I read a lot of ttrpgs so writing ttrpgs as an art form is very important to me. with that being said, this is fucking high art, it immediately clicked with me, and i NEED to run it
I once knew a Dungeon Master who was an alcoholic. We didn't know he had a drinking problem, we just thought he was hyperactive and silly and loved drinking Kool-aid out of Yeti tumblers. Anyway, he was supposed to run a published adventure for us, but we later found out that he was making everything up on the spot, from the plot to the loot to the hit points of the rats. He would have loved this book. (I say "would have" because he's sober, now. Bless.)
Do not get this book looking for a game unless you are the kind of person who buys the DVD boxed set of "Whose Line Is It Anyway?" for the plot.
Or if your players really enjoy kool-aid in Yeti tumblers.
This is not a game for anyone who wants to play games as written [me]. This is instead a very cleverly written set of tools to alter an already written game (in this instance 5eDND) to bend the game to an absurdist isakai setting, where the players take on the role of reality breaking entities that wield improbably power in a world that follows much more limiting rules. The underlying mashup of themes in the text itself is strongly reflected in the layout and art style of the 26 page PDF. With no idea of who to recommend this game to as something to play; instead, I will recommend this game as something to read if you are passingly familiar with game design especially if you are interested in seeing an idea takin to its logical extreme and really commiting to the concepts the game wishes to impart.
I Got Hit By A Meteor is a fan parody or an affectionate homage to...probably all of tabletop. It bills itself as a conversion mod for 5e, but it's very fully its own thing, and I think it's more appropriate to describe it as a second game that runs alongside 5e or another system.
Or as a fever dream that hallucinates the game you were going to play.
The PDF is 26 pages, with a playful approach to the layout. Each section is formatted as a different kind of document, ranging from game faq in the early 00s to a Final Fantasy 1 battle to Mork Borg. Nothing's hard to read, and while some sections feel a little more engaging than others, I'd read a whole book in almost any of the formatting styles. This approach to layout is extremely high effort, and I'm seriously impressed.
I'm similarly impressed with the design.
Just as the book changes layouts every few pages, it changes ttrpg genre every few pages as well. There's a slice of basically every style of game in here. Whereas something like Dungeons The Dragoning takes a bunch of other games and grinds them into a kind of chunky pesto, Meteor is more like a painstakingly layered tiramisu.
Writing-wise, Meteor has a subtle sort of humor, but it was hard for me not to smile at how fully it commits to the bit. There's stuff like "we begin as all ttrpgs do and as all ttrpgs are with a guided meditation", and I suspect I'm among the 0% of people who find this super funny, but if you're also a mathematics anomaly, this game is definitely for you.
I don't know if I can say much about the mechanics, just that this might be the first fully post-discourse trpg system. It's subversive in a way I'm not sure I was able to imagine before reading it, and it never breaks character.
Overall, I'm not sure who else this is the right game for. It is the right game for me, and I *strongly* recommend it as a read for everyone else. Honestly, I want pages 9 and 10 displayed on billboards, and I don't think I've ever said that about a game before.
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"Example: A Player decides to play as a Cosmic Demi-Being, Killer of 100 Gods. You then inform them they gain Dark Vision as a passive racial trait. "
You got me, I laughed out loud at this one
I read a lot of ttrpgs so writing ttrpgs as an art form is very important to me. with that being said, this is fucking high art, it immediately clicked with me, and i NEED to run it
Thank you so much!! I'm happy it resonated with you and wish you the absolute best in your Meteor-crashed session!!
I have read nearly 300 games in the past few years and this is the most fun that I've had doing so so far, by a pretty significant margin.
Thank you so much for the kind words!
Thanks for making this!
I once knew a Dungeon Master who was an alcoholic. We didn't know he had a drinking problem, we just thought he was hyperactive and silly and loved drinking Kool-aid out of Yeti tumblers. Anyway, he was supposed to run a published adventure for us, but we later found out that he was making everything up on the spot, from the plot to the loot to the hit points of the rats. He would have loved this book. (I say "would have" because he's sober, now. Bless.)
Do not get this book looking for a game unless you are the kind of person who buys the DVD boxed set of "Whose Line Is It Anyway?" for the plot.
Or if your players really enjoy kool-aid in Yeti tumblers.
I cannot tell you how strong a sell this comment was for me on this game. Thank you.
This is not a game for anyone who wants to play games as written [me]. This is instead a very cleverly written set of tools to alter an already written game (in this instance 5eDND) to bend the game to an absurdist isakai setting, where the players take on the role of reality breaking entities that wield improbably power in a world that follows much more limiting rules. The underlying mashup of themes in the text itself is strongly reflected in the layout and art style of the 26 page PDF. With no idea of who to recommend this game to as something to play; instead, I will recommend this game as something to read if you are passingly familiar with game design especially if you are interested in seeing an idea takin to its logical extreme and really commiting to the concepts the game wishes to impart.
I Got Hit By A Meteor is a fan parody or an affectionate homage to...probably all of tabletop. It bills itself as a conversion mod for 5e, but it's very fully its own thing, and I think it's more appropriate to describe it as a second game that runs alongside 5e or another system.
Or as a fever dream that hallucinates the game you were going to play.
The PDF is 26 pages, with a playful approach to the layout. Each section is formatted as a different kind of document, ranging from game faq in the early 00s to a Final Fantasy 1 battle to Mork Borg. Nothing's hard to read, and while some sections feel a little more engaging than others, I'd read a whole book in almost any of the formatting styles. This approach to layout is extremely high effort, and I'm seriously impressed.
I'm similarly impressed with the design.
Just as the book changes layouts every few pages, it changes ttrpg genre every few pages as well. There's a slice of basically every style of game in here. Whereas something like Dungeons The Dragoning takes a bunch of other games and grinds them into a kind of chunky pesto, Meteor is more like a painstakingly layered tiramisu.
Writing-wise, Meteor has a subtle sort of humor, but it was hard for me not to smile at how fully it commits to the bit. There's stuff like "we begin as all ttrpgs do and as all ttrpgs are with a guided meditation", and I suspect I'm among the 0% of people who find this super funny, but if you're also a mathematics anomaly, this game is definitely for you.
I don't know if I can say much about the mechanics, just that this might be the first fully post-discourse trpg system. It's subversive in a way I'm not sure I was able to imagine before reading it, and it never breaks character.
Overall, I'm not sure who else this is the right game for. It is the right game for me, and I *strongly* recommend it as a read for everyone else. Honestly, I want pages 9 and 10 displayed on billboards, and I don't think I've ever said that about a game before.