finally a fast and furious ttrpg
that’s exactly what it is. the post apocalyptic theming didn’t quite make sense to me with how the game was written but “fast and furious the car-PG” fits perfectly
Gonna run a B/X game with some people on Sunday, with the B2 module. We have a small party so I’ll need to adjust the enemy numbers and encourage hiring retainers. It might be really tough, but I think that will still be pretty interesting.
wanna play this
I’d bring it to the meetup but I’ve got another plan for meetup rpg (if we have time for it lol)
when we wear out shadow dark i vote cargame
Update on this group:
Okay the way I have found to have fun with this system is similar to how I had fun with the sentai-themed Spelljammer campaign - keep going back to the show structure as a touchpoint:
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If the session story only involves one character, like the captain, I structure an entire B-plot that will involve the rest of the group. I then propose this between major commercial break moments and 100% of the time the GM has indulged us trying to, say, flush the Cardassian voles out of the computer system, or talked a pupating teen insectoid into going back to his folks for the duration of his metamorphosis.
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If involved in the main storyline, this is essentially an improv prompt for technobabble where we are tasked with concocting the most outlandish Star Trek solution to a problem, building it out with the group, and typically this will be our official plan. This moves us away from taking the safest, most dull route, and into a more dramatic episode-like strategy.
A recent session involved us engineering an artificial time crystal so we could return to the origin point and time of a lost cosmic godlike entity and reconcile it with the civilization that cast him away. Made for a great, crazy-ass scenario.
Overall, this system still sucks real bad and there is nothing approaching challenge as we simply pick the person on the team with the best stats for Thing, let them roll, and watch them succeed wildly. A recent update to the system introduced a new “getting promoted” system, which unfortunately mimics the show’s problem of always making every named character a captain, given enough repeat appearances. So like, everyone’s a captain now?? Fuck you.
A rough game but a great group of people.
Irl in military organizations the way this natural tendency to topheaviness is countered is via Politics which I bet could be fun in this game if it had any support for it, which is sounds like it does not.
my little goblin in shadowdark has STILL not been cleaved in twain, infact the party answered a bunch of faerie riddles and brak rolled a giant six sided die with a goblin face on it
i mean, its my face, i want to roll the die, PLUS IM TRYING TO STICK MY FINGER IN EVERY HOLE AND GRAB EVERY OBJECT TO TEMPT DEATH
and rolling the die made braks brain swell so big (there was a goblin with a brain so big its skull had to hinge open to hold it on the face of the die) and now i have 18 intelligence, im the smartest in the party now, and all i can think about is ways to make things go horribly wrong. cant wait to attempt to brow beat every npc
I can’t believe you saved a bethewed filthy loinclothed bodybuilder from certain death and then just let him run off into the woods
the way he ran away all scared was so cute though
shoutout to cubas surf elves with the most hilarious DUUUUDE accents ive ever heard
brah.
should’ve confiscated his axe first
brak wouldn’t have seen the axe he was staring at his muscles
Actually got to play Mork Borg last weekend, my friend taking their first swing at GMing. It is a highly vibes-based game with minimal maps or characters or rules, so a lot of it is just up to us as players to invent the thing as we go along. I do get the sense that there is a story to find a set named characters to interact with, but no clear path exists on how to get there, so it’s mainly us just wandering this blighted graveyard.
I have made the most metal character I could think of: a cultist who took a deal with one of the setting’s many false gods and became a living mass of scavenger insets in a cloak (inspired by the bug guy I’m playing in Frosthaven rn). I now live in a perpetual state of death and life and death again as my short-lived body segments (bugs) scurry about. This allows me to say shit like “The gods care not for the blighted underfoot, they are beneath salvation, though they undergird life in its every wretched form” and what have you.
The other players are very giving and fun to improv with, so we tend to just throw out ideas to the GM and see if they’re interested. They happily supported my idea of eating the eyeballs of a corpse to see what they saw before their death, so we can get some story direction or just context.
https://spookyboogy.itch.io/deus-est-machina
the 24xx discord I’m on served up another great looking 24xx sci-fi game. This one looks pretty clearly derived from BLAME! and that’s a pretty good thing, imo. Haven’t got a chance to play it yet but have good experience with the 24xx system in general.
Out of nowhere, and having never talked to me about it before, last night my ten-year-old started to tell me and my wife about how much cooler Dave Arneson was than Gary Gygax.
Legit one of my proudest moments as a parent (I realize that this absolutely reads like one of those far-fetched “things my child said” twitter posts).
What do your kids think of the legendary Braunstein games
Friend of mine recieved the PDF version of Dolmenwood from the kickstarter, and we were really impressed by how much genuinely good, weird, useful content is in this thing. It is the full opposite of Mork Borg in that it gives you every single hex of the map and a cool peasantcore map and a list of 10 unique things found in this hex:
Going to be picking it up. The player’s guide has mechanical and class info, the campaign has each hex of the map as well as “how to build a campaign” type stuff, and the monster manual just has 123 pages of beasts:
Second session of Mork Borg went well, thanks to a great group that are very giving to each other and the first-time GM.
Our GM, who is both artist and powerlifter, created these awesome on-theme maps for this session:
The GM is also so kindhearted that they cannot bring themselves to harm our characters, so we’re trying to give them permission to kill us.