A graphic saying "LOOT" with a book and parchment against a bluish forested backdrop.
Unlike other fantasy settings, the Snarl -- our upcoming weird fantasy RPG -- is not awash with murderous tomb robbers.
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A graphic saying "LOOT" with a book and parchment against a bluish forested backdrop.
Unlike other fantasy settings, the Snarl -- our upcoming weird fantasy RPG -- is not awash with murderous tomb robbers.
🧵↓
wait posthuman is making a weird fantasy rpg??? omg omg omg
Extremely cool sounding upcoming TTRPG with great world building
This looks fun!
The nomination period for the Diana Jones Award Emerging Designer Program is open! See our website for details. You can nominate yourself or any worthy tabletop game designers in their first three years of publishing.
Nominations close March 16.
Spread the word! Thanks!
www.dianajonesaward.org
And sign up for notifications on our kickstarter! www.kickstarter.com/projects/507...
Read more about The Snarl in our open playtest! snarlrpg.com/playtest
Arcana are, of course, a major source of plot hooks. Thieving arcana from a rival tribe is a favorite way of stealing thunder — the common practice of one-upping your neighbors and rival groups for status.
When you achieved peer status with a group, they gift gear and other resources to you without the need for barter.
Arcana are not hoarded to gain wealth, however. Instead, they are gifted to others. Gifting raises your status with that particular group or faction, until they count you as one of their own.
They might also include items crafted from rare materials, such as sword crafted from the rare star-metal (metal otherwise not existing in the setting). It also includes things like uncommon medicines, unusual saps, and the unusual major arcana, or magic items of the setting.
Second, there are arcana — rarer, more valuable items. These are often cultural artifacts, perhaps holding significance to a particular clan or faction.
These are largely handled in the abstract but can be defined by the GM for flavor (or via a random table). Goods are used to trade with strangers for gear and supplies the party needs for their kits.
Rest assured, there is still loot — of a sort. First, there are goods, which are tangible items that have value to the Weald’s communities: rare foods, artisanal goods, tools, art, and other staples.
So how does this work within an RPG, where PCs are normally incentivized to kill monsters and take their treasure? In The Snarl, people do not adventure for gold and wealth — they are driven by other motivations: protection, exploration, archeology, socio-political conflicts, etc.
With society organized on a smaller scale such as clans and towns, things are more collectivized. Amongst locals, resources are shared and gifted. When traveling or interacting with strangers, barter is common.
The vertical environment of skyscraper-sized trees makes farming and agriculture challenging, which puts constraints on the number and sizes of large settlements.
Despite its unusual environs, The Snarl was once (and still largely is!) a place of abundance. Food and the resources needed to survive are readily available to small-scale groups.
When we set out to design the world of The Snarl, we specifically avoided certain fantasy tropes. Specifically, we steered away from the faux-feudalistic politics and economies that are the default for most games.
A graphic saying "LOOT" with a book and parchment against a bluish forested backdrop.
Unlike other fantasy settings, the Snarl -- our upcoming weird fantasy RPG -- is not awash with murderous tomb robbers.
🧵↓
Reminder that we're running an open playtest for our new weird fantasy RPG, The Snarl!
www.rascal.news/posthuman-st...
A faerie-like insect creature with dragonfly wings, 4 eyes, antenna, and a white exoskeleton, hovering while holding a thorny spear.
They might look like fairies, but the insectoid veetlings should not be underestimated!
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Art by @crimreaper.bsky.social !
Picture of draft text showing different combat moves and their action costs.
Let's talk about the action economy in The Snarl, the weird fantasy RPG we are currently working on!
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And sign up for notifications for our kickstarter! www.kickstarter.com/projects/507...
Follow our dev blog for more: snarlrpg.com/blog
Or check out our open playtest: snarlrpg.com/playtest
Veetling twins often stick together throughout their lives, maintaining close relations, but it is not uncommon for them to go their separate ways as adults.
Veetling mothers lay single fertilized eggs that almost always hatch identical twins. As they grow, veetling children go inactive for a day several times a year to molt until they reach adulthood.
They smell with their antenna and hear with tympanal organs on their head, but unlike other insectoids breath and speak through their mouths.
Veetlings sport two pairs of dragonfly-like or butterfly-like wings, four fingers and toes, sharp teeth, and dual sets of forward-facing dark eyes. Their heads come in a variety of shapes, typically mounted on long necks.
Veetlings are a species of small, winged anthropomorphic insectoids, notable for their speed, maneuverability, stealthiness, and mischievousness. Though sociable, veetlings have a reputation for being fierce and carnivorous.