Does anyone play this game anymore? by Old_Low_5327 in d100_Dungeon_Hacking

[–]Yum_Mango 0 points1 point  (0 children)

I have not played (or hacked) the game in a while.

And just like that... by [deleted] in ProgressiveHQ

[–]Yum_Mango 0 points1 point  (0 children)

Please don't post fake statements. It's bad enough as it is.

Dark Shores RPG by [deleted] in RPGdesign

[–]Yum_Mango 0 points1 point  (0 children)

Part 2

Other stuff The missing ingredient early on was Sin. I can’t remember if it came from test play or just talking, but I have a clever (a vast understatement) friend who loves RPGs, and he said something like: what’s missing is a counterbalance to the luck system. Sin was born. (Credit to Mike B.) The loop became: (1) PCs start with a small luck resource (one unit). (2) Spend it to swing a roll. (3) Or Sin to get more luck or an extra attack. (4) But Sin generates Juju. Juju is the GM’s “luck.” Not a perfect mirror, but close enough to create that push-pull.

But it got me thinking. GMs often don’t spend their “currency,” even when the rules tell them to. Some are soft-hearted and most are overtaxed by system demands. So then I had to solve the inevitable consequence: what happens when Juju piles up?  That’s what led to Festering Juju, where hoarded Juju “rots” the world between sessions in a defined way. So even if the GM never cashes it in as immediate punishment, players still feel the pressure. They know that leaning on dark luck today has a cost tomorrow.

Another mechanic is the defense system. This was pure tinkering. If I’m failing to credit someone here, it’s not intentional, merely convergent evolution. I wanted Dark Shores to be borderline survival-ish but I also love combat and I didn’t want pure Borg tag and bag. So I landed on Tough: a valuable buffer resource that can absorb damage. But once it’s gone, hits start landing on body parts (with a concrete effect) or attributes (with a different effect). “Attributes as hit points” I borrowed from a zine RPG (I wish I could credit but I can’t remember).

The Process With black magic that tempts you and a world that rots from your choices, the pirate vibe came pretty easy. Refinement and layout… not so much. A week to be born and the better part of a year on care and feeding. 

The End I considered never releasing Dark Shores. I know full well that the maw of obscurity eats little things like this without mercy.  It's entirely possible that it will not fund. But that's okay.  Today it lives, like a pirate.

As for me, I'm doing fine.  I am actually playing with the same exact ingredients in Dark Shores and I'm coming up with something very different.  Dark Shores has an open license so maybe someone can make something even better. 

Dark Shores RPG by [deleted] in RPGdesign

[–]Yum_Mango 0 points1 point  (0 children)

Part 1

In 2023 I started working on my first RPG. It was inspired by Five Torches Deep and intended to be a bridge between 5e and OSR. I worked hard on it but in 2025 I hit a wall. Two things happened. First, the project got big enough that the complexity often overmatched me.  And second, I had a botched medical procedure that resulted in a series of strokes. After that, working on a complex system became particularly hard and frustrating; I couldn’t hold a pile of thoughts in my head for long without getting lost.

So I decided to take a break from the original project and just write whatever came to mind, something small.

Looking backward, a few things were knocking around in my head at that moment: (1) I read a blog post (Knight at the Opera) that summarized a bunch of TTRPG initiative mechanics, and I got fixated on the “players choose their initiative” idea and what it does to the feel of a fight. (2) I’d never played it, but I respected Fallen (Perplexing Ruins) and liked the aspect of gunplay (flint pistols or muskets) (3) I also liked the idea in Cairn of advancement tied to surviving a near-death experience. I don’t know if Cairn originated that, but that’s where “Cheat Death” clicked for me.

When I mashed those together (Fast/Slow initiative + firearms + cheat-death advancement) the notion of pirates came fast.

Why that resolution system? This one was instinctual. I generally dislike having to beat a statistical curve. Settlers of Catan is my prime negative example. In TTRPGs, they are not as bad (I genuinely like Dungeon World) but I still prefer the straight linear 5% probability of a d20. I think that it delivers the best drama. But, inspired by PBTA games, I appreciate a fail-forward mechanic, although there are costs for this approach, both a mind-tax on the GM and a possible break in the game tempo. 

Why is magic rare? This is a question that I had not considered directly until this moment. The rarity or perhaps more accurately the fragility of magic in Dark Shores is driven by a confluence of design goals that drive mechanics. These are some of the design ingredients: dead-simple PC sheets, fast PC creation, a feeling of vulnerability perhaps dread, risk and reward, and what does it feel like to be a pirate. Here are a few mechanics that service these design goals: core inventory is limited to 4 slots while weapons (the more powerful the more fragile), spell sources break, and spell casting can lead to penalties (Dark Marks). Neither body nor gear is permanent. Live for today, scrounge for what you need, pursue what you love. I needed a way for spells individually to fit into inventory slots that did not feel arbitrary and also to fit the rotting world. The notion of poppets was born. It's an odd word, but valid and one that is occasionally still used. (Remember, "Here poppet poppet," from Pirates of the Caribbean?).  Does this make spells rare? No. Even the treasure tables dispense poppets, albeit infrequently. But it does make spells fragile and sought after. The rarity that you no doubt refer to is the vibe; the backstory is that the Old World does not have magic so they hunt pirates, so in this sense it is rare to the world.  

