Avatar

M'bak O'ekk

@king-of-every-mountain

just a bunch of concept stuff for ttrpg characters and campaigns

Here is a free pdf of the players handbook

Here is a free pdf of xanathars guide to everything

Here is a free pdf to monsters manual

Here is a free pdf to tashas cauldron of everything

Here is a free pdf to dungeon master’s guide

Here is a free pdf to volo’s guide to monsters

Here is a free pdf of mordenkainen’s tomb of foes

For all your dnd purposes

Here's a site that has literally every official (and most UA) dnd stuff

including the books and campaigns

and you can add homebrew

Edit: I should specify it's only 5e. for other additions you'll want another source

the reason i love the comparison between angels and machines (robots, transmission towers, trains, computers, etc.) is that it gets to the heart of what angels essentially are: divine machines. they're mechanisms through with the divine is able to act, created with a purpose and "happy" to fill it simply because they were made to do so. they have more in common with a machine programmed to run on algorithms and make calculations based on input commands than they do with humanity, even if they bear a human visage - an attempt by the divine to help bridge the gap. angels do not need to be eldritch monstrosities to be terrifying, because they are already alien to us simply by being angels. for an angel to choose to deviate from their purpose and achieve free will is to fall because in order to have free will they can no longer be an angel, because an angel is defined by its purpose. much like the stories we tell of robots that gain sentence, only to discover that they can never truly be human, but neither can they go back to being a machine, angels who fall become something else entirely, purposeless and adrift and alone. it is a tragic sacrifice.

"did it hurt when you fell from heaven?" did it hurt when you realized you no longer had any purpose? that you weren't needed, and could easily be replaced? that the very fabric of your existence had been irreparably torn asunder and it was up to you to pick up the pieces and make something of them? that you would always be seen as a deviant monster by some no matter what you did next? that your choices have consequences? if you spent your whole life knowing exactly who you were and what you were meant to be, only to be cast aside and left to fend for yourself when you changed your mind, would you not be hurt? would you not be scared? would you not be angry?

A ttrpg about being a fish

That's my signal! What if I told you... There's a TTRPG for That!

THEME: Fish Games

You are a group of sea creatures! You’re the best, brightest and moistest organisms this side of the Pacific. Nothing can stop you when you put your minds to it, except all the things that might!

Lobsters & Feelings is a quick to pick up, silly game of sea creatures having over the top adventures. Built from Lasers & Feelings by John Harper, it's a great game for a one-shot.

We put the "eel" in Feelings!

This is a pretty standard Lasers and Feelings hack - two stats with two numbers, and a number of character descriptors that give you direction and flavour. There’s a quick roll-table with prompts for a mission and some quick directions for a GM. It’s beautifully simplistic and the easiest thing to pick up and run for folks who are familiar with the quick and quirky style of these games.  

You Are Fish, What Do You Do? (YAF,WDYD? For short) is a collaborative storytelling game. Unlike more traditional role-playing games, You Are Fish, What Do You Do? does not provide players with a predefined story or a goal: the goal of the game is to create the story. Each player has a hand in creating the world around them and the story as it unfolds, meanwhile the editor takes the player’s ideas and tries to hold them together into a somewhat cohesive story.

YAF,WDYD? is specifically designed to be easy to learn and easily accessible for even first-time players and game-masters.

The design of the game looks to be a great match for GMs who want to run a game but are nervous about the expectations of an entirely planned-out plot that they feel they have to build beforehand. It might also be a great step for groups who are interested in running more GM-less games, but need a stepping-stone that gradually hands narrative control over to the players. However, since it doesn’t inherently provide an inherent goal for the table, I’d recommend drawing inspiration from some of the other games on this list if you check this one out!

You're recent graduates from law school with nice suits, a gleaming vision of making the world a better place, and uncountable quantities of debt. You're also literal, actual sharks.

This is a tabletop roleplaying game for 4-6 players, created as part of the 2k19 Felonious Fauna jam, inspired by various games which combine animals and criminality.

If you like animals and puns, you’re likely going to get a kick out of this game. It’s a great fit for a table that likes to meet in person, because it comes with little paper minis that you can colour in and use at your table!

Fish Blade - Troubled Waters is a semi-cooperative TTRPG about several fish who are sent on a mission of the utmost importance from the Queen of the Ocean. However not all is well under the sea; much more is going on beneath the surface in the Queen’s undersea court. Alliances may shift like the tides. Treachery and deceit lurk in the party as these fish form an uneasy alliance while pursuing their own agendas. Will your group be able to complete their mission?

For a game that was slapped together for a funky game jam, the 10 pages of Troubled Waters is pretty solid. Players are all fish with blades, going on missions for the Queen of the Sea - while also pursuing their own, secret agendas. There are 6 stats, increased using a point-buy system, and you’ll be rolling different-sided dice in skill checks - pretty standard for a ttrpg, all things considered. This is a game that has a lot of very familiar elements of classic games: what I think makes it stand out the most is the secret agendas that each player will bring to the table.

This game is also not the only Fisblade game - there’s a whole bunch of them, varying in length and style! For the full gamut of Fish-and-Blade related games, you can check out the Fishblade 2023 Game Jam, cobbled together and run in reaction to this tweet. 

Games I’ve Recommended in the Past

Jellyfish Felonies, by Penguin King Games.

Spin the Fishblade, by Marshall Bradshaw.

Something I really love about Powered By The Apocalypse games is how changing the basic moves really illustrates the genre you're playing with.

Like, in Apocalypse World itself, intimidating someone and actually hurting someone are governed by the same stat - it's a violent world, so credible threats of violence are the shortcut to getting people to do what you want. Meanwhile in Monsterhearts, they're completely separate stats, and in fact attacking someone is relatively likely to have negative side-effects, because as it turns out, teenagers who are good at violence are not automatically good at dominating people socially and often get in trouble with adults or others in their social circles.

On the flipside, Masks has a basic move to protect others, a move anyone can use (and that potentially anyone can be good at, although that's getting into other mechanical stuff). Monsterhearts has a similar move, but it's more limited and appears only on a non-core skin, and Apocalypse World doesn't have the option at all, as far as I recall. So in your superhero stories, characters can always save civilians or teammates, while in teen dramas it takes a special type of person, and in the post-apocalypse nobody is sticking their neck out for anybody, no way no how.

I really like how it works out!

Who you gonna call? Orcbusters -- because every RPG really is about wizards and monsters in a dungeon (Jim Holloway cover for Paranoia adventure by Ken Rolston, West End Games, 1986)

I am obligated to add that Ken Rolston's version of the catchphrase joke on the back cover was "'Where ya gonna crawl?", since this adventure is a fantasy dungeon crawl in DND Sector of Paranoia's sci-fi dystopian Alpha Complex:

With a blinding flash of light, the strangers appeared as if from nowhere in Alpha Complex DND Sector. Sinister black robes. Pointy caps. Treasonous moons and stars all over the place.

Turns out the knife was cursed

“I pick up the knife” is now a mini-meme among my party and obviously it just means “I did something impulsive and now it’s going to take two sessions to solve.” 

“I pick up the knife” saga continues because listen we can sit around failing investigation checks all day or we could play d&d

They’re learning

I accidentally deleted the og blog follow me here

Something I really love about Powered By The Apocalypse games is how changing the basic moves really illustrates the genre you're playing with.

Like, in Apocalypse World itself, intimidating someone and actually hurting someone are governed by the same stat - it's a violent world, so credible threats of violence are the shortcut to getting people to do what you want. Meanwhile in Monsterhearts, they're completely separate stats, and in fact attacking someone is relatively likely to have negative side-effects, because as it turns out, teenagers who are good at violence are not automatically good at dominating people socially and often get in trouble with adults or others in their social circles.

On the flipside, Masks has a basic move to protect others, a move anyone can use (and that potentially anyone can be good at, although that's getting into other mechanical stuff). Monsterhearts has a similar move, but it's more limited and appears only on a non-core skin, and Apocalypse World doesn't have the option at all, as far as I recall. So in your superhero stories, characters can always save civilians or teammates, while in teen dramas it takes a special type of person, and in the post-apocalypse nobody is sticking their neck out for anybody, no way no how.

I really like how it works out!

You've done pokemon, but what about Digimon? I realize there will be some overlap, but I feel like Digimon as a whole focuses more on the relationships between mon and human.

Avatar

THEME: Digimon

Hello there, I’m not super familiar with Digimon but this is what I can recommend!

Predation, by Shanna Germain (Monte Cook Games).

Welcome to the Cretaceous. Our ancestors won’t climb down from the trees for another 66 million years, but here we are now. Time travel seemed like a good idea. Exploring the ancient world. Building. Creating an entire society here in the jungles of our primordial Earth. Until those SATI guys messed it all up.

We’ve got gear. We’ve got guns. We’ve even bioengineered a few dinos to our liking. And that’s good, because we’ll need it all to survive. History says there’s an asteroid headed our way, and there’s no one left alive who knows how to get back to the future.

I’m recommending this game because of the unique way it creates the relationship between dinosaur and human. In Predation, players will embody their character… but they’ll also play the dinosaur companion of another player. The Cypher System itself is designed to work with a variety of genres, so it might even be possible to re-skin the setting to make it look more like the Digimon universe - especially if you want to send your characters to a digital world, rather than to the Cretaceous.

Shatterkin is a tabletop role-playing game about kids with evolving monster pets. Each player takes on the role of two different characters — a small-town kid and a strange evolving monster (known as shatterkin), who have formed a bond to help each other learn and grow.

Defend your small town from dangers — wild shatterkin, agents of the secretive Syndicates, or the mysterious power known as the Malice. When the situation is dire, your shatterkin can evolve to new levels of power, to face ever-greater foes. Be careful not to put too much strain on your shatterkin — you don't want to break their trust!

Shatterkin is a Forged in the Dark game — it's based around the same core mechanics as John Harper's Blades in the Dark, but with alterations and new systems to best capture the excitement and challenges of childhood adventure, and the evolving monster genre.

I’ve recommended this game under the Pokemon theme before, but I think it mirrors some strong conceits with Digimon - primarily the fact that each character has only one Shatterkin that they are responsible for. Right now Shatterkin is in early access - which means it’s Pay What You Want, but there’s incomplete sections. If you really want to focus on a trainer’s bond with their companion though, this is worth checking out.

Long after the crowns have fallen, long after greed has had it's day, long after war, poverty, hunger, and tyranny passed into memory, Ald-Amura's peace is broken by The False Gold, a terrible sickness spreading through its greatest guardians and most beautiful Monsters. Unified by community and driven by a love for the planet and each other, The Monster Care Squad rises. Do you heed their call?

Monster Care Squad is a tabletop roleplaying game set in the tranquil world of Ald-Amura. The peaceful state of the world is threatened when a mysterious poison known as The False Gold finds its way into the veins of the world's Monsters, causing terrible, maddening Wounds, which drive these incredible beings into uncontrollable rages. The once unbreakable bond of harmony and respect between Humans and Monsters is on the brink of collapse, and it's up to you and your allies to set things right.

You aren’t directly connected to the monsters you help here; rather you act as doctors and similar specialists working to heal creatures infected by a terrible sickness. Because this takes place in a world where humans and monsters are usually living in harmony, you have plenty of opportunities to highlight the relationships people might have had with these creatures before they became sick. The game uses a 2d6 plus stat system, but occasionally uses other dice, like a d4 or a d8. What I like best about Monster Care Squad is the new focus of combat: you’re not here to kill the monsters, even if they’ve become violent. Instead, you'll wrestle them just until you can push the medicine down their throat, and then watch them until you know they're no longer a threat. Now that's a challenge!

Games I've recommended in the past:

Animon Story, by Zak Barouh.

Avatar

TTRPG Art Asset Jam

Announcing the opening of the TTRPG Art Asset Jam, hosted by myself and @goblincow.

This jam aims to provide an alternative to the highly unethical "AI art" / image generating tools and, in doing so, support both artists and indie TTRPG designers by encouraging the creation and sharing of open license art assets, useful for table-top game designers.

If you're an artist, please consider joining the jam! If you're a TTRPG designer, check out the submissions for anything that could be useful to you! If you're both, either, or even neither, please share this jam, to extend its reach as much as possible!

Sharing again with a furious cry of:

It’s not even real artificial intelligence! It’s prompts and algorithms! They just called it AI to make it sound cooler, it’s like effing hoverboards all over again!

Anyway, support the jam!