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#raidersofarismyth — Public Fediverse posts

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  1. finally a new blogpost. In which I muse about my homebrew roleplaying game, nearly a year after I called it "done". Hah.

    ghost.orkpiraten.de/raiders-of #penandpaper #homebrew #RaidersOfArismyth

  2. finally a new blogpost. In which I muse about my homebrew roleplaying game, nearly a year after I called it "done". Hah.

    ghost.orkpiraten.de/raiders-of #penandpaper #homebrew #RaidersOfArismyth

  3. So, my #penandpaper group with my homegrown RPG #RaidersOfArismyth might be going into a particular dungeon next week, where I need to keep track of everyones location.

    So, I made a mini map with tiny meeples on magnets.

  4. So, my #penandpaper group with my homegrown RPG #RaidersOfArismyth might be going into a particular dungeon next week, where I need to keep track of everyones location.

    So, I made a mini map with tiny meeples on magnets.

  5. Yesterday evening, I spent a while on making roa.5f9.de/news/flowcharts.html for my #RaidersOfArismyth game. The idea was two-fold: Mainly, I wanted to create game aids for players and referees alike, to help them understand the rules better and quickly look up dice pools are generated and such.

    But also, making those flowcharts helps a lot to ensure that the written rules actually reflect what I wanted them to say. I opened a split view in Obsidian, the flowchart to the left, the rules it is based on to the right, and went at it.

    As a result, I actually moved a few paragraphs around, rewrote some sentences and in the end, I think the rules are clearer now. And if anyone finds those flowcharts useful to have a better and faster game, all the better!

  6. Yesterday evening, I spent a while on making roa.5f9.de/news/flowcharts.html for my #RaidersOfArismyth game. The idea was two-fold: Mainly, I wanted to create game aids for players and referees alike, to help them understand the rules better and quickly look up dice pools are generated and such.

    But also, making those flowcharts helps a lot to ensure that the written rules actually reflect what I wanted them to say. I opened a split view in Obsidian, the flowchart to the left, the rules it is based on to the right, and went at it.

    As a result, I actually moved a few paragraphs around, rewrote some sentences and in the end, I think the rules are clearer now. And if anyone finds those flowcharts useful to have a better and faster game, all the better!

  7. One of the characters in my #RaidersOfArismyth campaign has picked up a 3rd henchman - Brusen Van Huiser, a lovesick witchhunter..

  8. One of the characters in my #RaidersOfArismyth campaign has picked up a 3rd henchman - Brusen Van Huiser, a lovesick witchhunter..

  9. Rollenspielende in Hamburg Nord aufgepasst!

    Für meine Fantasy-Runde im West-Marshes Stil sind noch Plätze frei! Wir spielen meine Eigenkreation #RaidersOfArismyth (roa.5f9.de) , die potentiellen Spieltermine finden sich hier: arismyth.orkpiraten.de/doku.ph

    Termine, bei denen sich <2 Wochen vorher mindestens 4 Leute anmelden und ihr Expeditionsziel angeben, finden statt :)

    (West Marshes Stil bedeutet, dass es zwar eine übergreifende und konsistente Kampagnenwelt gibt, die einzelnen Sessions aber auch als One-Shots verstanden und gespielt werden können. Ideal für Leute mit inkonsistentem Zeitbudget, oder solche, die einfach nur mal reinschnuppern wollen!)

  10. Rollenspielende in Hamburg Nord aufgepasst!

    Für meine Fantasy-Runde im West-Marshes Stil sind noch Plätze frei! Wir spielen meine Eigenkreation #RaidersOfArismyth (roa.5f9.de) , die potentiellen Spieltermine finden sich hier: arismyth.orkpiraten.de/doku.ph

    Termine, bei denen sich <2 Wochen vorher mindestens 4 Leute anmelden und ihr Expeditionsziel angeben, finden statt :)

    (West Marshes Stil bedeutet, dass es zwar eine übergreifende und konsistente Kampagnenwelt gibt, die einzelnen Sessions aber auch als One-Shots verstanden und gespielt werden können. Ideal für Leute mit inkonsistentem Zeitbudget, oder solche, die einfach nur mal reinschnuppern wollen!)

