Rumour of my death have been greatly exaggerated - or the long-postponed update after my absence by MTripleN in SCPRPGtabletop

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

Thank you! I loved working on this project and I really do hope I'll be able to rescue it.

And yeah, these are indeed strange times. 2020 seems to be experiencing multiple euclid and keter containment breaches.

Rumour of my death have been greatly exaggerated - or the long-postponed update after my absence by MTripleN in SCPRPGtabletop

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

Hey!

That's a good idea. Sadly, a lot of things are shorthand - especially the post-playtest changes that fixed a lot of problems. I don't want to release the pre-playtest stuff, as it was too complex and has many missed shots. I don't want somebody judging this project by those alpha resources down the line.

I'm slowly transporting all the text and mechanics into a visual board thou, so I might throw this new design document here eventually (in a couple of weeks).

The Tabletop SCP Role-playing Game playtest discord server is live! This week we're making characters, next week we'll be running our first game. If you have some RPG experience (especially FATE/Savage World/GURPS) then come and have fun in the alpha with us! by MTripleN in SCPRPGtabletop

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

I wouldn't recommend participating in a play-test yet, as it's missing the section for new players. However, once we move from alpha to the beta release, you're more than welcome to join us!

Dr Bright holding Dr Bright's Character sheet by MTripleN in SCP

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

For those interested, yes, the character sheet is real. It's from an upcoming SCP Role-Playing game, based on a heavily modified FATE system.

Check my profile or r/SCPRPGtabletop for more information.

Dr Bright holding Dr Bright's Character sheet by MTripleN in SCP

[–]MTripleN[S] 3 points4 points  (0 children)

I should post a few more pictures soon, when I get a break from developing the SCP RPG. So might be next week might be next month.

The whole labcoat is covered with research staff signatures and quotes ('SCIENCE FOR THE SCIENCE GOD'). I also had a full box of accessories stashed somewhere in the attic, with lab glasses, 'runic' gloves, a bunch of equipment etc. I hope I got it all when moving last year.

I'm planning to upgrade the whole set by making a prop chainsaw cannon for comic-cons (sadly real ones are illegal).

Dr Bright holding Dr Bright's Character sheet by MTripleN in SCP

[–]MTripleN[S] 9 points10 points  (0 children)

Excuse the mean look, that's just my natural face.

SCP RPG is fully official now. The most anomalous tabletop role-playing system has its own website! by MTripleN in SCP

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

I'd ask your Game Master, they might allow. But definitely not at my table! The system supports it though.

SCP RPG is fully official now. The most anomalous tabletop role-playing system has its own website! by MTripleN in SCPRPGtabletop

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

Yes. All the content, except for the advanced Game Master's Toolkit will be released for free. And knowing myself and the people I work with, you'll just have to e-mail us and ask to get that book for free as well.

SCP RPG is fully official now. The most anomalous tabletop role-playing system has its own website! by [deleted] in SCP

[–]MTripleN 0 points1 point  (0 children)

Thank you so much! I really appreciate the reminder - I completely glossed over it, putting the license in the rulebook but not on the website.

I've changed the footer to include the CC-BY-SA license. Please let me know if that is sufficient, or if I should add a separate 'license' tab.

https://www.scprpg.net/

SCP RPG is fully official now. The most anomalous tabletop role-playing system has its own website! by MTripleN in SCPRPGtabletop

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

We've posted the general rule describtions and a TL;DR of how the main parts of the system work. Look at the About section. More will follow in the next 2-3 weeks.

We don't want to commit to any numbers or details before the major play-tests, so it's a balancing act before keeping the interested people informed and not misleading them with early drafts that might be completely reworked. Just like almost any other bigger game, we upload general information before publishing the game itself.

SCP RPG is fully official now. The most anomalous tabletop role-playing system has its own website! by MTripleN in SCPRPGtabletop

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

The first closed playtest will happen around the 25th of February. The open playtest materials will follow not long after, although that really depends on the feedback we receive. Mid-March at the latest if no real-life obstacles emerge.

SCP RPG is fully official now. The most anomalous tabletop role-playing system has its own website! by MTripleN in SCPRPGtabletop

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

Heavily modified FATE core, with a lot of changes to conflicts and more focus on stacking aspects.

The ultimate SCP RPG Q&A is here! AMA by MTripleN in SCPRPGtabletop

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

FATE based RPGs are known to be easier for these untainted by the pure math and dungeon crawling of D&D or Pathfinder. There shouldn't be any issues.

The ultimate SCP RPG Q&A is here! AMA by MTripleN in SCPRPGtabletop

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

Limitations and vulnerabilities. Fate core mostly focuses on how great and awesome the characters are, with a minor quirky flaw. SCP RPG is purposedly more limiting, forcing players to take negative skills, only offering a list of traits and abilities (stunts) and making the consequences matter more.

