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Hello, newcomers! I’m fond of narrative systems like Fate and am currently running a very weird take on Shadowrun: mithriltabby.com/shadowrun/

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With the dice.camp reset, it’s introduction time again. I’m Max Kaehn. I’ve been running TTRPGs for thirty years; you may find my escaped gaming memes of interest: mithriltabby.dreamwidth.org/ta

These days I run Fate, often borrowing mechanics from Blades in the Dark. I’m currently working on a Shadowrun conversion with a storyline along the lines of In Which We Live and Breathe: acegiak.net/2018/01/10/in-whic

The notion of a kintsugi skull occurred to me as a cool lich vibe so I googled for it and was not disappointed. rachelfchu.com/skull

The fantasy biomes at troveoflore.com/biomes are exactly the sort of resource I like for worldbuilding.

to have a properly multilevel undercity you need distinct reasons for each layer i think

so like
- cthonic temples of a vanished civilization cut into the living rock beneath one of their cities
- that city passes out of habitation and memory, a middle civilization builds atop it
- nearby river changes course, flooding buries the low-lying parts of that city
- rebuilt with lots of hydraulic infrastructure
- canals and stream sewers of that city are vaulted over and the current city built on top

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That led to worldbuilding where a goblin tribe works in the library where they satisfy their natural curiosity by reading in breadth, so they can easily help you find books on a given topic, and humans often electing hobgoblin mayors, even when hobgoblins are a minority, because if a hobgoblin assimilates to democracy and the rule of law, they are *fiercely devoted* to it.

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I was reading a Pathfinder sourcebook and they had a sidebar on “the nature of goblinoid evil” and I thought “what if I assume that’s _propaganda_ and goblins, hobgoblins, and bugbears are more complex?”

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Inherent evil is narratively boring. It’s much more interesting to make other sapient species that have wildly different traits that make it challenging to get along with them, but players can have the fun of being clever by coming up with ways to do so.

Looks like Greek roots are in order, so I’ll go with “eidolonite”.

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I should reread Parageology and come up with a name for sedimentary rock created through spirit action...

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Another is that “turn this compacted sediment into sedimentary rock” is a straightforward physical service for earth spirits, and shamans in the Ork Underground often do that to make the tunnels and chambers more secure.

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One possibility is that bracing materials to hold up the roof are valuable trade goods in the Ork Underground, and there are orkish experts (trained in a tradition started by goblinized geology professors) who occasionally get extracted when someone needs a tunnel building expert.

Has anyone ever found a rant on the geology of the Ork Underground? I’m looking into the geology of Seattle and it looks like there’s a lot of clay and sediment...

Hello, newcomers! I’m fond of narrative systems like Fate and am currently running a very weird take on Shadowrun: mithriltabby.com/shadowrun/

• A decker provides augmented reality support in combat, painting opponents with targeting information and forcing opponents with wireless-enabled weapons to deal with their guns rebooting or ejecting their clips, sensor ghosts.
• The whole team gets sucked into a UV host for down-the-rabbit-hole adventures.

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I'm porting Shadowrun to Fate and looking at the possible stories that happen in the Matrix. For instance:
• A decker breaks in and provides overwatch for their team by calling up maps, diverting security guards, unlocking doors.
• A decker attempts to keep a search and/or download running while hiding from or fighting IC, while their buddies make time for this in the physical world.

Humans, of course, can cause cognitive dissonance among aliens just like the aliens do among humans. A loud Hawaiian shirt tends to freak out predator species that rely on stealth and camouflage, for instance. Rigid endoskeletons are icky to tentacled beings with hydrostatic skeletons.

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Just as there as Assholes Who Don't Get It among humans, there are Assholes Who Don't Get It among the galactics. They're the antagonists. They mostly don't engage in exponential expansion, but they have terrible habits like denying the free will of other intelligent species: eating them, puppeting them, enslaving them. Because eating cloned tissue and puppeting shells and being served by subsentient AIs just isn't the same as the good old days when a byakhee was a real byakhee.

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All the best stuff is preadapted for other species, and it's up to humanity to figure out ways to adapt things that have been through millions of years of evolutionary design, based on fundamental principles that people are still trying to figure out. As humanity figures it out, the human-designed stuff works well for humans (as well as human engineering and QA can make it), but is much less effective than the standard galactic designs.

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Post Scarcity Cthulhu: the post-scarcity galactic civilization is happy to share their technology with us. And it’s very, very alien, mostly organic.

e.g.: You can access the Galactic Information Network, but the implant most compatible with humans looks like a giant scarab beetle that covers the top of your head (it replaces the top of your skull). Exposure to alien thoughtforms makes you somewhere from openly weird to a raving loony.

Ophidiophobia 

Be careful about leaving your candy corn in strong magic auras.

WIRED CHEF: the cyberpunk cooking competition where there are no sous chefs, just superhuman reflexes!

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