Stolen World TTRPG
stolenworld.bsky.social
Stolen World TTRPG
@stolenworld.bsky.social
A TTRPG inspired by MMOs and Warhammer where psychic powers are free to manifest and manipulate the world and people around them, or what's left of it. Setting agnostic, present day post-apocalypse in mind.

Created by @jekkus.bsky.social
Pinned
Stolen World is a faster paced TTRPG that imbues gameplay elements of MMOs (Party Composition, Skill Trees, Class Specializations) and Warhammer (Many D6s and their manipulation) into a familiar shell of Pen and Paper you would expect from the past 40 years.
Yo, #ttrpg designers.

How many of you kept the D&D stats. All 6. STR DEX INT WIS CHA CON style, even if by another name?

I kept the 6, but that's because I've used a lot of hexagons in the sheet design and it just fit.
November 13, 2025 at 4:26 AM
I've started already compiling a bunch of additional classes or class specs for base classes that I don't know what to do with them at this point and I'm scared.

Do I bump up the base classes to... 15? Each with minimum 2 class specs? That'd be 37 specs to play with 15 base variations to toy with..
November 10, 2025 at 6:02 PM
Spent a lot of my night automating a spreadsheet so that it can kick out mostly complete sheets. Still have a little bit of cleanup to do and I want to add more to the automator, but what's really neat is that it's mostly easy to export the sheet and import it to Tabletop Simulator.
November 6, 2025 at 4:19 AM
Group 2 has been slower to get rolling, but as of today there are enough character sheets built that gameplay can begin next time we convene! In... Two weeks!

Group 3's feedback so far has been "really excited for next session"
Playtest group 1 has had one session
Playtest group 2 starts tomorrow
Playtest group 3 starts the day after
Playtest group 4 unknown potential but keeping space for
Playtest group 5 tapped for a one/two shot in a few months (intentionally short lived due to fitting into a friend's busy life)
November 4, 2025 at 11:33 PM
Me: I wrote a game that core involves aliens abducting part of earth, but I want to keep this game functional in all settings with some tweaking; a good core that can be adapted to fantasy and sci-fi.

Also me: What if I spend way too long learning about warp drive physics for accuracy for the hook?
November 1, 2025 at 5:03 AM
Group 2 got some numbers written down and character ideas

Group 3 got everything done and got to actually do a bit of a playthrough of the introduction hook for my little adventure module.

Definitely found some things to clarify and correct, and fixed all that this morning. Feeling positive!
Playtest group 1 has had one session
Playtest group 2 starts tomorrow
Playtest group 3 starts the day after
Playtest group 4 unknown potential but keeping space for
Playtest group 5 tapped for a one/two shot in a few months (intentionally short lived due to fitting into a friend's busy life)
October 30, 2025 at 11:14 AM
Playtest group 1 has had one session
Playtest group 2 starts tomorrow
Playtest group 3 starts the day after
Playtest group 4 unknown potential but keeping space for
Playtest group 5 tapped for a one/two shot in a few months (intentionally short lived due to fitting into a friend's busy life)
October 28, 2025 at 2:50 AM
One of the new people picked up chose a class that has yet to be worked on, so I spent a chunk of my week brainstorming, finished off the Trickshot today, a ranged single target damage dealer, with the ability to heal and enhanced their friends... By shooting them! Think Ana from Overwatch.
Work trip meant grabbing three more players, finishing 90% of another playtest class just in case anyone wants it, and giving some rough idea of expectations I want out of a first time RPG player.

The info has been handed to the new folks, here's hoping they like what they see.
Work trip and conference means afterwards I get to probably just sit and write and read and maybe finish the rest of the classes no one has picked for playtest so far, and maybe get a start on expanding the rulebook or making handy reference material.

The firmament is the limit!
October 27, 2025 at 3:52 AM
I think I worked out at least a mildly more interesting adjustment to travel. It does put a sort of layer of antagonism as the GM instead of just as a story teller, but I also want to inspire more "gamey" mechanics to what already exists in the space. Padding the boring parts with more gameplay.
October 20, 2025 at 9:44 PM
Work trip meant grabbing three more players, finishing 90% of another playtest class just in case anyone wants it, and giving some rough idea of expectations I want out of a first time RPG player.

The info has been handed to the new folks, here's hoping they like what they see.
Work trip and conference means afterwards I get to probably just sit and write and read and maybe finish the rest of the classes no one has picked for playtest so far, and maybe get a start on expanding the rulebook or making handy reference material.

