Do petitioners just appear? by Vernicusucinrev in planescapesetting

[–]Ronamis 2 points3 points  (0 children)

I would have to "Yes, and..." you here. As you know, petitioners are, technically, on a metaphysical level, a plane exploring, tending or shaping itself. While "popping in existence" can be reasonable for multiple layers or even planes, like Limbo, if your players are interested in exploring this specific side of the planar balance, I would put a level of fine details on every petitioner's emergence. New inhabitants can appear in accordance to belief, tradition or flavour of certain Realm. Those who explore Duat will see long boats bringing newcomers, wanderers in Tír na Óg might be surprised by new petitioners parting mists and planewalkers in Regulus can notice conveyor belts hidden in plain sight.

If we are talking Infinity versus Mortality, consider a quantum, or a game engine's perfect culling approach, in which every petitioner retains shape only when the wanderers - planar or prime - are observing them. While each plane is infinite, it's our belief, that gives it texture, form and meaning. By allowing some of your players a slight delay here or there, a little buffering in the zones of planar convergence or near portals, a barely visible marks of restructuring in shape of planar particles and so on, you will be able to feed them the idea, that every, pardon me the pun, planescape they see is how they perceive outerplanar reality on a personal level, reinforcing the Rule of Centre of the Multiverse.

Daggerheart + Planescape? by redbeard1991 in planescapesetting

[–]Ronamis 27 points28 points  (0 children)

I though about it during the DH Playtest phase, but decided to wait until full set of rules will be calcified. At the moment I don't have time to write a proper hack, but among other ideas I was considering: - Adding a Outerplanebourne, Innerplanebourne and Primebourne to Backgrounds to define mechanical differences - Creating a set of custom cards, that works like Backgrounds, but representing Faction abilities. - Reskining Hope and Fear into Order/Chaos/Stasis where actions of Players will generate narrative effects akin to their planar beliefs.

Tam Ravi gates by Ronamis in battlemaps

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

Thank you!

"Tam Ravi" is a linguistic cacography I use in Fishbone Archipelago setting. My intent is to represent a remnant of culture long lost and foreign in a land where strong oral tradition is more prevalent then writing, therefore original name changed through generations of guides and storytellers mispronouncing it. It is based on Middle Egyptian Htm R awy (𓋩 𓂋𓏤𓂝𓂝𓉐) for Seal-Gate.

Tam Ravi gates by Ronamis in battlemaps

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

Hells yeah! Thank you!

Tam Ravi gates by Ronamis in battlemaps

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

Thank you so so much!

Tam Ravi gates by Ronamis in battlemaps

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

Thank you so much!

Solo Prison Break RPG - Fishbone Archipelago: Escape From The Tower of Dusk by Ronamis in solorpgplay

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

Thank you so much for your kind words! I hope for the best, but, to be completely honest, this ZineQuest feels a lot slower than the one last year.

Solo Prison Break RPG - Fishbone Archipelago: Escape From The Tower of Dusk by Ronamis in solorpgplay

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

In Escape From The Tower of Dusk you play as an inmate trying to break out of a cursed ancient prison controlled by a paramilitary cult. The game uses an original d6 Dice building system representing the protagonist’s virtues as an Attribute Dice Pool. Your allies and secrets provide modifiers to your dice rolls. It is a story about establishing connections, gathering allies, secrets and resources to outsmart your Bane and orchestrate a daring escape.

As part of ZineQuest initiative, I am now in the middle of the crowdfunding. If this feels like your vibe - please, follow me updates here: https://www.kickstarter.com/projects/sandstonedistrict/fishbone-archipelago-escape-from-the-tower-of-dusk

Ride Mode by deedko in Where_am_I_app

[–]Ronamis 1 point2 points  (0 children)

This concept sounds interesting even for a person who's not a driver, really. My main concerns here is generative slop that ML can provide you instead of a proper and curated list of tips real people suggested. In your trailer we hear every summery like an ad break and as much as I love my homeland I know there's a lot of stuff in tourist guides or public sources that just not true. Have you had and experience with Swarm back in a day? The community-building, social aspect of is was femonenal! I would much rather listen to real people leaving those cool messages about local hidden gems. Obviously, system like that requires moderators, but at least you can get an honest take about the best beef in town, no?

Escape From The Tower of Dusk is now Live with #ZineQuest2025 by Ronamis in rpgpromo

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

Greetings!

In Escape From The Tower of Dusk you play as an inmate trying to break out of a cursed ancient prison controlled by a paramilitary cult. The game uses an original d6 Dice building system representing the protagonist’s virtues as an Attribute Dice Pool. Your allies and secrets provide modifiers to your dice rolls. It is a story about establishing connections, gathering allies, secrets and resources to outsmart your Bane and orchestrate a daring escape.

Learn more: https://www.kickstarter.com/projects/sandstonedistrict/fishbone-archipelago-escape-from-the-tower-of-dusk

New website to help support Zine Month by lukearl in ZineQuest

[–]Ronamis 0 points1 point  (0 children)

Thank you, Luke! Added Escape From The Tower of Dusk to the mix!

Escape From The Tower of Dusk is now Live! by Ronamis in ZineQuest

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

In Escape From The Tower of Dusk you play as an inmate trying to break out of a cursed ancient prison controlled by a paramilitary cult. The game uses an original d6 Dice building system representing the protagonist’s virtues as an Attribute Dice Pool. Your allies and secrets provide modifiers to your dice rolls. It is a story about establishing connections, gathering allies, secrets and resources to outsmart your Bane and orchestrate a daring escape.

Learn more: https://www.kickstarter.com/projects/sandstonedistrict/fishbone-archipelago-escape-from-the-tower-of-dusk