@JasonT Have you had any more time with Black Hack 2e? Would you recommend it as a purchase? To play? To study?
My favorite part of Mastadon is that an instance can be subject-specific and allows me to use the local timeline feature to discover new people and conversations I wouldn't have before.
But there are so quite a few tabletop Mastadon instances and having to create an account for each is ridiculous. Is there at least an application that would allow me to combine these accounts?
Listen to the What's Hot in Indie RPGs panel from #Dragonmeet 2018. With Eunice Hung, James Mullen, Lloyd Gyan and Rob Carnel.
I am looking for a set of rules and additional resources that meet the following criteria:
- simple, pick up and play. Easy to understand for beginners .
- starship mechanics, with facilities for bridge based ship to ship combat, and optionally some fighters
- long range and hand to hand combat
- ftl travel
- is not pathfinder
- at least a small number of prebuilt modules
I’m fine with combat heavy, I’m fine with combat lite.
I’m just looking for some bones
After more time than I'd like to admit, I finally finished designing my website logo.
...which doesn't seem to work particularly well with any Wordpress themes.
Expanding the list a little:
Dresden Files (unsure which version)
Monster of the Week
Unknown Armies (unsure if 2e or 3e)
I would love it if y'all would be so kind to give your thoughts on the above! I've run none of them before and have heard most of them only in passing.
Someone suggested a strawpoll to help showcase all the options to the players. This is what I came up with. (I suspect @Halfjack would disapprove of my attempt to categorize...)
5e is out. I prefer to buy indie.
Sadly, I think Burning Wheel may be out. The group is mostly made up of newbies and I doubt any of them would be willing to read through such a long rulebook.
Perhaps, Torchbearer? Dungeon World? Shadow of the Demon Lord?
Something off my radar? Hit me with your thoughts and suggestions!
It brings to mind how magicians explain the difference between the trick and the experience and then -- what some of the say is the REAL moment of alchemy -- what people say of the event later.
In the retelling, the magic trick becomes truly Arcane as people mis-remember and exaggerate in an attempt to describe the feeling of an experience.
I find myself not aiming for the experience at the table but at the conversation people will have with those not there afterwards.
Art often talks about the context around it. In our small community, there has been a rise of games about civil upheaval and rebelling against authoritarian regimes (See: Spire, Sigmata, Uprising).
Seeing those makes me wonder about the inverse: what are we NOT talking about? What is hiding in the negative space?
A Mastodon instance for tabletop gamers.