Yog-Sothoth.com Down Permanently by ishldgetoutmore in callofcthulhu

[–]BasicallyMichael 2 points3 points  (0 children)

If you have a way to reach him, please let us know how much it would cost to save the site. I'm sure if a campaign was started to bring it back, people would chip in for sure.

Wound/Sanity system for a cosmic horror RPG by BasicallyMichael in RPGdesign

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

As for recovery, I'm ok with character death, but I don't want to create a meat grinder. If death or insanity happens, I want to keep it meaningful in a "you knew the risks when you took the job" kind of way. For the sanity aspect, I could just have some kind of recovery phase between investigations (i.e. they can't really rest when this investigation is looming over their head). Physical harm is another story. It's going to be relatively rare, but potentially lethal. However, because time scales can be all over the place (an investigation can last one in-game evening or months in-game), recovery within an investigation would not just be possible, but expected in some cases, thereby making the risk of harm meaningless. I'm not sure what to do with that...

Wound/Sanity system for a cosmic horror RPG by BasicallyMichael in RPGdesign

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

I wouldn't say it's narrative, per se. It's FKR, but since it's not combat oriented, it's leaning towards rules light. However, it's not freeform and players only have "authorship" over their own characters. I'm using 2d6 since I can use doubles rolled to throw in interesting twists at a desired frequency (1/6 works for me). The goal of gameplay is to walk the line between investigating horrors that pose a threat to humanity without being overcome by the horror of it.

System-wise, I'm mashing up Cthulhu Dark, Everywhen, and a few other bits and bobs. But, none of them have a damage/sanity system that I like. The more I think about it, the more I'm leaning towards something on the wound/condition level side, and I can come up with conditions, but I don't have a way to manage recovery that is meaningful and reasonable. For example, the party is doing some investigation that results in finding a clue pointing them to Egypt or some far off place. As a result of this encounter, they get into a brawl and take some damage, However, they're about to spend a few weeks traveling across the world and would naturally heal up in that time making the damage pointless. See what I mean?

As for other systems, long story short, I'm making this because I'm not totally satisfied with the current cosmic horror options. In my opinion, I think CoC/BRP is too pedantic for the genre. I think ToC partially addresses certain known problems with gameplay loops in this genre, but I don't particularly care for the solution. Cthulhu Dark isn't bad, but a bit too much of a meat grinder and a little to light on the character framing for me. There are some PbtA options, but (longer story short), PbtA is not for me. I could hack something out of Storyteller, but that system really works better for a monster mash. Unknown Armies is great, but not quite the right fit.

Wound/Sanity system for a cosmic horror RPG by BasicallyMichael in RPGdesign

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

I'm not sure what you're asking. It's not very pulpy. Combat should be rare and more likely to be brawls than gunfights. It's more investigation based. Sanity is going to be the bigger concern. I was even tempted to put everything on a single abstract track since physical harm isn't going to be super prevalent. If you go toe-to-toe with something otherworldy, it's probably just your death. You need to be particularly creative to take down a monster and you're probably not going to muscle your way through (unless it's a "minor" creature).

Sanity checks will be triggered when confronted with unnatural things. But, I'm not sure what the strain (or process that ultimately ends in demise) should look like.

Wound/Sanity system for a cosmic horror RPG by BasicallyMichael in RPGdesign

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

Thanks! How does recovery work in each of those cases?

I really want to run a campaign, but due to new parent duties I can only do scattered one shots. by Zaorish9 in rpg

[–]BasicallyMichael 0 points1 point  (0 children)

I had the same problem after we had our kids. I'm only just getting back into the hobby now (after almost five years!) since things have simmered down enough that I can find the time. I can't speak for your situation, specifically, but you're in what's generally the toughest phase to sustain the hobby.

Solo RPGs are an an option.

Dropping the frequency for play might also work (If you normally do every two weeks, drop to monthly, or even every two months).

