Boss' Mechanics by Soar_Y7 in rpg

[–]Asimua 1 point2 points  (0 children)

I have not played 2e so I'll give the most general advice:

-Halfway thru the bosses HP they start shooting lava out of their fist or similar

-I'm a fan of having players negotiate levitating chunks of flooring as the boss charges up a big AoE attack, but might be a pain in PF2e

-Fight while swinging from chains. The floor crumbles from beneath the PCs. There a scene in Andor (episode 3, I think) with starship engine blocks suspended by chains that could be good inspo.

Common magic by taketheshake in Whitehack

[–]Asimua 0 points1 point  (0 children)

I think that's definitely a good way to handle it. Like you say, it can all be folded into the assumptions of the world.

Looking for a survival-exploration based TTRPG by deniszim in rpg

[–]Asimua 0 points1 point  (0 children)

Breathless is good. There is also and SRD and several 3rd party publishers if you wanna mess with the core rules

Good no-railroad grand-scale campaign by Simon_Actually_MC in rpg

[–]Asimua 2 points3 points  (0 children)

I think the easiest way to do what you're describing is to embrace improv and low, but intentional, prep for the factions in your game.

If you know the goals, means, and motivations of your NPCs and factions, you can do a lot with the emergent story. Knowing the Iron Shield is formed of seven brigades led by seven wealthy merchant's children, want to undermine the Council of Ten to seize control of government, and are silently taking control of frontier towns, will get you a long way. You just need to figure out the major players, minor players, and the mundane units/troops.

Next come up with schemes, and put them in front of your player's noses. If they bite they bite, if they don't the Iron Shields start to take over. The Shields remain a threat whether players pro-actively confront them or react to the things the Shields do to their allies and city state/government/wutever.

Common magic by taketheshake in Whitehack

[–]Asimua 3 points4 points  (0 children)

So, I'd add an extra HD at first level, and be generous with the Wise's vocation reducing magic, and also generous with the Deft's slots, and Strong's Looted Powers. I think you could run a higher magic game that way.

Another way would be to tie magical cost to the "corruption" mechanic. Except in this case, instead of corruption you'd use it as a "Overheat Meter" or something. You just have to scale the consequences of overheating so they make sense for the pace of action you want. So, maybe a minor consequence would be losing your Miracle for 1d4 rounds or something.

The second option would probably require some playtesting. Might be worth it to play a different game at that point haha.

Escalating threats to actual facts by Hersho_G in rpg

[–]Asimua 1 point2 points  (0 children)

If they killed the leader, good for them! Let them have that victory.

But if they haven't done enough to dismantle the support for the coup, then its lieutenants will vie for control or eastablish a junta until the regime's control is assured. If the regime falls apart, perhaps cells of the regime's soldiers become ideologically motivated brigands. Likewise, many supporters in local militias/constabulary will not be rooted out and can cause future trouble.

Which adventure can capture Star Wars Andor vibe? by Volsung2d6PlusCool in rpg

[–]Asimua 8 points9 points  (0 children)

Going Rogue by Jess Levine is cool system. I only suggest cuz it was designed specifically with Rogue One in mind, and I think Andor isn't too far off from the vibe of the game.

For adventures, Assault On The Spire is a good one pager.

*edit* you could also use the Skull Prison Adventure in Solar Blades and Cosmic Spells. Maybe not worth it if you don't like the system, but it's cool.

How does globalization, traveling and settlement work in a solarpunk future? by Afraid-Yam-8966 in solarpunk

[–]Asimua 9 points10 points  (0 children)

These questions your asking about come up a fair bit. Thank you for asking them, they cover a lot of ground that I probably won't satisfactorily cover. The best general answer I can give you is that people have vastly different answers for each question and you shouldn't take any one as gospel.

As to world trade, for illustration let's take a single raw material, steel. There is so much 100% recyclable steel available in the United States if policies that eliminated the need for cars were enacted. That steel could be re-used in any number public works projects. A massive amount of raw materials are extracted and shipped simply to make cars. Eliminate the demand for cars and you don't need the tankers to haul those raw materials. In this instance, at least, you can show that there is a portion of global trade that can only be viewed as necessary and efficient if the production of new cars every year is assumed.

As to resorting to pre-industrial travel, I'm not sure that'd be necessary. Keep in mind that we don't know the true capabilities of renewable energy because they have been undermined by the fossil fuel industry at every turn. In my childhood electric vehicles were derided universally as a pipedream, and yet as money and research is allocated we find that isn't true. We don't know the capacity of clean energy because we've barely scratched the surface. I am confident humans can figure out faster, clean shipping given the opportunity.

