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Hey folks! This is a general discussion thread for Liberi Gothica Games, such as Breakfast Cult, Fellowship, Final Bid, Inverse World, and Panic at the Dojo. I wrote all of those except for Breakfast Cult and Inverse World Accelerated, which are both written by Ettin. Breakfast Cult is a Fate Accelerated game about mystery, cosmic horror, and high school drama. Play students at the world's best occult school as they solve mysteries, uncover the terrible secrets of the Ancient Ones, and try to find which of their classmates is conspiring against them before it's too late! Breakfast Cult has several expansions available. Fellowship is a game about a journey through a world built cooperatively by every player involved. The goal of this journey is to stop some terrible evil, bent on destroying the world you all love, the world you've all built together. Each hero is from a different culture and defines the culture they come from, and fully defines their peoples' place in the world. Fellowship has several expansions available. Final Bid is my most recent game, and uses a unique auction-based bidding mechanic to determine how the game plays out. Final Bid has several settings to play in, including Gritty Western, Spy Thriller, and Sci Fi Horror. The game is designed for single-session play, similar to Fiasco, where each game session creates its own self-contained story. Final Bid is now available for sale. Panic at the Dojo is an action-packed tactical combat RPG, focused on balanced yet highly customizable Stance-based character building. Basically, imagine if the Jackie Chan Adventures cartoon was a documentary, and also a tactical combat focused tabletop game. Inverse World is a Dungeon World setting expansion, with 9 new playbooks that play well together, without needing any other playbooks to go with them. It is set in Invells, a world inside a hollow Earth, where a sun god lives in a golden cage in the center and orbiting islands support human-like life. It is also available as a Fate Accelerated game. Inverse World is my largest Dungeon World expansion, but it is far from my only one. You can find all my Dungeon World playbooks here. gnome7 fucked around with this message at 04:34 on Feb 25, 2019 |
# ? Jan 21, 2019 01:47 |
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# ? Jun 8, 2024 06:55 |
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I did not know that you had several expansion playbooks for Fellowship and now I'm that much more excited for my next Fellowship game.
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# ? Jan 21, 2019 02:10 |
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Ground Floor! Breakfast Cult is the only non D&D game I've gotten my D&D group to play. But, I pitched it for Halloween one shot, and they loved it. Now, it's a Halloween tradition to play a new spooky game. So, thanks for the last three Halloweens of spooky gaming!
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# ? Jan 21, 2019 02:29 |
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Big recommendation for Panic at the Dojo. I really like the way that combat plays out and it's really hard to make a character that doesn't have a cool mechanical niche.
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# ? Jan 21, 2019 02:57 |
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How goes "The Horizon"?
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# ? Jan 21, 2019 03:29 |
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Play Fellowship you cretins
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# ? Jan 21, 2019 03:40 |
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Capfalcon posted:Ground Floor! Breakfast Cult is the only non D&D game I've gotten my D&D group to play. But, I pitched it for Halloween one shot, and they loved it. Now, it's a Halloween tradition to play a new spooky game. This is good to hear! I'm glad that you enjoyed Breakfast Cult and it inspired you to try other games
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# ? Jan 21, 2019 03:56 |
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Jeffrey of YOSPOS posted:How goes "The Horizon"? It's on the backburner while I finish up Final Bid, but Inverse Fellowship will be my next book after that. That will be a Fellowship book with four new playbooks, a Ship playbook that the fellowship shares control of, and the Horizon, an alternative to The Overlord playbook. Also, setting details for playing in the Inverse World. I assume you know this since you're asking about it, but I posted a preview for the Horizon in the last thread, so I should post it again in here: http://www.mediafire.com/file/iupstnb353cc1bt/The+Horizon.pdf gnome7 fucked around with this message at 05:31 on Jan 21, 2019 |
# ? Jan 21, 2019 05:22 |
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Inverse World is totally awesome and it's been perfect as a "where to go next" game after weaning people off of d20 with Dungeon World as well as just a great game to run with people who have a wider experience in different types of TRPGs. Also Fellowship looks super great, but so far we haven't managed to get a game going yet. Someday!
