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theresattrpgforthat
theresattrpgforthat

The Monster Squad Campaign

I make a lot of game recommendations, but what kinds of games do I actually play? I figured I'd lead you through something that I did for the first half of this year that both I and my players got pretty stoked about.

At the beginning of the year, I started a project that took a group of players on a tour through various monster-related tabletop roleplaying games, following a singular timeline, and I'd like to tell you about it! I'm also going to include the playkits I made for each game.

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We kicked things off with Wardens, a 24XX hack about peasants with spirit companions who gave them the ability to protect their local village from supernatural threats. The main goal was to establish a bit of the setting, and introduce the idea of magic seeping into the world. The characters saved a dragon egg from the clutches of a greedy sorcerer, and received magical talismans that they could pass on to their children or spiritual heirs. (Playkit Here)

Our next game was Wolf Hounds, a PbtA game about the Benandanti, werewolves being hunted by the Inquisition. This took place in the same world, 200-300 years down the road. This was where one of the players decided to carry a wolf through-line throughout the entire campaign, while another player decided to highlight a masonic/magical through-line. By the end of this game, the characters had discovered that vampires had infiltrated the Church. (Playkit Here)

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Our third game was Brinkwood: The Blood of Tyrants, a Forged in the Dark game. This was a slightly longer campaign, where much of the lore came in full force. We moved forward in the timeline to a point where vampires had taken over the entire isle, and players cobbled together characters blessed by the Fae - following the traditions of their peasant ancestors. We re-visited some locations that had changed over time - namely, a lake from Wardens and a monastery from Wolfhounds. We didn't play out the entire revolution, but watched the brigands gain ground, and made guesses as to what the final days of the Rebellion would look like. (Playkit Here)

Next up was Knights of the Road, a high-flying game of monster-hunters in the 1920's. This was a quick one-shot game, where the players had to figure out what was causing disappearances. It turned out to be a set of demons who had taken over the running of a train - and together they managed to resist the temptations of Hell in order to well, blow up the engine. It was quick trip of high-flying adventure before we took a big jump forward in time. (Playkit Here)

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I proposed Urban Shadows 1e because I already had the book, and I really wanted to dig into some more traditional PbtA games. And boy did it deliver. The GM tools in this game showed me what kind of preparation I needed for an Urban Shadows game, and we hit the ground running. Our werewolf character had two previous incarnations revived as NPCs, and the whole crew got mixed up in a series of plots involving cabbalic rituals, werewolf hunters, a faerie lawyer and a poor girl stuck with fortune-telling abilities. The end was big and tragic and all of the characters left hints leading to Apocalypse Keys. (Playkit Here)

Gosh, Apocalypse Keys. Let me tell you, this is where the play group really shone. My players had bonded as a group and sank their teeth into character creation like it was a carcass and they were ravenous wolves. I wrote my own mystery about a summer camp that was housing teenage monsters. During the entire mystery, we were able to tie in pieces of the past games. Knights of the Road made an appearance as a rival faction, looking to do harm to monsters. Our Werewolf player (The Last) collected the echoes of their previous characters into a shared body and flirted with bringing the Fae back to their full power. Our Mason character (The Fallen) adopted a dragon and accidentally converted him into their worshipper. The Shade convinced The Found to sever a victim's lifeline so that she could bring them back untouched by the Harbinger. The Summoned called upon the Fae from our Brinkwood campaign to help them but ended up hardening their heart and pushing themselves closer to Ruin. And our newest addition, the Surge, wrestled with a Harbinger she had contained within herself, giving him more and more power over her in order to save her nephew. (Playkit Here)

The ending of the campaign was big and emotional. A number of characters made callbacks to previous games. One of our players chose Soft to be Strong by Marina as our ending track, and we had a chance to re-live our favourite moments before we brought the campaign to a close.

Looking back, what would I have done differently about these games? I think I would have chosen something other than Knights of the Road, tbh. It didn't add much to the game experience as a whole - when it came to theme it was too distant from the rest of the games. There were other games that I had been thinking of adding to this lineup that I cut for various reasons, like Sunset Kills, Turn, Subway Runners and Adiotopia. I think Sunset Kills might have been the ideal switch-out for Knights of the Road. The monsters would remain sympathetic, rather than become simple opposition, and the players would probably learn the game pretty quickly, considering the number of other PbtA games on this list. The biggest drawback would be a pretty significant timeskip. However, adding the Knights into Apocalypse Keys definitely redeemed it a bit in my eyes.

