A Tibbiusgames hack of Jason Tocci's 2400, John Harper's World of Dungeons, and Ben Milton's Maze Rats.
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A 60 page pdf, made for use with MAZE RATS.
LISTENING to a VANISHED GOD is a game about exactly that.
Your reavers live and strive in a fairy-tale land of disrupted power structures. Six generations ago, the four-armed god emperor Mag disappeared, producing tumult among the populace of its eponymous domain. Two kings and a queen are trying to establish supremacy and a rule of law in place of the vanished god's whims. Your reavers can hear the Voice of Mag, and from its whispers they can bind spells that afflict them or those near them with arcane marks. Because they bear the Marks of Mag, your reavers are feared and respected. They also are hunted by the knights of the kings and queen.
For whatever reason, whenever I see a mode of communication, one of my first thoughts is "how could I do a TTRPG with this?"
Anyone who's interested in playing LitaVaG by posting in this thread, just throw down a character and let's go.
If you would like a paper copy of this, I may eventually provide a print-on-demand via DTRPG (additional charge will apply).
However, it's also possible to use the free Adobe Acrobat to booklet-print the pdf that you can download here. It comes out a little thick, but a regular stapler will bind it for you and then it's a nice tangible zine that you can hold in your hands and flip through. Just make sure that you set the paper size in Acrobat to match your printer's feed tray. That confused me the first time I tried to do this.
I'm launching TWO new games. I hope you might be interested. You can access them both at the same link:
One is a procedural dungeon crawler that can be played solo or in a group. It's two pages long and it's called Link-boiZ. It's based a little bit in Matt Click's Plasma Torch and a little bit in Jason Tocci's 2400. The adventuring party shares a single dice pool, which gets more powerful as they get more desperate.
The other is a one-pager, a more traditional single-character TTRPG that draws from the ideas of Chris McDowall's Into the Odd, Ben Milton's Knave, and Michael Wolf's Warrior, Rogue & Mage. It's intended for group play. I named it ScoundreL.
They both have the same cover art by Carlos Castilho, who is just a terrific artist. I really like the piece he did for this and thought it made sense to package the two games this way as they share an assumed setting.
Thing I'm thinking about Take Courage ... already have house-ruled this, partly. Why should it only be Rhyming that can give the group a benefit? Why not also Cooking, or Music? And for the individual, perhaps Carousing could be restorative.
Also thinking that in the Wild you would get the partial benefit as in the rules, whereas in a Haven you would get the full benefit but still would need to make a roll. This would make the game a bit more stressful than the original books.
All in service of a post-war campaign I'm starting, called Shadows and Ash. It's set in the lands of the old Barbarian Prince game, after prince Cal Arath has won back his throne and started a widespread war in the process.
A collection of EIGHT tabletop roleplaying games, all based in past or future history with some mythic tweaks. $6 USD for the lot!
Seven 24XX hacks, and a Vampires & Claymores hack.
- after: Wights dig graves inside out, assume the identities of those whom they devour. Is your best friend really your best friend after they've been digested and reconstituted? What if they raven and ravage again?
- Dory+Apsis: Homeric tragedy in pursuit of glory. What is your fate?
- Eriu: Beware the patruns whose whims can ruin you, or lift you up. Adventures in Bronze Age Eriu.
- Fair Ones: Souls left to wander far grow wondrous strange and fair. They haunt and can be tamed to serve the living.
- shine: Bootleggers, jazz cats, and squares contend in Prohibition-era United States.
- sphinx: Ancient Egyptian adventures.
- Stone Bone Copper Wood: Chalcolithic myths.
- Tramp: You are the crew of a tramp freighter on the Great Lakes of North America, during United States Prohibition era.
All for a reasonable bundled price.
24XX: use different shapes of polyhedral dice, depending upon your character's skills or traits, to randomize whether they accomplish their goals without incurring risks such as injury or embarrassment. Vampires & Claymores: roll opposed pools of traditional six-sided dice to assess whether your character accomplishes tasks without problems.
I like to think about how the Alcubierre drive could transform communication between star systems. It would be back to the days of couriers, as starships would outrun radio communications by hundreds of years.
It's nice to see someone do this. I write my own contracts, starting from an oral negotiation. A tool like this provides a nice framework for such a negotiation.
Clause 5 is phrased clumsily, perhaps:
"Upon complete payment, the Contractor licenses the Commissioner to reproduce and sell work or assets created for the Project, only as incorporated into the Project."
- that could avoid controversy over whether the rights are being *granted* or *licensed*. It's "clear from context" that you mean "license," but it's good to have all the language consistent with your intent.
An alternative procedure:
At the start of each turn, roll 5 six sided dice. If any die rolls higher than the last time it was rolled, the corresponding event occurs during this turn:
- Encounter - pick or roll from a table, or ask players for input.
- Hint of encounter - pick or roll from a table, or ask players for input. This die also becomes an Encounter die, until the hinted encounter occurs.
- Fatigue - implement a rule for hindering the characters due to them being tired.
- Depletion - implement a rule for reducing one of the characters' resources (often, light; sometimes, fuel).
- Environment - change the environment (e.g., different weather; different smell; different sound).
Also - have you heard the term "lyric game?"
This is **NOT** that.
While the bits of the ashcan that I have read are entertaining, they are *nothing* compared to the snippet of play that we've had so far.
With a good table, the ingredients dug out of this ashcan really come alive into something flavorful and filling.