Fantastic!
atelier pilcrow
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What are the Lion and the Unicorn actually fighting about? Why does the White King hold court in a dungeon? And doesn’t Director Humpty believe in railings?
New neologisms and borrowed expressions are sprinkled throughout The High Weald of Wabe, or just the Wabe to its citizens. Travellers can continue their quest to meet the Jabberwock, or they can take up any number of causes on behalf of 4 competing factions.
This is the second installment of Tulgey, an Alice in Wonderland-inspired setting and adventure(s) for the Cairn and OSR systems.
This is the first and forever free installment of Tulgey: An Alice in Wonderland-inspired setting and adventure(s) for the Cairn system.
Great for a quick adventure or multi session, all ages can follow Alice through the rabbit hole.
The forever-free edition includes: -12 NPCs based on Wonderland characters -1 adventure and multiple sidequests -11 threats in the bestiary -atmospheric Public Domain art -a delightful glossary from the New Forest dialect of Southampton, England -an index of terms, NPCs, and places
Hi! I’m Michael, @unclevova6 on twitter. I started making ttrpg stuff a couple of months ago and found there was little to no information on how creators can promote their stuff. As a player, I found it very difficult to discover and learn about products that interested me. I put together a little survey to try to learn more. Please let me know if you have any questions/concerns. The survey is found here and takes less than 5 minutes. Once we have some results, I’ll post discoveries back here!
Taking on the larger corpus of John Wyndham was a good stress test for Pilcrow and while some aspects of the adaptation were made easier, creating a coherent story structure was impossible. The result was a sandbox 24xx game Cozy Catastrophes with vague prompts. This also opened up the universe to appeal to both fans of Wyndham and those who don’t know he exists.
The next step is applying the system to a larger single work and codifying the System(tm). Then we can start playtesting. If you are interested in playtesting, please comment below.
Pish Tush Jumped is the first game to use Pilcrow SRD principles for designing a ttrpg from a work of literature. Using the Breathless system (CC BY 4.0) for core mechanics it is a proof of concept of the Pilcrow System.
When you carry the light of hope within yourself, you rely on no one else for your path and happinesses. We may not always feel that way, but this game gives us a reason to feel it for a short while. Spoiler: The fictional light of hope lasts longer than the game does. I think it is because I willed it into existence, and the endgame is not sufficient to snuff it out. Bonus for the great art. 5/5 bright futures
Game Poems? Maybe. I don’t think English has a word for what this is without resting on jargon or vagueness. More encompassing than a game; more art installation than poem. This will be coming with me camping and we’ll see what it could be called framed by a small wilderness fire. 5/5 skeleton 6-packs
A great little mechanism with a noble goal. Unsurprisingly, the prompts have great relevance and some are easier to answer than others. While the subject matter is heavy, the simple fact that a side is striving for peace, well… peace is one thing we can’t have too much of. 5/5 conference room tables
What an elegant way for someone to enjoy a setting or world without getting their hands dirty. The accumulated tales would be a very fruitful medium for imagination. I could also picture this as a great session starter or ender, where players can take turns mythologizing their past exploits. 5/5 tavern coasters
Quick to read and understand. But the clean, spacious layout is deceptive. There is an incredible depth to this concept. More than a journaling exercise, because the concepts of isolation, despair, deprivation, and powerlessness are ofter very real parts of everyday thought patterns. The options for playing with others are fantastic. 5/5 Johnny Castaways
This is a fantastic read. The stat block is very well-thought-out and seems like it would help keep roll outcomes tied to the theme and the overall goal. Not to mention, sales support a very real hope. Judging from the cover art and the concepts, this will be a fantastic finished product. 5/5 beacons of warm yellow light
Hi! Thanks for the feedback. I will see if I can’t make it clearer.
- With endless attempts, there is no need for strategy and IMHO wouldn’t be fun. If the picklock can’t guess within x rounds, the attempt is failed.
- With 3 or more physical dice, the picklock has to decide which pindie position they are attempting on a die-by-die basis. In secondary rounds, this can be part of the strategy.
- For example, 2 pindie are hidden from the picklock (a, b); since neither die rolled open a pin, the picklock can guess either pindie a or pindie b. This corresponds to an IRL lockpicker *finessing” the pin to get it into place.
btw I really like how your procedure handles time passing