Look, when you see someone talking about a particular bit of tabletop RPG rules tech and your first reaction is "well, that just doesn't sound practical", your first question should be whether you've actually identified a problem, or whether you've merely assumed without justification that every part of the game in question other than the bit you just read about is identical to Dungeons & Dragons.
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Ixitxachitl are such a rarely used creature, despite their depth of lore. You have sentient manta rays, and some of them are vampires! Then there’s a related species that lives underground (the ixzan). They have a religious schism between clerics of the manta god and worshippers of Demogorgon! They practice eugenics, so you can tell they’re classic villain material.
Campaign Idea: These demon rays are preparing a terrible unholy ritual, which will begin draining life from the ocean and all its creatures into their leader Ok’tixetl. PCs become involved as abyssal whirlpools and necrotic sea monsters cause havoc for the island nation they call home! They must stop the ixitxachitl from breaking three celestial warding beacons, or the vampiric leader will become an avatar of Demogorgon (to say nothing of the ecological devastation wrought by the ongoing ritual)!
Tabletop RPG where taking damage in combat is represented by physically setting the target's character sheet on fire. Different damage types specify different parts of the sheet where the fire must be set (e.g., top-right corner, etc.), and the amount of damage is the number of seconds the player has to wait before stamping it out. Any physically destroyed traits are disabled until they fill out a new sheet.
Honestly, a big part of why I'm excited about @jdragsky's Seven Part Pact is that it'll be nice to have a baroquely maximalist tabletop-RPG-meets-board-game actually available in print that isn't Chuubo's Marvelous Wish-Granting Engine.
I use she/her, and I primarily play female characters
I use she/her, and I play female and non-female characters equally
I use she/her, and I primarily play non-female characters
I use he/him and I primarily play male characters
I use he/him and I play male and non-male characters equally
I use he/him and I usually play non-male characters
I'm nonbinary and I primarily play nonbinary characters
I'm nonbinary and I play nonbinary and not nonbinary characters equally
I'm nonbinary and I primarily not nonbinary characters
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Feel free to specify in tags which one of these you fall into and why! Don’t forget to reblog for reach! :3
I've noticed that a lot of TTRPG players only play characters of the same gender of them, which makes sense, but I've always loved to play multiple genders of characters, so I wanted to see how common this was!
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I've been reading (listening to) Pilgrim by Mitchell Luthi and it's so good I'm throwing away like a dozen half baked ideas to cook up an entire Trail of Cthulhu campaign set in 1100s Jerusalem. What if ghouls ran the black market for relics. What if the Order of St. Lazarus were fucking Deep Ones. What if Dagon was in the red sea. What if Islamic moon cultists summoned the denizens of Leng.
A frequent remark in Eat God's latest round of playtesting has been that the aggressively random nature of playsets can put the GM on the spot to figure out what's happening at a randomly drawn location when the God-eaters arrive or how two randomly drawn NPCs relate to one another. Our solution, of course, is more Big Stupid Tables.
The table on the left, Location Events, is intended to be used in a roll-twice-and-combine fashion to keep players on their toes; each entry is designed to be broadly compatible with being paired with every other entry, though some pairings may take a bit of thinking to reconcile. The tablet on the right, NPC Connections, is aimed more at one-and-done rolls, both because there may be several pairs of NPCs who need fleshing out and because many of the most fun possibilities tend to be mutually exclusive of one another. In both cases, the final rules text will encourage player participation to help the GM brainstorm what the results mean if there's any doubt.
(As you've no double noticed, we still have about 20/72 slots left to fill if there's anything you'd especially love to see that 's not already on there!)
Plaintext under the cut, as it wouldn't fit in the image's ALT text:
Random Location Events (roll twice and combine)
11 (2 of clubs) Something is broken, leaking, or slightly on fire.
12 (3 of clubs) One of the NPCs present is not supposed to be here.
13 (4 of clubs) Something of value has been stolen or mislaid.
14 (5 of clubs) Preparations are underway to mark a special occasion.
15 (6 of clubs) An expected person or group has failed to show up.
16 (7 of clubs) Ingress is blocked by a (literal or figurative) gatekeeper.
21 (8 of clubs) The location is undergoing renovation or repairs.
22 (9 of clubs) A noisy argument, brawl or competition is underway.
23 (10 of clubs) The God-eaters' arrival has interrupted something.
24 (2 of diamonds) A crowd has gathered to witness an unusual
spectacle.
25 (3 of diamonds) Something normally abundant is unexpectedly scarce.
26 (4 of diamonds) A trap, ambush, or surprise party lies in wait.
31 (5 of diamonds) The location has been besieged, invaded or occupied.
32 (6 of diamonds) A procedural or bureaucratic obstruction has arisen.
33 (7 of diamonds) Something has gone awry, with evidence of sabotage.
34 (8 of diamonds) A curse, haunting, or weird malfunction has appeared.
35 (9 of diamonds) Smoke, fog, or lighting trouble reduces visiblity to nil.
36 (10 of diamonds) Milieu-appropriate wildlife has gotten into something.
[15 blank rows]
64 (8 of hearts) An outside force threatens the location's destruction.
65 (9 of hearts) Security or surveillance is much higher than usual.
66 (10 of hearts) The God-eaters are mistaken for someone else.
Random NPC Connections (roll once per pair)
11 (2 of clubs) One owes a debt which the other wishes to call in.
12 (3 of clubs) Scheming together, but each plans to betray the other.
13 (4 of clubs) One needs a favour which only the other can grant.
14 (5 of clubs) In an unequal friendship which is ready to fracture.
15 (6 of clubs) One blames the other for some (imagined?) wrong.
16 (7 of clubs) Formerly close, and still stinging from the falling-out.
21 (8 of clubs) One envies the other's looks, talents or good fortune.
22 (9 of clubs) Gleefully enabling each other's worst tendencies.
23 (10 of clubs) One grudgingly defers to the other out of debt or duty.
24 (2 of diamonds) Concealing a socially inappropriate relationship.
25 (3 of diamonds) One finds joy in deliberately antagonising the other.
26 (4 of diamonds) Pretending to be enemies, but secretly in cahoots.
31 (5 of diamonds) One wants to discredit, humiliate or upstage the other.
32 (6 of diamonds) Quarrelsome for reasons unclear even to themselves.
33 (7 of diamonds) One regards the other as a wise mentor or role model.
34 (8 of diamonds) Hopelessly in love, though neither will admit it.
35 (9 of diamonds) One has mistaken the other for someone else.
36 (10 of diamonds) Obligated by circumstance to tolerate one another.
41 (2 of spades) One thinks the other seriously needs to loosen up.
42 (3 of spades) Fair-weather friends, ready to turn for the right price.
43 (4 of spades) One suspects the other is up to something nefarious.
44 (5 of spades) Arguing like an old married couple, and just as loyal.
45 (6 of spades) One feels responsible for the other, and resents it.
46 (7 of spades) Trying very hard to ignore each other's presence.
51 (8 of spades) One is trying to bribe, subvert or seduce the other.
52 (9 of spades) Competitive to a fault over absolutely everything.
53 (10 of spades) One is oblivious to the other's blatant infatuation.
[5 blank rows]
63 (7 of hearts) One feigns loyalty to the other, but has a hidden agenda.
64 (8 of hearts) Best friends forever, to a faintly obnoxious degree.
65 (9 of hearts) One has a secret the other is determined to uncover.
66 (10 of hearts) Devoted rivals for an extremely trivial reason.