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Adrian Thoen
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Play games, make things for tabletop games, occasionally draw.
Play games, make things for tabletop games, occasionally draw.

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Impulse drive Version 3.1 is now available.

Overall, this is a subtractive update. Ships and vehicles have been simplified. The Ship Playbooks have more limited choices in regards to upgrades, but are more evocative of different spacefaring lifestyles. Taking action while operating a Ship or vehicle now refers players back to interpreting their actions through existing Basic or Advanced Moves. These changes have greatly reduced the number of handouts and rules players need to keep track of.

If you are currently in the middle of a campaign, the most recent version of the 3.0 rules are still provided in the "Old Version" Zip file, in case changing to 3.1 would be too disruptive for your group.


Thank you to everyone who has shown interest in Impulse Drive, and has persisted through its changes and offered feedback. Every iteration of this game feels better because of the feedback I receive.

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I've made notes on how Chrome is stratified to the various social classes in the cyberpunk game I'm stumbling around with.

I may simply the lists into prosthetics that repair physical harm, and augments that add new abilities.

This project has the tentative name of Underneath the System. interested folks can brows what I've got so far here: https://drive.google.com/file/d/0B4w2ZvCSYT6AN1h1V0dTSm5Ybms/view?usp=sharing
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6/22/17
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My new roleplaying game, Damn the Man, Save the Music just went live on Kickstarter! Please share!

In Damn the Man you play a group of weirdo ‘90s indie record store employees making a last-ditch effort to save your store from the oppressive hand of The Man!

Can you appease a has-been rockstar, sell enough CDs, and find true love? You’ve got from 10am to midnight to try. It’s very likely that everything will go wrong, but at Revolution Records, that’s business as usual.

Backing the project is great, but sharing is just as important! Share the project with a man-damning friend, and if you back, stop in and leave a nice comment on the Kickstarter to set the tone for an awesome campaign. First day momentum is so important and you can help make this day a success! :D


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Check this game out. It takes the boring premise of "joke salad" games like cards against humanity and has you do interesting things instead. Also less reliance on edgy shock "humour"
The tuck box for This is Not a Card Game, which has a Hidden Salvador Dali because why not.
http://www.drivethrucards.com/product/213325/This-is-Not-a-Card-Game
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6/19/17
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This is a super interesting game and a cool opportunity
With the Kickstarter for #Legacy2e coming soon I’ve been thinking about stretch goals. I want the core game to be mostly done by the time I launch the Kickstarter, so I don’t want stretch goals to add bells and whistles to the book.

Instead, I’m opening it up to others. The main reason I got interested in doing more with Legacy is that +Douglas Santana brought me a great new idea with Mirrors in the Ruins - I’m very excited to see what other people might do with the framework! Please do get in touch if you'd be at all interested.

Here's my breakdown of what Legacy offers, and where you might be interested in taking it:

What’re the core themes of Legacy?

Scale. Each player controls a broader family as well as characters. Action happens on a family scale of hundreds of people and months of work as well as a character scale of individuals taking action over minutes or hours.

Ages. You spend limited time at a particular point in history, using your character as a lens to highlight a particular aspect of your family. Between these ages, there are moves to guide how your family evolves or suffers and how the world changes.

The world. The players build up a map of the world that informs how dangerous travel can be, what threats and resources are out there, and how the different families and factions interact with each other.

History. As you play you make permanent changes to the world and see the unexpected results of previous actions. You can draw on the power of previous characters, create giant mega-projects that redefine the world, and build the world’s saga together.

What are the assumptions of Legacy that you might want to break?

Post-apocalyptic: Legacy takes place after a reality-twisting apocalypse, with survivors finding a way to adapt to the new world. Maybe you want to set a hack in a world that hasn’t crashed - a near-future cyberpunk world? Or maybe you want to tell the story of colonists on an alien world, still removed from their support but not due to a cataclysm.

A golden age: The World Before had all sorts of strange technology. As you play you’ll find marvels among the ruins you can draw great power from. In your hack, maybe the marvels are created by the characters - the dawn of civilisation, with players inventing farming, medicine and magic?

