If people are living twice as long in this universe, why would they not double the length of a term? Instead they’ve doubled the skills acquired per term. That doesn’t make any sense given the context of living longer. Am I missing something?
- 14 Posts
- 59 Comments
flibbertygibbit@ttrpg.networkOPto rpg@ttrpg.network•Freebies, Sales, and Charity Bundles for April 6, 20251·3 days agoYou are welcome. I think the awareness of potential deals outweighs the risk of being spammy.
flibbertygibbit@ttrpg.networkto rpg@ttrpg.network•DMs, what obscure lore have your players not discovered?3·4 days agoOne of the player characters is a clone that was grown in a mindflayer laboratory.
flibbertygibbit@ttrpg.networkto rpg@ttrpg.network•Session report: Reaping the Reaper - Drone Fight [Cyberpunk RED]3·23 days agoIf you’re a Cyberpunk RED player, please skip this post - it contains spoilers for Tales of the Red: Reaping the Reaper.
Well now I’m going to come back and read this extra hard.
Great resource. Thank you!
flibbertygibbit@ttrpg.networkto Sci-Fi RPGs@ttrpg.network•My Traveller Campaign LegendkeeperEnglish2·1 month agoI have not seen this platform before but it looks appealing.
flibbertygibbit@ttrpg.networkto D&D Next - 5e Discussion@ttrpg.network•DMG14 Mob Rules - Or How I Learned to Stop Rolling And Love Mass Combat3·1 month agoI’m sad that this post has been up for a couple days and there haven’t been any replies. I wish there was more engagement on here aside from the memes. Thank you for taking the time to post it.
I was vaguely aware that this existed in the DMG, but I have never used it. I do like how it extrapolates the likelihood of hits based on the creature mechanics. In the rare cases I’ve ran mass combat, I just roll like single combat, but I apply the d20s for batches of baddies and apply average damage. I might divide the group into quarters and then roll 4 d20s for their collective attacks. There is also Mike Shea’s assume a quarter succeed guideline, which is a similar deal but with no rolling.
What I struggle with is what mechanics to use when the characters are overwhelmed. It’s one thing to use streamlined mechanics for when the characters are wading through enemies, cutting them down. But, if they get themselves into a situation where they are overwhelmed and on the ropes, the mechanics used could be life or death. I would hate to use a streamlined mechanic in those situations and have it result in a character death or a party wipe. Would the outcome have been different if I had used rolls for each monster? Who knows. It’s just something I would think about in those circumstances.
flibbertygibbit@ttrpg.networkto D&D Next - 5e Discussion@ttrpg.network•Thoughts on Counterspell rework1·2 months agoDamn is that how it worked? I don’t remember any of that, but it was a long time ago now.
flibbertygibbit@ttrpg.networkto rpg@ttrpg.network•Which are (some of) your favourites GM-tips/technique ? And how do you use-them in your games ?4·2 months agoOf the responses so far, this one brought me the most joy.
flibbertygibbit@ttrpg.networkto rpg@ttrpg.network•A small logistics tweak that's worked well for me2·2 months agoWe call this cocktail hour.
That’s hilarious. Is the item still floating around in there?
How did you come to play a gelatinous cube? What do the other players play?
flibbertygibbit@ttrpg.networkto Sci-Fi RPGs@ttrpg.network•I've been working on a new/custom sci-fi RPG system for the past year or soEnglish2·3 months agoThis looks very cool and I love your commitment to the vibe. My mind immediately conjured a MIDI soundscape while I was reading it. I will definitely read it when you put it out. Thank you for sharing!
Also, what term are you using for the gamemaster? I see KC referenced but couldn’t find a definition. I suspect it is ‘knight’ something.
flibbertygibbit@ttrpg.networkto Sci-Fi RPGs@ttrpg.network•To railroad or not to railroad?English4·3 months agoTraveller Discord?
As the others have said, I just straight talk with my players. I don’t mind if they take a different direction and I honestly enjoy when they take the initiative to do what they want. I don’t try to force them back onto the railroad track, but I will save bits of whatever they would have encountered for later (especially if I’ve already prepped it!).
If, however, they are taking that exit because I gave them the wrong directions, I will try to get them back on track. I don’t consider this railroading, but nudging them in a direction. My players are willing participants in the adventure, but they don’t always pick up subtle clues. If they need some more-obvious direction, I try my best to do that without taking away their freedom of choice.
I am learning Traveller as well but have not taken on the starship combat yet. This looks much better than similar designs I’ve seen. I also like the general aesthetic. I will try it out with my group and see how it works. Thank you for sharing!
flibbertygibbit@ttrpg.networkto rpg@ttrpg.network•What's your pointers for running Horror in TTRPGs?5·3 months agoThis is excellent. Most of the answers here are what game to play, in other words, what mechanics can be used to force the horror feeling. This is purely about narrative, which can apply to any system. Thank you for sharing.
That paperclip looks about as handmade as the map!
flibbertygibbit@ttrpg.networkto Sci-Fi RPGs@ttrpg.network•What's your go-to seed/trope?English3·3 months agoConvoy escort is a good one. It’s the sci-fi equivalent of caravan guard of fantasy trope fame.
flibbertygibbit@ttrpg.networkto Sci-Fi RPGs@ttrpg.network•Favorite sci-fi RPG settings?English2·3 months agoI saw a Star Trek RPG sourcebook that focuses on a not Starfleet campaign. Hell if I can remember what it was called or who made it though.
That makes sense then. Double the time, double the things you learn from it.