I'm going to talk a bit a bit about Never Knows Best: An RPG Inspired By a wild anime I watched as a teenager named FLCL. I'm proud of the design work I've done on this and I'm gonna highlight a couple things here. kickstarter.com/projects/16354…
Mechanically it's got moves, like in most PbtA games. There's tiered success and it uses six-sided dice. You build dice pools looking for the highest die rolled, like in Blades in the Dark and others. The pool stems from two things:
All PCs start with 2Traits. Every time a player says what they do, trigger a move, and they're embodying a Trait, they get a die in their pool. These are also great at goalposting their character to others and helps roleplaying in general, I find. Secondly,
Labels are pretty much what they sound like. They're given to players ala Monsterhearts. When you're rolling dice and embody a label, or another PC in the scene goes to help or hinder you by tagging a Label, dice are added or subtracted to your pool. Labels can be mechanically...
...altered in a few ways. You can remove them entirely, accrue new ones, and change them with moves. So they can also be a source of empowerment and similarly goal posts to the PC how others in the game view their character.
When you're trying to cause harm or distress,
the amount you do on a successful roll is the number of dice in your pool. Which means as PCs take Advancements and gain more Traits, their damage scales with them and it's easy math. Something that fixes things in the playtest before I moved to dice pools.
The setup is also...
...something I'm proud of. At the start of play, before character creation. Everyone goes through a procedure to create the town. It establishes societal expectations and "mainstream" culture in the form of visual motifs.
Then the players establish counterculture motifs that
subvert the mainstream and similarly work to populate the world with metaphors in line with the overall theme of teens pushing back against these pressures and expectations.
When PCs "overflow" (ala FLCL) they transform into robots that embody hidden, repressed Traits that
empower them, and, when and if the player proves the repressed Trait to be correct, embodying it--that Trait is no longer repressed.
However, undesirable Traits (codified by the players when creating a character) are also released and used by the GM to
create creatures that embody the Traits from the players and the societal expectations visual motifs already established.
When a PC defeats a creature that embodies their own undesirable repressed Traits, they increase in power level, which
in turn, increases their dice pool when overflowing. So by defeating their own inner turmoil, they level up, essentially.
As these PCs gain new Traits, swap Labels, and generally learn more about themselves, they show case these changes at the start of the session by
describing their room. That way every new session, whatever has changed with the character is telegraphed visually, as though it were a tv show or a movie. Maybe they dress differently, have something new, threw something out, etc.
At the end of a session there is also
a procedure to go through that works kind of like Dungeon World? There's some questions posed to the players about their characters and XP is given out. It's structured to serve as a debrief tool and asks stuff like if a PC internalized anything about what growing up, or
if players used the visual motifs representing adolescence or societal expectations to reinforce the theme. Or what to do if they defeated something embodying an undesirable repressed Trait they released, etc. They goalpost what the fictions about and rewards for it.
Experience and Advancements are all geared toward solidifying who the PC is, and the fiction is about challenging them to confront expectations and the stuff they're growing through. So the advancements translate to character growth that's goalposted for everyone. /end, I think..
It’s also pretty cheap. You can get the ashcan book + PDF for $7 USD, and I’m putting together a special hardcover, notebook edition with digest size reference sheets and pages for notes so you can write in it while playing,only available through this KS. kickstarter.com/projects/16354…
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My name is Fraser Simons and I think I’m generally known for designing the cyberpunk tabletop roleplaying games The Veil and Hack the Planet, as well as blogging about the sub genre @cyberpunkblog #AprilTTRPGmaker
My games tend to focus on emergent play, have a rich dice component (where a roll conveys more than just a target number), and often lean into suggestive designs rather than prescriptive. They’re also usually cyberpunk, or have cyberpunk themes (not always tho) #AprilTTRPGmaker
3) Key to my making process? I guess, figuring out what I think or feel about something and then make the game that I want to play, hoping others will identify with it as well. I’m a very visual thinker and take a lot of notes, sitting with my thoughts #AprilTTRPGmaker
Had a great time with Forbidden Lands, some of it down to the players and our fantastic GM, @edige23. We snuck around in a tower, evading these Skelton creatures and finding some loot, as one does in #osr type games. We also found an alchemist lab, which was very cool because...
I found this golden fluid in a beaker and immediately drank it, of course! It slapped some of my strength at first... but then gave me an epic die to use! We also disturbed this area and a strange glob thing eating up chemicals formed so I decided to throw a lantern oil refill...
on fire at it. Turns out that was bad, actually. Who knew! We escaped the room and took on these Skelton creatures which I absolutely desalinated, in part due to my epic die. At one point I got 7 successes y’all. Cause I did a sneak attack first. Boom! Rocked it. Then we...
There’s a bunch of cool RPG zines happening right now. I’m going to thread a few I’m aware of here.
First: The Demon Collective, 4 horror RPG adventures written, illustrated, and edited by trans and non binary gamers. kickstarter.com/projects/gmdk/…
D.I.R.G.E Ezine, Diversity in Roleplaying Game Experiences. A focus on world building, design, and art. kickstarter.com/projects/reign…
DEAD HALT, Set in 1996, DEAD HALT is a TableTop Roleplaying Game where players will attempt to survive among the absurd technology and ridiculous mechanical creatures of a quirky megalithic Hotel. “Clunk Punk” kickstarter.com/projects/zonwa…
There is a lot of things to be excited about in the #tabletop#rpg games hobby. As much as we need to be critical of text, and folks making games, there's a lot to be thankful for as well. Particular if you're privileged enough to have a gaming group where you can try new stuff.
Being a part of the @GauntletRPG has allowed me to play 50 systems this year. 50!!!! Roll20 forums and in-person groups in Calgary, Alberta had me fucking starving for other systems because all anyone played with Saga Star Wars, Pathfinder, and D&D--and those games aren't for me.
In any given week I play 3 different systems and bi-monthly I playtest my own games, usually. When I'm not writing, anyway. There are so many games, especially indie games, I'm excited for and so much on the Gauntlet schedule that I'm looking forward to.
@GauntletRPG Symbaroum last night was great! I didn’t expect such a good starter adventure. Somewhat disillusions you as the colonizers escaping their dying land and going into a new one, where indigenous folks are already about.
If you don’t mind spoilers continue reading!
(Pic from the core book) Our characters were all a part of a caravan going to the new land. To get on we had to fight some guards to prove ourselves able and basically entertain the leader as he was fucking with us. It’s a fairly trad #ttrpg /2
Somewhat like #dnd but you roll under. You take abilities, Boons, and Burdens; the later of which really help you create a unique character. Variol Hope, my character, is a witch hunter that specifically goes after abominations. Blighted, corrupted creatures. But on a hunt /3
I played Trophy last night on @GauntletRPG Hangouts by @jesseross. It was super fun and good! You play folks going into a haunted and deadly forest, seeking treasure. Built on the Cthulh Dark engine, this iteration is much more interesting to me. (Thread)
For one, I am just more interested in this concept, where the endgame is becoming a part of the forest you’re trying to rob for the characters’ gain; playing to lose. You have rituals you can do that are in keeping with this dark fantasy, such as hollow, /2
which has you push a soul from their body. Taking these increases your ruin. When it reaches 6, you’re done! When you attempt something dangerous you get a light die if it’s within your occupation or background and a dark die if you risk your body and soul. /3