#Blood Money: How to Run a Mercenary Campaign
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precise dollar values in BM dont really matter that much. what matters is rank
theres a few other homebrew things I use manna for
I like when currency is in the order of 1-20 units
You'd also need to account for giving players the manna to actually level up
primarily spaceship upkeep and supplies (homebrew, they have fuel and supplies so they cant sit out in the corner of space and do downtime actions away from any real danger)
(I think that Manna leveling would be more common if it was supported by Comp/Con)
tbh I mostly level up on milestone
my campaign is a horrendous egregorian monster
I started it before I owned the core rulebook š
yeah i cant help with that lol but it sounds like youre used to using duct tape
so i have faith in you
I lot of what im complaining about is honestly just issues where i've either
- shot myself in the foot
- duct taped something
- had to retcon a previous decision
but yeah thats everything ill get out of your hair now thanks
gun to my head, if i were to mix BM and long rim, i would still keep them separate. pay ou blood money jobs as per my book
oh yeye
then at the end of the op, players get a "bonus package" that is, in essence, the long rim manna system
im switching entirely to blood money mechanically
would have to fudge some numbers but should be fine
tbh I dont think it was
no shade on the writers here
entirely thought out
-# long rim I mean
what, long rim manna?
yeah
yeah i hate it
i dont think its all that interesting and it kinda falls flat of the whole power fantasy
plus its, by report, very easy to abuse
which im not necessarily against but it is funny
yeah
as previously mentioned I brought in my spaceship supplies and fuel to try and stopgap the abuse
The humble John HASE Everest
I love that, actually. a convenient part of post-scarcity in Lancer's default setting is that you don't have to deal with money. If you want money back, it's going to be more interesting if you also grapple with scarcity
Yeah
weeks away from any union planet or station
feedstock is stored and has to be rationed (as supplies)
and fuel cannot be simply converted, it is instead its own thing
they can turn feedstock into repairs and full repairs, or into items, and generally use some in ship maintenance
-# although my game actually takes place in the titanfall setting but im using the equivilents š
the thing I like and will keep about Manna from long rim is that the cost of living is about 1 Manna a day - ties in nicely with the origin of the word
unfortunately it has to be increased for BM š
I“d scale other prices to make military expenses appropriately outrageous honestly
you can still live on 1 manna a day in BM you just need a bit more to buy military grade munitions
oh god union has the US military complex
oh mb
my perception of mercenary work in lancer is in line with mechwarrior, in that the jobs you take on earn you an exorbitant amount of money but the vast bulk of it is put into the expenses of running the kind of operation you have to begin with
yeah thats fair
Merc jobs pay one fucktillion money
Unfortunately Merc overhead costs one fucktillion money
This is why Mercs are perpetually broke
Food: 0.25 Manna
Data: 0.25 Manna
Rent: 0 Manna
Military Grade Munitions: 10000 Manna
Utilities: 0.5 Manna
someone who is good at economy please help me budget this. my family is dying
lmao
spend less manna on military grade munitions
When you really need that extra shock knife or 10
you just keep taking jobs until your last heist (after which you scrap your mechs and ride off into the sunset) pays enough to buy a private island on Carina
Are you already living underneath a bridge
most worlds have flowing water
just get a filter toob⢠and you can cut down on utility costs
and food? okay yeah buddy your just lazy it literally walks around and gerows on the ground
there we go already 0.5 manna saved
thats another 1/10 of a bullet
Bro really went for all the efficient and economic options for everything else just so he could spend more on boollet.

not a he, but I was trying to divvy up the 1 Manna/day number
More so referring to Mr. GM but I see ya bro.
I've finally packaged the companion app so it can just be run as an executable instead of requiring pulling of the repo - will add this to the repo later but here it is now for those that want it o7
This release marks the beginning of packaging the app as an executable! Will be continuing with this going forward.
Normally I'd note what's being added this release, but instead I'm ju...
(this doesn't remove the need to portforward or reverse proxy it)
Absolutely incredible. Genuinely inspiring me to figure out how to host this for my upcoming sessions.
sick!!!
Am I still able to use Zrok to share it to my players?
yah :>
Just means it doesnt have to be run through terminal via npm start or anything
actual passwords now! You can (un)fortunately no longer just navigate to /admin to bypass password requirements https://github.com/Shteb/LANCER-Bloodmoney-Merc-Board/releases/tag/0.6.1
edit: updated the link after hotfix, all good now
So I'm a little confused, I've never really messed with this kind of thing before. What steps from the read me do I still need to do to run the program? Do I still need Node.js and Git?
oh shit good point, I need to update that - in case anyone else reads this,
steps to use the companion app:
- download the zip
- extract to a folder of your choosing (preferably empty)
- run the executable for your operating system
- read the prompt on the terminal that pops up
- (optional) port forward or reverse proxy if you want players to be able to use the site too
Thank you, I thought it was supposed to be that easy but wanted to confirm that I was simply having an issue on my end
So I'm encountering an issue with Windows 10 where the terminal appears for a split second then shuts. I've been trying to run as admin so it's off to google to see if there's any settings I might need to mess with.
ahhhhh dammit alright that's probably my doing, lemme troubleshoot
hobbyist dev putting software out there for the first time doesn't properly test their release, more at 11
Wasn't your fault, I broke something - fixed š v sorry about that https://github.com/Shteb/LANCER-Bloodmoney-Merc-Board/releases/tag/0.6.1
No worries, my assumption in tech is always that I'm at fault but I try to report what's happening just in case.
big thanks for reporting as things went wrong, I'd have just gone to sleep with it broke otherwise (ā_ā;)
You're welcome!
Aside from modifying the github clone itself. Is it possible to edit the currency name and currency logo?
There is not, though I'm happy to add that to the list? :>
That would be lovely if it ain't too much trouble. <:3
Though I do have a question. If I make two separate folders and copies, and I run each executable differently. Would each of them be different?
Yup, their data is stored to the data folders that the executable is lauched in - as such, you can have a bunch of them in different folders if you need
Glad it's working out, I was almost going to store to appdata but got lazy and it seems to have worked out š
Yeye, now I just need to figure out how to reverse proxy it so that my players can access it.
Another update, this time with a fully interactive reserve store! Thanks again Pigsriot for allowing the use of the BM reserves in this :>
Oh also, I asked already regarding reserves but wanted to ask for base stuff too - @unreal coral would I be allowed to include the various base modules and upgrades directly in the app?
Also quesiton for you lovely people - how would you run base upgrade/minor facility demolition? Do the players have to pay to remove a Minor facility to make space for a new one? Is it free? Do they get money back?
hiii, terribly sorry to bother you, but is this update available as source code yet? i'm just seeing the built release, and while git tells me it's 0.7.0, it also doesn't seem to actually pull anything?
Ah yeah I haven't mirrored the code over to that repo yet - will do so later today if that's good by yourself? :>
perfectly fine, thank you!
honestly the program is already very very nice as is :D
very good work, and seems to work perfectly fine even through a bit of a convoluted reverse proxy system
V happy to hear C: Am currently working on the base management rework which, once done, should pretty much round out the primary features of the app
Glad to hear reverse proxy stuff was manageble btw - I should probably add some links to some into the README
(im)patiently waiting
Yeah thats cool! You have my blessing
And that's 1.0! With Base Management fully added, I think it's pretty much minimum-viable-product now. Still taking ideas though so happy for suggestions to be pinged my way :>
Link to release here!
very cool shit stebb
thanks again for making this, im very gratified
what a cool device!!
v happy with it myself, doubly so that you and others like it :D Eleonor has already pointed out to me that this'd benefit from time gated Job voting so 1.1 will be on the way soon im sure lol
I was poking around with it over the weekend, I love it, have to try the new one.
uhm
would there ever be a way of using it myself without having to check through ports and stuff
im technologically illiterate
like monke
The main use of ports and stuff is to have your players directly interface with it
If you're just tinkering with it yourself you don't need to do anything except run it
And if you do want players to connect to it, a reverse proxy is your easiest bet like:
Run instructions for yourself are at the top of the readme :>
which in heinsight, I should probably include in the zip
thanks
Is the Custom Currency changer in the works? <:3
And this right here is why I'm now keeping a concrete list of features to do (i fogor)
Added it to The Listā¢, thanks for the reminder xP
So this may be a bit of a silly question for those who know but I already do port forwarding for Foundry, would I use the same address but change the number behind the : to 3000?
And do the players also need the program to access the board?
- same address/ip, different ports
- no, it's just a website
Thank you
I got mine set up, thanks for the hard work stebb
If you're a fool like me and still have McAfee you'll have to tell it to stop trying to quarantine the program 
(also just verified this works with ZeroTier as my port exposing method)
Oh, do you have it open 24/7 for your players?
I've only just gotten it up, it'll probably be off when my computer's turned off
Companion App 1.1.0 release!
This update cleans up a bunch of visuals and adds some QoL to make usage just a bit smoother.
Notably for @nimble barn, you can now change the Manna currency icon :P
Absolute fire
Can't wait to try it home later and make a copy for my campaign.
I made the worldbuild+system mistake of renaming the currency to something else so I should be able to edit the Manna name and icon for me campaign.
:]
Free, far as I can tell. Wouldn't use it for a pickup game though, since it requires all your players also have ZeroTier on their device
Yeyeh is campaign use
I'll have to check, but I actually don't think manna is mentioned anywhere in the app player facing side - it was just the currency icon I had to change xP
Oof then Manna currency name with fancier icon then might be what I see later when I get home.
just checked, there are in fact 2 remaining mentions of Manna - patch later today tomorrow will fix that :P
Aaand I reckon that's feature complete - have fun people :>
Job Voting in da companion app (this is a link to the release)
You can vote on jobs! We love democracy achieved through hired muscle
Also big shout out to @sage comet for adding Docker support!! :> ā¤ļø
Sudden idea for indentured servitude type merc gang with a Rank 3 reserve
Your debt is paid.