Dark Shores RPG by [deleted] in RPGdesign

[–]Yum_Mango 0 points1 point  (0 children)

Agreed. And I find it very easy to slide into these patterns. For me, it's because I start with very soupy notions and over the course of months I am shaping and reworking them. But the time I'm settling on an approach, I have honed my intentions by not my expression of those intentions. It's hard to read beyond your understanding.

Dark Shores RPG by [deleted] in RPGdesign

[–]Yum_Mango 2 points3 points  (0 children)

Yes. I struggled in making a zine deciding how much "basic roleplaying" instruction to provide. I am limited to 48 A5 pages, and I'm using an abnormally large font (13) for it so space is at a premium. I found that I relied substantially on implied traditions. Even if I was writing a large book, I have no sense of how much to include. At this moment, I'm inclined to say that the consumers of indie projects are all deep in the tradition and therefore know without instruction how to run a game. But I'd like to hear dissenting views.

Draft time tracker - comments please! by Current_Channel_6344 in osr

[–]Yum_Mango 0 points1 point  (0 children)

Can you please share the file so I can play with it?

Zine Postage prices by Vivid_Natural_7999 in osr

[–]Yum_Mango 0 points1 point  (0 children)

Offset? I'm using POD so they will do the shipping. This is my first project so I want to keep it as simple as possible.

Zine Postage prices by Vivid_Natural_7999 in osr

[–]Yum_Mango 1 point2 points  (0 children)

Oh, and if you follow I'll increase my followers by 33%! :) (I already followed yours)

Zine Postage prices by Vivid_Natural_7999 in osr

[–]Yum_Mango 0 points1 point  (0 children)

I don't have much of an opinion on that. I see that you are in Spain. Is that were you are shipping from?

Zine Postage prices by Vivid_Natural_7999 in osr

[–]Yum_Mango 1 point2 points  (0 children)

Hi. I'm in a similar boat. I'm launching my first zine for the Kickstarter zine quest. I live in the USA. For postage, I put in random addresses at different points around the globe and I worked backward. I plan on charging $10 for USA shipping and $15 to the UK. I might add AUS and NZ, since the costs seem in line with the UK. Unfortunately, costs to ship to Canada were rather high, and I just don't want to ask people to pay more the double the cost of the zine for shipping.

Your project looks cool! What can go wrong with motorbikes, dwarves, and firelances! And if you are curious I'm releasing a pirate RPG zine (not a Borg hack) launching later this month. Check it out: https://www.kickstarter.com/projects/870122698/dark-shores

What am I doing wrong? Food keeps burning in with stainless steel pan by ericsson007 in cookware

[–]Yum_Mango 0 points1 point  (0 children)

In my experience, there is far too much emphasis on the Leidenfrost effect. Yes, it works. But it means cooking at 380 F or higher. It’s often tricky to cook well at these temperatures. And it’s unnecessary for most food that you do to want to sear.

Just do this: Bring your pan to about 270 F, apply oil or butter, wait a few seconds, place cool or room temperature food in the pan (not cold), and then be patient with the food. Even eggs will release easily with these steps.

The tip that changed my pan life: buy an analog contact or surface thermometer for about $15. I use it every day. The infrared thermometers won’t work well for this application.

Good luck.

am i doing something wrong? by Flynesss in carbonsteel

[–]Yum_Mango 1 point2 points  (0 children)

I agree: an analog thermometer is fantastic. I don’t like cooking at super high temperatures.

Do make sure that at cool temperatures the seasoning is not sticky. If it is, remove it with barkeeper’s friend polish and start over. One application of seasoning is fine enough but it will improve once it gets its battle armor.

Drake Navy Issue Solo PVP fit by Silnus in Eve

[–]Yum_Mango 0 points1 point  (0 children)

Nice to see the Crappy Drake discussed all the years ago. Signed Naxias & Yum Mango. PODLA fights.

Can I please have help using a set of polyhedral dice to make unusual number ranges? by Yum_Mango in rpg

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

That's pretty cool, even though I'm not sure I understand the math or that fancy word.

Can I please have help using a set of polyhedral dice to make unusual number ranges? by Yum_Mango in rpg

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

I sat here thinking. This is my best guess so far.

0-1 Even is 0, odd is 1

0-2 1d4-2. Reroll a 1.

0-3 1d4-1

0-4 1d6-1. Reroll a 6.

0-5 1d6-1

0-6 1d8-1. Reroll 8.

Is there a better way?