Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

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Oh boy, Monsterhearts.

Monsterhearts is less an example of the bad early days of PbtA hacks, and more "who the fuck thought this was a good idea." I'd define it as a system made by somebody who has read a lot about roleplaying games, but has never actually interacted with the actual people who like to play RPGs. It assumes that you and your neckbeard friends are going to have "meaningful conversations" about the gender binary and seriously ERPing your gay soccer practice via constantly rolling the "turn somebody on" move. Also that move ignores whatever your orientation is, everybody's bi, bitches.

It's got some baffling design decisions too. One of the "skins" is basically a monster slayer. Picking it throws out the "lol Twilight" elements and it full on becomes Buffy the Vampire Slayer. Not that that's a bad thing, but it's a weird and I assume unintended design decision. There's also a mechanic called "the darkest self." Essentially, your character has a spergout and you're forced to play your character in one edgy way or another until the GM says you feel better. The Ghost's darkest self has them vanishing and "can neither be seen nor heard." That's right, you basically get banished from the game until the GM decides it's time to come back.

As for the teenage sex moves, the game example in the book is an underage character getting it on with another PC's dad. You might have something with the hard drive seizing.

The creator's pre-troon name is Joe McDaldno. He declared himself genderfluid shortly after the game released and transtrendism hit its peak. Avery Alder is the post-trooning name. I'm surprised his name is still on the book, I thought "deadnaming" was the same as murder?
 
Oh boy, Monsterhearts.

Monsterhearts is less an example of the bad early days of PbtA hacks, and more "who the fuck thought this was a good idea." I'd define it as a system made by somebody who has read a lot about roleplaying games, but has never actually interacted with the actual people who like to play RPGs. It assumes that you and your neckbeard friends are going to have "meaningful conversations" about the gender binary and seriously ERPing your gay soccer practice via constantly rolling the "turn somebody on" move. Also that move ignores whatever your orientation is, everybody's bi, bitches.

It's got some baffling design decisions too. One of the "skins" is basically a monster slayer. Picking it throws out the "lol Twilight" elements and it full on becomes Buffy the Vampire Slayer. Not that that's a bad thing, but it's a weird and I assume unintended design decision. There's also a mechanic called "the darkest self." Essentially, your character has a spergout and you're forced to play your character in one edgy way or another until the GM says you feel better. The Ghost's darkest self has them vanishing and "can neither be seen nor heard." That's right, you basically get banished from the game until the GM decides it's time to come back.

As for the teenage sex moves, the game example in the book is an underage character getting it on with another PC's dad. You might have something with the hard drive seizing.

The creator's pre-troon name is Joe McDaldno. He declared himself genderfluid shortly after the game released and transtrendism hit its peak. Avery Alder is the post-trooning name. I'm surprised his name is still on the book, I thought "deadnaming" was the same as murder?

Sadly, that's a massive trend in a lot of new games (though this is an obviously egregious example). They're trying to appeal to Tumblr teens and get them into the games, since most of the old "neckbeard" types already have the games they enjoy and just want clearer/crunchier versions of those.

My niece is a quasi tumblr teen, and when she was visiting we talked about roleplaying because she was curious about it; the reason being is her and her friends basically do "co-operative writing" where they basically erp at each other and she was wondering if there were any games that were good for that sort of thing. My assistance on the matter was less than helpful.
 
It assumes that you and your neckbeard friends are going to have "meaningful conversations" about the gender binary and seriously ERPing your gay soccer practice via constantly rolling the "turn somebody on" move.
I've noticed that with some of these SJW friendly games is how there's so much talking about feelings and "meaningful conversations". (See #Feminism, which is a nano-game set) Don't get me wrong, Stuffed Fables does this well by having a chance for families/kids talk about the themes after the adventure (SF is a family friendly game). Monsterhearts just seems pretentious to me.
 
The big issue with things like Monsterhearts and generally things written by SJWs are they are naturally pretentious due to the writers' flaws, and often due to not really understanding the way games work decide to only focus on the fluff. This means the crunch is usually shit. The fluff is usually shit due to the writer not really thinking things through too,
 
I just found out that Christina Stiles was divorced in January 2019. It's been affecting her current Kickstarter for the Book of Passion. She can make some decent products as long as she leaves feminism out of it. Hopefully she get's over this soon and doesn't become another person who runs with the money they raised on Kickstarter.

The big issue with things like Monsterhearts and generally things written by SJWs are they are naturally pretentious due to the writers' flaws, and often due to not really understanding the way games work decide to only focus on the fluff. This means the crunch is usually shit. The fluff is usually shit due to the writer not really thinking things through too,
A lot of SJW's don't play RPG's too so that will affect how the crunch is written too. I find many new designers today just can't do Crunch but they can at least make a passable fluff.

Sadly, that's a massive trend in a lot of new games (though this is an obviously egregious example). They're trying to appeal to Tumblr teens and get them into the games, since most of the old "neckbeard" types already have the games they enjoy and just want clearer/crunchier versions of those.

