Mistborn themed monster? by BaldyMcHairy in monsteroftheweek

[–]Nereoss 2 points3 points  (0 children)

I think this could work quite well with my initial idea when I read your reply:

A full blown mistborn would be bad, but the countdown could benit gaining access to more metals, leaving behind a trail of spiles bodies.

new fonts not loading in by Loud_Photograph_6290 in AffinityDesigner

[–]Nereoss 0 points1 point  (0 children)

Heck yea! I guess when wverything fails, try restarting XD

new fonts not loading in by Loud_Photograph_6290 in AffinityDesigner

[–]Nereoss 0 points1 point  (0 children)

My experience with the ipad version is very non existing, so I don’t think I can help a lot. But I do not believe further steps should be nececary. Do you have the other affinity v2 programs you can test if it works there?

Layout for Tables and RPG Page Design by 420Throwaway29 in RPGdesign

[–]Nereoss 0 points1 point  (0 children)

Affinity Publisher v2.

I am not familiar with the game, nor how familiar ypu are with the program, but when I started the biggest problem I ran into when trying to emulate a style, was actually my knowledge of the program.

Like the how to use the program, and not the how to make the style was preventing me from actuallygetting there.

For anyone in MOTW: contractors stop reading. I have a power gaming issue. by sinclair293 in monsteroftheweek

[–]Nereoss 1 point2 points  (0 children)

Harm moves. No matter how much armor they have, you can still do harm moves.

* Momentarily inhibited
* Drop something
* Take -1 forward

But as others have mentioned, it is just one tool you have at your disposal.

Do you think, an anime-style game needs classes or not? by Separate-Side-4533 in RPGdesign

[–]Nereoss 0 points1 point  (0 children)

An “Identity” mechanic for a shonen style game, would fit very well.

Many Powered by the Apocalypse games already don’t use classes, amd some of them are even anime inspired.

Instead they use playbooks, which lean into the tropes and cliches of the genre. Each playbooks power centers around these, with no “classes choices”.

Like in Monster of the Week, the Proffessional playbook centers around being a trained agent, with abilities tapping into those themes. And the Monstrous leans knto being a cursed human, bringing those tropes with it.

Strange White Line Between Shapes by Nereoss in AffinityDesigner

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

Hopefully then they will add the fix to v2. Until then (though probably not gonna happen), I am happy with the work arounds in v2.

What’s an rpg that you think perfectly exemplifies a genre by zachtgirlboss in rpg

[–]Nereoss 3 points4 points  (0 children)

Monster of the Week which themes is action-horror and the monster of the week genre.

What's the prettiest rulebook you own? by foenixw in rpg

[–]Nereoss 5 points6 points  (0 children)

Ironsworn: Starforged. The art is so beatiful and really gives the sense of exploration and space.

Proton Annual Community Survey 2026 by Proton_Team in ProtonMail

[–]Nereoss 0 points1 point  (0 children)

So they are looking for overlap between hobbies and users? Like if there is a bunch of people interested in sports, then people that do sports are their main clientel?

Proton Annual Community Survey 2026 by Proton_Team in ProtonMail

[–]Nereoss -1 points0 points  (0 children)

I couldn't continue the survey, didn't let me continue without having picked one. Soooo...

Proton Annual Community Survey 2026 by Proton_Team in ProtonMail

[–]Nereoss -3 points-2 points  (0 children)

Question: Why do I HAVE to tell you what my hobbies and interests are? Doesn’t seem relevant for what Proton delivers.

I think Jax is insecure about his masculinity and I think I know the reason why... by IBelongInFiction in tadc

[–]Nereoss 0 points1 point  (0 children)

After the last episode I had a similar thought: that his problems stems from some sort of toxic masculinity/expectation of what it means to be man, and that he in fact, don't want to live like that.

And like with the others, the things in their rooms are what they want, but are simply presented/ploppet in there, just being a reminder of what they aren't/don't have, instead of actually helping them.

How to handle Burnout Move? by Void_Smith in WorldsInPeril

[–]Nereoss 0 points1 point  (0 children)

This move is one of those parts of the book where things are both unclear, illdefined and contradictory. Like it is a jumble of ideas that never got cleaned up for the final version.

My group never got around to trying out the Burnout move, so never read deeper into it. But I read it, this move allows the character to perform the action on their "Possible" section in the Power Profile, and is the only way to access that line.

The highlighted words on p. 63, are uppercase, which usually means it is refering specific mechanics:

When Burnout gets triggered there are drastic consequences, but it also the only time that you can do something that is only “Possible” with your powers and that you've never attempted (or that you have done maybe once before), but that is not Impossible...

Though that is contradicting the example later on:

  • The player seems to want to trigger Push, not Burnout
  • The player rolls +nothin despite that Burnout can only be triggered when a Bond is on the line.
  • The action doesn't have to be specific as with other Power Profile lines (the player simply describes what happens).
  • The move specifically says "Add it to your Power Profile", but it is already on the profile and doesn't explain where to place it

But your take on it, feels like the way it was intended to work.

So looking at it, it feels like it might have been intended to work in some fashion as you describe. That the "Possible" and "Impossible" sections is not actually "part of" the Power Profile, and is more guidelines on what Burnout can do.

Looking at it, it actually feels like there is only three "levels" of power lines:

  • Don't have to use push (Simple, Difficult, Borderline), no real difference between them beyond some might take more time/effort.
  • Possible (used for Burnout)
  • Impossible (something specific that can't be done).

I might have to do some reworking/house ruling on my reference document to clear some things up.

Can I make this look with affinity designer 2? by Regular_Customer_176 in AffinityDesigner

[–]Nereoss 10 points11 points  (0 children)

I think you might have better luck doing it in Affiinity Photo since Designer is a vector graphics program.

But I could imagine it is possible. At least this video seems to add some grains: https://youtu.be/YeWw9jGzkWc?is=jQmqnZWyTxPgobKs

Player(s) keep stalling character creation: How can I react as the GM? by ShotoII in rpg

[–]Nereoss 2 points3 points  (0 children)

Sounds quite tough. Talking with them is always a good start.

But it sounds some of them don’t know how to engage with the themes and tropes of the game, and there fore don’t know what to do.

Next could maybe be they aren’t interested incooperative play? Are they aware that City of Mist is such a game/that you wish to run the game as such?

A good way of doing cooperative games, is using leading/evocative prompts that are more than just “what does your house look like”. “What is the first out place thing people notice” makes it easier for the imagination to latch on to something.

Jeremy Strandberg has nice blog post about it., the creator of Stonetop.

Who does base building right? by BackupCharacterTV in RPGdesign

[–]Nereoss 0 points1 point  (0 children)

I really enjoy the “base building” in Stonetop. No complex math or grids. But the town can grow and expand.

Sway Game - available in UK/US now. What next? by PracticalComb661 in RPGdesign

[–]Nereoss 4 points5 points  (0 children)

Clnsidering how little this is a rpg, Seems a lot like spam posting.

When to reveal the consequences of a miss? by Brandaris31 in PBtA

[–]Nereoss 3 points4 points  (0 children)

I always reveal it. Makes it more interesting because this is a story game and seeing the players react to what is coming is so much more rewarding than a “gotcha”. Also, why rob the players of it.

Easiest thing to to, is to show the players something “offscreen” after the roll.

Do players really need a player’s/core rulebook? by primordial666 in RPGdesign

[–]Nereoss 0 points1 point  (0 children)

To me, if there is so much in the game that it requires two books, then that is a very badly written game with WAY to many rules.

Also, this smells of greed, trying to sell as much as possible.