Probably about as much as it was compatible with 0E. I’d need to look closer to see if the minimal conversation rules I have would still work, but I suspect it’s functional.
AwkwardTurtle
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Hey thanks!
I believe I used League Gothic for the headers and Mohave for the body, both of which are available on Google Fonts.
The 24XX system that I’m hacking has a template with different (but similar looking) fonts, that are listed on the template page.
Haha, to be honestly I don’t actually recall why I specifically noted the revolver as being vacuum proof, except possibly as just a way to add a bit of flair to the description. It’s possible I was trying to nod towards some specific sci-fi reference, as all the starting character packages started off as a reference towards something, but things have gone through so many revisions by this point I can’t actually remember.
In any case, this could totally be replaced with something more interesting and evocative. I’ll throw it on my “things to fix” list.
Mini BX is full of super cool ideas, for sure.
My “overflow damage” mechanic is a sort of half measure of this, since I wanted characters in this to be a bit more durable than the average OSR/NSR character. However, I agree that it’s not super intuitive, and ends up being a bit awkward in practice. I’m not sure I want to go all the way to letting damage move all the way down the chain, but it’d probably be worth testing at least. Or at least including as an optional “higher lethality” rule.
Haha, certainly never too late. Especially given the speed at which my own work on this game is going.
Yes! In combat if you’re actively getting your illusory images involved you’re going to run out of them pretty quickly (say, you get two rounds of “automatically” dodging attacks). However, in my own games I’ve had players get quite a bit of non-combat utility out of them, and combat in Brighter Worlds is usually not going to last considerably longer than a couple rounds so that’s really all you need. And honestly, the trope of the illusionist running out of tricks and getting cornered is funny to me even when it’s happening to a player, maybe especially in that case.
Hi! Thanks so much for writing all this feedback, it’s super valuable to me and I really appreciate it. Apologies for the very delayed response, but you caught me right when I was moving house between states and it’s been a bit of a mess.
I’ve gotten similar feedback about the number of skills, particularly the undefined ones, from a few places now so I’m planning to change that in the next version.
Stress is something I’ve gotten very mixed feedback on, so I appreciate you going into detail here about what worked and what didn’t. I need to ponder this more before making changes.
I’m glad to hear it’s easy to hack and make changes to suit your table, as that’s very much carrying on the tradition of the Cairn base I’m building off of.
I always love to hear about people playing my games, so thanks again!
https://awkwardturtle.itch.io/chubby-bear-salmon-gobble
Just in time for the tail end of Fat Bear Week I present Chubby Bear Salmon Gobble, a push your luck game about being bears in the Katmai National Park trying to eat as many salmon as possible to prepare for hibernation.

It’s formatted as a little pocket mod zine, and “only” requires a slightly unhinged number of dice to play (if you’re a TTRPG player you’re probably set, otherwise it might be a struggle).

To be honest I sort of forgot I had started uploading things to DTRPG. I’ll update the Wallet Dungeons listing to include the plain text version, and continue my (slow) process of getting the rest of my stuff up there (including Wallet Stations).
Wallet Monsters is slated for a reformatting to bring it more in line with the other two, and when I do that I’ll include a plain text copy as well.
Super cool to hear you’ve used Wallet Dungeons at the table! I love hearing about it actually intersecting with people’s games!
That’d be rad! Please shoot me an email (found at https://awkwardturtle.games to avoid posting it here to be scraped by bots).
It is! And it turned out really well, it looks great.
As for the process I’d have to direct you to Brian for the details, as he did all the layout. I know that some software makes it easier, but he had a somewhat complicated template/layer system in Affinity Publisher set up to handle exporting the different colors.
Yeah, currently the stress system is very swingy, which is very in line with general ITO/Cairn mechanics but might be more all or nothing than is optimal. Really just needs more play testing generally to dial in.
Firefight inside a ship is a good question. Usually I’d just assume that hand weapons can’t hurt a ship, but in this case I think it’d be fun to play up the risk.
My first thought was to say that rolling max damage on any attack roll causes damage to the ship (or maybe 6+ damage). Or a luck roll on every attack unless they’re specifically being careful (and therefore impairing the rolls). This does make me realize I haven’t actually included the luck roll as an explicit mechanic in Meteor. Gotta put that on the to do list.
Hey, thanks so much for this detailed feedback! I really appreciate you taking the time to write all this up.
First, think you for reminding me I need to update the random skills table to remove my “cute” reference skills and replace them with something actually useful.
Undefined skills do have that danger of being so flexible everything feels too easy. It’s hard to split the difference between “interesting specificity” and keeping things fast and flexible enough that you don’t get bogged down making decisions during character creation. It might be dialed a bit too far towards flexibility currently, especially because the tables I usually playtest with tend to spend them as often on jokes as on useful skills.
