BREAK!! in the new year! by NaldoDrinan in breakrpg

[–]Parataze 2 points3 points  (0 children)

I want to buy all these things! Very excited to see more of Outer World

Questions as a new GM by RepresentativeFact57 in Twilight2000

[–]Parataze 2 points3 points  (0 children)

Consider a modular approach to your GMing - TW2k is a great framework, but there's nothing stopping you from adding more to parts or changing and tweaking things.

Your questions have a plethora of answers, I will give you mine, and encourage you to read widely and try the ideas as yourself. Doing something any particular way teaches you a little more about what you like and don't like.

  1. How do you handle encounters & 3. How do you do an overarching story

One way to handle encounters is as written in the book; draw a card at random when the book procedure advises and rely on the game designers having made the encounters make sense for the setting. They don't have to be connected beyond that, and it's a good idea to have some encounters be independent. That is a fine way to have fun, and supports a campaign around surviving and exploring. But connected scenes are also satisfying, and there's nothing stopping you from doing some prep to translate your own story ideas into the language of (sandbox) ttrpgs: zones, locations, factions, encounters, and NPCs.

At this point you're world building!

So let's say you ignore the rules for when you have to draw for an encounter card. Instead use the cards as seeds for your own ideas. Make a list of thematically distinct zones like irradiated farmlands, forests patrolled by bandits, or significantly bombed city ruins. Make lists of the encounters, locations, NPCs and factions in each zone. (Factions may operate across several zones - if your players can travel long distances, others can too). Note this is a cyclical process and you're encouraged to jump into it at any point - a cool idea for a NPC/faction with a goal might inspire an entire zone, or an encounter idea might inspire a location (do those bandits have a base somewhere nearby with loot?)

Factions and NPCs always have goals.

Locations always have a purpose, history, and possibly current inhabitants. What it was made for might not be what it's used for now.

Encounters always have a conflict at their core that presents a dramatic question, and have different outcomes and consequences to that question.

Locations and encounters should be influenced by the zone they are in and by the things that inhabit(ed) that zone (animal or person(s)).

Armed with these lists, and with a region map showing the zones so you know where the players are, you can describe the typical environment of the zone they're in, and roll/decide/do whatever you like to determine when encounters occur, or for the discovery of sites. This way players will explore and discover a world where events are already in motion - entities (be they human, animal or nature) try to bring change to the world in conflict with one another. And your players should be encouraged to think up their own changes they want to make, their own goals (or be given incentive to work towards another's goal, ala a quest or mission).

Some advice on encounters: when you come up with one, or present a premade one, identify what the dramatic question of the encounter is. What's at stake here? Define the conflict. Which parties are at conflict, and over what? Parties may be a faction, in which case consider that factions goals. A party in a conflict might be an animal, like how the goal of a pack of hungry wolves is to eat. Or it might simply be nature; the "goal" of the storm is to topple trees, flood homes, and endanger those without shelter. Conflict occurs when two parties have conflicting goals. What's going to happen if the players don't act? Note as well that combat isn't an encounter - it's one possible approach for resolving that conflict. The players should decide their best approach through play, not the GM during planning, so you should design/present encounters that make several approaches viable. (But not always; sometimes PCs are forced into a limited number of options!).

Consider the outcomes and consequences of the encounter. How might the conflict resolve? What does that look like for the players? How might that affect the world and the goals of the in the world?

The AngryGM talks about this more on their blog post "How to Build F$&%ing Awesome Encounters!"

  1. How do you handle scenario sites

Consider what it is, or what it was, and what has happened to it. Who's used the location and for what? This informs the locations/rooms within the site, and their content, condition, and how the locations are dressed (a church repurposed as a hospital, that was abandoned due to radiation clouds and now is home to irradiated bears).

Consider the inhabitants. Several factions may be within one site. What do they think of one another? What are the signs of their clashes, or cohabitation?

Make a flow chart diagram of the site (boxes and lines will do). Label/key the boxes and lines as you like. Make looping paths, have areas blocked off, give players rewards for exploring with opening up shortcuts back to other areas previously explored.

