IP!b2:fK.O.(DE) is the immortal serpent that encircles the world thrice over. It's not that you've just discovered this game, not even that you happened to cross paths with it; it was already all around you, and this is merely the moment it has chosen to reveal itself.
Rathayibacter
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it sucks!! its really a sign of the times that i put a ton of painful personal stuff in here and it resonated so consistently with other folks, but its also kinda encouraging, yknow? we've seen the shape of the enemy, even if we're all looking at it from different angles. we know what needs to be changed. all that's left is not giving up.
really fantastic work. Adira's made a really fantastically evocative setting where demons and hunters clash and fall in love and mildly annoy each other, with all the stakes heightened to their young-love breaking points. and then Fen comes along and makes sure every page is just bursting at the seams with energy and iconography! seriously phenomenal.
That's a good question! I tend to lean towards smaller player counts in general, so I think three (one GM and two players) would be what id most recommend. That being said, I've definitely played and enjoyed with more. I think the most I've done was being a player in a group of five, and that was a blast.
Thanks for reaching out! DXMON's an interesting thing, in that it is and isn't a BXLLET system. So, no, you definitely don't need to make a BXLLET character first, though a character running both sounds like a really fun disaster waiting to happen.
We talked about including the dice mechanic stuff, but opted against it. You could definitely use BXLLET's dice system w DXMON, but you could also use a different resolution mechanic, or not use one at all. Very few of the games of BXLLET I've run or played in really even use it, lmao.
As for NPCs and demons using powers, that's a great question! NPCs for sure are paying costs for their powers, but I wouldn't worry about tracking that too much unless it's an important character or a prolonged scene. If someone gives up five years of their life and gets their head taken off seconds later, it doesn't much matter. As for demons, they can essentially do whatever they want. Like with Beasts from BXLLET, they're intentionally a bit abstract, because there's not really any way to know if you'll decisively win against one. That being said, the way we sketched out the demons in DXMON was intended to give a rough idea of what they're capable of, and the ways you could potentially counter or avoid them. The details will come down to the tone at the table, but just like in Chainsaw Man, demons are terrifying and unstoppable up until the moment they're reduced to a pile of gore.
Lemme know if there's anything else you'd like clarification on, and we're really glad to hear you like the game!
weve been talkin a lot about adapting ideas from the dice system into physical play without losing the charm of upgrading, building up, and switching out faces (lots of discord arguments raging right now about how to do that lmao)
i think its also worth noting that we all did voices while playing, and refused to upgrade Wisdom
This was an early release, mostly about putting some setting stuff down on paper for a game jam. More specifically, this has early drafts of the City and the Dreaming, which are included in full and expanded on in the main book. The book's also got four more layers, mechanics, rituals, annotations, and more.
The book's currently unfinished, I'm currently working on Act II and a couple fun supplemental materials, but as it stands it's already much more developed than the Travel Guide. My current plan is to turn this into an archive of sorts, adding other outdated Disparateum material here as I continue to work on the main game.
Bird & Breakfast can be played solo or with a small group, and while slow-paced also isn't terribly long. Probably 2 hours at most?
you are an earthworm who aspires to kill god has one principal protagonist, but can be played with any number of players cooperating to run them. It lasts somewhere between 15 minutes and until the end of time.
Initiative is more of a tool than a proper game, but in terms of time commitment it's probably a little shorter than your typical combat encounter in any other game. It supports three players and a GM by default.
Explicit Course is a party game, and as such seats as many people as you can convince to tolerate each other, but probably isn't fun with less than four. A round will probably take about 20 minutes, but the fun's in the time spent talking afterwards and it can easily be run a couple times in a row.
Lastly, A17-Q Declassified is a tormentous exercise in boredom, and should not be attempted unless you have way too much time to kill. It supports up to six players, but I suspect there's probably not six people on Earth who would genuinely enjoy this game beyond laughing at the concept. I happen to be one of those people. If you're another, please, please god get in touch with me.
Blond. Jake Blond. The prize jewel of The Agency, a superspy so talented that world powers quake in their boots at his name. He’s the keystone to our international peace, the greatest tool in our arsenal, and possibly the most important human being to ever live.
The problem? He’s useless sober.
hey everyone! Rath here, posting another little RPG. this one's a two to six player game where a group of handlers try to manage an extremely drunk secret agent. you'll try to balance his level of inebriation to keep his superspy skills up, all the while using your unique skills to try and distract him from running off and doing something stupid, or just passing out in the middle of a firefight. i had a lot of fun putting this one together, and hope you enjoy. it's free, so go check it out! https://rathayibacter.itch.io/double-bro-seven
Heyo! I've just published my second game, a 200-word tabletop RPG called SWEAT TEARS BLOOD. It's a melancholy game about a final showdown in a deserted town, where the act of crafting the narrative of your characters is inextricably linked to the combat mechanics that will determine who gets to walk away from this shootout. It's free, you should check it out and let me know what you think!
https://rathayibacter.itch.io/sweat-tears-blood
Thanks! It was definitely a challenge, finding the right mix between brevity and substance. Eventually I settled on a really simple rules system without a lot of built-in depth, but a lot of variety in characters and quests. That way players running it as-is find themselves doing interesting things each game, and anyone taking inspiration from the system for their own games gets as much interesting material as I could fit.
Hey y'all, I'm Rath. I've been making tabletop games for ages, but WINTERGREEN is the first one I've shared publicly. It's a tiny tabletop RPG designed to fit a ton of ideas entirely in a tin of mints, alongside all the dice it needs. I'm gonna be releasing three more flavors over time, and while they'll all have different themes and focuses they'll be cross-compatible and each expand on the world presented in the others. I'd love it if you checked it out!