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Showing posts with the label Indie RPG

Nemesis Systems Do(n't) Matter

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A weekly blog post?! Egad! Don’t look now but I may have actually beaten the rut. From my previous musings on adding modifications to the Underclock you may have seen my interest in the Stalker type enemy endemic to a lot of modern Survival Horror and how that type of foe seems like an obvious fit to way of handling random encounters. So I tried it and it felt a bit…crowded. I wanted lesser creatures that roamed between the buildings, environmental traps, and other dungeon delving horrors which took up quite a bit of space. Somehow I was also supposed to find a way to resurrect locality effects that I had missed from the overloaded encounter die. It was all just a bit much to also add in a chase sequence as an option on the list so I went back to the drawing board. I needed to separate the Nemesis (My big bad unstoppable beasty) from the Underclock without vastly increasing the cognitive load in running a complex hunter creature amidst all the other workings of my dungeon. Then I reme...

Liminal Blues: The Trouble(’s) With Fallout

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Today we’re going to be talking about Fallout in Liminal Horror arguably THE mechanic that makes the game what it is. For those not in the know Liminal Horror is a horror tabletop RPG based on the wide wonderful ruleset of Cairn which is also based on the NSR Ur-Text Into The Odd. It’s light but with enough tricks up its sleeve to make it both fun and spooky enough for The Thing in a Mall or Control: The Megadungeon. I’ve been running Liminal Horror for years now through campaigns, one-shots, dungeon crawls, and city wide investigations. I’ve run every one of the official adventures at least twice and just wrapped up the Parthogenesis of Hungry Hollow so you could say I’m a bit of a fan. What keeps me coming back to Liminal Horror over Call of Cthulhu, Kult Divinity Lost or World of Darkness which I have immensely enjoyed in the past is the game’s defining feature, Fallout. Fallout is how the game dodges problematic tropes of “mental illness bad” found in the games above by drawing in...

His Majesty The Worm: Horrors In A Garden Dungeon

Happy almost anniversary. 2024 was a tough year for creative brain and keeping games going both because of player fluctuation and my waning motivation. However, the last month or so has seen a resurgence for me in tackling the myriad of half finished projects while running a new campaign of His Majesty The Worm. The game is wonderfully designed and my last session saw a real workout of the Challenge phase card battle mechanics that really saw my players engage in a way with tabletop RPG combat I hadn't seen for a very long time. As every referee, DM, GM, and Keeper knows that joy is the grease for the gears so the machine chugs on. Dungeon Seed:  The Barrow of the Unrequited Hundreds of feet beneath the ancient elven grove of The City is crypt of fallen martyrs. Elven parents forced to sacrifice themselves to sire children in this new world were entombed here after a civil war amongst the immortals from ages past. Unable to reconcile their differences the council chose instead to ...

Liminal Survival Horror (Or Putting Resident Evil Anywhere I Can LH Edition) Part 1

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It will be no secret to anyone who’s played in my games or spared the slightest glance at my musings here that I’m a big fan of Survival Horror as a genre. So inevitably regardless of what system I’m currently playing we tend to inject some Resident Evil flavor at some point. Inspired by a blog post I saw a while ago (That I cannot find) I decided to take the old school Prima Strategy Guide for the original Resident Evil and use it as a framework to run it as an adventure using Liminal Horror. Now, I love Liminal Horror, its simple but extremely receptive to modification somehow able to hold strong regardless of how many layers of absurdity I add from whatever I’m reading that week. But, if I want to go full Resident Evil, and I do, I had need of a few extra widgets that the baseline lacks. Keep in mind this will be using the Investigator Edition of Liminal Horror you can find here and making liberal use of Luck, Item Tags, Wounds, and Time Procedures. I’ll be getting more in depth w...

Monster: The Parent (Liminal Horror)

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I've been going through some stuff. Here's a monster originally made for Kult but adapted to Liminal Horror. May also release the Kult and Hunter the Reckoning versions at some point. Happy New Year! Concept: A creature that is made and exemplifies family trauma. It will raise you up and make you pay for every gift in time while feeding off of your emotional highs and lows. It will isolate and divide and conquer. If one leaves it chooses a new favorite to make the first jealous. Manages a web of drama to keep itself fed. Fawn responses and acting like it wants will keep you safe. It is as powerful as you make it.  Inspirations: Trauma, Barbarian, Silent Hill, The Evil Within, Livia Soprano, Art Posts by @OmegaBlackArt on Twitter, Centipedes from Sekiro, Familial Cycles of Abuse When you fell; you fell alone. When you failed; you failed alone. When you hurt; your pain was a beacon. And the next time your world fell apart; They were there to pick up the pieces. The Parent wants w...

Underclock Modding And The Stalker

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Ever since reading about the Underclock on Goblin Punch I’ve been obsessed with it. A ticking time bomb always in the background of every decision made by the players that they can see and interact with in a more tangible way than any other type of random encounter. In the survival horror style game I enjoy this element of time keeping has replaced my use of one my most well worn tools in the Overloaded Encounter Die. Although still one of my favorite tools the Underclock and its ability to create tension has supplanted it for the time being in my DM toolbox. However, just like with the Overloaded Encounter Die, it does leave a lot of room to interpret, tweak, and hack to fine tune it for a specific feeling. Since my current obsession is with Amnesia The Bunker’s Stalker I thought it could be interesting to explore how we emulate being hunted down by an unstoppable beast like that using the Underclock as an ever sinking hour glass of it’s inevitable arrival. Underclock Additions And T...

The Signal, A World War 1 Bunkercrawl for Mothership RPG (Part 1)

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Hey, long time no see. I recently had the pleasure of experiencing Amnesia The Bunker, a survival horror game set in the confines of a trench system trying to escape while a horrific creature hunts you down. With limited resources and only a single unbeatable enemy the game challenges the player to find creative solutions to manage light, sound, and even ammunition to ensure they can secure a method to escape. I had an incredible time with it and the layout and design of the experience set my brain on fire in a way I hadn’t had since playing Signalis last year. Enter The Signal. Below is a rough draft of the first level of the complex statted crudely for Mothership though I’ve used a lot of variations during my playtest leaning on the current stripped down interpretation given by Cloud Empress. Use what’s comfortable for you. The setting is during the waning years of the Great War on the Western Front in a conflict that seems without end in eastern France. With the Signal I’ve also de...