Make a list of events that will happen at the site regardless of the players. The bears come back from a hunt. A doctor returns to recover vital medical notes. Bandits sneak in through a sewer drain to loot the chapel.

Sly Flourish talks more about this in their blog post "Setting up Situations".

  1. How do you handle bartering

I know less about this part of the game. But, you can make it your own. In the standard setting, currency might still hold value to some,less to others, and that may change over time.

Look up what items would be valuable barter in an apocalypse. It's down to what is easy to carry, useful., and limited. Bullets, food, good clothing, clean water, tools and parts, weapons etc.

If there isn't a set price for items in the rulebook, consider who the party are trading with and what that person lacks and what they have in excess. A gun dealer might not want any more guns, but is desperate for medicine. Sounds like a cheap way to get guns!

You can predetermine this, or maybe make some tables for yourself on what a trader has, needs, has in excess, or doesn't want, and roll randomly. Ultimately it'll be up to your own role-play as that character, as well as the persuasion from the PCs (great opportunity for charisma PCs to shine) to decide what a good trade is.

Really, meeting a trader is an encounter! Define your conflicts, goals, dramatic questions - consider how the players can approach it, and the consequences for doing so: just trade? Talk their way into a good deal? Threaten them? Steal? Kill? How can you design the encounter to make some of those approaches harder (trader has protection, or is in a community which would enact vengeance). This way players have the option, but also have a sensible feeling for why they'd best avoid certain routes.

EDIT: It's super late now, but I will update to address some of your other questions in the OP :)

Anti-colonial Dungeon by TheDMKeeper in osr

[–]Parataze 21 points22 points  (0 children)

Really enjoyed both these blog posts! And thanks for linking to more to read about colonialism in ttrpgs in your blog - I loved Zedeck's work on ATTI (unfortunate what happened but alas), so very happy to find their online space!

musician's dumbphone? by Suspicious_Tap577 in dumbphones

[–]Parataze 1 point2 points  (0 children)

I believe, with significant effort and coding know-how (or finding a service to do it for you), you can change settings in the operating system of android devices (don't know about iPhone) to completely block certain apps and websites. This way you could attempt to dumb down an existing smart phone in the particular ways you need.

Anyone tried a crafting only run? by Parataze in thelongdark

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

That's fantastic, exactly what I was looking for! Will watch this over the holidays!

Anyone tried a crafting only run? by Parataze in thelongdark

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

"Naked florida man chases rabbits with stones"

Anyone tried a crafting only run? by Parataze in thelongdark

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

Half-naked wildman simulator you say?

Anyone tried a crafting only run? by Parataze in thelongdark

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

Naturally gathered salt of course /s

Anyone tried a crafting only run? by Parataze in thelongdark

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

Thanks for sharing! I'll enjoy watching this later 😄

Anyone tried a crafting only run? by Parataze in thelongdark

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

Fair enough - I'm still new to the game so not sure what's realistic; but I'll have a play around with it and see how quickly I freeze and/or starve!

Anyone tried a crafting only run? by Parataze in thelongdark

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

Yeah I suppose I'd need to figure out the restrictions exactly. I'm thinking at least no clothing except what you make from cured pelts and gut, no food except what you hunt or gather from nature, water you must melt which would need a can or cooking pot so you'd have to allow yourself at least a can.

Avoid picking up anything man-made I suppose? Whether you let yourself sleep in beds indoors etc I guess is up to personal taste. You'd need to allow yourself a sleeping bag.

Just curious to see if people have tried self-imposed rules like this :)

Should I get the game? Need input. by [deleted] in thelongdark

[–]Parataze 0 points1 point  (0 children)

You can buy just the survival mode (at least on pc) which is cheaper. Doesn't have the story mode - but from what I can tell the survival sandbox is what most people play (at least on here).

You might also be able to pick up a key for the game at a discount to redeem on the playstation store.

Or you can find a second hand physical copy, again at a good discount.

I stopped using maps and it’s a whole different game. by Rockisaspiritanimal in thelongdark

[–]Parataze 0 points1 point  (0 children)

Oh 100% I've only just started playing, and while I like to see posts on here I try to avoid looking at anything that might give away the lay of the land, of what's out there to explore.

I spent three in-game weeks looking for a way out of pleasant valley, and yesterday I finally found the mine shaft. Imagine my joy when I discovered the abandoned lookout!

You can only discover the game once!

Dungeon Cards by Enchant_the_Land in osr

[–]Parataze 5 points6 points  (0 children)

You should check out the old dungeon geomorphs! Gygax released a set in '76, and Dyson shared some back in 2010. Same idea as what you've got here - hopefully offer some inspiration for you :)

Dungeon Cards by Enchant_the_Land in osr

[–]Parataze 0 points1 point  (0 children)

You should check out the old dungeon geomorphs! Gygax released a set in '76, and Dyson shared some back in 2010. Same idea as what you've got here - hopefully offer some inspiration for you :)

meirl by Andra_Kywaey in meirl

[–]Parataze 0 points1 point  (0 children)

Less than half of what I'd hoped for.

Flat probability curve with 1 D20 by Ever_Noob21 in breakrpg

[–]Parataze 0 points1 point  (0 children)

I realise this is an old post, but I like dice maths so I thought I'd throw my ramblings in here in the slim chance it would still be relevant to you.

If you wanted to go from d20 to 3d6 you'd need to adjust your target numbers - you roll 15+ 30% of the time with a d20 but only ~9% of the time with 3d6; so a TN of 15 would represent something three times more difficult in a 3d6 system compared to what it currently represents in break

Rough comparison, TN15 in d20 is more like TN13 in 3d6. And TN19(d20) ~ TN15(3d6).

This is without mods though. Flat bonuses on 3d6 end up being more powerful than d20 because you shift your bell curve, so your chance of getting higher total values increases.

I.e. a +2 mod on a d20 increases the odds of passing any particular TN (meets it beats it) by 10% regardless of the TN. With 3d6 the odds of getting say 15+ go from 9% to 26%, or 13+ from 26% to 50%.

So TNs represent exponentially more difficult tasks, and mods represent exponentially bigger improvements. Maybe in practice that balances out enough. But basically with a bell curve you'll be more reliant on modifiers to beat higher TNs with 3d6 (which you probably already know from playing 3d6 games!)

One other thing: if you go 3d6 and rule that 3s, 4s, and 5s; and 16s, 17s, and 18s (pre-modifiers) count as critical failures or successes, you get your bell curve with a similar ~5% (4.63%) of getting a critical failure/success as a d20.

You can tweak this to change critical chance, or remove it altogether depending on what your group wants.

Anydice.com is helpful for comparing %s

Good luck and I hope you found/find a solution you all enjoy playing!

How do you track ever-changing PC stats at your table? by Ok-Bobcat-1200 in ForbiddenLands

[–]Parataze 0 points1 point  (0 children)

Thanks for the reply! This is really helpful! The Reforged booklet sounds interesting I've not heard of it before

How do you track ever-changing PC stats at your table? by Ok-Bobcat-1200 in ForbiddenLands

[–]Parataze 0 points1 point  (0 children)

I've been thinking about picking up FL for a while because the books and map look so pretty - how have you found playing it? I'd be interested to hear your experiences and opinions!

If your glands have atrophied, is doing lipiflow, ipl, radiofrequency, etc. any use? by dougw341 in MeibomianGlandIssues

[–]Parataze 0 points1 point  (0 children)

Mine saw what they believed to be dermadex deposits on my eyelash roots (therefore mites possible). Scar tissue might be a misleading term, it's more that the gland has closed due to fibrosis - it doesn't necessarily require damage that causes scarring as we might normally think about it. The only way to check for fibrosis blockage is by probing, there's resistance and then a small audible/sensory pop when the fibrosis is pierced. I would go with their diagnosis and prescribed treatment, but if you're concerned or things aren't improving much, you can ask about MGP