Instead found myself slapping together a silly one-page #ttrpg about advisors vying for influence in the court of a real jerk of a king: graveyardshiftpress.itch.io/but-sire
Or - we have Teeth: False Kingdom at home.
Instead found myself slapping together a silly one-page #ttrpg about advisors vying for influence in the court of a real jerk of a king: graveyardshiftpress.itch.io/but-sire
Or - we have Teeth: False Kingdom at home.
One of the main drivers of my game's dice pool are traits - things that add to your dice pool (edges) or that subtract (flaws). Both are descriptive rather than categorical - these can be skills (tracking, engineering), qualities (brave, greedy), contexts, etc.
One of the main drivers of my game's dice pool are traits - things that add to your dice pool (edges) or that subtract (flaws). Both are descriptive rather than categorical - these can be skills (tracking, engineering), qualities (brave, greedy), contexts, etc.
My weird brain on a hypothetical pirate game: well the mechanical core would have to be a social/political persuasion game for consensus building among the crew, minimizing deadly combat encounters, building a personal brand-
My weird brain on a hypothetical pirate game: well the mechanical core would have to be a social/political persuasion game for consensus building among the crew, minimizing deadly combat encounters, building a personal brand-
1: ttrpg design
2: golden age Caribbean pirates
3: that thing in fantasy of killing the gods as allegory for the enlightenment in a way usually uncritical of resultant projects of empire, up to lionizing the US-Afghan war.
1: ttrpg design
2: golden age Caribbean pirates
3: that thing in fantasy of killing the gods as allegory for the enlightenment in a way usually uncritical of resultant projects of empire, up to lionizing the US-Afghan war.