i haven't done this yet because it sort of violates an odd sense of "purity" i have, but it's basically: playing the same characters in the same setting with different rpg rules

so you could hop genres by also hopping more genre-appropriate rules and just port characters however feels right

that i don't do this is absolutely fucked because my homebrew has literally been dynamic the entire time i've been playing it

"no that doesn't work, let's try this, hmm..."

it absolutely has some weird thing to do with my sense of what i think a character's identity is; apparently i feel it's tied to some vague notion of a ruleset

because i will absolutely play a setting/universe with different pcs under different rulesets ๐Ÿคท๐Ÿผ

it's just "same pc, different rulesets" that's sticking me for some reason

there's a supplement for barbarians of lemuria on kickstarter and i kinda wanna, but also i have Very Bad luck with what i back on ks, historically xD
yolo

been on a months long cancel my ref campaigns and solo sci fi kick for a while now

but i feel that itch... the itch of low fantasy

kill a sheepsquatch

make a horned helmet

become dragonborn

with all due respect to dragonbane (which i love), running their fantasy content as low fantasy/s&s in bol is pretty pro too xD
this is 9000% a conan villain
๐ŸŽต i didn't kno-OOOOWWWWW ๐ŸŽถ
๐ŸŽต the flask was loaded ๐Ÿ”ฅ๐Ÿงจ๐Ÿ’ฃ ๐ŸŽถ

do i want mallards in my bol campaign tho...

do i want darkwing duck

"uhhhh..."
- ref who doesn't know how to rule an innocuous, but incredibly reckless in-context-they-don't-have, player action

"are we just wasting precious dice rolling energy?"

*clatter*

"that's a fail"

bruh what lol
it's the ref in me but watching 4 players roll bad for half an hour is hilarious

realizing i would probably be okay with gurps running low fantasy if everyone was just a big meathead barbarian tho lol

then i wouldn't get my hackles raised over their fucked stats and linked skills

oops all barbarians

actually is draw steel good for low fantasy/sword and sorcery

is this a good excuse to do that

if you search for low fantasy in /r/drawsteel the top post is asking how hard it'd be to homebrew it into low fantasy and the top comment is basically "hard" lol

honestly bol is fine for low fantasy... just make 0 lifeblood = dead and tone down or remove hero points

boom, ultra deadly

it's fine i'm reading jaws of the six serpents
they had something good going with quality ranks but then they had to complicate it with damage ranks
i'm not wild about the prop abstraction for money
i feel like noting ranks going down for combat is actually a huge pita, even digitally

i get that they want narrative hooks and degrading "stats/skills" for combat but what starts off as an elegant system quickly becomes a nightmare

even traveller physical characteristics is better than this

they didn't even have the courtesy to have the implicit quality levels/ranks correspond to the mod number, so you're tracking 3 numbers per quality, 2 of which can change during combat as you tak edamage

this is like the opposite of pulpy s&S combat lol

accountants throwing books at each other and saying "argh! you damaged my filing skill!"

i don't hate the system, it just feels very not genre-appropriate

LOOOOOOOOOOOOOOOOOOLOLOL i looked at an old blog post and it basically skipped over combat damage while praising the game

it had one sentence explaining how ranks tick down, does not call attention to how fiddly this is

i can imagine referees liking this because 1) it's incredibly easy to stat out any baseline themed enemy "it's a rogue with good +2 sneak"

and they don't actually do any of the bookkeeping players have to do (7 fucking qualities ticking down just after chargen, more once your character goes up)

*8 qualities
you could probably make this a lot easier if you scaled it more to traveller (rank X = mod X) and then at 0 (or "unskilled") you apply whatever arbitrary penalty level (jaws uses -2 for poor)

this shifts your success curve dramatically, though, because if average is rank 1 then master is rank 4 which is +4 versus their scaled +6

but maybe you want things to be harder in gameplay but not bookkeeping...

that said there's a fairly easy fix for that, too: lower your target numbers

job done

i haven't run their tn table math but i'm certain you can get this to work in Some Rough Range that doesn't feel bad

even streamlining the quality ranks in jaws of the six serpents the combat is tedious

i am not surprised people don't play this

i just wanna say that the way i sort of influence my pcs and use their stats similar to this in my homebrew is i just group attributes into physical and mental and have two different hitpoint pools, and then the pools can have their own modifiers that track with attribute style modifers

so you're tracking 4 to 6 numbers (usually just 2-3 for pure physical damage)

not... 21+

this is an absolutely wild number of numbers to track and this is coming from a guy who likes damage resistance on body parts, wound thresholds, tracking ammo per magazine, etc

you might think, oh but you only take a few damage points an attack so you're just moving a few numbers around

sure. until you get slapped with larger damage numbers

oh and also this is a sword and sorcery rpg so you're refilling these numbers after short periods, then tracking them getting knocked down again the very next fight

people always think it's so sexy to have "realistic" simulationist stuff like this until they have to track hit location hp and degrading armor

i've just never before seen it used for what is ostensibly supposed to be a streamlined s&s game that pretends this is very straightforward

i'm never gonna say mutefroot tho

"Why BRP didn't became as popular as GURPS?"

