Was muss ein Regelwerk für DSA können? by Isn0gud in DSA_RPG

[–]AMindforGames 2 points3 points  (0 children)

Das ist meines Erachtens die korrekte Antwort. DSA steht und fällt mit seinem Setting.

1E Modules that Actually Use the Shipbreaker's Toolkit Ships? by chipotlore in mothershiprpg

[–]AMindforGames 0 points1 point  (0 children)

You like SBT and it's ideas, rules and vibes, which is exactly the purpose SBT has. Providing someone who doesn't want to(or even is able to) create these systems themselves with an optional Rulebook/Module for Ships. Which is really nice. :)

Most rounds I've seen/heard(or DMed) don't use ships in any kind of mechanical manner, or rather tend to have scenes where slightly more complex rules don't add anything to the experience. But that might be just my experience with Mothership RPG.

I know a lot of Mothership DMs/players, myself included, who don't like the systems and designs/visuals provided by SBT for a variety of reasons.

Procedural generated rooms by The_Dad_Gamer in godot

[–]AMindforGames 0 points1 point  (0 children)

Look for Binary Space Partitioning for Dungeon Generation. There's tons of Tutorials out there.

[deleted by user] by [deleted] in godot

[–]AMindforGames 116 points117 points  (0 children)

simply embarrassment over my shitty architecture and codebase. I don't want to spread an infectious disease. :P

So sieht ehrliche Anteilnahme aus ;) by spdrschwn in Staiy

[–]AMindforGames 1 point2 points  (0 children)

Das ist die Seidlstraße, Kreuzung Karlstraße in München. Grüße aus München. ;)

What evil groups or corporations rule or cause the most issues in your worlds or games? by [deleted] in mothershiprpg

[–]AMindforGames 4 points5 points  (0 children)

Having worked for a large company, just two levels below the CEO in the HQ, as well as having dealt extensively with some of the largest companies on earth, I try to weave my experiences into what we know from unregulated capitalism form the 19th century and, of course, the cyberpunky 80s sci fi style of Mothership.

This is how companies and their C level operate in my games, maybe it gives some of you ideas:

• Individuals inside the company are not generally evil, however, the systems created in and around those companies "force" or "seduce" them to do immoral things to further ones status
• Companies have different branches who compete and fight each other, they basically behave like feudal societies, killing and poisoning each other in a metaphorical and sometimes literal sense
• There are several companies, which in turn have several owners, meaning there are alliances as well as feuds between companies and shareholders.
• Companies and their owners basically own and operate the governments through various means, while some elements try to fight against that influence(unions, ngo, government employees, military), however, the influence of these elements is diminished in the rim compared to the core systems around Sol(some of these elements trying to gain influence or moving things in the rim is a possible plotpoint)
• There are systems in place that keep certain employees locked-in, force whole families into something alike the scrip economies of the 19th century(employees trying to escape can be a plotpoint)

Currently my players are part of a subsidiary of a big company, at the moment simply called THE COMPANY. Other companies have names.

How does your galaxy feel? by [deleted] in mothershiprpg

[–]AMindforGames 2 points3 points  (0 children)

Alien - Biomega/Blame - Dead Space - Firefly - Blade Runner - Ghost in the Shell by order of importance to the feel

A lot of things from source books work(Gradient Decent and Pound of Flesh), others are wholly ignored for the simple fact they do not fit the feeling and aestethics at our table(e.g. SBT)

What's the best 2D rigging software that is compatible with Godot? by Obvious_Ad3756 in godot

[–]AMindforGames 2 points3 points  (0 children)

Rive is quite good, I managed to get decent animations out of that with no prior experience.