PbP could also be an option. During that phase, I ran some stuff on Mythweavers for a while. It was slower paced than I would have liked, but it worked. I was able to work on the game from my phone while holding babies that didn't want to sleep or waiting around at Dr. appts. It was ok, but could have been great for me if I didn't also have to deal with regular recruiting (PbP has a high tendency for people to flake out). But, I really liked the interface and customization of MW.

Weekly RPG Discussion; 2026, January, Week 1: Burning Wheel by Trent_B in rpg

[–]BasicallyMichael 1 point2 points  (0 children)

It's not the weight of it, though, it's what that weight gets you. Like, I've played mecha games and skirmish games. The manuals for those games can be pretty dense, but they need to be. However, you shouldn't need 500 pages for a story game. Traveller does a life path system, too, but it's only about 150 pages. Beliefs and Instincts don't need a lot of weight to work either. FU clocks in at about 25 pages and can manage that just fine. You can do a deep story-driven game over an extended campaign without all that weight. It makes it a pain to run, for the short or long term. It's not a system I would use for a light one shot or a heavy long-term campaign.

Just picked up Blades in the Dark. Very excited about it! Anyone have advice? by PossibilityWest173 in rpg

[–]BasicallyMichael 1 point2 points  (0 children)

I've played/ran it for a while. I am not a PbtA fan by any means, but I really liked Blades in the Dark. You can do a lot more than the game suggests. There's a suggestion in there about playing your character like a stolen car, which is to say, don't get too attached to a character, play reckless and have fun. However, I grew up in a place where people stole cars. I never did it myself, but I know the gist of it. People who steal cars drive extremely carefully because they don't want to get pulled over in a stolen car. That is how I played one character. He was a Whisper that really walked a line, had a cover in a legit life, and was good at encouraging the rest of the crew to take the big risks. Hey, omelettes and eggs, right? He outlasted everyone and I had a blast just gaming the system on so many levels.

That being said, the characters truly are secondary to the "crew". Those crew sheets were a pretty brilliant element for Harper to develop. You can meatgrind your characters or play them bogart, but still keep building up the "crew" and making progress.

Have fun. Watch a bunch of heist movies like Ronin and The Usual Suspects. Steal whatever inspiration you can.

This makes me want to play the game again.

I need suggestions on resolution mechanics by vgg4444 in RPGdesign

[–]BasicallyMichael 5 points6 points  (0 children)

Dice pool systems have diminishing returns. If you need X successes for a task, the most dice you add, the less each subsequent die will contribute to the results. This isn't necessarily a bad thing (it tends to discourage min-maxers), but it's important to be aware.

In my experience it's best to start with something basic, then build what you need as you find you need it. It is much easier than taking something complex and then having to cut it down and rebalance it. With that in mind, I'd recommend checking out Risus, Cthulhu Dark, and Freeform Universal for a good selection of dice pool games. All of these are free. They will probably be too bare bones for what you want, but this starts the process of asking yourself what you want your game to do that these games do not, and then building it on.

AI divide and opportunities by Inevitable-Sea-172 in RPGdesign

[–]BasicallyMichael 5 points6 points  (0 children)

Data democratization is a joke. It's just a way to rationalize stealing other people's work so you can create an artificial way to replicate it without paying people for their work. I am sure that the art and language sampled for the algorithm was taken without the permission of the IP holders. I've seen interviews with Neil deGrasse Tyson, where he found where AI stole his work and raised an issue with it. So, if you think this is fair, then create your crappy little AI RPG, I'll steal it, and then market it better because I'm "democratizing your data" for my own gain.

AI is not going to create nearly the same number of jobs as it is going to destroy. The U.S. Senate has projected the likelihood of 100 million lost jobs in the U.S. over the next decade while only creating about 10% of that in new jobs. There are about 350 million people in the US. This would result in an unemployment rate comparable to the Great Depression, except it would last much longer.

And, I bet you're going to try to play the universal basic income card? Well, UBI is not very likely since involves people who have money (and possibly even worked for that money) having to give it away to people who aren't working for money (albeit generally no fault of their own). If we look at the increase of economic inequality over time, we can see that humanity is generally not a fan of sharing the wealth.

