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.
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.
Session 3 of our Into the Odd campaign sees the group rest in town, trade their treasure for coin, and head to their next adventure site.
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.
Initial thoughts towards modifying World of Dungeons to fit Ultraviolet Grasslands.
In Session 2, the group completes their exploration of the site and learns that the world is more complicated than they could ever have known.