Multi-generation play: Legacy assumes significant time passes between ages - there a few generations or more. In a different context, though, significant time could only be a few months or years. Maybe you’d like to make a hack set during a military campaign like Night Witches, with time skips moving the front towards its eventual conclusion?

Tense relationships between families: By default, the families are competing for scarce resources, with peace maintained by a web of obligations and treaties. Maybe you want to see what happens when families are more closely allied? Or maybe you want to put them more directly at each other’s throats?

How to get started:

If you have ideas, get in touch and we can start talking through the details. If we're both excited to move forward with it, I'll put it on the list of stretch goals. Assuming the goal's hit, I will offer you feedback, talk through ideas, cheerlead you and give you layout, editing and an art budget.

Once it’s done we’ll sell the game as its own pdf splitting revenue 50/50. You'll have full rights to give it away, hack it further, and do whatever you want with it, so long as you credit Legacy according to a creative commons attribution-share alike license.

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#cyberpunk hack.

Had to establish this part of the setting before I could describe why cybernetics are so pervasive.
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I've been noodling away on my ideas for a cyberpunk RPG that's all about being marginalized outsiders trying to build a community and resist the capitalist techno-fascist system that sees their lives and bodies only as commodities to be used up.

the docs are a hot mess right now, but once again creating playsheets helps me cement ideas as I nail down the systems.

One big feature i'm working on: characters don't have traditional stats. In fact most stats in the game will actually be a resource you spend, which decreases the value of the stat.

I think the game is going to be about juggling mounting pressure with dwindling material and emotional resources.

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Version 1.2 of #Legacy2e is now up on the UFO Press patreon!
This release has a ton of new stuff over the previous one. Besides the gorgeous art running through the whole document, we have:
- Simplified basic moves for Families.
- Fleshed out Gear of all kinds.
- Added a 7th Family - The Order of Sworn Hunters, who manage, shepherd and hunt down the colossal beasts of the wasteland.
- Added advice and examples of play for most of the core moves, with more yet to come.
- Adjusted game setup to better reflect just how much family landmarks and character roles can do the heavy lifting in making and interesting situation.
- And more!

Patrons can get immediate access by following this link https://www.patreon.com/posts/11772553 or you can wait 5 days for it to be opened to the public.
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I've been adding notes to this idea as I get the chance to write them down. Given recent Milkshake Ducking of a certain cyberpunk videogame this last week, I've been thinking about what Cyberpunk means to me, and how a game might reflect that.

Like most things I end up designing, it has a number of interconnected pools and resources, where player must decide on whether they rob peter to pay paul.

One major concept I'm playing with is that the MC doesn't attack PCs directly, but presents complications the PCs must accept injuries and stresses in the form of pressure to negate. The PCs choose to take a blow to avoid a fictional consequence that would affect their missions or desires.
PBTA Game idea:

Characters that have cornerstones, things they care about but are external to their personal safety, relationships, reputations, objects of value, desires and fears. Engaging in these is the only way to advance your character.

The MC cannot attack a characters wellbeing directly, but they must instead attack the characters externalized cornerstones or things that matter right now in a scene. Characters must accept taking harm, stress, or pressure to themselves in order to protect or acquire their cornerstones or objects of desire/fear. There is only one Move that deals directly with this struggle, and it is the only move that all playbooks share.

Every playbook Move is about interacting with other player charachters to get them to understand you, do what you want, or to ease each others hurts, stress, and pressure.

I'm thinking the game would create a family of misfits dynamic like firefly, but not neccessarily in that setting.

PBTA Game idea:

Characters that have cornerstones, things they care about but are external to their personal safety, relationships, reputations, objects of value, desires and fears. Engaging in these is the only way to advance your character.

The MC cannot attack a characters wellbeing directly, but they must instead attack the characters externalized cornerstones or things that matter right now in a scene. Characters must accept taking harm, stress, or pressure to themselves in order to protect or acquire their cornerstones or objects of desire/fear. There is only one Move that deals directly with this struggle, and it is the only move that all playbooks share.

Every playbook Move is about interacting with other player charachters to get them to understand you, do what you want, or to ease each others hurts, stress, and pressure.

I'm thinking the game would create a family of misfits dynamic like firefly, but not neccessarily in that setting.
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