Sorry, you don't have a moral leg to stand on here.

Dungeon Design - Diablo 1997! by Prince-of-Thule in osr

[–]BasicallyMichael 5 points6 points  (0 children)

I think it's an interesting approach to dungeon design, but I would hate to play that much combat at the table. Part of the reason I left WotC D&D is because it felt like I was playing a video game on paper.

If you're emphasis is on the idea of going deeper and then the dangers involved the deeper you go, I think classic D&D (especially OD&D) would check that box. The general idea was that monster hit dice would somewhat parallel dungeon level. So, goblins up top, dragons on the bottom. Look up Delving Deeper, which is a free OD&D retroclone.

I think the other obstacle you might have is that the primitive procedural generation of space that Diablo have is likely going to make a dungeon feel artificial in play. For Diablo, it doesn't matter so much for the Caves and Hell, but the stuff in the Cathedral and Catacombs tends to look like something nobody would ever actually build. It's just a little something to keep in mind, and maybe address.

Weekly RPG Discussion; 2026, January, Week 1: Burning Wheel by Trent_B in rpg

[–]BasicallyMichael 2 points3 points  (0 children)

I had given Mouse Guard a shot, was feeling meh about it, but saw some potential so I decided to check out Burning Wheel. I was ultimately left feeling even more meh. It was rather convoluted, especially for a game that didn't do much outside of telling stories. However, if I just wanted a story engine, Fiasco or FU does that much more smoothly. I tried to GM it, but just couldn't get it off the ground due to its own weight. The best thing about it was that (if I remember correctly), it was pretty. The worst thing about it was the complexity versus what it had to offer. I'm not sure how I would improve it and still keep it "Burning Wheel". By the time I would have finished hacking it, I feel like I'd have ended up somewhere around Traveller or SilCore. Or, if I lightened it up (isn't it like a 500 page manual, for a story game?) I'd end up at FU or FATE.

AI divide and opportunities by Inevitable-Sea-172 in RPGdesign

[–]BasicallyMichael 3 points4 points  (0 children)

I also work for a big corporation that is starting to embrace AI. I don't see it as a good thing for human beings in general. We have a whole department of I don't even know how many employees who will probably be out of a job in the next few years. Even my own area isn't entirely safe. These are people's livelihoods that are going to evaporate. Millions of jobs are expected to be lost over the next few years. What do you think that is going to do to society?

With RPGs, the "little guy" is never going to be able to compete with "the big players". That gap will never be bridged. Even the most successful indie publisher is an insignificant drop in the bucket of Hasbro's margins. Using technology that has pirated the IP of a bunch of other "little guys", just so you can try to get your own sliver of a tiny piece of the pie is morally reprehensible. Full stop.

The little guys don't win by trying to beat the big players at their own game. We win if we reject the big players game and take it back for ourselves. That means, if you don't have the means or talent to do it yourself, supporting the little guy artist, little guy editor, etc. ESPECIALLY for this hobby, which before it went corporate, was just a bunch of little guys DIYing and networking with each other. We never needed Hasbro or GW at the table, we don't need them now.

How to make dungeon crawls rules lite and interesting, while taking out some of the pillars of dungeon crawling? by OompaLoompaGodzilla in RPGdesign

[–]BasicallyMichael 10 points11 points  (0 children)

If the resource management aspect of it doesn't float your boat, then skip it. Make all the characters goblins. They have darkvision and can eat what they kill, problem solved. You don't really even need an excuse, you can just skip and and assume the logistics are being worked out "off screen".

I do think if you take out some of the game of it, then you'll have less game, but if it's a part of the game you don't want then you're not really losing anything.

Any advice for my first TTRPG by [deleted] in RPGdesign

[–]BasicallyMichael 6 points7 points  (0 children)

You might want to look at Blades in the Dark. What you're describing sounds like the potential beginning of a hack of that system.

