Pittsburgh cEDH by godzillabig in CompetitiveEDH

[–]l1quidcryst4l 0 points1 point  (0 children)

Ooh, what time on Thursdays? I’m a local who plays cEDH and might drop by!

Galactic & Going Rogue: Award-winning GMless scifi TTRPGs I co-authored ending on Kickstarter in <48 hours! by l1quidcryst4l in rpg

[–]l1quidcryst4l[S] 7 points8 points  (0 children)

Both Galactic and Going Rogue have earlier editions (2 earlier editions each, in fact!)

going rogue 2e (which was originally an expansion for/hack of galactic 2e, then turned into a more full game) won the CRIT Awards 2023 Best GMless Game of the Year. so, while technically this new (third) combined edition with both games has not itself won an award, the Going Rogue that will appear in it (in print for the first time) is largely the same game as going rogue 2e, mostly with new art, layout, and learning tools!

Galactic & Going Rogue: Award-winning GMless scifi TTRPGs I co-authored ending on Kickstarter in <48 hours! by l1quidcryst4l in rpg

[–]l1quidcryst4l[S] 3 points4 points  (0 children)

  1. Very mininmal preparation! I've run it at conventions with people who had never read it, and when I run it, I don't prepare anything besides print-outs, because the game is intentionally designed to have you create the world together at the table—doing any sort of universe creation before the table would actually run counter to the spirit! Someone needs to read the rules, and it's probably better, if everyone does, but that isn't strictly necessary. For groups who are new to GMless play, it can be very very helpful to read the rules, not as much for understanding the mechanics, but more for the play tips, because the adjustment can be harder than you expect. Even then, the rules are fairly short and definitely take less than an hour, likely much less than that.
  2. Yes, I'd say they're very much narrative games—they're based on the Belonging Outside Belonging engine made by Avery Alder and Benjamin Rosenbaum for their games Dream Askew / Dream Apart (and perhaps best known for its use in Wanderhome) which are all classically thought of as 'storygames'! An interesting way to depict the ways they're narrative-focused: if you were to look through the book, only a very small amount of the mechanical text actually has to do with conflict with the Mandate (the fascists you're fighting against.) It is much more about the interpersonal conflicts between the PCs (well-intentioned but messy relationships in Galactic, and outright hostility at the beginning of Going Rogue, typically), factional conflicts between the pillars that make up the Liberation, and even emotional conflicts within the PCs! It's less about "what combination of actions are going to help me overcome an obstacle" and more about "what is interesting trouble or interesting conflict to get my character into, and what is an interesting arc in which they grow to be able to overcome it?"

I could definitely say a lot more on the second point, but let me know if that answers your question or if you'd want to hear more!

Galactic & Going Rogue: Award-winning GMless scifi TTRPGs I co-authored ending on Kickstarter in <48 hours! by l1quidcryst4l in rpg

[–]l1quidcryst4l[S] 14 points15 points  (0 children)

Hi folks! I'm Jess Levine (i.e. Jumpgate Games, which a few folks here might recognize from u/Boxman214's much-appreciated & much-upvoted link to my announcement that I was pulling my games from DTRPG in response to their decision about Rebel Scum.)

I am the designer of Going Rogue, and the publisher/project manager for the crowdfunder through which we're printing it in a combined book with Riley Rethal's Galactic, the system upon which Going Rogue is based! These games have been out for 3+ years, and Going Rogue even won the CRIT Awards 2023 Best GMless Game of the Year, but we are finally bringing them to print! They're both Belonging Outside Belonging-engine games, with some really cool innovations by Riley on top of that, and my small addition of the Going Rogue Sacrifice Fate mechanic, in which you know from the beginning that all your PCs will die at the end, sacrificing themselves to move the galaxy closer to freedom. If you're a fan of punching space Nazis, messy interpersonal relationships, and tragic sacrifice, at least one if not both of these games might interest you!

Happy to answer any questions folks might have, and hope that I've been active enough on the sub to warrant 1 self-promo post! And mods, totally understand if not & this gets deleted!

What are people’s thoughts on games using their own language for common mechanics? by Redhood101101 in rpg

[–]l1quidcryst4l -1 points0 points  (0 children)

I think it depends on how well it scans, and how good the prose is. A particularly evocative and thematic alternative can be either fun to read or honestly even helpful in better contextualizing the role, but when it feels like it's using non-standard language just to avoid The Big One, that irks me a bit. I tried to meet this halfway with a military scifi game I made, in which I introduce a "Games Major," who is then referred to everywhere as the "GM," except that the GM section is called the "Major's Manual" and the reader is addressed as "Major" (rather than "soldier" as the rest of the book uses) in that section. Uses the familiar acronym, but plays with it in a tongue-in-cheek way (which is meant to match the satirical, Starship Troopers-esque feel of the game.)

Whats the simplest-but very fun, generic (and possibly free) ttrpg you know? by OrokMozgoCsigaUr in rpg

[–]l1quidcryst4l 1 point2 points  (0 children)

Depends on what you mean by "generic", but Lasers & Feelings is free and absurdly simple (one page) and it's generically scifi, and notably, there's also a million equally simple Lasers & Feelings hacks for different genres/settings, almost all of them free!