I'm excited to do another run of thematically-tied games in the future, and when I do, I'll blog about it!

makapatag
centwithlove

Ttrpg for trans rights in florida.

For just $5 you can get 505 tabletop games including but not limited to:

Thirsty Sword Lesbians, the game where you play lesbiabs who fight with swords and fall in love! Powered by the Apocalypse.

FIST (ultra), where you play cold war low-budget operatives who die easily, can be easily replaced, and who are often really weird, like being a skeleton wizard, actual Jesus, a Stand using amoogus, fake Jesus, a werewolf vampire, friends with death AND Satan, or the director of the in-universe movie you are actors in. Powered by the Apocalypse.

Gubat Banwa, where you can punch Enlightenment into or out of people. Or just shoot them with guns. Or ride a fucking crocodile. Or BE the fucking crocodile. Somewhat based on, mechanically, on DND 4e.

capacle
capacle

20 Brazilian TTRPGs I wish also existed in English

Today I offer you:

20 Brazilian TTRPGs I wish also existed in English (because I want the world to know about them)

Buckle up, because you won't BELIEVE the diversity of our indie scene.

[presented in no particular order, and only one per author]

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1. Meu Brinquedo Preferido ('My favorite toy'), by Eduardo Caetano

A metaphor about a child's growing process by deconstructing their fears through playful situations.

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2. SeanchaS, by Jorge Valpaços and Jefferson Neves

A game about myths, construction of identity and narrative around bonfires, about the time of ancient stories and the present time.

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3. Gatunos, by Tiago Junges

A GMless/Solo game in which you play as cat thieves and mercenaries doing the dirty work of the five big factions that run the city.

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4. Nômades (Nomads), by Marcelo Collar

A card-based RPG in which you play as beings who have the ability to find and pass through the cracks in the veil that separates the universes.

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5. Infaernum, by Caio Romero

Create your own apocalypse while playing the game, and interpret characters who experience the last days of all things.

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6. Áureos, Os Dançarinos da Lua ('The Moon Dancers'), by Rey Ooze

A game of fight and freedom where dice play capoeira. You play as an 'Áureo', a former slave who, in a fantastic colonial Brazil, receives the blessings of his Orisha to free his people from slavery.

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7. Veridiana, by Alan Silva

You play as creatures that live in a large tree, embarking on a deeply sentimental journey in search of a cure.

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8. Karyu Densetsu, by Thiago Rosa and Nina Bichara

A game inspired by action anime and manga, with tactical combat, philosophical conversation, and passionate ideals.

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9. Imperia, by Jonny Garcia

A game of politics and intrigue in a medieval court, inspired by Game of Thrones. Create a kingdom collaboratively and assume the role of the most influential people in it.

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10. Goddess save the Queen, by Carol Neves and Julio Matos

A pulp adventure game in which you play as secret agents of the British Crown during the interwar period, with their own agenda connected in some way with their home nation.

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11. Abismo Infinito ('Infinite Abyss'), by John Bogéa

A narrative game of psychological horror in which the protagonists are astronauts, far away in space, involved in a web of lucid nightmares and manifestations of their own fears.

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12. Mojubá, by Lucas Conti and Lucas Sampaio

An Afrofuturistic urban fantasy game inspired by Yoruba and Afro-Brazilian mythologies. Play as a person with fantastic powers who descends from the Orixás, fights evil spirits, and occasionally gets into a rap battle.

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13. Chopstick, by Igor Moreno

A game inspired by action movies of oriental martial arts, gang fights and crime, with a twist on Fate Accelerated.

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14. Contos do Galeão ('Tales of the Galleon'), by Encho Chagas

Create together the legend of a vessel that would have existed during the Golden Age of Piracy. Players will create the ship, its pirates, as well as its enemies, challenges, and rewards.

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15. O Cordel do Reino do Sol Encantado ('The Cordel of the Kingdom of the Enchanted Sun'), by Pedro Borges

A narrative game set in the northeastern 'cangaço' region at the beginning of the 20th century.

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16. Através das Trevas ('Through the Darkness'), by Ramon Mineiro

A post-apocalyptic fantasy game inspired by The Legend of Zelda: Breath of the Wild, The Witcher and Diablo.

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17. Nihilo, by Andre Osna and Gustavo Rolanski

A world very much like our own—yet bigger, deeper, and stranger. Secret banks are run by Urban Dragons, Infernal mafias terrorize slums, interdimensional portals open in the basements of abandoned pizzerias.

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18. Caçada ao Colosso ('Hunt for the Colossus'), by Jairo Borges Filho

Reenact stories such as Siegfried and the dragon Fafnir, the Greek Odyssey or legends centered on the opposition of two primary forces of humanity.

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19. Perdidos ('Lost'), by Marcelo Paschoalin

Inspired by Bloodborne and Dark Souls, a world in ruins, fragmented to the point where only memories remain. You'll find relics of yesteryear, monstrous beasts, beings that have forgotten their purpose, and devious paths to tread.

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20. Hitodama - A jornada das almas ('The Journey of the Souls'), by Alexsander Araujo

You are Shinigamis: creatures half divinity, half Yokai, who must carry out missions through different worlds, fighting formidable enemies and saving lost souls.

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makapatag

starstruck-strife-moved asked:

Second, do you have any good fantasy RPGs set in a non-european focused or at least not medieval-European world? It can be based off of a real-world culture or something brand new

theresattrpgforthat answered:

THEME: Non-Western Fantasy

Hello friend! For this recommendation, I wanted to highlight games made about non-western fantasy by authors who hail from the cultures that inspire the games. For that purpose I really want to shout-out to rpgsea and rpglatam, two community/movements that have made it much easier for creators from Southeast Asian and Latin American cultures to advertise and publish their games. Not all of my recommendations come from these communities, but they’re a great jumping-off point to find more games with unique settings, fresh ideas, and beautiful, beautiful art.

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Nahual, by Miguel Angel Espinoza.

Nahual is a tabletop roleplaying game about brjos nahuales, humans of mestizo and indigenous ancestry that have the power to shapeshifter into an animal form. These nahuales hunt angels to make a living, running a changarro - a business - together to sell the products they make from the bodies of the angels they have killed. These are stories about underdogs, struggling to find their place in a Mexican world of fantastical and overwhelming forces.

Miguel Ángel Espinoza is a Mexican layout artist and game designer, and the head of Smoking Mirror Games. His ttrpg Nahual really picked up steam on Kickstarter, unlocking stretch goal after stretch goal. At its core, this game is PbtA game about underdogs going up against celestial parasites. Angel Dust is a potent drug, and angels are used by corporations, politicians, and the Church to lure in worshipers and make money. You play the labourers at the bottom of this pyramid, aching for freedom but trapped inside a concrete jungle. Your biggest asset? The special gifts you’ve inherited from your ancestors, watered down as you’ve lost your cultural memories. 

This game is more urban fantasy than anything else on this list, but if you want to explore a game about reclaiming something that you’ve almost lost, you should definitely check out Nahual.

ARC, by momatoes.

Ready Yourself. For Tonight, we save the world.

The RPG to slay the apocalypse. Capture your imagination with near-inescapable dooms that threaten infinite worlds. Be a hero or be the guide to facilitate a heart-racing story to remember.

ARC enables people wishing to run a game with limited experience. The Doom and its Omens help create tension and manage the story’s pacing. The rules are approachable so you can focus on helping make the best story for the table. Additionally, the last chapter of the full book is filled with tips for building a good experience for you and your friends. 

The creator, Momatoes (aka Bianca Canoza), is from the Philippines, and is the custodian of RPGSEA, as well as a Winner of the Diana Jones Emerging Designer Award. Her game, ARC doesn’t have a lot of setting decided for you - instead, you decide elements of the setting yourself. There’s even a license for creators who want to publish their own content!

The biggest selling point of ARC is the Doom, a terrible event that the Heroes want to prevent at any cost. The GM will set up Omens, which are pieces of the story that advance the Doom - pieces the characters will need to investigate and interact with in order to resolve. Finally, the Doomsday clock is a tool that can be used to keep the sessions tight and focused: every moment on the Doomsday clock has the GM roll 1d6 per unresolved moment - the higher the roll, the closer you tick towards catastrophe! If you want a beginner-friendly game that allows maximum creativity, you should definitely check out ARC.

Arunika, by Anonymocha.

Darkness and gloom threaten to shroud the entirety of this world you call home. Or perhaps, it already had. However, there’s hope.

You are a Light Bearer. This beacon of light you hold is the key to reviving the world’s gleam and hope, through your own. You are bestowed with the pursuit of rekindling the world, forging bonds with its inhabitants along the path, and freeing it from the murk with what you can offer.

Arunika is a TTRPG of maintaining hope, sharing it with the world, and most importantly, caring for yourself while you’re at it.

The rulebook reflects a world’s journey towards revival from the characters who escalate it. It is made with the vision of a game that has a non-violent, narrative-first, and feelings-focused system which can be interpreted in many optimistic, creative, whimsical, melancholic, or introspective ways.

Mocha, the creator, is an Indonesian artist with a beautiful and unique art style, visible in the projects they create and contribute to. One person plays the Light Bearer, a character who holds the Light, a beacon that needs to be used to rekindle the world. Other players can play the Companions, friends and old foes that accompany the Light Bearer on their journey. This game can be run with just a GM and one player, with all of the Companions as NPCs. The stats of your character will fill or deplete depending on the events of the game, so Heart will increase when the party has a positive interaction, while Hurt will increase from suffering harm, or decrease when your character is comforted. If you want a game that is easy on the eyes, gives you the basic premise and lets you build your own world, you should check out Arunika

Hearts of Wulin, by Lowell Francis and Agatha Cheng.

Hearts of Wulin is a game of wuxia melodrama, Powered by the Apocalypse. Players take the role of skilled martial artists in a world of rival clans, conspiracies, and obligations. The game emulates films like Crouching Tiger, Hidden Dragon, Chinese wuxia TV series like The Smiling Proud Wanderer and Fox Volant of the Snowy Mountain, and Chinese martial arts novels from the second half of the twentieth century. In these tales, romance is as dangerous as a blade. Everyone has ties to factions, loves they can’t quite express, and secrets which will shake them to their core. As in the source material, stories in Hearts of Wulin are driven by the characters’ duties, romantic desires, and entanglements with other characters.

You get everything you need to play the game in three different styles: Core, Courtly, and Fantastic. The core game is as described above: a game of wuxia melodrama featuring wandering wulin warriors. The courtly style of play sets the game in a world of politics and factional scheming. The fantastic game adds strong elements of the superrnatural to the story. Each style of play has its own playbooks and moves—it’s like having three games in one! 

Agatha Cheng is a cultural consultant and a podcast host, on top of being a co-author of this wuxia-inspired game, in a genre she’s loved since childhood. Hearts of Wulin is an homage to melodramatic stories about protagonists, torn between equally treasured relationships. You may be in love with your teacher’s greatest rival, or perhaps your master and your father despise each-other. The PbtA system that Hearts is built on prioritizes emotional conflict and failure that moves the story forward, while slimming down the mechanics to simple 2d6 dice rolls. If what you’re looking for is story beats that rip your heart up and make you feel all of the feelings, you should check out this game.

Gubat Banwa, by makapatag.

Gubat Banwa is a game of rapid kinetic martial arts, violent sorcery, heartrending convictions and bouts of will. Warriors that channel gods face sorcerers that master black arts, martial artists who have unlocked a new form of cultivation clash swords with those that perfect the night alchemies.

Gubat Banwa is a  Southeast Asian fantasy martial arts Role-Playing Game, inspired by the refulgent cultures of Southeast Asia. Raise your spears, KADUNGGANAN, you elite warrior-braves and asura-knights who travel The Sword Isles to prove their conviction and dictate the fate of the world. Revel in larger-than-life war drama like in Asian Dramas, ballistic tactical martial arts grid gameplay in the vein of Lancer or Final Fantasy Tactics, and find glory beyond heaven. Wield the Thunderbolt of Liberation! Rejoice! In the Glory of Combat!

Makapatag, or Waks, is a Filipino creature who loves creating tactical ttrpgs. All of their games have strong Southeast Asian inspiration, but Gubat Banwa is what you’re looking for if you want good old fantasy. Rules-wise, the author credits Lancer, Pathfinder 2e, ICON, Ryuutama, Apocalypse World, and so many more iconic, well-loved games for their inspiration. This game is made to specifically centre Southeast Asian cultures, and the setting is not solely based in a specific historical setting, but is rather inspired by many cultures and stories of these cultures. I strongly recommend you read the Note On Intended Audience on page 4 if you get this book.

And what a book it is. 400 pages, with maps, roll-tables, an extensive dive into the lore and terms created for this book, and pages and pages of gorgeous gorgeous art. Character creation is heavily involved, incorporating the culture you hail from, the ideal you’re fighting for, major life events and debts, as well as different Disciplines, combat arts that each have their own styles, weapons, and techniques. Fighting in this game is not just a matter of survival - it is a science. If you want a game that gives you in-depth characters and hours and hours of material in a world in which every piece of lore has been carefully thought out, I heavily recommend Gubat Banwa.

Mangayaw, by goobernuts.

Mangayaw is an RPG for one facilitator (the Mangaawit) and at least one other player. Players act as Binmanwa, adventurers and survivors in an archipelago of bloodshed and goldlust. This game is inspired by Philippine legend, folklore, culture and history. The game and its setting is still a work-in-progress. Based on and inspired by Cairn, Into the Odd, Mausritter and numerous other games. 

Benj, the creator, is a member of RPGsea, and draws heavily from Philippine folklore and history for this game. This is absolutely for OSR fans, with delay fast combat, class-less and level-less characters, and a ton of equipment and magic items inspired by Philippines folklore.

Whereas many OSR games present the rules with the assumption that the GM knows what they’re doing, Mangayaw contains a page of principles for the Mangaawit, outlining narrative focus, the purpose of danger and treasure, and advice on how to present the characters with choices, NPC motivations, and the benefits of random generation. It also contains principles for the players, and principles of the World, providing guidance for folks who may be unfamiliar with the culture that inspires this setting. There’s suggestions for names, descriptions of unique items, and tables for magic and sorcery. If you love roll tables, you’ll love Mangayaw.

Brave Zenith, by Roll 4 Tarrasque.

Brave Zenith is a post-fantasy tabletop RPG, set in a world inspired by Brazilian culture and long summer nights playing JRPGs on a pirated PS1. With a set of simple interpretative rules, that focus on player creativity and imagination, explore the ruined world of pastpresent, meet colourful (and deadly) creatures, see the sights of the Second City, partake in delicious Monkey Oil and become an adventurer.

Roll 4 Tarrasque is a team of Latinx creators whose efforts won Game of the Year for 2022 at the Indie Groundbreaker Awards with this game. Brave Zenith is a game about fantasy odd-jobs, rather than epic quests - your characters are cleaning up houses, hunting ghosts, stealing from the rich, etc. The people and creatures of the world are unique and enchanting, from the friendly Jelly shopkeeper to the slippery butter construct, to little porcini goblins. 

Characters have 3 stats, gain abilities based off of their occupations. There are three suggested origins to help you determine what your character looks like, but you’re also welcome to create your own! There are typical hallmarks of dungeon delving here, such as loot tables, monsters to fight, and spells to cast. For the GMs, there’s a chapter full of advice on how to prepare for a session, quick NPC generation, and tables to help you write an adventure on the fly. Finally, the rulebook itself is bright, colourful, and fun - perfect for communicating the kinds of games it’s designed to run!

Lutong Banwa by Sinta Posadas (Diwata ng Manila).

We, the Tamawo, we have no concept of hunger, food, or of a nuclear family. We wandered aimlessly for a long time. Then, we met a Giant Grab. She took us in like her own children. Clothed and sheltered us like we were her kind. We call her Mama Kasag. She showed us more about the people that came before us. The ones she calls “Humans”. 

Lutong Banwa is a cooking game, where you set out to adventure and find ingredients from Spirits and recipes from old civilizations. Embark on this anti-canon storygame adventure with its own custom system and play to find out just what sort of zany adventures you can get up to in this weird, wild world. Do whatever you want.

Sin is a Filipino game designer who loves designing games that incorporate magic realism. Lutong Banwa is no different. You play Tamawo, who have bodies that appear similar to humans, but live in an age in which humans are long gone. Humans are strange beings of a past age, with unfamiliar customs, such as cooking. You’ve picked up cooking as something to explore, and thus go out on errands to find new ingredients for Mama Kasag. This game is charming and small, quick to learn and easy to play. It even includes recipes to get you in the cooking mood! If you like cozy games with low stakes and a charming setting, you should absolutely check out this game.

A Thousand Thousand Islands.

This is not a game, but rather, a collection of system-agnostic zines for use in fantasy tabletop games. This collection is designed by a trio of Malaysian designers, and contains places such as Mr-Kr-Gr, a river kingdom ruled by crocodiles, Korvu, a maritime nation of tenant mercenaries, and Ngelalangka, a market inspired by Southeast Asian bazaars. If you have a game system that you’re already comfortable with and you want to explore fantastical places within that system, I heavily encourage you to check out these zines.

makapatag
kathanglangit

WEAPON COMMISIONS OPEN

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Weapon design commissions by a martial artist and engineer!

I make blueprints and weapon designs to arm you and your OCs respectively.

Ever wanted to hold a sword of your own? If you live in the Philippines, I can also help you connect with local blacksmiths who can help bring your ideas to life. If you live elsewhere, you can commision me for a blueprint that you can bring to a forge near you.


From the deepest reaches of untouched seas,

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To the searing light of burning skies,

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To the muted glow of stars beyond,

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And- perhaps-

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To the palm of your hand?


Your next legendary weapon awaits.


Contact me for samples and terms of service at kathang.tawen@gmail.com