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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)
(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
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
The entire time I was playing it I wanted to know more about the world; it is so interesting. You play a Mexican in poverty, there are no Look options that are different and I like that. You’re Nahual, people who hunt angels for actual sustenance. /1