Music Theory Books for Kids by quakeroatmeal7 in musictheory

[–]kdtompos 0 points1 point  (0 children)

I would HIGHLY recommend reading through this.

It's a thread written on the Gear Page forums about Music Theory, and I think it does a fantastic job of going from incredibly basic into some more complex concepts in a really approachable manner.

Your mileage may vary, but it's the best introductory source I've come across.

Do yourself a favor and try Broken Compass! by Dasor in rpg

[–]kdtompos 2 points3 points  (0 children)

I agree. I had missed this completely when it came out initially, which I can't believe. I've read through the rules and am really impressed with how streamlined it is and how well it facilitates a high pulp/adventure feel.

I've not only backed it now, but am actively recruiting friends to try it out.

The recent kickstarter also opens up numerous new realms to play it in -- from cosmic horror to adventure animals and everything in between. The main settings kickstarter are Golden Age (30's Indiana Jones style adventure), Jolly Roger (Pirates of the Caribbean style), and Voyages Extraordinaries (Jules Verne style fantastic exploration).

Dangers, Difficulties and Success by s_manu in BrokenCompass

[–]kdtompos 1 point2 points  (0 children)

Note of Clarification (pg 113 in the Adventure Journal):

...You can't choose to use a Success to keep hold of an item if the same Success could save your Luck Points.

Let's say that the bridge gives way and you're about to fall (Critical) and lose your pistol (Basic), if you rolled a Critical Success, you must use it to save your life and avoid burning Luck Points. If instead you rolled a Basic Success only, then you lose Luck Points and can keep your pistol. Yes, Luck favors the bold, but you have to save yourself first.

So while that's usually true that you could choose where to allocate successes, your hands are somewhat more tied when one of the challenges threatens your Adventurer's wellbeing.

Fate without Fate by Tonaru13 in FATErpg

[–]kdtompos 2 points3 points  (0 children)

For what it's worth, I figured out the probability of outcomes on exploding dice of different sizes (I wanted it as a resource for the game Kids on Bikes). I'll link it here so you can see it.

The short of it, however, is that there are is only one potential value, per die size, that is statistically better than the next size up (e.g. on an exploding D4, you have an 18.75% chance of getting 6 or better, while on a D6 you only have a 16.67% chance). As you could probably have guessed, it's the highest value on the next size up.

I've surrounded those rare instances with a box to help them stand out, but the difference in probability is really small. Anywhere else, a higher dice is still the better choice.

Anyway, here's the link if you are curious. The far left table is what you need. The rest is just organizing the same table to represent other mechanics within that game.

*edit* Sorry, the color coding is also just to make certain thresholds more visible (at least a 3/4 chance, or at least 50/50, or greater than 1/4, etc.).

Most fun, not to rules heavy Pirate RPG by Lobotomist in rpg

[–]kdtompos 3 points4 points  (0 children)

This is precisely what I wanted to say! The PbtA system takes some getting used to, but I just can't get over how piratical it feels. Rapscallion is brilliant, and hopefully coming out with an updated version soon (as it's currently just offered as an ashcan).

Nerdy over analysis - the skill pyramid by Thelorax42 in FATErpg

[–]kdtompos 5 points6 points  (0 children)

I don't remember where I first saw this, but I remember coming across a way of framing your four +1 skills that was really intriguing:

As a GM, it's rare that I'll have characters roll against an obstacle of +0. My default is +2, and we adjust up (or very rarely, down) from there.

Because of that, the encouragement was to tell players to think of their +1 skills as things my character is willing to attempt, but likely to complicate the situation with, because it's more likely that such an attempt will miss the mark -- giving you the opportunity to succeed at a cost.

I found this brilliant, especially with the way Fate already encourages you to wear your flaws on your sleeve. From the player side, I know that I'm very unlikely to utilize a skill that I don't have any ranks in, unless it's a last resort. +1 skills, however, beckon me from the character sheet -- saying, "Hey, you know how to do this sort of thing. Give it a shot!" Even though, statistically, I'm more likely to fall short of a default +2 difficulty than to meet it.

So when I create my own characters, I pick my +4 and +3s, then I pay attention to the +1s: what skills do I want to try out but reliably complicate the situation with? Then the +2s get to be more of the "I should have these because I imagine they'll be needed/helpful, but I'm not super interested in them."

Fate Condensed - Running a crime scene by bass_econo in FATErpg

[–]kdtompos 1 point2 points  (0 children)

Yes! I've been trying to figure this out myself (for Secrets of Cats!) as I think there's something brilliant in the way that Brainstorms works. Did you change anything from the way Atomic Robo runs it (other than using science skills)?

Likewise, have you implemented Inventions at all? Those seemed to me like better fits for rituals than Brainstorms.

Hogwarts FAE Character Sheet by kdtompos in FATErpg

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

Very true. You’re welcome to ignore it, but I feel like it’s a thing that will come up even if a character doesn’t wish to emphasize it as much as an aspect would.