The stress system is another one that I’m not sure is dialed in properly. I honestly don’t engage with it in every Meteor game I run, just ones that are intended to focus on stress and horror. When I have used it, I felt the pacing went okay, but it’s so heavily dependent on the scenario, dice rolls, and GM calls that it could go in a lot of ways. If nothing else it would probably benefit from expanded GM guidance to help with dialing it in to the proper pace at a given table. My intent is sort of a slow simmer until it suddenly boils over in a dramatic explosion, but that transition might be too sudden.
Glad it went well overall and everyone had fun though! This is good feedback and will give me things to chew on as I start digging back into the design of Meteor.
https://awkwardturtle.itch.io/wizard-trash-goblin-treasure
Wizard Trash, Goblin Treasure is a madcap fantasy adventure of summoned autonomous drones, resourceful goblins, and a down-on-his-luck wizard with a penchant for transdimensional retail therapy.
This is the first official adventure my own TTRPG system Brighter Worlds but it also has stats for Cairn and the Common Rules for Adventure Campaigns by Knock for easy conversion into your system of choice.
Wizard Trash is for tables that don’t take themselves too seriously, and find the idea of goblins running around with fitbits and being fascinated by toasters hilarious.
In my experience 9 or 10 dice is a good number. I don’t know that there are really hard limits, as it mostly just shifts the results of the larger rooms with larger numbers. I wouldn’t go significantly higher though, at least not without modifying it to split up Halls and Towers. Alternatively just roll handfuls separately, assemble, then connect the results.
Hiya! Thanks for your kind words about Meteor!
And yes, it’s been quite a while since I’ve last updated the game. I haven’t intentionally abandoned it, but I was focusing on other things (which have also been progressing extremely slowly) to the detriment of Meteor.
My rough outline for the future is:
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Finish and release the first adventure module for Meteor. This is already “written” but needs significant revision after playtesting. Plus layout and art.
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Finish and release the first “campaign location”. This is going to be a full star system with a number of detailed locations, intending to be a ‘vertical slice’ with examples of each of the main modes of play.
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Finish Meteor, polish, and attempt a physical printing. I have a large list of extra feature, generators, and tools I’d like to add to the game, but I expect that to get whittled down significantly as I get closer to finishing.
No real timeline for any of that unfortunately, and I do plan to focus more on Brighter Worlds for the time being.
As always any feedback or play reports people can send my way are extremely helpful, but just knowing that there are people out there interested in or playing the game is very motivating for me!
The reason it’s taken so long is because I’ve gotten stalled on one point, which I think I’ve finally found a way to push past (plus spending time on the soon to be released adventure module).
I’m hopeful I’ll have the beta version done, then into PDF within the next couple weeks. Possibly sooner, but I don’t want to make promises one way or the other.
Sounds interesting! I like your ideas for where to place them, and using the towers as fast travel points around the corners of the map is exactly what I had in mind.
If I were prepping for my own game, I’d do a mix of having towers that are easily accessible by the players (but might require some repair) and towers that have obstacles to access or are currently occupied. It adds some fun challenge and conflict if they need to convince a bat or bee hive to let them in.
Having a tower buried inside a termite tower sounds great!
The WIP of the next big update can be found here: https://dev.brighterworldsrpg.com/
The intent for this version will be to reach “feature completeness” so that only polishing, typo fixing, and small adjustments will be needed/
Feedback on what’s there, what isn’t there but should be, and errors are all very welcome.
I also do a fair amount of computer stuff as my day job, which makes this all the more embarrassing.
Anyway, current beta rules are here: https://brighter-worlds-dev-branch.onrender.com/
Caveats: I’m actively working on it so there’s unfinished and mid edit stuff scattered around, as well as some big missing sections. Also the changelog on the front page is very much not comprehensive.
All that being said I’m always happy to get feedback on stuff. I sometimes worry I’m “over-fitting” to a limited amount of testing.
Thanks!
And yes, each of the versions I’ve released (aside from the translations) have alternate back sides. So the normal one, colored version, and the one that’s in the back of Echelon Forest.
I was never entirely happy with how the detail generator worked so I make a new attempt at it each time I make a new version.
The nice glossy copies are printed with a local printer as actual business cards, but it wouldn’t be hard to find a place that can do color + UV gloss. Even staples or fedex would do a decent job for pretty cheap (assuming you wanted a bunch of copies for some reason).
Otherwise I’ve seen people just home print either double sided, or single sided and fold, then trim and laminate.
