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# ? Jan 21, 2019 10:00 |
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Man, I've heard a lot of bad things about Dungeon World. But Inverse World sounds cool... I'm torn.
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# ? Jan 21, 2019 20:17 |
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paradoxGentleman posted:Man, I've heard a lot of bad things about Dungeon World. But Inverse World sounds cool... I'm torn. Inverse World fixes a lot of the bad things about Dungeon World imo. It does keep the six stats, HP and damage dice which aren't inherently bad, but they definitely feel like relics of D&D compared to how some other PbtA games handle things. The Drives and Unique Playbook Customization Options are all miles better than picking a Race and Alignment. And in general the playbooks are allowed to be more focused and unique in IW compared to DW because they aren't trying to emulate the original D&D classes which ended up feeling generic and lacking personality in Dungeon World.
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# ? Jan 21, 2019 21:10 |
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Potsticker posted:Inverse World fixes a lot of the bad things about Dungeon World imo. It does keep the six stats, HP and damage dice which aren't inherently bad, but they definitely feel like relics of D&D compared to how some other PbtA games handle things. The Drives and Unique Playbook Customization Options are all miles better than picking a Race and Alignment. And in general the playbooks are allowed to be more focused and unique in IW compared to DW because they aren't trying to emulate the original D&D classes which ended up feeling generic and lacking personality in Dungeon World. The six stats, HP, damage dice, and Defy Danger are inherently bad. Inverse World is still very good and much better than Dungeon World.
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# ? Jan 21, 2019 21:43 |
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Sorry, that may have been too much hand-wringing on my part. I don't think that them existing is bad, but I do think they're a poor fit for what Inverse World is as a game and feel like they're only a part because it comes from Dungeon World and through that, Dungeons and Dragons. But it sounds silly to say "Having six stats is bad" because that removes all context for _why_ it's bad.
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# ? Jan 21, 2019 21:57 |
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paradoxGentleman posted:Man, I've heard a lot of bad things about Dungeon World. But Inverse World sounds cool... I'm torn. If you prefer Fate, there is a Fate Accelerated edition of Inverse World available. And if you're not a fan of that either, then like I said a little up-thread, my next Fellowship project is going to be an Inverse World setting book with new playbooks and an alternate Overlord.
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# ? Jan 22, 2019 19:17 |
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I have (but haven’t read) Inverse World and I want to play with it. I’m tempted to guide my players into a transition to IW, but I don’t know if that’s too railroady. Also I should probably ask them first.
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# ? Jan 22, 2019 21:14 |
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gnome7 posted:If you prefer Fate, there is a Fate Accelerated edition of Inverse World available. And if you're not a fan of that either, then like I said a little up-thread, my next Fellowship project is going to be an Inverse World setting book with new playbooks and an alternate Overlord. This sounds rad as hell. Are you going to rework/repurpose any of the original IW playbooks for it? Or is Fellowship too different for that to work?
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# ? Jan 22, 2019 21:39 |
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gnome7 posted:If you prefer Fate, there is a Fate Accelerated edition of Inverse World available. And if you're not a fan of that either, then like I said a little up-thread, my next Fellowship project is going to be an Inverse World setting book with new playbooks and an alternate Overlord. The FAE version is good as hell if you ask me but every time it comes up I remember some changes I want to make now that I've done more game dev
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# ? Jan 23, 2019 01:59 |
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Jimmeeee posted:This sounds rad as hell. Are you going to rework/repurpose any of the original IW playbooks for it? Or is Fellowship too different for that to work? Yep, the four new playbooks are all repurposed from IW's dungeon world playbooks. They are the Angel, the Collector, the Lantern, and the Rain, based on the Sky Dancer, Collector, Lantern, and Rainlord, respectively. The Golem isn't appearing because it already heavily inspired The Constructed, which is already in Fellowship. The Survivor and the Walker have some of their moves sprinkled amongst the new playbooks, and also have a lot of their DNA in the Dwarf, Pair, and Spider playbooks already. And The Captain is made partially redundant by The Ship, which is unofficially available already and will be officially released with Inverse Fellowship.
