Interesting question for my fellow hackers out there, when naming playbooks and crews, how important is it for the…

Interesting question for my fellow hackers out there, when naming playbooks and crews, how important is it for the…

Interesting question for my fellow hackers out there, when naming playbooks and crews, how important is it for the name alone to communicate what that thing is about? Or do you think it is OK to lean heavy on flavor and supplement with a sub-title to say what that thing is about? Im making a thing and am attached to the flavor of this thing but I want to ensure that doesnt impede good design.

What are the gold standard Scum & Villainy actual play videos?

What are the gold standard Scum & Villainy actual play videos?

What are the gold standard Scum & Villainy actual play videos?

I’m studying up for running it myself but I don’t have time to watch more than a few episodes.

I’m not aware of the creators having video out there like John Harper did for the Kickstarter.

So I’ve started hacking Blades to make a game where teenagers get stuck in an MMORPG world as Heroes with no way to…

So I’ve started hacking Blades to make a game where teenagers get stuck in an MMORPG world as Heroes with no way to…

So I’ve started hacking Blades to make a game where teenagers get stuck in an MMORPG world as Heroes with no way to log out. The game is going to focus on the players struggles fitting into a new world, struggling with the expectations of the would-be NPCs who are now sentient, and facing great threats to the Kingdom.

I’m drawing heavy inspiration from both Blades in the Dark and Masks to create this game with a small amount of influence from Log Horizon TRPG (for a new resource known as “Threat” that will become apparent in combat with monsters).

I’ve gotten a dice system down (basically just Blades) and some ideas for how Boss Monsters might work, but what I am struggling with are Playbook Moves. So far, I have decided on the following playbooks:

*GUARDIANS* are frontline fighters, putting their lives on the line to protect their allies from danger and being the biggest threat in the room. They are bold, daring and intimidating, but have a soft side for their friends. Typically represented by a “tank” class in an MMO.

*SHARPSHOOTERS* are keen eyed ranged fighters, able to pinpoint weaknesses that their allies can exploit both in and out of combat. They are dexterous, careful, and thoughtful. Typically represented by a “Ranged DPS” class such as an Archer or a Gunslinger.

*ASSASSINS* are deadly damage dealers, adept at sneaking, sleight of hand, and scouting. They are unnerving, untrustworthy, and selfish.

*BARD/HEALER/BUFFER (man I need a better name for this one that doesn’t lock you down to a specific class)* have a silver tongue, able to inspire their allies and manipulate foes, as well as help allies recover from harm. They are caring, yet manipulative, and can talk their way into or out of mostly anything. Typically represented by a supportive class like a Bard or Priest.

*ENCHANTERS* are devious magic wielders, using their powers to assist allies and hinder foes, manipulating their forces from the background. They are masterminds, prepared for any eventuality and use their magic to bend people to their will. Typically represented by a magic based class that has heavy reliance on buffs and debuffs.

*SORCERERS* are powerful magic wielders, able to shape the world around them with their power, and deal devastating damage across large areas. They are wise and kind, yet feared by those who do not understand the burden of their power. Typically represented by a Magic-based DPS class.

*ALCHEMISTS* are tinkering magic wielders, who can imbue their talents into items and artefacts, or even themselves, defending their allies and preparing them for the obstacles ahead. They are eccentric, clever, and adaptable. Typically represented by martial artist classes, or classes with an alchemy theme.

Any thoughts about the base ideas for a playbook would be awesome. I have tried to give each a combat and social flavour that suits the character type.

Any suggestions for Playbook Moves / Special Abilities would be awesome too.

Ideally I also want to come up with a particular struggle each Playbook wants to explore. For example, in Masks a Janus is about the struggle between balancing their lives as both a teenager and a hero; where the Legacy is about trying to live up to your legend. Something akin to this for each role could be cool to explore as an idea.

Any feedback in general is also welcome!

A cluster map I generated using Calum Grace’s A Nocturne randomizer (and a lot of inefficiently-wasted time in Clip…

A cluster map I generated using Calum Grace’s A Nocturne randomizer (and a lot of inefficiently-wasted time in Clip…

A cluster map I generated using Calum Grace’s A Nocturne randomizer (and a lot of inefficiently-wasted time in Clip Studio Pro). Going to be running a game for some folks in v0.8… or maybe 0.9 if it comes out soon enough cough. When I’m done polishing the (text-heavy) sector results I could post the full details of the stoically-named “HCSS 1185”, but I’m unsure if people would be too into it so let me know if that’s worth it to anyone!

