Okay anons, I love that kind of game. The one around a Citadel, village, city states or a tribe, where you grow, you people grow, and you have stakes defending the first. The only game as a RPG than I got that feeling in the rules itself was Beyond the wall, and its a great game, but not many stuff to do with the village.So my question is. Is there a game than is about that? Growing along your people, resolving they conflicts, interacting with the land around? I know there are games like KoDP than do that, but I want the RPG experience (even if its Solo).
>>94406187 The Quiet Year. Hillfolk. Legacy Life Among the Ruins. Do Not Let Us Die In The Dark Night Of This Cold WinterStonetop but that never got finished. Same with the second edition of the grittier Dungeon World splats with village and city generation. Worlds Without Number faction turns would work too. An Echo Resounding or ACKS depending on how you want to cut it. That WHFB bit about border princes, I think called Renegade Crowns. Old Necromunda with gang territory.
>>94406187Adding to this >>94406233King is DeadRyuutamaUbiquity-based games (Hollow Earth Expedition [the Mars expansion], Desolation and Leagues of Adventure)Słowianie (a Polish RPG from few years ago, which has sub-rules to play it effectively as a strategy board game)Any OSR that has base- or barony-building rules
>>94406233>Worlds Without Number faction turns would work too.I remember looking some of that stuff, but I only skipped over.Never heard of the quiet years or Life amoung the ruins, but soudns pretty post apocaliptic (probs easy to adapt to a more fantasy one).I know Hillfolk is an oldish game but I think its the first time some one recomended it, and Stonetop is the first time i hear of it. ACKS is very interesting, but I heard mixed stuff about it.
>>94406260>Never heard of the quiet years or Life amoung the ruins, but soudns pretty post apocaliptic (probs easy to adapt to a more fantasy one).That's just the surface level of it. The game is abstract enough that I've managed to play it as:- Roman military outpost north of the Hadrian's Wall- corporate office after a merger- generic fantasy barony- fucking Santa's present factoryWe didn't change a single thing to the rules or card content.
>>94406333Oh, right, I didn't specify - I'm talking about The Quiet Year
>>94406333>>94406340Nice, now I'm interested. Event cards is Something than interest me.
Also guys don't be shy, post tribal peopleor comunities, I need more for my folder.
>>94406260The Quiet Year is very adaptable to setting as you build it. There's a direct fantasy port called The Deep Forest but I haven't played it. Hillfolk is an older but well regarded indi game from when that use to mean something other than rules-lite garbage. If ACKS is more interesting to you on account of its granular depth then Do Not Let Us Die In The Dark Night Of This Cold Winteris also a thing you would like. Most fantasy as we use it for ttrpgs is post apocalyptic, western fantasy is strongly based on the fall of the roman empire and the dark ages. While it would be effort, reskinning Legacy would work. There's a bunch of splats for it that are various fantasy things as well.
>>94406344>Event cards is Something than interest me.Might want to check out the solo-game general as well, they have a variety of event/oracle generation methods and might have stuff for villages.
>>94406233I'll add Dogs in the Vineyard to this anon's suggestions.
>>94406402>tribal Shit right, also Wolf Packs & The Winter Snow for more of an osr tribal village management side of things.
>>94406445Oracles? Okay, will look at what's that.>>94406457That sounds cool, are those OSR or nusr?>>94406418Is the quiet years powered be the apocalipsis?
>>94406511>oracles is just a general term for various forms of random generation and prompts for solo play. There's some interesting procedural methods and a wide variety of subject matter, its not as much a thing I use but I've dipped in sometimes to get things for other games. They're usually friendly folks. >osr or nusr Its older /osrg/ stuff so closer to osr in terms of rules I suppose but likely odd enough it could give someone a conniption fit if they were interested in being upset or pretending to be upset on the internet. >Quiet Year PBTANot really. Its genealogy traces back there and it would work as a setting generation game for it but has no specific mechanics or moves in the way pbta/fitd does.
>>94406540Okay, I found TQY, pretty short but I see why its recomended, the cards make a kind of "weekly happenings" fun and dinamic.
>>94406344Don't get too excited. While The Quiet Year is super-flexible, it has the main issue of very low variety by itself. Since there are only 50 binary choices to be made through it, you have about 2d3 plays out of it per single group, because you will quite literally run out of variety - there are always the exact same events to deal with, always in a binary fashion (you pick A or B, for each of the cards, and 2 cards just directly advance to next season/end the game)So all it all, it's a decent experience, but very short-lived in the long run. I give them credit simply because how flexible and adoptive it is, while also being one of the "genre" starters and popularizers, so there is that. A game like this, to work, needs about four times the amount of events, but then it would drag when played as a group for a whole day (a session of TQY takes about 3-4 hours as it is, and the whole experience hinges on everyone being on board with the gameplay loop)Still, if you never give it a shot, it's one of those "play at least once in your lifetime" experiences to scratch of the list.
>>94407280I think the happenings are open ended enough than you could adapt new things pretty easily with them. Like "Alarming weather pattern" could go from strong winds, a deluge, or a volcano eruption, depending of what biome/terrain you establish the town/citadel/tribe.
>>94406187Learn English before posting here.
/tg/ needs to be deleted
>>94411802You can always leave. Probably should even.
>>94407280>you have about 2d3 plays out of it per single groupYeah, I'd be surprised if you got more than 3 desu. I've had a lot of fun running it as a family holiday game with different age ranges and that tends to have interesting results. More of a map making game than a campaign format ttrpg. ymmv but playing for more than 3-4 hours is fairly unusual for most groups I've found.
>>94406452The town trouble setup might work but its not really designed for continuous involvement with that town specifically. It adds relations to tie back in but didn't seem focused on maintaining that place in the game world.
>>94407421The point is that you will get that alarming weather each and every single playthrough, roughly in similar moment, after other hard-coded events. Your resolution doesn't matter, when you always have to resolve each of them
>>94413687Winter will have events that are missed because of the game ending draw. But you are correct in that the abstract prompts will largely be the same. Most procedural prompts from an game that uses them will be the same. I think village anon is correct as well, its abstract enough to get several uses out of it. That's all its for. Again, its not a long campaign game.
>>94406254Any recommendations on where to find Słowianie?
>>94406187I want to know how far people/civilizations could develop without tapping into metal usage or as little metal as possible. I'm OK with some Bronze, but it's not an actual Bronze Age; YET, they're way past the simple Stone Age. We can do a lot without metals, and I want to see some exciting examples of it.
>>94415598And to add to this, which "King is Dead"? There are a lot of different authored games with the same and/or similar names.
>>94416031Depends a lot of what resources you have around, bamboo for example makes everything simple, from cheap and easy to make furnitures, to portable and light stuff, to building materials, all in a fast growing weed than is relatively easy to process. You can even eat it.
>>94416031Without metal arms and armor, other weapon/armor/war technologies would have filled the gap, and these would have a huge influence on the progression of history because they're directly tied to the strings of power, people who have better weapons become more powerful and people who have more power seek out better weapons and this cycle is what (arguably by accident) drives progress. Poisons can kill very fast, and the defense against poisons is to protect your skin/bloodstream against contact. Inhaled poison bombs are also relatively easy to make and they scale up a bit better.In reality, it seems like domestication is an early-game play, and by the time you reach the late game it isn't worth the effort to domesticate new animals. But without metal the early game might have lasted longer. Think about what humans gained by domesticating silkworms, then expand that principle to domesticated shrimp for food, or domesticated bees as weapons, or domesticated termites as weapons.Medicine isn't tied to metallurgy at all, microscopes are easier to build with metal but they don't require metal. The biggest breakthroughs in medicine are all based on the discovery and repurposing of natural compounds. To me this implies a whole alternate timeline where we come to view wildlife as the primary source of scientific advancement. Ceramics could have theoretically become extremely effective (as armor or tools) very early in history, it's just happenstance that they didn't. Ancient people invented batteries but it seems like they just used them for torture. High-powered chemical explosives are essentially possible without metal, but it would have required more labor-intensive methods, and we wouldn't have guns or canons as we understand them.
I was working on a game like this. Every class had a way they could interact with the town in downtime. Druid could do rituals to increase crop growth. Fighter could train soldiers or direct improvements to fortifications. Alchemist could make fertilizer. I still work on it but it's now going to be for wider domain play as well and contain many more options.
>>94417828That's sounds very cool, specially the alchemist making fertilizer, something an agricultural economy would need, specially for cheap.
>>94417828My own idea is that every combat stat should also be a noncombat stat, and that every character should have a basic balance of combat-effectiveness and noncombat-effectiveness, it sounds like you're on the same page and it would be cool to read your notes.
>>94417949>>94417937I dont have much to share right now sadly. The game I was making was going to be a world sim with actual "tactical" combat thst wasnt just "use x maneuver in x situation and y maneuver in y situation" and ranger classes that would help you avoid random encounters because they were strictly enforced and could be quite deadly. Also had a system that let you run huge combats against mooks with no bookkeeping but also run more in depth battles against a single monster. I figured that'd be good for a system that might involve conquest by large armies led into battle by the PCs.