*squints*

video got boosted into my eyes about how to write rpg adventures, and the topic was mostly centered around ease of ref use/reducing prep

the guy wants adventures you buy, pre-writtens, to be able to be skimmed in like 30 minutes and then immediately run at the table, no hiccups

notably he hates prep and his contention is that this is at least one metric of what makes a pre-written "good"

i disagree with this on a general level. this is only going to be possible with a narrow band of scenarios

and in fact he touches on this because while after saying this, he goes on to say that he likes/wants little ref asides like "we tried this at the table, in playtesting we found XYZ"

well yeah and that's not stuff you're gonna be able to pick up in most pre-writtens in just a 30 minute flip through

this is look-ahead stuff. stuff you need to... know ahead of time to run the stuff that comes before, properly. or at least, according to how the pre-written was structured

it's perfectly acceptable if your pre-written is just a constant forward moving, never backtracing, branching choose your own adventure structure

any kind of looping, clues based, hidden information, etc busts this apart instantly depending on what your players do

there's another issue which is playstyle

it's way easier to write, and imo run, adventures that are more sandboxy/open-ended like the way he describes

cyberpunk in particular tends to do this well: "this is the job, haggle over support/reward, here's the situation and setup, you figure it out, get back, get backstabbed, try and get paid"

it works because that's just a really common trope-y genre to run jobs in

it's a lot harder to do this if your system/setting suddenly has rigid rules about all sorts of things, from travel, tech level, MAGIC, order of who you talked to, places you visited or observed, etc

in fact this is a big problem in investigations i rarely see brought up because it's covered by other sort of bandaid "rule of thumb" advice: what happens if your clue is in a place players swept and missed"

and those two schools of thought are "just give it to them" or "move the clue"

i can't run a lot of good pre-writtens in the way this person wants

chariot of the gods is way too fucking intricate and interconnected to just glaze over for half an hour and wing it and that is a goddamn great scenario

the notion that you have to put in (seemingly any) work to get a pre-written to work shouldn't be so controversial

you can only really reach this level of winging it if you already know the material cold or the main thrust is very linear

and there's a third problem where pre-writtens have some awful sense of how people are going to be using their material

it is true that a lot of pre-writtens do not seem to have <running the game> in mind at all, which introduces structural problems, where you are not categorizing information in a way that is helpful to running the game but reading/understanding it

that's definitely a problem (hey i need the statblock here, fucking put it here wtf)

a lot of this seems to be that authors hate the idea of duplicate information, but if you want to reduce prep time for running your adventure, you do actually need to accomplish 1) helping the reader understand the flow and purpose of the game, but also 2) organizing that data in play sequence

this is also why core rulebooks get raked over the coals because picking just one or the other fucks the other camp over

anyway as a point of reference/additional context: i don't hate prep at all, i just don't really go all in on it when i run games for other people

but again that's a heavy style thing. when i do run pre-writtens they're after i ran them solo so i do know how it goes beyond a 30minute flip through

anyway, just to wank off traveller again because it's what i do: the mongoose traveller 760 patrons book has what i consider to be the most open ended/framework for scenario generation

all you need is a basic grasp of the setting and you can run any of these by staring at it for like 60 seconds

you take this, you slap some mook statblocks together (or 7s across the board, baybeeeeee) and you're done

takes you 5 minutes, tops

for the record this is traveller 2e, but you can do this with every rpg system, it's pretty agnostic

just follow the framework:
job giver npc
requirements
player info
ref into
outcomes/complications

that's also the actual order i use to think of these. you might thing ref info before player, but honestly i don't

player info and presentation is most important anyway, and you can make whatever wild shit you want up in the background. wilder the better, actually

you know how a lot of titles basically just use adjective noun to give you a fast impression of what that thing is?

you can use that in your game prep, too. adjective adjective noun to describe that main quest npc. bam, you're rollin'

dirty cheatin' varmint
unethical cowardly accountant
lowkey ex-specops ganger
fat orange cat

the sky's the limit

now i wish i didn't cancel my traveller campaign

too much to do tho

maybe in 2030...

"i think i'd be good in a scary movie but i'd have to die a few times to figure it out"
alexa, play komm susser tod

"The only way to stop this flow of sand is to hurl a chakram into a specific slot hidden in the far wall."

alright xena calm your tits i found another way actually

look that grooth wasn't gonna accept the naga demon's offer but he rolled a nat 2 so
how many evil sorcerers have their spirits fused to their ill-gotten treasure after their deaths, honestly

one thing i've noticed about some ostensibly explicit sword & sorcery adventures is that they... are not good at getting into the genre mindset wrt plot hooks

"do the right thing" is not a plot hook for this genre, really

all you have to do is the literal dnd thing of offering monetary reward. that's it man