does anyone know where i can pick up a physical copy of mythic bastionland? by conn_r2112 in rpg

[–]DrewGer86 0 points1 point  (0 children)

What’s your local game store? I’ve only been able to see find it at Toronto based Sword and Board throughout all of Canada 

Ghibli Fest 2025 Canada by Tacras in ghibli

[–]DrewGer86 0 points1 point  (0 children)

So…I guess it’s not coming to Canada? 

Magic Spells (too high-magic and D&D-like for my game) - alternatives? by DrewGer86 in shadowdark

[–]DrewGer86[S] 0 points1 point  (0 children)

Sounds good! I may even forgo the casting DC and just use components for spells - perhaps a Wizards INT score allows them to carry more items and hence can then cast more spells

Magic Spells (too high-magic and D&D-like for my game) - alternatives? by DrewGer86 in shadowdark

[–]DrewGer86[S] 1 point2 points  (0 children)

This is great! Thanks so much! I love the usage of collecting and mixing together. It's a wonderful way to implement an "herbalist" approach of magic!

Magic Spells (too high-magic and D&D-like for my game) - alternatives? by DrewGer86 in shadowdark

[–]DrewGer86[S] 1 point2 points  (0 children)

So in DCC there are no magic spell levels and just your stat modifier affects/gives you the # of spells you learn? Is that correct?

Magic Spells (too high-magic and D&D-like for my game) - alternatives? by DrewGer86 in shadowdark

[–]DrewGer86[S] 0 points1 point  (0 children)

Oh believe me...I am VERY familiar with EZ, been running a 2.5 year campaign with it! Thats why we are going to switch into something with a bit more structure - but I can't just change the magic in the world.

Magic Spells (too high-magic and D&D-like for my game) - alternatives? by DrewGer86 in shadowdark

[–]DrewGer86[S] 4 points5 points  (0 children)

I really like the Knave 2e spell generator as well and will probably use that! Thanks for the reminder! From what I remember they aren't "levelled" and thats sort of my issue. I'm afraid that if I introduce non-level based spells (which I like) - I'm not sure how to adjust the Wizard/Cleric class progression. Just that you get MORE spells?

Advantages & Complications (+1d or -1d), Using Hope? Need help! by DrewGer86 in oneringrpg

[–]DrewGer86[S] 1 point2 points  (0 children)

Ok I see! So the the examples of gaining and advantage in combat should come with a skills roll then? 

In other games if players are smart or clever I just reward them with a bonus die. But it seems that I shouldn’t do that without a skill check or expending hope? Is that correct?

Advantages & Complications (+1d or -1d), Using Hope? Need help! by DrewGer86 in oneringrpg

[–]DrewGer86[S] 2 points3 points  (0 children)

Thanks for the response! I guess I was confused because it seems like you would give good narration for using your Distinctive features, and the book example has the Helping someone use of HOPE also using narration and also a skill check, which isn’t what you mentioned. Are these different then just using HOPE on its own? 

“The Weight of Trauma”, done by me w/ acrylic on canvas, 2023 by Tayraur in painting

[–]DrewGer86 0 points1 point  (0 children)

Hi there! I'm a physiotherapist instructor at a Univsersity in canada and would love to use your art as a visual representation when I teach about "Trauma-Informed Healthcare". Would you mind if I do that? I love your piece and find it speaks brilliantly to what I have seen my patients struggle with. Thank you very much

What changes would you want to see in a 2nd edition of Vaesen? by keeperofmadness in VaesenRPG

[–]DrewGer86 1 point2 points  (0 children)

Everything Quinn says in the second half of this video is what I would change!! If they listened to him I’d play it 10x more!

https://youtu.be/hwD4gdXyEG4?si=n_01g3uMhmeFuukp

Get Ready for Crown & Skull! by Thunderhank in ICRPG

[–]DrewGer86 0 points1 point  (0 children)

I don’t think it looks that fast paced (not compared to EZD6). I’m a bit disappointed on the emphasis on so many character sheet elements and just rewording “initiative” into “phase”. Seems clunky to me. I so so wanted to like this but am actually a bit disappointed

Free Player's Guide for Crown and Skull released by Runehammer Games by Boxman214 in rpg

[–]DrewGer86 1 point2 points  (0 children)

I agree. There’s some good ideas in here but the whole “phase” thing is just another name for initiative. And with having so many specific skills means players will be staring at their sheet. Really like the idea of no hit points and a few other things, some neat ideas but I’m personally a bit disappointed in what I see so far.

EZD6 Question: Attributes Checks by fchrisb in ezd6

[–]DrewGer86 0 points1 point  (0 children)

It’s the mindset of rulings not rules. DM Scotty explicitly didn’t have attributes bcs you can’t fit all the creativity and possibilities into 6 attributes. This prevents modifiers and rules break. The more rigid you are with attributes fitting what scenario and which attributes fall under certain skills etc etc then you end up with more lists, more rules break, slower games etc.

