#raidersofarismyth — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #raidersofarismyth, aggregated by home.social.
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quick post of me explaining the dice system for #RaidersOfArismyth : https://roa.5f9.de/news/visual-explanation-of-the-dice-rules.html #penandpaper #rpg
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quick post of me explaining the dice system for #RaidersOfArismyth : https://roa.5f9.de/news/visual-explanation-of-the-dice-rules.html #penandpaper #rpg
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quick post of me explaining the dice system for #RaidersOfArismyth : https://roa.5f9.de/news/visual-explanation-of-the-dice-rules.html #penandpaper #rpg
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quick post of me explaining the dice system for #RaidersOfArismyth : https://roa.5f9.de/news/visual-explanation-of-the-dice-rules.html #penandpaper #rpg
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quick post of me explaining the dice system for #RaidersOfArismyth : https://roa.5f9.de/news/visual-explanation-of-the-dice-rules.html #penandpaper #rpg
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Finally got around to set up a proper landing page for my roleplaying games #RaidersOfArismyth and #MailOrderApocalypse : https://games.orkpiraten.de/
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Finally got around to set up a proper landing page for my roleplaying games #RaidersOfArismyth and #MailOrderApocalypse : https://games.orkpiraten.de/
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Finally got around to set up a proper landing page for my roleplaying games #RaidersOfArismyth and #MailOrderApocalypse : https://games.orkpiraten.de/
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Finally got around to set up a proper landing page for my roleplaying games #RaidersOfArismyth and #MailOrderApocalypse : https://games.orkpiraten.de/
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Finally got around to set up a proper landing page for my roleplaying games #RaidersOfArismyth and #MailOrderApocalypse : https://games.orkpiraten.de/
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finally a new blogpost. In which I muse about my homebrew roleplaying game, nearly a year after I called it "done". Hah.
https://ghost.orkpiraten.de/raiders-of-arismyth-another-year-later/ #penandpaper #homebrew #RaidersOfArismyth
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finally a new blogpost. In which I muse about my homebrew roleplaying game, nearly a year after I called it "done". Hah.
https://ghost.orkpiraten.de/raiders-of-arismyth-another-year-later/ #penandpaper #homebrew #RaidersOfArismyth
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finally a new blogpost. In which I muse about my homebrew roleplaying game, nearly a year after I called it "done". Hah.
https://ghost.orkpiraten.de/raiders-of-arismyth-another-year-later/ #penandpaper #homebrew #RaidersOfArismyth
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finally a new blogpost. In which I muse about my homebrew roleplaying game, nearly a year after I called it "done". Hah.
https://ghost.orkpiraten.de/raiders-of-arismyth-another-year-later/ #penandpaper #homebrew #RaidersOfArismyth
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finally a new blogpost. In which I muse about my homebrew roleplaying game, nearly a year after I called it "done". Hah.
https://ghost.orkpiraten.de/raiders-of-arismyth-another-year-later/ #penandpaper #homebrew #RaidersOfArismyth
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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.
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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.
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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.
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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.
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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.
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Yesterday evening, I spent a while on making https://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!
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Yesterday evening, I spent a while on making https://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!
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Yesterday evening, I spent a while on making https://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!
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Yesterday evening, I spent a while on making https://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!
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Yesterday evening, I spent a while on making https://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!
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One of the characters in my #RaidersOfArismyth campaign has picked up a 3rd henchman - Brusen Van Huiser, a lovesick witchhunter..
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One of the characters in my #RaidersOfArismyth campaign has picked up a 3rd henchman - Brusen Van Huiser, a lovesick witchhunter..
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One of the characters in my #RaidersOfArismyth campaign has picked up a 3rd henchman - Brusen Van Huiser, a lovesick witchhunter..
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One of the characters in my #RaidersOfArismyth campaign has picked up a 3rd henchman - Brusen Van Huiser, a lovesick witchhunter..
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One of the characters in my #RaidersOfArismyth campaign has picked up a 3rd henchman - Brusen Van Huiser, a lovesick witchhunter..
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Rollenspielende in Hamburg Nord aufgepasst!
Für meine Fantasy-Runde im West-Marshes Stil sind noch Plätze frei! Wir spielen meine Eigenkreation #RaidersOfArismyth (https://roa.5f9.de) , die potentiellen Spieltermine finden sich hier: https://arismyth.orkpiraten.de/doku.php/session_planning
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!)
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Rollenspielende in Hamburg Nord aufgepasst!
Für meine Fantasy-Runde im West-Marshes Stil sind noch Plätze frei! Wir spielen meine Eigenkreation #RaidersOfArismyth (https://roa.5f9.de) , die potentiellen Spieltermine finden sich hier: https://arismyth.orkpiraten.de/doku.php/session_planning
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!)
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Rollenspielende in Hamburg Nord aufgepasst!
Für meine Fantasy-Runde im West-Marshes Stil sind noch Plätze frei! Wir spielen meine Eigenkreation #RaidersOfArismyth (https://roa.5f9.de) , die potentiellen Spieltermine finden sich hier: https://arismyth.orkpiraten.de/doku.php/session_planning
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!)
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Rollenspielende in Hamburg Nord aufgepasst!
Für meine Fantasy-Runde im West-Marshes Stil sind noch Plätze frei! Wir spielen meine Eigenkreation #RaidersOfArismyth (https://roa.5f9.de) , die potentiellen Spieltermine finden sich hier: https://arismyth.orkpiraten.de/doku.php/session_planning
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!)
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Rollenspielende in Hamburg Nord aufgepasst!
Für meine Fantasy-Runde im West-Marshes Stil sind noch Plätze frei! Wir spielen meine Eigenkreation #RaidersOfArismyth (https://roa.5f9.de) , die potentiellen Spieltermine finden sich hier: https://arismyth.orkpiraten.de/doku.php/session_planning
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!)
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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?
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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?
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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?
-
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?
-
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?
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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. https://rpgmuseum.fandom.com/wiki/No_fascists
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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. https://rpgmuseum.fandom.com/wiki/No_fascists
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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. https://rpgmuseum.fandom.com/wiki/No_fascists
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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. https://rpgmuseum.fandom.com/wiki/No_fascists
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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. https://rpgmuseum.fandom.com/wiki/No_fascists
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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
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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
-
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
-
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
-
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
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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...
-
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...
-
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...
-
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...
-
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...
-
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 :)
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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 :)
-
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 :)
-
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 :)
-
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 :)