roflo1

joined 2 years ago
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I received this in some newsletter, and I didn't know what it was. Took me a while. Need more coffee, I guess. Or maybe I was drifting without comms whenever the previous event happened, and I just couldn't know.

But apparently, Mothership Month has returned:

https://www.backerkit.com/c/collections/mothership-month-2025

Basically, it's a bunch of crowdfunding campaigns, all centered on Mothership. Some discounts apply to early backers.

And it seems like some rewards are unlocked depending on the number of campaigns that become funded.

 
 

Maybe I should have drawn this at roughly the same scale as the cities... but I thought about it after the fact.

 
[–] roflo1@ttrpg.network 2 points 5 days ago

If you’re not averse to videos, Seth Skorkowsky has the gold standard for rule overviews:

https://youtube.com/playlist?list=PL25p5gPY6qKVUg6ys5N1oRlsBI7DTByyI

First video is a very nice introduction and “what to expect” kind of thing.

[–] roflo1@ttrpg.network 2 points 5 days ago

Haven’t delved too deep trying to find differences. From what I can tell, Cepheus Engine is pretty much the Traveller SRD.

According to this blog, CE also took bits from other SRDs: http://theotherside.timsbrannan.com/2022/05/review-traveller-and-cepheus-srds.html?m=1

[–] roflo1@ttrpg.network 2 points 5 days ago (3 children)
 

Time to test a new thing... castles!

Part of the plan is to be able to make geomorphs/tiles and place them in a somewhat coherent way.

The tricky part is the edges. In the city drawings I've been making, it makes sense that the edges of the paper are streets, that way it makes sense to join any two tiles.

But with castles? I'm not sure yet. Take the posted image: sure, corridors may join, but what about the walls? If I put another room on the bottom, the walls don't align. Maybe I can argue that it opens up the possibility for hidden passages, and at the moment, I'm happy with that. We'll see what happens when I amass a few more tiles.

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submitted 5 days ago* (last edited 5 days ago) by roflo1@ttrpg.network to c/scifi@ttrpg.network
 

cross-posted from: https://ttrpg.network/post/26908880

For my Mongoose 2E campaign, I made my own custom GM screen, with only the stuff I found myself needing on a regular basis. It's 3 landscape pages, designed to be put in a customizable GM screen.

You can download a PDF copy, and the original Affinity files I created it with, here: https://polyhedralnonsense.com/2025/10/09/a-custom-gm-screen-for-traveller/

[–] roflo1@ttrpg.network 1 points 6 days ago

On an unrelated note.. I have these blue and red scraps of paper, and I'm not sure what to do with them:

Red and blue scraps of paper

I'm thinking that I could try the blue ones for drawing snowy or icy areas. Not sure how it will go. Guess we'll find out.

But the red ones, those are more difficult. For starters, it's a dark-ish red, which makes it more complicated. Perhaps I should use a sharpie (something with a thick tip) instead of a pen? And then there's the theme... what fits well with red? Yeah, sure Hell is associated with red, for starters, but I don't know how I would draw hellish landscapes.

Any ideas?

 
 
 

Ah, the age old discussion... Is this even a map? Guess I'll argue that its an isometric battlemap.

 

I've avoided posting news concerning the previous kickstarter because backers already receive notifications, and I thought non-backers couldn't get on board at the moment.

But apparently, if you preorder, you also get access to the Beta versions released this week:

bit.ly/kult2025latepledge

From the campaign:

This dark odyssey guides you through a brutal and unsettling journey of self-discovery as you confront the darkness lurking in your past. Crafted in the style of a "choose your own adventure" book, Deep Waters serves as an introduction to KULT: Divinity Lost's rule system, exploring Dark Secrets, Disadvantages, and Moves while offering a tantalizing glimpse behind the veil.

and on The Seeker's Testament:

Building upon the foundation of our long sold-out Player's Guide, this expanded hardcover edition features 30 pages of new material designed to immerse players in KULT's atmosphere without revealing too much of the truth that lies beneath. Perfect for character creation sessions and as a quick reference for Advantages and Disadvantages, this is a book you can confidently share with your players.

Original post+thread on Twitter/X: https://x.com/KultRPG/status/1974107031260049758

 
[–] roflo1@ttrpg.network 1 points 1 week ago

Not sure I made it "swampy" enough...

[–] roflo1@ttrpg.network 1 points 1 week ago

Nah... real fjords would be narrower and longer, right?

 
[–] roflo1@ttrpg.network 2 points 2 weeks ago (1 children)

Haven’t tried it myself, but Wylock did a video on the mechanics of his own Neon Skies:

https://youtu.be/LlPeZI4ctvE

[–] roflo1@ttrpg.network 1 points 2 weeks ago
[–] roflo1@ttrpg.network 2 points 3 weeks ago (1 children)

Yeah, I guess I was just completely disconnected on the real hazard of depressurization. It’s not just about holding your breath.

The worst part is that I have read about this stuff in several contexts. Maybe it’s just that it’s not a common part of my life.

[–] roflo1@ttrpg.network 4 points 3 weeks ago

Thanks for the link. I’d forgotten about this. Of course, I’ve only read it phrased in the scenarios where scuba divers resurface too fast.

I guess my proposed solution only works within a pressurized environment.

[–] roflo1@ttrpg.network 2 points 3 weeks ago* (last edited 3 weeks ago) (1 children)

You can’t? Huh. I’ve got some reading to do.

Edit: there’s another comment with a relevant link. The problem seems to be the pressure difference, regardless of your previous actions.

[–] roflo1@ttrpg.network 1 points 3 weeks ago (3 children)

Thanks for the reminder. I still remember people talking about the “realistic” scene in Titan AE, where the protagonist expels the air from his lungs before venturing into space.

Anyway, maybe I can fix it and say that you can take a few short breaths to oxygenate and then let go.

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