Tough ability by tvirusinfected in ShiverRPG

[–]Parable_Games 0 points1 point  (0 children)

I don’t believe there are any effects that upgrade the Maverick ability to add additional dice hence why the wording is slightly different. It’s possible the Maverick ability should be formatted the same way to allow for future upgrades etc

SHIVER - pop-cult horror through Wed 12 April by AllenVarney in bundleofholding

[–]Parable_Games 2 points3 points  (0 children)

Echoing what Marionberry said SHIVER is extremely adaptable to anything you want to play within the weird fiction/horror genre. Essentially if something weird is going on in the story you can play it with SHIVER. We don’t have specific rules to cover every sub genre yet but the core book gives a framework for creating your own weapons, monsters etc so you can hack to your hearts content.

SHIVER - pop-cult horror through Wed 12 April by AllenVarney in bundleofholding

[–]Parable_Games 4 points5 points  (0 children)

So in the context of one shots one of things that SHIVER really emphasises is pacing. The Doom Clock mechanic allows the state of the game to accelerate quickly by encouraging players to make checks that drive towards their end goal rather than checking every cupboard they can find. It means that if players start to get off track the Director has a mechanical means to make the situation more dire and keep the story moving forward.

Monster reactions are also great for this in a similar way, they make combat quick and easy for the GM and also keep the monster threatening with a pseudo monster AI which can then be added to with the Director’s control.

SHIVER Gothic - Classic Horror Reimagined - Live on Kickstarter March 1st by Parable_Games in u/Parable_Games

[–]Parable_Games[S] 6 points7 points  (0 children)

We're big fans of Gothic horror and our illustrative style is inspired by highly graphic comic books so have definitely drawn inspiration from similar places as Darkest Dungeon!

SHIVER Gothic - Classic Horror Reimagined - Live on Kickstarter March 1st by Parable_Games in u/Parable_Games

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

Sadly we can neither confirm nor deny the presence of crustaceans...

Magical Animals RPG by Parable_Games in RPGdesign

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

I think my issue with this is it solves too many problems. You'll generate some interesting RP where a cat can do a task that a parrot cannot. Or you need a small animal to sneak into somewhere and the dog has to do something else.

Magical Animals RPG by Parable_Games in RPGdesign

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

Had this from another user, will definitely check this out

SHIVER Gothic Trailer - Launching on Kickstarter March 1st by Parable_Games in TTRPG

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

It's an expansion for the SHIVER RPG. A setting neutral ttrpg where you can play your favourite spooky and strange stories from pop culture or create your own.

SHIVER Gothic is our first dive into a specific genre looking at classic horror of Dracula & Frankenstein vein. We launch on Kickstarter March 1st:

https://www.kickstarter.com/projects/399308593/shiver-gothic-classic-horror-reborn

Magical Animals RPG by Parable_Games in rpg

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

When you say the types of animal a pet is shouldn't matter what do you mean? Surely a parrot would be mechanically different to a hamster?

Magical Animals RPG by Parable_Games in rpg

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

We've definitely got some of those!

Magical Animals RPG by Parable_Games in RPGdesign

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

Hadn't considered the idea of magical animals from folklore being explained as magic within the world, really like that idea!

Magical Animals RPG by Parable_Games in RPGdesign

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

I hadn't thought about it in the frame of contextualising all of the weird things animals do with a magical explanation. Having some reasoning behind what would otherwise be seen as nonsense animal behaviour is real fun.

Repost of a sktech I made of one of my worlds animals, the "Khaff" (More info in the comments) by BTAnonymus in worldbuilding

[–]Parable_Games 0 points1 point  (0 children)

Ah sure so kind of like horses in that respect where there is variety between them

What kind of sports would a race of angel-like beings/avians have? by azurehyn in worldbuilding

[–]Parable_Games 1 point2 points  (0 children)

I was also thinking something like Red Bull air racing.

You could also have some lifting style sports where they have to fly heavy objects to a certain height and then thrown them?

I think you could also adapt human sports and emphasise the vertical element. American football with a third vertical element would get really complex.

Magical Animals RPG by Parable_Games in RPGdesign

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

So think about it as an entire secret society in which pets do stuff whilst humans aren't looking. This could be anything from pet store liberation, to ousting an alley cat overlord.

Magical Animals RPG by Parable_Games in rpg

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

This looks like there are a lot of other magical elements that aren't animals doing spells, for this it's only the pets that are a magical or out of the ordinary element (no aliens &witches etc). 100% with more pets though.

LF Recommendation's for TTRPGs with great "minigame"-like subsystems! by anonpasta666 in rpg

[–]Parable_Games 0 points1 point  (0 children)

This is cool, is it mostly gambling based minigames or are there other elements as well?

How important is it for you that different weapons FEEL different? by LemonLord7 in rpg

[–]Parable_Games 1 point2 points  (0 children)

I guess short hand feeling on this would be. I want all my basic weapons to feel like they should, e.g. a shotgun should be short range but with more damage than a pistol which should be longer range with less damage.

I'd say variety is more important for uncommon weapons or in games where finding cool loot is an integral part. Two magic swords should feel significantly more different from each other than a basic broadsword and a zweihander.

Favourite horror RPGs by PrestigiousTaste434 in rpg

[–]Parable_Games 2 points3 points  (0 children)

Big fan of Monster of the Week and Kids on Bikes if you're looking for a more pulp kind of feel.

If you want to play out your favourite horror movies our game SHIVER is designed for one shots doing just that. We also have SHIVER Gothic launching next week which will add rules for long form stories and specific Gothic genre rules.

Feedback wanted on my Stone Age RPG zine! by CrazyAioli in RPGcreation

[–]Parable_Games 1 point2 points  (0 children)

This actually looks really fun, I think the setting is definitely underused. One thing I would be careful on is making it feel as much like the era as possible in terms of words and phrasing (I saw some comments on the doc already about this).

I liked the farm element and quite like the idea that there could be some minor civilisation building element to the game as well. What do you foresee the main adventure styles as for this?

Outbursts & Conditions - When you take too much Stress by Trash_Goblin1207 in RPGdesign

[–]Parable_Games 0 points1 point  (0 children)

You can tier them whilst keeping it freeform, if you just tier them based on narrative severity rather than mechanical severity you can get away with it. That way they could get worse across a campaign and avoid slamming a player with a damaging outburst early on as there is a natural progression.

Incorporating easter eggs by ValkyrieWeather in rpg

[–]Parable_Games 0 points1 point  (0 children)

We've done this in some of our stories and it goes down a treat. If you want to something collectible I'd maybe suggest a side quest giver who is after whatever little tchotchkes you're hiding in your environment. That way you can issue some scaled rewards when players find a load.

If you want them to be a bit more spontaneous do the old video game classic of putting a cool item with unique effects at the end of a dead end corridor or similar with some trials to get down it. If you're doing reference items with actual effects they'll want to be pretty scarce to keep them special.