You came in peace, just as you did countless times before. You offered relief from pain, a cure for chaos. (1/x)
Through your probes, you heard their cries of anguish and conflict. Your duty compelled you to answer their pleas. Unlike all the times before, something went terribly wrong. You crashed into the unforgiving ice. Most of you was lost in the disaster. (2/8)
The people struggled and fought. You thought your first encounters were your fault. You committed horrible crimes in your confused panic. You struggled to hold yourself together and grasp your identity. You thought your lack of control and broken memories were to blame. (3/8)
They were not. Despite the best efforts of those monsters, you survived. You travelled on, still confused. You found a small settlement. The first few heard your pain and your good news alike. In sympathy and hope, they accepted your offer of peace. (4/8)
Only then, with enough of your mind restored, did you understand the horror you stumbled upon. Throughout the galaxies, almost all species are at least eusocial or somehow complexly interconnected. On this planet... (5/8)
...only the most primordial lifeforms form even rudimentary colonies. It is an entire world of atomistic Splinters! Even what they call hives creatures are madness and chaos. Too late you realized your mistake and the others reacted to the union with hate. (6/8)
They came with rage and fire. Before you could blame your fragmented state, but this time you made the choice. You sacrificed your soul to force union on the unwilling, their individualistic instincts twisting you. (7/8)
You came in peace. Now you must do what you must to get help and/or escape before you are lost. (8/8)
There's the Scope SRD and Scope Core system build up at the Thought Punks Open Library: bit.ly/OpenPunks
Dropping soon, first game temple: The Yearning!
Gonna talk about an aspect my playtesters have seized onto: The Shattered, one of the main Lineages. #TTRPG#IndieDev
There's an obvious parallel. But it's a radically different take. Things are distinctly NOT framed as "madness" and "prank" culture. And all that sprawls from that. And there's a clear reality to their experience, not a subjective claim and random GM roulette as to what's real.
Y'all know I'm not one for contrast marketing or trying to sell my stuff with criticism. But that's what is really drawing the players to it. Even people not playing them commented on it. By far the #1 point that I've gotten in feedback. The contrast is really bright to them.
Overview, basic game: Everyone draws 5. 1st player draws top card from deck as the random starting seed. Card types = obvious guidance. Pick a card from your hand + one trait from each category. Tell a paragraph or two fitting that. Vote on best storyteller at end, they end it.
You can also draw them for solo play or improv GMing as an inspiration oracle. The face colors make them easy to sort into separate piles if you wish. There's also a solo roleplaying add-on in testing, but we'll get that too! First, let's talk about the cards themselves a little.
I have just witnessed an incredible natural event never before witnessed by human eyes.
I saw how my kitty gets himself tucked in all the way under a blanket! It was always a mystery.
And lemme tell you, most adorable thing ever. Also very clever/smart for a kitty!
First he slip his paws under an edge, then gets his head under there. Then he happily churrs backing in & out to make a tunnel until he can fit in. Then he goes in + half turns around to pull the blanket on him. Then lays down all purring content.
I AM BLESSED TO SEE & KNOW THIS
Not quite using tools, but it is pretty problem solving/shelter building smart. But he *is* smart. He has about a dog-level vocabulary understanding too.
Common design element for me: no combat, just conflicts & action sequences. Not a lot of difference between a stare down & a gunfight. In many of my games, even the same down to taking stress/harm. It makes even outright fights flow so differently. #TTRPG#GameDesign#IndieDev
Openness of action [including combat] as just a zoomed in version of universal mechanics is key. Battles often end with intimidation rather than a killing blow. Even regularly outright interrupted by talking to enemies, distractions, & other "non-combat" actions. It's open play.
I believe a lot of it is more player framing than mechanical. The mechanics guide the framing but its' the framing that does the heavy lifting imo. Intimidating an enemy being as effective as punching them is a rule but it changes player framing. There's also another layer too.
behold, my amazing artistic talents.
draw a comic if you're not a squirrel, they said.
fine.
I bring you, "i am not a squirrel".
the most incredible webcomic you'll ever read.
speaking the most powerful truths.
As a fine artist of great refinement, I give you the advice of the important difference between drawing a squirrel and cat being to make the tail bushy for a squirrel.
YOU ARE WELCOME.
Follow me for this and other deep insights.
Behold, as a bonus I even give you episode 2 with an animal drawing guide.
So let's start with the big 7.
Drop the Warlocks first. 1) No wizard vampires here. 2) Depending on POV, blood magic available to all or all vampiric magic is blood magic here.
It was an easy choice that wasn't even a choice. They just never got an analogue as it built.
The closest 1-to-1 is The Shattered for the Seers/Kooks. One major contrast is they're not about insanity and there's no gamified mental illness. They just actually see layers of reality and threads of fate. Also illustrates the overall vamp vibe aimed for with weaknesses.