Awful idea, don't do this.
Run a Rimworld TTRPG campaign using Delta Green, and having sanity loss for things like "Ate without table" "Ate raw food" "Observed a corpse".

JBB: An Artblog!
h
Monterey Bay Aquarium

izzy's playlists!

PR's Tumblrdome

Kaledo Art
🪼
almost home
Sade Olutola
i don't do bad sauce passes
taylor price

shark vs the universe
Aqua Utopia|海の底で記憶を紡ぐ

❣ Chile in a Photography ❣

Product Placement

Janaina Medeiros
Mike Driver
Peter Solarz

No title available
sheepfilms

seen from United States
seen from United States
seen from United Kingdom

seen from Türkiye

seen from Switzerland

seen from France
seen from United States

seen from Türkiye
seen from United States
seen from Japan

seen from Germany
seen from United States

seen from Saudi Arabia
seen from United States
seen from United States

seen from Malaysia
seen from United States

seen from United States
seen from Brazil
seen from Türkiye
@raving-luna
Awful idea, don't do this.
Run a Rimworld TTRPG campaign using Delta Green, and having sanity loss for things like "Ate without table" "Ate raw food" "Observed a corpse".
My Toxic Ex (D&D5e)
So, there's a thing called Neon Odyssey coming out. Which is gorgeous. The art is amazing, it has a super cool music video promo thing. It's so cool. But it's D&D5e. I'm going to run it, at least once, but I'm going to be annoyed the whole time because it's 5e. It's not even a clever retooling or heartbreaker, it's just literally D&D5.5 with some very bright paint on top. And this has me thinking about one of my biggest disappointments: Starfinder 2e. On paper, it's everything I could want. The art is amazing, and the options and abilities sound cool. The system just falls flat for me. It doesn't feel cool in play, it feels like homework. And this got me thinking... D&D5e is like a toxic ex, who swears he's changed (he hasn't), and even though I know I'm going to regret it, I keep choosing him. Meanwhile, Starfinder 2e is like the really good guy, who has his shit together, and would treat me like a princess, but I just don't like him that way. I just don't have those kinds of feelings for him. So, I will have one more fling with D&D5e, before finally growing up and setting some boundaries. While lamenting the fact that Starfinder 2e is more like a brother to me, and that's not enough to build a relationship on (it's not fair to him, and it's not fair to me).
Sleeping Citizen
I'm playing Citizen Sleeper again, and it got me thinking about my next campaign (just started one, but there's always a next one). I've been thinking about running a dystopian sci-fi game anyway, since I've gotten my friends a bit interested in the genre.
My first impulse is to run Mutant Year Zero in space. It's got that grindy sort of feel to it that I think captures Citizen Sleeper. There's the stat degradation in both, with Regen being a stand-in for Stabilizer. People getting worn down, and needing to save to be able to keep themselves functional is a pretty great campaign motivator. I'll probably also borrow clocks from Scum & Villainy. I could just run it in S&V, but I don't think it gives quite the same level of satisfying grind. I don't want daring heroics, I want people who are being ground into nothing trying to spend what little they have to save what they can for as long as they can. This is going to be a campaign of tough choices. Who can you help? What will it cost? What are you willing to do, to lose? Maybe there will be a happy ending. Maybe they will burn out. The flame that burns twice as bright burns half as long.
Dragonbane, or "Free League, you've done it again."
Okay, so, when Forbidden Lands came out, I thought it was another OD&D clone. More of the same, and was like "Why would I need this?" Then I got the PDF for free because Free League was giving them out (I think for Black Friday or something). And, Forbidden Lands does have a that old school feel, but it's so much different than the other games that try to give that same experience. I was blown away, and that one free PDF has resulted in me spending way more money than I ever expected on MYZ related stuff. Then Dragonbane came out. "Everyone" has been talking about how amazing it is. I checked out the quickstart, and was kinda "meh" on it. It's like a less deadly Forbidden Lands, I guess? So I didn't really think about it much. Then I was thinking about running something, a bit higher power than Forbidden Lands, but not D&D5e. I took a look at Dragonbane again, and there happened to be a sale on the Foundry modules for it. I was waffling on whether to nab it, but I found out they have extra kin in the bestiary, so I decided to grab it and the core. What can I say, I like having