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26 juin 2017

Raôul.


Raôul... ajouter les frais de port = +90%... Euh, juste non. Pas d'option pdf seul., non plus. Problèmes récurrents chez les BBE. C'est pas qu'envoyer en Belgique c'est cher, c'est juste cher si on en a rien à foutre et ne fait aucun effort. Edit: à titre de comparaison, les fdp de la boutique en ligne (française) que je fréquente parfois seraient de 2,95 €.

How to play Apocalypse World (and other PbTA games) like a French

How to play Apocalypse World (and other PbTA games) like a French

There is a specific gaming culture relative to playing Apocalypse World amongst the French rpgers (“rôlistes”). (It's not the only one, I don't know if it is the main one, I just know it exists.) Many of them will even tell you that what they do is the essence of what is asked for in the rules. Here’s roughly how it goes.

At the start of a campaign, spend one or two whole gaming sessions for collective worldbuilding by negociation. Build a map and relation map of most important places and characters.

Players are in charge of describing what happens on a hit. You may tell them roughly how it goes and then ask them to fill the details in, but you should leave it all to them as often as you can.

For every MC move you make, you should strike as hard as you can (not as hard as you wish). These are not games for the faint of heart.

For every MC move, you may delay the strike. Tell the players. You hold that big hammer raised just above their heads, you may strike anytime you like.

For every MC move, ask the players (not the characters) as often as you like. “You enter the town and somebody attacks you, who is it and why?” “The Azonians capture you, bring you the mother tree you’ve only heard of and throw you in its rootpit, what does it looks like?” “The Azonians capture you, where do they bring you?” “The Azonians capture you. What do they do with you?” “You enter the rootpit and are filled with terror, why?” “Ok, this is our first session, so what is the threat and how do you discover it?” You may also ask a player for question relative to another player's character “Alex, why does XIII hates Gwen's character?”

23 juin 2017

Quand une table qui ne fait jamais de calembours et qui n'aime pas cela en général en lâche un paquet d'un coup, je...

Quand une table qui ne fait jamais de calembours et qui n'aime pas cela en général en lâche un paquet d'un coup, je me dis que j'ai bien tenu la description horrifique qui précédait juste.
[Channel Fear S01E03 Nachtmahr]

20 juin 2017

Mage – L’ascension – édition 20th anniversaire Réédition d'un classique OU appel mercantile à la nouvstalgie

Mage – L’ascension – édition 20th anniversaire Réédition d'un classique OU appel mercantile à la nouvstalgie ? Fight !

(Dis, Mr Google, pourquoi je peux pas faire un sondage sur un partage de lien ?)
https://fr.ulule.com/magem20/

17 juin 2017

Infiltrating the castle

Infiltrating the castle
Testing the corruption die.

Start by rolling 1dC4. (dC step up to next dice size in d4, d6, d8, d10, and d12 on a 4+ roll.)

Roll when the characters cover any significant distance, or every quarter of an hour when they stay put, or when they do something that draws attention.
Cross out any rolled outcome. When rolling an already crossed out outcome, play the next unstroked item.

1. Another intruder (thief, lover, or escaping prisoner)
2. A drunk old person (kitchen staff, room staff, or military)
3. A castle pet (ferret, dog, or talking bird)
4. A lone servant (torch and candle lighter, groom, or maid)
5. A couple caught in the act (aggressive over discovery, wanting discretion over all, or one doesn’t consent)
6. A lone guard doing his round (bored, humming, or eager)
7. A whole patrol (back from the kitchen, on a mission, or in search of trouble)
8. Someone standing guard (hidden, assertive, or corruptible)
9. The Castle’s ghost (friendly, ghastly, or weird)
10. A person of standing (Lady or Lord, priest or counselor, or seneschal) with their suite
11. An armed, alert patrol in chase of the intruders, 1d4+2 (with a magic user, bloody from another fight, or with dogs)
12. The Castle’s Marshal with 1d4+1 guards, armed and alert (with a magic user, reinforcement nearby, or overconfident)

Stepping up a dC12: alarm is sounded for every castle inhabitant, doors are barred, gates are closed and a whole scale hunt for the intruders begins. Prepare for a merciless chase, chaos, bloody fights and confusion.o.

16 juin 2017

Corruption die works like a reversed risk die, for stuff like dark side corruption &al.

Corruption die works like a reversed risk die, for stuff like dark side corruption &al.

Start at dC4, every 4+ result step the dice up, up to dC12+ where something happens.

Might be useful for walk-on table with increasing variety, discovering new areas and explosive deviation.

15 juin 2017

Nouvel épisode

Originally shared by Radio Rôliste

Nouvel épisode ! Au programme, une critique du supplément "Profundio Giallo" pour Fragmentos, une discussion autour des campagnes ouvertes, et une critique du supplément "Tales of the Yawning Portal" pour DD5 !

