Brandoff, the Offbrand Gandalf.

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Joined 1 year ago
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Cake day: July 3rd, 2023

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  • Brandoff@ttrpg.networktorpg@ttrpg.networkCity of Arches Kickstarter
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    4 months ago

    I backed Mike Shea’s last “campaign” type book, and it was a great setting and collection of adventures. It was designed for levels 1 through 5 (similar to Lost Mines of Phandelver), but then at the back he included an appendix with ideas for, IIRC, a level 5-20 campaign. It wasn’t super detailed, but it was enough to give DMs an idea what to do if their players really liked the setting and wanted to stay down there.

    You know how you can read a campaign book and be like, “Why is this so confusing and hard to understand? Don’t they care how hard the campaign is to run?!”

    Well, Mike does care – that’s his whole shtick, so I’m definitely going to back this.





  • Electric Bastionland has been the RPG I most want to run ever since I bought it years ago.

    After watching a surreal Acid Western (which started out deceptively straightforward and veered endearingly off the rails by the final act), I’m itching to run In The Light of the Setting Sun: Bonanza Edition. But I’m at the end of my current FIST: Ultra Edition campaign and don’t want to rush anything. :D



  • Tricube Tales. It’s the easiest game I’ve run, and strikes a perfect balance between rules lite narrative shenanigans and a traditional roleplaying game. Uses an easy to manage 1-3 pool of d6s, and all the GM has to do is pick a Trait (Agile/Brawny/Crafty) and assign a difficulty to the challenge (most of the time it’s 5). Character creation is pretty freeform, with PCs getting Fate aspect-style Perks and Quirks. You can run just about anything in Tricube Tales. It’s a real joy.

    I’m also big into FIST ULTRA Edition, a game about paranormal mercenaries set during the cold war. Inspired by Metal Gear Solid and Doom Patrol, FIST is based on World of Dungeons, so it’s a 2d6 system, sort of like PbtA with only a “defy danger” move. The heart and soul of the game are the 200+ Traits, which are a sort of combination half-class, feat, starting gear, and attribute score adjustment. When you make your mercenary, you get to pick two Traits, and the ensuing combination is always fun.


  • I am! It’ll be an original game inspired by a few of my favorite movies. I have most of the text done and can’t wait to test it out with some friends.

    I’ve made a game called X’s in their Eyes and it’s a GMless competitive game about going onto a big TV talent show with the the aim of killing off one of the judges in a manufactured performance accident.

    This sounds hilarious. :D


  • Yup, unified resolution mechanics tend to be easier for new players to grasp. (I suppose a good comparison would be if Call of Cthulhu had you bust out a d20 to resolve breaking and entering.)

    Shadowdark (like White Box: FMAG) replaced the d100 thief skills table with a simple, “Roll advantage on Thief type ability checks.” It’s a personal preference thing, but I like it.


  • I have yet to run Shadowdark, but it seems like a perfect way to introduce D&D 5E players an oldschool dungeon craw campaign. There’s familiar mechanics (dis/advantage), the old percentile Thief skill tables are gone, and DCC-style “roll to cast” seems like it’d be more palatable for folks used to attack Cantrips and ample spell slots. Plus, Kelsey Dionne is a fantastic adventure writer, so we’re all but guaranteed years of top-shelf modules.