Freedom is yours.
:100,000M```
Enter the narrative trust fall game of the characters not cashing in eachother's bank to get themselves out
i was toying with the idea pre-release of having achievements that were kinda like this
but i never got around to doing it
on the plus, system you've built is evocative and tight enough that coming up with them ourselves is lovely ā¤ļøāš„
hell yeah!
the docker stuff is for folks that donĀ“t want to deal with port forwarding: this way you can deal with web hosting instead! š
I wrote a mini-guide in the repo (https://github.com/Shteb/LANCER-Bloodmoney-Merc-Board/blob/main/docker/RENDER_README.md) on hosting the dashboard on online services, basing it off Render (which has a free tier, and an easy UI).
This gives an app that is published on the web (and that can then be embedded as an iframe in apps like Miro or Notion) and can be accessed from anywhere.
Only hiccup is that the free tier in Render goes to sleep after 15 minutes of inactivity, so the first visit to the page is a bit sluggish. But there are workarounds for this, also described in the guide.
(There are a million other web hosting solution out there, i just picked the one that I thought would be easier to setup)
a docker image makes it a lot easier to configure all my stuff in a single compose file and rev proxy config
1.3.1 already, got Lupo thank for this cool one :D Got native Render hosting support and Admin notes to store your secrets!
looks like it resets to defaults if the render host goes to sleep, that or I did something horribly wrong. Does one of the other hosting options solve this, or is it better to just use one of the keep-awake options?
holy shit we have docker images now
how did you spin up your instance on render? (npm, docker, render blueprint?) I“ll try to replicate on my end.
As a temporary fix, you can setup a regular ping on uptimerobot and have the app never go to sleep.
Docker. Went through the new>web service>public repository pipeline.
little update: I thought it was a permission issue with writing data to the setting files, but the reason is that Render“s free tier that doesn“t offer ANY persistent disk space. Was not aware of that.
IĀ“ll look if I find an alternative that offers some form of permanence and a reasonably simple deploy UI - hoping I find the goldilock IĀ“ll update the guide accordingly š
How'd Vercel do maybe? also Github pages or Cloudflare pages?
Was looking into Vercel right now š the free tier is serverless - so has kind of the same problems as renderĀ“s free tier. Github pages only allows static pages, so no nodejs - Will look into cloudflare later.
That's about what I figured; I was reticent to use a pinger since if that or the hosting service fails, it would also reset things go square one. Really appreciate the work you're doing looking into hosting solutions, though!
the winner might be Azure - free tier with 1gb storage and 60 minute of active cpu time per day. a bit more to configure than Render, but not too much. Found it easier than Google Cloud. I tried breaking the instance, forcing it to go idle, deploying from one image and switching to another, etc -- and it kept my settings and data, so it seems to work. Will see tomorrow after a long idle time.
main negative: Even for the free tier you need to give a credit card though, hope that“s not a deal breaker for most folks. But the other main alternative for free hosting with a bit of storage, Google Cloud, also has the same limitation.
Will write a small guide during the weekend.
Thanks a bunch for looking into this and writing the guidea/infra š
Random intention thing to check regarding with how the pricing for rank rewards goes (specifically referring to the blood money board by stebb!)
Is each job payout per player or just for the whole team? I only ask because the book advises that one job should give each player enough money to afford the same rank of reserve each, and the example jobs are very low for that bracket (but I could just be misunderstanding)
I am 99% sure itās per player
I think pigs answered on reddit that payouts are per player
Ah yeah, the example stuff is very much "this is what it might look like filled out", I should probably have something a little more concrete š
With regards to displayed pay, because the GM has to manually pay the players anyway I advise you run the job listing pay as you feel is clearest to your group - I thematically opt for the listed pay to be interpreted as group pay, divided among them to sell the whole "Merc company gets paid, you sort your cut out among you" thing, but that doesn't actually effect how much they're individually being paid :>
As for whether recommended payouts from the book are meant to be split or not, see other responses above and [pigsriot's official](#1359607476001050634 message)⢠o7
In the campaign I am setting up, I do rewards per player, with the company itself being an extra player taking his share. The base upgrades are paid from the company account. To account for that i'm going to set up rewards on the lower end of the spectrum.
This is because it's an open table, where pooling resources for vase upgrades might affect regulars and occasional players very differently.
A headsup to anyone that was a bit intimidated by hosting or portforwarding before - @sage comet has written up a lovely doc detailing how to host on Azure for free here - will add pictures later but I think we've managed to babyproof the instructions c:
I'll happily test this out for you to see how the instructions go!
Let us know if it goes well! (or wrong!) š
Just finished option 1! It worked super smoothly!
Although I've used azure web development before, I think step 19 (specifically the volume mounts portion) might be better formatted to be clearer for people who aren't as familiar. Is there the possibility to maybe add the entries as an image, just to make things clear as to which segments go into which box?
Oh great catch! I think I borked the table formatting, will fix that - super happy to hear it's worked though! :D Ty for test run :>
I imagine this is a little clearer :>
Confirming that its per player
If a job rewards 1000m, everyone gets 1000m
This sounds super fun, I'd love to hear how it develops
Yes!! Much clearer, thank you!
I like the operation system, but one problem I think that it creates is that it makes Downtime a lot more scarce, and devalues a lot of options that players can take during it.
I know some modules have players do multiple downtimes for long time skips, but I've never felt quite satisfied with that, lot of my players feel like the run out of things to do
i didnt garner downtime as being scarce
it happens along more or less the same pacing as vanilla
i do agree that the shop devalues the organic gathering of reserves, which is the chief function of downtime actions in the book
but thats fine, im content to kill that function
and its not like you cant use your downtime action to score reserves on the cheap anyway
my players did that plenty of times
the trick to downtime is to ignore the downtime actions as stipulated in the book
rip the pages out, burn em in a firepit
"get organized" okay how about get fucked
what is your character doing? how are you spending your R&R? what are your hopes and dreams? paint me a word picture
We have very different opinions
Literally my favorite one, love my little crew
Though that's where my Iconic is, so maybe I'm biased
after a few smaller campaigns my players eventually ran into the same problem you described, which is they just kinda looked at the options available and went "well we've done a lot of these"
there are some that are practically useful but overall they felt like they had to jump through too many hoops to sync their roleplay goals with the actions described by the book
and i agreed, so we ditched em
like i get the jist
1-9 failure, 10-14 success with caveat, 15-19 etc. etc.
this aint my first rodeo
i can take it from here lancer, ty
I'm referring to the opposite problem
There so MUCH they can do they default to just getting another reserve
oooh i see
In my original Merc campaign, we had multiple Get Organized groups running around, one was a union one player put together that became the combat crew of their ship once they evacuated
The other was the Subaltern crew that the Horizon-oriented crew member unionized
I was actually disappointed there was no way to fit them into the Blood Money system, I guess I know why now
in a lot of ways blood money is one big Get Organized action
On the other hand, maybe the shop would make using downtime for narrative reasons more appealing
Maybe I'll run downtimes as a mirror to operations, as a clock
Narrative consequence of job or otherwise, then downtime
yeah! thatd work
Ooh, got a name for it, the Aftermath Clock
Tick one, deal with narrative consequence (good or bad), then the players can have downtime, then repeat
Or I can use it to set up moving parts for the next operation
My campaign's finally into the "open world" (read: Merc Job Board) section of the game, huzzah
I have a ton of individual factions in this system due to the local political situation but I probably should make some of them allied to others (and view the team favorably if they helped their allies) so they don't have to relationship-manage 14 different unrelated groups when they move from planet to planet
How many factions do y'all use in your games?
5 proper factions tops - though I track some npcs within factions that have more power (eg. intelligence division head may have their own agenda and the means to move without the company taking notice) so maybe absolutele maximum 7?
I think I personally would try and keep inter-planetary factions to a minimum too, as I think I enjoy the idea of a conflict being largely isolated to a planet
Just 4 for me
seven public, plus a secret one that won't really interact with BM systems unless the players seek out working with them
I'll probably keep lumping smaller factions together into allied blocs, sounds like
planning on 3, but each 'faction' represents a bunch of different interests
like the pro-Union faction in my game includes actual pro-Union insurgents, UIB glowies trying to aid them, and Harrison Armory fuckers supporting the guys that will most directly fuck over their enemies
Beginning with 4, two actively at war with each other, 2 more side-plotty
Same here, I have a corpo fighting some religious extremists, with criminals and a NGO in the middle
(Altho my table is built to have no good guys - except for the Union-backed NGO)
So I wouldnt call it best methods but about...
-# well theres the IMC and its three factions... then the militia and its three... then the horus cultists... and the communists...
yeah about too many to absolutely ridiculous (about 10 rn, not all of them are fully represented or interacted with but do exist)
This talk is making me think it'd be useful for GMs to be able to hide or disable Factions in the app š¤
I actually WOULD appreciate that feature, didn't think of it!
I am not gonna attempt to accurately represent the political situation on the planet with 100 different countries and a flashpoint based loosely on the Syrian Civil War 
Could be the same setup as jobs and shop items, where admin can select which one are on display at a given time? (Could be re-used for NPC or other classes of assets you might want to integrate down the line)
@unreal coral Salvage Corps is 1/job right?
