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Illogictree

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  1. Apologies for missing this! I thought the thread was dead. Sent an invite to all respondents. I think we have enough interested people now so I'll close this thread.
  2. Coalscuttle Kobold Paladin 2 || Guardian Tier 1 LG AC 21 HP 23/25 Speed 20ft Str 11 (0) Dex 13 (1) Con 11 (0) Wis 10 (0) Int 9 (-1) Cha 15 (2) Attacks Dagger +3 (1d4), +1 Longsword +4 (1d6+1), Light Crossbow +4 (1d6) Mythic Power 2/5 (+1d6) Seeing a weak point, Coals pushes herself to finish things. Chum-covered blade flashing, she strikes out at the opponent. OOC Coals attacks the skum at N8 again. If that skum is down, she'll attack the one at O8. Attack Damage
  3. In my experience PbtA is quite different to GM than D&D. It actually took me quite a while to figure out how it was supposed to work and what it was doing. And yes, the only thing better than RPing little woodsy critters is RPing little woodsy critters waging war and stabbing each other in the back. 😄
  4. I'm planning on sharing the playbooks and references for the shared moves so that players have access to them, but I will definitely be aiding in character creation. Root RPG has some differences from the other PbtA games I've played/read that might need highlighting.
  5. Art by Kyle Ferrin Root: The Roleplaying Game by Magpie Games is a Powered By The Apocalypse RPG based on the popular board game from Leder Games about cute animals waging bloody war for control of the Woodland. The Woodland is in a time of strife. The Eyrie Dynasties, once unquestioned rulers of the forest's clearings, fell into disarray and infighting. Into the power vacuum came the Marquisate du Cat, a foreign power with eyes on the Woodland's rich resources. But the remnants of the Eyrie have regrouped and are ready to attempt to regain their former glory. Further, some of the denizens have decided that they would rather prefer self-rule and banded together to form the Woodland Alliance, with the goal of ousting the other powers. And other factions are taking the opportunity to make their own plays as well. Players take on the roles of vagabonds, those animals who for various reasons stand outside of normal society, owing allegiance to no faction but themselves. Explorers, couriers, mercenaries, thieves, and con artists; vagabonds can be any and all of these, and a band of them could easily shift the power balance in the Woodlands. I picked up this game a while ago, and lately I have been in the mood to try actually running a game here on Myth-Weavers. So I am currently reading through the rules again. I have run PBtA games offline in the past (chiefly Dungeon World), and I think Root would be a fun time. I have both the core book and the Travelers & Outsiders book, so all those options will be available. I'm interested mostly in running the game in a very player-driven way, as a series of individual adventures connected by their decisions, with the larger story evolving out of the impact their actions have on the Woodland at large. I'm even planning on letting the players decide which factions are in play. So what do you say? Is there any interest in playing?
  6. Coalscuttle Kobold Paladin 2 || Guardian Tier 1 LG AC 21 HP 23/25 Speed 20ft Str 11 (0) Dex 13 (1) Con 11 (0) Wis 10 (0) Int 9 (-1) Cha 15 (2) Attacks Dagger +3 (1d4), +1 Longsword +4 (1d6+1), Light Crossbow +4 (1d6) Mythic Power 2/5 (+1d6) The skum, or at least this one, are proving to be difficult opponents, but her efforts do seem to be keeping her friends safe. Just keep doing what you're doing, she tells herself as she dodges and weaves and ducks under her opponents' tridents, don't second guess yourself. That comes later. Letting herself slip into the rhythm of the battle, she strikes out at the creatures before her, hoping that things will be resolved quickly. OOC Coals attacks the skum at N8 again. If that skum is down, she'll attack the one at O8. Attack roll Damage
  7. Hello, everyone. First time posting in a thread outside of a game since moving to the new site, hope this is the right place to post this sort of thing! So I have been working on a setting, and to flesh out the cultures within I had the thought to create a couple of games that the people of that world play. I've got rough outlines of the games and how they work, but I thought I would see if there are any further suggestions and ideas that people can think of. Also, feel free to talk about any games you've made up to be played in your own settings. The game that I'm most interested in developing is what I'm calling at the moment "Storyteller's Gambit". It's something like a combination of yahtzee, commedia dell'arte, and tarot, meant to be very old in-setting and a cultural touchstone that's made its way into many different lands, each putting a slightly different spin on it. People of all social classes play it and it's a rich source of metaphor and symbolism for them. The basic idea is as such: players take turns rolling sets of specialized dice that have various symbols representing iconic story elements on each side, then try to tell an improvised story using the elements presented to them. The elements, places, and characters on the dice are iconic and archetypal, but part of the interest is that they are open to interpretation, and a creative