RPG

253 readers
1 users here now

Discussion of table top roleplaying games.

founded 4 years ago
MODERATORS
51
 
 

Guten Abend, meine Frau hat beim Crowdfounding von Littel Wizards mitgemacht und seither haben wir es noch nicht bespielt.

Ich habe mir jetzt überlegt zum 31.10.23 für unsere Tischrunde ein Halloween Horror Special anzubieten und habe auch schon eine Idee.

Da ich jetzt erst anfange, das Werk zu lesen, könnte mir von euch ein wenig Input helfen. Ich habe mir überlegt das es auf einem Jahrmarkt geht, mit entsprechenden Schaustellenden.

Viele Besuchende haben sich zum Feldfrüchtedankestag verkleidet um auch im Nächsten Jahresabschnitt die Bösen Geister fernzuhalten.

Am ersten Tag wo die Spielenden dort hin kommen ist noch alles normal so wie es soll. Am nächsten Tag allerdings wenn sie sich dem Fest nähern hängt ein schauriger Nebel über dem Jahrmarkt und der näheren umgebung.

Falls die Abenteurer aufmersam sind in der Nacht zuvor, können sie vom Himmel ein herabfallendes Objekt beobachten und ggf. das es irgendwo in der nähe des Jahrmarktes herunter gefallen sein muss.

Was es ist und wie es aufzuhalten sein wird, das weiß ich noch nicht, aber um seine macht zu schwächen müssen die Helden 4 - 5 aufgaben bewältigen.

Die Besuchenden die noch auf dem Jahrmarkt waren, wurden zu dem verwandelt, wozu Sie sich verkleidet haben und benehmen sich auch so.

Bevor die erste aufgebe gelöst wurde Interessieren Sie sich noch nicht für die Abenteurer.

Nachdem die erste Aufgabe erfolgreich gelöst wurde werden die Monster sich ihrer Bewusst.

Nachdem die zweite Aufgabe gelöst wurde, werden die Abenteurer angefeindet und Beäugt.

Nachdem die dritte Aufgabe gelöst wurde finden erste Angriffe statt. Einige fangen aber auch an ihr Wahres bewusstsein wieder zu entdecken.

Nach der vierten Aufgabe ist der ganze Markt hinter ihnen her, also müssen sie sich schon gut verstecken, allerdings erwachen einige und wollen den Abenteurer Helfen.

Ich habe allerdings keine Ideen zu den Konflikten, soll schon was mit Feldfrüchtedankestag und Halloween zu tun haben.

Eine Aufgabe könnte sein, DIE richtige Jacko Laterne zu bekommen um genug zu sehen in dem dichten Nebel.

Eine könnte sein, in einem Maislabyrinth zu gehen um dort an einem Artefakt zu gelangen was ihnen den richtigen weg zu dem Finalen Konflickt zu leiten. Aber woher sollten die Abenterer das wissen und warum ausgerechnet ins Maislabyrint gehen.

Ach und, sobald sie eine Aufgabe angehen werden die Charaktere in eine andere Domäne gezogen, bei Jacko Lantern kann es ein Kürbesfeld sein wo die richtige Lampe gefunden werden muss. Sollten sie eine Falsche nehmen versucht der Kürbis sie für sich ein zu nehmen um somit laufen zu können.

Nehmen die Charaktere die richtige entseht direkt ein Konflikt mit Jacko Lantern und er wird sie nicht angreifen oder sowas sondern er wird versuchen diese übers Ohr zu hauen. Aber dafür habe ich auch noch keine Idee.

Und hier kommt ihr ins Spiel wenn ihr mögt gebt mir doch Infos, ihr dürft euch auch dieser Idee selsbt annehmen und ein Abenteur draus stricken.

Zu den anderen beiden Aufgaben und dem Finalen Konflikt habe ich noch keine Idee. Achja, es darf ruhig dunkel und düster sein, es spielen keine Kinder mit. Nur Erwachsene, ab 36 Jahren aufwärts. :)

52
 
 

I played Forbidden Lands and loved everything, except that it uses dice pool.

It had the perfect level of crunch and lethality in combat. I loved the critical injury system.

So im basically looking for Forbidden Lands but not dice pool.
And Dragonbane seems kiiinda similar?
But deathsaves and larger hp pools kinda bums me out.

So, need advice on DB:

Do you think the game supports a mature and dark story?
How lethal is the combat?
Can you easily modify the system to be like I want it, without breaking it, or is it better to stay with Forbidden Lands?

53
 
 

I really dislike the modern look of RPG sprites. They all have a blended look of cartoon and cutsie. A double-sized head with gigantic pie-sliced eyes and crazy stupid weird colored hair. I really can't stand it. I could go on for hours about how I dislike them. Suffice to say I'm seeking alternatives.

Anyone know of any artists that make and sell a different look? I don't mind dropping a few bucks for art if it's worthwhile. Its very frustrating that everything I find has gigantic heads with more @$#%^ eyes. It doesn't need to be lifelike but I would want it to be better proportioned.

