Matthew Andre

Matthew Andre

@gugg.bsky.social

My blog about ttrpg layout - https://matthewkjandre.blogspot.com Malazan hack and Necromancer path for Grimwild - https://matthew-andre.itch.io

291 followers1.1K following874 posts

A mid 30s lady with her father in the thrift store said "ooo an anime mug! hmm I don't recognize it." I picked it up after to check what it was and my soul got struck by lightning.

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A mid 30s lady with her father in the thrift store said "ooo an anime mug! hmm I don't recognize it." I picked it up after to check what it was and my soul got struck by lightning.

And then I went to another thrift store and my friend pulled this from the t-shirt rack. A day in which I get progressively closer to the bottom-most layer of hell

Grimwild was recommended in a reddit thread for somebody asking for OSR-style play, but without the trad mechanics, and I'm so happy! My view of the game has always been it's a representation of the grognard who ran b/x long enough to have their vibes so locked in they don't need the rules anymore.

Like you have your 10,000 hours as a fantasy/D&D expert and you understand hard rules and procedures don't do anything but prevent you from running the game how it needs to be run

Though, kind of against that note, we did add a bunch of optional rules and procedures to Community Edition to further bridge Grimwild and OSR play. Why not both, right?

Matthew Andre reposted

the academy at bleake hill is some of my favorite writing i've ever done for anything, period — it was a really unique challenge and it was an honor to get to work alongside so many talented people to make it possible. you can preorder it physically now! rowanrookanddecard.com/product/wret...

rowanrookanddecard.comWretched Domains: nine adventures for Hollows - Rowan, Rook and DecardScour nine repugnant micro-realities with sword and shot with this set of Hollows scenarios.

I found out two things when I went to vote today: 1. We have a communist party 2. The local MP of my communist party is named Pepper Saltman Secret 3rd thing: I'm in a Hideo Kojima game, please help me.

ALL CITY MODULES MUST BE PLAYED!! LOVE CITY MODULES!!

Hilander RPGs [Jason]@hilandergames.bsky.social

Fletchwind is live! 56 pages of tools and adventures for cities, statted for Cairn 2e! This is a massive collaboration between 10 OSR authors, editors, and artists, check it out! www.kickstarter.com/projects/hil...

Matthew Andre reposted

This was such a good time. Give it a listen!

James Wallis@jameswallis.bsky.social

The Ludonarrative Dissidents livestream is live! And we'll be joined by Meguey and Vincent Baker, the creators of Apocalypse World and PBtA! Click now! www.twitch.tv/RossPaytonRPPR

Some people say pbta ttrpgs feel too structured and rigid, and I had a thought about why. I don't think it's that actions call for specific moves, but rather that moves often have specific listed consequences/outcomes tied to the specific action and specific character who performed the action.

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And we can see this in other FitD games, when players act with a countdown/timer clock running, or a resource clock, or the common advice of making a move off-screen. The action a PC undertakes is not directly tied to the consequence the GM delivers. Playing under that structure is VERY DIFFCULT.

If the player rolls a perfect: They take their turn, but the GM/world/enemies do not If the player rolls a mixed: They take their turn, and the GM/world gets to take their turn. If the player rolls a failure: They do not get to take their turn, but the GM/world gets to take their turn.

Some people say pbta ttrpgs feel too structured and rigid, and I had a thought about why. I don't think it's that actions call for specific moves, but rather that moves often have specific listed consequences/outcomes tied to the specific action and specific character who performed the action.

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Don't worry about tying consequences to specific actions undertaken from that roll. Think about the roll as determining initiative; who gets to do something in the scene. If the player rolls a mixed success, their character succeeds at an action, and now the GM gets their turn to do something.

Often the player rolling to do something is pushing the fiction forward, so consequences often come at them, BUT THIS SHOULD NEVER BE A HARD RULE. The moves I get to make as a GM do not have to be tied to the specific action undertaken by a PC. They only need to be tied to the narrative itself!!!

Some people say pbta ttrpgs feel too structured and rigid, and I had a thought about why. I don't think it's that actions call for specific moves, but rather that moves often have specific listed consequences/outcomes tied to the specific action and specific character who performed the action.

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Forged in the Dark games help solve this somewhat by removing the prescribed moves, and thus the prescribed list of consequences attached. However, the position and effect discussion of each move can falsely bring back this framing of specific consequence for a specific PC making an action.

In Grimwild we sometimes get questions of how to deliver a consequence to a PC who rolls a mixed success to shoot an arrow at a faraway enemy engaged in melee with another PC. The answer I give is: Do what makes sense in the fiction. Maybe the enemy delivers a blow to the PC in front of them.

