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Pockets, Bags, and Group Items

 This is a system I have not tested in real life yet. Perhaps instead of finding an elegant minimalism it creates a papery irritation too small to matter. Time will tell. The Problem with Inventory Inventory is a weird thing in RPGs. The Bag of Holding of D&D fame has always been a fascinating contradiction to me: if you want to play a game where inventory/encumbrance is a meaningful game mechanic then why would you introduce an item that negates it; and conversely if you want to ignore inventory in your game why bother paying lip service with an item that does nothing except negate a rule you were ignoring anyway? The Bag of Holding, to me, signals a halfway position where you would rather ignore encumbrance altogether but feel some diegetic explanation is owed for why you can carry infinite arrows.  Systems that encourage player limitation - you only have 12 slots, you can only carry your strength + 50 units of items, you have to draw on your character sheet exactly where you'
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Solemn and Drunken Vows of Death

A couple of ground rules about Vows of Death They must be sworn before a religious and legal authorities, and witnesses of the lay populace. They must be grammatically and existentially feasible. They must invoke some higher or greater power as guarantor. They must be accomplished within a month of swearing them. You must name a specific, named instance of a person(s) or creature(s) you intend to slay. A glowing sigil will take root in the flesh of your right-hand palm as contract. Striking the named target will deal 20d6 damage. Failure to complete the deed will result in divine retribution by the invoked guarantor, usually in the form of 20d6 damage. Anyone can swear a vow. Anyone.  You do not need to be sober or sensible while making a vow. Throw these in your carousing table if you want. Or not. I'm not your dad.  D8 Vows made while Drunk or Otherwise Come to be Regretted  you wake to a great excitement in the village. It seems you got very merry and woke

Roomless, Mapless, Distanceless - a micro-ruleset for dungeoneering

I am currently running a heavily homebrewed game of Ultraviolet Grasslands with heavily homebrewed rules. Ultraviolet Grasslands, for those not in the know, is Luka Rejec's imminently-to-be-released masterpiece of 'steppe-crawling' goodness. The setting and rules are phenomenal at simulating looong periods of time over looong distances, tracking your party as they make pilgrimage through a psychedelic landscape over multiple timezones. Along the way you might come across Discoveries - strange ruins or settlements of the long-ago forgotten times potentially brimming with treasure and technology. One small trade-off is the rules don't really help with smaller distances and times like meters and minutes pottering around a dungeon. You could just use rules from D&D or another system, but you risk making the game too nitty-gritty and dungeon-centric, and soon you've forgotten about the wild, wide steppe and you're spending eight consecutive sessions hau

Ultraviolet Grasslands

In my anticipation of Luka Rejec's radioactively exciting  Ultraviolet Grasslands , I've written the roleplaying rules-and-settings equivalent of fanfiction. I've made my own rules based off of Troika (via  David Schirduan ) and Moonhop , and I've cobbled together my own setting which crossbred UVG with a few other sources (Fever-Dreaming Marlinko, Against the Wicked City, and Luka's other, as-yet-unpublished work, Red Sky Dead City) and stretched them across real-world Central Asia. My three players were starting waaay to the east, in the City of Flowers on the western periphery of the Empire of Everything. Using UVG's Travel Quests table they established that the Cult of Everflowering Life (the bureaucracy that maintains the computational H.I. (Horticultural Intelligence) of networked flowerbeds, pollinators, and gardens that runs the City) had given them a Letter of Marque to go fuck with one of the City's many rivals out west on the steppe. Come

Class: the Godthief (v1.0)

This class uses terminology that relates to my in-progress homebrew rules. The only thing that really matters is the concept of Luck - which exists as a sort of replacement for Saving Throws (see Troika! for how I essentially use Luck). Whenever the rules expect you to "roll Luck" then substitute whatever you find most applicable - saving throw, reaction roll, spell save DC or whatever. Whenever it asks you to "spend Luck" consider replacing this with a "once per day" caveat or "spend 1 HP" if you're into that. Is this just a rogue with free level-up magic items that have limited battery life? Sure, I guess you could call it that. Godthief You are an acrobatic vigilante, folk-hero, and rake the sort that features in the stories told to kids - the trickster-vagabond who makes fools of the pompous and always bites off more than they can chew. But you're not alone on your travels. You weave the worship of devata - the little gods - in

Golem are imprisoned Djinn

Golem are Djinn bound to vehicles of ash, clay, ceramic etc. to serve a prescribed purpose for a pre-determined amount of time. This Stone Golem is bound to guard the tomb of Lord Alghabhari-Zad for 9,999 days  This Porcelain Golem is bound to invigilate the archives of the Order of Rings for 1,000 years, 100 days, 10 hours and 1 minute  This legion of Ash Golem are bound to hold the palace of Zhang ibn-Qing aloft until the 7th generation of the dynasty is dead This binding is often done by sorcerers, it is never done with the consent of the djinn, who considers it an absolute O U T R A G E This is semi-ironic, as it is the fire of their outrage which powers the golem. The chimenea-like nature of golem heads are vents for their unbridled literally-burning indignation, which were it not so-vented, would cause the golem to explode. This would free the djinn, which would be very bad news for anyone who was responsible for its entombment. Pictured: patio furniture, or the

Omnium Gatherum

The art of Julia Morison, especially that of it which is called  Omnium Gatherum  called, looks like a map of a dungeon, or a dungeon room with a thematic visual aid drawn into the room's space. Like Maze of the Blue Medusa. That is all