a decent number of playable kin to worldbuild with. Speaking of worldbuilding, as I dug in, I struggled to find the setting details. There just, isn't any? That's fine, I guess, as long as it's easy to work with. But there a bunch of adventures. How do they have adventures with no setting? But here is setting, there in the adventures. It's pretty open and flexible, and can be ported to a homebrew setting pretty easily, but there's a decent amount of lore in there. Even more so in the Path of Glory adventure (which I ended up grabbing too, after seeing how good the Secret of the Dragon Emperor is). Speaking of Secret of the Dragon Emperor, which is the set of adventures included in the Dragonbane box set, it is probably the best published adventure arc/path/campaign I have ever read. Which, may not be saying a lot, because I often hate published adventures. But not these! I'm not going to put any spoilers here, but it's a very sandboxy style, that gives players goals and direction without forcing them down a specific path. It's also just really well written. Reading through it I felt like it was very lean, only giving you what you needed and little else. And yet, I don't feel like anything is left out. They will do things like have only a paragraph for an NPC, but you know what they look like, what their goals are, and why they are in the situation they are in. It's beautiful. Each of the locations is very interesting, and they often aren't combat focused (though there is danger everywhere). I couldn't put it down, I just had to keep going to the next to find out what cool stuff it had in it. I feel like that should translate very well into the players wanting to explore these places too. It's just really cool and I can't wait to run it.
Hex vs Square grid
I actually use both, but each for specific things. For man-to-man combat, I use square grid (if I use a grid). It's just simpler. If I want better accuracy instead of simplicity, I don't go for hexes, I go for measuring. Hexes are still an abstraction, they just aren't a simple one. For larger scale combat, with vehicles or mechs, then hexes start to look appealing again. Now that increased detail and complexity is good, while still being substantially simpler than just measuring. Explosions and the like are nice, but it's especially useful for things like firing arcs and facing. For travel maps, it again depends on the scale. For somewhat small maps, with one mile per shape, I think squares are best. Again, it's the simplicity, since you don't need to be so noodly about it. For larger scale maps, I have been sold on the 6 mile hex map. I read a blog about it, and have been using it ever since. It can be scaled up very nicely as well.
Mutant Year Zero videogame
I want a Mutant Year Zero videogame. Okay, technically I already have one. But just about the only thing it shares with the tabletop version is the setting. It's not even really like an RPG, let alone a TTRPG. I want the character creation, I want the base building, I want the hex-crawling, I want to survive and expand in a post-apocalypse in that very noodly way. And I don't just want the base MYZ, either. I want the whole thing, MYZ+Genlab Alpha+Mechatron+Elysium. I want to be able to move from one to the other, and I want them to interact in interesting ways. Right now, I think the closest I have to that is Rimworld, but I have put so many hours into it that it's kinda tired. I also liked NEO Scavenger, which is great, but limited. I've tried Project Zomboid, Kenshi, and Caves of Qud, but just couldn't get into them.
3D Printing confession
Okay, so I have a bit of a confession to make. I have a resin 3D printer... and I haven't used it. In fact, it's still in the box, unopened. I'm kinda scared of it. 3D printers, especially resin ones, just seem so finicky, and I'm worried I'm going to mess something up and it's going to be ruined before I ever manage to get anything printed. It seems so cool, to just be able to print minis whenever I want. And I know some really awesome creators that make fun models to print. I'm just so intimidated. Every time I look into it I see stuff like "300 things I wish I knew before I started 3D printing", and then it's hours and hours of them talking about all these little tiny things and how they can damage the printer or mess up the prints. Someday, I will get up the courage to give it a go.
Liminal Horror - based on a true story