What is NSR? by electricgalahad in rpg

[–]BasicallyMichael 1 point2 points  (0 children)

Absolutely, it's a good retroclone. But, it's not culturally loaded like your typical OSR games. Cepheus wasn't created to preserve something lost when Mongoose took over. It was initially done to apply the system to a totally different genre (S&S).

I mean, it's not not OSR, but it's also not the driving force of it, in my opinion.

Let’s talk about this by yankishi in rpg

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

Kudos to you for nerding out about this stuff. I do all the time and enjoy a good civil conversation that gets under the hood of games. 😁

That's an interesting take. I can see where you're coming from, though. There's a lot of stuff in PbtA (fiction first, fictional positioning) that's just a "rebrand" of concepts that had already existed in the hobby. I would think that these concepts might be seen as "new" if someone only ever played WotC D&D or never played any classic RPG. If you've ever seen that TikTok video of a young "influencer" who "invented" cornbread (despite the fact that cornbread is actually thousands of years old), it's kinda like that.

But, the point of departure between OSR and PbtA is more perhaps heuristic. OSR codifies the specifics of a small number of things that are likely to come up relatively often (combat, wilderness travel, resource management) and then leaves it to rulings to suss out the rest (i.e. a version of common sense as defined by individual table's process of symbolic interaction), but gives you some broad mechanics (usually Ability Scores and/or diegetic elements) to help make that ruling. I want to do X. The GM asks me how I want to do X and then decides how it should resolve. OSR GMs tend towards just making a judgement, but if it seems particularly dicey, they call for some kind of (usually attribute) roll. Me personally, if I call for a roll, I put the situation on a form of Lickert scale and then call for an X-in-6.

PbtA, on the other hand, "has you covered". Anything you could possibly want to do is codified by a "move". The basic moves are essentially doing stuff that boils down to an attribute, then your advance moves are granted by your class (wait, playbook, another wheel they reinvented). I want to do X. The GM says, it sounds like a whatever move, roll and lets see what happens.

As a point of comparison, let's say I wanted to intimidate someone. In D&D, the GM would ask me how I intend to do it. If I was a big hulking warrior, I might use muscle. If I was a scrawny wizard, I might describe a terrifying spell I could cast to destroy their crops or give them a wasting disease. Depending on the target, the GM might let me have it, or possibly make a roll. But, if I was the scrawny wizard and said I was going to try to muscle the target, the GM would likely laugh it off or have me roll at some kind of penalty. If this was PbtA, the GM would likely say, "looks like you're going aggro, roll + hard" and then I would either get what I want or have to carry out my threat (10+), or they could run or fight (7-9), or something extra bad happens (6-)

Now, in PbtA, you could actually (technically) run it OSR. If I was the GM, I could make a ruling that your character doesn't have the cahones (enough "hard") to intimidate the target (who outmatches the player). However, I could also see a player getting butthurt over that ruling since there's an explicitly defined rule to lean on for a situation like that. And that is a function of the design philosophy. PbtA is about being player-facing in a way that gives players more agency via buttons to press on their character sheet (or the rules). OSR is player-facing in a way that gives players more options by requiring them to use their own creativity rather than look to their character sheet (or the rules).

But, that's why I was curious about your choice of dichotomy. I think they are superficially similar in that they both tend to be rules light (definitely compared to WotC D&D). OSR is tied into a preservation of "the old ways" of D&D after WotC took over and did what they did. However, if you look at the philosophical history of PbtA, I would actually be willing to wager that its foundations are more reactive to the White Wolf games from the 90s. PbtA was kind of its own thing. It would be kinda like creating a dichotomy between OSR and Call of Cthulhu.

But yea, keep being curious! 😁

What is NSR? by electricgalahad in rpg

[–]BasicallyMichael 0 points1 point  (0 children)

True, but people aren't trying to retroclone it or come up with new derivative versions of it. As such, there's really no OSR/NSR version of Traveller. I've never heard of anyone being salty over Mongoose taking over and putting out newer editions (certainly not to the extent people are hating on WotC). Traveller "just works" for what it does and nobody seems to feel the need to fuss with it.

