mythic bastionland is so awesome
I'd rather be in outer space đ¸

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Not today Justin

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@themushroompress
mythic bastionland is so awesome
REST IN PEACE John Blanche. Warhammer and its fans owe a debt to his art.
Commissions open for June (5 slots). Check the link in my bio for more info and to submit your request.
Heyyyy! I'm about to buckle down for a survival-focused D&D campaign. Now D&D isn't ideal for this but I'm stuck with it for the rest of the year, however I would LOVE to know if you have recs for survival-focused RPGs. Thinking heavy on food/resource management; tracking and foraging mechanics; less about the fighting and more about providing for the group. Any ideas?
THEME: Survival Games.
Hi friend! One genre that really knows how to replicate survival and resource management is Post-Apocalyptic games, which is why youâll see a heavy emphasis on those kinds of games in this short list.You might also want to look into games in the OSR style, which encourages your players to keep stock of their inventory in the event that an item solves their problems better than combat ever will.Â
Rad Divers, by Oscar C. Tango.
Rad Divers is a game about building a sustainable city in a post apocalyptic world! Featuring a heavy focus on exploration and settlement management, this game is based off of Knave.
So go forth, and dive into the irradiated remains of the world that was!
Rad Divers requires your characters to keep track of multiple resources such as Security, Food, Water, Space, and Meds. Neglecting any one resource threatens to lead to turmoil within your settlement, and your crew must barter, scavenge, and ration their way to success. This is an OSR game, so your characters donât have a lot of hit points to go around: cleverness will win out over brute force. The pdf layout isnât anything to write home about, but the ideas within it are certainly worth a read.
Trespasser, Binary Star Games.
The Zone is an area that's been sealed off by a nation or group of nations due to its danger. It's filled with Anomalies, extremely dangerous areas where physical laws like gravity, magnetism, electricity, or chemistry can break down to lethal effect, as well as mutants and things considered impossible. But it also houses Artifacts: small objects that also defy physics, highly sought after by treasure seekers and scientists alike. And at the center is something even greater.
Like many, you have entered the Zone, but not legally. You are collectively known as Trespassers. Some inside are on their own, some in groups, some part of larger factions. But most want one thing: to reach the center and claim what it conceals.
Maybe you'll be the one to get there. Your Trespass begins now. Good luck.
This is a game about approaching the center of a dangerous Zone, uncovering its secrets, and either being defeated by it along the way or, worse, reaching its heart. You can play GM-less or with a GM, solo or with a group.Â
Trespasser is designed off of Breathless, a game system that slowly depletes at your resources in the form of whittling away at the size of your dice. Youâll start with a few skills at a d6, d8, and d10, but every time you use them, those skills will be reduced in dice size, until they all reach a d4. If you want to bring those skills back up, youâll have to âcatch your breathâ, at which the GM is able to introduce a new obstacle or problem for your characters to deal with.
For more Breathless games, you can check out this collection, created by RenĂŠ-Pier Deshaies (the original author of Breathless.)
24XX Joyrider, by SageDaMage.
Inspired by Lisa: The Painful and Mad Max, this 2400 hack describes a post-apocalyptic world revolving around crazy vehicles and drug addicts wracked by the past. Including Cosmic Highway-esque vehicle rules as well as bartering rules inspired by The Dead are Coming, this TTRPG has everything you need to jump right into a gonzo hellscape such as this one.
Welcome to the Last Generation!
2400 games are usually only a few pages, and this game is no exception. However, the scramble for resources is replicated in the way your items are broken in order to prevent a more imminent physical threat. Your characters will also be responsible for maintaining and upgrading a vehicle, your home out on the wasteland. If you want a game about desperate survival in a world that wants to rip you apart, I recommend Joyrider.
Other games Iâve recommended in the past
Reclaim the Wild, by Eldritch Knight.
Numenera, by Monte Cook Games (specifically including crafting and community rules from Destiny).
Santiago Caruso
I updated my TTRPG!
Salutations! Thanks to everyone who has read ARCS since its release this month. I've received a bunch of valuable feedback that this update focuses on addressing, namely related to readability and formatting. There will be more work done toward this across future patches as I enlist more copyediting help, so consider this one a basic "first pass / cleanup job." New content will likely come with the next full patch.
