This is a trove.
Crisp illustrations, lots of variety. The Gods' Man pack in particular is excellent (author isn't listed, but it's Lynd Ward.)
Huge thank you to Seedling Games' for compiling this!
Culina is a vegetable fantasy ttrpg.
The PDF is 26 pages, with big fonts, soft colors, and lovely custom artwork. The vegetable sprites are really charming, and have a great sense of character, and the layout is organized and highly readable.
Rules-wise, there's definitely some osr going on here. Characters have Body and Mind, and roll under on 2d6 to succeed. Characters also have HP, called Freshness, and characters that run out of Freshness take Body damage until they are destroyed.
The list of inspirations for Culina is long and august. Tunnel Goons, Wanderhome, Into The Odd, Honey Heist, and more.
The worldbuilding here is in clips and fragments, but they're all fun and easy to develop further. Radishes are so bad at stealth that they've given up on theft as a society and none of their cities have doors. Avocados believe that music and strength of arms are the same thing. Etc.
The rules are easy to learn, and there's a lot of support for the GM packed into this book. There's a small bestiary, some prompts tables, and a very clear sense of the game's setting that's easy to extrapolate into adventures.
Overall, if you like cozy fantasy adventures and sprightly little plants you should really check Culina out. It's a great addition to any all-ages, osr, or fantasy game library.
Minor Issues:
-Page 18, Freshness, "to assess your health" your
-1s don't auto succeed and 12s don't auto fail, so with a Freshness of 12 or higher I think you might be impossible to hit?
-I'm not sure I understand how Special Skill damage works. It doesn't seem to be listed? And every Special Skill comes with a positive attack modifier, so it's always harder to hit with them than with weapons?
The Caretaker is a nurse, or is at least themed around medical care.
The Victim is a final girl, and orbits around slasher movie tropes.
The Innocent is closest to, like, a gothic heroine. They're pure and strong of character.
The Victim and the Innocent tread slightly similar territory, but the Victim is about luring monsters and fighting back and the Innocent is about support and self-sacrifice.
Changes made!
Old Wounds now can no longer be be triggered off of things like bleed or Specialties with a damage cost, so Scar accumulation should be way more normal. Also the cost for Reconstructive Surgery has been split and dropped---it costs much less when just addressing the HP loss. Also Scars reduce Abilities much less often.
The goal with Scars, for groups that choose to use them, is to slow down HP / Ability accumulation over a long campaign. Characters that get hit a lot will still average +1 HP and +.5 Ability per two investigations, and Scars won't affect Specialty gain or finances or any of the other ways investigators have of becoming stronger, so they shouldn't mess with the pulp tone too much.
The current version of the PDF is 12.12.24, and is uploaded.
Thank you for catching this issue!
Attempting to answer this question made me realize there were a ton of problems with Limb Cavity, and so I have reworked it both for clarity and to scale back its ability to do wild stunlocking via grapple. The new version of the PDF is 12.11.24 and can be downloaded via the normal means.
The intent with Limb Cavity is that it's a burst of unarmed attacks and then you suffer bleed. You can combo it with stuff like Crook's Heavy, and you can use its attacks to grapple as per the normal grappling rules, so it's a little too strong for just a 1 Action 1 bleed cost.
Yeah. The nature of designing this game over a long period of time has made it so that some Specialties lag behind others, and also made it difficult to patch older books due to the layout software.
You could lean into this by making it so that when you gain a Specialty, you roll randomly on that Class's Specialties chart, but it's also perfectly fine to issue spot buffs if a Specialty doesn't feel interesting. I think the ring giving a small damage bonus on spells could be good, and also having it teach you a spell when it breaks.
Yeah, I think this might fall into the subgenre of ttrpgs as Machines That Hurt People.
It will definitely tend to produce stories about struggle, contextualized through lower energy MMO chatter, and if the group lets their thoughts drift to heavy matters it can turn very sad very quick.
I do think it's possible to play it with the problems being more wacky and low stakes, or to tell a more serious-toned digital adventure story along the lines of .Hack, but by default this might be an unhappy game.
The Thing About _____ Is is a TTRPG adaptation of the I'm On A Boat music video.
The PDF is 9 pages, with a clean business infographic style layout.
The writing here is uncommonly sharp, burrowing into corporate synergy-speak, parasitizing it, and hatching humor from inside.
Gameplay-wise, this is a solid party game. It has simple turn-taking and guns-and-butter style building yourself up or sabotaging others, but it constructs all of this around having to give weird narrative justifications based on whatever random thing your manager has become infatuated with at the moment, as you try to wrangle your way into an employee of the week vacation.
In terms of layout and usability, this is also a banger. The Thing About _____ Is does a really good job tutorialing its gameplay through a text conversation on the side of each page. I don't think I've seen this kind of running color commentary tutorial in anything else outside of the Dresden Files TTRPG, but it's a really good technique and it works excellently here.
Overall, if you want a small icebreaker rpg for a group that either doesn't play any TTRPGs or that plays a *lot* of TTRPGs, this is an excellent pick. It isn't often that I get to call something a The Office TTRPG (positive), but this is that. It's smooth to play, easy to learn, and produces good comedy and just-sweaty-enough gameplay to make everyone feel like they have stakes. If you're a designer, I'd strongly recommend checking this out. And if you're not but you've read this far anyway, I think you'll like it too.
Yep! There's a few in the indie that are explicitly designed to be played during other games. At the moment, I cannot remember their names, but I've definitely seen some. And there's also a few (specifically fishing ttrpgs) that slot into other campaigns pretty easily even if they're not intentionally built to interact with other systems.
Whoah. So the expansions I'm currently considering are one that adds to the Artifacts list a bit, Seven Strangers 3, something that goes into a bit more detail on some of the cults, and then a couple more scenarios.
Mythic Twilight sounds really cool. The idea for legacy play is excellent, and I really like it as a counterweight to how Miseries work. I don't currently have any plans to write anything like it.
As written, this is up to GM interpretation. I'm generally fine with fire damage stacking to an extent, but there's only so much fire that someone can be on. The Meat Seam is also not particularly flammable---molotovs thrown on it will burn for a bit, but it won't take stacking d4 damage per Round forever.
Now, if the players excavate the Meat Seam and pour gallons of gasoline on it and set it on fire, that's different. That would do more significant damage, as would methodically dynamiting it. An organized and determined military could kill the Meat in a day, with some casualties.
Extremely valid question! I didn't specify in the module, but I would rule that there are two on the first floor, two and a half on the second floor. Similarly, you can assume that there's linen closets, a pantry, and other functional but unexciting rooms in the mansion even if they're not specified in the bullet points.
As a Fool, you have to take Fortune's Fool during creation. I think I'm going to try and patch this, since currently it's better for non-Fools than for Fools.
For the Skinflint, Pinch Pennies causes your max Omens to change as your savings change. So if you gain $1,000, +1 Omens. If you then lose that $1,000, -1 Omens.
Yep! You can take any one Specialty when Getting Better, including one of the two core Specialties for a different Class.
Rules as written, Fortune's Fool can be taken later when you have more Hit Points to convert. However, it's possible this might be disruptive to normal play. I am very okay with GMs putting a cap on the number of Omens it can give, or ruling that it is available during character creation only.