SuperNovaStar

joined 1 year ago
[–] SuperNovaStar@lemmy.blahaj.zone 3 points 2 weeks ago (1 children)

The "writer's room" stuff is, by definition, not role-playing. Don't get me wrong, I absolutely enjoy it, but if you tell me we're role-playing and then hit me with that, I'll be upset at the whiplash.

I feel like games like FATE need to pick a lane. Either we're all writers telling a story together, or we're trying to role-play as characters and be immersed in the world. But you can't accomplish both things at once.

And if we're doing the writer's room thing, we should just play Microscope. It's my favorite improv-game so far (although I'm open to trying others).

[–] SuperNovaStar@lemmy.blahaj.zone 2 points 2 weeks ago* (last edited 2 weeks ago) (3 children)

FATE is my favorite least favorite system. I love so much about it, but find about half of it absolutely intolerable.

For example - players making up their own consequences. It's so metagamey that it immediately kills my immersion.

Edit - Don't get me wrong, I love the idea of the Consequences system, but it rubs me the wrong way for the players to be the ones choosing them.

[–] SuperNovaStar@lemmy.blahaj.zone 3 points 2 weeks ago* (last edited 2 weeks ago) (5 children)

The 5-min adventuring day is more of a "poor GM management" problem than anything. If time effectively stands still when the PC's rest, of course they'll rest at every opportunity. But yes, PF2 has a bit less of powers per day and a few more powers-per-short-rest (well, PF2's equivalent of a short rest, anyways).

Pathfinder absolutely can be used to tell a great story. In fact, I think it's better at that than most of the so-called "narrative systems" out there. But perhaps that's because most of the narrative systems out there run into some of my own pet peeves - namely encouraging metagaming via player abilities that are entirely divorced from the character you're playing as. Some other pet peeves include giving players the ability to retcon/declare things as an ability, or having mechanics that explicitly assume that the world only exists insofar as the PCs interact with it.

In my personal opinion, player's choices only feel important if they have real consequences. This means that the GM must, at a minumum, have enough mechanical 'rigging' to work with that players can reasonably predict the likely outcomes of a given course of action, and see those consequences ripple out into the world in the thousand tiny ways that make the game world feel real.

Plus, there are dozens of ways to streamline a crunchy system and make it easier for new players to handle. But there just aren't that many (good) ways to add complexity to a game that's transparently simple on it's face. I find that simpler rules systems paradoxically encourage power-gaming in this way - if you know you can solve any problem with a +8 Tomfoolery skill and a pile of "story points", why would you ever do anything else? But if you have to choose your approach based on its consequences - not just based on what number is higher - then all of a sudden he decision of whether to bribe, lie to, persuade, sneak past, or assassinate the guard becomes a whole lot harder. And there's no way to weasel out of it because the skills have extremely defined uses that can't be bent to mean something other than what they mean.

(Sorry, that reply kinda ran away with me there 😅)

(But if you would like thoughts/help/advice on how to run a crunchier system in a way that produces very "story focused" results, I have a lot of practice with that. It's both very rewarding and not as hard as it seems. Anyone who reads this and wants to chat, please do. My dms are open.)

[–] SuperNovaStar@lemmy.blahaj.zone 2 points 2 weeks ago (8 children)

I always found D&Ds "linear fighters quadratic wizards" thing to be kind of garbage

Not to be a walking stereotype here, but you've really got to give PF2 a try. It's hard to succinctly say why martials feel so good in PF2 - it's due to a lot of little changes across a lot of different systems - but let's just say that Fighters and Rogues are legitimately my favorite classes in PF2. And I've pretty always been a magic girlie in D&D.

Well that would entirely depend on how she feels about you, wouldn't it 😅

[–] SuperNovaStar@lemmy.blahaj.zone 11 points 3 weeks ago (2 children)

You're Caitlin Jenner's kid? That's rough.

That's, uh, not the usual meaning of t4t.

well you didn't explicitly say you were checking this tile

Yep, that sucks. But tracking time is still good for gameplay

It might not seem more fun that way, but surprisingly it is.

See: BLeeM and how all his BBEGs are actually Capitalism

[–] SuperNovaStar@lemmy.blahaj.zone 3 points 4 weeks ago (1 children)

you have them roll for perception first then you are narrating the area and having players say what they want to do afterwards

now their actions are going to be influenced by their low perception roll

You shouldn't be rolling for perception first. Players don't get to roll until they actually do a thing, until then you use passive perception. And even if you are rolling a perception check on their behalf, you do it behind the screen. So they won't know if they rolled well or not.

rolls come after the declaration of actions

Hard agree! But passive perception isn't an action or a roll. It's passive.

The thing about BAD traps versus a GOOD traps, though, is ensuring that players have the opportunity to try avoiding it.

Exactly. The players should have the opportunity to avoid it. If traps are only a binary - perfectly obvious or completely invisible depending on a single roll - then the characters had a chance to avoid the trap, but the player didn't. And then "optimal play" is painstakingly triple-searching every square foot of the dungeon in case Schodinger's Trap is lurking somewhere.

Which is either trivial and tedious (in games where you don't track the passage of time) or stupidly punishing and tedious (if you are tracking time). Since I do prefer to track time spent, I'd rather give my players the sense that they can 'logic out' where traps are likely to be and encourage them to spend their valuable time searching only when and where it makes the most sense. After all, skill expression is a very rewarding part of playing a game. And being able to predict where a trap is likely to be and then finding one there? That really makes players feel like adventurers.