The links for all the rules and materials are the same as always, but just in case anyone new wants to check them out (or if you just want to click them from here lol):
A TTRPG driven by the creation, exploration, and resolution of structured narrative âArcs.â
ARCS: A Roleplaying Cinematic System VERSION 0.5.1 (ALPHA) LAST UPDATED: 5/20/2026 NOTE: This current iteration of the game is in an âAlpha
ZdzisĹaw BeksiĹski
Hey. Hi. Hello.
I am a TTRPG dev and I've finally gotten around to posting about my stuff here. I'll go over all (most) of them over the next week or so. But right now they're all available on itch.
Railers and Original Sin are my main focuses. Railers is done, it just needs art and playtesting. Original Sin is not done but needs the same and a bunch of content, but is totally playable. Any and all feedback is greatly appreciated. Tell me they suck. Tell me you love them. Tell me the last recipe you made.
Most of my other games are jam games, prototypes, or weird ideas I just had to get out. Some of those will get updates but who knows when.
Pieter Bruegel 1569-? Belgium The Suicide of Saul" (detail) 1562
Now at IPR: Extra Ordinary
Extra Ordinary gives us beat-up canvas backpacks and dirty, duct-taped sneakers, kids holding bloody hands grasped a little too tight, strange and dangerous powers, chasing dark forces, people who can't or just won't understand, and an endless journey on the side of a winding highway asking, "What do you do next?" Extra Ordinary is a roleplaying game where you play kids with extraordinary powers on the run from danger in the ordinary world. It is a game of Belonging Outside Belonging, a dice-less and GM-full game system that uses tokens and the players' imagination to create a narrative-focused and roleplay-heavy story. The game is built for 3-6 players and intended for longform play, but alternate rules for GM-ed or one-shot play are included in the book.
Inspired by Maximum Ride, Percy Jackson, and Animorphs, this game tackles themes of homelessness, child endangerment and abuse, bigotry, young kids with grand destinies, and what it means to be something other than ordinaryâin more ways than one.
https://www.indiepressrevolution.com/xcart/Extra-Ordinary-Print-PDF.html
do you do the art for your ttrpg spreads? they're awesome either way!
Nope, I hire talented people and pay them well!
Now at IPR: Defy the Gods
Enter a world of blood, bronze and beating hearts.
Find your fortune in the half-drowned halls of lost Atlantis. Fall in love in the hunting grounds of giant sphinxes. Slayâor seduceâyour rivals in a metropolis of clay, gold and lapis lazuli. A single sword stroke or kiss can change everything.
Defy the Gods is a roleplaying game of daring adventure, ruinous romance, and cursed power. Inspired by Clash of the Titans, Conan the Barbarian and Princess Mononoke, it's sword & sorcery that stabs you in the heart.
https://www.indiepressrevolution.com/xcart/Defy-the-Gods-Print-PDF.html
She got the idea for the study while walking with her advisor at Stanford to discuss her thesis topic, and the paper she eventually published in the Journal of Experimental Psychology in 2014 is sharp enough that it should have ended the seated meeting on the day it came out.
She ran 4 experiments on 176 people. Same person tested twice. Once sitting, once walking. The creativity tasks were the standard ones psychologists have used for decades to measure how good a brain is at generating novel useful ideas.
81% of participants in the first experiment produced more creative ideas while walking than while sitting. In the second experiment, 88%. In the third, 100%. Every single person walked into a more creative version of themselves. On average, people generated 60% more novel useful ideas the moment their legs started moving.
The skeptical question is the obvious one. Maybe it was the fresh air. Maybe it was the scenery passing by. Maybe it was the change of environment doing the work, not the walking itself.
Oppezzo killed every one of those explanations with one experimental decision. She put people on a treadmill facing a blank wall. No scenery. No fresh air. No environmental change. Just legs moving in place while staring at white drywall. The 60% boost held.
Then she ran the experiment that closed the case completely. She took participants outside in two conditions. Half of them walked through a Stanford courtyard. The other half were pushed through the exact same courtyard in a wheelchair. Same outdoor stimulation. Same scenery passing at the same speed. The only difference was whether the legs were moving.
The walkers produced dramatically more novel high-quality ideas than the wheelchair group. The outdoors did almost nothing on its own. The walking did everything.