  11. TIL there is an Obsidian plugin using @kensanata Text Mapper.

    And I was briefly very very enthusiastic about that, hoping I could use it to show #RaidersOfArismyth new skill hexmap - alas, I can't put links to other Obsidian parts into the hexmaps?

  12. TIL there is an Obsidian plugin using @kensanata Text Mapper.

    And I was briefly very very enthusiastic about that, hoping I could use it to show #RaidersOfArismyth new skill hexmap - alas, I can't put links to other Obsidian parts into the hexmaps?

  13. I had a variation of it already in the text, but giving credit is important, so the Olivia Hill rule is now in my #RaidersOfArismyth rulebook properly. rpgmuseum.fandom.com/wiki/No_f

  14. I had a variation of it already in the text, but giving credit is important, so the Olivia Hill rule is now in my #RaidersOfArismyth rulebook properly. rpgmuseum.fandom.com/wiki/No_f

  15. In my #RaidersOfArismyth game, each session is self-contained. That means, that even while all the sessions take place in a continous story and coherent world, the party disbands after the session, and reforms from a regular cast of characters at the start of the next one. Generally, the whole setup is a West Marshes Style game.

    Treasure is important here, as that is also the mechanic to gain advancements for the characters. In order to reduce bookkeeping, I have so far immediately told players what their treasure will be worth when they sell it. And when a scenario says "valuable gems", I rolled a few dice and thus came up with the specific number.

    Which robs all of us of the wonderful / nasty side game of judging "is this worth carrying along?" Last session, this became even more apparent: The rumours they heard before entering the place told them that a particular thing might be very valuable, but in reality, it was utterly worthless. When I tell them that as soon as they pick it up, it kinda destroys that part.

    In the actual game situation, I kinda glossed over it, and it wasn't a big issue, but it bugged me immensely: How do I reduce bookkeeping while keeping the game flow interesting and fast?

    Enter these little treasure envelopes: I'll pregenerate a bunch of them in different treasure groups (small fry, medium, rich, phenomenal, or something like that) and then have these individual stacks ready to hand out. On the outside, I'll then write the item name or description, and the inside tells the players what they'll get for it at the market.

    There'll also be a bunch of blank ones so I can write specific values in, and maybe I'll come up with some extra notes like "as you try to sell it, the buyer alerts the town guard, as that thing was reported stolen" or something like that :D #TTRPG #rpgdesign

  16. In my #RaidersOfArismyth game, each session is self-contained. That means, that even while all the sessions take place in a continous story and coherent world, the party disbands after the session, and reforms from a regular cast of characters at the start of the next one. Generally, the whole setup is a West Marshes Style game.

    Treasure is important here, as that is also the mechanic to gain advancements for the characters. In order to reduce bookkeeping, I have so far immediately told players what their treasure will be worth when they sell it. And when a scenario says "valuable gems", I rolled a few dice and thus came up with the specific number.

    Which robs all of us of the wonderful / nasty side game of judging "is this worth carrying along?" Last session, this became even more apparent: The rumours they heard before entering the place told them that a particular thing might be very valuable, but in reality, it was utterly worthless. When I tell them that as soon as they pick it up, it kinda destroys that part.

    In the actual game situation, I kinda glossed over it, and it wasn't a big issue, but it bugged me immensely: How do I reduce bookkeeping while keeping the game flow interesting and fast?

    Enter these little treasure envelopes: I'll pregenerate a bunch of them in different treasure groups (small fry, medium, rich, phenomenal, or something like that) and then have these individual stacks ready to hand out. On the outside, I'll then write the item name or description, and the inside tells the players what they'll get for it at the market.

