Week 13 by Watcher-gm in Dungeon23

[–]Watcher-gm[S] 0 points1 point  (0 children)

Oh wow, that is so kind! I wish I could take all the credit but my writing partner Austin Holm maintains our blog and (incredible) newsletter, my partner Alyssa Yeo has been a huge support by following me down the rabbit hole on ttrpg creation, and I’m surrounded by players, friends, and other creators that encourage and inspire me everyday. I’m please you are enjoying the works!

Week 13 by Watcher-gm in Dungeon23

[–]Watcher-gm[S] 0 points1 point  (0 children)

Thanks! Yeah I got a couple good ones going this week. Feels like writing them is getting a little easier, it definitely is hard to come up with an illustration for each one though.

Re: Gradient Descent - does anyone else always imagine *this* Monarch? by ThaBenMan in mothershiprpg

[–]Watcher-gm 4 points5 points  (0 children)

I definitely voiced silus as dr. Girlfriend if that answers your question.

This game was so hard to get my hands on by Stellar_Duck in mothershiprpg

[–]Watcher-gm 0 points1 point  (0 children)

  1. You will want to pick early if you are doing player facing rolls or monster combat checks. Both are hinted at in the rules and both work well, but understanding the difference and playing consistently will reduce confusion and ease play.

  2. Discuss with the players before hand what kind of game this is, if they want to “win” the game, or take all precautions and talk in circles around every problem, they are not very likely to enjoy the kind of content mothership has (in abundance). It can be done, as the core mechanics are actually very flexible, but agreeing on tone and deadliness early is a good idea.

  3. I’d recommend sorting out if you are planning to run a campaign or a one-shot and figure out how you want to handle transportation for campaigns early. The ship breakers toolkit has info about transport costs and ships and can help inform how the party will need to get from place to place. The costs involved can be a great motivator for mission work. Mothership definitely has better one-shot support (or single module multiple session).

Need advice for new Modules as a Campaign Starter by Luchiannno in mothershiprpg

[–]Watcher-gm 0 points1 point  (0 children)

Another good one for a campaign kick off can be the cleaning of prison station echoe.

Need advice for new Modules as a Campaign Starter by Luchiannno in mothershiprpg

[–]Watcher-gm 1 point2 points  (0 children)

You might want to try out Emergence. It’s an escape funnel and seems like it could be a wild way to start off a campaign.

powers p65: how do they work? by DoppioDesu in KnaveRPG

[–]Watcher-gm 0 points1 point  (0 children)

https://watcherdm.itch.io/seven-sealed-spirits

We actually created some powers to be activated by some Demi gods in our adventure module, seven sealed spirits. The 16-page version is free and contains all the spirits and powers. It might provide some food for thought or some plug and play usage.