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Topics - Cave Bear

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Design, Development, and Gameplay / delete
« on: February 16, 2021, 12:35:04 PM »

Pen and Paper Roleplaying Games (RPGs) Discussion / Toads
« on: January 30, 2021, 04:32:53 AM »
I want to talk about the use of giant frogs and toads in fantasy roleplaying.
Frogs figure prominently in the first published D&D adventure, but also in numerous folkloric sources.
The Ripley scroll depicts a toad emerging from a dragon's mouth as part of its alchemical imagery.
We also see amphibians, like Pepe the frog, featured in contemporary memes.

Tell me about frogs and toads in your campaign! Or, share sources of inspiration.

So, if a player character carried a kid on their shoulders, how would you rule it? Maybe kids don't weigh as much as plate armor, but plate armor doesn't move around on its own or make nearly as much noise.

Pen and Paper Roleplaying Games (RPGs) Discussion / Strike Ranks?
« on: August 29, 2020, 10:22:10 AM »
I'm really interested in getting into RuneQuest. Does anybody have any advice for using/tracking/explaining strike ranks? Thanks.

Is object-oriented ontology the next brand of silliness to get trendy in the story-game world after social justice gets stale?

Time to start getting ahead of it.

Suppose I were some kind of Tumblrina and I was going to argue that game systems themselves, and the characters we play with them, exist as conscious entities with their own agency. So instead of your That Guys saying "I'm only doing what my character would do", they might say "I'm only doing what my character would want me to do." How would you respond?

Keep in mind that nothing is too crazy for the internet. Silly as it might be, I think that this something we should seriously anticipate.

Pen and Paper Roleplaying Games (RPGs) Discussion / Winch
« on: April 19, 2020, 01:23:33 PM »
Let's say your character was in the market for a portable, mechanical winch, with rope and a hook and maybe a block pulley included.
What sort of specs would your character want in such a device?
Rope length
Lifting capacity

Let's talk numbers.

Design, Development, and Gameplay / *delete*
« on: April 04, 2020, 08:49:39 AM »
*delete please*

Pen and Paper Roleplaying Games (RPGs) Discussion / Object Breakage
« on: September 03, 2019, 12:04:48 PM »
How detailed do you like object breaking tables in your games?
Do you like object HP and hardness based on material and thickness? Or do you prefer a straight 1 in 6 chance of breaking any door?

Pen and Paper Roleplaying Games (RPGs) Discussion / The Future?
« on: July 15, 2019, 07:00:04 AM »

It's just two kindles bound together, but what an innovation! Could this be the future of tabletop gaming books as well? Imagine all of your gaming books and adventure modules in one of these things.

Pen and Paper Roleplaying Games (RPGs) Discussion / Here Comes the Sun
« on: April 15, 2019, 04:14:08 PM »
I don't believe I've ever actually fought a vampire in any roleplaying game, but I like the idea of biding one's time and fighting to stay alive until sunrise.

What are some useful tactical considerations and game mastery tricks you've picked up for these kinds of scenarios?
I think it's funny when vampires are blindsided by the sudden and fortuitous arrival of dawn. Did they lose track of the time?

You gentlemen would obviously not buy a game with over one hundred pages of non-magical weapons, armors, and adventuring gear. What's the point where you say "enough". 50? 20? 10? 1? 1/2?

#Appearing is random
Hit points are random
Hits are random
Damage is random
Saving throws are random
Treasure is random
XP is... not random?

Why don't we roll for experience points after combat?


Holy shit, this is a disaster. Any experiences with this, guys?

Pen and Paper Roleplaying Games (RPGs) Discussion / Magic Weapons
« on: December 14, 2017, 12:13:47 PM »
Magic weapons in my campaign:

All magic weapons have cross-shaped runes etched into them to seal their enchantments. A +1 weapon is "crossed", a +2 weapon is "double-crossed", a +3 weapon is "triple-crossed" and so on.

Each cross added to a weapon costs a sacrifice. Neither gold nor blood are suitable sacrifices for this purpose. To make a weapon magical, one must sacrifice the weapon's ability to function as a mundane weapon.
Choose one or more:
A. The weapon is inappropriately heavy (too front-heavy, too back-heavy, too heavy overall)
B. The weapon is inappropriately shaped (too spiky, too asymmetric, too complex, etc.)
C. The weapon is constructed from an inappropriate material (silver swords, bone axes, etc.)
D. The weapon is repurposed from a common, non-weapon object (such as a frying pan, a parasol, an abacus, etc.)

Furthermore, each cross also adds a taboo to the weapon. A taboo is a prohibition upon the weapon's current owner. Magic weapons lose their magic when their owner breaks the taboo by performing the prohibited action. Though weapons are tools of violence, magic weapons almost always possess taboos that run contrary to a life of violence.
The weapon's owner may not touch dead bodies
The weapon's owner may not command troops
The weapon's owner may not raise their voice in anger

The barbarian in the party currently owns a crossed great-sword of mossy granite. The sword prohibits him from eating meat. He has named his weapon "Meat Sword".

How about magic weapons in your campaign?

Pen and Paper Roleplaying Games (RPGs) Discussion / Apocalyptic Revolution
« on: December 01, 2017, 07:43:57 AM »
Spinning off from another thread.

We tend to assume that survivors of our civilization's collapse will be more primitive than ourselves. We assume that they will devolve into marauding, tribalistic cargo-cultists sustained only by what they can salvage from our ruins. We assume that as a given.

What if we are wrong?

What if the tribal peoples of the post-apocalyptic future are smarter than us? What if the survival pressures of their environment drive innovation and creativity such that their own scientific and technological progress surpasses us?

Quote from: Cave Bear;1010192
(Not replying to anybody, just continuing along a train of thought.)

Look at the following images. What do these look like to you?

These are images from a Victorian fashion magazine. These are predictions of what 20th century people might wear, based on extrapolations of current trends and advancements in textile technology. Look at the poofy, ornate designs. That seemed to be where the wind was blowing.

Then World War I happened.

Sudden scarcity bottle-necked fashion, and forced it to move in a different direction. Imagine how backwards we might look to those Victorian fashion futurists.

Our whole idea of post-apocalyptic cargo cults is based on seemingly logical extrapolations of our own history. But unexpected events occur constantly, and any black swan event big enough to destroy our global civilization is likely to change us deeply in ways we cannot anticipate.

What if we have post-apocalyptic people all wrong? They look like tribalistic cargo-cultists to us only because our perception is colored by our own biases, but perhaps they understand us just fine. If they have a different perspective on our culture, maybe it isn't because they see us through the veil of ignorance but because they see us through the lens of hindsight.

Let's imagine post-apocalyptic civilizations that put our own civilization to shame.

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