Bella idea, non ci avevo pensato! L'ho aggiunto 👍
emmegi
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Cristalli di Eternità è un GDR masterless per 2-4 giocatori, ambientato nel 2437 su Kardos V. Una guerra che va avanti da anni si spegne non per volontà di pace ma per avidità: una voragine creata da una bomba rivela cristalli sotterranei che ringiovaniscono il corpo...ma rubano l'anima.
Tu sei un Abissale, umano comune indebitato, che scende in labirinti pulsanti per estrarre questi cristalli miracolosi, tra creature ibride e scienziati sabotatori.
Usa un mazzo di carte per generare sotterranei casuali sempre diversi e due soli dadi (d4/d6) per l’esplorazione delle stanze, districandoti fra combattimenti letali e trappole che conducono a fini peggiori della morte.
Il gioco è rilasciato nel formato pay what you want a questo indirizzo: https://emmegi.itch.io/cristalli-di-eternit
Il Contratto è un gdr per due persone, senza master e a preparazione zero.
Un giocatore interpreterà l’Esecutore, un ex assassino ora a capo di un’ associazione malavitosa che è stato pagato per un uccidere un bersaglio. L’altro giocatore interpreterà la Guardiana, una giovane donna addestrata a proteggere qualcuno a costo della sua stessa vita.
Entrambi sono stati pagati per mettere le mani sullo stesso bersaglio: l’Esecutore lo vuole morto, la Guardiana lo vuole salvare.
Si gioca con un singolo dado a sei facce per ogni giocatore, attraverso 8 scene che sembreranno essere uscite da film d’azione super adrenalinici come la saga di John Wick.
hi, i'm having a bit of trouble understanding the relationship between the action roll and the moves in this game. if i use the generic action roll, thus ignoring the moves, i can choose which stat to roll with, making the game very simple: by narrating based on my best stat, which is 7, I should compare it to a d10, whose average result is 5.5. it's very hard to get a miss, and it's almost certain to get a hit. however, if I wanted to use the moves it says roll+dexterity, but in this game no dice are rolled, so what should I add +dexterity to? here we don't have the d6 like in Ironsworn...
Effigi del Vuoto è un gioco di ruolo per un giocatore che fonde la strategia di Yu-Gi-Oh! con l’intensità di Hunger Games.
Nella distopica Neovelo crea il tuo eroe, personalizza le tue Effigi – carte uniche con poteri mistici – e affronta il torneo Il Varco. Supera cinque Maestri e il temibile sindaco Fisher in duelli che mescolano strategia, narrazione e creatività. Riuscirai a cambiare il tuo destino?
Hello everyone, I’d like to introduce my first role-playing game, Rune e circuiti!
It’s a masterless techno-fantasy RPG where we’ll play as an Explorer on Voxara, an uncharted planet far from our devastated homeworld, ravaged by an element called 'Eternium.' Armed with a unique weapon for each player, we’ll tell tales of epic battles (resolved with opposed d12 rolls) and face challenging trials (with a single 2d6 roll), amidst extraordinary successes and unexpected twists that will steer the narrative toward new horizons.
Collaborate with your group, uncover the secrets of Voxara, and create an unforgettable story!
As my first role-playing game, it’s been released as 'pay what you want,' so if you’re even a little curious…you can download it for free :)
This is the link: https://emmegi.itch.io/rune-e-circuiti
This is a short actual play:
Hi, I’m reading the manual, but there’s something that doesn’t quite add up for me: why the breathless system? I’ve always seen it used in survivor games because of the strength that gradually fades over time, but here I’m struggling to understand the reason for such a… punitive system toward the character. Is it because they’re no longer living beings and so the intent was to emphasize that aspect?
I'll try to make my question clearer: I only see three tiers for weapons—d4, d6, and d8. If I use Become Stronger on a weapon that already uses a d8, does it, for example, become a d10, or is it already at its maximum?
As for choosing a magic item, I'm feeling a bit unsure. Considering that the three tiers are Magical Wand, Magical Scepter, and Magical Staff, in my opinion, something like Beginner's Spellbook, Intermediate Spellbook, and Advanced Spellbook would give more of a magical feel. I think it would make one feel more like a wizard rather than just having a wooden staff.
Thanks for the answers anyway!
Hi, I'm reading the manual and I think it's fantastic! However, I have a few questions:
- I see many items with the same bonus but different prices. Is it just a matter of how the item looks? For example, I noticed that a Hatchet costs almost half as much as a Magical Wand, but they both have the same die.
- Magic doesn’t deal damage on its own but relies on the magical weapon I choose, correct?
- Adventure moves keep track of the clock... but only if I need to get somewhere within a certain number of days, right? Otherwise, can I ignore the passage of time, or does something specific happen if too much time passes?
- The Become Stronger move says, "Step up your weapon’s damage die"—but what are these dice? If a Battle Axe uses a d8, what die does it become? And is the Toughen Up choice valid only for light and medium armor since heavy armor already has 3 slots, or can it also be used on heavy armor?
I've read the chapters you recommended, and I can indeed use a new Spark this way, but... I can't help but wonder: does using all these Sparks really make the game as easy and beginner-friendly as it claims to be? I realize that with this question I'm going a bit off-topic, but in a classic game, combat is like 'you took 10 damage, you have 2 armor, so you lose 8 hit points.' Here, on the other hand, I would need to start a new Spark in addition to all the ones I already have for everything that's happened to me previously during the rest of the game, ending up with a table full of Sparks to keep track of all at once.
For now, I've only simulated a couple of isolated situations; I haven't played a full session yet. But so far, I have the feeling that relying on Sparks so often doesn't make the game as simple as it seems...
Hi Cezar, will you ever put up an example of a combat? I played one and found myself struggling; without hit points, the consequences I create are either easily ignorable ('it gives you a cut on your leg' which in fact changes nothing) or, on the contrary, they make any monster super fearsome, because using the complications table, even the dumbest monster can leave me with one (I'm referring to table 08). Do you happen to have any suggestions for me?
Hello, i have a question about how points are assigned during a game. The manual says that you only give one to the opponents when you score 7 or more, but since it is not possible to do this unless we choose to withdraw, it is practically impossible for them to score one. It will always be more convenient to let a 4 or less pass and take a complication rather than withdraw.
What am I doing wrong?
Ciao Luca, ho alcuni dubbi dal lato "magia" :) visto che chiunque può meditare e chiunque può mettere punti su arcano, è giusto dire che in quei casi chiunque può usare una pergamena incantesimo? Quando si parla di "guadagna un incantesimo" significa che il giocatore può scegliere se prenderlo dal gruppo della sua classe o da quelli generici a suo piacimento?Grazie :)





