No, this is not the same as the Charmed condition. I'll explain, just hear me out.
Love usually doesn't find its way into TTRPGs, for obvious reasons. Some people try to tackle it, usually they fail. The systems most open to it are ones that already impose mechanics on lots of personality and communication related things anyway, like a lot of story games. It's pretty common in Pendragon to make a flirting check or to roll on a cuckoldry table or have to make a saving throw to not be too heartbroken or whatever.
But people like agency over their character's brain and are less inclined to allow "character skill, not player skill" into that part of your stats. That is more true in OSR games than probably anywhere else and lots of people in that scene will shriek at the mere suggestion that you mechanically enforce a specific mental state on a PC. It is a common paradigm that you cannot tell a player how their character feels about something, and I've frequently heard people bring this up as a reason you can't roleplay a true Arthurian story with all the romance bits. BUT...
Monday, April 20, 2020
Monday, April 13, 2020
Oh God There Are So Many RPGs (A Guide)
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| No TL;DR but I'll just tell you that the good shit is the misc. list at the end |
Monday, April 6, 2020
Flatter Me, Mortals
Sunday, March 22, 2020
BRAVE Class Hack Beta
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| Picture is also a link to content |
EDIT: If you've been directed here from somewhere online, there's a newer draft of this material. Click on the "Classes for Brave" link on the right sidebar of this blog to get the full version!
This is a beta-test sample of my ruleset for adding Character Classes into Ben Milton's RPG Knave. Here is a link to it. This is building off of my original Knave hack, which you don't need to be familiar with. But if you're interested, here is a link to the post I made about that.
I put a fair amount of designer notes in the first page, but I'd be happy to explain anything more in detail. I would love some feedback, and even better, to hear if anyone actually tries using this for a one-shot or something.
-Dwiz
I put a fair amount of designer notes in the first page, but I'd be happy to explain anything more in detail. I would love some feedback, and even better, to hear if anyone actually tries using this for a one-shot or something.
-Dwiz
Thursday, March 5, 2020
Magic Metals and Stuff
You know what's a cool fantasy trope that everyone likes? Magic metals. Made-up metals. Those things. It's true. Tolkien gave us Mithril and it was cool and people kept it going. There's Vibranium. They make a big deal out of it in those Marvel movies. Game of Thrones has Valyrian Steel, and every time it comes up the dialogue always sounds really forced and fake. Like they're trying really hard to make it a cool thing but it will never be as effortlessly cool as adamantium. But whatever, it's cool. Meteorite swords are also really cool. They give you just a taste of sci-fi but they aren't out of place in a medieval setting.
But like D&D just has +1 magic weapons most of the time. Sure, the DM can hand out a silver sword or something. But just a general +X to attacks and damage and being vaguely "magical" (to overcome resistances/immunities) is what players hunt for. Not that there isn't a strong history of lore behind that. Gygax had some very weird ideas about +X swords*. But I kind of like the flavor behind the magic metals and how specific they can each be.
Anyway this is a perfect trope to emphasize in a system like Knave because it's an RPG all about equipment. Thus, magic relating to equipment and its special properties has a much greater impact in this ruleset. It's good tying together of themes and mechanics. So here are the metals in my Knave game and what each of them does and stuff. Borrow/steal/be inspired by or whatever else.
Monday, February 17, 2020
Alright Let Me School You on Gnomes
One way races are sometimes justified in D&D is by a mechanical function, a role they play in the game as a whole. Dwarves make great fighters and halflings make great rogues. So the gnome was meant to be a good race for playing wizards and illusionists. Kind of stepping on elven toes a bit but sure. The result in lore ended up looking like a weird hybrid of details from elves, dwarves, and halflings. Fey but earth-y. Big beards and big into mining. Intrinsically magical. Borrowed a lot of the same inspiration that Tolkien used for Hobbits. Really just lacking in a unique identity. Most of the early attempts to give them something of their own was just “zany” stuff, which leaves a bad taste for many people. As time has gone on, they’ve been given a bit more to do with alchemy and steampunk engineering and stuff like that. I dig it, but for some people that still isn’t enough.
Friday, January 31, 2020
Fumbles Can Be Great if you Just Make the Perfect Rule
I have done this. I have made the perfect fumble houserule.
And no, fumbles are not "inherently bad" and unfix-able by nature. I did it. I made them good.
We need to stick to our design principles. You know how much I like a well-thought-out houserule. So, if people have come up with houserules for fumbling attack rolls, there must be a reason they did it. What drew them to it? The first question when you are modifying the existing rules is...
And no, fumbles are not "inherently bad" and unfix-able by nature. I did it. I made them good.
We need to stick to our design principles. You know how much I like a well-thought-out houserule. So, if people have come up with houserules for fumbling attack rolls, there must be a reason they did it. What drew them to it? The first question when you are modifying the existing rules is...
What's the Problem?
The usual logic goes: if critical successes are a thing, why not critical failures? If you can have a 5% chance to whoop some ass, why not an equal chance to fail? Doesn't that kind of chaos add a little bit of crazy fun? Simple enough, right?
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