    There'll also be a bunch of blank ones so I can write specific values in, and maybe I'll come up with some extra notes like "as you try to sell it, the buyer alerts the town guard, as that thing was reported stolen" or something like that :D #TTRPG #rpgdesign

  17. finally got around to do a word count on #RaidersOfArismyth . Turns out, I'm at just over 41k words - which is nearly double of the 23k words in #MailOrderApocalypse

    And there's still a Bestiary to be filled out and probably some spells and examples and...

    #ttrpgdesign #TTRPG

  18. finally got around to do a word count on #RaidersOfArismyth . Turns out, I'm at just over 41k words - which is nearly double of the 23k words in #MailOrderApocalypse

    And there's still a Bestiary to be filled out and probably some spells and examples and...

    #ttrpgdesign #TTRPG

  19. 129 new dungeon tiles printed and painted in a totally not-intended-by-the-designers colour scheme. Maybe related: The fluorescend Ultracryl paint set has arrived just in time. And yes, they are glorious.

    Hope that'll be enough for next weeks #RaidersOfArismyth #TTRPG setup :)

  20. 129 new dungeon tiles printed and painted in a totally not-intended-by-the-designers colour scheme. Maybe related: The fluorescend Ultracryl paint set has arrived just in time. And yes, they are glorious.

    Hope that'll be enough for next weeks #RaidersOfArismyth #TTRPG setup :)

  21. So, after a bit of tinkering, I now have made Obsidian into a, ahem, web publishing tool. That way I can edit the rules for my roleplaying game Raiders of Arismyth and then publish the result to a more or less fancy but definitely useful webpage: roa.5f9.de

    It even has a sort-of-newsblog AND an RSS feed. No commenting functionality though, but I guess I'll live... #RaidersOfArismyth #TTRPG #PenPaper

  22. So, after a bit of tinkering, I now have made Obsidian into a, ahem, web publishing tool. That way I can edit the rules for my roleplaying game Raiders of Arismyth and then publish the result to a more or less fancy but definitely useful webpage: roa.5f9.de

    It even has a sort-of-newsblog AND an RSS feed. No commenting functionality though, but I guess I'll live... #RaidersOfArismyth #TTRPG #PenPaper

  23. The good news: I have painted most of the miniatures that I probably need for the next #TTRPG #RaidersOfArismyth session.

    The bad news: These are, err.. 50ish individiual critters that ideally all should have individiual identity, powers and behaviour.

    Yikes.

  24. The good news: I have painted most of the miniatures that I probably need for the next #TTRPG #RaidersOfArismyth session.

    The bad news: These are, err.. 50ish individiual critters that ideally all should have individiual identity, powers and behaviour.

    Yikes.

  25. when the player group heads out into the dungeon to rescue two of their compatriots from the snakemen prison, only to have 3 henchmen and their demigod NPC die, one character petrified, and a total of three now being prisoners of the snakemen, I should cue up this song next time:

    youtube.com/watch?v=LQ9p2XIOiF

    (thanks to @WoodmanX for the link)

    #RaidersOfArismyth #TTRPG #penandpaper

  26. when the player group heads out into the dungeon to rescue two of their compatriots from the snakemen prison, only to have 3 henchmen and their demigod NPC die, one character petrified, and a total of three now being prisoners of the snakemen, I should cue up this song next time:

    youtube.com/watch?v=LQ9p2XIOiF

    (thanks to @WoodmanX for the link)

    #RaidersOfArismyth #TTRPG #penandpaper

  27. As my Raiders of Arismyth rulebook text is about 95% done (I need to do a bit more playtesting of the magic parts, plus two encounter tables need about 30 more rows of content.), I'm talking to Paolo about layout and style.

    I keep saying that it should be non-tiny font, and then it turns out I mean "14 point freakishly large font for old folks!" But I do notice that my whole gaming group is around 50 by now, and there is a lot of squinting and such going on!

