• 6 Posts
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Joined 3 years ago
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Cake day: June 20th, 2023

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  • A couple thoughts occur:

    • If you wanted to justify big cities in wildernesses, you could use the prevalence of monsters to do so. Say it’s just too dangerous to have small villages, and everyone has to spend the night in a walled town/city for their own safety.
    • I’m pondering how magic could effect this, too. You might have a whole Town in this ecosystem replaced by just a single wizard, who’s willing to magic up complex tools or luxuries in exchange for an exorbitant payment from the peasants.
    • A lot of fantasy settings are lowkey post-apocalyptic, inspired by the Dark Ages and/or The Black Death. You may encounter isolated Villages that are struggling to scrape by as their Town got wiped off the map, or isolated Cities crammed full of starving refugees that fled their Villages.


  • Do you have a system you like where healing is a good idea? I’m a 3.5 native so I’m kind of used to the philosophy of “the best healing is killing them before you take damage.” But I’m interested in systems design in general and if there’s a particularly good example of doing it better I’d love to learn about it.





  • You slightly moved the goalposts there. The assertion is not “Everything is making a political statement” it’s “Everything is political.” Your ikea glass reflects your social class, the international relations between where you are and where it was made. It may have been made by an oppressed person in some third world shithole (or even sweden!) It may even be a political statement, like a designer somewhere made it curvy because he thinks people are more likely to buy something with a “feminine” silhouette.





  • My current game might be helpful, but it will require a little context to explain and work to adapt to your purposes.

    All my games take place in the same world. The last game was a pirate campaign, and, by the end, the players were legendary pirate kings (queens, nonbinary monarchs) that ruled the seas.

    That leads to the setup for my current game: Sea travel is impractical and dangerous. A land route to totally-not-asia would be great, but none is currently known, due to a thought-to-be-impassible mountain range between there and here. The Explorers Guild is offering bounties on both a pass through the mountains and a viable charted land route to totally-not-asia. The players (and their rivals!) take a dangerous sailing journey around the mountains, to explore the jungle on the back side of the range and try to find a pass from that angle.

    EDIT: They’re incentivized to work with the locals, because pissing them off would make a potential trade route dangerous and therefore worthless.


  • There are some formats where inventory management becomes interesting again. We tried doing a Hexcrawl earlier this year and there was a lot of interesting gameplay to be had in the risk/reward management of how many supplies they wanted to carry vs how much they wanted to invest in pack animals, limiting their ability to carry loot back, carrying this vs that, guessing how much they’ll use before they can resupply or where future resupplies might be, gambling on whether to press forward and risk running out or turn back, that kind of thing. It’s just the more currently popular adventure structures right now (eg linear or branching narratives) where inventory tracking is superfluous.