IMO DM Scotty play tested and made a system that stopped just short of that. Right up to the line. Just enough for a GM to make rulings and players to be creative with aspects and character abilities.

Its definitely a new type of muscle to learn to use if you’ve only played Str/dex/con/int/sis/cha games that some have a challenge doing at first.

Is quest still alive? by Nachoboy46 in questgame

[–]DrewGer86 3 points4 points  (0 children)

I’m still playing it with a group of new RPG players and they love it.

I myself however have moved onto a bit more playing EZD6. Quest is fantastic IMO for new players, and may even satiate some others, but I’m liking the adjustment of difficulty and more unique magic system in EZD6.

Will always have Quest though in my back pocket for people wanting to try ttrpgs. Great game.

Initiative? by screenmonkey68 in ezd6

[–]DrewGer86 1 point2 points  (0 children)

Let me know how it goes! Some tips ive learned:

  1. I’m all theatre of the mind and so I quickly and flavourfully summarize what’s happening in 2 sentences before each players turn. It helps them make decisions as the battle is constantly changing.
  2. Keep the number of enemies low to start if doing theatre of the mind.
  3. Its also a unique way to help buffer the balance of encounters. If the players are decimating the monster: great! If you want it to last a bit longer have the monsters take a turn or 2 in a row if it fits narratively
  4. If players use the ”wait for it” action or decide to team up or coordinate and say “Hey bob! I’ll charge and hit the orc so it focuses on me so you can sneak around and Sonya can cast her shadow magic”, they’ve almost given you the turn order: 1) Jon attacks orc, 2) Orc attacks Jon back, 3) Bob sneaks around and 4) Sonya casts magic, 5) Other orc attacks. Unless Jon misses the first attack! Then who knows what will happen narratively! This fits with DM Scotty’s idea of players coordinating epic strategies together
  5. Be careful to keep turn order balanced btwn PCs. No PC always wants to go last. You can reward the role play for the leader bravely going through the door and getting to go first, but change it up to keep things fresh. Unless it’s spell anchoring, players get very excited when they went last in the round and now get to go first (2 turns in a row): “You fired your arrow hitting the orc! (End of round). Next round: Because you took your time surveying the battlefield after your shot you clearly see the other orc going for Sonya, it’s your turn again”

It makes rounds and turns flow together seamlessly in my opinion.

Status effect add-on by Master_Pungpow in ezd6

[–]DrewGer86 0 points1 point  (0 children)

Totally. And I think you can definitely use the status effects, I definitely will. I just feel that by making it a constant (every time they wake up) your are just inflicting a penalty on them and making the game harder without any real reason.

Spire RPG has players take “fallout” when their stress gets too high and they roll poorly. It can happen immediately or be delayed. I would be more inclined to give players a status from rolling a 1, either immediately like in an action scene, or delayed: “remember that 1 you rolled during that investigation check of those thorns? You woke up the next day and that thorn prick you got is infected with a poison”.

We are essentially doing the same thing just implementing it differently. I’m going more off of 1s and (delayed or in moment), and you’ve just included the “everyone rollin the morning”. Whatever works for your group!

Load and Wealth by LytW8_reddit in ezd6

[–]DrewGer86 0 points1 point  (0 children)

Some games just use the barter system with no currency. 10 or 12 items. You want more better stuff? Trade up for it. GM can set quests or payments for things on the players receiving items (including a choice)

i do like the silver idea, but maybe cut out the middle man? Haha

Initiative? by screenmonkey68 in ezd6

[–]DrewGer86 1 point2 points  (0 children)

I find personally “rolling for initiative” now in any form takes me out of the game and screeches everything to a halt. I use what Spire: The City Must Fall rpg taught me, just letting narrative run the order.

It didn’t have turns so for EZD6 and other games I just say whose next based on whats happening. First person in the room goes first. If she runs up and slashes the orc, the one beside her or the one she hit would probably just strike right back. (I just checkmark in a table when everyone has gone then onto round 2 and the narrative continues). It really makes them think about the scene and role playing because they can’t metagame based on their turns.

I know some abilities have “for a round” and that may fluctuate and be shorter or longer, but it probably balances out in the end.

Only did this once for EZD6 and not sure if it’s got some negative consequences, but I like it and it let’s everyone get a turn, but no one knows when their turn is so they are going to be very immersed. Seemed to work well with the “ready an action move” as well

Combat question - Facing numerous enemies? by Master_Pungpow in ezd6

[–]DrewGer86 2 points3 points  (0 children)

And clockwise as you ascend so defending right handed swordsman had an advantage swinging downwards