jnarical

joined 1 year ago
[–] jnarical@ttrpg.network 1 points 1 year ago

Bard fucking your daughter better then demon fucking you kingdom (killing her beforehand)

[–] jnarical@ttrpg.network 3 points 1 year ago (4 children)

DM should adapt... like, okay we'll summon another demon, just less powerful

[–] jnarical@ttrpg.network 1 points 1 year ago

Yes, that’s picture I saw when I’ve been subscribed. But now it works, suddenly)

[–] jnarical@ttrpg.network 0 points 1 year ago (2 children)

I was trying to say just that - it shows zero posts after subscribing, and other ml communities behave the same way

 

There's a thing about D&D - it's actually a wargame. Big share of its rules is tailored to tactical combat. "I go forward for 3 squares, use this ability, use that ability, end of turn" - that kind of stuff. You can play without it (system is a tool, yes) - but in that case you throw off half of the game rules, so what's the point? Anyway, there's nothing wrong with it and there're many people who seek for just that gameplay style.

D&D is the most famous game system due to enormous amount of money spent on it by publisher / copyright owner, and it lasted for decades. But TTRPG is much more that that.

There's TTRPG design framework, called "Powered by the Apocalypse", or PbtA, as the first game made with it was "Apocalypse World". Here's a short list of PbtA features and principles:

  • it's narrative, which leads to making and telling interesting stories
  • "Fiction first" principle - player don't use character abilities like pressing button in videogame, they describe what they want to do, and that description (possibly) triggers a move
  • Moves system. Moves are NOT abilities. Their goal is to make emphasis on key game aspects. When you trigger a move - it matters!
  • "Fail forward" principle. When player fails a roll - GM makes a move, and story takes a turn. Player gets XP for failing,
  • "Play to find out" principle. GM doesn't know what will happen. Players make the story together.

Dungeon World is a PbtA game with strong D&D flavour. That means, it has kinda familiar character classes, races, and atmosphere - full of dungeons, taverns, orcs, goblins et cetera. But it plays vastly different. It's rules-light system, easy for new players, but somewhat demanding for the GMs skills.

As for me personally, I was using reddit for its DW sub mostly, but now it's still in blackout.

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

I can't subscribe for communities from lemmy.ml - !memmy@lemmy.ml for example. It just show zero posts. Why is that?

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

~~Can you share mage playbook?~~ Never mind, I've taken it from cached reddit page)))

[–] jnarical@ttrpg.network 2 points 1 year ago (4 children)

Yes! If I want some kind of mage/spellcaster in my game, I go for Unlimited Dungeons variant. Bot DW and HbW mage variants are disappointedly limited

[–] jnarical@ttrpg.network 3 points 1 year ago* (last edited 1 year ago)

https://spoutinglore.blogspot.com/2018/07/homebrew-world.html

upd: hit points in DW is like plot armor, it's not about health state explicitly

[–] jnarical@ttrpg.network 2 points 1 year ago* (last edited 1 year ago)

I prefer Homebrew World, it's like Dungeon World 2.0 in many cases, but it's for sure tailored for oneshots or short campaigns. There are also DW: Unlimited Dungeons which shares some similarities with HbW, and Stonetop in its early access stage

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

It would be more visible on the communities page, I support this too

[–] jnarical@ttrpg.network 1 points 1 year ago

Oh! My! God! I was getting downvotes and didn't even knew why! It's much better now, really.

 

It's much better, no?
upd: edited title for clarity

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