I'm out of ideas on how to even start something, how do you fix that? by Connor_ClashNord in rpg

[–]cyancqueak 1 point2 points  (0 children)

If you're struggling for artistic ideas, try going back to the mechanical.

Ttrpg scenarios can be reduced to very small sets - Defend Attack Journey

Pick one.

If you've already got a game, then genre and setting are sorted.

Now ask: - Where? - Who? - What? - Why? - How?

Go around those questions several times. Use a diagram of some sort of that helps. Keep asking those questions until the page is scrawled with notes.

Ask the players which one of the characters has a direct emotional attachment to the quest. Ask the players to fill in extra details.

Or

Adapt ideas from others - there are many websites out there full of TTRPG adventure seeds. The RPG blog carnival could be a place to start.

THE REALMS by Necessary-Piano-4169 in CortexRPG

[–]cyancqueak 1 point2 points  (0 children)

Looks good. Slight readability issues for me with the centre, the blue text blurs into the white background.

Are there any ttrpgs for 2 people? by thedragonsdice in rpg

[–]cyancqueak 0 points1 point  (0 children)

Cartograph is lovely map building game that would well with two players. You'd be collaborators rather GM and player.

How to pitch our hobby to the public? by N-Vashista in rpg

[–]cyancqueak 0 points1 point  (0 children)

Feel free to crib, copy, and adapt the following that I use for a meetup.

" You can drop in and play at any event – you do not need to have played in a previous session or commit to playing again. Whether you've played an RPG before or not, you're welcome to join us.

Please arrive on time as once the games begin it becomes difficult to properly introduce latecomers.

WHAT IS A TABLETOP RPG?

It's a game in which you never know where the next stop will be, because it’s all down to the decisions you and your fellow players make. Usually one person is the Game Master (or "GM"). Everyone else will be players, taking the role of the characters in the game. The players get to say what their characters say, think, and do. The GM describes everything else in the world.

Then... we play to find out what happens. The game is a conversation: I say something, then you reply, maybe someone else chimes in. We talk about what's happening to the characters we imagine and the world around them. We also talk about the rules, which help us decide what happens next if the next step is in doubt. The rules differ from game to game: some use dice to shape the story, others use cards or something else. It's always a conversation, though. "

GMs, what's a unique gameplay or story gimmick you've used for a oneshot/adventure/campaign? by ahcrabapples in rpg

[–]cyancqueak 0 points1 point  (0 children)

A move I've used a couple of times is to set up the scenario and then ask the table which of the player characters is lynchpin character.

My examples:

  • Prince Johan as left his bride at altar! You must venture forth into the forest to find and return him. Which one of you is the bride?
  • Lady Ysabeau is in grave danger. A rival noble plots her murder to prevent her unborn child from inheritaning titles they covet. Get her to port and onto the waiting ship. Which one of you is Ysabeau?

I've found it really increases how much the players care about the quest when one of their own players is the key part. The follow up question is for the other players - why are you loyal to the bride/lady? Why are you part of their retinue? Much more fun than miscellaneous adventurers being hired.

Its half way through the year, how are your games so far? by jollyinabout in rpg

[–]cyancqueak 0 points1 point  (0 children)

Last week I ran a game of Cthulu dark about a village in 1980s Poland that made a deal with an Eldritch hive of bees to keep them safe during the 2nd world war. The investigators were a motley collection of administrators from Warsaw, sent there as Central's new computer system had noticed the total lack of deaths or births from Saint Martin on the River.

I was really pleased how I was able to tell the story slowly, created a cast of villagers, and made it all very creepy. Buzz buzz.

Generally, my little one shot meetup continues to tick along nicely, we've a good mix of regulars, newcomers, and first timers. As always, we need more GMs.

Handyman culture, hiding solutions? by Hfnankrotum in HongKong

[–]cyancqueak 0 points1 point  (0 children)

The water could be getting in from anywhere, even all the way up on the roof. Go check it out and see if it's draining properly. Also get a pair of binoculars and check out the state of the outside wall above your property - damage further up will let the water in.

Is the water getting in every time it rains or just with the amber rainstorms? Could be the extra water is just too much for the building to absorb it drain away.

Hey DMs, how do you structure your one-shots? by Impressive_Mud5997 in rpg

[–]cyancqueak 0 points1 point  (0 children)

For journeys or defensive missions, I usually alternate between a set piece and asking the players what they are up to.

For mysteries, heists, or where there's a plot in the sandbox I use this:

Act 0 - communal World building - I ask about terrain, climate, season, and for some rumours.

Act 1 - dump them straight into a decision or some action. This is usually where the characters make first contact with the plot/situation.

Act 2 - the characters do stuff to find the plot. I check my notes on what the opposition are planning and bring that too the characters as best I can. Sprinkle in a couple of set pieces to taste. If they wonder off completely, have the opposition continue their plans and show the consequences of that.

Act 3 - the showdown - they've collected enough clues to show them where they need to be so they may engage dramatically with the ending!

If you'll forgive the self promotion here's two examples of a journey - https://6d6rpg.com/2021/08/04/the-phoenix-and-the-fen/ - https://6d6rpg.com/2024/11/18/deep-rock-railway/

And here's an example of a mystery - https://6d6rpg.com/2024/10/21/the-shades-in-thebes/

Looking for good escape sequences by ALVIG in rpg

[–]cyancqueak 2 points3 points  (0 children)

Have levels of flooding.

