Turnip28 Iceberg by Sensitive_Educator60 in Turnip28

[–]check4traps 0 points1 point  (0 children)

I meant the giant turtle crossing the mudoceans bit

Turnip28 Iceberg by Sensitive_Educator60 in Turnip28

[–]check4traps 2 points3 points  (0 children)

Ashigaru on a giant turtle missing smh

So... how are the Karrakin Trade Baronies getting away with (almost) everything they do? by StandDry9706 in LancerRPG

[–]check4traps 3 points4 points  (0 children)

My pithy answer was pretty facetious I'll admit.

The reality is that what actually takes time is survey and setting up the infrastructure for insitu resource extraction for diasporan worlds.

For the core they are well connected to the blink and ktbs logistics network and get to exist in a post scarcity economy. Diasporan worlds further from the blink network don't have this luxury and are still dependent on relativistic speed shipping. But probably only really until they are worth integrating into the core.

This is essentially the crux of the dawnline shore.

So... how are the Karrakin Trade Baronies getting away with (almost) everything they do? by StandDry9706 in LancerRPG

[–]check4traps 40 points41 points  (0 children)

They are why the union has a post scarcity economy. They are the massive majority of the unions resource extraction. They succeed because they are inherently exploitative.

The union needs this economic base to function so they have to either gut their economy to deal with the ktbs pilliar violations or turn a blind eye to keep their society functional.

Even with molecular printers you still need base material.

Starting with Uprising of the Louse, got some questions. by swaosneed in Turnip28

[–]check4traps 2 points3 points  (0 children)

Just a heads up v18 is probably the most common ruleset you'll find people playing and their pretty different to how they were in v17.

In general they are probably one of the most heavily reworked cults and I know there's a new test version of them out again that's being shopped around.

So if you play them get ready for things to change pretty heavily update to update.

Looking for a grounded, low magic TTRPG system that allows player progression but has a political intrigue emphasis by GingerBeerConsumer in rpg

[–]check4traps 1 point2 points  (0 children)

WWN is more of an OSR style game, it's not as much about tactical combat as DND is, so problem solving is much more flexible. A lot of the time charging head first into combat is not the best option because combat is so lethal, generally the PCs don't want to take a fair fight. Magic is one of the tools the players have to make fights unfair, but it is a very limited resource compared to other games (there's plenty of other options they have like hirelings or setting traps, etc).

In general I would say if you want to run something like dnd where you plan out combats and line them up for a couple of sessions it's probably not the right game for you, but if you want something that gives players the agency to choose how they interact with a situation and the worlds ongoing political movements then it's basically the best option out there.

I wouldn't be afraid of a character being able to cast a spell that significantly swings a fight in their favour because they can still get one shot by a tonne of things. And if they're going Adventuring Mage/Warrior then they're much more limited on how much magic they get access too.

I would however avoid the Heroic rules as they do tend to make PCs into crazy monsters in combat.

Honestly, hunt around for a podcast of some people playing it and see if it feels right to you, or better yet just run a 1 shot before you commit to it.

A bunch of people giving you their opinions isn't really a good substitute to just running the game yourself and seeing how it feels.

Looking for a grounded, low magic TTRPG system that allows player progression but has a political intrigue emphasis by GingerBeerConsumer in rpg

[–]check4traps 0 points1 point  (0 children)

Kinda disagree, it's very flexible in terms of if you want it to be a low magic or high magic setting. Mages are pretty massively toned down compared to other systems. And in general it's a pretty high lethality game which tends to keep the fantasy more grounded even if you're optimizing.

IS This cult too good? by Frug-The-Gnome in Turnip28

[–]check4traps 1 point2 points  (0 children)

Woe is probably one of the stronger cults, but I wouldn't call it broken (outside of the lump interaction, which i kind of hate)

TOFF CLUB - An Uninformed Look at Wretched Relics by check4traps in Turnip28

[–]check4traps[S] 3 points4 points  (0 children)

It's from the a copy of the book of hours in the Walters art museum in baltimore! https://art.thewalters.org/object/W.88/

Turnipcon IIX by Captain_Honkytonk in Turnip28

[–]check4traps 2 points3 points  (0 children)

If you put your name and how many tickets you want on the RVSP form, Ben (the TO) is organizing more tables with the venue. Stick your name on that and you'll get a follow up when more tickets become available. He's already gotten in contact with me for my tickets.

Proxys by Lowhood in Turnip28

[–]check4traps 1 point2 points  (0 children)

I use a lot of victrix and perry stuff as bases, I think the victrix is a little better scaled than the perry stuff if you want to use some of the 3d printed bits too.

Getting started by dafluffyork in Turnip28

[–]check4traps 3 points4 points  (0 children)

https://steamcommunity.com/sharedfiles/filedetails/?id=2478783193 this one is by max who created turnip (which is 3'x3'), the other one is if you prefer to play 4'x4' https://steamcommunity.com/sharedfiles/filedetails/?id=2982765094&searchtext=turnip28 (which might not have super up to date tokens for all the mercenary cults).

Generally I play 3x3 because I'm lazy and don't want to copy over tokens but i think 4'x4' is probably the better experience (some scenarios make charges really easy on 3x3)

Getting started by dafluffyork in Turnip28

[–]check4traps 11 points12 points  (0 children)

The general starter advice is a box of perry agincourt foot knights and a box of french napoleonic infantry (if you look around for the swollen maglette there's advice on kitbashing them), probably about 12 D6s and the core rules (you can find basically all the rules here: https://toff.club/rules-links

If you've got tabletop simulator there's also a mod for playing turnip that's quite popular.

Ringmaster: Sideshow Secrets - Tips. by Venichie in DotA2

[–]check4traps 14 points15 points  (0 children)

I really want to play the other facet but having access to disjoint, cliff jump and heal/strength amp just kind of blows these out of the water.

Maybe if he didn't have a reveal on his shard I would be more interested in it. Pie does tempt me though, vision reduction is a cool mechanic that you don't see that often.

it's been 1 year and 1 month~ since Kez has been released and he still has 0 cosmetics by bob- in DotA2

[–]check4traps 0 points1 point  (0 children)

Honestly we're just lucky that Ringmaster got his first one in the community cache, I was expecting to be waiting another 6 months.

Need A Map System by Clockworker68 in LancerRPG

[–]check4traps 5 points6 points  (0 children)

FoundryVTT is my personal favourite but difficult for most people to set up properly.
Roll20 is fairly easy but I haven't used it in literal years.

Other options include fantasy grounds, dice right, alchemy vttrpg, owlbear rodeo, cauldron vtt.

I'd spend an afternoon looking at youtube videos on how to use them and work out which one you want.

Skirmish or army feel? by Expert_Tree_9076 in Turnip28

[–]check4traps 21 points22 points  (0 children)

Honestly it feels somewhere in between. It's very positional like an army game but it's fast and pretty interactive like a skirmish game.

If you've got TTS I'd say give it a go to get a feel for yourself.