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Sup /tg/, does anyone have the pdf that some anons put together during COVID about a game involving massive snowcrawlers and survival in a northern apocalypse? The suptg archive has the thread but not the pdf.
Also, snow crawler thread.
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Here is the archive thread, but the PDF in the OP 403's.
http://37.48.123.218/archive/2021/79669577/
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inb4 post 3
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p-pls reply
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>>93704728
This one? Dunno if it's the most updated version
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https://archive.4plebs.org/tg/search/text/snowcrawler/
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File: Frostlands.pdf (81 KB, PDF)
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I've got a few saved
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File: Encounters.pdf (142 KB, PDF)
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>>93705938
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>>93705944
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>>93705952
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>>93705960
and while im here i might as well dump a few images
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>>93705972
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>>93705998
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>>93705024
>>93705032
>>93705938
>>93705944
>>93705952
Thanks Anon
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>>93706005
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>>93706093
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The /tg/ setting concept that will never die
Not complaining though, I love it.
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>>93706153
Honestly I wish they'd make vidya of it
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>>93706201
Forstpunk is a thing.
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>>93706204
Is that the one with the coal furnaces? I dig the concept. I should really try it.
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Thinking of pitching this concept to my group for a short campaign or oneshot. Any of you guys manage to run a game or oneshot with relevant themes? My group's pretty new to tabletop as a whole, so some external experience would be appreciated.

>>93706201
Feels like Sunless Sea / Sunless Sky with some Foxhole mixed in for combat mechanics would fit this setting pretty well
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This was a fun setting. I did some fluffing on the reason why the government encouraged far-flung settlements in the first place It was to maintain a spiritual border to keep the really bad stuff from encroaching into the capital region
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>>93706911
I ran a one-shot using 5e, because that's all my fucking group wants to play, but it was cool.
Instead of driving the crawlers, they were like villages on wheels powered by arcane engines/golems and the PCs had to wait for one to come along like at a bus stop.
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>>93710024
Did you run any sessions that involved driving/exploring using the crawlers, or were they more like a location / town for the PCs to explore in between other locations? Trying to figure out how to transition between crawler / character gameplay.
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>>93705952

This seems less an RPG and more somebody's CYOA project that they were too lazy to find pictures for.
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>>93716724
Feel free to revise it and make it into a better product we can all enjoy.
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>>93704728
Hmmm, well I've got a bunch of other weird planets in my sf sandbox setting. Shouldn't be too hard to incorporate something in this vein! Of course an offworld colony has different implications than an apocalyptic earth and the Terror vibes of >>93705979 are too excellent not to include despite their anachronism on a settled world.

Anyway, wintry sinister-in-a-comfortably-distant-way mixed with my psychopunk foibles looks a little like this: Glede's a backwater with signs of several phases of colonisation, not all of them human. A wanderlust seizes some of the world's inhabitants seemingly at random, these days channelled into Crawler-crews but evidently once a self-imposed death sentence. People have been striding into the wilderness to work strange projects to unknown ends since time immemorial. The Crawlers unofficially exist in part to keep an eye on these as much on these as reinforce connections between scattered stations (the larger the hab the more "go walkabout" per capita). Between spontaneous mass migration, sublimated wanderlust and charity for exiles phantom infrastructure dots the landscape. Sometimes Glede feels like the ruins of a disaster that's yet to occur, other times its subtle absurdity seems like the only sane thing in an otherwise surreal mundanity.

>>93706023
kino
>>93706044
What're everyone's preferred candidates for weird ruin constructors anyway?
>>93706087
Municipal Darwinist Oslo?
>>93716724
If it's a good enough vibe I'm not complaining.
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>>93704732
Not OP, but this is great, thanks for posting.
I'm going to have to find a way to run this or at least inject a few sessions worth into my WWN campaign since the setting has a frozen north already.
Might try to take the frozen survival aspect, and mix it with some unknown origins ruins like >>93706100 and >>93709216.
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>>93704728
I will start an online game based on this. It will use the Core Silhouette system from Dream Pod 9, the gritty ruleset, slightly modified. It will be taking place on Earth, where the state of New York used to be. It will take place weekly, 7 p.m. to 10 p.m. (stretching up to 11 p.m. maximum) on a non-tuesday weekday. The number of spots, and actual day of the week will depend on RL friends joining, but I KNOW there will be AT LEAST 2 out of 5 spots available.