    (the GM for our other game got the A5 sized Pathfinder book, and that is for people with 20/20/20 (20 years old with 20/20 vision) only)

    #RaidersOfArismyth #TTRPG #penandpaper

  28. As my Raiders of Arismyth rulebook text is about 95% done (I need to do a bit more playtesting of the magic parts, plus two encounter tables need about 30 more rows of content.), I'm talking to Paolo about layout and style.

    I keep saying that it should be non-tiny font, and then it turns out I mean "14 point freakishly large font for old folks!" But I do notice that my whole gaming group is around 50 by now, and there is a lot of squinting and such going on!

    (the GM for our other game got the A5 sized Pathfinder book, and that is for people with 20/20/20 (20 years old with 20/20 vision) only)

    #RaidersOfArismyth #TTRPG #penandpaper

  29. Two days ago, I ran another session of my #RaidersOfArismyth #TTRPG . As the game is still a work in progress, rules tinkering is happening all the time, but the general shape of the game is really done by now. This was one of the rare sessions where I did not went home without actually wanting to change any of the rules used in the game.

    So, despite the fact that only 3 of my stable of 8 players were there, a grand time was had, even though only one of the heroes managed to escape the clutches of the Snake People of Yigg that dwell in the old Tokara palace.

    Well, there'll be another session in a month, where the other two might hopefully get rescured!

  30. Two days ago, I ran another session of my #RaidersOfArismyth #TTRPG . As the game is still a work in progress, rules tinkering is happening all the time, but the general shape of the game is really done by now. This was one of the rare sessions where I did not went home without actually wanting to change any of the rules used in the game.

    So, despite the fact that only 3 of my stable of 8 players were there, a grand time was had, even though only one of the heroes managed to escape the clutches of the Snake People of Yigg that dwell in the old Tokara palace.

    Well, there'll be another session in a month, where the other two might hopefully get rescured!

  31. We’re in the new year, and my playtesting continues. Two things came up:

    1. The combat rules are not as streamlined as I’d love them yet
    2. I now have two groups, and I need a better way to manage timelines

    The Timeline Challenge

    Especially the second one is a good problems to have – it means I have people interested in playing the game!

    But I want to have all the groups I run to play in the same world. There might be players who switch between the groups, and of course I want the actions of one group have an impact on the other one too!

    This means that I need to get serious about timelines. Travel times become important, as well as keeping track of what monsters and NPC are doing when the PCs aren’t looking. For that, I already have escalation ladders: For every month of in-world-time that passes, the baddies will achieve a thing if they aren’t hindered by the PCs or other world events.

    The result of that for example is that the Old Hallow Forge has been repopulated by monsters again, which has been discovered by the second group. And the first group will venture back towards Ogghas Tower next saturday, where they’ll see what happened after their last rather… hasty retreat.

    But when there are different groups roaming the world, I need to choose when to synchronise their time: Either do it at the beginning of a session, which means that each and every session definitely will progress the timeline into the future, or I synchronise only at the end of a session. That way if the second group isn’t out and about as long as the first group was, they won’t progress the timeline – they’ll just catch up with the first group instead.

    The first option will invariably progress time at a steady rate. The monsters and NPCs will get to do a lot of things, and I won’t have to backtrack events ever.

    The second option leaves the time in the world progress slightly slower. The downside is that I might need to revisit changes more often, as there are a few more groups to handle before I can finally determine what the world does.

    Currently, I’m doing that second one. I don’t want to progress time too fast, to not give the NPC too much time to react to the players, especially with travel times being the bulk of the passing time. It takes about a month to travel to an adventure site, then a few days of action there, then a month back. That way, years can fly past!

    And with just two concurrent groups, things are manageable for me, even if I have to backtrack time occasionally.

    Talking about combat

    Now, the other issue is a bit thornier. I want the combat system to be interesting, leading to mechanical and tactical challenges for everyone involved, instead of just bashing weapons on heads.