Anyone know of any good software for making the animated spreadsheets yourself via posing a 3D model? I tried Easy Pose last month with low success, though it was my first attempt and arguably there's a learning curve here. There is a disconnect between the style of the clothed sprite and the style of my other tiles (world, furniture, etc) so I must redo them. I'm considering using them as a base underlay to create my own from scratch. It's going to be a butt-load of work and am unsure how it will turn out. Would hate to do all that with low success only to find out later there is a better way.

Also monsters/enemies would be something additional, though I don't mind the RPGMaker enemies anywhere near as much as the horridly awful actor/character sprites. I would not like to see a huge difference in style between monsters and characters.

As for my specifics, I'm kind of looking to end up with a 96x192 top down rpg sprite with idle and animated walking. Side view battle would be nice but not necessary. Other animations are a bonus but can live without. I intend to strive towards a a base model character that I can swap out layers on to create numerous permutations of featured characters.

I'm using the RPG Maker Unite engine which is similar to other RPGMaker products in their design style for the sprites. I can do a fair amount of pixel art myself so even like a base model body that I can expound upon would be something to consider. My base tile size is 96x96.

As a note, I am also a 3D cadd designer by trade. Working in Blender or other cadd software isn't too much of a problem for me, though I run AutoCAD and Inventor mostly and am still largely new to Blender. I often know what I want to do, but have to research how I get the software to comply. As such, I am usually just exporting out of AutoCAD to an intermediary format and importing that into Blender. I do all my own touch ups in paint dotnet, and am pretty proficient with it as well.

Just looking for recommendations from someone who may have been there before. I'm no worse off if I get no replies. It's also notable to mention that I'm just a hobbyist doing this for fun. I certainly lack a lot of knowledge that a true video game designer would have. I can use tips if you've been there and got em.

54
 
 

Welcome back to Advent's Amazing Advice! The series where I take popular One-Shots, Adventures, Campaigns, etc. and fully prep them for both New and Busy DMs. This prep includes fully fleshed-out notes, music, ambiance, encounter sheets, handouts, battle maps, tweaks, and more so you can run the best sessions possible with the least stress possible!

Phandelver and Below: The Shattered Obelisk stems from The Lost Mine of Phandelver a classic and beloved starter set that many new DMs run. Even with this being the most recent release it still has an issue, the same as with many others...it doesn't describe the best way to transform the book's contents into an actual session. The Book-to-session conversion can be difficult between figuring out when things should happen, understanding motivations, and even organizing encounters.

Well, fortunately for you, 99% of that work is done! Only a few things are really left:

  • Read the book, I know surprising, but It can be extremely confusing when you don't know where everything leads to.
  • Consider the needs of your group. As you've heard or are about to hear a million times, every table is different. If you plan on combining this with a campaign, you'll have to make tweaks here and there.
  • These notes aren't meant to be the end-all-be-all. Tweak to your heart's content, and don't consider any of what's written to be set in stone. For me having notes like this helps give me the confidence to go off the rails and follow along with what my players want. It helps me understand where things were meant to go and why. Having that understanding allows me to guide the players and create other new and interesting stories. These are all things that will come with experience, though, so don't freak out and enjoy the journey!

Advent's Notes: I was surprised with how few changes were made in the book considering how long this adventure has been around and all the wonderful things the community has come up with, I was even more surprised when they started adding more monsters to Cragmaw Cave. It's already pretty rough in there and with the additional creatures, it's almost assured there's going to be a TPK. I've kept most of the fights the way they were with only a few minor adjustments, the most important changes are just subtle nods to the Psi Goblins that will be encountered later on.

Without further ado:

Included in The AAA Collection are:

  • A Word document with all my notes, including links to music tracks for ambiance and fights
  • Special PDFs for all the encounters. This includes all the enemies' stat blocks organized neatly, along with an initiative tracker and a spot to mark HP.
  • An additional PDF with Sildars stats should he join the party as an ally
  • Custom maps of Cragmaw Hideout. I enlarged and printed this out for my players as a battle map!

Index:

Other One Shots, Adventures, and Campaigns:

As always, If you see something you think I can improve, add, change, etc. please let me know. I want this to be an amazing resource for all DMs and plan to keep it constantly updated! If you'd like to support me, shape future releases, and get content early feel free to check out my Patreon!

Cheers,

Advent

55
 
 

Hankerin Ferinale simplifies Burning Wheel down to three steps:

  • Map Relationships with Intent
  • Reinforce Relationships Again and Again
  • Build Massive, Compound Stakes on Dice Rolls
56
 
 

Has anybody else ever had people show up to your convention games expecting to be playing a completely different game based on a sloppy reading of the description?

I had a group expecting Apocalypse World because I used the word Apocalypse in the scenario name even though the game description was clearly something else.

I had someone expecting 5 Torches Deep come to a game of Torchbearer.

There was another time that GURPS Transhuman Space got mixed up with Eclipse Phase.

