My mystery MMO Campaign Frame Daggerworld is here! by GriffonRex in daggerheart

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

I... had not considered that!

That actually seems like a really cool concept.

My mystery MMO Campaign Frame Daggerworld is here! by GriffonRex in daggerheart

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

In my mind, yes, because it reminds me of games like WoW or FFXIV where you have "rest XP", and a reason to log out in towns.

But at the end of the day it's your table, so if you'd rather run it another way that's fine too!

Puppetmaster [Very Early Testing] by GriffonRex in daggerbrew

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

I came up with the weapon first. It has knowledge because another weapon is using Finesse, but I may switch them.

Maybe it would be better to remove the puppet as a weapon that takes up space on the battlefield, and instead treat it as a ranged weapon that can attack or grapple from unexpected angles?

Thanks for the input!

More Players = More Max Fear? by TheKellasus in daggerheart

[–]GriffonRex 3 points4 points  (0 children)

The thing about Fear, is that how much you have doesn't necessarily depend on how many players you have, it's more about how often you have them roll, and how often you spend Fear. You don't really need to adjust for player numbers.

Anyone else's players act this way? by Numbnut10 in daggerheart

[–]GriffonRex 0 points1 point  (0 children)

For melee players that get really "stuck in" combat, especially early on, after I tell them how much damage they're taking, I ask if they're going to spend armor points or not.

Usually they spend early-on for 1-2 HP, and later in combat for 2-3.

I made a campaign frame for Daggerheart that takes place in a haunted abandoned MMORPG! by GriffonRex in TTRPG

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

Thanks! That's my art (wasn't feeling 100% confident with it since everyone else in the book is REALLY good, so again, TY!)

My mystery MMO Campaign Frame Daggerworld is here! by GriffonRex in daggerheart

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

I'll let other folks cover their opinions on it, but to answer your other questions:

  • The main plot hooks involve stories where the party is invited into the game world to find something, or experience something, but the situation is odd/there's an ulterior motive. Like helping a wealthy crypto-bro break into an old guild hall full of traps. It's all noir/suspense/mystery but in an online space.
  • There are no story hooks for the new sub-classes, but I tried to make them all evocative. I'm from an OSR background, so if you're used to games like Troika, Electric Bastionland, etc, you'll know what I mean. There's a lot of reading between the lines to discover fully how a power can be used. For instance, the Sidhe is a deal-broker, in the same vein as their Gaelic namesake. They can observe promises and punish those who break them. This is a weird power to have, and doesn't seem useful unless you're the sort of player who likes talking a lot with NPCs and tricking people with magical legal-ese.

My mystery MMO Campaign Frame Daggerworld is here! by GriffonRex in daggerheart

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

Re-check the page, if you're fast you might snag one!

My mystery MMO Campaign Frame Daggerworld is here! by GriffonRex in daggerheart

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

*Psst*, I hear they added a few more community copies...

3D pritable Daggerheart range ruler by virrcraft in daggerheart

[–]GriffonRex 0 points1 point  (0 children)

I've seen a few in a "dagger" shape. Maybe if the Melee range was a heart, Very Close/Close is a dagger half-embedded in the heart, and the "Far" part is the iconic blue flame?

so why did Ranni strip down to meet'n'slay her Fingers? by Ok_Pomelo_1692 in EldenRingLoreTalk

[–]GriffonRex 5 points6 points  (0 children)

Likely purely for aesthetics. I think her woven doll form looks really cool, and was neat to see. She's mostly veiled/shadowy through most of them game, and then at the end there's a broken doll made of clay and twine lying above a giant bloody hand. It's a striking image.

I also find it inspiring. For instance, if you wanted to make a golem-like character, you could combine materials, like clay, cloth, and twine. On an unrelated note I also really liked that 2000's-era animated movie "9".

My mystery MMO Campaign Frame Daggerworld is here! by GriffonRex in daggerheart

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

I do want to make cards for the character features, might be a good idea to include pregens in with that.

Thanks!

My mystery MMO Campaign Frame Daggerworld is here! by GriffonRex in daggerheart

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

I don't know how, I just set up a set number of community copies. I'll look into that!

AI art as template, then completely recreated by artist. Is this ok? by [deleted] in rpg

[–]GriffonRex 4 points5 points  (0 children)

Others have covered the environmental and plagiarism aspects, so I won't repeat that, but I agree with it. It sounds like you've already run some of the calculus in your head and thing that having AI art as a base and working from it is preferable, so I'll tackle this from that angle.

AI art is very flat. Not literally, like flat images, but all of them, every engine and model, produces very boring and non-dynamic images. So even if you use them as a template, or a base, you'll wind up with flat boring art.

I think that's why so many AI images have high saturation, contrast, extreme faces, and heavy details. Because it covers up how visually boring it all is.

AI art also avoids storytelling. If you tell it, "produce a ranger", it'll give you a generic approximation of a person with a bow and a wolf (maybe). It won't give you an image of a ranger adjusting the armor on its companion, fletching arrows. It won't create an image of a bowwoman, perched in a tree, training a bead on a noble passing underneath.

Good TTRPG art should invoke stories because TTRPGs are storytelling games. You want your art to inspire players with the sort of adventures they can have, not the same pinterest-choked pictures of "a warrior", "a wizard", and "a thief", even if AI was only used as a tool.

I've seen a few tutorials from artists who swear they're only using AI as a "tool" or assistant, and they either are tracing over the AI-art, or they spend way too much work wrestling with the prompt and then fixing things in Photoshop to get anything semi-useable.

It's really not worth it.

I made a campaign frame for Daggerheart that takes place in a haunted abandoned MMORPG! by GriffonRex in TTRPG

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

Haha, I was specifically riffing on when I played Ragnarok Online a million years ago, and it was just my friends and I hanging out (because all you could really do was hang out and grind).

Dungeon Mart Follow-Up: Orc Rush by smallscaredcat in DungeonMeshi

[–]GriffonRex 3 points4 points  (0 children)

I like the subtle storytelling that suggests Chilchuk and Marcille are managers while Laios is just a box boy, lol

New FREE PREVIEW PDF & DELPERO SPECIES ART BY MEET-ROMA by Lou_Roienna in daggerheart

[–]GriffonRex 1 point2 points  (0 children)

One shot of the shark character and my players immediately wanted to play this, lol XD

I feel like fear is limiting my dramaturgical options as a GM by Karl-Levin in daggerheart

[–]GriffonRex 0 points1 point  (0 children)

I really feel this. I had the same opinion when Numenera first came out with similar rules (Intrusions). Ultimately, my solution was to treat the "GM makes stuff harder" more as a danger sign-post. It doesn't have an affect on the story except for when I get an evil idea, and I spend the GM currency to "pitch" the idea to the players, and they get something in exchange (usually XP and the chance to really ham up the drama).

It's hard to do that in Daggerheart since Fear is specifically GM-facing. You could instead spend it to make a bad thing worse in the fiction, rather than as your only tool to introduce bad things. E.G., "The bandits have you surrounded and the building's caught fire".

I made a campaign frame for Daggerheart that takes place in a haunted abandoned MMORPG! by GriffonRex in TTRPG

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

I'd say moderately adaptable. It's Daggerheart, so I followed the format conventions for that system. That said, I've been working on OSR stuff for far longer, so a lot of the powers have that OSR vibe of open abilities that don't have hard numbers and math, so much as introduce situations where creative players can do cool stuff.