The firmament is the limit!
October 17, 2025 at 3:32 AM
Work trip and conference means afterwards I get to probably just sit and write and read and maybe finish the rest of the classes no one has picked for playtest so far, and maybe get a start on expanding the rulebook or making handy reference material.

The firmament is the limit!
October 15, 2025 at 10:35 AM
Complete and functional for all the math parts of the game. You don't have to refer to the book to get values, you don't need to remember what you've trained in. Pick your class, your background, and any skills you train along the way, and it'll automatically update and populate.
October 13, 2025 at 1:38 AM
I could have made breakfast this morning. Instead I spent all my time automating the number side of the game to make character creation a breeze. On the front it looks very familiar to popular game systems, the depth is in the class choice.

Roll dice, green values used, class+background pulls value
October 12, 2025 at 4:04 PM
I don't share many ideas because I have things under lock and key as I'm still building, but here's a tease:

Snapback Corpse. 20 (+30)HP

As it shambles forward, the skeleton and sinew rips from its body while the flesh tries to keep up and reform it to be made whole.
Spending a bit of my work day exploring enemy designs with unique mechanics. I want to make little ones before making a big one, like how video games tee up how to defeat the big boss by sprinkling around combat ideas in the monsters you encounter in the area just before it.
October 2, 2025 at 2:39 PM
Spending a bit of my work day exploring enemy designs with unique mechanics. I want to make little ones before making a big one, like how video games tee up how to defeat the big boss by sprinkling around combat ideas in the monsters you encounter in the area just before it.
October 2, 2025 at 2:32 PM
I'm at this point now where I can't really work on anything big until I get some playtest stuff back. I kinda know the route I wanna take, and I think I'm going to make some class packages/cards for players to make it easier for them to get into what they can do, but overall it's just play and fix.
October 2, 2025 at 2:47 AM
Playtest the first in the bag and a lot was learned real fast from it.

First off, NPC adjustments. Cutting all HP values in half, and doubling their output on damage. Not enough damage going out to justify dedicated healers or making things feel like a threat. Some jabs got in, but not enough imo.
September 29, 2025 at 11:45 AM
Iron Fist, Class 8, is now playable. WAY more pared-down compared to The Shaman. Baseline every class has 14 abilities, and this one is one such case. In fact, the last two classes should also have 14 abilities total unless I get another bout of inspiration.

139/167 abilities for playtest
7th class finally in a playable state. It's definitely the largest class, despite being only to level 5. Most classes only have 2 paths to go: Damage and either Support, Healing or Tank. The Shaman has 2 Melee Damage, 1 Ranged Damage, Tank, AND Heal tree you can focus into. The scope shifted a bit.
September 19, 2025 at 5:24 PM
I think I know what I want to do for an art style, but my goodness I'm going to have to bust out all my non-art chops to get something as a proof of concept for an actual artist.
September 18, 2025 at 7:37 PM
Playtest material for this weekend has been fully prepped. The rulebook somehow lost a piece of a page and as such everything past the classes is all jankity janked and skewed, but it's still legible so we go regardless.

Runs on D10 and D6's, hence the amount of D6s, and everyone gets ABILITY CARDS
September 17, 2025 at 10:29 PM
7th class finally in a playable state. It's definitely the largest class, despite being only to level 5. Most classes only have 2 paths to go: Damage and either Support, Healing or Tank. The Shaman has 2 Melee Damage, 1 Ranged Damage, Tank, AND Heal tree you can focus into. The scope shifted a bit.
September 16, 2025 at 5:32 PM
99 unique abilities, 99 cards written for only 6 of the 10 base classes. I'm still working on the others, I'm expecting another 50+ cards (Shaman ended up blowing up in scope in a positive way).

So about 150 unique abilities each catered to multiple different playstyles.
I have finished playing catch up for next weekend's playtest to start. Each ability is getting a card to go with it to help players not only keep track of everything easier rather than writing a spell list, it gives them something to share when helping friends.

This, for example, is a Dome of Earth
September 15, 2025 at 3:26 AM
I have finished playing catch up for next weekend's playtest to start. Each ability is getting a card to go with it to help players not only keep track of everything easier rather than writing a spell list, it gives them something to share when helping friends.

This, for example, is a Dome of Earth
September 15, 2025 at 3:07 AM
We should have the ability to track how many words we've deleted in addition to how many words we've written so we can look back and see how much we had to sacrifice to get to finding that right combination that makes us happy.
September 13, 2025 at 4:54 PM
Spending my entire day reworking my entire stat/skill/ability/save numbers to accommodate my dumpster fire of a brain.
September 13, 2025 at 2:55 PM