storyteller using the elements in unusual but still recognizable ways is welcome. For instance, the Sword can represent a literal sword, or more broadly a weapon, or can be used more figuratively to represent harsh words in an argument or the concept of conflict or conflict resolution itself. I've had an idea that, as the four Aristotlean elements are important in the setting (although influenced by non-Western interpretations of such elemental systems), the dice are cast onto a board divided into four quadrants corresponding to each element and the dice that land in each quadrant have to be influenced somehow by that element (with those landing outside the quadrants in 'the void' having a supernatural influence). Now, the application of this game to fortune-telling is obvious, but I have to assume that any game with such elements of randomness probably has some form of gambling arise around it, which may imply some sort of 'scoring' of the rolls and the storytelling linking them together, although I'm at a loss as to how to begin designing such a system. Also, I am not sure how the dice would actually be structured - like would there be a die specifically holding "place" symbols, one specifically holding "item" symbols, two for "characters"? Or would a mix of symbol types on each dice be better? I have a few ideas for story elements that could be represented - the Hero, the Lover, the Sword, the Fox Woman (the setting's archetypal wise woman/trickster, akin to Baba Yaga), the Mire - and further ideas for story elements, particularly ones that could have multiple or abstract interpretations, would be appreciated. The second game is a little more fleshed out, and I think it'll mostly be down to actually making and playtesting it to see if it works like I think it should. I'm including this because I think it might be of further interest. Mostly it's borne out of my frustration about fictional chess analogues being basically different flavors of fairy chess (or even literally just chess with the piece names changed), so I took inspiration from tafl and "Thud" (invented for Terry Pratchett's Discworld novels). Like chess, it is an abstraction of warfare in the setting - warfare that includes giant magitech mecha. These robots, called "dragoons", are powerful but have vulnerabilities that can be exploited by foot soldiers. It is played on a grid, with two types of pieces for each player in symmetrical teams: the smaller and more numerous pieces representing soldiers, and larger fewer pieces representing dragoons. Pieces can move in all 8 directions, with soldiers moving 1 space (like chess kings) and dragoons moving farther (either up to 3 spaces or just moving like chess queens, haven't solidified this and should be playtested). Dragoons can just take all enemy pieces, but they have to stop movement when they take a piece. Soldiers can take enemy soldiers, but to take an enemy dragoon they have to box it in. This of course is easier at the edges of the board. The win condition is eliminating your opponent's pieces or placing them in a position where they have to surrender. In-setting it occupies a similar cultural cachet as chess, in that it's played by intellectuals and wise commanders to demonstrate that they understand tactics and can create and execute plans. Although it can be played by just about anyone, all you need is different-sized and colored rocks and a patch of dirt to draw a grid on, but more elaborate sets are made with more detailed models. The most elaborate use miniatures made in the likenesses of historical military figures and famous dragoons, and some wealthy individuals even collect such models. Anyway, those are my current ideas, I'd appreciate some feedback and ideas to help improve these games. And if you guys have thought about games being played in your own settings, I'd like to hear about them!
  8. Coalscuttle Kobold Paladin 2 || Guardian Tier 1 LG AC 21 HP 23/25 Speed 20ft Str 11 (0) Dex 13 (1) Con 11 (0) Wis 10 (0) Int 9 (-1) Cha 15 (2) Attacks Dagger +3 (1d4), +1 Longsword +4 (1d6+1), Light Crossbow +4 (1d6) Mythic Power 2/5 (+1d6) As the skum struggle closer, Coals strikes out at the most formidable-looking one, inflicting a blow upon it. Before her opponent has time to recover and react, she strikes out again, aiming to take it down in the hopes that seeing their strongest fall will demoralize the rest. OOC Coals attacks the skum at N8 again. Attack roll Damage
  9. Rolling for Coals' readied attack. Attack Damage
  10. Coalscuttle Kobold Paladin 2 || Guardian Tier 1 LG AC 21 HP 23/25 Speed 20ft Str 11 (0) Dex 13 (1) Con 11 (0) Wis 10 (0) Int 9 (-1) Cha 15 (2) Attacks Dagger +3 (1d4), +1 Longsword +4 (1d6+1), Light Crossbow +4 (1d6) Mythic Power 3/5 (+1d6) Things are developing rapidly. Her allies are making much more overt acts of magic all of a sudden, changing the battlefield to their advantage. She files this information away for the next time they will need to defend a position, then snaps attention back to the present. She steps up to the edge of the field of thrashing thorns, staying out of their grip, in order to better protect Nancy and Ingrid. She readies herself to meet the attack she knows is coming. OOC Coals 5-foot steps to N7 and readies an action to attack the next skum that comes into range. She will use Sudden Block to protect the first adjacent ally who gets attacked.
