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#uune

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Benrob0329<p>New WIP of the handbook for my CC0 <a href="https://dice.camp/tags/ttrpg" class="mention hashtag" rel="tag">#<span>ttrpg</span></a> <a href="https://dice.camp/tags/uune" class="mention hashtag" rel="tag">#<span>uune</span></a> just dropped 👀 </p><p><a href="https://uune.org/core/handbook.pdf" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://</span><span class="">uune.org/core/handbook.pdf</span><span class="invisible"></span></a></p>
Benrob0329<p>Oh yeah, as an update to my thought process for this: I sort of went through with this change. I made it so that Karma is a mechanic *only* for the players, as a single point that they can acquire to give them a free, one-off resource.</p><p>So it sort of lands in between 5e&#39;s Inspiration and some Story Point rules, you do change the continuity slightly for the sake of the story, but only enough to give you a slight edge.</p><p><a href="https://dice.camp/tags/uune" class="mention hashtag" rel="tag">#<span>uune</span></a> <a href="https://dice.camp/tags/ttrpg" class="mention hashtag" rel="tag">#<span>ttrpg</span></a></p>
Benrob0329<p>Working on my open source (cc0) TTRPG Uune, I&#39;ve recently shifted my Karma mechanic from being something specific to the GM, to a way that any player can have more dice to add to their dice pool (both as an analog to 5e&#39;s inspiration, but also as another tool for character features).</p><p>But now I&#39;m wondering if another mechanic, Banes (a negative character feature that represents your PCs struggles), should reward Karma instead of Experience.</p><p>🧵 1/2</p><p><a href="https://dice.camp/tags/uune" class="mention hashtag" rel="tag">#<span>uune</span></a> <a href="https://dice.camp/tags/ttrpg" class="mention hashtag" rel="tag">#<span>ttrpg</span></a></p>
Benrob0329<p>I&#39;m super rusty with Blender, but I started working on a map for my fantasy setting today. I&#39;m pretty happy with the direction I&#39;ve got going so far.</p><p><a href="https://dice.camp/tags/uune" class="mention hashtag" rel="tag">#<span>uune</span></a> <a href="https://dice.camp/tags/ttrpg" class="mention hashtag" rel="tag">#<span>ttrpg</span></a></p>
Benrob0329<p>Is this clever, or an abomination?</p><p>I&#39;m using &lt;close&gt; tags to delete my temporary build files in Lua to help reduce the amount of manual cleanup I need to do. It feels clever, but I&#39;ll admit that Lua&#39;s syntax to do stuff like this isn&#39;t exactly seamless.</p><p><a href="https://dice.camp/tags/lua" class="mention hashtag" rel="tag">#<span>lua</span></a> <a href="https://dice.camp/tags/uune" class="mention hashtag" rel="tag">#<span>uune</span></a></p>
Benrob0329<p>I&#39;ve just finished the initial draft of the new leveling system for my <a href="https://dice.camp/tags/ttrpg" class="mention hashtag" rel="tag">#<span>ttrpg</span></a> <a href="https://dice.camp/tags/uune" class="mention hashtag" rel="tag">#<span>uune</span></a>!</p><p>It allows players to take Bonds which reward them for certain story interactions, encouraging them to bring things that they&#39;ve marked as important into the story for everyone to see.</p><p>You can read the rules here: <a href="https://uune.org/rules.html" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://</span><span class="">uune.org/rules.html</span><span class="invisible"></span></a></p><p>And see my POC setting here: <a href="https://gitlab.com/uune/scuffed_cuff/-/raw/master/build/scuffed_cuff.pdf?ref_type=heads&amp;inline=false" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://</span><span class="ellipsis">gitlab.com/uune/scuffed_cuff/-</span><span class="invisible">/raw/master/build/scuffed_cuff.pdf?ref_type=heads&amp;inline=false</span></a></p>