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Tabletop RPGs


stuck in baby prison
I got a post-campaign survey about Thirsty Sword Lesbians. One of the questions was "What convinced you to back this campaign?" and in the spirit of honesty, I replied "the title."


Sabe, Inattentive Type
I reviewed Rod, Reel, and Fist over in the Justice Bundle thread. A clever change of pace, that one!

A different group is in the character creation and planning phase for a game of Lancer. I've basically never gotten to play giant shooty robots in a TTRPG context before, so I'm psyched!


I got a post-campaign survey about Thirsty Sword Lesbians. One of the questions was "What convinced you to back this campaign?" and in the spirit of honesty, I replied "the title."

Literally every time I see anybody talk about this game, I read the title as "30 Sword Lesbians". And I always think "what a strangely specific number."

As for me, I've been running a campaign of Band of Blades for the last year (the dark fantasy military hack of Blades in the Dark) and we're getting close to wrapping up. IT's been really fun! The game's got some neat board-gamey elements and it really builds on the "crew as character" aspect of BitD, in that the actual PCs are pretty expendable and interchangeable, but the army is the thing you're concerned about. And each player takes on a high-level operations role within the army as well, which is cool - the Commander decides on missions, Quartermaster keeps track of resources, and the Marshal keeps track of the soldiers.


We've been playing Age of Sigmar: Soulbound remotely for a few months now. We can only manage a session roughly every two weeks, but that's early middle age for you. The game's pretty recently released and nobody is too well versed in the mechanics or the lore (aside from how it connects back to old Warhammer Fantasy) - we're discovering how things work while we play. So far, it's been fun.

Soulbound is many kinds of dumb, but also epic; every character in our team is OP in the right context. I'm not yet entirely sure how I feel about the d6 pool system, but at least it's not d100 - instead of failing a lot, any easy-to-medium difficulty checks seem to pass without problems and even harder things have a chance.

It's going to be interesting to see what our GM comes up with once we have gone through the introductory adventure - so far, threat levels have been pretty low. The team's healer has been able to cure any damage the enemies have been able to do on or past our tank. I can see that a more persistent threat could become deadly quickly, though - there are only 5 to 10 Toughness points before you start getting Wounds, and any more than a single Wound is already serious business. So far the highest damage per character turn I've seen was 10 (my character used an armor-piercing backstab shot on an enemy boss), so it looks like it could be deadly if 2-3 tough enemies gang up on a single character.

Paul le Fou

Pickle Bus Owns Tulip Town
Over the next 3-5 minutes, 2d6 sword lesbians surround your kids once a minute that they spend playing in the yard

Paul le Fou

Pickle Bus Owns Tulip Town
Like I mentioned in the other thread, I've played a tiny bit of Lancer and I think I love it a lot, and I'd really like to be able to get a more consistent/reliable game going. I like how it balances the crunchy character-building combat play against social roleplaying by just making them two different systems. They don't try to shoehorn combat-based mechanics into social roleplaying situations with no mechanical support or guidelines for it (like D&D), but also don't have to sacrifice the deeper, more intricate strategic combat for the sake of a more flexible system.

Also, mech combat! Outer space! Awesome art!