience with it.

[–] Scallops@ttrpg.network 0 points 2 months ago

So cool! Maybe Sharkey? And Bookwyrm.

[–] Scallops@ttrpg.network 1 points 2 months ago

I mean the way it got truncated makes it clickbaity.

[–] Scallops@ttrpg.network 1 points 2 months ago

The point is not that crunchy simulation is undesirable, but that every simulation model is an exercise in where to draw the line in what accuracy you're losing to keep your goals achievable. OP has expressed the crunch is too much for them. "It's okay to draw the line further away from accuracy" was the core message I was trying to convey.

[–] Scallops@ttrpg.network 1 points 2 months ago* (last edited 2 months ago) (2 children)

I don’t necessarily want to jettison this level of crunch, as I think it’s integral to the tone the system is designed around, but fuck me if it isn’t a lot to keep track of

Allow me to disagree with the highlighted statement. A mistake old school game designers used to make is to try and reflect every fluff detail in the rules. You don't have to differentiate an assault rifle in full auto from an SMG and in most cases, even an HMG. If you go down this route, you will need to account environmental factors, fatigue, time of day... which are also big influencers. But we don't, because that's what randomizers are for. Just bundle the difference in the randomizers.

You'll say, correctly, "getting hit by a .50 cal is a world of difference compared to a 9mm". That's true. That's fiction and setting, though. It doesn't have to be reflected in the rules of simulating shooting the things in a game.

My advice would be to do exactly what you proposed not to: chuck the entire system. Use a generic system instead. Whatever you're most familiar with: Cortex, Savage Worlds, Fate, GURPS...

What is your story about? If it is about handling the gear, then perhaps (perhaps!) keep the OG system. If it's about anything else - a shared overarching plot you'll write with the players; about how the characters react and evolve to their surroundings; about interpersonal drama; base building, you name it - use a different system.

Of the ones I listed, Savage Worlds is easily reskinned, Fate is easily tweaked, Cortex is a toolbox to get your game moving fast just the way you want it to feel, and GURPS probably already has a module for you to use. If you want to bounce ideas with other people adapting to Fate and Cortex, they both have very active Discord communities (I know, information silo, but that's where the authors hang out). Good luck!

P.S.: I just remembered Cepheus (a Traveller retrocolone) has the acclaimed Modern War from Zozer Games. I have played their Hostile (Alien universe RPG) and the ruleset is essentially the same. There is some crunch, but easier than D20: https://www.zozergames.com/modern-war.html

It looks like it and Delta Green lead sales on military RPGs: https://www.drivethrurpg.com/en/browse?genre=320-military

[–] Scallops@ttrpg.network 1 points 2 months ago (4 children)

First line becomes the title, so keep that in mind. Your title looks atrociously clickbaity now ("Bundle of Holding are currently not offering one, not offering two, not even offering three"), which might explain the downvote I see.

[–] Scallops@ttrpg.network 2 points 2 months ago (1 children)

Short: yes, it would sell. Do it!

Long: This is the format found in the then very popular "Volo's guide to..." AD&D sourcebooks. They were prefaced and annotated here and there by Elminster, the scholar mage extraordinaire of the setting. The idea was that this Marco Volo character documented tales of places, creatures, magicks, etc. not only without rigor, but prone to exaggerations, inaccuracies, and outright fabrications. Like fake travelogues of the 19th century, just looking for a quick buck from naive readers.

It was popular for a few reasons:

  • very well written, fun to read
  • delicious, flavorful prose that added color to the world along with data
  • establishes an unreliable narrator, which encouraged GM's to deviate freely from written lore
[–] Scallops@ttrpg.network 3 points 2 months ago (1 children)

Way to raise the bar!

[–] Scallops@ttrpg.network 1 points 2 months ago

É um jogo "parado". Xadrez, etc., sempre foram considerados esportes de nerd. Só uma extensão do conceito.

 

cross-posted from: https://ttrpg.network/post/38366551

Federation issue with .world

This post: https://ttrpg.network/post/38145451

Is not federating to the community instance or to a couple other instances I've checked. On .world: https://lemmy.world/c/drawing?dataType=Post&sort=New

 

This post: https://ttrpg.network/post/38145451

Is not federating to the community instance or to a couple other instances I've checked. On .world: https://lemmy.world/c/drawing?dataType=Post&sort=New

 

cross-posted from: https://ttrpg.network/post/38142778

Not mine, just an artist I like. Link in case your client doesn't show it for image links: https://universeodon.com/@kellay/116687097628356119

 

Not mine, just an artist I like. Link in case your client doesn't show it for image links: https://universeodon.com/@kellay/116687097628356119

 

cross-posted from: https://ttrpg.network/post/36012669

cross-posted from: https://piefed.social/c/historyphotos/p/1994442/man-with-his-custom-made-bus-cobbled-together-from-a-soviet-helicopter-and-military-tru

Man with his custom-made bus, cobbled together from a Soviet helicopter and military truck, Afghanistan, late 1980s

 

cross-posted from: https://piefed.social/c/historyphotos/p/1994442/man-with-his-custom-made-bus-cobbled-together-from-a-soviet-helicopter-and-military-tru

Man with his custom-made bus, cobbled together from a Soviet helicopter and military truck, Afghanistan, late 1980s

8
submitted 6 months ago* (last edited 6 months ago) by Scallops@ttrpg.network to c/scifi@ttrpg.network
 

« CoC Character Figures », 1981 by Lisa A. Free (American illustrator)

Illustrations for "Call of Cthulhu 2nd ed." rulebook by Sandy Petersen, Chaosium Inc., 1982

9
submitted 6 months ago* (last edited 6 months ago) by Scallops@ttrpg.network to c/scifi@ttrpg.network
 
13
Two Hostile RPG Bundles! (bundleofholding.com)
submitted 1 year ago* (last edited 1 year ago) by Scallops@ttrpg.network to c/scifi@ttrpg.network
 

Zozer Games' excellent survival horror sci-fi RPG is available on BoH. Everything you need to run and play and more for under $10 or a full set of books for a little over $20.

And they have created a new bundle with extra goodies! Head over for the Hostile Hot Zones bundle to check it out! Going for $13 or $26 depending on choice.

Together with the Starforged bundle ($15, 3 days left), it's a good month to spend on sci-fi RPGs!

view more: next ›