These sessions were by far the worst convention games I've ever been in. The players quickly disengaged, dicked about, fell asleep or left the game when it wasn't what they thought it was.

How can a GM stop this from happening? Or if it does what can you do if this is clearly happening at your table?

57
 
 

Cross-posted from: https://beehaw.org/post/7742150

Apologies if cross-posting isn't appreciated, the RPG community is splintered enough over here that I'm never sure where to post things.

I wrote this as part of the CBR+PNK Jam, and if people aren't familiar CBR+PNK is a super condensed Forged in the Dark one shot system where you play a group of cyberpunk operatives on their last run.

Cloud Crawl was sort of an experiment to see if I could capture the sort of procedural generation depth crawl games (as epitomized in Stygian Library) in a small sized single pamphlet package. I'm pretty pleased with how it turns out, and I'm also pretty sure no one has ever done a depth crawl in a binary tree before (happy to be proven wrong here if someone can find an example!).

The game is half off this weekend for its launch, but I'm also keeping it fully stocked up with community copies for the time being so feel free to grab one for free if you want to take a look!

58
 
 

Like a lot of us, I'm pretty excited (shocked?) Far West is finally here. So, for those who have been following this project, what is the Far West sales pitch? Why are you buying it? (or not)

(NB this is aside from the ethical concerns of Far West, such as late fulfilment, etc.)

59
 
 

Have you gotten with Astarion or maybe you were blown up by Gale for the hundredth time? Are your adventures as wild as you had hoped...have you even gotten out of character creation!? Well if you're one of the legendary few who have, why don't you take a step into the real world of D&D so you can go back into an imaginary one!

I get it, DMing for the first time can be scary, you might not even know where to start. The prep alone can seem like a mountain to climb. You find a cool-looking One-Shot open the PDF or book and just think to yourself, how in the heck do I turn this into an actual session?

Well, I've got you covered! I want as many people out there as possible to experience the Amazing world of D&D and most importantly DMing! I've taken the following One-Shots and Mini-Campaigns and fully prepped them so you can run an unforgettable session with ease! The best part, all of it's free for you to use!

Let's dive in:

A Most Potent Brew: This One-Shot brings together a group of rookie adventurers on a classic quest; clearing out a cellar from some rats. Things take an unexpected turn though and lead them to their first dungeon! This level-one One-Shot will take your players into the depths of a brewery, that turns out to be connected to an abandoned mage tower basement. Will your players survive their first adventure slaying giant rats, centipedes, and more?

Coming in at approximately 2-3 hours of play, this is the perfect one shot for both new players and DMs to show what D&D is all about, without being an overwhelming 6hr+ session!

(Credits: Winghorn Press)

The Wild Sheep Chase: This One-Shot is on par with some of the craziness that you can experience in Baldur's Gate 3! Your party will be enjoying a relaxing time at a tavern when a sheep suddenly bursts in and grants them a scroll that allows them to speak with each other. Your players will go on an epic chase, face off against polymorphed guards, and even fight a dragon...made out of a bed!? You can't make this stuff up...oh wait!

(Credits: Winghorn Press)

Dragons of Stormwreck Isle: This Mini-Campaign is for when you're ready to step things up and want a more serious Adventure. You'll go from level 1-3 learn of the history of Stormwreack Isle and face off against...you guessed it a dragon!

(Credits: WoTC)

The Lost Mine of Phandelver: This Mini-Campaign spans from levels 1-5, the only thing past this would be a full-blown campaign, but let's not get ahead of ourselves! This one is a classic, the very first starter set that WotC released and it stands the test of time, Heck, they're making an expansion for it coming out later this month! You'll face not 1 but 2 dragons, explore deadly dungeons, save a town, and live out all of your heroic fantasies! When you've done a one-shot or two I couldn't recommend running this more!

(Credits: WoTC)

If none of those tickle your fancy I've got over 2 dozen more sessions fully prepped and ready to go for you, here's a preview of what else I have to offer!

Index:

Other Fully Prepped One-Shots, Adventures, and Campaigns:

If you'd like to support me, shape future releases, and get content early feel free to check out my Patreon!

Cheers,

Advent

60
5
submitted 2 years ago* (last edited 2 years ago) by Nerorero@lemmy.blahaj.zone to c/rpg@lemmy.ml
 
 

I currently work on a system that gives every player their own deck of cards. The idea being that rhe player draw instead of roll. Every player gets their own favourite cards and abilities that trigger on specific cards or card types. For example every Ace is a critical success, every club (if that's your color) deals double it's value.

61
16
submitted 2 years ago* (last edited 2 years ago) by wesker@lemmy.sdf.org to c/rpg@lemmy.ml
 
 

First, please bear with some initial context:

I am creating a MUD engine from the ground up. I am nearing the point in development, where I will have to carve out a player/combat system, however I admittedly have zero experience playing TTRPGs. The only understanding I have is of being a player of existing MUDs and RPG computer games.

My understanding is the majority of MUDs are based upon D&D rulesets, occasionally modified to varying degrees. I would personally like a bit of an edge, and model my system after something else.