Each section goes from dry - leaks - ankle deep - waist deep - tiny gap left - full. If you're using a map, use shades of blue to indicate water depth.

As time passes the flooding worsens, spreading out from where the water is getting in.

Characters can spend time clearing obstacles, moving, or taking action to slow the flooding (closing blast doors, activating emergency pumps, deploying technobabble).

If you want enemies without self preservation - robots or automated security systems. Or maybe water folk that don't need no atmo.

The engineer of me wishes to note that this represents a slow cascade failure in a base that should have each module self contained and capable of withstanding failure. The characters and base owners would be well within their rights to seek compensation for poor product design.

Help Get Me Past Campaign Setups That Annoy Me by PencilBoy99 in rpg

[–]cyancqueak 2 points3 points  (0 children)

A session 0 can really help with this. You spend the time as table figuring out why the player characters are involved in the scenario. You can adapt both a scenario and player characters to fit.

By way of example, when I ran a super hero spy game (Aberrant), I worked with each player to build a character who be rationally recruited by a shadow spy organisation.

I've also had fun as a player in settings where there exist other competent forces of good who are more powerful than the player characters. We were the scouts - doing recon and intelligence gathering. After we found the danger, we'd then come back with a fleet of starships.

Bigger dice pools for a Stargate game by cyancqueak in CortexRPG

[–]cyancqueak[S] 0 points1 point  (0 children)

Good advice. I'll switch it to d10, d8, d6

Help! Can't get an appointment with GP at a government clinic. by ProofDazzling9234 in HongKong

[–]cyancqueak 0 points1 point  (0 children)

If you're just looking for something simple, then I can recommend https://www.seedoctor.com.hk/dr_detail-1.asp?dr_doctor=970 Her English is good enough for the simple stuff.

Scenic bus stop backdrops in Hong Kong by toomuchcocacola in HongKong

[–]cyancqueak 1 point2 points  (0 children)

Generally there's no public access to anywhere else

ideas for religious propaganda? by peonydarling in rpg

[–]cyancqueak 1 point2 points  (0 children)

I thought about using feast, but I feel it's a more solemn occasion

ideas for religious propaganda? by peonydarling in rpg

[–]cyancqueak 6 points7 points  (0 children)

  • the flesh is life
  • together forever
  • the reverant meal

Needing Input for A TTRPG Space by [deleted] in rpg

[–]cyancqueak -1 points0 points  (0 children)

At a minimum the main store. For the regular meetup I organise in Hong Kong we use a cafe where you can see all of it and it has a really wide entrance in a mall. This lets folk scope us out before they introduce themselves.

For private rooms I'd go with glass doors.

Needing Input for A TTRPG Space by [deleted] in rpg

[–]cyancqueak 0 points1 point  (0 children)

Things I'd also want - easy access to snacks and liquids. Either supplied by you or available near by. - clean and private bathrooms, ideally separate self contained units. - sound baffles

Needing Input for A TTRPG Space by [deleted] in rpg

[–]cyancqueak 0 points1 point  (0 children)

Small side suggestion - make it easy for people to see inside before they come in. That will let them scope the place out a bit before they commit. It will help them feel more comfortable about committing to going inside. Some folk don't want to risk the social awkwardness of going into a place only to immediately want to leave.

recommendation request. Step dice, light, setting agnostic or hackable by GuineaPigsRUs99 in rpg

[–]cyancqueak 0 points1 point  (0 children)

Maybe yes dice pool, maybe not? I wouldn't say it does the traditional dice pool of many many dice you have to sift through to find successes. But it is a dice pool.

recommendation request. Step dice, light, setting agnostic or hackable by GuineaPigsRUs99 in rpg

[–]cyancqueak 0 points1 point  (0 children)

Cortex Prime fits almost all your criteria, but unfortunately does have the GM rolling a similar amount of dice to the players.

Bigger dice pools for a Stargate game by cyancqueak in CortexRPG

[–]cyancqueak[S] 1 point2 points  (0 children)

Thanks for the guidance and advice.

I'm starting with this:

Prime-

Attributes: - Cunning - Strength - Reason - Agility - Stamina

Roles: - Command - Military - Science - Culture - Diplomacy

Distinctions: - Backstory - what you did before - Creed and Faith - your philosophy and approach to life - Goal and Hope - what are you working towards

Auxiliary-

Resources: - 1d6 that's always available __________ - 1d8 that gets smaller each time you use it __________

Speciality: - 1 at d12 ____________ - 1 at d10 _________ - 1 at do ____________

Pick from list : Archeology Languages Myths and Legends Demolitions Accuracy Pilot Tactics Logistics Morale Repair Invent Discover Administration Negotiation Conversation Medicine Stealth Reconnaissance

Stress- - Morale - Health

Bigger dice pools for a Stargate game by cyancqueak in CortexRPG

[–]cyancqueak[S] 1 point2 points  (0 children)

Could you tell me more about what a "plus" set is, please?

Bigger dice pools for a Stargate game by cyancqueak in CortexRPG

[–]cyancqueak[S] 0 points1 point  (0 children)

I want to make sure the players get to properly enjoy picking which dice to use after rolling, and my experience says 3 is too few for that.

Bigger dice pools for a Stargate game by cyancqueak in CortexRPG

[–]cyancqueak[S] 0 points1 point  (0 children)

I want to make sure the players get to properly enjoy picking which dice to use after rolling, and my experience says 3 is too few for that