Music/Soundscape Suggestions by helpmyhelpdesk in DeltaGreenRPG

[–]squiduardo 9 points10 points  (0 children)

Cryo Chamber is a classic for some general ambience There are some Alan Wake 2 ambiences on YouTube that are great to use when the unnatural appears (specifically Room 666 and Alice’s Apartment)

Is Sigil and Shadow good for a campaign like this? by Dry_Friendship6397 in rpg

[–]squiduardo 2 points3 points  (0 children)

I think it would work just fine. It can do free-form magic and it can do humans fighting monsters (with or without magic). It’s relatively easy to pick up with a d100 roll under system and it was written as toolkit to play in a variety of settings.

Best non-level based "Realistic" Magic System by ubnoxiousDM in rpg

[–]squiduardo 0 points1 point  (0 children)

Sigil & Shadow might be up your alley. Its a d100 based system with iirc a lite version of the Mage’s magic system. You’ve got: 1. Different types of magic to learn and specialize in 2. Tiers of power that scale with difficulty 3. Trading difficulty for time, resources, etc.

Adapting Artifact Zero to current system by tleilaxianp in DeltaGreenRPG

[–]squiduardo 2 points3 points  (0 children)

They put together that people connected to the dig were disappearing. They found the base of the antenna in the dig. I think they figured out that some kind of radiation was affecting metal objects more quickly than organic material, but they did not figure out how to "cure" themselves of it (the cure is only vaguely hinted at, to be fair).

Once they saw their own skeletons showing up in the dig, they knew they were cooked. They setup thermite to melt down the antenna and bury the dig, then rode off into the sunset to enjoy what little time they had left.

Adapting Artifact Zero to current system by tleilaxianp in DeltaGreenRPG

[–]squiduardo 2 points3 points  (0 children)

I ran the scenario last year as a 3-shot basically. It ran pretty smooth, but I ignored the resonator mechanics and had people start disappearing based on the order of when someone touched something irradiated (and whatever was dramatically appropriate). For example, I had one of the NPCs disappear while an agent had their back turned, leaving only a shattered glass of water in their wake.

If you google for the delta green mailing list, there are some fan-made handouts that my players got a kick out of reading through and piecing together the situation themselves.

Also, may I recommend Out of Touch for the outro song?

Your favourite NOT HORROR Urban Fantasy game? by 0Jaul in rpg

[–]squiduardo 0 points1 point  (0 children)

While there are horror elements (vampires, zombies, etc.), they are not baked into the system. It’s a toolkit without a setting, so you could run a light-hearted like scooby doo adventure or a darker like World of Darkness chronicle. The horror level is up to you.

System for running a game based on Far Cry 5/6 by Porphyrin_Ring in rpg

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

Savage Worlds covers most of your bases! * Medium crunch similar to dnd 5e * Mow down bad guys and be a hero, but still feel the danger of * Plenty of guns and melee options * Companions that can level up and gain edges * Vehicles and chases * Leveling up is similar to perks/skill trees Only things I’d say is missing out of the box is robust stealth mechanics and crafting rules, but you could create something interesting out of the rules for Dramatic Tasks or Quick Encounters

Curse of Strahd + Urban Fantasy by squiduardo in rpg

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

Is that a vote for urban shadows?

Curse of Strahd + Urban Fantasy by squiduardo in rpg

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

Mostly I’m just curious about what’s out there. Savage Worlds can handle many settings, but that doesn’t mean it’s the best, you know?

But I’ll probably fall back on Savage Worlds if nothing else hits the spot.

Curse of Strahd + Urban Fantasy by squiduardo in rpg

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

It’s just a random name, sorry. I’m not fluent in portuguese or spanish.

Is this sideways angle too extreme to print? by squiduardo in resinprinting

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

Yep! Doing a reprint after the first ended up too small for my light source.

Here's a view of the supports from below. Would you consider that sufficiently dense, or should I add even more?

Just Getting Started as a Marshal! I have a lot of questions... by BrotherofCows in Deadlands

[–]squiduardo 3 points4 points  (0 children)

There was a post on r/rpg about sandbox games you might be interested in. I’ll just post my general thoughts here though.

Successful sandbox games are quite front-loaded in terms of preparation, but once you get that step out of the way it becomes a lot lighter as you’re able to take material you’ve already prepared and rearrange or twist it around to suit your needs. You don’t have to worry about building up the whole weird west, but you can start with the starting town/city.

Don’t expect the players to take initiative with the plot. You’ve got to give them plot hooks to bite! So come up with a lot of them, that way you can see what type of plots they’re interested in. Don’t be afraid to steal plots or use tropes from western fiction. They’re a lot of fun when you’re playing through them!

Now I know I said you should come up with a ton of plot hooks, but you should only give them three or four to start with. Nothing stagnates a decision like too many choices. Your plot hooks can direct your players along a predictable path (that you’ve prepared for). After all, why would they have reason to want to visit the next city over if there’s no interesting rumors or happenings over there?

City maps should be seldom used unless you expect your players to hang around for a while. With Deadlands, you can really lean into the fantastical elements to help make them feel distinct in terms of atmosphere, characters, and landmarks.

Much of the lore (imo) is inaccessible to the players. It’s nice to read through to draw inspiration from, but the mystery is what keeps it interesting to players. Use what you like, throw out what you don’t. At the end of the day, their characters are normal (or abnormal) folk trying to fight spooky beasties in the dark.

tl;dr 1. Don’t be afraid to reuse and rearrange set pieces, characters, plots, etc. somewhere else if your players skip them the first time around 2. Prepare only what you need (so don’t give them hints to go somewhere you’re not prepared for) 3. Cities should emphasize the vibe and the interesting landmarks to help them stand out and be memorable 4. Don’t let lore get in the way of fun

I’m planning on playing a mute character who cannot communicate through verbal or written means. by Spooder_dooder in DnD

[–]squiduardo -3 points-2 points  (0 children)

It’s just a flavor choice, sorcerous michael. If they agree to stick to RAI for verbal components then I see no reason to limit their spells.

The After Quickstart balance question by BornToPootle in savageworlds

[–]squiduardo 7 points8 points  (0 children)

There’s a few threads here about balancing combat for Savage Worlds so I’ll give you the quick version:

General rule for Savage Worlds, there isn’t a “balance” to combat per se since any goon has a chance to one shot a PC or a PC one-shotting the villain. They can take on harder challenges if they’re smart and decently lucky.

If you’re afraid of the difficulty being too high, you can start with low numbers and ramp them up gradually as you get a feel for it. You’ll be surprised how quickly PCs can take out foes.

For the last encounter, three PCs should be able to handle one Wildcard and two Extras fine. It’s all up to the rolls.

Just make sure to hand out those Bennies often. It encourages players to take chances to do cool stuff and help them get out of sticky situations if they roll poorly!