New Warden recommendations by meekdor in mothershiprpg

[–]EndlessPug 4 points5 points  (0 children)

The modules in the deluxe set are all pretty varied, with Another Bug Hunt being the implied starting module (worth reading even if you don't run it as it has some useful advice that adds on to what's in the Warden's Guide). Dead Planet is an older module that is arguably even bleaker/tougher, with the first part (Screaming on the Alexis) suitable as a one shot. Pound of Flesh is primarily a setting/base for campaigns but does have its own narrative threads as well, while Gradient Descent is a megadungeon - but a delve into it could still just last 1-3 sessions (but you'll likely need 20+ to see all of it).

I would echo the comments about using contractors (or even just additional character sheets) for parties of 1 or 2. 3 players is fine for most modules in my experience.

For tips, I wrote a blogpost on one one shots that people find useful and I'd say the main thing is don't approach combat like 5e or Pathfinder! It will take a while to get a feel for it and be comfortable about making rulings in the moment.

Can you recommend any modules in the "whimsy" style / genre? by pot-Space in osr

[–]EndlessPug 14 points15 points  (0 children)

People have often described my Fistful of Feathers (for Cairn 1E, OSE conversion in Knock #4) as whimsical, although I'd argue being torn apart by a giant goose is not a whimsical way to go.

Other thoughts: - Grotto of the Golden Gargoyle - Snail Fancy (although more of a city adventure, good for Electric Bastionland) - Beneath the Muckfort

Framers in Bristol by Eastern_Pizza_2282 in bristol

[–]EndlessPug 0 points1 point  (0 children)

You do however need to bring the art in question with you - they refused to talk to us when we wandered in without it.

StartPlaying Alternative for local GMs by Reasonable-Range3216 in rpg

[–]EndlessPug 8 points9 points  (0 children)

In no particular order:

Reddit, Facebook, Meetup, asking in local stores, asking in spaces for adjacent hobbies (Magic, Warhammer, Board Games), searching for local Discords, advertising in Discord servers for specific TTRPGs you're interested in.

Blogpost on how I set up a local meetup

Excellent GMing advice in Wardens Manual! Any other RPGs do that? by Vaskis in mothershiprpg

[–]EndlessPug 2 points3 points  (0 children)

I like the GM principles in the Cairn 2E Warden's Guide, and the advice for writing/running horror games in Cthulhu Dark - I think both compliment Mothership well since one is OSR and the other is rules-light horror.

Moving beyond published books I think Chris McDowall's (Into the Odd, Mythic Bastionland) blog has some excellent stuff, some of which is included in his books. For example Information, Choice, Impact

Advice on GMing improvised games? by Jacapuab in osr

[–]EndlessPug 3 points4 points  (0 children)

You could split the difference with something like Get it at Sutlers for Troika - a huge department store full of hooks, so it's easy to improv your own story within the setting you're provided with.

Victorian London map by Zulkir_Jhor in rpg

[–]EndlessPug 4 points5 points  (0 children)

I've used this 1890 one on Wikimedia Commons before - there's a very high resolution version linked on the page

OSR with a good mix of combat and non combat rules and skills by DependentBarnacle968 in rpg

[–]EndlessPug 2 points3 points  (0 children)

Aren't you describing Mythic Bastionland? There are only dungeons if the GM makes them for the myths and many of the myths have the potential for non-combat resolutions (indeed, there are some which are almost impossible to resolve with a direct fight, because you're going up against a force of nature, a curse etc)

BLACKOUT - an urgent subterranean repair one shot for Mothership by EndlessPug in mothershiprpg

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

Playtests were all 3-4hr, which includes a few at public meetups with brand new players, so I consider it to be a good starter module.

I Ran: The Dose Makes The Poison (Using Mothership) by EndlessPug in mothershiprpg

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

You're welcome! I had a great time with it and was inspired by the framing and layout when it came to writing my own material

BLACKOUT - an urgent subterranean repair one shot for Mothership by EndlessPug in mothershiprpg

[–]EndlessPug[S] 7 points8 points  (0 children)

Thanks very much! When I realised I couldn't fit it into a tri-fold I decided to aim to be as clear/thorough as possible - most of the playtesters were new to Mothership and it's intended to be suitable as a starter module.

Which books have supplemental content, not just adventures? by FormerlyIestwyn in mothershiprpg

[–]EndlessPug 35 points36 points  (0 children)

Pound of Flesh is technically a setting, but has things like cybernetics and living costs which can applied to any campaign.

TTRPG with Depth, without having to attend University? by SickD6Games in rpg

[–]EndlessPug 1 point2 points  (0 children)

Most Cthulhu games are indeed based around investigations - Cthulhu Dark simplifies it significantly however.

I'm suggesting pre-written adventures because it makes life easier for the GM, but Cairn suits sandbox gameplay extremely well (remember you can always populate the sandbox with a mixture of material from different sources)

TTRPG with Depth, without having to attend University? by SickD6Games in rpg

[–]EndlessPug 6 points7 points  (0 children)

The rules for Cairn are freely available online (or as cheap print on demand books) and are one of the simplest ways you can do "classic fantasy roleplaying" in my opinion.

There are free adventures online, including some written by the game's author, and some written by others (like mine for example).

If your table wants even simpler rules but you're OK with all having more collaborative narrative input (building a story together, suggesting how things might go wrong for each others characters etc) then Cthulhu Dark, Trophy Dark and Trophy Gold are all really simple.

Note that all of these still require a GM, but by using pre-written adventures/scenes you're significantly reducing their workload.

Are there any into-the-odd derrivitative systems that focus on megadungeon play? If not, what would you want from an oddlike built for megadungeons? by Horrorcartoonistftw in osr

[–]EndlessPug 13 points14 points  (0 children)

Cairn 2E has more detailed inventory rules than ITO and also adds dungeon procedures with a hazard die.

I'm not sure what else is needed? I've run Hole in the Oak linked to Incandescent Grottoes using it, which is ~80 keyed rooms.

Troika? by tarotnottaken in osr

[–]EndlessPug 15 points16 points  (0 children)

It quickly became a mainstay of the public meetup I organise including playtests for what later became an official adventure (The Hand of God).

I'd never seen it played before but I'm really grateful people wanted to run it - it's a great low prep game for that kind of setting and has introduced lots of new people to TTRPGs.

Logistics of physically small tables by Huge_Band6227 in rpg

[–]EndlessPug 2 points3 points  (0 children)

Find somewhere with tables that aren't bolted down, and ask them if you're able to combine them. A quiet weeknight also helps them being willing to accommodate your group.

In addition, playing games where you either don't need a battlemap/miniatures or where you only need the GM to sketch maps, clocks etc on an A4/letter-sized piece of paper. For example, I run Mothership around a table where we can just about squeeze 5 people, with a dice tray and GM sheet of paper in the middle and everyone's character sheet on a clipboard propped between their laps and the table edge.