No theres nothing wrong with vidya or escapism in general, but channeling your leftist feeling into games and scratching the itch that way does seem fairly counterproductive imo
Not him but I fear that forgetting about politics or leftism when I engage in a hobby will make me less resistant to liberalism in the long term
Leftism is utterly fucking dead and buried, it makes no difference whether you play a videogame or go in the streets, it's the same effect on the world.
"Excuse me but my fantasy setting is explicitly decolonial and all the fantasy societies have a rich and vibrant culture without being romanticized.">>7665
Sounds neat. Most fantasy tends to sit in the medieval tech level though, so not a lot of systems would fit.>>7680
True, also in my experience players like to do rebellious or revolutionary shit in roleplaying games for some reason.
I haven't thought about it because I don't keep a radlib living in my head rent free.
Should've probably expected the lancer fbi.gov to be a stable "USSR/GDR/PRC/DPRK bad".
At least the game itself isn't unplayable.
Tell them to get a fucking life and learn about historical accuracy of medieval-feudal settings.
Also I tend to incorporate various leftist ideas or factions in my fantasy stuff.
>>7665>communist orcs, fascist dwarves
But anon, the Dwarves are the communists!
I'd advise not to do x-race goes down y-ideology path. I'd recommend starting by thinking out a skeleton (doesn't need to be deep) of the lore that happened before the industrial revolution. Then choose where and by whom did industrialization started. This should give a good idea where it spread first, and who will become the "imperialist core". Then look at which races encounter it, when and how, and try to think out how in your mind they would react. Don't want to hijack the setting, but some ideas: elves encounter it close second, they are sceptical, but seeing rising power of [first to industrialize], they start industrializing as well, mainly by decree of elven elite, which then creates a massive societal schism as elven ecologist culture (and possibly also their magic) is thretened with extiction.
sounds a lot better than varg's tabletop
To simplify it a bit, deck construction is generally the harder part rather than actually playing it. You can look up some champion's deck build and just copy it. Brainfog is a killer in games like these though so you might suck even with a stellar deck.>cost
0 cent if you have access to a charge-free printer. All the cards can be conveniently found online and printed out.
huh, you can just print out the cards? i didn't think of that>Brainfog is a killer in games like these though so you might suck even with a stellar deck.
yeah that's what made me quit playing hearthstone, i just couldn't think a few steps ahead or i was sticking to my plan too rigidly. do you think it's a good idea to practice with the free online game before challenging people irl?
it's easy to make them corporatist or fascist.
just make the worship of ancestors translate into children being on literal debt bondage to "repay" their parents and "society". the distrust of outsiders etc will do the rest.
you can do a lot of things with them.
>>19412>MRAP>bolt action rifles
the jacobin sounds most promising to me
Why not both? Why should dwarves or any race for that matter be a monolith? Why their society should be immune to class conflict?
Dwarves proles rising up against bourgeois dwarves who in turn prop up fascists dwarves.
Every time there's a thread on /tg/ about how steampunk is just a boring meme genre compared to the themes explored in cyberpunk, and barely anything beyond aesthetics, ie gears on tophats. And every time someone suggests the obvious, that the abuse of working poor, class struggle, unions and revolutionary thought, and a industrial society built upon an existing nobility, royalty, and imperial wars of aggression, are all integral parts to a setting inspired by Victorian England. And every time, that posters gets called a commie and to fuck off and how boring it would be.
It's just interesting how people can easily accept cyberpunk including things like militarized police and powerful corporations that control most of society for the sake of profit and produce invasive dangerous technology, where the main characters are usually at the bottom of society, but refuse to see it in steampunk. Maybe because it's more obvious? Because steampunk isn't as developed so you have to spell it out for them?
TBH, those themes are rarely explored in steampunk works from what I've seen
I mean there is plenty of racist references on the game since it is based on the century where "race science" was a respected branch of the sciences, but I'm not so sure whether that means the devs were nazis. In fact I'm pretty sure there are quite a few communist allusions, like a quest in which you help a labor strike and stuff like that.
I never played it, I just know a lot of altright types like it. But then again, there's plenty of times they misinterpret fiction and praise someone who's clearly meant to be in the wrong.
You absolutely can play as a nazi-type asshole, which is what they must love about it; but that's the point: you can
play like that, but you don't have to. There are lots of different paths, and afaik the game does not condone nazi shit. Sseth has a video about the game which is suprisingly in-depth, and also shows this racist side quite explicitly (given the /v/-like humor he is known for), so watch critically.
I watched it when it was new, and discussion does pop up more when he discusses any game.>(given the /v/-like humor he is known for)
Let's be clear, that's usually just racism, he definitely leans right and as do most of his viewerbase.