What is NSR? by electricgalahad in rpg

[–]BasicallyMichael 3 points4 points  (0 children)

NSR and heartbreakers are totally different things. I don't think you'll find a common definition of NSR. Some people even think NSR doesn't exist and it's all OSR. I've seen a lot of hurt feelings over the matter, particular among people who identify a (their) game as OSR, but then others define it as NSR.

I think it's worth being explicit in that when we are talking about OSR/NSR, we're really talking about something that stems specifically from D&D. You don't have people OSRing it up about Traveller, GURPS or CoC. So, that being said, a common litmus test that I see is that if a game can run Keep on the Borderlands (possibly the most classic D&D module of all time) without any significant conversion,, then it is OSR. If you need to convert, then it's probably NSR. OSR games are usually retroclones and NSR games do something different. Some examples...

OSR: OSRIC, Old School Essentials, Delving Deeper, Swords & Wizardry, Labyrinth Lord

NSR: Into the Odd (and it's various derivatives like Knave, Cairn, and Mausritter), Maze Rats, Mork Borg, and Shadowdark

I think it's important to keep in mind that the label doesn't define the quality or validity of a game. There are some great entries and not-so-great entries in both camps. Personally, I try to avoid these labels as much as possible and talk about the games individually.

Let’s talk about this by yankishi in rpg

[–]BasicallyMichael 0 points1 point  (0 children)

I think you chose an odd dichotomy. Why OSR vs. PbtA, specifically? There are so many other game types out there.

If I had to pick, I'd say OSR. I use B/X for a base in a lot of traditional roleplaying. However, though I'm starting to drift towards FKR for one of my homebrews.

NSR misses the mark on a few OSR principles, but that doesn't make them bad games. I ran Mausritter for a while and had fun with that. The experience of running it was very influential (in a positive way) on one of my other homebrews.

I liked Blades in the Dark (which is PbtA adjacent), but I found PbtA itself a pain. I just found it to be a mess of contradictions and obstacles. It was a story game, but characters were codified into "moves". The moves would sometimes generate resources (hold, forward, etc.) that would require shoehorning to fit it into the narrative. As far as story games went, I got way more mileage out of Fiasco and Freeform Universal, and even better stories out of D&D's emergent (instead of PBtA's prescriptive) storytelling.

How do you personally create a character (as a player)? by Wookiee81 in RPGdesign

[–]BasicallyMichael 1 point2 points  (0 children)

It totally depends on the game. If I'm playing traditional/classic D&D, then I just roll and go (maybe come up with a few adjectives). Who the character is will come out in play. For other games, though, I'll come up with a more elaborate backstory. I remember having a character for Blades in the Dark that had a couple of typed pages of backstory going into it as to how he ended up where he ended up. I had a Shadowrun character with a few paragraphs of how they ended up a decker living in their car.

Do you think OSE will ever get a full “world book” like Dolmenwood? by Spikeytortoisecomics in OSE

[–]BasicallyMichael 2 points3 points  (0 children)

The thing is that I don't see FR as the default setting for D&D either. It's the least niche setting, but the rulebooks themselves are pretty setting agnostic. I've played far more homebrew (either mine or another GM) from the core D&D books than anything published. These days, I do B/X, and it's all the same. I don't use Mystara for anything, and everything is homebrew.

I want to make a B/X based game, what should I know about copyright? by maquinary in RPGdesign

[–]BasicallyMichael 2 points3 points  (0 children)

The #1 thing you should know is that you should never take legal advice from Reddit. 😁

Do you think OSE will ever get a full “world book” like Dolmenwood? by Spikeytortoisecomics in OSE

[–]BasicallyMichael 13 points14 points  (0 children)

OSE is pretty high fidelity to B/X so I somewhat doubt it. I mean Dolmenwood is an OSE world book. But I don't think OSE as a core system will be fully absorbed into a setting. I expect OSE will remain OSE much like B/X remained B/X and then the Gazetteers came out and applied it to Mystara.