The engine is geared towards worlds that:

  • Encourage solo exploration and survival.
  • Have distant sci-fi, cyberpunk, and dystopian themes.
  • In addition to equipment, implant, and class bonuses, will incorporate gunplay.

It would be ideal to base off a ruleset that isn't [[[extremely]]] complex, but also allows for customization and flexibility.

Any suggestions are appreciated, and if there are any further questions, please ask.

Thanks!

EDIT: If anyone is curious about or wants to follow development, here is the github repo.

62
 
 

Sometimes you just don't want to prep. Sometimes you get a last-minute call to run a session. Maybe it's your first time DMing and you don't know where to start.

Whatever the reason, prep may seem like a mountain to climb. Well, allow me to help you! I remember when I was first trying to figure everything out and I stumbled across The Wild Sheep Chase. It's a fantastic One-Shot by Richard Jansen-Parkes that you can get for free over on the DMsguild. The only issue at times can be how do I convert this pdf into an actual session?

Some DMs have a gift, they can read it once and go from there, some are masters at improv, storytelling, and off-the-cuff humor. Well, I unfortunately don't fit that boat and I'm sure many others out there are just like me. I need a ton of notes; because once I've got things organized, then I feel comfortable taking things in new directions.

So welcome to Advent's Amazing Advice! The series where I take popular One-Shots, Adventures, Campaigns, etc. and fully prep them for both New and Busy DMs. This prep includes fleshed-out notes, music, ambiance, encounter sheets, handouts, battle maps, tweaks, and more so you can run the best sessions possible with the least stress possible! Onboarding new DMs should be easy and I hope with this I can help grease the wheels!

Without further ado:

Included in The Complete Collection are:

  • A Word document with all my notes including a link to music tracks for ambiance and fights
  • Special PDFs for all the encounters. This includes all the enemies' stat blocks organized neatly along with an initiative tracker and a spot to mark HP.
    • A complete spell list for Noke which gives full details so you're not bouncing around for info.
  • A map of Shinebrights tower. I use this as a reference when drawing out the map for my players
  • A handout for The Scroll of Speak with Animals

Index:

Other Fully Prepped One-Shots, Adventures, and Campaigns:

As always, If you see something you think I can improve, add, change, etc. please let me know. I want this to be an amazing resource for all DMs and plan to keep it constantly updated! If you'd like to support me, shape future releases, and get content early feel free to check out my Patreon!

Cheers,

Advent

63
64
 
 

Welcome to Advent's Amazing Advice! The series where I take popular One-Shots, Adventures, Campaigns, etc. and fully prep them for both New and Busy DMs. This prep includes music, ambiance, encounter sheets, handouts, battle maps, tweaks, and more so you can run the best sessions possible with the least stress possible!

The Lost Mine of Phandelver is a classic, one of the very first Mini-Campaigns that new DM's run. Hell, it's part of the starter set after all! The issue though, as with many other Campaigns, is that it doesn't describe the best way to transform the contents of the book into an actual session. The Book to session conversion can be difficult. Between figuring out when things should happen, to understanding motivations and even balancing encounters.

Well fortunately for you 99% of that work is done! Only a few things are really left:

  1. Consider the needs of your group. As you've heard or are about to hear a million times, every table is different. If you plan on combining this with a campaign you'll have to make tweaks here and there. (Bonus points if you include your players' backstory)
  2. These notes aren't meant to be end-all be-all. Tweak to your heart's content and don't consider any of what's written to be set in stone. For me, having notes like this helps give me the confidence to go off the rails and follow along with what my players want. It helps me understand where things were meant to go and why. Having that understanding allows me to guide the players and create other new and interesting stories. These are all things that will come with experience though, so don't freak out and enjoy the journey!

Without further ado:

Included in The Complete Collection are:

  • A Word document with all my notes including a link to music tracks for ambiance and fights
  • Special PDFs for all the encounters. This includes all the enemies' stat blocks organized neatly along with an initiative tracker and a spot to mark HP.
    • An additional PDF with Sildar's stats should he join the party as an ally
  • A map of Cragmaw Hideout. I enlarged and printed this out for my players as a battle map!

Index:

The Lost Mine of Phandelver Index

  • Part 1 - Intro and Cragmaw Hideout
  • Part 2a - Phandalin (Coming Soon)
  • Part 2b - Redbrand Hideout (Coming Soon)
  • Part 3a - Reign of Iron (Coming Soon)
  • Part 3b - Ruins of Thundertree (Coming Soon)
  • Part 3c - Cragmaw Castle (Coming Soon)
  • Part 4 - Wave Echo Cave (Coming Soon)
  • Part 5 - Side Quests (Coming Soon)

Other Fully Prepped One-Shots, Adventures, and More:

As always, If you see something you think I can improve, add, change, etc. please let me know. I want this to be an amazing resource for all DMs and plan to keep it constantly updated! If you'd like to support me, shape future releases, and get content early feel free to check out my Patreon!