    To that end, I am tinkering with two different levers:

    1. Positioning and movement
    2. Defense as a tactical choice

    In the earlier iterations, the ones I playtested most, that means that you kinda have to move and think about positioning, thus earning or loosing extra dice. And then you had to decide how to best split the dice you have into offense and defense.

    In practical play, it became confusing when to add or loose dice, when a success gets cancelled, and how big an offense or defense pool is right now.

    So, I’m tinkering with those rules a bit now, and one of the approaches is that I split up the order of actions between the “free move phase” and the “main action phase” quite forcefully.

    1. First everyone rolls their basic pools based on equipment and skill to determine how many successes each has.
    2. Then you jockey for the best position in the “Free Move Phase”
    3. And lastly we determine attacks and subtract/add successes based on positioning.

    Any bonus dice acquired through effects and positions will not be rolled in this round, but instead be put into a communal pool. Everyone can dig into that at the start of the round to take extra dice for their actions.

    That allows strong characters to create more opportunities for the weaker ones, and will hopefully lessen the effect of “oh man, Mac is doing all and here I am, not contributing anything!”

    The tinkering I have to do now is to figure out which skills I need to adjust to put dice into the pool, and which skills just give or take extra successes.

    Part of that tinkering is reviewing shields and armor, because that subsystem isn’t the most easily understandable either. Right now, I’m pondering to make shields give extra defense dice – but that eats into the “you roll a unified pool at the start of the round” idea. So maybe the shield just allows flat rolls to attempt to deflect incoming hits whenever you get attacked?

    I’m not sure, this will need a lot more thinking. I’ll get back to you sometimes next week, after the latest playtesting session!

    https://arismyth.orkpiraten.de/2024/01/18/first-update-of-2024/

    #RaidersOfArismyth #Rules

  32. So, I run a West Marshes style campaign for my #RaidersOfArismyth game. Which means that by now two different groups are walking across the world, doing things. And I also have a few doomsday clocks running, where things evolve if the PCs aren't interacting with them.

    Which means that I need a timeline and calendar, to keep track of things. Right now, I find myself starting to build something in MS Access, but that cannot be the most sensible way to do that...

    ...any ideas, fellow #pnp peeps?

  33. So, I run a West Marshes style campaign for my #RaidersOfArismyth game. Which means that by now two different groups are walking across the world, doing things. And I also have a few doomsday clocks running, where things evolve if the PCs aren't interacting with them.

    Which means that I need a timeline and calendar, to keep track of things. Right now, I find myself starting to build something in MS Access, but that cannot be the most sensible way to do that...

    ...any ideas, fellow #pnp peeps?

  34. just used the lunch break to add a very important section to the #RaidersOfArismyth rulebook:

    Regardless of what you can see in skill descriptions or in other rules - there are countless things that aren’t explicitly mentioned that a character can do. Everyone is encouraged to come up with interesting, useful or even silly ideas for what a character or monster could attempt to do.

    It is then the referees job to either apply the existing rules to that situation as good as they fit, or to come up with an ad hoc ruling that covers it.

    They might determine that a simple Feats of Body check is needed to determine success, or they might say that the character that is trying to dismantle the door needs to be shielded from attacks for the three combat rounds it takes to do so.

    Players should be creative, and referees should look at these ideas as things to make possible, not as something “not covered by the rules”.

  35. just used the lunch break to add a very important section to the #RaidersOfArismyth rulebook:

    Regardless of what you can see in skill descriptions or in other rules - there are countless things that aren’t explicitly mentioned that a character can do. Everyone is encouraged to come up with interesting, useful or even silly ideas for what a character or monster could attempt to do.

    It is then the referees job to either apply the existing rules to that situation as good as they fit, or to come up with an ad hoc ruling that covers it.

    They might determine that a simple Feats of Body check is needed to determine success, or they might say that the character that is trying to dismantle the door needs to be shielded from attacks for the three combat rounds it takes to do so.