Y'know it probably should be lolol
Let's say 1/scene, give the multi star jobs more incentive
Gotcha thank you
Finished reading Blood Money, and while all of it is super good, I think the thing I'm most excited to use are the Knights of the Sterling order; that's the exact kind of bullshit my playgroup loves to hate
I did have one question that I might've missed the answer to, but are faction reputations intended to not change if the players take jobs that directly fight them?
Yeah I figure it probably depends on the context of the job/values of the faction
figure this: larger, more powerful factions (like union, the big four, etc) are professionals. they know how the game is played, they know that mercs go to the highest bidder
theyre probably more inclined to forgive a company that takes jobs against them, esepcially if they do good work. after all, they may be able to hire them later themselves
they wouldnt want to burn any bridges
but smaller organizations like local militias, pirate bands, etc. those that lack those titanic resources?
they may take it a bit more personally
a running gag in my blood money campaign was "All's Fair in Love and War*"
with the asterisk
it was actually never fair and everyone always took everything personally
despite constantly saying that they wouldnt
makes sense
I wonder if this could tie into the players' Tier / LL - assuming one would also assign Tiers to factions - in some way like bigger faction cares less or not at all about smaller factions acting against them, but as you get more powerful and have access to better gear and more exclusive licenses, they do start caring. Maybe also the big 4 don't like you using their own top of the line equipment against their interest..
There's something to be said for a "Theatre Rep" track, with carry over between the various conflict zones your players might visit
Though it'd basically be putting a number to an otherwise entirely fiction based thing, and you could pretty easily say this is already tracked using Factions as a whole
there's a lot that can be borrowed from Band of Blades as well, if you're interesting in faction dynamics
How much does an increase in LL mean in universe anyway? My personal impression was that the crew of mercs/UDoJ pilots played by your players are super-elites out the gate, and so LL's translated to notoriety rather than an increase in qualification per se. Something for a group to decide for themselves certainly.
copying this into my notes for later tbh
May I have access to this if that is fine with you.
Absolutely, I keep forgetting it's not just public :P
It's slightly out of date, my main branch has had a fair bit more tinkering which I'll add soon but nothing game changing (I think)
Thanks!
After trying out the companion app, I'm loving it, and my players have had a lot of good comments on it. I think it's really brought a level of immersion that my players are vibing with.
I do have a couple of questions on design intention, just to assure I'm using the website correctly.
- What is the intended use behind pilot-related jobs? Is this for any/all jobs a particular pilot goes on, or moreso if they are going on individual missions or missions specific to their characters?
- Is the intention to delete jobs from the listing after an operation is over? With each part of an operation typically having an option for four jobs, I can end up seeing that stacking up quite quickly in the listing.
- Jobs are in states of pending, active, ignored and failed/completed. Is the intention for pending missions being future missions the GM is setting up, and active being ones they can choose from, or is active the current mission they are on specifically? I ask because the missions have to be set to active in order to vote for them, so wanted to check for the correct interpretation.
What are tier 3 reserves supposed to be?
I intend to use a rotation of the vast array of exotic gear I have from Lancer modules, plus the specialty licenses from Suldan
Looking at my comp/con, looks like I have ~50 pieces of exotic gear, plus the 15 specialty licenses
I'm glad to hear you've found it cool! Thanks for the comments, this proves I need to make something resembling a user guide. To address:
- Pilot related jobs lists all non-pending jobs that have passed through the board while they were active.
- Only "active" jobs appear on the board to the players - any beyond that stage only appear in history c: On the job management tab, theres a "progress all jobs" button which will make all active jobs ignored (any other results need to be assigned before pressing this), and will make all "pending" jobs active (visible to the players on the board)
Lmk of any other questions, will be useful in assembling a guide c:
Got it! So for voting, because it seems you can only set active jobs to be voted for, do I need to set all the jobs that the players should be picking from to active?
And in regards to the pilot related jobs, should that mean I assign all jobs that they participate in to them?
(I'll also ask my players if they have any questions regarding the site - we do session in an hour but just in case anything comes up from the player side!)
Yeah that's correct - active jobs are the ones available for picking, or "active on the job board" as it were c:
As for assignment, the "progress all jobs" button will assign all jobs that move into "Active" from "Pending" to the currently active pilots, but you can do so manually too and that'll attach it to their history c:
Hullo, is the roll for green squad naturally made at +1 difficulty at tier 1?
Reads as that
yes without any upgrades, green squad always has difficulty
dont get attached
ESPECIALLY dont name green squad leader, and buy them drinks
and give them a nickname and talk about their sweetheart back home
and whatever you do
for the love of god
dont make plans with green squad for "when they get back"
do you WANT them to die???
(im just kidding, do all of these things, theyre very funny)
Hahaha
My GM is like okay if you want green squad, we will give them hella personality, and if they fucked up, you gotta rescue them, deal
and I said deal
thats badass
that said if we scan a lot, he said he will give us some discount by allowing us to recruit existing NPCs who might be open to the task
yep, Tanoshii is full of cool ideas
the reason why we are even considering green squad is not for money, but he made like 100 pages of worldbuilding doc showing us how terrible the state of the system is
so I wanted green squad so we can double the help we can provide
don't even want the money
yes!!! excellent
i dont think green squad is even cost effective
but its super fun.
youre paying for the experience
it would be super handy to have another team where/when we face a burning orphanage to the left and a burning maternal ward on the right
He might figure out the use for a legal team even. Right now I look at all our jobs and I'm just like why do I even need the legal representatives base upgrade when a lot of these seem borderline black ops
our lawyer might as well be a recorder that continuously repeats "We are looking into these alledged accusations and monitoring the situation. No comment."
lmfao
every purchase of the legal team upgrade comes with a free on-site therapist to help your lawyers through the massive amount of job stress
So I'm re-reading page 54 where it talks about a first session; is the intention to have that meeting with each faction Liaison happen during the first session, and then that first session ends with choosing a job?
thats precisely what i did, but its really up to you
you can absolutely slow-drip the liaisons if you want
i front-loaded it so that players were better informed as to their job choices
but i think itd be really fun if you started with, say, two factions
and then as the campaign went on you introduced more
thus adding more diversity to the job board as it goes on
OR
another fun idea
you can have job offers from all factions at the start
but not offer liaison meetings with all of them. like, say, minor factions
so players would be like "can we trust these guys without meeting them? what are the risks? how do we know who we're working for?"
thatd be fun friction IMO
then itd be up to them whether they pursue an official meeting
Thats probably what I was going to do when I run mine; adapting my old Mercs campaign, most of the jobs were either for a solitary faction or were one-offs
Early on there was a job from an anonymous posting that involved stealing from a Harrison Armory transport ship to steal medical supplies
Other times the players met the faction leader after they chose their mission
And other times, they just had their contract bought out by Union
Once, as a "we need every gun in the system pointing that way", and the other time as "since you brought us the data, you get the exclusive contract to defend the Far-Field team"
Might be fun to have the first session be faction liasons arriving at the merc base to pitch their missions, but halfway through the negociation a 3rd group bursts through and tries to assasinate the liasons. The players then have to choose pretty quickly who to support initially. Also serves as a reason reason for why other liasons might not want to meet with the mercs initially.
thats very cooool
oh no now I'm imagining that shitty mobile game trope where you start with a base that's destroyed and get told you need microtransactions or whatever to rebuild it
realized i forgot to have my group meet the commander/liaison for the house company that hired them after they had already signed up, so instead they're meeting him while he's cracking skulls at the front of the encircled army they're arriving to bail out lol
badass!
so, update on my blood money open-table campaign:
- foundry, game server, and networking all configured
- central conflict declared (needs plenty of elaboration)
ive been focusing on getting the damn game server up and running for a few months bit by bit and it's finally ready
im so damn happy. i made a massive todo list for this project and we're past the halfway point!
just picked up blood money and it looks awesome!!! really lighting the fire of finally starting my MSMC game in me
mirror smoke mercenary company headquarters casually constructing a pigsriot shrine for attracting so many pilots to the company
Awesome!! Thank you for buying my book
The 624th Riot Pigs are a famous detachment in the dawnline shore, known for their strong camaraderie and workmanlike professionalism. They were wiped out in 5012u after eating some bad sushi
We only got BM after being part of MSMC in the previous campaign. But we wouldn't have had the chance to use the base building materials as our base was a joint venture amongst 4 corps (5 cuz Horus was somehow in it as expected).
We had nowhere near the power to petition for what would be built, instead was just relegated to an extra detachment that any corp could contract to improve the odds of their mission.
Funnily enough since we got core bonus as reserve based on the corp we help, the whole game we grew cozy to HA only. SBD and Heatfall too good
By the end of the game at LL12 my char got all the cores he needed legitimately already so he just pointed at the HA captain who gave him core reserves previously and said "I want you"
lol i was also thinking of setting my game in the dawnline shore... maybe a central space station so we can bop around to different planets as needed...