Cheers,

Advent

65
66
 
 

It's billed as a lovechild of Syndicate from Bullfrog and the Cassette Futurism of the Alien franchise; it looks interesting, for sure, and I'm a huge fan of Syndicate. Has anyone played it or Zozer's other titles? I'm looking for info and reviews.

67
5
Polyhedral Nonsense (polyhedralnonsense.com)
submitted 2 years ago by sgtnasty@lemmy.ml to c/rpg@lemmy.ml
 
 

A Random Assortment of Role Playing Game curiosities

68
 
 

Couldn't find one but was wondering if there is a Glorantha community here on Lemmy. Any tips?

69
 
 

cross-posted from: https://ttrpg.network/post/81626

The ENNIE Awards (the “ENNIES”) are an annual fan-based celebration of excellence in tabletop roleplaying gaming. The ENNIES give game designers, writers and artists the recognition they deserve. It is a peoples’ choice award, and the final winners are voted upon online by the gaming public.

The ENNIES were created in 2001 as an annual award ceremony, hosted by the leading D&D/d20 system fan site, EN World in partnership with Eric Noah’s Unofficial D&D 3rd Edition News. The awards were owned by Russ Morrissey until 2019. As the awards have grown, the ENNIES have expanded from an Internet-based awards selection to an annual award ceremony at Gen Con. The ENNIES have also branched out from their roots as an award ceremony focused upon d20 system publishers and products to celebrate the achievements of all tabletop RPGs and the publishers and products that support them.

With award categories recognizing the components that make a game great to the types of products fans have come to love, categories for fan-based websites and much more, the ENNIES are the best way for fans to acknowledge outstanding effort from and to say “thank you” to the creators, publishers, designers and artists who make this hobby great.

https://ennie-awards.com/about/

70
14
submitted 2 years ago* (last edited 2 years ago) by lavalamp@lemmy.ml to c/rpg@lemmy.ml
 
 

History in Video Format: https://www.youtube.com/watch?v=WTkjHoNwUUw

The Garage Days

First formed by brothers Steve and Stewart Wieck in 1986, the duo got together publishing their very first RPG magazine, originally titled Arcanum in a VERY limited run of 30 copies. After managing to sell out of this smallest of small press runs to mostly friends and family, they hit their first snag. Another magazine already had a far too similar name, Unearthed Arcana. For their next run, they would need a rebranding. Stewart, picked the name, White Wolf, from a Michael Moorcock Sword and Sorcery series he was a fan of, this time, the name would stick.

The brothers spent the summer of 1986 working feverishly on their new White Wolf zine, photocopying, stapling and hand-drawing the cover of each copy themselves. (White Wolf Covers) Issue after issue, the pair would manage to sell out, each time increasing their print run first to 140, then 200. By issue #4, the brothers realized it was time to get out of the garage, they had something. Issue #4 would be the first professionally printed magazine White Wolf would put out and like its predecessors it too would sell out. By their fifth issue, White Wolf had acquired enough revenue to add a second color to their magazine and began working with Glenwood Distributions, a publisher who would order 1120 copies in their biggest success yet. White Wolf issues 5-7 would continue to sell well, by issue 8 the hand drawn covers were no more. Now professionally designed, issue 8 featured a full gloss cover and the official name change from White Wolf to White Wolf Magazine. More importantly, issue 8 would print some 10,000 copies that the brothers would give away at GenCon 1987, the largest tabletop convention in the world. This move would get White Wolf’s name embedded deep in the general nerdsphere.

The Magazine Success and Merger with Lion Rampant

Now, White Wolf Magazine wasn’t publishing its own games yet. The magazine mostly focused on Advanced Dungeons & Dragons, a format of the DnD that was popular in the late 70s, early 80s. Following the release of Issue #8, White Wolf began to dabble in other games like Ars Magica or Runequest, featuring articles written by the authors of those games. For the next few years, the Wieck brothers would continue on publishing White Wolf Magazine, continually growing their market share as the indie RPG magazine all the while growing closer to Mark Rein-Hagen, owner of RPG studio Lion Rampant, publisher of the beloved Wizard game, Ars Magica.

Despite the cult following that Ars Magica had accrued, Lion Rampant was in trouble. They had recently relocated to Georgia and were running low on funds and without any established trust with printers around the state they were having a hard time keeping the lights on. By fate or chance, each had something the other needed. Rein-Hagen needed money, and White Wolf was looking for someone capable of designing a game of their own. In the December 1990 issue of White Wolf Magazine, the trio would announce the merger of Lion Rampant and White Wolf. Ars Magica would live on, available through White Wolf’s printers, to the jubilation of the wizarding world. In that same article announcing the merger, Rein-Hagen would hint at a number of intertwined games he was workshopping. A departure from his traditional fantasy magic, Rein-Hagen hoped to present evil in the modern world through the lens of vampires, werewolves and mages. Now, by this time, White Wolf had dabbled in publishing games of their own, Stewart released a small adventure chronicle in 1986 titled The Curse Undying as well as a D&D campaign book in 1990 to middling success. The first joint project of our trio would be RPG card packs they called Story Paths. These cards would serve as a way to spice up your adventure, draw a card and the result would influence the plot of your game. White Wolf published two decks in 1990, The Path of Horror and The Path of Intrigue. Both decks sold quite well and the idea was purchased from them by a previous Lion Rampant investor who tried out his own version of decks that fizzled out before falling off the face of the earth.