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# ? Jan 23, 2019 06:00 |
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I'm excited to see Inverse World for Fellowship, since the biggest reason why my in-person tabletop group is more interested in Dungeon World right now is there's just a lot more playbooks to mess around with. With another few to pick from I think I'll be able to sway them to give it a shot for something ongoing which should be a lot of fun. Our usual GM is really interested by the Overlord stuff and I think would have a lot of fun with it.
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# ? Jan 23, 2019 06:22 |
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Ohh man, the Ship makes me want to put together a Crimson Permanent Assurance-type Fellowship game now.
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# ? Jan 23, 2019 17:42 |
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Please can we have some advancement rules for Panic at the Dojo? I've seen several tactical-type groups who would love it but they balk at the idea of being unable to play characters that evolve through a campaign.
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# ? Jan 23, 2019 20:29 |
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Yeah I should probably add advancement rules as an expansion book at some point here. It will be a bit before I do anything with PatD, it was a whole lot of work for relatively little gain, economically speaking. Part of why the game lacks an advancement system is because of the tenuous level of balance the game has, which I worked very hard to keep roughly even, and numbers going up makes that even harder with how small the number scaling is. Advancement was too difficult to implement while also keeping the game as smooth as it currently is, so it had to go for me to get it out in any form at all. I've had a few ideas for how I might staple advancement on top of the game but it's going to be quite a lot of work and I am perfectly content to put off on starting that work until I get a few other books out and I've got a bit more of a money cushion to live off of. It isn't something I have time for right now, unfortunately.
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# ? Jan 23, 2019 22:27 |
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I'm assuming ues, but will there be new set pieces in Inverse Fellowship? I loved how there was one included with each new expansion playbook. The Fellowship expansions were so much fun- new playbook, new threats, new destiny and new set piece.
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# ? Jan 23, 2019 22:34 |
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Yes, there will be new set pieces related to the various threats of Invells, like the Worldeater, the Golden Cage, and the Sleeping Guardians. And of course, new Destinies for each of the new playbooks, too.
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# ? Jan 24, 2019 01:56 |
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gnome7 posted:Yep, the four new playbooks are all repurposed from IW's dungeon world playbooks. They are the Angel, the Collector, the Lantern, and the Rain, based on the Sky Dancer, Collector, Lantern, and Rainlord, respectively. No Mechanic? I has a sad. (But seriously this sounds very cool and I am super excited for it!)
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# ? Jan 24, 2019 09:38 |
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The Skydancer is one of my favorites, so I'm glad to see that's getting a book for Fellowship.
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# ? Jan 24, 2019 11:45 |
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After running a bad session of PatD for which I put the blame fully on myself, we did come up with a couple questions. Is forced movement governed by the same move cost rules as speed token movement? The biggest case we were unsure on was wether diagonal throws cost 1 or 2 per space. Throwing PCs out also seemed like a very powerful tactic for stooges. Since it effectively removes someone for the rest of the round. Am I missing something here?
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# ? Jan 24, 2019 17:16 |
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DalaranJ posted:After running a bad session of PatD for which I put the blame fully on myself, we did come up with a couple questions. Only speed tokens cost extra for diagonal movement. All other movement lets you move 8 directions at will, one space per space. quote:Throwing PCs out also seemed like a very powerful tactic for stooges. Since it effectively removes someone for the rest of the round. Am I missing something here? Throwing people out of bounds is intended to be a powerful strategy. I am not sure why you think stooges are better at it than anyone else, though. Each stooge can only take 1 action maximum each turn, so their ability to do most things is fairly limited. The other thing you might be missing is that being out of bounds doesn't remove your turn, even if you aren't there to take it. You still pick a stance and roll some dice, then you hand those dice to someone who is in play to spend for you. They don't get to change stance, either, so this can lead to situations where a stance gets numbers it normally never could, like a Power Form stance with Shadow Form dice. Every side gets an equal number of turns per round, even after units start getting taken out.