No MSMC for me this time, my gang is running a SMALL INDIE MERCENARY COMPANY founded because the team survived an illicit smuggling/cargo insurance fraud scheme that assumed none of them would survive
MSMC and, uh, Wagner Group in Space are rivals or potential subcontracting opportunities
Hmmm... I need to think of an excuse for MSMC to subcontract to freelancers. They're the lowest-bidder merc group already so subcontracting seems like you'd be paying a merc that's willing to work a job for less than your already rock-bottom asking price
Maybe they got overbooked lol
Its simple. We are the MSMC Green Squad
I won't get attached 
Its a healthy attitude considering my 3 repcap DH
MSMC, comes with the legal team base upgrade for free
i would unironically allow this if my players argued for it
I will give it free if the players successfully manage to press-gang a lawyer
I mention it because MSMC is always supposed to deploy with one of their crack lawyers
Or at the very least have them on call
My MSMC campaign had a lawyer. He was very occupied with important things like feuding with his soon-to-be-ex-wife, and pawning off parenting his kid to the detachment manager, whom he was weirdly attached to
I mean, from the lawyers Ive known, that's pretty normal
Who told you that you were allowed to make my Dad an NPC in your campaign :/
my notes for my eventual msmc campaign say i should name my lawyer "sol badguy"
Clearly they should be named āLuna Maladyā
Are the other half Luna Evildame
I was reading through Field Guide to Castor and Pollux, really liking it. One of the things it has is a new set of downtime actions for obtaining and upgrading a small ship to house the players; I made a list to use in my campaign for mapping each upgrade you can get to a Blood Money base upgrade that will transfer when the players narratively get access to the base
For example, there's a medical bay upgrade players can get on their ship, it will count as the Med Bay facility before the base, and after the base when players get access to the full ship, it will act as the medevac upgrade to the med bay
dope!
I'll post it when I get home, there's a few oblique conversions, but I had fun
IIRC, the drop pods module's bonus was a Green Squad upgrade, and I considered having the Stasis pods get the revolving door upgrade, lol
Real Helldiver Hours
In fact, I'm totally changing that back
The only upgrade that doesn't have a direct bonus is atmospheric landing, which is sort of a prerequisite to use everything else
fuck yeah please do share
So, for reference
Atmospheric Thrusters: N/A, necessary for use as dropship during Downwell operations
- can be swapped to after finding base ship
Brig: Expanded Cells brig upgrade - can enable use of Brig prior to attaining base
Commercial Cargo Hold: Expanded Renovations module - necessary for carrying full team of mechs
Comp/Con or NHP Co-Pilot: Salieri-class C/C Intelligence Center upgrade, Company NHP module
Drop Pods: Better Training green squad barracks
Improved Scanners: Satbirds hangar upgrade
Full Mess Hall/Kitchen: Bar module
Omninode: Omnimarket module
Personal Rooms: Advanced Scout Kits command center upgrade
Schedule-1 or Schedule-2 Printer: Auxiliary Printer, Diversified Fabricators printer upgrades
Smugglerās Hold: Expanded Shop module
Stasis Chambers: Revolving Door module
Stealth Drive: Stealth Measures module
Subaltern Technicians: Subaltern Assistants workshop upgrade
Upgraded Medical Bay: Field Triage med bay upgrade - enables use of Med Bay before base
Weapons Battery/Spinal Spool Gun: Gunbirds hangar upgrade/Power Recycler module
Recently cracked Blood Money open on a whim while brainstorming with my GM on how to cobble together our own narrative systems for a Pankrati-style game, and i just wanted to remark that I really love all the writing in here about game structure and narrative play. They're greatly appreciated and also just a blast to read
thank you! im gratified to hear you liked it so much
5 hour session later, first every Blood Money operation is done 
the added econ mechanics are sick, really amps up the feel of attrition and resource managment
hell yes!!
iāve been daydreaming about my eventual BM and i want to start the players in a lot of debt⦠but i canāt think of a good justification⦠ideas?
captain of Merc company was loaned out money to get the whole company started. So they now gotta do missions for them at reduced pay until they pay off the debt?
I think not making it āalright how much are you paying into thisā, but instead āalright did you complete the jobā is the right instinct. I would worry how reduced pay would interact with PCsā available funds to the shop economy, though š¤
Hereās an important question, actually; do you think the debt will be a campaign-long problem where resolving it is the conclusion of the game, or just a starting thing they claw out of after a few missions?
Just a few missions
Ideally the total would be variable (depending on vampaign economy) but at least three missions worth is enough.
Can be adjusted.
Like say example.
You got a 15k Debt.
Ideally you can do contracts and missions that are more dangerous but have payouts of like 5-7k and get that stuff resolved after 3-4 contracts if players are fine with funneling payouts.
The debt is a truly ridiculous amount and the principal can only be paid off by endgame through some ridiculously priced final contract, all you can do before that is pay off interest
E.G. "everyone owes Evilbank 200,000 manna, there's a 0.5 percent per mission interest rate"
Truly Evilbank earned its name.
Evilbank is the endgame opponent
Hm⦠see, I think what I would do is just set a big clock where completing jobs of different ranks tick up at different values, and then play with ticks on the clock as an extra currency to barter. Maybe one job offers less manna but an extra tick, or another has an opportunity where you can screw your enemies or employers over and steal some stuff to tick the clock further. Conversely, you can threaten them with subtracting progress for beefing big narrative scenes or extended skill challenges, use it as a consequence for failing a job, or have big narrative setpieces like someone trying to rob you
The way to beat capitalism is to destroy your creditors with a giant robot
what does the clock represent, the remaining principal of your debt?
Yeah, exactly
Going with hard numbers might be better thematically and to interlock with the system, but I feel like itās easier for players to gauge progress that way in the abstract
If you want to keep the specter of financial ruin looking over the characters you could go with the "debt is unrealistically large and paying interest is all you can manage " optional, and maybe throw in extra payment per mission to compensate for the interest payments
Trueā¦
I also think you could do, like
No direct simulation of interest, but if you donāt get x ticks in y timeframe you start getting pressured or penalized
I haven't launched my BM campaign yet, but I was also wondering about a big debt
What I'm going with is that the players who are fresh MSMC recruits are provided with access to minimum infrastructure and services (hangar, bunks, etc.). They signed a contract that bonds them to the MSMC for a year (I thought a year is enough to make a big sum of money with a high probability to die in the process), which represents their debt. They could "break free" but that would make them a target for the company.
The pressure from that debt would be their allocated lawyer "suggesting" them to complete certain contracts for the good of the company, like "You only worked for the pirates so far, which makes the local authorities question our presence here ; go work for the good guys just for once, or we will loose work opportunities"
heyo, what would be a good amount of missions / operations per story stage progress
3 job board rotations per op
and as many operations as you like
you can do 4 job board rotations, but if players pick higher-star jobs then it may start to drag
as for story stage progress, i try to keep to one op per arc
like, this is the south pole arc. this is the tropical island arc. this is the city arc
its all the same war but the theater changes with the momentum of the conflict
what i did in my campaign was show players 3-4 theaters where the war was hottest, and then let them pick where they wanted to be deployed
Im doing it a bit more simplified for the first stage
we're starting before full frontal assaults start, so each job is a specific objective anywhere around the continent. Like convoy escort, sabotage etc. Gonna open up full scale operation once it gets hot I think
sure that sounds dope
ye I'm gonna use them for stage 2 fo sure
currently Im letting them struggle to decide what jobs to take, since the early stage dictates how powerful the major players are gonna be for stage 2
like whether to help the commoner faction amass weapons from abandoned facilities they need help taking apart, or escord HA convoys as they prep defensive positions
or sabotage HA on the behalf of the attacking forces
once 4 of those smaller missions are done, stage 2 is on and it's operations full force
my thoughts exactly!!
book says: don't get lost in the weeds of developing your setting and factions
me: that sign can't stop me because I can't read.
(book is hella useful for the game I want to run, thanks for making it)
lolol thank you!
the weeds are a fun place to be but never forget:
youre on a deadline
anyone got any thoughts or advice on radical battles
I kinda got confused the first time I did it since only the players attack š
oh and does anyone have any thoughts on how to best do it on foundry
as the GM, your main goal in radical battles is to clock where players will want to go, and then move your forces in their way
forcing them to decide how much of their army/what battatlion composition would best clear the path
you "attack" by simply moving battalions adjacent to them
you cant attack for real, but you can force them to initiate a combat or suffer attrition for moving away
so moving a battalion that counters one of their own into adjacency forces them to take chip damage as they reposition, or commit to an unfavorable matchup
so lets say players need to occupy a landmark as one of their objectives, and they have a battalion of mostly infantry that theyre marching towards it
and you dont have any armor nearby to counter them
so instead you buy yourself time by moving a brigade or two into adjacency to force them to commit or take chip damage while your tanks rumble on down the road
ultimately radical battles is maent to facilitate power fantasies. if they arent super challenging, dont sweat it
as long as you get your players saying shit like "echo battalion needs to take this hill" or "bravo team can flank from the mountains" then youve already won
Thank you!!
oh yeah just for some errata, should engineering increase the limited on reserves, particularly the rank 1 limited 1 reserves?
i did not allow that at my table but ive had some readers argue in favor of it, and their arguments were sound
so in total my stance is "i didnt do that but i dont think it would break anything if you did"
or rather
the breakage will be funny
Wait until a player notices and then agree that they should get more so they feel clever /bad advice
Remember: you can always ask for a raise š
and yeah radical battles were weird to me in their asymmetry mainly for the defensive scenario since, it doesn't work as a traditional 'hold out against attacks' defense and is instead a 'sally forth to secure your defenses' or somesuch. Just gotta account for it in your objective planning, and that enemies being unable to force players off of an objective is perfectly fine
for theaters, do people prefer regions on single planet or various planets?
I find it easier to resolve conflicts that max out at global, but a conflict could very much go interplanetary. I think the only thing to scale when planning is that critical objectives are relevant on the scale being played.
I think at max I would do one system tbh. Beyond that scale it's difficult to feel either a sense of permanence or connection to any of the locations AND the scale of the conflict would be so massive that it feels difficult to sell the idea that your team is turning the tide with their actions.