Development of Vampire: the Masquerade

With a new cash infusion from selling their card decks and the growing sales of White Wolf Magazine, it was time to go all out. Rein-Hagen had done it once, Ars Magica was the definitive game of magicians but what do you follow that up with? Knights in the middle ages? Overdone! Modern, urban Ars Magica? Maybe that could work but would traditional Ars fans be interested in the setting? Now how about this! A game called Inferno where you play characters in purgatory, maybe even characters that died in your other tabletop games! Rein-Hagen got to work writing, nearly finishing the manuscript of Inferno when a transformer explosion led to a fire that engulfed the sole copy. Taking this as a sign, White Wolf scrapped that idea. Following this weird little tragedy, White Wolf prepared for GenCon 1990. During the 10 hour drive from Georgia to Indianapolis, White Wolf hashed out their next game. It would be dark and brooding like Inferno was meant to be, characters would have magical powers like Ars Magica and it would take place in a modern, urban setting. Thus bore, Vampire: the Masquerade.

For the remainder of 1990 Rein-Hagen would work feverishly alongside Shadowrun’s Tom Dowd and the Wieck brothers on building out a ruleset and the World of Darkness. As the 1st edition of Vampire neared completion, White Wolf pulled out all the stops. They created a 16 page, full-color, glossy pamphlet describing their game sending 40,000 or so copies out to players, retailers and distributors. To say this got the people going would be an understatement. As we entered the grunge era, players were longing for a game with a bit of an edge to it, where they could truly embrace their angst. This moody, gothic setting struck a nerve perfectly and in early 1991 the public would be greeted by a single rose laid on a slab of green marble. The cover was nothing like any other RPG before it, it was simple, yet hypnotizing. This would be a game like no other before it. Gone were the dungeons and brawling with monsters, here the enemy was internal. Pitting one against their own beast as you stumble through a world of politics, scheming and backstabbing. Within a week of their launch, Vampire was sold out and White Wolf scrambled to find anyone with a printer to get more copies out.

With the success of Vampire, Rein-Hagen and White Wolf followed it up with hit after hit. Releasing Werewolf the Apocalypse in 1992, Mage: the Ascension in 1993, Wraith: the Oblivion in 1994 and finally Changeling: the Dreaming in 1995. Each game, tying into the greater World of Darkness and completing Rein-Hagens dream of multiple, connected games. Each game presented another unique view point in which the player could explore the World of Darkness. The game lines created a much needed cash flow as sales of the magazine had been rapidly declining until it was canceled shortly after the launch of changeling.

Black Dog Games

With White Wolf’s fervent pace of production and unique style, it allowed them to gobble up nearly 26% of the RPG market in the 90s, leading to the industries first ever prime-time showing in the 1996 TV show Kindred: the Embraced, a Fox airing that would run for 8 episodes before its lead would tragically die in a motorcycle accident. White Wolf would continue to ride this wave of success through the 90s, creating a secondary publishing line titled Black Dog in which all of their more controversial and adult books could be published. This featured titles like Charnel Houses of Europe, which remains one of the best selling RPG books of all time, the Giovanni Chronicles which was showered in awards and some of their more… out there books like Freak Legion.

As additional editions rolled out, White Wolf would create a new product, books meant for the player, not only the GM. They would coin these, splatbooks. These books would focus on a specific vampire clan or a location within the game, going into great detail and affording players a deeper look inside the world. While other games had released one or two of the extension style books, White Wolf PUMPED them out. Raking in cash as they mined a previously untapped market, the average player who wanted to know more about his character. Through these splatbooks, White Wolf began to build up a general metaplot. Hinting at the idea of Gehenna, the end of Vampires or the Apocalypse, the death of Gaia. Players grew to love the growing plot, but began to hate when various games would intersect due to the often mishmashed or poorly thought out rules. White Wolf would pivot from this by releasing Year of the Hunter, a book about mortals hunting each of the supernatural denizens of the World of Darkness. By using mortals, White Wolf deftly evaded their own crunchy rules and allowed for characters who could study or interact with different splats.

