Necronautilus is a gorgeous game I enjoy more and more every time I dig into it. But... is it NSR?
I have never played another game like Necronautilus, and that's a shame. If you like wordplay, thinking about the relationship between memory and reality, and psychedelic fantasy in space, then you should check out this game.
How can we think about in-game communities in a way that motivates players and PCs? I'm looking at structures for my Into the Odd hack to center community defense and improvement.
The Sanity (Stress and Panic) system in Mothership doesn't appeal to me, and my friends playing the game have commented on it as well. What could we do instead?
As my players have led a successful revolt in the main town of our Into the Odd campaign, I thought it might be useful to publish the notes I used to run it.
I like Numenera, especially the setting (even if it is a bit canon-heavy). But the Cypher system has some weaknesses, and I want to talk about how to improve them at your own table.
I published a couple of game hacks for the Acoustic Cover Jam this week, both of which started out on this blog. You can find my conversion notes for Numenera using Into the Odd as well as World of Ultraviolet Grasslands there.
I wrote and ran a depthcrawl based largely on Numenera content for Into the Odd. Here are my exact notes for it as well as a write-up of our experience running through it.
The playtest of World of Ultraviolet continues, so I wanted to write a bit about what has changed so far. This includes hit points, a slight tweak to talents and abilities, and an important set of additions to the main resolution mechanic.
I continue to iterate on how I run Numenera content using Into the Odd, building also on work by Jason Tocci.