I mod a worryingly growing list of communities. Ask away if you have any questions or issues with any of the communities.

I also run the hobby and nerd interest website scratch-that.org.

  • 11 Posts
  • 82 Comments
Joined 1 year ago
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Cake day: June 15th, 2023

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  • I knew what I wanted, but the details changed as I went. These are wargaming pieces. I knew I wanted gross cultists, so the weird skin growths were easy, I initially wanted something like tricorn hats but that turned into simple cloth with eyeholes draped over their heads.

    The witch was the hardest. I’m converting a male Celtic warrior into a female witch in a completely different pose.

    My sculpting is very rudimentary, but the aesthetic of this wargame is dirty and muddy, so I am hoping to cover my sculpting with layers of grimy paint.

    In progress:



  • The guns in the original games would share ammo pools if they were of the same caliber, the article described a simplified pool by class of weapon.

    So now rather than separate 5.45mm and 5.56mm you have “assault rifle ammo”. It sounds minor, but one of the aspects of STALKER has been inventory management and making the choice when to main one caliber. At least for me. Hence my waiting on mods.

    As for the minimap, the article is describing an additional always on compass with quest markers in the style of the modern Fallout games. I hope to be able to turn that bit of visual clutter off, and also hope that the game isn’t designed so much with the assumption I’m using it that I can’t find objectives without it.










  • This is an interesting question, and I will probably think on it to create some sort of flexible framework.

    Off the top of my head perhaps something like this: for every ‘x’ amount of distance traveled across the world, the party rolls 2D6. On any double they get a worldmap encounter. You can make any kind of chart you like but I think “1=social encounter/merchant” and 2-6= increasingly difficult combat encounters” feels right.

    You may privately split the world into zones so you can have some appropriate combat encounters already written up. So that a combat encounter in snowy mountains will be different than one on a tropical beach. You won’t be making up area appropriate encounters on the fly that way.

    Difficultly may also scale in zones. In the area near the BBEG castle the result of a “2” will be more dangerous than elsewhere for example. You might roughly communicate this to players so guide/motivate them as needed.

    Perhaps allow a perception or survival roll for them to either start with advantage in the encounter or even be able to avoid it if they wish.

    Thats a very rough off the top of my head idea though.





  • I’d reccomend that as the adult you spray prime the prints first on your own. Hardware store paint is fine for this. I’d suggest white to go along with the following part of the suggestion.

    Craft paints, like Applebarrel or Folk Art are very cheap and found at art stores and WalMarts.

    They have a tendency to be thick and also separate if thinned with a lot of water. The solution is to buy some Flow Aid. Liquitex is a cheap and common brand. You can probably find this at an art store, if not it’s cheap online. Buy some cheap pipettes.

    When you squirt craft paint onto a dry palette, add 1-2 drops of flow aid with the pipette and give it a couple of swirls with the paintbrush. This will make the craft paint run a little more without separating. Depending on how any given paint acts you can add more paint or flow aid to get it to the desired thickness.

    If you’re bold you can experiment with adding flow add little by little directly to the bottles if you want the paint bottles to be ready to use, but you’ll have to experiment to find just the right amount of flow aid to add. I’d say adding too little is better than too much.

    The coverage of this paint is going to be a little transparent which is why the white priming is probably better.

    Obviously the results will not be as fine as dedicated hobby paints, but for a kids first time painting party event, they will work.




  • Have much more written than you initially tell the players. Not because you’re trying to keep a lot of it secret, but because as you said you don’t want to loredump. That said, if players start poking around with reasonable questions, you should have some answers prepared. If they don’t ask, then they don’t ask.

    I’d say your players and you should both agree on all the lore relevant to their backstory. If you’ve got a dwarf, you don’t need all the lore on all things dwarvish but you should both agree how their home clan or town or whatever works.

    If all the players are coming from somewhere else and meeting in a place that none of their characters have been in before, this will be a good excuse to put in hooks. Example: All the players traveled by boat to a city, for various individual reasons. In the city you can have statues of your homebrew gods around. Hey if the players stop and ask, or read the plaque, they get some info. If they don’t they don’t. Same deal with the rest.

    You should know in broad terms what the gods are like, what magic is like, what the major cities/states are like (you don’t need micro detail just enough to flesh in later), and then more detail on what the immediate location is like. If you have a gimmick, introduce it early.

    Highly advise you have a notebook ready so that when you make something up on the spot during a session you also write it down and add it to your worldbible so that you don’t contradict yourself in front of players later.


  • Not to say I’m against the idea of putting them in a tough spot with no gear. The main issue of skills can be handled with debuffs, which effectively gives you the same outcome- the characters have lost their abilities for the moment.

    The second issue is amnesia. It’s asking a lot of players to walk into RPing amnesia, especially doing a story where they get their memories back. The metagaming required by them to push their characters to complete that story but also pretending they aren’t seems not ideal.

    Instead of that, a suggestion- start the session with the players living their normal lives. At camp or whatever. A demon shows up, tells them their souls are going to be dragged to hell, and then does just that. This immediately and smoothly explains why they are debuffed and have no gear.

    Instead of amnesia, use something about their backstories. You know, they got some secret they have to admit or atone for or whatever to get out of hell. If you don’t have anything specific from their backstories use their personality to craft something open ended for them to RP. Generic examples: “You disappointed someone” or “You ruined a life.” or something. And whatever the players admit has to be true to work, so whatever they make up on the spot becomes part of their backstory. (If the players try to be cute and admit to something that isn’t really worth being a deep dark secret it won’t work and maybe give them a small zap for it).

    Maybe there is an altar with some item for each player. Combat encounter by the party to reach the alter, player gets a big moment, get item. Repeat for all players (obvs try to give some variety to the specifics). Once the party has all items they can escape hell. Maybe even all the items combined are a key into a hell fortress and they have to get past an extra big combat encounter to get to the portal/door/whatever that gets them out.