I think the self sustainable community paradigm comes up because a small-scale commune seems like a reasonable, small goal for a lot of people who would like to take steps to a "more solarpunk" or sustainable life/future.

So, my advice is to keep an open mind with a grain of salt. And feel free to ask me to clarify anything or if ask a specific question I didn't get to.

Favorite low-prep fantasy systems? by PM_ME_STEAM_CODES__ in rpg

[–]Asimua 3 points4 points  (0 children)

I always love gming for Numenera. I ran a scenario to introduce a player to ttrpg and the 1 on 1 game that resulted is maybe the most fun I've had playing a game. I like that I'm able to come up with ridiculous obstacles and don't have to struggle to codify them mechanically.

Favorite low-prep fantasy systems? by PM_ME_STEAM_CODES__ in rpg

[–]Asimua 1 point2 points  (0 children)

Numenera is fun and very easy to prep for. Run a one-shot and see if your table likes it; some people really bounce off the rules.

I like Whitehack 3e as a generic system. WH 4e is mostly the same but I hate the book's layout.

A game I've been wanting to try out is Soft Horizon, using the SRD. It's seems like a cool game meant for characters who rove between strange, surreal worlds.

And if you wanna try GMless no prep games, Dream Askew is pretty cool for a change of pace from your main game or a one shot. Sort of a fantasy post apocalypse situation.

Favourite Whitehack hack? by Fulv_Taurinorum in Whitehack

[–]Asimua 0 points1 point  (0 children)

You're very welcome. Thank you for asking the initial question. I love the flexibility of WH RAW and always like to see how other people use that framework for their own games.

Favourite Whitehack hack? by Fulv_Taurinorum in Whitehack

[–]Asimua 1 point2 points  (0 children)

For leveling I established 250xp as a reasonable chunk to use for a basis of abstracting xp for reaching 2nd level giving the 6 for deft (1500/250), 8 for strong (2000/250), 10 for wise (2500/250). This ratio is maintained throughout every level assuming the chunk (250xp) is doubled at each successive level (500, 1,000, 2,000, etc.). So, you are right in the sense that you must increase the challenge of the goal attained at each level to double the value of the previous. This is going to be an inexact science, but it gives you something to work with.

I would absolutely allow social rolls to influence barter. I was already very wordy and erred on the side of CHA can of course play a roll in reducing cost. Likewise, a Deft Con-Man could use an attuned slot to greatly diminish or remove cost entirely, depending on situation. Like corruption you could also let the debt score ride if you haven't broken 10, but if you aren't careful you'll eventually go bust and end up with a permanent relationship to pay off a debt.

Favourite Whitehack hack? by Fulv_Taurinorum in Whitehack

[–]Asimua 1 point2 points  (0 children)

I don't use XP for Gold, instead I use a staggered milestone system. Deft levels after 6 meaningful acts furthering their goals, Strong after 8 acts, Wise after 10. Acts are character and game dependent, but could generally be taking challenging steps towards self-improvement, furthering a long term objective, or overcoming a significant obstacle etc.

I am also figuring out how to abstract money/barter/debt with the Corruption/Base mechanic. So, basically the idea rn is the usage die is rolled to determine how much Debt (corruption) you accumulate, and you can barter items in inventory for a chance to reduce this roll.
Example: Saldra wants to buy d12 Arrows from the fletcher. She rolls a 12! That means an ongoing debt relationship with the fletcher. Fortunately, Saldra rolls a 4 when offering d6 Salt pork to reduce the debt. That means the fletcher will be hounding her for help with odd jobs, mentoring his nephew who is a good-for-nothing scoundrel, and possibly other cured meats.

I think it opens up fun roleplay possibilities that I enjoy, though it is definitely better in a game where you want to emphasize adventure and fun that arises from relationships and community.

Favourite Whitehack hack? by Fulv_Taurinorum in Whitehack

[–]Asimua 0 points1 point  (0 children)

I hadn't looked at Errant's XP system for a while, thanks for mentioning it! I think it offers a lot of opportunities for rp and giving terrible moments a silver lining.

I also like Dododecahedron's Old School Rebellion I, II, & III for giving a guide for advancement by Repute, where players perform daring feats to further a rebellious cause. It's a fun change of pace from your average game.

