AwkwardTurtle

joined 1 year ago
 

Cross-posted from: https://beehaw.org/post/7742150

Apologies if cross-posting isn't appreciated, the RPG community is splintered enough over here that I'm never sure where to post things.

I wrote this as part of the CBR+PNK Jam, and if people aren't familiar CBR+PNK is a super condensed Forged in the Dark one shot system where you play a group of cyberpunk operatives on their last run.

Cloud Crawl was sort of an experiment to see if I could capture the sort of procedural generation depth crawl games (as epitomized in Stygian Library) in a small sized single pamphlet package. I'm pretty pleased with how it turns out, and I'm also pretty sure no one has ever done a depth crawl in a binary tree before (happy to be proven wrong here if someone can find an example!).

The game is half off this weekend for its launch, but I'm also keeping it fully stocked up with community copies for the time being so feel free to grab one for free if you want to take a look!

[–] AwkwardTurtle@beehaw.org 6 points 1 year ago

Yeah, I don't know if that tracks. Wingspan has sold more than 1.3 million copies (as of September 2021) which is way way way more than the average board game sells.

I'd far more believe that they couldn't keep up with production than they were intentionally limiting supply.

[–] AwkwardTurtle@beehaw.org 4 points 1 year ago (1 children)

Rather than a specific system or style, I think the important thing is what gets you and your players excited. Pick a genre or theme that you are your players are into, then find a system that matches that. Once you get into it a bit more you can start digging into different styles of RPGs because you'll have more context for what it all means and some idea of what you all like.

I like rules light systems because they've got a shorter "time to table", but if everyone is very excited to play DnD, then DnD works because it'll keep everyone motivated and engaged.

Some ideas:

Sci fi horror game along the lines of Alien: Mothership

Hardscrabble, fools forced to delve into dangerous dungeons and weird woods to make a living: Cairn

Grannies solving murder mysteries a la Miss Marple: Brindlewood Bay

A gang of thieves in a Dishonored-esque whale oil powered city: Blades in the Dark.

A gang of thieves flying a space ship in a star wars or firefly styled galaxy: Scum and Villainy

A doomed world undergoing heavy metal apocalypses: MÖRK BORG, or CY_BORG for the cyberpunk version of that.

Buffy and friends taking down vampire threats, or Mulder trying to find the truth that's out there: Monster of the Week

Personally I've had really good luck introducing new players with Mausritter. The physical version is gives people a tactile card based inventory, the digital version is totally free. It's super easy for people to get into the head space of tiny mice! There are also tons of fantastic modules to run which makes your job as a DM a lot easier.

This comment got a bit away from me, but I've run and played a ton of different systems, so if you have some idea of what you think you and your players will be into I can maybe point you in a more specific direction.

[–] AwkwardTurtle@beehaw.org 2 points 1 year ago* (last edited 1 year ago) (1 children)

Mausritter is also great at getting people into the "old school" adventuring mindset. It's easy for people to get that they're a tiny moues, so they need to be careful, be clever, and run away from dangerous situations.

Plus it's got fantastic first and third party adventures to run.

Might not be sufficiently fantasy magic for the brief though?

[–] AwkwardTurtle@beehaw.org 5 points 1 year ago (1 children)

I played Earth for the second time Sunday night (after my usual RPG night was cancelled/postponed), this time with 4 rather than my first game with 2.

It's a really interesting game, but I'm not entirely sure how I feel about it yet. I originally took a look because it kept coming up in discussions around Ark Nova (which I tried and disliked), Wingspan, Terraforming Mars, etc.

I can see why people say Ark Nova is a bad comparison (I agree, very little overlap) but absolutely see why people compare it to Wingspan so often. So many of the mechanics in Earth seem to be directly pulled from Wingspan and then vaguely re-themed to be plant based. It really feels like they started with Wingspan as a base design, and then reworked it into their own concept.

Pros:

  • Simultaneous/shared turns a la Race for the Galaxy work super well in a wingspan-like game. Getting to run your engine on other people's turns is so much nicer than sitting and waiting for them to deliberate over choices.
  • The flexibility of getting to build your own tableau with almost no limitations is a lot of fun, as opposed to building off of an existing engine framework.
  • The shared turns have made it (so far) so I never felt like I was truly pinched for resources. I wasn't taking actions out of desperation to catch up, I was picking what I felt would get me closer to my actual goals.
  • Despite the singleton deck, it never felt like I was unable to find cards with the synergies or qualities I needed.
  • There were a good number of high payoff "build around" cards that came up, which is something I always enjoy in a board game.