Whipped up a Forged in the Dark table reference to help with determining position and effect.

Whipped up a Forged in the Dark table reference to help with determining position and effect.

Whipped up a Forged in the Dark table reference to help with determining position and effect. I hope you find it useful!

https://technicalgrimoire.com/references

https://technicalgrimoire.com/references

Hi Blades pals

Hi Blades pals

Hi Blades pals,

My Forged in the Dark game, Copperhead County, an outlaw country RPG about Breaking-Bad-ian, David-Simon-ian organized crime in the modern, non-magical South, has had an update to v3, with a revamped Claims system and other changes to the core Turf/Tier faction game. I think they’re neat!

CC is a fully playable, nearly finished FitD game with an original setting, playbooks, crews, maps, and a soundtrack. Check it out if you want to go on modern criminal adventures. Do crimes! Do politics! Achieve the American dream of wealth and status by hook and/or by crook.

Plus, if you’re going to be at Big Bad Con this October, Team Copperhead County’s own Michael Crowley will be running a CC game, The Two-Snake Sashay, which promises a dive into the cutthroat world of local electoral politics. Hot damn if that doesn’t sound like a good time:

https://www.bigbadcon.com/events/copperhead-county-the-two-snake-sashay/

https://zzzwizard.itch.io/copperhead

Hello everyone!

Hello everyone!

Hello everyone!

Well, I was doing a hack of blades on Vikings in a low magic midgard.

I finally moved forward and decided to do it in my native language, Spanish. When I have advanced more I will translate it.

If someone is interested in seeing the progress in that language, you can ask me and I will send you the link.

This publication is also to tell you that I changed many things and the hack is becoming something else. The idea is the following.

The game is centered on Midgard and the neighboring realms, Vanaheim, Jotünheim, Alfheim, and Svartalfaheim. (There are other kingdoms, but their access is more difficult or they are further away).

The idea (very brief) is that men have managed to adapt an Alfheim mineral, much appreciated by the Ljófalsar (light elves) to create an engine capable of propelling drakkars through the sky (airship style.) Imagine the Drakkar and the balloon, made with dragon skin) the men are at war with the Ljofalsar, there is a slow industrial revolution and the game is based on the players, their drakkar and manage a settlement that produces riches in one of the neighboring kingdoms. the cohorts will be a “Fleet” (get smaller drakkars with a crew)

I have a most detailed idea and I am doing the introduction of the manual. ( I already have playbook sheets and crew sheets for playtesting) A designer friend will do the layout and art, so it’s getting serious. I would like to hear opinions of the idea.

Greetings to all and thanks for all the good attention and response always.

Pd: sory for mi english, a Lot comes from the google traductor. (I read it just well, but i’m pretty bad for writing)

Hey everyone! I’m making a game about being rpg style monsters getting on airships and becoming sky pirates.

Hey everyone! I’m making a game about being rpg style monsters getting on airships and becoming sky pirates.

Hey everyone! I’m making a game about being rpg style monsters getting on airships and becoming sky pirates.

I’ve still got a lot left to do, but I’m eager to see what people think of the game in it’s current state.

Thanks so much for any feedback you send. ☺️

https://1drv.ms/f/s!AuoWRpaxIMdYgUvUCG-Bwern6UIU

SO, in Scum and Villainy we have 3 ship types.

SO, in Scum and Villainy we have 3 ship types.

SO, in Scum and Villainy we have 3 ship types. The smuggler/blockade runner, the bounty hunter/extraction specialists, and the rebels.

I just finished Embers of War by Gareth L. Powell, and the novel could easily fit within S&V, but their ship is part of a well-regarded organization called the House of Reclamation. The House field ships to help ships in trouble – whether adrift in space or sinking on a water world surrounded by hostile ocean life. They are a search and rescue organization, but folks there often join because they wanted to something good with their lives in a world recently at war. Many of those who join the house are running from something, or have lost everything.

So, you COULD do something like that with the current ships, but you could possibly soften the focus and make it less specific in order to create a space EMT with shades of salvage oriented ship.

I’m hoping to run S&V soon, but haven’t played it as yet. Does this sound like a possible alt. 4th ship type?