Cthulhu Dark and Trophy Dark have a different way to model harm, including mental harm, and this approach provides a fantastic model for other games. Even in horror gaming - I would say especially in horror gaming - we all should retain the ability to decide what to explore, and systems like the one outlined above give us the opportunity to do that.
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?
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.
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.
I had an idea to use the Luck Roll in Electric Bastionland together with other mechanics to add a little spice and reward players who avoid damage.
Inspired by the Mothership RPG Discord, here are some random tables of android malfunctions, undead astronauts, and mysterious alien devices.
We've started playtesting World of Ultraviolet (World of Dungeons in Ultraviolet Grasslands) and the game is starting to shape up a little more.
I put together my first playtest document for World of Ultraviolet this weekend; we'll give it a shot this coming Saturday. Here are the principles behind it and a quick summary of how it works.