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.
So on reality and onto positive marketing, let's look at their Lineage Boons. Starting with the Trick, because it's a major thing. They *literally* see spirits and layers of reality & hear guidance from their shared subconscious! And suffer a concrete penalty for the distraction.
Spells are just things Lineages can do once a session for free. Here, it further reflects their capacity to see & interpret layers of reality, along with a nod to their prophetic role and an out from becoming a Cassandra or completely blown off.
Their privilege reflects respect for their social role and practical abilities. Their support reflects the shared subconscious and uhhh "unique" relationship with reality in a direct way.
Noting as before that Scope overall and my approach here is *very* concept-driven!
Now onto Lineage Flaws! Obsession is obvious. Salt reflecting its religious & ritual use + classic vamp flaw. Middle vulnerability to the Sun, reflecting liminality. Territory reflects ancient religious & seer practices. No complex explanations or twists. They are what they are.
The "absent" pieces compared to the other game weren't cut or avoided. Again, concept is everything!
They are the mystics and prophets who see the many worlds. Their Cursed founders were though who saw too much, reached too far. Everything about them arises from that concept.
I'll talk about the other 3 lineages in their own threads later/through the weekend. But this one clearly hit a note for my testers and so it seemed the best one to start with! Literally nothing else got as much commentary and feedback from everyone. What are your thoughts?
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.
Me: I've been really out of the loop, what's going on in #DnD land?
*five minutes later*
Me: Nope.
We got Pinkertons being sent after people for unboxing videos, streaming fandoms going to war, and several instances of massive accounts sending harassment after relative nobodies.
And that was just my glimpse. Please for the love of all things holy tell me indie #TTRPG is OK.
Because I'm seriously afraid to look after the D&D peek.