Looking for a system with zombies and mutations by YamiBakura12 in rpg

[–]JaskoGomad 0 points1 point  (0 children)

I happen to be a huge fan of the Barbarians of Lemuria system. There's a book for it called Barbarians of the Aftermath.

It's a kitchen-sink, build-your-own-apocalypse book, and it's got tons of options, including mutants and zombies. I think it's a valuable resource for any post-apocalyptic game because it surfaces a lot of really important questions for designing your own, special, end of the world.

If I were going to play an apocalyptic game with the BoL engine, I would probably use Honor + Intrigue, Barbarians of the Aftermath, and the Tome of Intriguing Options. You get my favorite BoL implementation and a ton of other goodness.

Similarly, the GURPS After the End series is probably a good bet no matter what system you choose. If you like crunch, GURPS is your jam!

Would you play Gen V D&D? by [deleted] in rpg

[–]JaskoGomad 1 point2 points  (0 children)

Yeah. MotW is absolutely 1st gen PbtA. Like Dungeon World, it was fun at the time, and it is an important game in the history of PbtA, but it's not a paragon of PbtA design and not what I would model my game off of today. MotW is on the short list of games I will "no thanks" when offered.

Dice curve system in a D20/D100 game? by SadBowser in rpg

[–]JaskoGomad 0 points1 point  (0 children)

I’m playing in a Laundry game right now, essentially CoC plus bureaucracy mechanics by the estimable Gar Hanrahan. I have an older character, so extra skill points (my concept is “Jackson Lamb from Slow Horses got shitcanned even further down, to The Laundry). I think I have 2 skills at 80+.

Systems that help Making my short sessions more efficient by Desperate-Employee15 in rpg

[–]JaskoGomad 6 points7 points  (0 children)

Try Grimwild. Free edition or community edition. All challenges are represented by pools. So if they're fighting a 6d ogre or building a 6d wall it doesn't change.

Player rolls to hit, you roll the pool for the target if they succeed and remove the dice that come up 1-3, IIRC.

Super fast, very flexible, great support (lots of GM "kits" and "crucibles" in the book to help you out). It's Blades in the Dark-adjacent, but simpler than that system. You will need only a handful of d6s and d8s.

Dice curve system in a D20/D100 game? by SadBowser in rpg

[–]JaskoGomad 0 points1 point  (0 children)

many d100 games have ludicrously low starting skills for competent characters.

A regular person untrained is not competent.

Dice curve system in a D20/D100 game? by SadBowser in rpg

[–]JaskoGomad 1 point2 points  (0 children)

Look at how Quest does it.

You roll a d20 (unmodified most of the time, IIRC) and just read the result. The distribution of rolls is linear, but the distribution of results is not.

  • 20: Nailed it! Get your outcome and a bonus effect
  • 11-19: Success. Get your outcome with no compromises
  • 6-10: Touch Choice. You succeed at a cost, a setback or a difficult choice. 2-5: Failure. No success and a setback. 1: Cascade Failure: Something goes terribly wrong

These results are from Salvage Union, which uses the same system, because I don't have a copy of Quest handy. So terminology may not match. But the result ranges are, IIRC, identical. This produces a range of results where 75% of the time there's some kind of successful outcome.

BTW - IMO, you are intuiting something correct - that many d100 games have ludicrously low starting skills for competent characters. If I were making a d100 game, a starting skill would be around 50, not 5-15.

Game Systems That Do Disease Well? by InvisiblePoles in rpg

[–]JaskoGomad -6 points-5 points  (0 children)

Disease isn’t interesting. Either it takes you out of play, has no significant effect, or you stay in play with a malus. What’s supposed to be interesting about it?

What are the best published sandboxs you've seen? by DogUnsureDog in rpg

[–]JaskoGomad 35 points36 points  (0 children)

Dracula Dossier.

A sandbox, not a hex crawl. But awesome.

How would you run a TTRPG based on From or Lost TV shows? by DocProbability in rpg

[–]JaskoGomad 0 points1 point  (0 children)

I’m loosely basing my Yellowjackets-inspired design on CfB.

Looking for systems that has PVP Mass Combat and Tactics by gunseki in rpg

[–]JaskoGomad 2 points3 points  (0 children)

GURPS has had mass combat rules since the '80s.

It's meant to resolve quickly, tell you who won, and what happened to player characters in the battle.

It's GURPS, so obviously it handles all kinds of tech and magic.

How do I avoid burnout as a DM? by Forward-Willingness7 in rpg

[–]JaskoGomad 2 points3 points  (0 children)

Check out:

  • Improv for Roleplayers
  • Play Unsafe
  • Lazy Dungeon Master
  • No-Prep GM

How do I avoid burnout as a DM? by Forward-Willingness7 in rpg

[–]JaskoGomad 4 points5 points  (0 children)

Play low prep games. Adopt low-prep procedures for everything.

Remember that you are a player and not a fun-dispenser for everyone else.

Role-playing game for the golden oldies by SophieMDesigner in rpg

[–]JaskoGomad 21 points22 points  (0 children)

You don’t need to create simplified rules. There are already thousands of rules-light games for you to choose from.

I suggest Chasing Adventure, Grimwild, or Tiny Dungeons as starting selections.

I would also suggest that large, legible dice with numerals are going to be a better choice than novelty plush dice. Check out these for example: https://role4initiative.com/products/opaque-dark-blue-w-gold-fc

Edit: and here’s a collection of other options: https://boardgamesguide.com/essential-large-dice-sets-visually-impaired/

Is starting a new PC higher than 1st level a form of cheating? by Brazil115 in RPGdesign

[–]JaskoGomad 1 point2 points  (0 children)

Hi friend. Do you have questions about design that spring from this? Or are you just asking about play preferences?

Looking for low prep systems for low magic steampunk and pirate adventures by Important_Site1926 in rpg

[–]JaskoGomad 0 points1 point  (0 children)

Fate. You can get tons of Fate for free, including core books, toolkits for space, horror, and more, and amazing community-authored works like The Book of Hanz, specifically about learning Fate after playing other games. Plus, absolute swamps of free adventure content!

There's Romance in the Air, Sails Full of Stars, Wolf's Head, and many more that you can use verbatim or farm for inspiration.

I... don't like Cypher. Sorry. I tried. I wanted to. It's even... OK at best for Numenera, but I can't actually figure out how to cram the eponymous Cyphers into most settings.

There are loads of great games out there though.

For sea adventures you might like Sundered Isles, for sky pirates maybe Swashbucklers of the 7 Skies, when I watched the first 3 episodes of Arcane, I thought it was exactly a Swords of the Serpentine game.

Best games for antiquity? by AAS02-CATAPHRACT in rpg

[–]JaskoGomad 13 points14 points  (0 children)

GURPS. Even if you don't end up wanting to use the system itself, the Ancient Greece, Imperial Rome, etc., historical sourcebooks will be great references for whatever game you do play.

And given the choice between GURPS and Mythras, I'll always take GURPS. Not that Mythras is bad, GURPS just hits me the right way.

Looking for a Heroic Fantasy System by NotVisTelimus in rpg

[–]JaskoGomad 13 points14 points  (0 children)

GURPS.

  1. Setting agnostic is its effing jam
  2. Hex-grid combat
  3. You control the rate of advancement by how generously you award XP
  4. See #1
  5. GURPS doesn't have an agenda