(Le billet associé arrive dès qu'on a résolu nos problèmes de serveur :) )

http://radio-roliste.net/wp-content/uploads/powerpress/RR68.mp3

13 juin 2017

There is always a rising movement in tabletop.

Originally shared by Cam Banks

There is always a rising movement in tabletop.

There's always a mainstream, a place where big boxes of shiny components and deluxe cardstock boards and glossy rulebooks live, where stacks of shrinkwrapped core rulebooks move like crazy out of warehouses, where colorful booths demonstrate dazzling new product at conventions.

There's always a cadre of popular designers, a community of like-minded professionals who share panels together and talk at length about their experiences and their ideas to crowds of interested fans. There's always at least two if not more companies that hire these folks, and marketing teams, and warehouse crews, and enjoy benefit packages or at least access to a soda machine in a break room.

But there's always a rising movement, a new breed, a gathering of fresh ideas and radical thought and dangerous suggestions for how to break through the ceiling or pierce the illusion or change the hearts and minds of gamers. Sometimes there's more than one, and in the shadow of the mainstream behemoths they bicker and fight or occasionally nod respectfully at the others, as they send another new idea out into the world through a blog or a print-on-demand book or a Kickstarter.

It's unfair to tell people that there's nothing new under the sun, that their exciting new community of idea-makers and designers is just the latest in a cycle of idea-makers and designers, and that some of them will reach that height they aspire to and join the choir of mainstream voices while others burn out on a huge project they couldn't complete, and yet others never leave the movement, they're happy enough designing games and blogging and talking to each other in the scene, for as long as the scene lasts.

For today's mainstream tabletop professionals were, in many cases, in most cases, yesterday's rising movement, the struggling artists and radicals and thought-leaders of the revolution. And tomorrow, some of them might transition on to a lucrative career in video games, working horrible hours but welcoming heftier paychecks, or they might throw up their hands and say "to hell with this!" and find a different career entirely.

There is always a rising movement in tabletop. We should cheer them on, we should see what they are doing, and we should critique their games or challenge their ideas. But for as much as it's unfair to say, it is also true that those who feel strongly that there has never been a movement such as this... are walking the path of others who, like them, felt as strongly about their own.

Gods bless all of us, designers, gamers, new ideas, old guard, the cycles that go 'round and 'round. Gods bless all of us.
<3

Every drifter has a creed.

Every drifter has a creed. Every drifter has a story. Every drifter has a chance. Kickstarting Clink is a tabletop RPG inspired by spaghetti westerns, ronin tales, and shows like Firefly or Supernatural

$10 for the pdf, $20 print and pdf, draft available to chekc what you're getting into, no dubious stretch goals That's what I like in a KS..

Whether you're taking down the Crimson Dusk gang, uncovering the Oracle's mysterious treasure, or saving your partner from the lawbot's gallows, you'll have to expose the secrets of your past to overcome the dangers of the present.

Clink tells a non-linear story, crisscrossing between your characters' flashbacks and the risky business of the day. It's a flexible system that can support nearly any setting, so long as there's room for folks who aim to misbehave (six-shooters and door-kickin's encouraged too).

Clink is unique in its focus on the inherent risk of flipping, spending, and accruing coins. The more you're willing to risk your character and put them between a shotgun and a hard place, the more you're able to command the action and develop your character.
https://www.kickstarter.com/projects/sigilstonepublishing/clink-an-rpg-of-mysterious-drifters-and-risky-coin

Coundown clock counter dice for PbTA games?

Coundown clock counter dice for PbTA games?

Des dés pour compter les horloges des jdr PPA ?
https://www.kickstarter.com/projects/1867375749/slice-dice

12 juin 2017

Le JdR qui m'empêchera de m'amuser n'a pas encore été écrit !

This could lead to some fun ttrpg warmups :)

This could lead to some fun ttrpg warmups :)

Originally shared by Ewen Cluney

I got the proof of This is Not a Card Game, so it's now up for sale on DriveThruCards!

http://www.drivethrucards.com/product/213325/This-is-Not-a-Card-Game

It grew out of a combination of annoyance at Cards Against Humanity, reading A Book of Surrealist Games, and the fact that DriveThruCards now has tuck boxes that top out at 120 cards, which seemed like a good card count to go for. I wrote a blog post it (https://yarukizerogames.com/2017/06/10/this-is-not-a-card-game/), but basically it's a weird little game (ha.) that has some basic question-and-answer type stuff, but also a lot of cards that divert you into weird little creative activities. (Also there's one that calls for taking a short coffee break. And technically the Asker does award a point to the player who coffee breaks the best, so that's a thing.)



This makes me sad. (Probably a grumpy old man reaction.)