Departure of Rein-Hagen and the New Millenium

As the company grew into the new millennium, some cracks would begin to form. Mark Rein-Hagen and the Wieck brothers would have a falling out, leading to Rein-Hagen’s departure to craft a new game titled Exile. As the grunge demographic began to grow out of their angsty years, White wolf began to notice a decline in sales, with only Vampire: the Masquerade remaining profitable. Unable to maintain 5 game lines in which 4 were rapidly becoming unprofitable, White Wolf made some tough decisions. First on the chopping block was Wraith, the line would be ended entirely concluding with their 1999 releases which also effectively ended the storyline. Both changeling and mage would be pushed off onto a smaller imprint studio called Arthaus. Seeing the success of their 1995 Year of the Hunter, White Wolf doubled down and released Hunter the Reckoning in 1999, a full gameline dedicated to, you guessed it, Hunters. Reckoning sold quite well and encouraged White Wolf to try again, first in 2001 they would release Mummy: the Resurrection alongside Exalted, a high fantasy spin-off game that was quite successful. Next would be Demon: the Fallen in 2002 and Orpheus in 2003. During this time, White Wolf would also create a variant of Vampire meant to be played in a live-action setting. They called this project Mind’s Eye Theater and to this day would be one of the only commercially successful LARP projects, ever. Mind’s Eye is also heavily credited in being one of the most successful attempts to get women into RPGs.

White Wolf had stumbled a bit, but they had seemingly gotten their mojo back, though, not without some complications. After about 400 various editions and 20,000 splat books it became increasingly confusing as to why these overarching world ending events were, uh, not ending the world. White Wolf continued on writing increasingly complex and contrived reasons to put off the end when it became patently obvious they had no interest in ending the plot as it would mean turning the money faucet off.

A New President and Battling Sony

Unsure of how to proceed, in 2002, Steve Wieck, President of White Wolf for 9 years, would pass the reigns to Mike Tinney, a prominent editor and designer in the company. One of Tinney’s first actions would be opening a lawsuit against Sony Pictures for copyright infringement over the movie Underworld which featured fighting between Vampires and Werewolves. White Wolf would more or less win, with Sony settling out of court for a monetary settlement and consultary rights in the sequel. Notching his first win, Tinney set his sights on fixing the World of Darkness. It had reached the point where players would need to buy a new book almost monthly in order to stay up to date with the metaplot, a rate which was increasingly beginning to aggravate players. To fix this, Tinney went with the nuclear option, the Time of Judgment. A line of books which promised to finally wrap up the plot of every game line. No RPG company had ever done anything like it before. Killing off a dying game, sure, but ending every single one of your products at once was unheard of. The daring move, in the end, paid off. The Time of Judgment books sold gangbusters, with fans ecstatic to finally see how things would turn out. Finally broken out of the corner they wrote themselves into, White Wolf put their heads down and focused on putting out higher quality, lower quantity splatbooks as well as smaller gamelines like Promethean: the Created. White Wolf also released a sequel to the World of Darkness in their Chronicles of Darkness line. Featuring a similar, but revised list of game lines like Vampire: the Requiem, Werewolf the Forsaken and Mage the Awakening. Now, who could forget arguably the biggest success of the early aughts. Vampire: the Masquerade - Bloodlines. The swansong of Troika Games which would go on to grow a fanatical cult following and which many publications would list as one of the best RPG video games of all time. Bloodlines breathed new life into the series, answering the prayers of the old guard while introducing millions to the World of Darkness.

The CCP Years and a Failed MMORPG

White Wolf would coast on the Bloodlines wave until 2006 in which White Wolf would be purchased by CCP Games, the Icelandic publisher of the space MMORPG Eve Online. White Wolf’s Georgia offices would henceforth be CCP North America with Tinney serving as the President of CCP NA. Following this, CCP Games would begin development on a World of Darkness MMORPG immediately, pulling most employees from their RPG development roles and into storyboarding and scripting this new venture. This left essentially no one to continue to care for the various gamelines and the series largely languished for the next few years, kept on life support by various freelancers. By some miracle, in 2011, White Wolf would release their latest and seemingly last edition of Vampire: the Masquerade, titling it the 20th anniversary edition. Launching it in New Orleans at the Grand Masquerade, a fan and larper event. While the game was and is considered by many to be the best version to this day, its sales could do little to stem the hemorrhaging state of CCP’s financials. By 2011, EVE’s subscriptions were in a heavy decline followed by the flop of DUST 514 and the now 5 years of development hell on a World of Darkness MMO. On October 19th, 20% of White Wolf’s workforce would be let go, with the majority being reassigned into other divisions of CCP. This left only two full-time staffers in the White Wolf Division, Eddy Webb and Rich Thomas. Seeing the writing on the wall, Rich Thomas would leave CCP to form Onyx Path Publishing, licensing the World of Darkness from CCP and thankfully continuing development on the various 20th anniversary editions of the other gamelines. Many fans would go on to enjoy the work of Onyx Path, thankful to see the games they grew up with begin to have a pulse yet again. Meanwhile, By Night Studios would be formed in 2013, taking over the defunct Mind’s Eye Theater and gaining the license for World of Darkness LARP products.

