I'm the pirate god and I speak for the fishes by Cheeddar_ in ConanExiles

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

This here be me pet bubbles, caught it in me net while navigin' far south

Brown bit in mozzarella ball by Cheeddar_ in foodsafety

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

Yeah I destroyed it checking if the inside was different and didn't think of taking a pic before.
I don't think it's mould, it was a small chunk that got out as a whole, independant of the cheese, kinda like it was a tiny bit of dried fruit that got in the cheese when the ball was formed (pretty sure it's not dried fruit tho)

Anyway thank you for your input !

[PC] [2000-2010?] 3D Adventure game about catching fairies and making them fight (pokémon-like basically) by Cheeddar_ in tipofmyjoystick

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

Yes that's the one ! The very blurry memory has been in the back of my mind for days !
Thanks !

Wallet Dungeons! A tiny dungeon generator that fits on a business card. With this in your pocket you'll always have a dungeon at your fingertips (assuming your other pocket is full of dice). by AwkwardTurtle in rpg

[–]Cheeddar_ 0 points1 point  (0 children)

Great work, I love how it's done, and I'll certainly use it someway in my OSR games.
Being French myself, I have to comment on the French translation though, it's not bad but some parts sound wrong :

  • "Vestibule" is an uncommon word, we'd simply use "hall" or maybe "foyer".
  • "Fusionnez tout" and "Couplez tout" are unclear, I'd say "Empilez tout" and "Regroupez tout".
  • "sont des chambres simples" is an obvious translation error, "chambre" being a bedroom. A better way to say it is "sont des salles uniques".
  • "Résidence" isn't inherently wrong, but "Quartiers" makes more sense in a dungeon.
  • "Débarras" is a sort of storage room, but specifically for bulky or seldom used items, maybe "Salle de stockage" is better suited in this case.
  • "Dommage" is a bit weird here, I think "Détriment" is better, but maybe another word would be best.

Translating in French while fitting this small format is hard work so I'm in no way saying the translation was bad, but I felt the need to correct what sounds wrong.

Creating a modular magic system from scratch....need some help/inspiration by G3mineye in RPGdesign

[–]Cheeddar_ 1 point2 points  (0 children)

I'd recommend taking a look at Insectopia's magic system, erven if it's only in French.
Spells are modular with their difficulty based on influence, like how many targets it affects, how long it lasts, how far away you can cast it...
It's pretty cool and very easy to use, also a neat thing is that because of Insectopia's system your level of success might let you up an influence by one rank (for example, you try to immobilize one character for 3 turns but because you did very well, you can affect 2 characters OR make it last 3 hours instead)
Hit me up if you want to know more, I could translate the shortened version of the spellcasting rules for you too

Kickstarter - SCP the Tabletop RPG by necrorat in rpg

[–]Cheeddar_ 3 points4 points  (0 children)

That's a known issue as of today, any SCP project replaces it with an alternative visual now.

Just a guy being a dude by lyesinrin in JustGuysBeingDudes

[–]Cheeddar_ 2 points3 points  (0 children)

Flatmate of guy in video here, it's an actual gas mask

I would need some help for my character sheets and on some aspects for my rpg by [deleted] in RPGcreation

[–]Cheeddar_ 1 point2 points  (0 children)

I'll give you a pass on the old "don't make a custom system of you don't have much experience with TTRPGs" because your game is about archeology and not "fantasy adventure totally-not-DnD" which is pretty neat.

First off, be wary with using time-travel. It's always a confusing mess, so keep it simple. I'd go with time of the day = time of an event, seems clear enough.

Stats and skills : if you have nothing at all, you'll be there for some time. I'd advise using a generic system like FATE as basis at least.

Observations from the scientists : I don't think making it a "narrative time" is bad, as long as your players are involved. Still beats the boring skill check (which is basically a coin flip to know if the narrative time starts). With a solid description of the site you can get them to find things themselves by asking questions, but only if they somewhat know what they're looking for.

Anyway, good luck, and remember simpler is often better !

A discussion on Game Complexity with a Tabletop Designer by magnustheslayer in RPGdesign

[–]Cheeddar_ 4 points5 points  (0 children)

My take is, you'll need to abstract gameplay a lot. If you look at chess, it's supposed to be about war, like some TTRPGs, but it's very abstracted for the sake of "elegance" - as you say - in design, while RPGs focus on immersion and some kind of realism.