Cons:

  • The iconography could use some work, especially considering how heavily the game relies on it. I mean, the "cold climate" symbol is a five pointed snowflake?! The object that is famously six sided?! I understand having a learning curve, but having a player ask, "what the hell does this symbol mean?" and hour into a game isn't great.
  • Flavor is tenuous, in Wingspan I get that predators hunt smaller birds, that birds which lay lots of eggs and store lots of eggs, etc. In Earth, I have no idea why a given plant has 5 sprouts but only 2 growth, or another one has 2 sprouts and 4 growth. The event cards are even more incomprehensible.
  • It's got a bit of the "egg rush" end game from Wingspan (sprout rush here) but it's mitigated by shared actions, and having more flexibility in how you build things up (this could have also been placed in Pros, tbh).
  • I would never ever want to play this in person. So many fiddly bits interacting that I'm happy to allow BGA to handle for me. Especially considering the scoring, which (again) mirrors Wingspan but has significantly higher totals and would presumably take proportionally longer to count up.
  • I understand why a game like this uses photos as card art, but I do really wish they had nice Wingspan-like illustrations instead.

Overall, very interesting game. I had fun, and I'm looking forwarding to digging into it more on future plays.

[–] AwkwardTurtle@beehaw.org 0 points 1 year ago (1 children)

The GM section at the end of Electric Bastionland is, for my money, the single best collection of GMing advice you can get a hold of.

Most of it (maybe all?) is also free on Chris McDowell's blog but having it curated and in print is great.

[–] AwkwardTurtle@beehaw.org 3 points 1 year ago* (last edited 1 year ago)

My favorite, and most played game is absolutely Arboretum.

It plays quick, it's small enough to stash in a bag, it's easy to teach, and it feels like it has endless play and variation. The game also lets me do one of my favorite things in a board game, which is let me go for high risk high reward "shoot the moon" strategies. Absolutely lovely bit of tension and backstabbing fun, but concentrated all into the reveals right at the end so it doesn't drag the entire experience. Great at every player count, especially at 2 players which is important given that most of my board gaming is just with my wife.

Plus you get to look at lovely art of trees while you playing (with the original edition at least, the newer one has worse art IMHO).

[–] AwkwardTurtle@beehaw.org 1 points 1 year ago

That's a fair concern, although it sorta sounds like you're currently in a position where both shy and bold players aren't interacting with the system, so maybe getting just one group in is an improvement? Haha.

If you want a sort of radically different approach to the same idea, take a look at how Burning Wheel does it. There's a Circles stat that characters have, and you roll it like you would any other check to try and declare you know someone useful. A failure likely means they exist but they hate you (or similar), so there's a built in check against using it constantly.

[–] AwkwardTurtle@beehaw.org 1 points 1 year ago* (last edited 1 year ago) (1 children)

Yes, it's all up on github, although it was private until just a moment ago because I barely know how to use the website and didn't realize that was the default.

https://github.com/AwkwardTurtle42/MeteorRPG

[–] AwkwardTurtle@beehaw.org 2 points 1 year ago (5 children)

I have a similar-ish mechanic in Meteor, where you have "Undefined Skills" which you define on the fly. They're included for some similar reasons as you give, reduces analysis paralysis at character creation, gets the game running faster, and gives player a chance to suddenly declare they're good at something.

I've not really had issues getting players to spend them, but most of my playtests have been in one shots, so I might just be side stepping the hoarding problem. The other potential difference is that I'm usually running high tensions, life or death scenarios, so being able to say, "actually I'm Skilled at this thing" to avoid a difficult roll (or just be able to roll it better) is valuable enough that players will jump on the chance.

As for ideas to make players more likely to use them:

  • Most of the benefits are longer term, if you make one, "reveal you're good at a thing right now," that might temp players. Or some other immediately impactful option.
  • Auto-succeed or large bonus to a roll immediately on spending the point.
  • A "use it or lose it" system. You get 1 per session (or 1 per in game unit of time/downtime). They don't roll over.
  • Some combo of the above, pair a short term immediate benefit with a long term addition like it currently does.
    • For example, "My cousin Big Joan used to tell me all sorts of stories about hunting Mega-Weasels, that why I know their weak point is just below the jaw." The player has introduced their cousin, but also gets an immediate bonus to a roll, or reduction in TN (or however you system would handle such a thing).
[–] AwkwardTurtle@beehaw.org 2 points 1 year ago* (last edited 1 year ago)

I have run and played so many different systems, but I've really settled on the Into the Odd/Cairn/Electric Bastionland core as my bread and butter. I've even got two separate hacks based on that ruleset in the works.

It's fantastic, for me, because it's streamlined down to bare minimum functionality, strips out a lot of what annoys me about other RPGs, but provides a stable base for me to build back on top any bits and pieces I miss or a given group of players will enjoy. Small enough that I can fit the entire system in my brain at once, while still sharing enough common language and concepts with more traditional d20 systems that running any random module I pick up is a piece of cake.