My niece is a quasi tumblr teen, and when she was visiting we talked about roleplaying because she was curious about it; the reason being is her and her friends basically do "co-operative writing" where they basically erp at each other and she was wondering if there were any games that were good for that sort of thing. My assistance on the matter was less than helpful.
Check out the RPG Quill, it's all about cooperative writing, though it's written for solo players.
 
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So fun fact: We aren't able to give Sigmata a test drive this week, but we did look through an anthology (SJWese for 'too lazy to write a whole product') and it amazed and annoyed us:

I actually like the little future game they made, and for all of its repugnance, a Disaster RPG with light rules would've been neat. Think Everyone is John, but where you're people in a disaster.
 
I actually like the little future game they made, and for all of its repugnance, a Disaster RPG with light rules would've been neat. Think Everyone is John, but where you're people in a disaster.

The future one could be pretty funny if you drop the feminist and SJW crap. I could also see some trolling possibilities for the sex tape one.
 
So the campaign I am in had our team fight an entire supervillain team and it isn't going so well now. My character's weaponry is shot and his armor is all bent up. Some bloody asshole with conquistador clothing decided to fuck around and I developed a nasty grudge on him. We all got thrashed and now we are infighting because of some other asshole's power. Now only if the monk were here to defuse all of this.
 
So, anybody ever run a campaign or even just a game session set in a setting from a video game?

One of my friends wants to run a game set in the Fallout universe, specifically the Mojave Wasteland and I'm actually kind of interested. He hasn't specified what system he will use, so who knows.

Honestly, I think it would be cool to run a game set in the world of Grand Theft Auto, either the "3D Universe" of the PS2 games or the "HD Universe" of GTA IV and GTA V.

Especially if you blended the satire and dark comedy of GTA with a setting like World of Darkness or Call of Cthulhu, as both are ostensibly set in "our world" and are either modern by default or have modern settings for them.

Imagine the seriousness of Call of Cthulhu or the angst of White Wolf mixed with the mayhem and zany gallows humor of Grand Theft Auto. If done well, it could actually be quite fun.

I dunno, maybe I've been replaying GTA: San Andreas too much lately. Oh well.
 
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I would play in a GTA:SA campaign in a heartbeat, as long as the system underlying it was good and fast enough. No giant handfuls of dice, but still a good variety of skills (or D&D like with no skills at all, non-combat stuff just DM arbitrated).
 
So, anybody ever run a campaign or even just a game session set in a setting from a video game?

One of my friends wants to run a game set in the Fallout universe, specifically the Mojave Wasteland and I'm actually kind of interested. He hasn't specified what system he will use, so who knows.

Honestly, I think it would be cool to run a game set in the world of Grand Theft Auto, either the "3D Universe" of the PS2 games or the "HD Universe" of GTA IV and GTA V.

Especially if you blended the satire and dark comedy of GTA with a setting like World of Darkness or Call of Cthulhu, as both are ostensibly set in "our world" and are either modern by default or have modern settings for them.

Imagine the seriousness of Call of Cthulhu or the angst of White Wolf mixed with the mayhem and zany gallows humor of Grand Theft Auto. If done well, it could actually be quite fun.

I dunno, maybe I've been replaying GTA: San Andreas too much lately. Oh well.
We once played a homebrew of the Gothic RPG and some fan-made game based on Fallout.
Both were kind of neat.
 
We once played a homebrew of the Gothic RPG and some fan-made game based on Fallout.
Both were kind of neat.
Speaking of homebrew, this video was the results of sifting through DnDwiki's own insanely large roster... it was an interesting ride (in the Chinese sense).


I still am annoyed they're usually the first result too when you need some forms of trivia too given how often I avoid using them.
 
13th Age is no where near as bad as 4th Edition was. Character creation isn't that bad. The idea behind icons and relationships right from the get go was interesting. Some of the spells reminded me of what Arcana Evolved did with their spells. There's a SRD you can check out @Zaryiu. Kobald Press uses 13th Age for their Midgard campaign setting.

For the Bestiary there's little in the way of stat blocks but there's a good amount of ecology and other rules. Followed by different types of the creature. Similar to what Pathfinder used to do in their chronicles books.
 
I have to imagine it'

Please tell me they're all shit guns. Please tell me it's a Hi-Point and a Rohm. I can't stomach this asshole having possession of a Python or a Garand. It's just not right.

Ungrateful little shitbird.
13th Age is no where near as bad as 4th Edition was. Character creation isn't that bad. The idea behind icons and relationships right from the get go was interesting. Some of the spells reminded me of what Arcana Evolved did with their spells. There's a SRD you can check out @Zaryiu. Kobald Press uses 13th Age for their Midgard campaign setting.

For the Bestiary there's little in the way of stat blocks but there's a good amount of ecology and other rules. Followed by different types of the creature. Similar to what Pathfinder used to do in their chronicles books.
Thanks
 
I was looking through the homebrew section of 1d4chan and found a system called Ops and Tactics, which is basically focused on guns and such. It's currently in its sixth edition.
 
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