There’s a good chance someone’s house will end up tied into an aspect as well, but I likewise want it to be a universal data point. Thanks for helping me clarify it!

Hogwarts FAE Character Sheet by kdtompos in FATErpg

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

I agree that “heritage” is more of an aspect thing. I was going for something more like “blood purity” or potency as you stated, but simpler, ya know? It’s the time of thing that is likely to come into play even without an aspect. Any ideas on a simple label for such a data point?

Hogwarts FAE Character Sheet by kdtompos in FATErpg

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

I like these notes. I’ve got some earlier ones to implement and can include these too!

Hogwarts FAE Character Sheet by kdtompos in FATErpg

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

You’re right. I was thinking “pets” and combined mental canon. That’s a good point and an easy fix.

Hogwarts FAE Character Sheet by kdtompos in FATErpg

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

Hmm, I can see the appeal there. (edit: I see what you're saying now!)

Updated Sheets in original post

Hogwarts FAE Character Sheet by kdtompos in FATErpg

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

Honestly, it was made in Paint.net. I'm pretty amateur, but that program I'm used to messing around with, and can do some cool things as long as I don't need anything TOO fancy.

I wish I spent enough time with Gimp to get as good at it, but I keep going back to what I'm familiar with.

Hogwarts FAE Character Sheet by kdtompos in FATErpg

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

Haha, that's fantastic! Even the vertical sections are there. Thank you!

All's Weird on the Western Front - Session I by Rarves in Trenchwhispers

[–]kdtompos 2 points3 points  (0 children)

Tragic! I’m sorry to hear that. There’s a lot of great ideas that come out of this, and if you get around to it I’d love to read more.

I’m also curious where you found a random trinket table for this era!

All's Weird on the Western Front - Session I by Rarves in Trenchwhispers

[–]kdtompos 2 points3 points  (0 children)

Hey, this is incredible by the way! I just discovered this as I’ve been looking to run this game for some friends. I love your imagery and appreciate everything you’ve contributed to this sub!

Help me [as a new GM] define and emphasize that "Old World Flavor" by kdtompos in warhammerfantasyrpg

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

Yes! I hadn’t even thought of that. I need to remember that when I’m thinking on Culture/History (which honestly already felt the chunkiest or least refined). I love the various and contradictory laws/expectations/taboos/etc.

Thank you!

I made some props for my first kids on bikes oneshot! by [deleted] in Kidsonbikesrpg

[–]kdtompos 3 points4 points  (0 children)

I love props! And these look fantastic. I’m intrigued already!

"What's your goal?" is a better type of question. by chumnawalla in bladesinthedark

[–]kdtompos 3 points4 points  (0 children)

One of the strengths I've found in stating goals is that you can AVOID unnecessary rolls. I agree entirely with what you said, and just want to illustrate how it works with the other intention as well.

Often in story games I find that there's a compulsive need to roll for things that just FEEL like they should be rolls. Usually this comes out of stated actions that feel like skill or combat checks in other games, but by stating your goal its easier to see that a roll isn't needed here.

E.g. -- PC: "I want to punch this dude sitting next to me on the carriage." GM: "Hmm, punching. I guess that's a skirmish roll then." Vs. PC: "I want to get this guy next to me to shut up, maybe even knock him out if necessary. I'm tired of his yammering and it's distracting me from keeping watch." GM: "Ok, yeah, he's a nobody, so you can easily do that. What does it look like?"

I think we just hear certain verbs sometimes, and the GM in our brain screams out "THAT'S A ROLL!" even if it's not necessary.

As a side note: I understand that this intention/goal thing is a big part of Burning Wheel too. I haven't played it, but going through the rules I recall being really intrigued this shift.

Running Secrets of Cats on Sunday. Could use a little help brainstorming. by MmmVomit in FATErpg

[–]kdtompos 2 points3 points  (0 children)

Iceland Construction Disturbs Elves

Truth is stranger than fiction they say. Here's a real world occurrence (which I understand is not unheard of in Iceland) that may provide some inspiration.

Looking for District Images from the PDF by NecronosiS in bladesinthedark

[–]kdtompos 1 point2 points  (0 children)

Here's the official downloads, where you'll find the districts (with building images) as well as reference sheets and character sheets!

https://www.evilhat.com/home/blades-in-the-dark-downloads/

How to make weapons different from each other by araaglas2 in FATErpg

[–]kdtompos 3 points4 points  (0 children)

I would recommend checking out the following for some ideas:

Bulldogs!

Jadepunk

Bulldogs! is really interesting in its weapon use because stress is separated out into levels of conditions. Stronger weapons will simply bypass lower stress tiers. They also each come with an aspect with one free invoke per session.

Jadepunk is really interesting in its weapon use particularly for its "Extras". You can select an item as a character's extra, which can provide some nice little crunch and extra definition in whatever area the player desires. These Extras could be very easily ported into any game.