As you reach the corner of the hallway you look back. Where you came from and where you were going are identical, and you aren't sure which is which anymore. You have been sitting here for a long time? There is no windows, no clocks, only a tv playing the same show over and over. The show existed before you were born, but maybe it only exists in this room. They have forgotten about you. As you move up the stairwell you hear a door open down below. There is running up the stairs. The footsteps are too fast, are they moving out of fear? anger? You look over the railing, but you can only see indistinct shadows and you start to feel vertigo. You move faster up the stairs, but the footsteps get closer and closer. They are only one floor away. You hear another door open and close, and the running stops. There is no one here. There can't be anyone here. You hear muffled talking. You enter your room. No matter where you go, the room is the same. You move things around to prove to yourself that this one is unique. When you come back, everything is back in its place. Is it the same room? It is always the same room. You are on the 7th floor. You know you are on the 7th floor. You enter a room, but the room is on the 13th floor. - These are all based on my experiences traveling with my parents for work in the 90s.
Return of 80s PG-13 Horror - the campaign
So, I want you to think about something. Have you ever noticed how absolutely insane 80s horror movies were? Like, they were both crazier and somehow more believable than anything anyone does anymore. There was a strange sort of magic that existed in the 80s, and it was not good. At best, it was mayhem. But it got so much worse than that. What if, the reason we stopped seeing that sort of thing, is because someone locked it all up. There was some convergence, some great thing, and all the absolutely insane evil weirdness that existed in the 80s got locked up in a box at the bottom of the ocean or something. (This, of course, left the sleeker darkness of the 90s being the only evil still around). The more "looney toons" evil had to follow the rules that locked it up, but the earlier and later horror stuff did not.
Then, what if it broke free. All that madness and evil let loose on the world. Who would fight them?
Mist Engine vs Fate
People often say that the Mist Engine games (City of Mist, Otherscape, Legend in the Mist) are like Fate. Some even going so far as to say they are just Fate with a 2d6 resolution system. I don't agree.
Yes, Fate has aspects, which are superficially similar to the Mist Engine tags. However, the only similarity, really, is that they are something you write yourself to represent something about your character. The way the game mechanic is used is completely different.
Fate has skills (or approaches), and they are the core of what your character is or isn't good at. Aspects are secondary and function to augment the skills. Tags, and statuses (which are just more elaborate tags), are the foundation of how the Mist Engine runs, and also the building blocks which the whole thing is built with.
Fate also has Fate points, and the Fate point economy that goes with it. Fate aspects don't really need to be balanced. The fact that you have to spend a point to activate them keeps them from getting out of control. Mist Engine has no such limitation, and they require everyone to understand how they are meant to work and keep them within reasonable usage limits. You also only typically get a handful of aspects in Fate. Characters start with around 20 tags in Mist Engine games, and it goes up from there.
I think a much better comparison would be something like Freeform Universal or even Risus. The problem, of course, is there are a lot less people who know about those systems.
My “fix” for Mechatron
There was something I really didn't like about the Mechatron campaign for Mutant Year Zero. The premise is that there is a city where all the people died off, but the robots that served them continue on. The robots start becoming sentient, and there is a rift between them and ones that see this as a problem to be fixed.
However, there is a type of robot that looks human, and is sometimes even specifically designed to infiltrate and take the place of humans. So, how did the robots ever find out the humans were gone? Wouldn't the human-like robots just be living on as the people, with the robots being none-the-wiser? And if not, wouldn't there have been an event to make that not the case? I don't know. It just seems like a gaping hole in the logic of the setting.
I already came up with a solution though. I just run Mechatron and Elysium together. In Elysium, there are plenty of robots, and the people are being oppressed anyway, so why not have some robo-hate thrown in the mix? You can have robots on the team of Justicars that are operating in secret, but instead of sabotaging the investigation to benefit their house, they are sabotaging it to help protect sentient robots. Also, I think having other options, like instead of supporting your house, you are supporting the rebellion, is a nice change up. You could also just have an obvious robot in the group that is following orders, and could deal with them trying to hide their sentience (or making deals/alliances to keep their secret), and possibly trying to help other robots.