Like mine is going to be across one planet and the moons in its orbit
That's what helps sell stories like UC Gundam and the Expanse, it makes them feel grounded
Personally doing one system with 4 worlds and some stations. I wanted more planets for some variety in terrain
It wasn't a merc game, but my first campaign was set in one solar system over four different planets, and each was its own narrative arc
i was thinking of doing a game set in the dawnline shore
so like
the ktb own planets would be the different theaters
was my idea
also planning on dawnline shore
wip of my ops screen
still need the orbital bits (fleet, something for stations i guess)
so sick!!
Badass!!
There we go. Explicitly separating the orbital theaters means it will be 100% the players' fault when they forget to bring EVA
This looks sick
Yeah that's gorgeous
Love the use of planets from that one world gen - really solid idea š¤
Just seeing this, sorry it's late
My own two cents on theater design is to keep it smaller for the reasons already stated. Interstellar tier theaters are absolutely possible but i think they run the risk of losing their identities unless you really dig in on your design work
I do think like... Regions of space can have strong identity like that
But you're also setting yourself up for a lot of prep, potentially
Not a bad thing
Like y'know. A region of space could be The Bumfuck Sector, and the planets therein could have a linking theme; cultural if not environmental
That'd be really fun i think
ah makes sense
fwiw it would just be different planets
in the same star system
That's a very comfortable scale imo
Cause then you can really dig into their unique biomes
many thanks mr blood money
Please, mr blood money is my father's name. You can call me blood money
your name is blood money blood money?
setting out my blood money prep has reminded me i went through some similar bits in different campaigns
did a "job board" in my arms race campaign
did the npc crew in my muv luv ripoff campaign
Me and tech also have a job board for our merc campaign
looks amazing, what did you use to make the planets?
https://deep-fold.itch.io/pixel-planet-generator for the planets, figma for the layout
thanks!
Fellow spinny pixel planet enjoyer
Your layout's nicer though, I just dragged stuff onto my VTT background
i like the sql injection spaceship
these maps are so good
so i was thinking about faction lists again
and it reminded me of something that came up in my arms race campaign
namely that it became difficult for my players to parse not JUST who they were taking a contract from
but also WHO they'll be fighting
if that makes sense
effectively theres two layers of identification
job employer and opfor
wonder if anyone had figured out a solution there
Hm. Iād probably stick all the scans into folders labeled by the names of the factions?
Like, then the dossier is clear
āYouāre fighting Fallen. Therefore you can expect dregs, vandals, captains, Servitors, and floaty dronesā
Ah but I get you now
E.G. Youāre working for Stone but fighting HA
A job may have a rep tracker in the rewards summary?
+++House of Stone Rep
-- HA Rep
sorry yes im bad at explaining things
via text
thats a good idea
im not sure if it solves the core quibble tho
Yeah I donāt know. Feels like a UX/info design problem to me? Like how to show āthese jobs are from Stone, hereās the lowdown on each one with expected opforā
Unfortunately Iām a backend designer at best
trueeeeeee
had a thought about this, maybe faction lists are mainly useful as a backend thing?
i feel like u need a high degree of system knowledge to use a faction list well, as a player
I mean, if you know what the faction usually fields, that should inform you what to pack
if you know they're all Heat Lovers, you pack stuff to fuck with their heat
if you know they like Evasion + mobility, you know to pack Slowed + Smart + Immobilize
yeah thats fair
like, I don't think it's purely backend
but that requires you to KNOW thats an effective strategy against that sorta playstyle
is what i mean
I mean yeah, that's part of the system mastery of the thing
it's like knowing pokemon type matchups
sure you can brute force the game with a level 100 Swampert
but you can do more with less if you take advantage of type matchups, etc
definately agree
so like, sure, it can be an opt-in thing? I'd make the info available though
so like, I'd have a high-level overview of the faction's tactics, as a GM, and share that with the players once they learn about the faction
HARRISON ARMORY AMT
High Armor, High Heatcaps, but slow and low-evasion. Like to fight in the Danger Zone for benefits.
FACTION ROSTER
- [Insert NPC 1 here]
- [Insert NPC 2 here]
...
Seconding this. I strongly believe that more transparency about your enemy comps like this makes for a much more enjoyable and engaging experience - and that, if your players have less system mastery, you should not shy from a lil nudge of āthese guys hate slowed btwā
Itās easy to get fretful about showing your hand too much or āgiving your PCs all the answersā, but beyond helping your PCs make informed decisions on what jobs they to for and making it easier to weigh risk/reward, this openness of knowledge can create some very juicy dramatic tension in combat
my campaign's still too early for the faction roster to mean a whole lot to the players
Thinking about modular jobs and how one might
- Allow for multiple full repairs per LL
- Still incentivize performing well and actively participating in several missions before going back for a full repair
Right now my thought is a counter: Each job completed after the second after a full repair grants a piece of exotic gear
Or a Manna bonus in the case of Blood Money
Or like, scaling progression rewards for each subsequent job
Thinking like:
- 6 renown to level up
- Job 1: 1 renown
- Job 2: 2 Renown
- Job 3: 3 renown
- Job 4+: Bonus
Job count resets after full repair, so youād have to do 6 jobs to level up if you full repaired between them
Compared to 3 jobs if you stick it out
yeah it's a natural reflection of the risk taken by continuing to fight after taking attrition
like "oh shit these fuckers are beaten up and they're still going strong, fast track these guys to a license"
kinda like how Draw Steel has its own momentum system
though instead of like, unlocking combat abilities or even Reserves, it's tied to character progression
yeah im very into it
especially like the idea of getting even more shit after you already pass the finish line
i loveee mechanics that bait greedy players
aka
all players, ever
this is something I think I'm going to incorporate into my albatross framework
badasss
my players upon saying "this is bait" when I bait them with too good jobs
players saying "this is bait" as they take the too good jobs
Players only doing Rank 1 Jobs because they have no sense of joy and whimsy (and also ate 2 structure straight up on Job one)
legitimately that honestly
like, if folks wanna play powerful but slow then who am I to stop them
it's like farming low-level hexes in Kingmaker
I think it's kinda fair that they know not to be greedy at the moment
they're broke-ass ll2s
"great, you killed that Level 1 giant spider! Since you're Level 12, you get 1 XP (out of 1000XP needed for a level up)"
harder jobs could give a bonus to Renown
and if, for example, you have a bit of an "open world" where there's Tier 1, 2, and 3 areas, you can say "you get zilch renown for helping in a location of a lower tier than yourselves. But you might get some other benefits!"
e.g., Reserves, alliances, other stuff not tied to advancement
my players didnt poke their toes out of rank 1 jobs for like a year
the cowards
oh they obviously took it
it makes the final encounter harder but they've been good in taking the OBVIOUSLY SHIT 0 MANNA JOBS
I do like this idea tbh for another reason, which is something I've been thinking about in the context of Blood Money which is "what happens if a player is missing on a set day"
I was planning on maybe doing my campaign as a more casual "tag in/out" system with a looser play schedule than I would do for something far more linear, and being able to just throw literal side quests at people if something doesn't line up for whatever reason
but yeah, giving the group as a whole a way to push on for extra gain for whatever reason (be it greed or a perceived need to be more prepared for later missions) is a good hook
same reason i'm interested in the idea of like, optional sitrep objectives (which i've played with before)
Legit I was thinking the same thing as I rotated this idea in my head
Attrition is a bit of a hassle to track in Open Table drop in/drop out settings, and itās unclear when full repairs should happen for folks. I think that doing this renown system on an individual basis will empower folks to choose when to full repair, but reward them with extra progression for going into a fight lower than max capacity
Because otherwise the full repair question is a pain:
- group FR: people could play once and then wait for the group FR trigger and before playing again. Doesnāt feel great to the folks actually doing the hard work
- individual FR: without a stacking renown/progression system, folks will just FR every combat
So usually what Iāve seen is open tables just saying āfuck it, FR every time, even if the sessions are mostly one shotsā
So yes: I 100% agree and I think Iāll be leveraging this on an individual basis in a project Iām planning
Being able to FR at player leisure also means that someone can change up their build if necessary, mid-mission, for a mild āretraining penaltyā, without any weird concessions for Limited systems
And this could even play into partial advancement like Long Rim tries to do (or like 13th age does, more elegantly imo)
Anyway sorry for the hijack, Pigsriot, but this has been helpful and this space seemed like the best place to discuss such an approach
the way im doing FR and open-table in my game is each player tracks their own Operation clock individually. So at the end of the day, each player needs 3 Jobs before a Full Repair
that does move the problem of "how long do we hang out in a theater of war" to the GMs or the meta GM
A clock for each player presumably would make either of the above suggested approaches a lot easier too
I'm trying to remember if the app ever got per-player Op clocks? Eiter way, probably worth making it configurable so it can be used to track Renown or w/e
ye it did
wrote out the second major faction for my campaign, with a faction list
i was thinking the two minor factions would get.....4? 5? different ones instead of 8
My gang of assorted dipshits has finished their first Operation wooooooo
All Rank 1 jobs, they spent most of their cash on base upgrades. They haven't bought Green Squad yet but they've met some NPC pilots that could join now!
Anyway, is it anything too problematic if the Reserve the Workshop produces is a piece of rented licensed gear? Personally I don't see an issue, though printing out actual exotics seems like a bridge too far as it removes some of the incentive for doing risky high rank jobs
agreed on all counts
my intent for the workshop was to be reserve-only (as in grade 1 and 2), but if players wanted to print like a chain axe then, yknow
whatever
i might add an extra clause like "you need the wreckage of a berserker" if i was feeling spicy
or even custom reserves with GM approval.
from my own words!
so yeah youre gucci
Okay, what exactly is a "manna stipend?" I get it suppose to be some vague amount of cash/trade goods/whatever, but its too vague for me to use. Is like enough credit to cover a month of medium life style? Can you buy a car with it? A house? A castle? A planet?