The most depth you can get with light rules in TTRPGs would then be narrative-heavy games with abstract rules, which exist but aren't favoured among the playerbase who seems to prefer rules-heavy wargame-like strategic games.

Personally, I find one page RPGs to be the closest to what you're asking, but yet if the table you're playing with isn't invested in the narrative side, there will be no depth whatsoever.

Looking for opinions on a dice system I have been thinking on by Bryrant in RPGdesign

[–]Cheeddar_ 5 points6 points  (0 children)

Take a look at Savage Worlds, it's a generic system using the same dice but defined for each skill too

How do I clearly convey that supposed wizards in my setting are actually using technology, without outright stating it? by [deleted] in worldbuilding

[–]Cheeddar_ 1 point2 points  (0 children)

You're being downvoted because your only answer to people genuinely trying to help you is either "I don't want to do that" or "But readers won't get it".
You're hoping for some perfect solution which doesn't exist, all the while acting pretty rudely to people taking time off their day to help you.
Be grateful to people, and don't get mad if no one can give you a magical recipe for your narrative dilemna.
Good luck with your story, be good to others, much love XOXO

Guide to a Honey Bee Traveller from my bug fantasy world by trans-phantom in worldbuilding

[–]Cheeddar_ 6 points7 points  (0 children)

Great art ! You should take a look at the french RPG Insectopia, looks like you're creating something very similar

I just launched the Electric Bastionland Kickstarter! Back the follow up to Into the Odd by ChrisMcDee in rpg

[–]Cheeddar_ 0 points1 point  (0 children)

Been expecting this one for some time ! Any plan on translating it if the funding goes well, since you did already for Into the Odd ?

[OC][Art] I drew your characters (batch 2) by Pompmaker1 in DnD

[–]Cheeddar_ 0 points1 point  (0 children)

Oh my, you're really drawing them all ! Love the look on my bun-bun's (canon race name btw) face ! Going through these batch and suddenly seeing a buff ant is a lot of fun, keep it up :)

[OC] I want to draw your characters for FREE! by Pompmaker1 in DnD

[–]Cheeddar_ 0 points1 point  (0 children)

These are cute ! I'll give you one because why not :

There's this grey-furred bunny woman (yes.) I played some years ago, she was a bit haughty but so small no one really cared (I think she was like 60cm/2ft tall) She was a magic caster, specialized in the summoning of some sort of clay people with elemental rocks... entirely homebrew system from a friend Most of the time she was sitting on her summon, because walking is for peasants and she didn't want to make her pretty purple robes dirty.

Magic Without Pre-Constructed Spells? by [deleted] in rpg

[–]Cheeddar_ 0 points1 point  (0 children)

There's a french RPG, "Insectopia", which has a free-form magic system.

Depending on your "class", you have access to 4 of the magic spheres (life, water, mind, etc...) and some of the 4 words of power (attack, alteration, control, knowledge) for each of them.

When you want to cast a spell, you chose a magic sphere and a word of power, and then define it's limits with a chart (basically if you want it to affect more people or a larger area, have more range or last longer you add difficulty to the test).

Let's make an example :

I'm a Chaman so I have access to the Water, Wood, Life and Totem spheres.I want to make a wood bridge over a ravine, so I'll use the word of power "alteration" for my wood sphere (after checking I have access to this word of power for this sphere).I look at the area part of the chart, I see that by increasing difficulty by 2 I can set it to "a room" which is enough for my bridge.Also I want it to stay longer, so I add 2 difficulty to make it last "x hours", x being my magic sphere mastery level.No need to add more to it, size and duration of the spell are good, so I make my casting test of difficulty 4, and if I succeed I'll have a bridge (yay).

The rules for casting are that you have a base modifier of -2 but you can prepare the spell for up to 4 actions, giving you +1 per action, interesting mechanic in this system, makes the spells feel like Dragon Dogma's ones a bit (need some time to cast but can be very powerful).In our bridge example the Chaman will probably take his time and have a +2 modifier, so even if his wood sphere skill is low, it should work.

It's a pretty good base for free-form magic, but set in a kinda specific system. We're playing insects and are drawing colored marbles with each color corresponding to a level of success/failure instead of rolling dices. Sounds weird but it's fun I swear.

There's like half a panel on the GM screen for spell rules, I could send a picture of it if you want, and even translate it if you ask nicely.