voik

joined 2 years ago
[–] voik@ttrpg.network 1 points 1 week ago (1 children)

It's an excellent game, hope you get to try it out even if you don't pick it for this particular venture.

Forgive some unsolicited advice, but if you ever do get around to it, the bit that was trickiest for us to wrap our heads around was the Touchstone role. They don't have quite as many mechanics to interact with as Power and Perspective, so it can be easy for them to feel a bit sidelined.

The truth is, though, Touchstone wields an enormous amount of power. Played right, they decide if the Kingdom lives or dies. Power and Perspective should absolutely be trying as hard as they can to court/persuade/win over/cater to Touchstone at every turn, because that is the only way to get the people on your side. Perspective could be throwing out softball predictions with a clear right and wrong answer, but all Touchstone has to do is throw their weight behind the "wrong" choice and it still turns into an agonising dilemma for Power. Can't rule over ashes.

[–] voik@ttrpg.network 2 points 1 week ago

I love Fate. I am using it to run what I'm calling my "sedition sandbox" campaign (there's an evil empire, you've been sent to its capital as spies and saboteurs, now tell me how you bring it down from the inside).

It's been working great. On our best nights, we hit a tone reminiscent of Andor as my players hit key targets, turn their enemies against each other, and grapple with just how far they are willing to go in the name of the cause.

[–] voik@ttrpg.network 1 points 2 weeks ago (3 children)

Check out Kingdom! It's a less traditional game, but it strips away just about everything except for the power, politics, and intrigue, and does it rather well, in my mind. It can handle scopes as broad as a galaxy spanning empire or as narrow as an after school fan club.

Do note that it focuses primarily on internal politics, in that all the players are expected to be members of the same organisation and want it to succeed. But they should have very different ideas about how to accomplish that or what success looks like, which drives the ebbs and flows of power

[–] voik@ttrpg.network 2 points 1 month ago

Yeah, it works well enough. I haven't had any issues, at least. On Linux, I prefer something along the lines of Workspace Matrix to get a proper two dimensional layout, but on Windows, the built-in workspaces have been at least sufficient for game night and don't require any additional setup

[–] voik@ttrpg.network 3 points 1 month ago (2 children)

I use LogSeq to organise all my notes. My group meets in-person, but I use Foundry to put background art, NPC portraits, etc. up on a screen, as well as to manage any NPC character sheets.

It may stretch the definition of 'tool' a bit, but the other thing I do is set up my laptop with four desktops/workspaces (notes, Foundry, music, rules) so I can switch between them with Ctrl+Windows+Left/Right. It's a minor thing, but I am constantly surprised by how many people I run into who don't know that you can do it. Switching desktops feels like much less friction to me than Alt+Tabbing between windows for some reason.

[–] voik@ttrpg.network 44 points 3 months ago (5 children)

Outer Wilds. Endings of both the main game and the DLC can still get me to tear up a bit. I saw a post somewhere, don't remember, that said something along the lines of "Listening to the Outer Wilds OST is the only way I feel my feelings any more." It's about like that.

[–] voik@ttrpg.network 4 points 3 months ago (1 children)

Seconding Fate, the rules do a good job of supporting the fiction rather than encumbering it. I felt it very much supported that feeling of "I can do anything I can reasonably imagine."

To help with the tyranny of the blank page, I'd recommend coming up with a pregenerated character to demo how it all works. Then, encourage her to change or adjust anything she wants to on the sheet. My players initially found it easier to modify something to their liking than to come up with something from scratch.

Magic can be as simple as "Roll your Lore skill" if you want or you can look up several more detailed add-ons that are out there, like Fate High Fantasy magic.

The rules are freely available here: https://fate-srd.com/fate-condensed.

[–] voik@ttrpg.network 4 points 1 year ago (1 children)

I have put hundreds of hours into RoR2 on PC, love the game. I recently purchased a Switch copy so I could play with a friend of mine who is console-only. Sadly, the port is still in a pretty bad place when I checked last (2-3 weeks ago).

I am not expecting the PC and console experience to be identical by any stretch, but I am talking about basic issues like the music on each stage cutting out after playing for only 10-15 seconds, wonky damage (Beetle Queens absolutely massacring us even on Rainstorm if we touched their projectile splash zones), and all the other miscellaneous issues from the patch like logbook being glitches, unlocks being unpredictable, etc.

I think it could potentially be fixed, but I would give them time to put out a few more bugfix patches before I considered a console purchase

[–] voik@ttrpg.network 27 points 1 year ago (5 children)

I have not yet played Return of the Obra Dinn, but it is always high up on the list when I look for games like Outer Wilds. I'm a huge fan of Outer Wilds, so maybe the recommendation can work in reverse

From what I have heard, the deduction is not as intense as in Obra Dinn, but there is very little hand holding, and the whole game has been brilliantly designed so that it is driven entirely by your natural human curiosity. Once you get through the initial "tutorial" section (probably the roughest part of the game, push through!) the whole game is wide open. See something weird orbiting a distant planet? You can go straight there and start poking around. If you follow the leads that turn up there, you will eventually even figure out what it is, and why it is there. Do that enough and you'll eventually figure out the strange mystery of your home solar system.

Can't recommend it highly enough, but you only get to play it without knowing the secrets once, so go in as blind as you can. It took me 20-30 hours to "solve" the main game, maybe another 20 for the DLC, which is also well worth it

[–] voik@ttrpg.network 2 points 1 year ago

Some really interesting ideas here, downloaded!

 

NPC: "Last time we tried burning down the forest, we lost a few good people."

Wizard: "Good thing we're not good people."

[–] voik@ttrpg.network 9 points 1 year ago* (last edited 1 year ago)

Man, we ended up setting up a wiki for all the ones from my last campaign... it's down at the moment, but here are a few I have saved on my phone:

"My companions and I are professional adventurers"

"Some of us more professional than others..."

"For no sexy reason, what does the pope look like?"

"Also, I'm not doing terrible! But I definitely just got stabbed."

Bard: "No, this is wholesome [Bard] moment! Anyway, how much money do you have?"

Sorcerer: "[Ranger], we are about to do some wacky-ass magic"

Ranger: "In that case, I would like to watch it from over there."

Sorcerer: "I will not be doing it. I will be joining you."

GM: "Divine and wild magic start pouring into and it's like... Have you ever licked a battery?"

GM: "Divine, chaos, and dragon magic flows through you—"

Bard: "And bardic from the inspiration!"

Ranger: "Oh I can add some ranger nature!"

Sorcerer: "And I have one that can help! I cast minor illusion to make a "do not disturb" sign."

"If I take one more step, it'll be the furthest I've ever been from home..."

"You didn't even have to step."

"If I take one more interdimensional vortex..."

"Your left or my left? You're an orb."

"I am."

"Float like a flowerpot, sting like a school bus."

[–] voik@ttrpg.network 3 points 1 year ago

That is exactly what I ended up doing! It was a blast, definitely would also recommend

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