I am the GM and I know I can make it whatever I need it to be, but I am hoping for what the actual intent is
It's a different possible unit of payment
I know that much. When my players earn "5 manna stipends" and "4 paychecks", what can they do with them?
I guess I should have asked "what is it worth?" A check, wad of cash, gold coins, and credit are all kinds of payments. I just don't know the value
its an arbitrary value
theres no exact amount of manna equal in a stipend or a paycheck
being someone who scoured the entire BM book to try and find out myself š
Me, as well. Hence my presence on discord. I am just trying to decide what my players can do with it.
I suppose to give a conservative estimate, 500 (anywhere between 500 to 1250 tbh) manna per stipend
bearing in mind the average person lives on like 1 manna a day
Ah! That there is something I can work with.
Also I want to state for the record
Where did you find that information?
complete abandonment of authorial intent in this statement
Karrakin trade boundries book Long rim
or was it long rim
might have been long rim actually
are you familiar with what manna is in the setting, in general?
yeah it was long rim -_-
Coco: On in so far that certain books use it for currency to buy reserves and such.
some people will murder me for citing the wiki but for ease of reference
so p. 367 of the core rule book has the section describing what manna is
and this is from the long rim book's manna section
Mr bloodmoney himself has also confirmed the 1 manna per day thing to still be the case for BM in terms of narrative
...I should have seen those. This makes things better. Thank you both for your input and clarifications
i will say whether you use manna or some other unit/metric, in actual play, the currency only matters for purchasing reserves and base upgrades
you can pretty much just handwave all the day-to-day stuff
...now I just need to understand how the not-economy works, and I am ready for the mech dystopia future
unless you feel like subtracting 1 unit of currency from every player lol
I donāt know if Iām just missing something, but 1 manna a day sounds like a lot compared to a cup of coffee
I guess it is the long rim but yeah
yeah i assume this factors in the scarcity of the rim and like, extortion lol
but also its the classic "scifi writer who isn't a math person putting down numbers"
Very much interpreting 1 manna as roughly US$1000, so coffee is $1 a cup and a modest ground vehicle is $10k
So $1k living expenses a day is a yikes hahaha
Iād expect $1k living expenses a week at worst for comfortable living
So Iād probably make downtime cost 1 week and thus 1 manna
Itās fine, folks are getting paid in the 100s of manna
Itās like playing AC6 and having to pay for ammo, except those costs are so minimal in comparison to your payout
now i'm just thinking about the type of player who blows all of their cash and now those ammo costs start to actually become a problem
its expensive to be poor ahh
Iād have quibbles about the Blood Money economy not necessarily being built with such things in mind, so expenses could throw a bigger wrench than expected if you go hard with it
But also dat just means itās game design time baby
tbh
my players are free lancers
they have to cover their crew wages and ships costs
supplies and fuel run expensive and monthly wages dont threaten them outright but they are there
and theres always someone to bribe or something you could fund to get on someones good side
yeah i could see a subsystem in place for company expenses being auto-deducted from everyone's paycheck. could be an interesting way to incentivize players pick higher ranked jobs with bigger payouts to offset said expenses
real
I always provide repairs they are just hideously expensive
but when the mfs eat their repairs because har har har what is hea- ronin invades, reactor stress sound
I can hear 4000 manna go down the drain
Hit them with the Va-11 Hall-A rent checksā¦..
empakawaii gameplay
we must now throw in a part-time job sub-subsystem like we're playing hard wired island
yeah this is what i woudl do as well. if you want to charge players rent, 1-2 manna per job is enough. but that number is so low that im not sure how worthwhile it is
the kind of stuff players are buying with manna in blood money are heavy duty military hardware that are the equivalent of millions of IRL dollars
its just on such a different scale compared to, like, rent
The "one manna a day" is also supposed to be covering background things like oxygen and power
page 25 gives a comparison between the abstractions and more concrete manna values
so one stipend here is approximately 500 or so manna
I'd just assume operating expenses were taken from the pre-player paycheck
thats also my assumption yeah
not to mention repair fees, debt, etc
this printer aint free, cowboy
Like, if a rank 1 job is paying 1000 each to five players, in-universe the company is getting paid 6-8 thousand Manna and the rest is going to operating costs and salaries
Expenses, if you will
100%
that said
if GMs really want to count pennies like the sickos they are, and i encourage them to do so
i say go nuts and account for everything
just cause i hand waved expenses doesnt mean you have to
the core principle of my system is that each job rank pays enough for players to spend money in that same rank strata
if you want to incorporate rent in that selfsame strata? do it
as long as the job pay covers it
posting a job opening on linkedin for someone to be the party accountant
they don't actually play lancer, they just manage their finances
Good news, you can hire people to do that in-game!
ive absolutely been at tables with shared spreadsheets
ive played with some real lunatics
real
behavior
oh man we briefly played a ghostbuster rpg some years ago
and to our GM's dismay, we basically turned it into an independent business simulator
the ghost busting was incidental
we were like
"ma'am, this is a Class B haunting, and your pay package only includes Classes F through D. we're going to need you to upgrade your subscription plan in order for us to proceed"
The trials and tribulations of a new business sounds pretty on-brand for a Ghostbusters campaign
Though I am also a sicko, I love RPG logistics (but not for Lancer)
Lancer blood money campaign where you are the first proffesional eidolon hunting company
š the party š should š include š hirelings š
"stupid time bubble in your backyard?"
"Neighbour crying and weeping blood?"
"Snakes whispering to you, prophesying the ends times?"
For only like the GDP of a small nation, we'll just run into the sucker and punch it out of existence!
š why š are š we š clapping
- already mentioned in the bloodmoney doc
- I alr have as a homebrew thing given some (narrative) NPCs like, abilties that can be used in narrative to incentivise bringing them along
Old meme
š oh š ok š when š can š I stop... š this is really... š ow...
ya my plan if i ever run bloodmoney is to put the players in a LOT of debt to start with
and then charge them like, printer operating costs
and printer insurance and shit
its gonna be so annoying itll rock
based and cool
based and cool
What I did on my game:
Local currency to spend on downtime things like coffee is mechanically separate from manna, the explanation being that the conversion is outta whack and you need the manna for big purchases, and the local currency could be earned by doing little odd jobs in downtime or cashing in favors, and be used for narrative activities like buying fancy dinners
My local currency was the Hibachi Zaibatsu Yen, abbreviated to "zennies"
Sleeping in a dumpster to squeeze out enough manna for that one kinetic hammer I wanted
absolute bastardry but based
(personally I would make the manna debt so astronomical they can't really hope to chip away at the principal, only pay off instalments, until you drop some hilariously high-paying job at endgame)
I've got a quick question, after re-reading the rules a couple of times I still can't find a specific place saying if the suggested job payouts are total or that much per-player. Which is it?
IIRC, should be that much per player -- that's why there is provision for cost modifiers on communal facilities like base upgrades
Hi @unreal coral
I'm currently reading rules about massive battles and wanted to ask what is the specific logic in mind when writing rule that states the enemy battalions can't attack?
Because for me it looks like massive tactical disadvantage.
I'm aware that players are outnumbered and need any aces but deciding which targets they want to engage and with what units especially for scenarios like defense seems weird because it looks like enemy can only push
The logic is that i didnt want a pvp mode, i just wanted a little minigame that let players feel like cool generals
You also can attack, sorta
If you maneuver your battalion next to theirs they're forced to attack or lose health when they retreat
sorry i was at a red light, im at work now so i can talk more at length lol
i experimented with gm's getting their own turns and frankly it was a time sink
having two distinct battle phases, one for player attacks and one for GM attacks, was not the vibe i wanted out of this
so now theres only one battle phase, and players decide whether they want to commit to it
if it helps you swallow the pill, assume that moving one of your own battalions next to a player battalions is in itself an attack
by moving into engagement, players have to decide to meet that attack, or retreat, which will lose them both ground and HP
sure, thats just pushing forward
but like
good?
so the players retreat to the edges of the map
enjoy your overwhelming defeat, losers
the important thing to take away is that radical battles is not a pvp wargame, its a narrative challenge with mechanics
I'm glad that i asked
Engaging players' battalions against units with no default penalty in unfavorable locations can also be an offensive move that really hurts
Iām not talking about āharassing playersā in this mode, but rather about the feeling of being pushed back and having to make drastic decisions, like withdrawing a battalion from a flank, only to later find that enemy forces pour through it
Ye it makes sense if this combat is more a challenge than real combat
That's sounds like awfull mechanic implemented in Battlegroup
i wouldnt call it an awful mechanic, just not something i wanted for this
if it puts it into context, radical battles literally evolved from two clocks
its all one big clock pretending to be a strategy game
players dont know the difference though because players are idiots
Nonetheless
Thanks for clarification
That put new perspective on that
ofc happy to offer insight
Hey, another question
When making paycheck in mind
Should i allow my players to share manna between them to buy reserves etc. or they should be limited to their paycheck? (excluding building base ofc.)