The usual thing I see being reposted is that orcs have a terrorist liberation movement and are also being bred by greedy rich gnomes who kidnap human women and have them raped to breed more orcs. You can see the obvious parallels here.
they should add Friedrich Engels to this game for maximum lulz
Weren't most of the books in the game and the gnome conspiracy questlines just parodies?
Even if they are what's to stop someone from just being like "this, but unironically."
Good video on how much of a shift WotC is inducing by trying to define D&D as a virtual tabletop game first and foremost, both in terms of impact on the game and in terms of the business implications.
Gotta love monopolies.
Have you ever houseruled a system so much that it now barely resembles its original incarnation?
Does it count if you understand the rules so poorly that you basically aren't following them? That's how I and a lot of other people started playing lol.
Am currently "homebrewing" a system that is actually more like building one from scratch, but I'd still call it a homebrew because it's mostly deriving components from several other systems.
>>23116>Am currently "homebrewing" a system that is actually more like building one from scratch, but I'd still call it a homebrew because it's mostly deriving components from several other systems.
What's it going to be about?
>>19628>The usual thing I see being reposted is that orcs have a terrorist liberation movement and are also being bred by greedy rich gnomes who kidnap human women and have them raped to breed more orcs. You can see the obvious parallels here.
Half-ogres, not orcs.
>>23121>What's it going to be about?
Setting-agnostic or "generic" system, and some setting modules to go with it, including a fantasy one and a solarpunk one. Focused on broadly applicable mechanics and integration/balance between moment-to-moment and longer time scales (like OSR games). Core mechanics split between multiple pillars: action, roleplaying, exploration, and management. Meant to be simple and intuitive to learn but with modular depth.
>>23124>Core mechanics split between multiple pillars: action, roleplaying, exploration, and management.
By "split", would you happen to mean mode segregation (character abilities for one of these neither depend on nor influence abilities for other modes)?
Most abilities are associated with one of the four but usually have applications in other contexts. But IMO that's less about innate character abilities and more about the structure of how the game is played and when you prompt players to make rolls, e.g. do you ask for a roll to navigate to a location vs just assuming they do and skipping to the action. That's a distinct aspect of OSR games is restoring the old school D&D mechanics for the structure of adventures rather than just being rules for encounters connected by whatever the GM contrives.
What ways to differentiate [races/species/being types] other than characteristic/skill bonuses/penalties and special abilities have you encountered and/or implemented?
it should play into roleplaying, species should have different speech patterns, cultures, religions, also they should be treated differently by NPCs. Of course there are people who break with their 'ancestral' culture but that should also be something that is RPed.
You should probably distinguishe race/species/etc from culture. Bonuses and penalties to skills make more sense for the latter because that would relate more to things you are likely to learn in a given society.
Other than the answers given, I would say innate qualities work best when they are specific and distinct, like dwarves being better at resisting poisons or elves being able to see farther without range penalties. Think of what kinds of adaptations would suit this creature for where they live (whether they evolved or were created). Any distinct traits should probably be unheard of in humans but maybe not in other animals. You should also think about how these differences are likely to impact culture. Like the dwarves being resistant to poison could lead to pic related.
Another good question to ask is what makes humans distinct? Usually humans are treated mechanically as the most generic race without anything special to set them apart (often replacing that part of design with just "more choice" for other parts of character creation). But there might be particular qualities humans have that other species do not, and which should be reflected mechanically by reducing the "baseline" stats and rules below the human level on certain things. For example, in real life humans beat all other species at endurance running, so you could incorporate that by reducing the overland travel speed of most characters from the default and giving humans a boost that puts them back up at "normal."
With the players seemingly moving away from current edition D&D, one might say that tabletop RPGs are headed for… multipolarity.
>>25595> so you could incorporate that by reducing the overland travel speed of most characters from the default and giving humans a boost that puts them back up at "normal."
Bonuses like that aren't very good because unless you are playing a party full of humans, you are not gonna see that bonus in action. Party travels at the speed of the slowest character. Bonus that doesn't work 99% of the time probably shouldn't even be considered as such.
That's a fair consideration, but it was just meant to be an illustrative example. A more practical implementation might be giving humans resistance to any fatigue-related effects. However, the main reason for that particular advantage is bipedalism and temperature regulation through sweating, so it probably wouldn't be unique to humans among fantasy races.
Some other ideas:<Humans are more social than others, maybe by having reduced penalties to communicate without a common language or across cultures.<Humans make better connections, getting a bonus to making people like them or faster advancement on the reputation or similar social track.<Humans are better at learning, earning bonus experience points for certain things like observing others gain XP or by tinkering with things.
Come to think of it, how would you present a race that's above capitalism, feudalism, communism? The only thing I can think of is having a race that lives in a post-scarcity via magic - they can just conjure whatever they want (except for services from "lesser races" and each other).
Unique IPs: 25