She also tested the opposite kind of thinking. Convergent thinking. The kind where there is one right answer and you have to narrow down to it. Word puzzles where 3 words share a hidden fourth word that connects them. The seated participants did slightly better on these. Walkers got slightly worse.
Walking is not a general intelligence enhancer. It does one specific thing. It opens up the divergent search inside your brain. The part that generates options. The part that produces unexpected connections. The part that takes a problem and finds five ways into it instead of one.
When you need to converge on the single right answer, sit down. When you need to find the answer in the first place, get up.
The mechanism is now well understood. Walking selectively activates what neuroscientists call the default mode network, the system inside your brain that runs when you are not consciously focused on anything. The DMN is where mind-wandering happens. Where memories cross-reference each other. Where ideas that have been sitting in separate folders inside your head finally bump into each other.
When you sit at a desk and force yourself to concentrate, you suppress the DMN. When you walk at a natural pace, the executive part of your brain gets just busy enough handling the walking that the DMN comes online and starts doing the work that focus was blocking.
The most useful finding in the entire paper is the one almost nobody quotes. The boost did not turn off the moment people stopped walking. Participants who walked first and then sat back down stayed elevated. Their next round of seated creativity work was still significantly better than people who had been sitting the whole time. The rest lingered for at least several minutes after the legs stopped moving.
You do not need to do creative work while walking. You need to walk before the creative work. The brain holds the state.
Edited down a long tweet. (x)
Useful info for a game designer....
My favorite joke in Metalocalypse is how as the show goes on it becomes increasingly obvious theyâre naming characters with the sole purpose of torturing Mark Hamill.
Itâs been almost two years since I posted this but hereâs a list of the official spelling of every character he introduces here:
Dr. Gibbitz
Dr. Amon Skagerakk Fredrickshaven
Dr. Donald Gorthian
Ronald Von Momnaldberg
Dr. Natasha Nesciantskidovich
Vicenzo de Alimamala Corningston IIIÂ
Professor Jerry Gustav Mangledink
Horace Marmingblat Wimplestein, Jr.
Dr. Chazz Fazzledopenhoffer
Vater Oorlag
Dr. Milminaman-lanilim-swinwamly
Dr. Gibbitz again (but for some reason itâs spelled âGibbetzâ in the season 2 subtitles)
Melmord Fjordslorn
Dr. Ralphus Galkinsmelter
Dr. Amomolith Chesterfield
Wilmore Unduntingiminen
Dr. Ninmiltrid Fmiltindryden
Dr. Imptnin Pmiltson
Dr. Tormindbind Mickmildididindnin
Dr. Krumpworth Chponglasia IV, Jr.
Dr. Borgermu Barret SwingdworthÂ
Dr. Richard Reinhold Rnawighiwowpj
Captain Slufgyflaysid
Dr. Bartholomew Grahsrihajul
Dr. Alsajahb FifborgiltkÂ
Dr. Fsmilejera IrlelwollÂ
Dr. Commander Vernmim Chuntspinkton
Like I just love how you can pinpoint âNinmiltrid Fmiltindrydenâ as the exact moment the joke went from making Mark Hamill say funny but still vaguely name-shaped words to forcing that poor man to pronounce straight up keysmashes out loud.
just noticed the funniest review of one of my games. Thank you for your succinct summary
Pinpanar9 is an unsung hero, leaving a simple and understated "good" on all manner of indie games. Every creator that I know who has an itch.io counts it as a mark of pride to have a "good" from pinpanar9.
I've got a couple, and every time I get one, I feel a little more like I've made it. That I'm a real designer.
And then I got this.
This is what I imagine an Ennie win feels like. It can't feel any better.
Went to the grocery store with my kindergartener. We weighed some bananas: 2 pounds even. We weighed a watermelon: 4 pounds even. We weighed some mangos: a little over 1 pound. We weighed the watermelon AND the bananas: 6 pounds even.
âThatâs funnyâ said the child âbecause 2+4=6 and two pounds and four pounds is six pounds. Itâs like the same as math!â
âWhat happens if you add 6+1?â
âSEVENâ
âWhat if we put one pound of mangos on the scale?â <mangos added>
âITâS THE SAME!!â
âOK, whatâs 7-4?â
âThree?â
âWhat if we take the four pound watermelon off the scale?â <watermelon removed>
âMama! Are you telling me math works In Real Life? Think of all the things you could measure!!â