What to expect:
> Stuff that shouldn't be /pol/-related but sadly is, like biological differences between men and women.
> Tough choices possibly leading to character deaths.
> Counting ammo, and salvaging casings to craft more.
> Soft sci-fi. Basically, if humanity toys with it now, it was perfected and might be lost. E.G. Railgun (look it up) and Hydrogen Engines will be in use.

If interested, e-mail [email protected]. Don't expect an answer before Friday of next week. You just have to title it "Snowpocalypse", and say which week nights you'll be available.
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Cool thread, I saved almost all photographs
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>>93720924
>weird ruin constructors
Well, that's for the PC's to discover.
In my opinion, it should always be a mystery: there is always another weird inexplicable thing waiting in the snow.....
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>>93731828
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>>93731840
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>>93731845
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>>93704747
Man I love neat lil cross-section illustrations like these
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>>93704728
>>93704742
>>93704747
I had a dream a few weeks ago I was on some future terraformed world with an uplifted gorilla exploring a worn down future society and we found a rusty-futuristic country home with a big multi-wheeled vehicle nearby like one of these.

I really like the concept of big mobile bases.
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>>93732206
Me too!
>>93732970
You're in the right thread. The purpose of these Snowpocalypse threads is to brainstorm and gather ideas for just such a game.
>big mobile bases
Here you go!
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>>93704728
>comfy
Why do manbabbies love this word?
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i miss winter
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>>93732970
>I had a dream a few weeks ago I was on some future terraformed world with an uplifted gorilla exploring a worn down future society and we found a rusty-futuristic country home with a big multi-wheeled vehicle nearby like one of these.
I had an eerily similar dream, except it was uplifted snow wolves helping the last humans explore the ruins. I looked out and saw the wolves sitting on top of the crawler, covered in snow like husky dogs.
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>>93730727
True but part of that mystery lies in supply contradictory equally plausible candidates.
>>93732970
To silverbacks as mammoths are to elephants? That'd be one way to make 'crawler insulation designers' jobs easier!
>>93738760
Sweet! Hope there was an expandable shelter to help them out during blizzards...
>>93736568
Why do snowflakes get triggered by word choice?
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>>93704728
Whenever I think about this thing, I find the appeal of the design slipping slightly.

How many people does this thing accommodate, really? Twenty, maybe, judging by the crew deck hatches on the side? Then it has eight of these guns on its sides (which begs the question, why? What are they encountering that requires this?), which means there need to be at least eight people out of the twenty that are primarily security/military in terms of skillset.

That leaves a relatively low number of people left for other shit. Like, I'd assume there needs to be an entire team of engineering experts, a bunch of geologists or something similar, then a core command crew that deals with the technical aspects of driving something like that around (navigator, captain, etc). On top of that, you'll need at least two medical personnel too, and probably some kind of company presence whose job it is to keep things on task and be a narc.
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>snow thread
>no minis, just fanart
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>>93705952
Hey, I wrote those rules! Three years ago...damn.

>>93716724
Fair criticism, though. It's not near complete, and I haven't put any more into it in the intervening years. There's no missing source document that explains how checks are made or anything like that; it's just an attempt at a one-page "character sheet" for a crawler.
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>>93756533
Welcome back - it must've been chilly out there: how about a hot coffee?
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>>93712966
All the shopping/etc happened on board this giant lumbering mobile 12-wheeler trading post that was the crawler.

I couldn't figure out how to get the crawler mechanics into 5e
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>>93756582
Coffee sounds great, thanks. Maybe with a little of whatever's in that flask, if you're sharing. Nothing better on a cold night.
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>>93758043
Sure thing, but be warned: my flask is homebrewed from engine degreaser and a few other odds and ends we've picked up on our travels.... You'll want a second cup of coffee to go with it.
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>>93704728
Oh my god it's the annual Comfy Snow Apocalypse thread!! I'm one of the anons who tried to make a thing out of this (>>93705938
is my bullshit and >>93705944
a list of encounters I compiled from other anons ideas). I am amazed that this idea still is stuck in some people's heads :D
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>>93708276
this is cool fluff! I had always been thinking of resource nodes/sources of natural warmth/existing infrastructure being the reasons, but this adds another layer to it.