Boardgames for RPGs
There are some very cool boardgames that have mechanics that would be very interesting to use for RPGs.
First thing is Five Parsecs from Home, which is a miniatures wargame. It has a really amazing enemy intelligence system that lets it be played as a solo game. Lots of wargames/boardgames have solo rules or enemy intelligence, but 5 Parsecs' rules are especially good, adding lots of flavor to how enemies act without adding a lot of work or "crunch". Not only is it great for solo gaming, but I think it works really well as a guide for newbie GMs. I was teaching someone recently how to GM D&D5e, and it was going really smooth until we got to running enemies in combat. They didn't have a wargame background, so all the tactics and strategy stuff is new to them. Now, if they had 5 Parsecs they could use that AI system to run enemies in combat, and that would at the very least give them a baseline that they could use if they want and ignore when they don't.
Firefly Adventures: Brigands & Browncoats is a miniatures boardgame that plays a lot like an RPG. It does "heists" (or whatever kind of clandestine activity) in a really interesting way that really fleshes it out. Pretty much everything it does could be used in an RPG, and it could really make sneaking around more exciting in "traditional" RPGs (stuff like Blades in the Dark doesn't need it). The initiative system is really interesting as well, and it helps make sneaking around tense as you're on a very engaging clock.
Pulp Alley is a miniatures wargame that has some amazingly creative scenarios. It's a wargame, but depending on the scenario, you might not be fighting anyone. Some scenarios are about meeting up with an informant before the enemy finds them. There's some where you are investigating a murder. There's quite a few where you are exploring somewhere, like a ruin or a jungle. It also has really great solo rules (and the thing is, the solo rules from these games have a vastly different feel than the solo RPGs I've seen). It's kind of funny, since it's so much like an RPG, the author decided to make an RPG version, so he asked the community what the game needed in order to be more like an RPG. No one could think of anything as it's basically all there already, so they scrapped the idea.
Battlestations 2e is a miniatures boardgame that is very much like an RPG (so much so I'm not sure where the line is). It has an amazing spaceship battle system, and is better than any RPG spaceship system I have ever seen. It's actually what the videogame FTL: Faster Than Light was based on. It's funny, because even though it never claims to be an RPG, there is a rule in the book where the author says "You will never need this rule if you are playing this as a boardgame." The only time it would possibly be useful is if you had a GM running it like an RPG.
Deadzone is a miniatures wargame/boardgame (there's actually some disagreement on what it qualifies as) and it has the BEST grid/measurement system. Period. So, the game uses 3" by 3" cubes. When you move to a cube, you can position anywhere within that cube. This gives you all the best qualities of grid and non-grid measuring, while actually being faster and easier than either. Which, includes making the use of 3d terrain extremely fun and easy. It's also the game that taught me why 3d terrain is so much fun, which is "true line of sight". TLOS is the most fun and immersive way to check for line of sight and cover, and really makes cool looking terrain feel useful and important. Definitely not as big of a deal for non-shooting games, but I still think it adds a lot.
Frostgrave/Stargrave has an amazing system for what I'm going to call "light PvP". It's mostly designed to be versus, but also has coop and solo modes, but the important thing is that the PvP isn't required, even in a normal game. The objective is to raid the ruins and get the loot, sometimes fighting NPCs and monsters. You want to attack the other PCs? Go for it, but that doesn't mean you are going to "win". You can focus on being defensive, or sneaky, or tricky, and not necessarily worry about how killy your team is, and still have a great time and even "win" (being aggressively killy can work too though). There are also some great campaigns, including some that are pseudo-coop (basically, everyone has to work together if they want to survive).
