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 Product For Sale: Daggerheart (Core Rulebook)
Posted: Mon, 27 Jul 08:43:24

by Xana14

€400.00 for RPG Item: Daggerheart (Core Rulebook)
Condition: Like New
Location: Germany
 Reply: Conventions and Meetups:: Re: Tabletop Scotland 2026 - 4th to 6th September
Posted: Mon, 27 Jul 08:40:37

by escapistthx

Less than 40 days to go.
Roughly 130 exhibitors coming.
RPG capacity increased by 40% to 35 tables per slot giving us 245 RPG sessions over the three days.
More open play than 2025.
Panels, pub quiz and board game tournaments.
Paul Grogan of Gaming Rules running demos of new titles.
Playtest Zone and a game jam.
Plus a Games Library of 700+ titles and of course the Bring & Buy!

Have you got your ticket yet?

Tabletop Scotland 2026 - 4th to 6th September @ Royal Highland Centre, Highland Hall, Ingliston, EH28 8AU
Website | Facebook | Instagram | BlueSky | Mastodon | Twitter[
 Reply: General Role-Playing:: Re: Looking for system recommendations! Can you tell me about my next favorite TTRPG?
Posted: Mon, 27 Jul 08:26:01

by Karkared

Hi
Although I have not been able to really play it myself, I would suggest that you check Fate. It ticks several of your points.

TubOPossum wrote:

Simple, Fast Conflict Resolution (low emphasis on combat). Dice pools with gradients of results (avoids straight up success-failure usually, tends to have more nuance). Fuck "turns" we just do shit!!! TO DO IT, DO IT. De-emphasis on a kind of binary 'combat' state vs. roleplay/narrative state.


Fate works in turns, but every conflict is resolved in very few of them, and it's simultaneous rather than "I go you go".

TubOPossum wrote:


Some kind of prompting/leading/generative element. Playbooks or sheets should prompt questions, motives, something more interesting about your character than how smart/strong/equipped, etc. they are. It should say something MORE about who they are, their role in the overarching narrative, etc. This can be more nuanced/complicated ofc depending on the goals of the system. There should also be room for creativity and personal flare. If there is progression, it needs to be HIGHLY un-restrictive, and frankly, every 'ability' or 'stat' needs to be as good, useful, or fun to engage with as any other, otherwise I'd rather there just not be an emphasis on mechanical progression at all.


Characters in Fate are defined by sentences above stats. Although you do have skills, narrative traits are important, and they can be used as double-edged swords ("I was Trained by the best in the Navy Seals", said the player. "Nice. Your opponent, who was Ousted from the Seals himself, recognizes your fighting style, and jumps at you shouting revenge," said the gm). They also play a role i nthe experience system.
An example from the Atomic Robo RPG : "Wrong Time, Wrong Place". This one is about a luckless character who constantly ends up in the worse situations... BUT that allows him to also participate in anything and stumble across unsuspected things.

TubOPossum wrote:

Games that either have settings so good that I actually really really want to use them, OR settings agnostic games that allow for highly variable settings/scenarios/easily slot in my own work."


Fate is setting-generic and has a few good settings, though sometimes I just look at one and think "so you're bulking up the product range, eh".

TubOPossum wrote:

"I like games with some kind of constant, threatening, downward spiral. Escalating "Stress" that results in some kind of lingering consequence is frequently something I praise and crave interaction with. Other methods of raising and holding tension are also desirable. Death is not always the most interesting result/consequence, but being fundamentally changed absolutely is.


This is the one that Fate does not have as a basic feature, but you might get it by choosing a setting in which stress and wounds get worse and worse, such as cthulhoid horror, post-apocalyptic grim, or alien*. You can inflict dramatical Consequences upon your characters, forcing them to adapt at the end of an arc.
Another example from Atomic Robo : at the end of a story in which several civilians were wounded in a firefight, Robo has acquired the Public Scrutiny disadvantage. He compensates by switching his PR traits to adapt.

* the Alien franchise does have its rpg by the way, but it's pretty simple and apart from the hugely dominating Stress mechanism, I do not remember seeing your requirements in it.
 New Video for Frontier Scum
Posted: Mon, 27 Jul 07:43:01
 New comment on Blog Post Chips!!
Posted: Mon, 27 Jul 07:32:50

by isearch

Related Item: Herald's Call

I hope your not playing games with those hands.
 Reply: Play by Forum:: Re: James Bond 007 RPG (Victory Games, 1983) High Tide
Posted: Mon, 27 Jul 07:32:12

by Mallet

Can't sign up now due to previous commitments (and precarious health) but this game is definitely on my TO DO list.
I have the rule book and I believe one or two of the scenarios books (can't remember which ones just now).
 Reply: General Role-Playing:: Re: QOTD JUL 26: What's your most memorable experience with intrigue or espionage in a game?
Posted: Mon, 27 Jul 07:31:26

by Ugavine

We've toyed wirh playing the old James Bond rpg but haven't got round to it yet.

Only real intrigue I guess was in my last Call if Cthulhu game with the pcs trying to discover what was going on with a cult, stolen immortality, fake bible and the angel of death.

 Reply: Play by Forum:: Re: James Bond 007 RPG (Victory Games, 1983) High Tide
Posted: Mon, 27 Jul 07:14:50

by not2fear

I am interested! I read the rule book many years ago and tried to gather some friends to play it, but never got the game off the ground. I think the most interesting part of the rules is bidding for initiative. I am comfortable with 00 or Agent level game
 Thread: Play by Forum:: James Bond 007 RPG (Victory Games, 1983) High Tide
Posted: Mon, 27 Jul 07:02:27

by purvisa

***No experience with this system required***

I have not participated in PbF before, though I have finished a mission in March 2020 via Zoom (I lived in the first U.S. city to start reducing gatherings). I am looking for up to 4 players to go through High Tide, a mission set in 2016 with characters set to play on four continents.

I can run a 1- or 2-person mission using 00 characters, or 2-4 Agents. The mix will partly depend on player experience, so if you’re interested, please indicate what experience you have, if any, with this system, so I can adjust play to suit.

I would be looking for a 2-day reply window, though I have my own uncertainties, so I’m absolutely willing to work with players to meet their scheduling needs too, as I won’t deny the grace I might ask.

I am willing to run it with a single player, so don’t be shy. I will hold the door for 7 days after the last person to sign up (or if we hit 4 players) before locking in a lineup.

I am happy to use GeekMail to answer any questions you may have or to work on character development.

About the game
The James Bond 007 RPG uses a fairly simple system that resolves everything (except hours(!) unconscious, which is d6—Sterling Archer would be horrified) as a percentile roll. A single chart indicates the Quality Result (QR), which determines the damage inflicted, time taken, or other measure of effectiveness of an action.

Players have five Primary Characteristics, purchased in character generation; Height, Weight, and Appearance (also purchased); Secondary Characteristics derived from Primary Characteristics; and optionally Fields of Experience (earned by work experience prior to joining MI6/SIS) and Weaknesses, both of which grant additional Generation Points (GP).

Players also purchase Skills and Skill Levels that determine how well or poorly the character is likely to perform in different tasks. Examples are Driving (land-based vehicles), Boating, and Piloting, all of which have the same core formula, but different skill sets, or Fire Combat, Evasion, Seduction, and Sixth Sense.

I can provide pre-made characters or provide the resources for creating your own. Alternatively, players should feel free to give me a backstory and have me create a character that meets it. Characters tend to have broad skill sets, but a few areas of greater expertise.

A typical roll uses a Primary Chance (PC) (derived from a Skill formula) multiplied by an Ease Factor (EF) (1/2, and 1-10, higher is easier) to get a Success Chance (SC). Then roll the d100, consult the row for the SC, determine quality of result, done. It looks clunky to the inexperienced, but it plays smoothly, even in real time, after the first couple rolls.

About High Tide
A low-yield nuclear detonation at the China-Kazakhstan border crossing at Jimunaizhen has set the world on edge. Every nation is scrambling agents as both governments serve up clearly fabricated and coordinated dismissals.

M is giving rapid fire briefings and sending agents into the field almost as quickly as they arrive at Vauxhall. Grab your go bag and report for a briefing at 1700. It is 2 March 2016, and Britain needs answers.
 Reply: General Role-Playing:: Re: QOTD JUL 26: What's your most memorable experience with intrigue or espionage in a game?
Posted: Mon, 27 Jul 06:50:05

by mic_al

TomTomThePipersSon wrote:

9 hours later, and it appears that I am not the only one with no memorable intrigue or espionage instances 😄


No, those of us who are good at intrigue and espionage obviously can't tell you about what went down in Budapest... because then we'd have to kill you. 😉

🤣

Serpentine_C wrote:

Is this genre just not very popular?


That information is redacted.

:geek_tongue: