Andonome

joined 1 year ago
[–] Andonome@lemmy.world 5 points 2 weeks ago (1 children)

The licence doesn't appear on the page.

Itch lets you select a licence, which will help people search. Under the game, Edit --> Metadata, and select which creative commons licence (there are many).

[–] Andonome@lemmy.world 2 points 2 months ago (1 children)

I don't know if Google docs count as a 'source file'. It's clearly the source. Is it a file? I guess everything's a file if you go by the UNIX definition, so 'close enough'?

Licensing riddles aside, it looks great, and it's nice seeing a fast-paced intro that gets straight into what the game's about.

[–] Andonome@lemmy.world 1 points 2 months ago

That's never been the case with any of the open source movement. If someone says their project is open source, then they give out files which are not the source, we would normally say that's not open source. We don't ask Microsoft if they feel that X, Y, and Z are 'the core components' of VSCodium. It's just not open source.

Providing text is good, and you might say the text files are 'open source', if they have a licence which allows modifications and so on. But you can't make closed-source pdfs out of them, and say 'this has text, which is open source, so I feel like it's open source'.

I get that it seems like a small distinction to some, but it's been an important distinction since the inception of the open source movement, and without it, we won't be able to tell open source projects from projects that have open components which people 'feel' are core.

[–] Andonome@lemmy.world 2 points 2 months ago (5 children)

"Open source" [files] means the source of the pdf. If the source files aren't available with the download, it's not open source.

I hope it doesn't come across as a small point, as it's a pretty big deal to me. I've spent years looking about for others doing open source RPGs, but most people using the word 'open source' mean something like 'copying this pdf is okay', which makes it very difficult to find open source RPGs under all the false signals.

[–] Andonome@lemmy.world 1 points 2 months ago (7 children)

Are the source files included in the drivethrurpg link, or somewhere else?

[–] Andonome@lemmy.world 2 points 2 months ago

it’s now on my list!

Glad to hear it!

s there a simple way to just download a bunch of pdfs

Yes. Each book's repository comes with a download link.

  • Metabind: a collection of the core rules, players' book, and GM's book, all stuffed into one. Getting the books separately is better if you're printing, but a single pdf works better for searching.
  • Missions in Maitavale - a full campaign setting and long story.
  • Goblin hole module, the intro module.
  • Goblin Horde, another goblin-filled introduction module, but this one is in the style of more traditional fantasy RPGs.

But fair warning: despite the hyperlinks, the books all prioritise printing. Reading two-column bright-white pdfs can give you a headache.

[–] Andonome@lemmy.world 2 points 2 months ago (2 children)

I couldn’t make the downloads work in my phone

Thanks for letting me know!

It appears that (some parts of?) this is available in English and in German,

We only have the tiny core rules translated right now, and the character sheet.

Would this be suited to playing with kids, too?

The system is just 2D6 + Attribute + Skill [ + Equipment sometimes ]. Should be fine for kids who are okay with small sums.

Example of a simple action in BIND, with character sheet guide

The books have one or two spots of harsh language.

I've just playtested and released a oneshot module. If you have any questions about running it, let me know!

[–] Andonome@lemmy.world 1 points 3 months ago
 

With not enough space on the table for the gadgets, snacks, and flailing appendages, it's time to make the rules smaller.

To make things truly minimalist, I've made the rulebook with the assumption that people have a character sheet in front of them, so they'll see stats (and a couple of rules-hints, like the XP costs for Attributes).

If anyone has printer handy, I'd love to hear how clear the folding instructions are (they're written with the assumption that you have the printed page in front of you, and only need to make sense in this context).

[–] Andonome@lemmy.world 2 points 10 months ago

Ye gods, I finished this video and now I'm going grey.

Worth it though.

[–] Andonome@lemmy.world 1 points 10 months ago

I'm likely starting a game next month, so if you have any ideas, shoot them over. There's an issue boards on Gitlab.

You can definitely port Requiem ideas with the files, though if you want 100% actual Requiem, you're better off remaking it from scratch (took me 3 months though, so it's not done lightly). And I've kept a branch called 'original' which has the original, unmodified books, or as close as I could make in case anyone wants to start from there (go to source files, click 'branch', then click 'original').

After you mentioned Malkavians, I started thinking about better derangement rules. I've just pushed a new copy up 5 minutes ago (same link, but the Derangement rules have been changed).

[–] Andonome@lemmy.world 2 points 10 months ago (2 children)

I think it'd work, though I added a little more in terms of stakes. Mostly, the stakes are backgrounds, so characters can steal or destroy others' backgrounds.

Also, it annoyed me that the backgrounds don't have a mechanic, so they're gained and lost by Storyteller fiat.

There's a short overview as a primer.

If that sounds like what you're after, I've recreated the original books, and modified them, so I don't have to reference a Google doc for house rules:

[–] Andonome@lemmy.world 10 points 10 months ago (4 children)

I feel like the Malkavians need mechanical solutions for these problems.

On derangements: something like 'you go mad when it's a full moon' is vague. I feel like it'd be easier with a just any system, for example 'renew all Willpower during a full moon, but lose one each scene thereafter', which encourages the player to try just about anything during that night.

Twisting the mechanics also means the player doesn't lose agency by thinking 'oh well, time to act crazy I guess'.

On the combat problem: I feel like this is a symptom of a larger problem with the system. Combat has a system - it has levers everywhere which do things. Nothing else does, and you can't push buttons which aren't there.

I've solved the second problem by replacing Combat rules with general 'Contest' rules -- a single system for Extended and Resisted actions, which works for Investigations, competing companies, or snide remarks at Elysium...and sword fights, if you must.

 

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