I could go on and on. Scenario design from Rangers of Shadow Deep, Rogue Stars being basically a great sci-fi RPG (though you have to drop its super cool initiative system), running investigative campaigns using 5150 New Beginnings PI, etc.
GM vs System power
I just realized something that I have been feeling lately, but haven't really been able to put into words until now.
The OSR scene has changed. When it first started picking up a lot of momentum, it was largely focused on people making things. A horrible but smart person called it the "DIY RPG" scene. It was all blogs with bits of games and hacks and weird little systems.
Now, it is dominated by "purists". B/X is recommended to the point of exclusion. OSE, I think, played a bit of a role in this, but it's not just that.
This is really very obvious when you look at the split between OSR and NSR. People creating new things, and exploring new ideas, no longer felt welcome in OSR spaces.
Too many OSR people think "if it's 'new' it's not 'old' so it obviously doesn't belong in 'OLD School Revival '". But, exploring new ideas is core to the hobby, and has been there since the beginning. Part of OSR was going back, but it was also about putting the power of the design back into GM hands. That's one of the major cultural shifts with D&D3.5. Unified rules where everything has a rule, and the players feel like they are invested in those rules.
D&D 5e went through sort of the same arc (maybe every edition has, with perhaps the exception of 4e).
When it started, it was all about natural language, and rulings over rules. They even kept a slow release timeline so as not to have it become bloated too quickly. But bloat it did. And once again players are investing in the rules instead of the worlds their GMs are presenting. People stopped relying on GM judgement and started considering "Sage Advice" as official rules errata. The 2024 version of the rules are an extension of that. They lock down on the nebulous bits, hard coding the rules more.
Perhaps this is just the natural lifecycle of any rules system large enough to perpetuate itself the way D&D does.
I loved 5e. Still do, really. I'm just tired of running it. Not really because of the rules themselves (though, that's part of it), but because the rules are "known". The players don't play in my world, they play 5e. The players don't interact with my world, they interact with 5e. The players aren't invested in my world, they are invested in 5e.
This is why, often, when someone really gives my campaigns a chance, they don't usually mind trying new systems. Because the system is just a vehicle to present my world, and they trust that my world will be good.
This really goes back to why I started working on my “Rage Bait” campaign. It's not really new. I started thinking about it years ago. It comes from a desire to get back to what I loved about 5e. It both builds on the system's untapped potential, while also shedding some of the parts that I feel have become restrictive.
I do want what happens to surprise everyone at the table, the players and me both. But, an important distinction is that even though none of us expected it beforehand, it feels like it fits. "Of course!" my players say, about something they did not expect. It should seem obvious, in retrospect, but ONLY in retrospect. The 20/20 vision of looking back should be able to trick them into thinking it was the "right" answer, but when it is in front of them, they should NEVER feel like there is one right answer. It should be a bit of paradox, a bit of Schrodinger.
It feels like so much to ask for. I would think it was ridiculous if I hadn't done it so many times.
I think there are a couple problems that occur.
One, is that when finding new people to play with, they don't often have this mindset. They essentially have to unlearn their experience with other GMs. This is almost definitely why I do better with players who are completely new to the system, if not the entire hobby.
The other problem is that over time, that 20/20 hindsight starts tricking them. They stop believing that anything was possible. It is easier, I think, for them to imagine I manipulated them into choosing the correct path, instead of believing that I could do what I do without one. Especially, I think, when they go and see that almost no other GMs are giving that kind of freedom.
This is kinda like how people are when they talk about Critical Role, and other entertaining actual plays. They think "they must be scripted because I have never been that entertaining without a script". Which, to me, is just sad. I don't even think Matt Mercer is that good of a GM. He does great voices, and is a great and dramatic actor, but the actual nuts and bolts of him running the game aren't anything I haven't seen before.