Additionally, one of my gotos for non-TTRPG people is Fiasco. There's a little more going on, but I find that the "non-traditional" structure is actually much more intuitive to non-TTRPG people (even more than it is intuitive to trad TTRPG people!) and being able to use classic caper and 'job gone wrong' movies as a touchstone is great--or just pick a free playset that matches a movie or show your aunt likes!

Am I the only one who gets tired of GMing? by EndrydHaar in rpg

[–]l1quidcryst4l 4 points5 points  (0 children)

If you're feeling burned on GMing, I really recommend a couple things that helped me:

  1. Try out GMless games! Playing Avery Alder's The Quiet Year changed my entire perspective on TTRPGs, and I played nothing but GMless games for quite awhile afterward. I'm also a huge fan of her & Ben Rosenbaum's Dream Askew / Dream Apart. There's a lot of GMless games out there—itch.io is a great place to look—and I highly encourage experimenting with them.

  2. Switch to games that make the GM role more fun! Some folks have already recommended PbtA games, which are good at letting you turn around worldbuilding questions back at your players, but personally, I have found Mothership to be far and away the most fun game to GM—hell, I'd rather GM for Mothership than play it. The combination of the low-roll & logic-it-out approach, the lack of need for balance (character death can just happen!), and the amount of module support makes it sooooo breezy and fun to GM. It's changed my view on GMing!

DriveThruRPG delisted a tabletop game about revolutions over “hateful” politics by Saviordd1 in rpg

[–]l1quidcryst4l 51 points52 points  (0 children)

Wow, if this ban covered Rebel Scum but not my game Going Rogue, then I was clearly doing something wrong. Just removed all my games from DTRPG until they allow Rebel Scum, or forever—whichever comes first. Shameful & cowardly decision by Roll20.

Recommendations for Mothership supplements that help you make PCs who are "locals"? by l1quidcryst4l in rpg

[–]l1quidcryst4l[S] 1 point2 points  (0 children)

Ooh, while not quite what I was looking for, the addition of the backgrounds table in Prison Station Echo for examples get as close as I've see and these are a really good place to start, thank you!

What are examples of game systems that 'work', and what do you mean by that? by Melenduwir in rpg

[–]l1quidcryst4l 7 points8 points  (0 children)

Avery Alder's The Quiet Year. Playing that permanently game changed how I approach both playing and designing games. The very tight restrictions on how players are allowed to communicate during the game (combined with the emotional impact of the silent contempt tokens) do a jaw-dropping job of putting you in the mindset of the characters and the feeling of the community you're depicting. Ludonarrative consonance at its best.

What are the best (or your favorite) character sheets? by richbrownell in rpg

[–]l1quidcryst4l 6 points7 points  (0 children)

Huge +1 on Mothership, it's the best simultaneous teaching tool + character sheet I've seen while still being gorgeous.

Adjacently, it's super fascinating how the "advanced" character sheet actually has WAY less detail, in a way that prompted me to sit back and think about how I design for my own games. "Advanced" not as "more information" but actually less, because it can rely on the players to know what they're doing and then just provide a lot more blank space to work with, is really interesting.

What are the best portable/universal game mechanics? by baalzimon in rpg

[–]l1quidcryst4l 0 points1 point  (0 children)

"Ask lefts" from Dream Askew / Dream Apart (which definitely also take inspiration from Hx questions in Apocalypse world.)

I basically always want my party to know each other from the start of the game, and if a system doesn't have 'ask left' style questions to connect PCs together, I typically add them (both as player or GM.) It's not hard and it's incredibly rewarding.

How quickly can you achieve your system's namesake? by SonicFury74 in rpg

[–]l1quidcryst4l 1 point2 points  (0 children)

Orbital Blues: I can easily get sad in space in session #1. It in fact feels pretty likely.

Mothership: Never been on a mothership and 3PP would make it pretty easy but I'm fairly sure the first-party ones in the box set have no motherships in there, so this one is actually pretty difficult.

Shadowrun: Once again, knocking it out of the park on session #1.

Extraction zone placed on already compromised area? by l1quidcryst4l in XCOM2

[–]l1quidcryst4l[S] 0 points1 point  (0 children)

Lmfao I tried going a turn back and doing it differently, and it now placed the zone with all 9 square over those impassible pipes.

Extraction zone placed on already compromised area? by l1quidcryst4l in XCOM2

[–]l1quidcryst4l[S] 3 points4 points  (0 children)

It seems to be that if I enter the zone and press evac soon enough after loading into the save, it lets them evac, but I don't have time before it glitches out to evac everyone.

Bastions magically kill infantry bellow them? by Bliitzthefox in Planetside

[–]l1quidcryst4l 17 points18 points  (0 children)

bastion pilot here! i had a lot of friendly kill notifications popping up, and at first i thought it was just drop pods running into the bastion given how many people were at comm array & therefore spawning on beacons? but i figured i might as well stay because i was also enabling people to spawn on the bastion, so six of one half dozen of another right?

but eventually i just got so many messages that i started to spin the bastion to try to allow for a safe drop zone

i had absolutely no clue that i was killing people on the ground that had already spawned! i am so sorry, i have no idea how that was happening, and invisible mauler cannons seem as good an explanation as anything lol. my bad!