I hinted at it (and 17 of you found the link!) but now it's official...
The third #BreathlessJam is now officially live on itch!
If you've ever wanted to design your own table-top RPG, this is the perfect opportunity. Resources, fonts, assets, templates.
Now, just go and make a cool game!
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Posts by Matteo Sciutteri
Mostly by using shazam watching movies
Both Blades and Swords of Serpentine have as setting a single city (at least as a "main setting"). They are my favorites because they allow me to focus on a more limited location, with recurrent places and therefore with the possibility of delving deeper into places and NPCs, session after session.
But also: the social test when you meet someone the first time, and the Trip Wire technique when you prep the session! (I'm stealing the latter for Black Cowls)
TTRPG about me
First game: D&D basic
Latest game: Burning Wheel
Longest game: Blades / Anthara (one my old game, veeery bad)
Favorite game: AW, Star Wars D6, Blades
Favorite mechanics: Sorcerer, PsiRun, Blades, Circle of Hands
Favorite settings: Blades and Swords of Serpentine
Fav Art: Mork Borg
Also The Breach is not strictly about survival or the end of the world (I mean, you watch multiple worlds ending... but that's for science!)
I'm out here tryin to make games and what do you know but: folks are stepping up all over making awesome games that I want to PLAY. I'm not made of infinite time, y'all!
j/k Keep on killing it, everyone.
(watching *even more* Street Outlaws is bringing my Southern accent out! I can't contain it)
You have Stoneburner from @nightjargames.bsky.social and myself which includes classe and adventures by @gilarpgs.bsky.social @matteosciutteri.it @pandiongames.com @acoupleofdrakes.bsky.social @navidrake.bsky.social and Alan Bahr
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I want to talk more about all the amazing breathless games people have made over the years.
Think I’ll start with The Breach by @matteosciutteri.it
Later today
2400 is a masterpiece
I agree. That’s why I’m developing the ‘trail’ mechanic in Black Cowls.
Alright TTRPG folks we need help.
I've been lucky enough to have Mythworks reach out to publish a brand new edition of Breathless.
If you have a blog/AP or anything and want to write about the game, contact me and we'll give you a free early access copy of the game for you to check out.
Ah, I see what you mean: the position is a consequence of the action chosen by the player and the fictional situation. From this point of view, yes, the two are related.
(And I’m assuming you are removing DC from this because in DC the gm says the action the player should roll)
In reality, position is not related to the chance: chances are linked to the character’s expertise in the action used.
Position is how dangerous the situation is, and Effect is how much the character can achieve with the action chosen.
Check out this thread of incredible cutaway-view artwork of a fantasy airship. I love this kind of stuff! Really amazing work.
:D
Thank you!
I forgot to tag @rdonoghue.bsky.social :D
Combat is the last resort for the characters: they are not fighters or assassins: they are thieves. But sometimes it's the only option. So... enters the Combat Roll:
When revealed, the best choice is always to flee: the characters are trained to traverse locations with finesse and speed, and a couple of armored guards are easy to lose. The Evasion Roll is the mechanic used in these circumstances:
The Stealth Roll is about determining whether the character's action leaves a trail or attracts attention.
But if the character is revealed, what are the options?
Well, flee or fight, of course. Flee triggers the Evasion Roll, and fight triggers the Combat Roll. They are similar but different.
Thank you :D
(Yep, the Twins are inspired by Malazan's Oppon Gods of Fortune).
I really love to put some small diegetic detail in the game, like the Lucky Coin. I posted it in the past, but after the last revision of the rules, here is the new version: