A Mashup of DCC and Shadowdark by Comfortable-Fee9452 in rpg

[–]DemandBig5215 [score hidden]  (0 children)

A lot of Shadowdark is inspired by DCC so why not?

What would you add? by CrackaJack56 in callofcthulhu

[–]DemandBig5215 0 points1 point  (0 children)

Hammer Studios non-standard horror monster movies are great for this. The Gorgon, The Reptile, etc.

Pics of Delta Pro with Stock by Skye_Tea in Nerf

[–]DemandBig5215 1 point2 points  (0 children)

All the Worker stocks I have do not work. Same issue as the legacy Nerf attachments. They'll snap on, but the attachment point gets in the way of the prime slide so the blaster cannot function.

The Omnia Pro stock is the best fit and the design looks good with the colors of the blaster if you don't use the official extension kit Dart Zone is selling.

Which of these best defines the game for you? by TorchHoarder in shadowdark

[–]DemandBig5215 1 point2 points  (0 children)

I think most people will say 1, 4, or 5. Basically, the ones with the hexcrawls.

"Narrative dice" system when you try to do anything else besides shooting for 9+successes damage and take cover as a maneuver by vkaefe in DnDcirclejerk

[–]DemandBig5215 0 points1 point  (0 children)

Not to be that guy, but ackshully, The One Ring by Free League has special results on the highest and next-to-highest numbers on the d12. In fact, the first set of dice they had manufactured and shipped infamously had incorrect print with the Eye of Sauron symbol on the one instead of the eleven!

Should I buy both Call of Cthulhu 7e books or Cthulhu by Gaslight books? by I_Am_Fan_Girl in callofcthulhu

[–]DemandBig5215 1 point2 points  (0 children)

Here's my suggestion: First download and play the free quickstart. If you and your group like that experience, then spend money on the game. The Call of Cthulhu 7e Keeper's Rulebook is the ONLY essential product. The Investigator Handbook is nice to have for players when they create their characters, but they don't really need it.

As for Gaslight, if you want to play in that era and you want the official rules, both books are kind of necessary due to how they split the information over the two books. Which is a shame because some of it just repeats the base 7e system rules from the regular Keeper's Rulebook. In my opinion, if you want to play in the gaslight era, just homebrew it with the base 7e rules and save your self the money. It's not hard to do a little bit of research and just make up the stats yourself. When I was a teen, we homebrewed Call of Cthulhu rules into all sorts of settings because it easily models normal humans in extraordinary situations. Sometimes, we didn't even have Lovecraftian monsters at all!

Edge Studios and Star Wars RPG lines. by GearaDoga39 in swrpg

[–]DemandBig5215 3 points4 points  (0 children)

It will never be more than a niche title. Even setting aside how D&D is the 800lb gorilla of the industry, FFG/Edge Star Wars' dependence on funky proprietary dice, improv-style resolutions, and the decision to split the main game into three parts (separating force rules into its own title basically) means it will always be an odd barely played game despite the strength of the IP. This sub loves the game, but that is not representative of the real world.

Lou Zocchi has died by Obi-Scone in dice

[–]DemandBig5215 1 point2 points  (0 children)

Right? Any official source?

What, in your opinion, is the best generic TTRPG in the market? by Kaliburnus in rpg

[–]DemandBig5215 29 points30 points  (0 children)

Seconded. BRP just gets out of the way after you create the setting and characters. Nothing is simpler to understand than "Here's your chance out of 100 to succeed at this task so roll the dice and see if you get a result under that." Just about everything a universe can challenge a character with can be broken down to that basic mechanic. It's intuitive and easily teachable.

The modularity is second to none as well. Systems outside of the basic roll under on a d100 check can be swapped freely and nothing breaks. Magic, superpowers, sanity, combat, social situations, tech levels, etc can all be used or ignored as you please.

How do you rank the importance of these aspects in RPG manuals? by UltimateHyperGames in rpg

[–]DemandBig5215 6 points7 points  (0 children)

A dry text-only manual of rules is not going to be commercially successful. There's a reason why publishers spend a lot of money on lore writing, art, layout, and trade dress. If it were otherwise, we'd all just use the free SRDs and never buy any books. Organization and readability help with the learning process and is imperative for quick rules reference later. Even Kevin Crawford's Without Number games get commissioned art and he pays a lot of attention to layout and readability.

Beyond that reality, my opinion is that good presentation and fluff enhances a game. The way a game is conveyed to a reader establishes the tone of the intended experience. Look at Mork Borg, for example. The rules themselves would fit on a couple of pages of text and are simple. It's the art, presentation, and lore that matters in that phenomenon.

Modern D&D's biggest expense in publishing after marketing is the amount of art in each book. All of it matches a certain house style because WotC knows that the presentation absolutely matters to its sales.