>>93712966
honestly, crawler vs. character gameplay is probably the biggest crux for me in trying to design this thing as well. I think it makes sense for the crawler to represent some sort of meta-character all the players play together, but it's been tricky finding good resources for vehicles and especially this one has a huge importance on the entire campaign. I also dislike how many games just treat travel as a Pilot roll, MAYBE boosted by Navigation etc by other players. Imho it'd be best if the whole group made a special roll for the whole Crawler and it's simply assumed everyone is filling the important roles on board.
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>>93761009
I've been driving on some pretty shady mountain roads lately with a friend, and really felt the importance of a spotter role on board if traversing rough terrain. So I think Crawler travel could be a cool minigame with a roll for each assisting crew member, perhaps each helping to reach a threshold when trying to avoid danger. Idk, I feel like I've been writing and rewriting this system so many times by now...

>>93720924
this, too, is some valuable fluff! I love the idea of the strange wanderlust possessing people - really adds to the weirdness of the setting.

>>93724738
sounds awesome. Would you care to create another thread to share your experiences?
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>>93761061
>Spotter
That's actually a really good idea. Also gives a role for the "ranger"-type outdoorsy guy who otherwise might not feel too useful cooped up in the crawler.

I'm hoping this thread stays alive for a while. I'm stuck doing work stuff the next few days but I'd like to sit down and catch up on the last few years of Comfy Snowcrawler Apocalypse development (such as it is), maybe start putting together something incrementally closer to playable.
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>>93760929
It's a great idea - comfy sci-fi weird survival horror. It can go in many different directions.
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Any not outright snow crawler properties which capture a similar vibe? I'm thinking of earlier episodes of the Terror or Deserts of Kharak cutscenes which are thematically on point despite not fitting the thread topic at first glance.
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>>93764914
I think I'd like to see it lean into those survival/exploration elements. Get some rules for scavenging supplies that aren't just "roll on loot table." Survival rules that are worth engaging. Maybe some kind of settlement management system to help GMs move the world forward while the PCs are elsewhere.
Basically trying to have a campaign structure that isn't just questgivers dispatching you to distant settlements, but something that rewards reconnecting those settlements, getting involved in people's lives (and problems), and hopefully seeing those small victories building back a larger society.
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>>93766064
Funnily enough I've been toying with an STL systemcrawl about warping civilisations and returning a few generations later to see how well the Bene Gesserit style machinations have developed.

Scaled down to the passage on months a similar setup could easily be applied to a cluster of habs! The main issue would be melding a trackless frontier with the "caravan play" of pootling around the network peddling gossip and maintainance.
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>>93765876
We're focused on theme as well as specifics, so yes, both of those fit in very well.
Isolation, survival, man vs environment, scarce resources, batshit crazy mysteries, and so forth.
>>93766064
>scavenging
>survival
>settlement management
Yes, these seem to be important elements of the 'setting'. Settlements would have stats similar to crawlers, and require constant supplies and maintenance and conservation of resources, with trackers for the major 'stats' like power, food, and so on that deplete over time or after a bad storm or whatever.
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>>93706087
>He's right behind me, isn't he?
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Could see this working as a boardgame type of thing fairly well. Crawler and survivors, with each player having special abilities like spotters, scavengers, hunters, etc. Start in a town hex and explore out, placing down new random hex tiles to form the explored regions, with hazards and resources appearing in new tiles. Players connect settlements, establish outposts, build safe paths, managing their own resources to keep the crawler running while also building up the area. A storm blows in every so often and clears away the tiles that aren't in the immediate area of a safe zone, scrambling the region for fresh exploration.
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>>93704747
what a beautiful design
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>>93767002
I definitely think the roleplaying elements are important, but I can see what you mean. I'd like to see procedural play, maybe even to the point of working as a solo game. At the very least enough to keep the GM from being too swamped.
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>>93762760
heck yeah, let's inch forward. I still dream of a proper, mechanically sound system that encapsules all of what this setting has to offer.

>>93766064
One idea that I had was to include scavenging into the Travel move. Basically whenever you move a substantial distance with your Crawler, the group does a Travel move (mechanically speaking, this means moving into a different hex), in which the whole group does a roll together. Its difficulty is set by terrain and augmented by weather and visibility, and if you do well, you get to use extra points to either get there faster, use less fuel, or find scavenging opportunities.