I would allow my players to share personally
because ultimately when you buy a reserve it goes into the team stockpile for everyone to take from
May I have your greater wisdom and thoughts on a quandry
I have 5-6 players and they all share one workshop
so it feels strange/unfair/underpowered due to the insane credit markup from everything being balanced for six players, that they'd only get like 1 reserve once an operation (I run 4 mission operations usually) so I was wondering if you think it would say its still balanced since they could just get subaltern workers or if I should change it at all
Since they have more earning, I wonder if it wouldn't break anything by allowing a second workshop purchase
so 3 people share one workshop
I think it could feel bad to pay for certain facilities that effectively only benefit one person at a time and still pay the six person scaling price for it, considering other stuff like the accounting desk and green squad effectively scale with player count
My fix would be either discounting it or making the 2nd tier upgrade print a second reserve of choice instead of a random one
yeah letting players share money is fun. anecdotally, i had a player who never spent money on himself and just bankrolled repairs and supplies and shit for the entire party so that they could take on harder jobs
this is an expected and encouraged gameplay style
yeah if you have 6 players then youre going to need to fudge the math on some things
i cant really say if workshop in particular is balanced for that many people
i think, largely, itll be okay if you tweak how many reserves they get per workshop refresh, and by relation how much of a bonus subaltern workers give
thats what id do anyway
continuing to read, i agree with tanoshii
thats a great solution
Healthy habit tbh
weekends are for chillin 
You have wise opinions
I decided that I'll make Green Squad Barracks+Training a bit cheaper whenever the players pick up a recruitable NPC to encourage my fellas to go find new people to befriend
I'm playing with a normal sized group but I think futzing with costs can be a reward for narrative achievements or as a balancing lever for stuff
agreed!
WOAH
so im working on a hexcrawl exploration sort of system for lancer and i havent checked out blood money *yet but i was kind of wondering (since it felt like it made lancer a bit more open worlded) how a hexcrawl and blood money would mesh
i think theyd work very well personally
a lot of blood money has a strict focus on "theaters," ie areas of the world map where the fighting is hottest and would therefore result in contained, thematically-consistent arenas from which jobs are born
the way i did it was that once players picked an operation/theater, they couldnt move out of it. thats because i didnt have much in the way of a world map, i wanted it to be fully abstract
oh hell yeah
but if you ditch the abstraction
and just make a full map of the war zone?
operations/theaters can live on your map and players could swap between them far more fluidly
oh sweet
i think ill be picking up the book later today, but is there anything i should take note of (from you specifically) if i wanted the hexcrawl to work with blood money specifically, without making it a blood money modular option (i am writing the hexcrawl rules for a horror module of mine)
thank you!
uhhh i cant think of anything in particular, blood money is very flexible
at its core, what it does is break scenes down into defined blocks that you rearrange
the hex crawl doesnt affect what blocks you use, it only adds another layer of arrangement
which IMO should fit nicely
sweet as fuck
if you ever have time when i fiinsh this book id love to run hexcrawl+blood money for you just to see how it feels
yeah if im not in the middle of a game id love to see what youve cooked
otherwise happy to read anything you send my way
A hex map could also just be a fun way to visualize the jobs too, tbh
actually while im mulling it in my mind
how much would you mind if i made a little panphlet to fill out with "this is how you could hexcrawl with blood money specifically"
basically asking for your blessing to make a module for your module that is not the primary thing being sold
i would not mind at all, just link to the itch page and thank your ol pal pigsriot and you can reference it as much as youd like
š
I'm thinking, if you do a hexcrawl you would keep the reserves, manna and base-building systems, but integrate Jobs into the world map somehow? I'd assume it'd go something like "Complete 3 combat encounter hexes on the world map to hit quota and level up, but you can push your luck and keep going (equivalent of doing level 2/3 jobs)
the job becomes "go get a fragment of the rod of seven parts in the Lair of the Omnidemon"
and then the lair of the omnidemon is over yonder a few hexes and you gotta hoof it over there and explore the nested dungeon
but you have like 3-4 of those sorts of jobs at the same time and folks choose which jobs to take on
if this sounds like a Quest Board, you're 100% right
a fun thing you can do, and something i've rotated for a bit, is encounters that escalate in difficulty as time goes on
can be measured with like a clock
every time a segment fills the combat increases in difficulty through things like more npcs, more templates/optionals, environmental effects etc
I wonder, generally, does a full repair also happen with the license level up after operation clock gets filled
That would be the typical assumption, yes
got a comm of my blood money mercenary made by @mellow river :3
(fomorian frame everest)
Hi that's me 
Badass!!!
Thank you! 
Damn pigs, I just saw BM get mentioned in an r/rpg thread
You're moving up in the world
lol i saw that thread too!
Letās fuckin go
that explains this lmao
ive been trying to track the source of this spike like aragorn tracking the uruk-hai across the plains of rohan
do you mind linking me to it?
I heard Blood Money is the hit homebrew for running a merc-based campaign with attrition.
sick! ty
oh yeah this thread is very
like i get it, its a fine conversation, but yknow
i did my time
good luck to everyone involved
exact vibe
God I empathize lol
every_reddit_thread.gif
The thing about that thread that's notable to me is how a lot of games that are being recommended also don't really do anything for the OP's wants
Lancer's 'utopian' focus leads to a shift away from a lot of the darker aspects of the genre - mechs are giant war machines designed to kill people, and I feel Lancer isn't really interested in the moral dilemma of being a mech pilot on the one hand, I think this is kind of a funny thing to say about a game whose first published module and the one that set the standard for years was No Room For a Wallflower, but on the other hand most of the games being mentioned in that thread ALSO don't do anything to really emphasize this in a way I would characterize as anything beyond "just mentioning it" either
Mekton, Heavy Gear, Battletech, Jovian Chronicles, the Mecha Hack, pretty sure Salvage Union doesn't, Aether Nexus, etc
I can think of a couple of games offhand that emphasize this sort of thing but at the same time, those games aren't going to also simultaneously give you a lot of Wow Cool Robot either
Maybe the closest thing that exists to bridging that gap would be Beam Saber
which, weirdly, I didn't see too many people bring up
It's too utopian, too nice!
Meanwhile the average Lancer GM cooking up hideous war crimes (for players to stop)
As someone who didn't know about Beam Saber until literally just now, it's entirely possible that its too niche for most people?
"Post-scarcity removes resource tension!"
Money as consequence is a boring lever to use as a GM. Use meaningful stakes please.
Outside of that, if you really want a game that plays up "being a mech pilot is a moral dilemma, war is bad, what did it cost you" then what you want is something like Mobile Frame Zero Firebrands (which, notably, has zero actual mech combat anywhere) or Specters of Brocken, which is also extremely abstract on the mech combat end
For people posting in r/rpg about mech games, Beam Saber should be entirely a known quantity
you know what that's fair
It's a Forged in the Dark game. A fairly popular one in those circles. I suppose if less people than I think have even heard of Blades in the Dark, then yea it's niche?
Beam Saber had a pretty big and prolific Friends at the Table campaign based around it
I am going to exit this conversation as I am now realizing I am in no way qualified to talk about this
Anyway, I think the OP may be disappointed because tbh I don't think you're going to find many if any games out there which marry both robust tactical combat AND robust "the horrors of war" in any way that isn't simply noting "war = bad" in the text, not because those two things are somehow fundamentally incompatible but because most game designers, if they have a really hot idea for one of those things, are going to focus on that one and not have the gas in the tank for the other
Yeah Salvage Union takes the tack that āmechs are toolsā
The beam saber and girl frame recs hit that aspect much harder
i find the talk about "the genre" tends to dominate a lot of conversations about lancer
girl frame is one I need to remember more, yeah
which just confirms my thoughts that i think it was a good idea to not make lancer super connected to The Genre
which is also a very PARTICULAR sort of mech game vibe that I would only recommend if someone was really after something in the mechsploitation vein
I've been meaning to play Girl Frame recently. Too many good games to play
otherwise you get people coming out of the woodwork (oftentimes with undeveloped ideas) about The Genre
Itās brand new so I donāt begrudge you on that lol
idk maybe you could massage it into doing something like original Mobile Suit Gundam where Amuro is pressured into being the pilot of the Gundam against his wishes
that's vaguely in a similar ballpark if you squint
kinda where i landed on it when i started scrolling the thread lmao
"i wish there was a game that made you feel bad about being in a giant robot that kills people despite the moral compass of the ethos you represent" gee i wonder if theres any game like that
Others to consider in the Beam Saber vein are āArmour Astir: Adventā and āCase and Soulā (same author)
people just plumb dont really know what lancer is about
they hear the word utopia and then its just white noise
like to be clear I don't think the OP is bad or whatever, but I do think it's kind of funny that the responses in the thread are a mix of A). people eye-rolling over "just change what you do/don't like about lancer's fiction to make it suit your tastes" and B). people recommending games that don't suit the OP's wants
the triple misunderstanding of not understanding lancer, or the OP, or the games recommended
like it's true that lancer does not overtly have a mechanistic system to go "you now feel bad about being an instrument of war" but buddy, guess what, most RPGs with cool combat aren't gonna do that either
yeah i think the thing is most folks on /r/rpg are trpg discoursers who are predisposed to not like 4e like tacticsgames
if you want "war fucking sucks shit" then you aren't gonna get that from most if any mech games, you want Patrol
I need my "feeling sad about war" meter, or bad game /j
Iām reminded of Glaiver, the Lasers and Feelings hack for Lancer, and how building a satisfying cool mech combat build is kinda sorta opposed to the āhorrors of warā
brow furrowing in frustration at any ethical commentary that doesnt include a red/blue morality slider ala mass effect 2
there was a post on bsky i saw that called lancer "tourist art" because it's a game with mechs but isn't trying to be in the mecha genre
i saw that post
i hate bsky
ive had SO MANY discourses with people about lancer's place "in the genre"
Um ackshually Mass Effect was unique for its time in that Paragon and Renegade could be advanced independently of each other (but yes I hear you)
people dont understand genre positionality
when u lean forward u are bad, when ur lookin up ur good
like idk I do think you can point to lancer as a game and say "all the politics of this is divorced from the game" and have a compelling argument, I think it's a reasonable ask to then go "okay then what would that look like?"
works within a genre exist within a context relative to other works in the genre. lancer exists in context with the works its in conversation with. not with battletech or whatever
I swear to RA folks conflate āmechsā and āmechaā and think theyāre the same damn genre
this kind of mentality is very much a result of boss baby brain, ie people who vastly have more experiene with one piece of art and compare all other adjacent peices of art to the only thing they know
40k people do this to lancer, too
my thoughts is even if ur talking about mecha anime, lancer doesnt exist in relation to that
I mean, I've argued this quite vehemently before, but "mecha" isn't even a genre is the thing
To me Lancer feels more like a Western than anything
Gundam is not VOTOMS is not Escaflowne is not Bravern is not Eva is not etc
(maybe i play too many long rim campaigns)
i dont think we're talking about the same thing if we're talking about gundam seed or sousei no aquarion to lancer
damn y know....