D&D Masked Heroes
Okay, imagine this: a classic D&D style world, but the humans defeated all the monsters long ago. Magic is illegal, and no one really practices it anymore. The only monsters that have survived can either disguise themselves, or hide in places humans don't want to go (like sewers). Now, imagine you are a good aligned monster living among the humans, and you witness a terrible crime taking place. It just so happens that because you are a monster, your supernatural abilities make you well suited to stopping the crime. Boom, D&D monster superheroes. This could even be done in a modern setting, but with D&D-style monsters. Or, just a straight up Urban Arcana (Shadow Chasers) campaign.
Space opera system musings
I am considering what system to use to run my next campaign. I am a little burnt out on fantasy, so I am probably going to do something sci-fi. However, my players don't want it to be depressing, so I can't lean too heavily into Cyberpunk or Post-apocalypse stuff. I want to run something more narrative focused with lots of creative freedom, but I am a little apprehensive about trying to find new players with that kind of system.
Here are the top three I am considering at the moment:
Otherscape - a Mist Engine game. It's incredibly flexible, and I would run a Space Opera campaign with it. However, it's incredibly dense, and takes a lot of skill to run and play well. Characters can be so interesting, though, with how themes work.
Star Scoundrels - a space opera version of Freeform Universal. This is basically "Otherscape Light". It has all the freedom of Otherscape, but is a lot lighter, and simpler to run/play. Characters are not as deep/detailed as Otherscape though.
Scum & Villainy - space opera hack of Blades in the Dark. Much more focused than the other two. This might make it easier to get new players on the same page, but sacrifices some of the flexibility. It's a really good system though.
Andor/Rogue One in MYZ
I watched Andor recently, and rewatched Rogue One. They are kind of my "ideal" Star Wars. I'm from the era of the original trilogy, plus all the cool extended universe stuff, and a lot of it was that very gritty Empire-era version of Star Wars.
Jedi were, at best, myths and legends. People were struggling under the authoritarian rule of the Empire. Crime was just a part of life for most people. Technology was advanced, but also somewhat decaying. The prosperity and infrastructure of the Republic (which was crumbling already), was being crushed by the hand of the Empire. Being a hero often meant doing bad things for good reasons, and facing horrible odds that you have to overcome with skill, cunning, wit, and a bit of luck.
Obviously, this makes me want to run a campaign like this.
I've been considering different systems to use. But there is a certain level of grit and desperation that I want, but without just having characters constantly die, and I think Mutant Year Zero might be the best choice.
First, Elysium essentially expands to become a blueprint for the Empire. Different cities and colonies can have different leaders and groups vying for power, and can have different levels of control and production, but the framework is there and can be adjusted as needed.
Droids are covered by the robots of Mechatron. The droid characters really need almost no changes.
Aliens can be covered by mutants. I think I'd mostly like them covered by the Animal Mutants, because of the whole changing mutation bit, but I'm not sure.
Jedi are covered by Psi-Mutants from Hotel Imperator. I think I even have an idea for tapping into the Dark Side for more power.
It has spaceship rules in Ad Astra, and even though they are limited, I'm probably not going to want to focus on spaceship battles anyway.
For the Human Mutants other than Psi-Mutants, I'm not sure if I want to include them for the near-human aliens. The stat decay and shifting nature of the mutations is something I'm not sure I want. I have an idea for changing it, but I think I may just decide not to bother with it.
MYZ is really nice because while there is very powerful gear, it's somewhat unreliable, and decays pretty quickly. Sure, you can steal some Stormtrooper armor, but pretty soon it's going to be more of a hodgepodge version that looks like it *used* to be Stormtrooper armor. Vehicles and weapons need constant repair, and everything has that "used" feel to it.
I also think I could adapt the rebellion system from Gen Alpha as a framework to help give rule structure if the players start going around freeing colonies from Imperial occupation.