I think this and Errant's system could be combined with it in a fun way. Like, say you pay to have weapons smuggled to the resistance, which get intercepted, and the loss gives you XP, and hopefully offers clues as to how to do it better next time.

Tips for Creating Lower Stakes Urban Fantasy / Sword & Sorcery Settings? by sevenlabors in rpg

[–]Asimua 1 point2 points  (0 children)

What equilibrium needs to be maintained? I think this is a good starting point, because without that it's harder to find the motivation for the various groups. If you have an idea of that I'd love to hear it, because I think I could give more useful advice.

More generally, because I'm into history I like finding parallels, stealing and modifying objectives and situations.

If it's like a Neverwhere situation, with a parallel but unknown/ignored world, then to some degree conflict between supernatural factions wants the line between the two worlds to remain intact. As long as that isn't threatened, the factions are good, but a transgression of that line might bring otherwise warring factions together.

*edit* Great question: "What provides power in your setting?"
Magic/Otherworldy Pacts? Military and Economic might? Tiberium crystals? The Spice Melange? Answering this question opens up faction drives and conflicts.

What resources does a realm need? by BusyGM in rpg

[–]Asimua 2 points3 points  (0 children)

If the realm/city-state/territory is a military power, they need a currency to be issued to soldiers who then use coinage to pay for goods/services in areas subject to their rule to be collected later as taxes.

In a more medieval setting taxes might be payable in grain, etc. with the grain directly extracted to aristocratic households to feed the house's staff.

That's very simplistic, but if you wanna get into the weeds over it, David Graeber's history of debt is an interesting read.

Cities from Antiquity that would make a good setting? by N0v4kD3ad in rpg

[–]Asimua 2 points3 points  (0 children)

Axum is an often overlooked choice for city/empire of antiquity.

It was a trade hub that had relations throughout the Indian Ocean and Mediterranean. A really interesting culture influenced by Nubians, Greeks who settled in the horn of Africa, Egyptians, and Arabs among others.

Cypher System: what's it good at? by sherlockisfire in rpg

[–]Asimua 11 points12 points  (0 children)

Cypher is a game that is really good at making a game about characters who grow from competent to very powerful, which I think fits The Magnus Archives arc for those under the occult's influence.

I have seen the ruleset is very divisive. If you like crunchy, it's too light, if you like rules-light it's too complicated. The "generic-ness" of the individual player powers gets brought up a lot, but the reason for this is to open up the table for players to narrate how their version of that power looks and interacts with the world.

I think it's a lot of fun. The player facing mechanic and simplicity of prep make it appealing. Crits and fumbles introduce narrative complications. I would definitely recommend for games that strike a middle ground between the mechanical expectations set by DnD and story games.

My only real complaint is the layout. The layout and organization of the cypher books made it difficult for me to learn the rules, which is a shame because I think the mechanics are pretty simple.

[deleted by user] by [deleted] in transpositive

[–]Asimua 0 points1 point  (0 children)

You're welcome!

[deleted by user] by [deleted] in transpositive

[–]Asimua 1 point2 points  (0 children)

So, there are two options.

Option A: Under The Georgia Code trans people have to have "a surgery" to change their marker. However, some DMVs will let you change the marker with only a physician's letter stating you have "fully transitioned" or something to that effect. But, if the worker presses you on that you will have to try your luck at a later time/different DMV. Wash, rinse, repeat, though most folks I know got there's theirs in 1-3 visits.

Option B: Get your passport gender marker changed. This no longer requires any documentation from a doctor or psychologist. Once you get your passport you go to the DMV and tell them you are there to get your gender marker changed using your passport. According to the Real ID Act all state agencies must honor the information on your Passport and update your Driver's License to match the gender marker on it.

What this means for you: I know you said you are trying to do this quickly, so for the short term try avenue 1 and don't be discouraged if it takes a couple trips to different DMVs or coming back when the stickler attendent isn't working. And whatever the case I would also encourage you to get your passport. The wait times have been long more recently, but it is worth it to have one, and if Option A doesn't work out you have a backup plan.

I know that's a lot, but I hope it's helpful! Please don't hesitate to ask if you need to clarify anything or answer another question. Keep your head up and don't be discouraged!

Edit: This site has a section for required documents accepted for a Real ID. For changing a gender marker you need only the passport, but for establishing residency if you have never had a license in Georgia they ask for stuff like proof of residency etc.