This makes me sad. (Probably a grumpy old man reaction.)

Originally shared by What's Hot Online
http://bit.ly/2r9eO1M

– Tu viens regarder le match avec nous, ce soir ?

– Tu viens regarder le match avec nous, ce soir ?
– je peux pas, ma licorne est malade :/
– o_O Tu te fous de ma gueule !?!
– Bhein... C'est toi qui a commencé ;)

8 juin 2017

Tout est dit.

Tout est dit.

Originally shared by Gaël Sacré

Vous l'attendiez (ou pas), il s'en vient avec les beaux jours : Happy Together est officiellement publié !

Il y a ces instants du quotidien, ces bonheurs éphémères qu’on partage avec les autres et qui nous font goûter à une tranche de douceur et d’amertume. Happy Together vous propose de passer quelques instants ensemble pour collaborer à vivre ces moments de calme et de mélancolie. Vous vous glisserez dans la peau de personnages qui cherchent à accomplir leurs rêves, dans un décor que vous construirez et contemplerez ensemble.

Le livre est disponible sur Lulu.com ainsi qu'en format ebook (PDF). Il est simple et accessible même si vous n'avez jamais fait de jeu de rôle, et vous pouvez l'emporter pendant vos vacances, j'ai prévu des règles spécifiques pour jouer en déplacement !

J'ai fais le choix de l'auto-édition, donc je compte sur vous pour partager la nouvelle à ceux qui pourraient être intéressés par ce jeu. Merci à tous pour votre soutien :)

http://www.maitrebois.com/h-a-p-p-y-t-o-g-e-t-h-e-r/

Moi aussi je souscris. Outil pratique, efficace et liiiibre !

Moi aussi je souscris. Outil pratique, efficace et liiiibre !

Originally shared by Frederic Bezies
https://fr.ulule.com/grammalecte-2/

7 juin 2017

Misérable

Misérable ! Mais où étais-tu ? Mais où étais-tu il y a dix ans ? il ya cinq ans, même; quand j'étais un de ces rôlistes innocents ?

Originally shared by Black Book Éditions

Les gammes John Doe dispos en PDF sur la plateforme Casus, à commencer par Bloodlust, Oltréé! et Hellywood !
https://www.black-book-editions.fr/news-1672.html

Mon amour pour Apocalypse World n’est pas totalement aveugle, et j’ai des différents avec lui.


Mon amour pour Apocalypse World n’est pas totalement aveugle, et j’ai des différents avec lui. Un des reproches que je lui fais (à lui et à pas mal de ses héritiers) : je suis parfois en manque d’une résistance plus consistante du système. Les résultats des Actions sont finalement assez glissants par rapport au problème combattu. Toute Action change la situation. Ce qui est une des forces du système – ne pas avoir de situation qui s’enlise, être toujours dans le renouvèlement du positionnement – est parfois un peu radical.

Cela crée parfois chez moi, autant en tant que joueur qu’en tant que MC, un sentiment de déréalisation.

Il y a bien entendu la solution de rendre l’approche du problème plus difficile : avant de pouvoir tenter l’Action décisive, il faut X. (Classiquement, Agir face au danger ou une action sur mesure). Cela ne me satisfait pas vraiment. Il y a les problèmes que l’on ne peut pas régler avec une seule action (encore qu’avec des joueurs intelligents), mais je trouve cela assez difficile à intégrer dans le jeu, à créer dans le respect des règles dans cette approche bac-à-sable très mouvante. Les fronts sont un peu cela, mais ils ne me donnent pas la sensation d’unité, d’affronter un seul obstacle, qui me semble nécessaire. Il y a bien les approches à horloge, qui fonctionnent pas mal, mais alors on retombe dans de la gestion très abstraite, où l’effet des actions est de simplement cocher une case, même si on met une jolie description dessus, qui ne me satisfait pas entièrement non plus. J’ai l’impression que c’est le revers de la médaille d’avoir des Actions qui prescrivent in abstracto leur résultat. C’est plein d’avantages, mais dans cette optique-ci, elles posent problème.

Qu’en pensez-vous ? Vous avez aussi cette sensation, ou c’est moi ? Vous avez une solution ?

2 juin 2017

All true.

All true.

Originally shared by Tony Lower-Basch

Guys (and gamer-guys particularly),

Have you wondered how it would feel, emotionally, to be the one to point out that there are problems of sexism, or other unsafe, unfair, non-inclusive patterns in your gaming group?

It will feel bloody terrible. Let's suppose the absolute best-case (surprisingly common!) where the vast majority of your friends listen and are enthusiastically supportive, where people's response is "Yes, absolutely, we should have talked about this and levelled up ages ago!", where everyone thanks you.