  11. Coalscuttle Kobold Paladin 2 || Guardian Tier 1 LG AC 21 HP 23/25 Speed 20ft Str 11 (0) Dex 13 (1) Con 11 (0) Wis 10 (0) Int 9 (-1) Cha 15 (2) Attacks Dagger +3 (1d4), +1 Longsword +4 (1d6+1), Light Crossbow +4 (1d6) Mythic Power 3/5 (+1d6) Coals can tell that things have taken an unexpected turn once again. By the sounds of it, Quim has decided to attack the skum and the rest are rushing to his aid. "I guess this means we are not asking them nicely," she grumbles under her breath. And she just had to tempt fate and agree to support them in a fight! Steeling herself and adjusting her shield for immediate action, she rushes into the thick of things, hoping to at least keep the group's heads above water, so to speak. OOC Coals moves to square M6, using a double move. She will use Sudden Block to defend Quim if he is attacked.
  12. F CN Kitsune (Vivisectionist + Beastmorph) / Unchained Rogue // Aegis, Level 8, Init 6, HP 96/96, Speed 50' Fly 90' AC 20, Touch 14, Flat-footed 19, CMD 24, Fort 10, Ref 15, Will 7, CMB +12, Base Attack Bonus +8 Bite +16/+11 (1d3 BPS) Ranged Attack +16/+11 (1d8 P, 30' increment) or Energy Blast Abilities Str 11, Dex 22, Con 15, Int 20, Wis 9, Cha 20 Condition Psionically Focused (Active Energy Type: Fire) Astral suit manifested as Astral Skin Current Suit Configuration Free customizations (skin): Speed x2, nimble, evasion (as psychoactive skin) Free customizations (armor): Brawn, Improved Damage, Flexible Suit (as mwk breastplate) Free customizations (juggernaut): fortification, hardy, stalwart (as mwk fullplate) Customizations: Chameleon (2), Climb (2), Flight (2 + 2 for +40' speed), Initiator's Soul (2) Reconfigure 2/3 Allocated disciplines: Sleeping Goddess, Broken Blade, Primal Fury (A) Stance: Pugilist Stance Maneuvers: (R) Ego-Wounding Strike (Sleeping Goddess) (R) Bloody Riposte (Primal Fury) (R) Leg Sweeping Hilt (Broken Blade) PP 17/25 IC This is a setup, comes Talia's alert over the mind-link. There's a guy pretending to be injured, but my nose can tell it's an act. Unquestionably an ambush. She pauses, then communicates a little more. I think it's reasonable to assume the garrison has been eliminated. I suggest liberal application of fire to the situation. OOC OOC text goes here
  13. Perception roll for Talia re: above post Perception
  14. Coalscuttle Kobold Paladin 2 || Guardian Tier 1 LG AC 21 HP 23/25 Speed 20ft Str 11 (0) Dex 13 (1) Con 11 (0) Wis 10 (0) Int 9 (-1) Cha 15 (2) Attacks Dagger +3 (1d4), +1 Longsword +4 (1d6+1), Light Crossbow +4 (1d6) Mythic Power 3/5 (+1d6) Coals looks from Nancy to Ingrid, fear and worry on her face. "He is one," she tells Nancy. "I was a slave of them for almost my entire life. I saw them every day. I was..." She shudders and her little mouth closes tightly for a few seconds. She starts gain, slowly. "I know you are right, we should let them out. Just like Cessah. I... I am so ashamed. I am a pal-uh-deen, I should be... better than this. But... I did not know I still have such fear of them." She looks up at the two. "I cannot bring myself to go near him. I will fight alongside you, but someone else must release them from the cage." OOC OOC stuff goes here.
  15. Coalscuttle Kobold Paladin 2 || Guardian Tier 1 LG AC 21 HP 23/25 Speed 20ft Str 11 (0) Dex 13 (1) Con 11 (0) Wis 10 (0) Int 9 (-1) Cha 15 (2) Attacks Dagger +3 (1d4), +1 Longsword +4 (1d6+1), Light Crossbow +4 (1d6) Mythic Power 3/5 (+1d6) The kobold allows herself to be led by Nancy, more to break line of sight with the cage than to engage in conversation with her. She stands awkwardly, scuffing her clawed foot and trying to avoid looking at her companion. Finally,she breaks her silence. "You... you saw him, right?" she asks. "He's one of them. The..." She closes her eyes tight and gulps. "The bad dark dwarves. The ones that kept me and my clutchmates." Coals shakes her head, trying to clear it. "I... I don't want him around," she says. "He will be dangerous." OOC OOC stuff goes here.
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