On one of the podcasts, Jason Cordova has mentioned he has a couple of table techniques in addition to Poll the…

On one of the podcasts, Jason Cordova has mentioned he has a couple of table techniques in addition to Poll the…

On one of the podcasts, Jason Cordova has mentioned he has a couple of table techniques in addition to Poll the Table. Is there anywhere whee I could find a list of these?

Hey y’all, I’m about to run my first game of THE VEIL soon for a group.

Hey y’all, I’m about to run my first game of THE VEIL soon for a group.

Hey y’all, I’m about to run my first game of THE VEIL soon for a group. It isn’t my first PBTA (mostly DW) or roll20 game but I was wondering if anyone had any tips they wish they’d heard when they ran it.

Edit addition: also using a google doc for touchstones, world/group notes, and the realization we want way too much synthwave

I’m playing in a home game of WH40K: Only War.

I’m playing in a home game of WH40K: Only War.

I’m playing in a home game of WH40K: Only War. This is my first rpg of WH40K and I’m not sure if it is the game for me. I feel that I need to look over my shoulder the whole time and that I can’t play my character the way I want to because of the setting of the game. For example, no lipping off to the officers or non-coms or you are dead. Is this just part of the system or something at our table? Thanks for your input.

I just thought it would be nice to share this inspirational take on role-playing by a friend of mine: i love what…

I just thought it would be nice to share this inspirational take on role-playing by a friend of mine: i love what…

I just thought it would be nice to share this inspirational take on role-playing by a friend of mine: i love what she has to say about supporting other players.

http://site.pelgranepress.com/index.php/playing-to-lift-making-characters-shine/

When starting a new campaign are there any recommended tools / methods for shared world building between players and…

When starting a new campaign are there any recommended tools / methods for shared world building between players and…

When starting a new campaign are there any recommended tools / methods for shared world building between players and GM?

I’m expect that that this is a bit of a Pandora’s box for indie games, but I come at this from an OSR perspective and am just starting to dabble with indie / story games (Dungeon World, Swords w/o Master, etc).

In the past my world building is more the result of emergent play, but now interested in establishing a collaborative foundation.

Finally I’ll say I’m not looking for something too complex or lengthy, rather something that can be run as part of session 0 in a hour or two.

Listening the gauntlet podcast someone commented something about a “box that has all the tools to play as many rpgs…

Listening the gauntlet podcast someone commented something about a “box that has all the tools to play as many rpgs…

Listening the gauntlet podcast someone commented something about a “box that has all the tools to play as many rpgs as possible”

Does that jewel have a name?

Thanks!

In the recent thread about contributors, Anna Kreider made some points that I’m taking to heart about token…

In the recent thread about contributors, Anna Kreider made some points that I’m taking to heart about token…

In the recent thread about contributors, Anna Kreider made some points that I’m taking to heart about token diversity and how adding non-cishetwhitedudes purely for stretch goals can translate into them doing unpaid marketing work.

I’m planning a KS and mulling over how to compensate contributors fairly. I’m really curious about this one-time payment vs. royalties side of things. So far I had been thinking of this as psychological sleight of hand–like, I THINK the problem is when contributors simply aren’t paid enough in total, and less important whether that comes from up-front or royalty payments.

So basically I’m wondering if I’m way off on that. (I mean, I can see how the see-saw between the two types of pay could be used to obfuscate an exploitative deal.)

I once got royalties – unexpectedly! – from a generous soul, and I felt like a million bucks to get surprise money (it was tiny, but yay gifts). Until then I had been steadfastly trying to get all my freelancing money up front, because I figured I had no idea how to assess what a very small press book was going to sell, and no faith in my ability to hold a publisher accountable when I had no way to even guess their sales numbers.

From the publisher’s side (my new vantage point), one-time payments for all rights means that projects with lots of contributors don’t accumulate a lot of stakeholders – I mean, assuming they’re paid more than for less permissive rights.

On the other hand, maybe this is side hustle thinking, and someone living a more precarious perma-freelance lifestyle really benefits from royalties to even out cash flow?

Last night I ran my first session of World of Dungeons for Cave of Monsters (formerly the Portland Gauntlet group)…

Last night I ran my first session of World of Dungeons for Cave of Monsters (formerly the Portland Gauntlet group)…

Last night I ran my first session of World of Dungeons for Cave of Monsters (formerly the Portland Gauntlet group) running the “Frozen in Time” DCC module.

Overall the session went well. I set the tone initially as 70’s Wyrd Fantasy (Heavy Metal, Fire & Ice, etc.) and the players really took to their roles as stone-age adventurers. I really loved how WoDu pushes the players to make interesting and inventive choices and allows me to bring those choices into the game. Probably my favorite example of this was when one of the players searched an overgrown garden for psychoactive substances. Rolling a 10, the player sat back and enjoyed their mysterious resin. Another player, deciding to try a puff, rolled a natural 2 (which house-ruled as “critical miss”, to get some added OSR flavor into the game). That led to a highly entertaining psychedelic meltdown scene as the neolithic tribesman described their horrifying visions.

My one issue with the system is the 6-9 result. While I was able to work out good results on the wins and loses (often handing off narrative control to the players), I had a hard time with the middles.

I get the overall idea (you win, but there’s a cost). What I had a hard time with was coming up with non-mechanical outcomes on the fly. I could lessen the damage, throw out -1 forwards, or lower the impact of success, but that didn’t really seem evocative. What I couldn’t seem to do was come up with interesting Catch-22, or Hobson’s choice style outcomes on the fly.

In Dungeon World this is often built into the moves, but I’ve only ever run that system once, so I don’t have enough experience to effectively bring that over into my game.

We’ll be running again in a few weeks, and any advice is much appreciated.