Some people say pbta ttrpgs feel too structured and rigid, and I had a thought about why. I don't think it's that actions call for specific moves, but rather that moves often have specific listed consequences/outcomes tied to the specific action and specific character who performed the action.

Trad games have turn order. A PC may attack an enemy, but on that enemy's turn it can do something entirely unrelated from the action taken against it. One PC may have smashed an enemy with a great hammer, but that enemy may decide to charge the backline to stop the mage from casting.

Specific moves are very similar to specific actions detailed in trad games, but specific outcomes are very different from trad games. If one isn't used to following the fiction, and coming up with alternative outcomes, the prescribed list of consequences in a move could feel like a very small cage.

Matthew Andre reposted

storygame theoryslop: i've invented a new categorization system to describe all modes of human behavior using one of 8 Valences OSR theoryslop: finally i have proven once and for all that system does or doesn't matter (it depends) trad theoryslop: here's how to replace levels with feats

Matthew Andre reposted

This is a reminder that you can get Pursued, my Breathless TTRPG of fantasy survival horror, for super cheap in this bundle, alongside a ton of other great stuff!

RPG Trader@rpgtrader.com

💀 The RPG Trader Spooky Season Bundle is now LIVE! 🎃 Get 168 modules from 168 different creators, worth a combined $1,112.22, for just $25! Available from 10-31 October 👻 And while you’re there, we’ve got a site-wide sale on most of our spooky games and products! rpgtrader.com/products/972...

I usually don't agree with these, but this one might be true. At the very least, there are certainly a lot of skill issues going on when it comes to people playing/enjoying ttrpgs.

Seraphina Garcia Ramirez 🔜 Metatopia@seraphina.diceexploder.com

For Halloween, I'm embracing my most diabolical impulses. To that end, I've written a player advice manifesto on the One True Way to play games- Pawn Stance. Read it, and be horrified at the lack of nuance. Come fight me about it, if you dare. diceexploder.com/posts/pawn-s...

God bless the UK for giving the world very funny sounding things to say. This ttrpg looks amazing!

Jim Rossignol@rossignol.bsky.social

The physical version* of our award-winning game of backstabbing medieval bastards, FALSE KINGDOM, is also now available on our store! teethrpg.bigcartel.com Do the bidding of horrible pretenders! Tell tall tales! Convert wolves to christianity! All the good bits. *I will also send you the PDF etc!

Voidlight is my go-to sci-fi horror ttrpg! It's simple enough to easily adapt any other sci-fi horror adventures, but has some really smart, tension-creating, mechanics that give it a unique game feel. Absolutely worth checking out, in print or pdf!

RP@rpdeshaies.farirpgs.com

Alright, here we go.. Voidlight is available in print! A little over a year ago, I was out of a job and had some time off, and I got inspired to create a dark sci-fi universe. What started as almost a game on a napkin grew to 16 pages, then 90+.

OKAY WHAT 1. This game looks incredible 2. I can just pre-order at my local game store and not pay 80% more to have it shipped to my house instead of the store 20 miles away? I would absolutely love to see every larger ttrpg publisher start using this hybrid model for non-US customers.

Leon "Used to Be Cat" Richardson@catlinggun.bsky.social

It's live! If you're outside the US, there are partners you can preorder physical goods through, thank goodness. If my fellow Canadians couldn't back it I'd be heartbroken! www.backerkit.com/c/projects/e...

Matthew Andre reposted

#portfolioday

Lur Noise@lurnoise.bsky.social

Hi! I'm Lur Noise; illustrator, concept/2D artist and comic creator. I like drawing machines, architecture and critters, and have worked for people such as Deconstructeam, The Mountain Goats and Summer Eternal ~* #PortfolioDay

Wish more people in the ttrpg hobby knew that the greatest work of fantasy literature in our lifetime has its background as an AD&D campaign that later switched to GURPS. GURPS has done one good thing

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They switched from AD&D to GURPS because they thought AD&D was too silly after they bought a box set that came with a really non-sensical map. They rarely played entirely by the rules of these games, eschewing anything that got in the way of an interesting narrative.

Wish more people in the ttrpg hobby knew that the greatest work of fantasy literature in our lifetime has its background as an AD&D campaign that later switched to GURPS. GURPS has done one good thing

Just two dudes who met on an archaeological dig moving in together and going to the same writing school, playing ttrpgs duet-style in their spare time, watching old cowbow movies, and failing to turn their campaign into movie scripts. Most fun life imaginable (when you sell millions of books later)