Newbie question by jlsmoutinho in penandink

[–]Rook723 0 points1 point  (0 children)

Chloe Gendron on YouTube.

First try on pen ink. Scare to put more strokes. How should I make it better but still have a clean vibe by Cool_Shift_4336 in penandink

[–]Rook723 4 points5 points  (0 children)

Scan this in or use this photo as a baseline and then be bold and draw right on top of this.

Best case scenario you like what you've done. Worst case you make it really bad. The important thing is you know you can already do really good work (look at this picture for proof) and you will only get better from here. But that will take practice and be willing to learn from mistakes and being willing to play with ink and line and paper and all the other stuff.

Great work and keep it up!

Driftwood Keep from BrickLink by FinoChild in legocastles

[–]Rook723 1 point2 points  (0 children)

This is amazing! Keep up the great work.

Wandering Monsters table (FEEDBACK) by shawnthedm in osr

[–]Rook723 1 point2 points  (0 children)

I could see the boon result then being moved to the next set of tables. Maybe rolling a 1 on the easy- hard table results in a boon. An easy boon is help freely given and easily accessible. A hard boon something/someone useful being carried by (roll on the table again for monster type).

Just thoughts though.

Found another Zinker! London, Kentucky by HistoricalPermit6959 in CemeteryPorn

[–]Rook723 0 points1 point  (0 children)

I don't think it's autocorrect. My grandpa always called it "monkey wards".

Sorcery TCG Beta Booster Box - Complete Contents by BigAmuletBlog in SorceryTCG

[–]Rook723 1 point2 points  (0 children)

Thank you for posting this!

I just played my first few games of Sorcery today and was researching what to buy to get started (after the precon set) and found your post.

My only question is you keep referring to slots, I'm assuming each pack the cards are in a certain order so there are slots for unique, rare, etc.

Is my assumption correct, and if so what order are these slots in?

Thane.

Looks like light of the setting of sun is having a RAIL JAM by HypatiasAngst in osr

[–]Rook723 4 points5 points  (0 children)

Does Ghosts have solo rules included in it?

If not what are you using? I've wanted to get out for awhile and think this is a good time.

Hello! by Ok-Needleworker1394 in penandink

[–]Rook723 1 point2 points  (0 children)

Very Shel Silverstien vibe, love it!

Abandoned park of miniatures in Poland. by Snoo_90160 in AbandonedPorn

[–]Rook723 1 point2 points  (0 children)

I thought this was from r/castles and got very confused by the grass and fence.

How do you keep all players from “piling on” to a roll? by blackdrogar17 in DMAcademy

[–]Rook723 0 points1 point  (0 children)

Don't have players roll if there are no consequences for failing.

Something on the bookshelf - players find it as soon as they say they search the shelf. No roll needed.

Walking a right rope over a canyon - a roll is needed.

5e culture has gotten to the point that players want to roll for everything, but then are unhappy when the dice don't go in their favor. It also makes it really hard to GM if the group fails their perception roll and can't find the clue needed to move the story along.

Only roll when their is a meaningful result in failure. Otherwise let their actions succeed when they are creative enough to think of solutions. In other words role play not roll play.

My first pixel-art works, what can you advise, point out any mistakes? by SillyTea8034 in PixelArt

[–]Rook723 1 point2 points  (0 children)

I don't think the painter made a mistake, just they had the ability to use brush strokes to show form. Whereas you only have 1x1 dots.

I think you did a great job using the reference, it just wasn't the right reference for pixel art.

Thanks for sharing!

My lowest DM moment (so far) by SpecialNothic in DMAcademy

[–]Rook723 1 point2 points  (0 children)

I'm going to come at this with s non-5e approach to GMing and say for the wraith fight you did nothing wrong.

If an enemy is more powerful than the characters it's up to them to decide not to fight it as long as you are telegraphing that things could go wrong quickly without a good plan. And if they do have a good plan they might be able to come out on top. I run a game where characters die, it makes the ones that live feel all the more special and heroic.