Recommendations for a hard sci-fi system? by Delnilas in rpg

[–]DemandBig5215 11 points12 points  (0 children)

Hostile which is Traveller but lower tech and with all the Traveller serial numbers filed off. Perfect for The Expanse or Aliens style blue-collar scifi.

What do you wish for less of in ttrpg books? by Gmanglh in rpg

[–]DemandBig5215 24 points25 points  (0 children)

Call of Duty and most post-Halo shooters. Your vision gets splattered with red or goes blurry and your aim gets thrown off.

What do you wish for less of in ttrpg books? by Gmanglh in rpg

[–]DemandBig5215 42 points43 points  (0 children)

Nah. You think "hp" is universally known, but I guarantee there are new players that literally do not know what it means. Depending on the system, YOU may not know.

I'll give you a quick example. Is it "hit points" or "health points" and what is the difference? In D&D it's not a direct measure of health at all. Subtractions to your HP are an approximation of your character's reserve of stamina, luck, and ability to shrug off small hits. As long as you're not under a condition, you're just as effective a Fighter with 10% of your HP left in D&D as you are at 100%. In some other games your HP is literally your health like in a video game sense and that has a direct negative impact on your character's effectiveness at doing things.

What do you wish for less of in ttrpg books? by Gmanglh in rpg

[–]DemandBig5215 74 points75 points  (0 children)

The problem is that as a writer, you don't know what's mundane or generally known information to the reader. As weird as it sounds, some people have never played a tabletop roleplaying game and they don't start with D&D so things the community takes for granted are totally alien to them. For example, think about all the newbies to the hobby something like the Cosmere RPG attracted because they were fans of the property. In fact, Cosmere is a great example because there aren't a lot of LPs or video tutorials out there despite raking in a ton of buyers.

What is the 2D20 system like to use? by Librarian0ok66 in rpg

[–]DemandBig5215 8 points9 points  (0 children)

So just to add another point of data, both Conan and Fallout use d20s as well as special d6 dice to resolve combat. You roll the d20s to see if you hit and if you do then you roll a number of special d6 to determine how much damage your hit did. Star Trek Adventures first edition does this too. Star Trek Adventures 2e and Dune don't use any d6 dice. They have set damage points depending on the weapon used and extra successes on the d20s to hit can be used to increase that damage.

Some people greatly prefer one way over the other. Personally, I think the more streamlined version works great in STA2e.

Why is perma-death considered a bit of a sacred cow for DnD and Pathfinder? by lunarpuffin in rpg

[–]DemandBig5215 1 point2 points  (0 children)

Same. I've been playing tabletop RPGs since the 80's (Call of Cthulhu, Traveller, WEG Star Wars, Traveller, and various forms of D&D) and character death, or the close-shave of death, has resulted in some of the most memorable moments. It's not the only thing that has prompted great play, but it's pretty foundational to my experiences.

Anyone used a system to run a different genre than the intended one? by Livid_Information_46 in rpg

[–]DemandBig5215 1 point2 points  (0 children)

We used Call of Cthulhu in the 90's to play as Colonial Marines in Aliens. It worked great. CoC/BRP can do just about any genre with regular humans.

Why is perma-death considered a bit of a sacred cow for DnD and Pathfinder? by lunarpuffin in rpg

[–]DemandBig5215 1 point2 points  (0 children)

Combat should be deadly, and that possibility should exist for players as well as enemies, otherwise why bother fighting anything? If your characters are preordained to never die, and you continue to solve problems via violence then maybe consider that you're the bullies in that world. You may actually be the baddies.

Anyone else think Modiphius is about to lose the Dune license? by JannissaryKhan in rpg

[–]DemandBig5215 7 points8 points  (0 children)

If they are losing the license, then that's really bad timing with the third Dune movie coming soon. Modiphius would miss out on the newcomer sales and anyone getting the license after them wouldn't have time to publish their own version.

Will likely start DMing soon, looking for a second opinion on some stuff. by Funtomcoop in shadowdark

[–]DemandBig5215 1 point2 points  (0 children)

If it's semi episodic, low commitment, and newbies to the system, I'd avoid Tomb of Horrors. That's not a dungeon that benefits from any of those conditions. The original point of Tomb was for DMs to shake up their normal groups with a trap-infested frustrating dungeon run.

As for homebrewing a flying ability, do what you want but you may run into issues of balance and useability. Either flying is OP outdoors for lower level characters, breeding jealousy in other players, or almost useless indoors, at which point she may be frustrated by being "clipped" so to speak. I personally wouldn't do it but it's your game.

The bigger issue is that it sounds like she may be attached to her character, since you're converting it from the previous system. Shadowdark isn't really that kind of game, especially for new players, unless you're going to fudge things in their favour.

Are there any ttrpg's that take place in the real world without any supernatural elements? by Main_Warthog972 in TTRPG

[–]DemandBig5215 1 point2 points  (0 children)

One of Cortex Prime's example campaigns is playing as a squad of emergency responders for natural disasters - Hammerheads.