It will still completely stink. You will question your own motives. You will wonder if you're trying to score points as a White Knight. You will wonder if you're trying to use inclusivity as a con to assert your own dominance. You will know keenly that if you were doing either of these things you wouldn't know you're doing them. You will lose sleep wondering.

You will kindly point out ways others can improve, and they will thank you for the info, but it will still sting them to hear, because of course it does, and you will feel lousy about having done that to them because of course you will.

You will remember in detail every similar group you've ever been in that has broken up acrimoniously. You will fondly remember back before you raised the issues, where everything felt so much easier for you.

TL;DR: If you are unaccustomed to emotional labor, it's going to feel like the Emotional Labors of Hercules.

Now before you start thinking "So ... maybe I won't," think twice ... there's a big job to be done, and you (yes, you my gaming-guys) are the one who will have it easiest. For anyone else, all of the internal cruft I list above will be compounded by external resistance and questioning. Guaranteed.

Now that I've told you, as clearly as I know how, precisely how unpleasant it's going to be, don't you dare fob the job off on anyone else. Don't you dare. It's a dirty job, but somebody has to do it, and that somebody is clearly you.

While the Cthulhu Dark Kickstarter runs, Pelgrane Press have kindly taken 20% off the stuff I wrote for them.

Originally shared by Graham W

While the Cthulhu Dark Kickstarter runs, Pelgrane Press have kindly taken 20% off the stuff I wrote for them. That's Cthulhu Apocalypse (with Gareth Hanrahan) and The Final Revelation (with Scott Dorward). If you haven't read them, you really should.

And, in their See Page XX magazine, I've written a short article about how Cthulhu Dark came about. You can read it here:

http://site.pelgranepress.com/index.php/cthulhu-dark/

Oh, and here's the obligatory link to the Cthulhu Dark Kickstarter.

https://www.kickstarter.com/projects/78929588/cthulhu-dark
http://site.pelgranepress.com/index.php/cthulhu-dark/

1 juin 2017

From a conversation I am having in a non-public thread:

Originally shared by Ray Otus

From a conversation I am having in a non-public thread:

Fronts in Dungeon World are over-explained. I think I could cover the basics in a few short paragraphs. I think I'll try (because I'm studiously avoiding "real" work right now):

Agents who wish to do harm in the world, and maybe specifically to characters, are represented in the game as dangers, which are essentially a list of bad things that might happen to fulfill the agent's agenda.

The items in a danger list are typically arranged as increasingly worse portents (something the characters can see/experience, even if indirectly), culminating in some terrible doom. Any time the GM could make a hard move, most commonly when players fail dice rolls, the GM may trigger the next portent in a Danger list. This can happen even if the portent is not specifically related or localized to the fictional event that triggered the roll. Portents can happen off-screen, as long as there is some way the characters can detect that something has changed. When/if the doom triggers, the danger is complete and the agent either gets everything he/she/it wanted and/or moves on to create a new danger, building on the success of the previous one.

"Agents" can be singular personalities, like named creatures or NPCs. They can be corporate personalities, like political factions. They can even be abstract things, like a toxic environment. Dangers can be large or small in scope: an assassin stalking her prey over the course of an evening or a world-wide cult striving to complete a ritual that will unleash a god of elemental chaos upon the earth.

As a campaign progresses, dangers multiply and relate to each other in a Front. Fronts should be something that arise out of play. Yes, it's okay for the GM to think up some dangers away from the table, but most, if not all of the dangers in a front should be inspired by things that players invent and characters reveal.

Une traduction du Grumph d'un jeu que je ne connais pas. Qui peut m'en dire plus ?


Une traduction du Grumph d'un jeu que je ne connais pas. Qui peut m'en dire plus ?

Originally shared by John Grümph

Diceless Dungeons !!!
Règles pour excursions à l'ancienne dans les ténèbres...

Diceless Dungeons est la traduction française de Diceless Dungeons, par James & Robyn George (Olde House Rules)

Diceless Dungeons vous propose de retourner explorer donjons et catacombes à l'ancienne, mais sans aucun dés. Créez des personnages en quelques instants et partez affronter les ténèbres pour en ramener gloire et fortune - à moins que vous n'y restiez à jamais...
Diceless Dungeons est un jeu de rôle et d'aventures pour deux à cinq joueurs et un meneur de jeu.

36 pages, 5 euros en pdf et 9 en print sur la boutique lulu !
http://www.lulu.com/spotlight/ChibiLG

When you discover a gaping logic/plot hole in tonight's scenario...


When you discover a gaping logic/plot hole in tonight's scenario...

Phone notifications, what should I do?

Phone notifications, what should I do?
1. Shut off all and every message notifications, no matter what the source is.
2. Keep only the IM / Chat / SMS / hangouts notifications, shut off all theoretically more asynchronous communications like emails, social networks messages...
3. Keep every message notification, whatever the source.