Legit my thoughts, Lancer isnāt trying to be Mecha, itās being mechs (if that)
Itās got that Mechwarrior and armored core energy but less bleak
Youāre absolutely correct and this is why I want to write Relativistic Paladins (Albatross big damn heroes campaign framework)
i have always told people that lancer is a game with mechs, but it's not a mecha game
IGF is a spaghetti western send tweet
And also yeah no I feel this as a medium vs message thing
also fundamentally lancer not trying to be "a mecha game" is to its benefit tbh
yeah it would muddy the waters a lot
even if i feel that bit is more accidential than intentional (and its a bit of both on either side)
that and I think a lot of games that have intentionally tried to be "a mecha game" have very often ended up feeling significantly more pastiche-y
the amount of times i've linked the list of inspiration from the kickstarter page...
not all of them, I think some lean into an angle or element pretty well
but a lot of stabs at it have been things like "oh all mecha anime are like [X], so now Hot-Blooded is a stat"
again, as pigsriot said, it's boss baby brain
you need a very high degree of genre awareness to nail it, i think

cut to my soul
or it's the difference between "people who are inspired by a bunch of other stuff who then make star wars" versus "people inspired by star wars making more star wars"
anyway yeah good luck to the OP but the games that really give you a lot of the requested vibes don't overlap with "games that give you a lot of fun crunchy combat"
I regret to inform you that you probably do have to add the War is Bad vibes yourself
forcing the grogs to play 4e against their will 
season to taste
Hard to execute on the balance of āwar is atrociousā when fighting wars in the same game is fun as fuck
"this excel sheet reminds me of my shattered patriotism" the game
"I want a game with an economy" is maybe a more reasonable ask in the sense that okay, D&D has "an economy" where you can count coins and buy stuff, but even here I sort of struggle to see a lot of games in the field as caring about that, though there ARE notable exceptions
Battletech is the big granddaddy, and this is kind of Salvage Union's whole deal
version of one of those stock trading games but you work for a defense contractor like lockheed-martin
but like, mekton, heavy gear, etc largely don't care or gloss it over
mechs in heavy gear DO have monetary costs (or did as of 2e) but also you're probably playing soldiers and therefore not buying stuff out of your own pocket
YES
going back to this, i think this ultimately wraps back around to most people not being game design-brained
I really appreciate this discussion. I think I've gained a greater understanding of the gap in tone and genre expectations between my multiple friend groups regarding lancer.
they have a vibe or an idea but zero clue about how that would actually play out and do zero work to try and conceptualize it, but want it nontheless
average player be like
yeah pretty much
hell, I'm guilty of this myself though I try to be mindful of like "okay dipshit, so how would you square that circle then?"
Big mood yeah
real "I want all the groceries in the bag, but I don't want the bag to be too heavy" moments
We gotta at some point
and like i'm sympathetic to the op of that thread, which is why i was rotating how to do "rules of engagement" in lancer
but you gotta do the work a bit
One could actually make the argument that lancer not really doing a lot to strictly enforce a specific tone could be a strength in the sense that it withstands people imprinting their own tones upon it easier. It's kind of a copout a bit in the "well of course we use D&D for murder mysteries" zone, but it's there
like, you brought up IGF earlier and IGF is a huge example of someone importing a tone into lancer that, and I don't say this in a derisive way at all as someone who really likes vex's work, isn't what I think of as lancer's "default" tone
being much more of a Borderlands-ish thing
and I think in a game that was being much more overtly about X or Y, that wouldn't work as well, you'd have more of a struggle slotting it in there, but lancer being more "hands off" about it means there's less friction to scrape against if you do
whereas a game like Patrol is the entire game
Yeah thatās true, genre emulation games like many PBTA games tend to be laser focused on that emulation as a result
the amount of work to turn Patrol into a Borderlands-style experience is substantially higher and at a certain point the question becomes "why not just make a whole new game"
even the first party stuff is like, you have wallflower, you have solstice rain, you have dustgrave, you have shadow of the wolf, you have SSMR, etc
pick your lens and look through it
yeah it's not an easy task, I think it was you I was discussing this with earlier
yeah
(i've been busy so i haven't made any progress, but i did look at the battlegroup stuff)
one of my social media acquaintances had critiques of lancer in that he feels the mechs don't feel like mechs because there isn't enough in the way of collateral damage, citing things like gundam where it shows the destructive power of mobile suits, civilians dying from falling shell casings, etc
and then later on they were (to their credit) spitballing design ideas for a system, but their initial stabs at it turned out to perversely incentivize causing as much collateral damage as possible, whoops
lmao
See the thing I find funny about this too is like
When you wanna make Gundam and accidentally make Rampage
Lancerās mission structure kinda forces you to make every combat A Big Deal
Gamification of things like civilian collateral damage can lead to some really weird incentives for players
i also think that mechs dont feel like mechs in lancer but for completely different reasons
oh absolutely, it's more of a comment on what different groups bring as expectations onto the game. lancer itself can morph into a lot of different genres and tones, IGF and Valk's Technophia both contrast pretty heavily with the tone of OSR and WF and nothing had to fundamentally change about the game or world
And I think that gives you a lever to use
yeah it did in a very funny "well there's your problem" way. It was "everyone has relatively low chances of success baked in, but you can push rolls higher by accepting more collateral as a consequence"
Now Iām legit thinking about a campaign progress meter measuring war weariness and civilian outrage over using mechs based upon collateral damage in combat/failure to adhere to rules of engagement like coco brought up
like, on paper it makes sense to be like "will you accept a BAD THING for more power?"
āBad thing for me, or bad thing for someone else?ā Energy
yeah. i think a lot of it is people get too hung up on the combat-as-a-focus aspect and forget that there's a whole narrative happening outside that combat
but in practical terms you have now created a game that incentivizes you to both A). always push that button, but more importantly B). stop caring about the outcomes of pushing the button
you can only shove "wow a BAD THING happened, do you FEEL BAD YET?" in peoples' faces for so long before they go "no and also fuck you"
i admittedly think thats a pretty keen commentary on the inhumanity of war expressed through mechanics and player psychology but it doesnt sound like that was precisely their goal lmao
this is why battlegroup does not have Feel Bad mechanics of that sort, really
This is very much how I feel about some proposed narrative āconsequencesā for lancer games yeah
i think tone and premises can go a long way, campaign wise, but also appendix n and "what is this game for" matters
I think if someone is in it to grapple with the horrors of space war that they will bring that with them, but that I cannot create an actual game system that will make someone care about 10,000 imaginary deaths
its why i try push back on "magical girl lancer" as a premise
I've gotten some of it firsthand with solstice rain/winter scar where some of the consequences for failing a particular objective are "a bunch of people will die" and I'm told "well that's not really a consequence we care about, seems dumb"
and like idk okay then I guess
yeah ultimately it's a "you can lead a horse" situation, same as roleplaying. if the players aren't gonna buy-in then it doesn't matter what mechanics exist or how many narrative scenes you throw at them
i feel like often the more heroic element of lancer is deemphasized
for understandable reasons, but its not particularly one i care about
To play devils advocate. I think one of the things relating to this is stakes need to have weight. People dying is a lot of weight but the words can mean very little when REAL lives aren't on the line... if you get what I mean
I think this is perhaps a much more substantive criticism yeah
though it kind of comes back to "how do you get people to invest in this narrative sufficiently"
^^^
Very much
I've heard peopple talke about wallflower and not being connected to evergreen. Then my group were absolutely DEVESTATED when I hit them with a stain you can't wash out
Extremely. If anything, one of my big module self-criticisms for ISh was not giving more narrative brewing room between them at certain points
this is why we have session 0 and discuss tone before we start campaigns lol
Itās where the juice is
For my part, when remixing the SR escort combat, I put Sgt Garcia in the bus and encourage prologue setup where players hopefully get to know him
Harder to turn away from Bad Things when theyāre happening to people youāve interacted with and worked with before
yeah even when i do my home games i sometimes have to remind myself to add more narrative scenes instead of just jumping straight into the next combat
The problem is players are both actors playing a role and also readers enjoying a story, and a lot of people are kinda illiterate
I may steal this for when I run OSR for some friends
I've linked valk's remix to you. I can send it again too
I appreciate that!
A Stain You Can't Wash Out, TBF, is one of the most devastating narrative beats I've ever read in an RPG
i think if youre roleplaying a character and you cant pretend to act like your character cares about something, even if you as a person do not, then like
idk
we have different roleplay styles obviously lol
i also probably wouldnt care if a fake bus full of puppies got vaporized by a particle cannon