>>94406187You gave KoDP as an example of theme, so I give you Runequest: the TTRPG on which it is based on. Standard setting is Dragon Pass, but 200 years in the future. It is now united and prosperous kingdom, but clans and tribes are there still. Main conflict is about staying loyal to your orlanthi ways or cooperating with foreign invaders for power and wealth. Your character has occupation in his clan/tribe/whatever, adventures are seasonal, there are harvests mechanics etc. Don't be afraid of lore and many gods: you don't need to know all of that, especially since most people in the setting don't know. Orlanth and Ernalda being main gods for Orlanthi, clan and tribe structure is all you need to run a game.There's also Pendragon, where you play as a knight from Arthurian Romance. There are mechanics to support your family, and as a knight, you have a manor which supports you. There are supplements which expand this economic aspect. Campaign is VERY long and it's expected that your character will have children or grandchildren, which will take over.
>>94417529Having better armor is important but not an end-all-be-all-be-all. What stopped the Aztecs from wiping out the Spanish at the start was weak leadership, not because of the strange armor and weapons they got off the boats with. Then foolishly allowing the Spanish the time to ally with everyone else who hated the Aztecs. The Aztecs had Organization, Tactics, Logistics, and a Military spirit, which helped them last as long as they did during that crisis. But yeah, there are many accounts of how Spanish soldiers were saved by their armor from a spear thrower. I can see a civilization going with Sling that flings proto-explosives as their version of firearms. >>94417386That's the fun of it. Imagine that a fantasy civilization figured out how to make rubbers reliably mass-produced from their tree without an actual bronze age happening.
>>94423704
I feel that Pendragon is at least capable of providing a framework, if I could have put the hours in. Note: this was 4th, I think. Things may have changed.Each Winter Phase you have a bunch of tables to roll on which are supposed to represent tasks you perform for your liege, or Romancing, or even managing your fief; the little disputes that came up between farmers or traders, or how to manage a disruption caused by X (where x = bandits, wolves, storms etc). In practice, for speed, what they represented was a chance to pick a possible Trait or Skill advance, but I always wanted to try rolling them for my players in advance and then building the results into the scenarios and campaign. Coupled with the Lordly Domains sourcebook expanding fief management greatly and it felt like being on the cusp of something.Sadly, what with time and, frankly, a bit of laziness when it came to prep, I never did put the legwork in on it.
>>94411802>a thread that isn’t political bait or warhammer 40k/DND!?!?!?!?!?! I’m losing my fucking miiiiiiindWhat mental illness causes you to seethe in every thread not about that gay shit?
>>94411858You could make it work pretty easily, though. But it's a cowboy game, so presumably you'll be traveling to other towns to preserve your 'main' home.
>>94423577A mix of Pendragon and Runequest could be fun, but when I tried to learn RQ Glorantha it was a mess, unlike Mythras. Pendragon was the weird mix of D20 and D100 like roll under no?
>>94406187I'm building a sandbox hexcrawl around bronze-age-like city states and nomadic tribes, I'll post it on /osrg/ when done.
>>94425554Yeah, something like that. You have skills, which range from 1 to 20 and if you roll below, then you succeed. If you roll exactly that number, then you crit. There are some caveats, but it's very simple game.Someone (creator of KoDP I think?) made rules for Pendragon set in Glorantha, so you can check it out.
>>94423712the hell?
>>94428668War pajamas were a thing yeah. And furry war pajamas.
/tg/ is dead
>>94434072Why do you keep spamming this? Is this the new >just repeat a thing repeatedly and people will start to believe itinnovation?
Any good inspiration for "tribal" and/or cultish stuff? I really like the aestethics of old cultures and tribes but I wouldn't know how to portrait it well. From comics too books or games would be sweet.
>>94416031The Inca. They were far beyond the Mesoamerican civilizations.
>>94442787The inca had metals, one of the few in the americas than actually produced the stuff along the moche and some north american tribes (like the Tarascans and a few nahua).
>>94442809They did, but metal had religious and cultural significance to them which meant that they didn't make use of them nearly as much as they could have. Metal tools and weapons were reserved for the highest level elites until after the Spanish arrived.
>>94442809>>94442787Yeah, but they didn't have writing. Which I always thought strange. There were cultures with writing just north of them, yet the practice worked its way down despite trade being so widespread.
>>94443248They had qipu, and it isn't weird they didn't have writing, trade was difficult at those times, and even the ones than had writing it wasn't widespread, only a few nobles knew it, at least when Spain arrived only a little bit of the Mayan nobility knew the meaning of the glyphs, and the Nahua varied but more or less the same.
>itt: bumpfag proving once more why we need the auto-sage