    Players should be creative, and referees should look at these ideas as things to make possible, not as something “not covered by the rules”.

  36. #boostswelcome

    Da ich inzwischen eine Reihe von Testrunden durchgeführt habe, ist es jetzt Zeit, meine #RaidersOfArismyth #penandpaper Runde im Nordwesten von Hamburg zu öffnen.

    Wir spielen grob einmal im Monat, und jede Session beginnt vor dem Dungeon und endet auch wieder außerhalb davon, einfach reinschnuppern ist also... einfach.

    Bei Interesse gebt hier laut, oder Ihr registriert Euch auf meiner Seite arismyth.orkpiraten.de/forum/ und schreibt da, wenn Ihr bei einer Expedition dabei sein wollt!

    Einsteiger und Veteranen sind gleichermaßen willkommen!

  37. #boostswelcome

    Da ich inzwischen eine Reihe von Testrunden durchgeführt habe, ist es jetzt Zeit, meine #RaidersOfArismyth #penandpaper Runde im Nordwesten von Hamburg zu öffnen.

    Wir spielen grob einmal im Monat, und jede Session beginnt vor dem Dungeon und endet auch wieder außerhalb davon, einfach reinschnuppern ist also... einfach.

    Bei Interesse gebt hier laut, oder Ihr registriert Euch auf meiner Seite arismyth.orkpiraten.de/forum/ und schreibt da, wenn Ihr bei einer Expedition dabei sein wollt!

    Einsteiger und Veteranen sind gleichermaßen willkommen!

  38. Glowcats now canonically exist in #RaidersOfArismyth That will be fun!

  39. Glowcats now canonically exist in #RaidersOfArismyth That will be fun!

  40. Don't mind the undead in the background, these may come into play tomorrow at the next #RaidersOfArismyth game.

    But what I do want to show off are these newly painted minis, three of them by the inimable @mz4250!

  41. Don't mind the undead in the background, these may come into play tomorrow at the next #RaidersOfArismyth game.

    But what I do want to show off are these newly painted minis, three of them by the inimable @mz4250!

  42. Da ich inzwischen eine Reihe von Testrunden durchgeführt habe, ist es jetzt Zeit, meine #RaidersOfArismyth #penandpaper Runde zu öffnen.

    Wir spielen grob einmal im Monat, und jede Session beginnt vor dem Dungeon und endet auch wieder außerhalb davon. Bei Interesse registriert Ihr Euch bei arismyth.orkpiraten.de/forum/ und gebt laut, wenn Ihr bei einer Expedition dabei sein wollt!

    Einsteiger und Veteranen sind gleichermaßen willkommen!

  43. Da ich inzwischen eine Reihe von Testrunden durchgeführt habe, ist es jetzt Zeit, meine #RaidersOfArismyth #penandpaper Runde zu öffnen.

    Wir spielen grob einmal im Monat, und jede Session beginnt vor dem Dungeon und endet auch wieder außerhalb davon. Bei Interesse registriert Ihr Euch bei arismyth.orkpiraten.de/forum/ und gebt laut, wenn Ihr bei einer Expedition dabei sein wollt!

    Einsteiger und Veteranen sind gleichermaßen willkommen!

  44. oh crap, I just had an idea that might upend the whole combat system for #RaidersOfArismyth . Need to write it down, see if it is stupid or not...

  45. oh crap, I just had an idea that might upend the whole combat system for #RaidersOfArismyth . Need to write it down, see if it is stupid or not...

  46. Next batch of pewter miniatures done!

    These guys are about to kick some dungeon ass, maybe in #RaidersOfArismyth ?

  47. I am SOO happy about the new #RaidersOfArismyth cover art by Carys Bowen. Worth every penny!

  48. @harrie do you also do commercial commissions? I do eventually need a cover for my #RaidersOfArismyth #pnp #TTRPG (for details on the game, check arismyth.orkpiraten.de/)

    I'm looking for things in the style of the Bayeaux Tapestry...