Been messing around with a tabletop setting/system. The goal is for it to be GM'd by an experienced tabletop player, and approachable to new players.

Some things I'm trying to hit: playable with two six-sided dice, a combat system that's mathematically-succinct but not more complex than something like a Fallout-style turn-based game, a narrative side that's flexible in the hands of the GM.

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@Zero_Democracy sounds like you're taking some inspiration from apocalypse world

@lizardsquid Yeah, actually! I'm taking come cues from that, but trying to integrate a framework that lets players be more aware of what they can and cant do.

@Zero_Democracy there are three things you need to know when making a decision: Necessity, knowledge and desire. Perhaps you can use that as the basis of your framework?

@lxjk Basic idea is that it's very crunchy and mechanical when action is happening, but more Dogs in the Vineyard when the narrative is being negotiated.

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