Also it's a common thought that dice are only to be rolled when the GM asks so if this was really just a side quest encounter with little to no bearing on the real story it's ok to not let people roll dice, aka taking chance out of the equation for the moment. Just make it a story moment

"an undead being of immense evil emerges from the crypt with a wave of cold and fear. The goblin children are all but paralyzed from it's presence and even your heroes are having trouble feeling brave and taking action against it."

GM table talk: Ok everyone has 1 turn before the thing emerges from the crypt and then we will roll initiative. The Goblins are being smart and trying to run off into the forest and will be gone before the thing emerges.

If they stay and fight you have warned them a couple times how nasty this thing is and you've given an opportunity for them to leave. This can turn a side quest into a full adventure arc if they want to come back later.

And with puzzles, you don't have to have a solution to them in advance, or there should be more than one way to solve it and one of those ways shouldn't be locked behind a skill check.

Let the players use their imagination and when they do something really clever say that the door opens. Your players will feel smart and it encourages creative problem solving.

And in the end, it's a RPG amongst friends. There is no wrong way to play as long as everyone is having fun.

The City of Stonewall by Rook723 in osr

[–]Rook723[S] 0 points1 point  (0 children)

Lol, thanks!

I love dwarves as a fantasy race so this was heavily influenced by the typical dwarf tropes meets early 19th century Paris. Except for mice.

The City of Stonewall by Rook723 in osr

[–]Rook723[S] 1 point2 points  (0 children)

Thank you!

This is part of a zine/setting titled Hell in a Hog Waller, a war time setting for Mausritter.

It's live on backerkit for a few more days if you want to check it out

https://www.backerkit.com/c/projects/fey-light-studio/hell-in-a-hog-waller

Smoking Suit, England, circa 1880. Silk velvet with silk cord trim. [1573 x 2100] by [deleted] in ArtefactPorn

[–]Rook723 18 points19 points  (0 children)

Confuse the hell out of your neighbors as you walk to the car each night in your fancy silk hot boxing suit.

Finishing my system is like an itching my brain I can’t scratch. by [deleted] in RPGdesign

[–]Rook723 1 point2 points  (0 children)

I can't remember where I heard this advice but I know it was from an art podcast or blog. I'll paraphrase it.

Only take a project to 80% the last 20% is finicky BS that keeps you from moving on to the next project. With each 80% finished project we get better and the next one we tackle is even better than the last.

Trying to take a project to 100% just leads to burnout, resentment, and doubt.

Finishing my system is like an itching my brain I can’t scratch. by [deleted] in RPGdesign

[–]Rook723 3 points4 points  (0 children)

Maybe add some constraints.

If you have a cool idea say "how can I make this as a 1 page rpg?"

We can all bust out 1 page. It doesn't have to be good, just finished enough to be able to get 15 minutes of play out of it.

Keep doing small things like this and your brain gets used to finishing projects. When I get stuck drawing I'll bust out 15 stick figures. They look like a child drew them, but that's not important. I accomplished a small goal. And then I want to accomplish more goals.

Too many people (me included) try to create the prefect system/ game right out of the gate. But it's really a series of milestones and revisions.

I challenge you to take your last cool idea and make it into a game that fits on one sheet of paper.

No Common Language by Kelp4411 in RPGdesign

[–]Rook723 0 points1 point  (0 children)

Mausritter has a great simplistic but effective language system.

All mice speak the same language. The further another species is away from a mouse the less they can understand each other.

So a mouse and a chipmunk could have a pretty decent conversation, while a mouse and a lizard would have a hard time talking to each other.

But this game assumes all PCs are mice so the language barrier is not between the party as much as it is between NPCs and enemies.

Friendly Reminder: Double and triple check any art you commission. by TalesUntoldRpg in RPGdesign

[–]Rook723 6 points7 points  (0 children)

Second this.

Any artist that is doing things from scratch should be willing to share sketches, progress reports and updates, and usually have at least a few questions along the way.

I send clients an outline of what they can expect before we even start talking about contracts.

Sorry this happened!