caradoc.bsky.social
Gamer, writer, game designer, gymnastics coach, reader. You can find my TTRPGs here: https://caradocgames.com/
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I've enjoyed the craziness of it, but I'm worried about being able to keep up the intensity, flow, and impetus, during longer fight scenes. A few more sessions will settle my thoughts no doubt. 🧵/
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As an action movie game, I should expect the fights to be the largest part of each session. I've been trying to make missed rolls narratively interesting, but the last two big fights just felt like they ran too long. Again, this might be me misreading the rules or running the game incorrectly. 🤷♂️ 🧵
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The fights seem to take a while, but they are meant to be the big scenes in the game, so perhaps mingled in with reveals and quick smatterings of exposition they'll feel less of a slog? Or maybe I’m doing something wrong. 🧵
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When piloted an Apotheosis, when empty a Vessel, the pilot while controlling the mech: a shadow or instance, the pilot while not controlling the mech: off duty.
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You can The Caves Beneath us on DriveThruRPG here:
www.drivethrurpg.com/en/product/5...
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You can find The Caves Beneath Us on itch here:
caradoc.itch.io/the-caves-be...
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What is the objective of the starter sets? To get people into the game? To help a new group learn a system? In the case of a popular IP - to evoke the setting/world for a group of people likely to be passionate about it. On those fronts the starters are solid in my view.
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This is quite possibly true. But on the other hand, I have run the Star Wars starters numerous times and never looked (or considered) whether the characters could be built using the rules, but they still served as a great gateway into the game system for the three groups I have run them with.
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I always love to imagine a morning in the life of these miniatures - getting up, showering, brushing teeth, picking out the right combination of seals and parchments, the most fetching wolf pelt, the right stylish weapon to complete the ensemble…
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It sounds like a fun and interesting design choice you've made!
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I like what you've described of Bludgeon's system though - it sounds like it is a really cool way of connecting special powers with the play experience to create something memorable and highly personalised!
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Through playtesting I changed it up so if a character learns a trait they can use it with any piece of gear that has that trait. My system didn't quite work for creating unique items, but it does work in creating unique characters - which was, I think, the right choice for that system.
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That sounds incredibly cool. When I designed With Every Fibre I originally had 'Traits' (which were essentially special abilities) a player could unlock on their gear with XP - with the idea that 'this character' with 'this sword' could do amazing things.
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Or on DriveThruRPG here:
www.drivethrurpg.com/en/product/5...