Paradox Buys White Wolf and the Dawn of 5th Edition

It quickly became clear that CCP had absolutely no idea what to do with the World of Darkness, canceling their planned MMO in 2014 after 8 years of development to refocus their efforts on EVE online. This led to additional firings and more personnel reshuffling amongst CCP North America or “White Wolf”, if it even still existed. Then, in 2015, Paradox Interactive, publisher of 4x games like Hearts of Iron or Crusader Kings would extend a lifeline. Purchasing White Wolf and the rights to the World of Darkness from CCP for several million. Paradox, intent to actually do something with their new toy, set to work naming Tobias Sjogren as CEO of White Wolf and Martin Ericsson, a developer on the World of Darkness MMO as Lead Storyteller for the company. Paradox would begin to lay the groundwork for restarting the World of Darkness in a new, 5th edition. Leading the way, of course, would be Vampire. As White Wolf got to work on crafting a new plotline, Paradox would sparingly license out the rights to the series, leading to a number of quite enjoyable visual novels. For the next three years, 5th edition quietly cooked away with the occasional teaser being released to keep fans interested. In the summer of 2018, on August 2nd, Vampire: the Masquerade 5th Edition would release to great excitement.

Right off the bat, fans would be taken aback by this edition. Changes to mechanics and the scrapping of most of the existing background lore left a sour taste in the mouth of veteran fans. To follow that, the text included quite a few controversial topics. In the quickstart guide, one of the provided characters was only able to feed upon children. Now, this is a game about being immoral monsters, BUT, if you’ve spent any time in RPG communities you would probably realize that forcing your players to commit violence against children will likely lead to THAT GUY situations. As we read further into the book one of the suggested character concepts for a Brujah character, was a neo-nazi. Shortly after this featured an example dice roll that just so happened to be 1488, a common nazi slogan. Now, White Wolf brushed these off as coincidences, and I do believe the die example likely was but what would come next would spell the end of White Wolf.

The End of White Wolf

White Wolf has historically been quite edgy, a trait that served them well in the 90s and generally, they reserved their most controversial entries for the now defunct Black Dog label. With that gone, nothing kept controversy from their main line books. Shortly after the core book was released, White Wolf would follow it up with a Camarilla book, meant for playing one of the primary sects of Vampires. This book would include a passage about Chechnya, specifically, homosexuals in Chechnya. The passages explained that Chechnya was actually a vampire led state, that current and very much alive President Ramzan Kadyrov was a ghoul, blood-bound to vampires. To distract from the fact that their leader was under vampiric influence, Kadyrov led anti-gay purges which, sadly, are also a very real thing. The book continues that international controversy over homosexual persecution is actually just a vampire manipulation, that while yes, homosexuals may be getting tortured to death but that's not the point, its to distract from vampires! Oh, and by the way, Vampires hate gays too. (The Passage in Question) The whole section was completely unnecessary, especially the immediate alienation of the large LGBT player base of their own game. This has not been the first time White Wolf has gotten into hot water for their writings but for Paradox, the immense blowback on this was too much. They immediately recalled all prints/pdfs for rapid editing and quickly fired the senior White Wolf staff, closing the company and fully absorbing the World of Darkness into Paradox as a whole. White Wolf would end suddenly, just as it seemed they had roared back to life, the edginess that originally made them would eventually become their downfall. The IP would eventually be fully brought back in house to be led by Jason Carl who was already in many ways the face of the game thanks to the success of his show LA by Night and recent promotion to Brand Manager. WoD to this day is largely managed by Renegade Studios and a team of free-lancers under the supervision of Carl. Larp products would continue to be produced by Carl's former company, By Night Studios.

71
 
 

What programs do you use for making hexmaps? I want to make a map for my players but my art skills are very lacking

72
 
 

cross-posted from: https://pathfinder.social/post/48899

Hiya, just finished proofreading my second article, and here it is!

This one, as the title indicates, is about where problems of lack of investment and feedback start, and how to be proactive and use the tools available to you to set proper, well-communicated expectations so that you ensure table quality and maintain it throughout, while nipping these problems in the bud before they even arise.

I hope it's of some use to any of you. As always, I'm open for discussion and questions on the content.

73
 
 

I'll start with a little bit of background. I moved to a different country just about two years ago and I have been slowly working on the language. I haven't had many close friends who share similar interests with me. I also don't care for the online games. Those reasons combined I haven't played d&d in just about those two years.

Someone suggested ChatGPT to me for an unrelated reason. I was impressed and then I was suggested to try a text adventure with it. And to put it lightly I was a little bit blown away. I'll admit, I even dropped a 20 to use the GPT-4. At this point, I think I have a mild addiction, as I've been spending a lot of my free time continuing our adventure.

But back to my original question. Have I just been this starved of role playing games that I think this is amazing? Or is it actually this good? What's your opinion on these AI when it comes to RPGs?

74
 
 

That’s right, we have. Well, kind of. We mentioned it briefly in 2019, at Gen Con, but the reference was so short and sparse that it didn’t spread. This was a blessing in disguise because of course the very next year COVID-19 spread across the world, forcing us to change our plans.

We changed them back this year. We’re doing it.

Let me tell you about this game. In fact, let me get a little cute about it since it’s truly under the radar.

75
 
 

Just thought I would add this resource here.

view more: ‹ prev next ›