Now, scavenging opportunities would have a loot table, but it's never that easy. I made a list of 20x20 prompts which would help generate situations, but it was important to me to always have a little scene with it. The prompts are written in a vague way that fits the setting and would generate stuff like 'hungry machine'. It doesn't always have to be difficult, or even need a single roll to actually loot the place since players bascially already earned it with the Travel move, but then you'd at least see something weird on the way.
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>>93766064
>>93766302
>>93766640
>>93767002
I like the idea of a world progression, but maybe it can be kept simple, so the GM doesn't have to generate too much shit? Like, one roll per settlement to see how they are doing would be ideal for me. The game's focus should stay on players and their immediate surroundings. No sense in focusing on a settlement the PCs passed through once, weeks ago, in too much detail.

Another thing that kept coming up in the old threads was exhaustion. I think the idea was to count all 1s players roll and count them in a tracker. I keep trying to find a cool mechanic to simulate how PCs get tired after a hard day's work of battling the snow, the dark and its inhabitants, but it always ends up as just another term for HP or simply not fun.
If it works, I think the feeling of tiredness/stress/strain would really support the comfy side of the setting, where players long to return to their warm, safe Crawler to play cards, tend to their bonsai, or pluck strings on their moldy guitar.
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>>93770043
The STL thing I use is Diaspora cluster generation. Roll a few dice for each planet to generate characteristics (advancement, habitability, wealth), assign a few (mutable) aspects and then roll again behind the GM screen every few "ticks" to apply changes which keep the world feeling lively. Ideally you'd want to communicate especially drastic changes the dice throw at you via spooky omens or gossip from other travellers. Maybe even knock-on refugees and SOSs for particularly dire events.

Strain's a good one. Crawler aside I'd make it so character traits have worth not just in usual skill checks but for restoring hope in situ, a dram of moonshine might be a double edged sword for instance of whistling a tune might freeze your lips blue.
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>>93770193
do you have an idea on how one could solve Strain mechanically?
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>>93770043
One roll per settlement sounds like a good ideal. Maybe roughly one per month, call a year 10 months plus 2 where the weather is so bad everybody hunkers down (gives the PCs a bit of a clock to lay in supplies, but also has that forced-downtime feel that I think is important). I'm not familiar with the Diaspora rules, but they sound about right in terms of considering a few (maybe about 5ish) characteristics and then letting them shift gradually over time.
An element I was thinking about specifically would be tying that to a trade-goods system, so each settlement has shortages and surpluses based on their characteristics. Then when you establish trade routes between them, there's an immediate sense of what they would exchange: The mining town has excess coal, but a shortage of food, so if you can clear a route from there to the greenhouse city they'll be able to help each other out.
Related to that, helping out other crawler crews (or founding a new one, like if you can help those kids find a Renault A400 to go in the chassis they found in that buried garage...) and building that trust can let you convince them to take on a route's responsibility for you. Those kids might not be ready to cut a new route, but they can get mail between those towns, and that free you up to do other stuff. So there's a growing world, but it still has a personal touch.
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>>93771219
I love the idea of a fixed downtime period. Personally I had been playing around with a concept for a Long Night, a recurring darkness that returns every year - but I was always thinking of simply playing through that. Having a season that is sort of like a recurring time skip you work towards, and then a result depending on how well you prepped sounds intriguing! Perhaps every once in a while you could actually have a bottle episode where PCs have to stay inside, battle a haunt and the stress of being confined for weeks as rations slowly run out... good stuff!
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(Is the thread not bumping for some reason? Pity. If it dies we should start a new one, not wait a year this time.)
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>>93771087
Not really. Ever more Botch dice a la Ars Magic or having skills be a dice pool that degrades between rests like Glog's spell dice might work.
>>93771219
Diaspora clusters imply the distribution of wealth though the precise goods would have to be inferred from aspects. "The sun always shines there" might imply food greenhouses or solar powered industry.
>>93771377
Yeah, I like that. Given I got "Glede" >>93720924 from its supposed use as "the joy one feels at seeing sunlight after arctic night" (some episode of Fortitude, can't remember which) it'd make sense for a spiritual / mass hysterical SAD to grip the populace every so often in that take on the Snow Crawler concept. People buckle down with good cheer the same way you might stock food and firewood for an incoming blizzard.
>>93771777
I noticed too, strange that. Maybe Ice World thread will last longer?
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>>93772015
Well, Ice Worlds just died. If this bump ain't working we meet in the next thread, gang!



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