Imagine overworked spacer researchers being forced to fight megacorp soldiers, explode dams, and steel back relics from museums for their original peoples.
All because academia doesn’t pay… so gotta become a space mercenary.

seen from Serbia
seen from United States
seen from Brazil
seen from Germany
seen from China
seen from United States
seen from South Korea

seen from United Arab Emirates
seen from Germany

seen from United States
seen from Russia

seen from United States

seen from United States

seen from Türkiye
seen from United States

seen from Türkiye

seen from United States

seen from United States
seen from United States

seen from Malaysia
Imagine overworked spacer researchers being forced to fight megacorp soldiers, explode dams, and steel back relics from museums for their original peoples.
All because academia doesn’t pay… so gotta become a space mercenary.
So, new idea for a ttrpg, incredibly underbaked. The game is centered around establishing truths about the narrative, and paying those truths off.
Each person is playing a character in a story, and the game part of it is this, "the GM introduces a thematic element, maybe even multiple thematic elements that the party has to pay off." So, each player can set up truths in the world. These truths would be divided into different chategories. Weather physical "I have a gun!" personal "my past is tragic" weaknesses, such as "I'm a horrible shot" Thematic "this is a love story" (these can also be genre, age rating, etc) the idea is, rolls don't actually determine weather or not you succeed, but weather or not you can successfully establish these elements. Eg, rolling yes and gives you "Yes, I'm establishing that I have a gun, and that I "
and later, you, or other players, can help you establish those truths "quick, you friend, shoot him with your gun!"
and then later, you could pay something off "Im gonna shoot the villain while they are monologing by using my gun!" but, different tasks the party may want to acomplish in the narrative, would have different narrative weights to them. The highest you can get it 4. that means to accomplish that task, you would need to payoff atleast one from each chategory. shooting the big bad evil guy, may only be accomplished, if we are paying four truths, such as.
Physcially "I have a gun" Emotionally "Im decisive." Flaw "Im impatient" and thematically "Justice must be reached" Which means, I would need to have established, and reinforced, those 4 things throughout the whole of the narrative. if i was developing it out, it would have some sort of metacurrency situation, that would allow you to like, subvert pre-established things or automatically develop things or whatever else. My thought it would be "coins" which turns a d4 chart of "yes/no. and/but." into just "yes and/but" and which can be spend to try and subvert/deepen themes and stuff, and details and whatever else.
Cats of Lunar Concept.pdf
Cats of Lunar TTRPG Concept:
Not too long ago, I went crazy (shocker), and I want to fuse some of my favorite things together - tabletop RPG and Warrior Cats, so I did! Or attempting to.
🌸 This is a BARE BONE concept for a TTRPG that is influenced by Warrior Cats, but a stand alone thing. It's also influenced by other fictional animal stories and fantasy games. I wanted for people to be able to PLAY a WC roleplay game, but could also just play a RPG about cats. :)
🌸 Right now, I have the character sheets and character building mostly worked out and some combat explanations worked out too.
🌸 If interested: PLEASE read! I think this would be kinda niche but kinda cool. I'm just doing what I love which is Game Mastering stuff.
- Pink
Concept for a royal transportation aid for The Alignment of Planes
Changelings are creatures of two worlds.
Beings of living story from the Meadow, and of cybernetic sciences boarding the arcane from the city of Else.
Their two halves are represented in their Frame and Reverie.
Their Frame gives them access to technomancy, mechanical resilience, and the cybernetic gifts to survive and navigate Else. It is purpose and form. It is what they were rebuilt into by their Elsian captors. It is their body.
Their Reverie gives them access to witchling charms, talents, and flashbacks. It is longing and self. It is who they were, before lured or taken from the Meadow, and remade. It is their heart.
And both are neaded to have a chance at making it back to the fields and towns of their past.
Dumb TTRPG attribute idea. Fate, Destiny, and Doom.
Fate (The Machine): The consequence of choices and patterns.
Doom (The Beast): The conscience of raw emotions, desires, and flaws.
Destiny (The Story): The consequence of greatness, of filling a role in a story.
Two player, no GM, antagonistic TTRPG concept.
One player is the Monster. An unwilling victim… and now a perpetrator of violence and horror, clinging to survival and to who they were.
The other player is the Hunter. A loved one of the “victim” who now must hunt them so they may die as a human, protect others, and preserve their loved one’s memory.
TTRPG Prompt/Concept:
The party are all ghosts haunting a location (house? shopping mall? castle?) and the NPCs are a typical ghost hunter/investigation crew
Hiding or haunting - that’s up to the ghosts