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# ? Jan 25, 2019 08:30 |
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Panic at the Dojo rules question! Can you put clones, traps, etc on an enemy with the Vehicle archetype?
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# ? Jan 28, 2019 22:50 |
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I had not considered that corner case! I don't see why not, that sounds like the more fun thing to have happen so its what should happen.
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# ? Jan 29, 2019 00:07 |
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gnome7 posted:Throwing people out of bounds is intended to be a powerful strategy. I am not sure why you think stooges are better at it than anyone else, though. Each stooge can only take 1 action maximum each turn, so their ability to do most things is fairly limited. It was probably a misconception on my part. I was relying on multiple stooge groups in that battle.
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# ? Jan 29, 2019 02:17 |
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If somebody gets thrown out can you use an action to grab them as they fly out of the ring then spin them by their feet and knock over a bunch of enemies
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# ? Jan 29, 2019 14:19 |
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Hey, I had some questions about Fellowship: Does the Squire's Fast Friends move let them have more than one bond with the Harbinger or does the latter's Doom and Gloom supersede it? Is the Squire able to Command Lore about Generals they have bonds with, or are they off-limits like the Overlord is? I don't remember seeing answers for these in the book, but it's been a while since I last read through it.
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# ? Feb 1, 2019 02:07 |
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The Squire can have infinite bonds with everybody, even the Harbinger or The Giant or other playbooks that limit that. And yes the Squire can command lore about generals they form bonds with.
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# ? Feb 1, 2019 03:58 |
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https://twitter.com/Veliministriari/status/1092362099744038912
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# ? Feb 4, 2019 12:09 |
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For no good reason that I can think of, I dreamt that I was trying to run a Fellowship set piece that involved helping a giant run a cruise ship's entertainment programme.
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# ? Feb 8, 2019 19:57 |
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GimpInBlack posted:No Mechanic? I has a sad. I have no self control so Inverse Fellowship has two more playbooks now: The Tinker and The Beast. And also there's a lot of robot stuff in it now, so the Constructed will also be reprinted in this book. It's already Inverse World's Golem playbook, after all. The Tinker is heavily inspired by the Mechanic, but to help differentiate it from the Collector and the Golem, it's a little swashbuckley. It takes a few notes from Inverse World's Captain, and shares the Iron stat with the Dwarf, although the Tinker uses it to represent their Battle Suit. Tinkers are people like gnomes and goblins and other tech-heavy folk. The Beast is wholly new, although it does share a little DNA with the Survivor and the Walker. They have the ability to go all in in a way few other playbooks can. Also while I'm here, anyone who backed Final Bid should have the final PDF now! I am waiting for DTRPG's print processing before doing a general public release, but that should be coming soon. gnome7 fucked around with this message at 14:39 on Feb 10, 2019 |
# ? Feb 10, 2019 14:33 |
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I'm just more Curious than anything, but did you ever finish the specialized set of Mage classes for Dungeon world? Because I remember you didn't like how OP the Mage class was so you were splitting it up into separate classes. I don't even intend to play them even though it seems I bought all the ones that are out, I'm just curious if you ever finished them out of idle interest.
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# ? Feb 11, 2019 04:20 |
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The five that are out are all the ones I made. I was planning to make a DEX based one too, either storms or shadows and had a bit written up for both, but never got too far with em. And I'm well past going back to dungeon world stuff at this point.
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# ? Feb 11, 2019 06:56 |
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# ? Jun 8, 2024 06:55 |
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Your dungeon world playbooks are my actual favorite of all time.
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# ? Feb 11, 2019 08:26 |