[–] SuperNovaStar@lemmy.blahaj.zone 5 points 4 weeks ago (3 children)

Who advocated for removing dice rolls? There's still plenty of room for dice rolls here, but it makes traps more interesting and engaging instead of a boring save-or-suck you blindside players with.

Fair enough. I could see a more "lawful neutral" sort of paladin being fond of jails. But usually the stereotypical paladin is depicted as good-aligned.

 

cross-posted from: https://lemmy.blahaj.zone/post/26486013

I really like this system, let me know if you guys want to see more of it!

Part 1 of 2

I'll go over these in more detail later, including things like skills and stats.

Boggarts

Boggarts are the most ubiquitous inhabitants of Eem and come in many shapes, sizes, and colors. They can be small, medium, or big folk, and are closely related to goblins, although they don't have sharp teeth or pointy noses like goblins do.

The Mucklands - the area of the setting that is fleshed out in the rulebook - is the ancestral home of the boggarts, and the whole land is full of customs and cultural practices that originated with boggarts and have since been picked up by other folk that migrated to the area.

Land of Eem doesn't bother with languages much - the Mucklands is small enough that they all speak one language - but the 'Folk tongue' spoken in the region is most certainly derived from the language the Boggarts spoke in ancient times.

Boggles

Boggles are the smaller cousins to goblins, and share their green complexion and pointy ears and noses. They are small to tiny folk. They are often employed in risky and/or thankless jobs that require them to work in small spaces, such as in dungeons and mines. Due to this treatment, boggles have strong solidarity with one another, and will nearly always do other boggles a favor.

Bogrils

Bogrils are amphibious frog folk that hail from wetlands and marshy areas. They are medium to big folk. Bogrils are a relatively rare sight in the Mucklands, as they prefer a nomadic existence out in nature instead of the cramped city living of the Dungeon Era.

Most folk's primary association with Bogrils is from legends of the Bulwarks, knights of old who upheld justice in the Mucklands. Though the Bulwarks still exist, their numbers have dwindled and they are not the powerful presence they once were.

Bugbears

Bugbears are tall, broad-shouldered, and hairy folk who hail from the mountains. They tend to be down to earth folk who enjoy hard work, 'rassling, an' a tall glass o' cider. While their overall size, coloration and build is generally reminiscent of a bear, bugbears also sport pointy ears and sharp tusks that display their (somewhat distant) relationship to other goblinkind.

Gelatinous Goos

Gelatinous goos are amorphous folk made of slime. They have no mouth, or indeed no organs at all, but they clearly have some senses akin to hearing, sight, etc. How goos manage to perceive the world is still a mystery.

Because of this difference in anatomy, Gelatinous goos cannot speak Folk Tongue, although they understand it. Instead they speak Gelatinous Gooese, a language the other Folk cannot properly speak but can learn to understand.

Goos can be small to medium sized and come in any color, although blue seems to be the most common. Goos are extremely rare in the Mucklands - to the point that there are no sizable communities of them and no real goo culture to speak of.

Gnomes

Gnomes are both a character class and a Folk, as they are the only Folk born with magic. Gnomes are extremely long-lived and see themselves as chroniclers of history and protectors of the land.

Gnomes are small, stout folk with pointy ears and tall, pointy hats. The hats play an important part of gnomish culture that is poorly understood by other Folk - but it is known that Gnomes choose hats based on their season, which reflects their identity and role in gnomish society.

While true magic - the kind the wizards of old wielded - is only available to the wisest and most studied gnomes, gnomes are constantly touched by magic in their everyday lives. Many can speak with animals, display an uncanny amount of nimbleness and luck, warm objects they touch, or create minor illusions.

Goblins

Goblins are green-skinned, pointy-nosed, and sharp-toothed cousins to Boggarts who began to live underground long ago. They see well in the dark and are generally regarded as ambitious, industrious folk. Like Boggarts, they can be small, medium, or big, and they have become a fairly common sight in the Mucklands.

Goblins are often hailed as the primary architects of the Dungeon Age, which makes them alternately revered and reviled by many. While this may be true of the upper crust of goblin society, the average goblin is just as overworked and underpaid as any other Folk.

Humans

Humans are rare in the Mucklands, and make up only a few small remote communities of hunters and farmers. While they are often seen as boring by the other Folk - humans could pass (at a glance) as particularly drab-colored boggarts if they cover their round ears - human history is actually full of legendary knights and ancient kingdoms. Unfortunately, few humans even know those legends and most have only a dim connection to their own history.

 

This weekend I was able to play a Land of Eem one-shot. I like this system a lot! It reminds me of some of my favorite action-adventure media.

If you're looking for a ttrpg that evokes the same mood or vibes as ATLA, Star vs. the Forces of Evil, She-Ra and the Princesses of Power, or The Owl House (just to name a few) then I couldn't recommend this system enough.

I was flipping through the rulebook and I was honestly very pleasantly surprised at every turn at how the game's creators balanced lighthearted, fluffier elements of the game and setting with grittier, crunchier elements that give the setting realism and depth. So far it seems to be everything I would want in a ttrpg (including a really detailed, already-keyed hexmap full of rumors and plot hooks!!!) It manages to evoke whimsy and wonder while remaining a dramatic, grounded low-fantasy game with real stakes. And it seems to have a really awesome crafting system too!

I'll have to see how it feels to run but so far it seems absolutely perfect.

 

I'm trying to get away from corporate owned software and support FOSS stuff.

Normally if I wanted to play a game online I would use a discord server and some kind of vtt. Since discord is not looking great rn, where would you guys recommend playing?

Any vtt recs are good too but I don't strictly need one. A way to chat and roll dice is essential though

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