Don't know if you read the whole thread, but I'm Travis/Zip!
Posts by Nuke the Nuclear Kitty
Spinachbra... 05 Nov 24 Trump saving America from its first woman president makes him a legend Doing it twice puts him in the pantheon He single handedly kept America from having the first female president TWICE
So many men voted for him because of how much they hate women.
Old daemons? Are you of the BSD, AT&T, or Linux church?
Iโm not the only survivor noting this today. ๐๐ผ
After a few years of wanting to, I finally got around to running it last year, and my group had great fun!
The setting, the Irisfields, is obviously a Shire substitute, but it's different enough to be interesting, and is nicely sketched in 23 pages and a map. It's divided into three sub-sections, each of which has a list of six "secrets", which could be used as adventure seeds.
If/when your Dream reaches 6, your are now lost to Dream. You get to describe how you leave. Lie down in a field and fall asleep forever? Transform into something else? Go to the elf port to find a ship to carry you away to the Gardens of the West?
Whatever you choose, your PC is out.
You can use magic via pipeweed and words of power. These are chosen as equipment in character creation.
When you use magic, you roll an extra die, the Dream die. If your Dream die is your highest die, then you roll a d6, and, if your roll is higher than your current Dream, your Dream goes up by 1.
Things that don't kill you can cause Harm. If you have 0 Harm, you're fine. At 1 Harm, you roll 1 less die on Action rolls. At 2, you can't make Action rolls or move. At 3, you're dead.
The combat rules are a bit interesting. Essentially, if you try to fight anything significantly larger or more powerful than a halfling, you die. You might *also* accomplish your goal, but you will die.
When you take an action, you roll up to three dice:
* 1 base die
* 1 die for any trait that helps
* a Dream die, if you are willing to risk using magic
Take the highest die.
1-3: failure. You could take Harm.
4-5: success at a cost.
6: success without incident.
Your only numeric stat is Dream, which starts at 1 and maxes out at 6. Your other stats are all binary traits - you either have them or don't. These include your culture (Hillfoot, Mashflower, Highland Goblin), character flaws, previous work, belongings, and pouches of Elder Weed
The intro bills it as a stoner comedy/police procedural, where every adventure ends one of three ways:
Solve the Case
Die Horribly
Get High
And another, it looks like...
Pipedream, an RPG where you are halfling investigators who use your wits and vast quantities of pipeweed to help you solve crimes, by Role Over Play Dead (Kal Poh and Elisha Rush). The version I have is Beta 1.4, published on Itch (no copyright/release date in doc)
There are rules for magic, since The Craft is an inspiration, and, well, since RPGs in general tend to add fantasy elements to otherwise mundane genres.
There is a short adventure included, a few adventure seeds, and a random table to help generate adventures.
Unsurprisingly in light of these mechanics, "Mean Girls" is also listed as one of the game's inspirations, along with D.E.B.s, The Craft, Ginger Snaps, Cruel Intentions, Gossip Girl, and Fight Club (for the anarchy-team-building).
In the way of Interesting Mechanical Bits, each PC chooses a Best Friend and a Rival - each of whom must be other PCs.
There's also a "Revoking Friendship" mechanic - when a PC declares another PC is no longer their friend, all PCs *must* choose sides.
Another like! So how about "Hellcats and Hockeysticks" by Andrew Peregrine, published in 2009 by Corone Design and Cubicle 7!
Essentially it's "St. Trinian's: the RPG", with PCs being schoolgirls at St Erisian's, a British boarding school where girls are molded into individuals the world will fear.
In the '80s RPG Thieves' Guild, the equivalent was "hit armor class 0", HAC0, pronounced hack-o!
Another new like this morning! So let's talk "Superhero: 2044". Written by Donald Saxman and published in 1977 by Gamescience. This is the first published superhero RPG!
Unfortunately, I'm working today and have a game to run tonight, so I can't do an extensive thread right now!
You are a rabbit. You do not understand why these humans wear strange things on their faces, nor what a green fog means.
You are a rabbit. And the soldiers are hungry.
It's a "man is Cthulhu" scenario, and more terrifying than anything I've ever seen for any Cthulhu game.
In the course of the campaign, the wood you live in is completely destroyed, as human armies roll back and forth through it.
You are a rabbit. There is absolutely nothing you can do to stop any of this.
You are a rabbit. You do not know what a land mine is.
You are rabbits, in a little wood that humans call the Polygon Wood, in the countryside of Belgium. It's a wonderful, scenic, bucolic place. It's early fall.
And the year is 1917.
But what I really want to talk about is something some of you may have heard about from me before - one of the scenarios that was included for backers in the original Kickstarter: a scenario called "Polygon Wood".
B&B has been described as "Watership Down, the RPG". The Warren takes that ball and runs with it. It's a PBtA-style game, and with that comes a high potential for negative outcomes, even when you're mostly successful.
ANOTHER LIKE! This is probably the last one I'll have time to do today, since I do make these long....
The Warren, by Marshall Miller, 2015. This is an RPG where you play rabbits. The most famous example of the genre is Bunnies & Burrows, and this is firmly in the same vein.
I picked up Combat in Motion shortly after it came out, and, while I didn't get to use it much, since I played 4e more than I ran it, I liked a lot of the concepts enough that I incorporated them into my own Ebon Fantasy - in particular, the "in-motion" and "sprinting" rules.
This is meant in part to help curb the tendency of some players to "tune out" when it's not their turn - when the exact timing of your next turn is unpredictable, you have to pay more attention!
The last chapter introduces "dramatic direction" - changes to the initiative system to help combat flow better. For example, if a character/creature is targeted by someone on their turn, its turn then comes next, so it can immediately counter.
That's about as complex as I've bothered to get with it, and covers between half and 2/3 of the book. A quick list of the rest:
More off-turn actions: evade, press, brace, cower, collapse, ripost
Tactical map depth: rules for being above and below, and supported and precarious positions