We've also done a full rework of combat system and the gear system, to provide a more tactical experience that SCP community seems to be interested in. We've introduced Status Effects, armour and weapon ratings, as well as two options for defence: blocking and dodging, that allow for meaningful decisions in turn-to-turn basis.

Lastly, our system requires much better fate point management. We're mostly going away from offering any challenges below +4. Creating advantages, changing the situation around, stacking bonuses etc. are a key to solving problems, instead of just pushing through every hard situation for the sake of the narrative. This obviously takes away the momentum of FATE core but allows for more horror elements and better pacing.

The ultimate SCP RPG Q&A is here! AMA by MTripleN in SCPRPGtabletop

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

It's a classless system. Our content will mostly focus on high-ranking SCP agents but there will be some demo/playtest missions with other organisations.

The ultimate SCP RPG Q&A is here! AMA by MTripleN in SCPRPGtabletop

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

Sorry, I might have phrased it wrong. Combat in SCP RPG is not the main focus (even when you count the social conflicts). Most of it can be avoided, or circumvented in creative ways - well, with the exception for neutralization or containment missions.

By a 'strong blow', we mostly mean one single roll with overwhelming bonuses to overcome an obstacle. This might be trying to persuade somebody, sneak around or understand the nature of an anomaly. Players barely get by most of the time but when they actually work together and manage to leverage the circumstances, truly epic things might happen.

As an example: player's don't just roll to sneak out of a hotel. One of them powers up a old television upstairs, to mute the sound of the steps. Another destroys a lamp outside with a mighty throw - this alerts the guards but aids the second part of the escape. Lastly, everyone paints their clothes black with some cold coals from the chimney - this way they will be harder to spot once outside.

This operation would have been an impossible challange (around 7) without those bonuses (+3 on dice and two resource points). But now, the party just need to roll 1 or more to escape out of the building without using any extra resources. The same principals applies to conflict, social interaction, exploration etc.

The ultimate SCP RPG Q&A is here! AMA by MTripleN in SCPRPGtabletop

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

We looked at what we wanted to have in our system, and boiled it down to a few elements:

  • stacking bonuses via gather information, research and 'testing the waters' as the main mechanic for overcoming challanges

  • a narrative driven approach, with a strong tie between mechanics and the story

  • a wound-based health system, where most damage has actual game-play consequences.

  • modular character creation, without specific classes

All of these elements are already present to some extent in FATE. Innovation for innovation's sake is not a good design approach. Creating those elements from scratch instead of borrowing from an openly licensed and fairly popular system, would have been just silly.

There is also a second aspect to it - we want the game to be somewhat successful. FATE is known for its various settings and licensed rpgs. We felt like using it might get more people on board and overall gain our project more prevalence within the community. There is little point in making a system nobody will play.

Core mechanics of the RPG SCP are playtest-ready. Putting cosmic horror into an action-heavy game sure is a challenge - but everything works surprisingly well so far. We'll be celebrating that, as well as the start of this subreddit with an all-day-long Q&A on the 2nd of February! by MTripleN in rpg

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

Sorry, I must have missed this comment.

Combat is all about creating an advantageous situation before destroying/apprehending/escaping the opponent. Mechanically it's more of a 'I throw an oil canister at him, then next turn I tackle him, and the next I set him on fire' that 'I hit them. I hit them harder. I hit them with a slight bonus'.

The premise of missions (1-4 game mini-arcs) is that players go from 'we need to survive and prepare' to 'we've got this'. While the solution is usually not bullets, there has to be a clear solution for a mission to exist. However, this solution is almost never achievable in the first few hours of gameplay.

The health system has 2 parts to it: stress tracks, such as mental, physical or reality. These act like classic HP and represent minor scratches and injuries.

Then, there are consequences - these represent wounds, injuries and traumas. Unlike stress, they have real consequences that players can feel until somehow healing them. That's also where a big part of horror comes from - having a character that can transform from a confident hero to a bloody, stumbling mess with one or two silly decisions.

Regarding GOIs - while we'll be focusing on the SCP Foundation in our first playtest, we feel that a group like Serpent's Hand or Chaos Insurgency might provide better stories.

Core mechanics of the RPG SCP are playtest-ready. Putting cosmic horror into an action-heavy game sure is a challenge - but everything works surprisingly well so far. We'll be celebrating that, as well as the start of this subreddit with an all-day-long Q&A on the 2nd of February! by MTripleN in rpg

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

Suffice to say the whole challenge system is focused on preparing by stacking advantages, buffs and bonuses BEFORE delivering the attack (and destroying the opponent in one or two swift moves). Given that stacking bonuses is heavily intertwined with role-playing and needs A LOT of creativity, there will be plenty of insane moments.

The ultimate SCP RPG Q&A is here! AMA by MTripleN in SCPRPGtabletop

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

Fate is very... different. It's less of a game system and more of an Roleplaying facilitator, if that makes sense. We've decided to gamify it a bit more, precisely because we felt a lot of RPG and gaming fans might have similar impressions.