
A cool bike spotted at the start of the Deutschlandtour!
Obligatory: is this xbiking?

Obligatory: is this xbiking?
Hi! I know these aren't shoes, but I figure cobblers know leather care very well.
I have this vintage briefcase and it got rained on a few years ago. I kinda stopped using it because the stains look pretty unprofessional. Is there any way to remove them? Somewhere else I read dunking the whole bag in water and air drying it... Another person also briefly alluded to removing curled edges this way?
I'm a little hesitant to just dunk this bag in water, so I'm wondering if that's indeed the best course of action here. Thanks!
Beim Foot locker
Super excited to share! This is the character sheet for Regular Volk. My partner is a fantastic artist and illustrated the whole thing for me. Even the lettering is done by hand!
I have made some updates to the mechanics of Regular Volk, so I'm waiting to finalize v1.7.x before I make the digital files available on itch, but it's coming soon!
In the meantime, would love some feedback on the design of the character sheet.
- what feeling does it evoke?
- what kind of game do you expect when you look at the sheet?
- is it easy to navigate?
EDIT: Download PDF
Inspired by this post on r/RPG, I wanted to throw out an idea and see how it's received.
I'm currently creating a TTRPG that's set in German(ic) folklore. I'm thinking about calling the GM the GrandMother, as folk tales were (and are!) often told to children by their grandmothers.
I think it's kinda funny and lighthearted, reminding players that this is not a tactical or crunchy game, but something to have a laugh with as well.
Now I'm wondering how far I wanna lean into that. Many TTRPGs have a sentence at the very beginning like "elect one player to be the Game Master. The GM controls blah blah blah..." I currently don't have that kinda sentence. Do I add it in to make the GrandMother thing prominent? Or do I just make the first mention of GM to be "GrandMother (GM)" and then never mention it again.
Or do y'all think it's totally annoying and should be avoided? My thinking is that as long as everyone can still call the GM a "GM", it won't ever get in the way of clear communication.
Hi!
I'm Timo, 27 and I'm new to the city. I love playing board games, card games and TTRPGs! I enjoy classic and modern games, strategy and social games. Just everything.
I'm wondering if there are any groups or clubs I could join. I'm in Charlottenburg myself, but I get around pretty well by bike and S-Bahn.
If you don't know of any groups/clubs, but you yourself enjoy playing board games, let's start a group! There's a nice board game cafe in Moabit :-)
After spending the last 3 hours with my nose in a spreadsheet, trying to balance my combat system and assign values for HP, attack modifiers, damage output, and difficulty scores, I am curious:
What do you use spreadsheets for when designing your game? How do you use those spreadsheets? Or do you have different methods for crunching the numbers?
(Btw, I was successful with my spreadsheet magic and my combat system is officially balanced!)
Hi y'all!
--- EDIT: See my additions below for my current draft! ---
I'm trying to adapt my game, Regular Volk, to be suitable for longer campaigns. My existing character progression system is a little bit of an afterthought, as the game was originally intended for short adventures and oneshots.
Here is a link to a 5-page PDF excerpt of the current resolution mechanic, a few character options, as well as the character progression mechanics as they are right now. As you can tell, the meat is in the character creation, whereas the character progression adds a few things for your character. As I also note on the page, ability score increases are quite experimental, as they quickly break the game's balance.
Now I'm at the point where I don't really have a direction forward. If score increases are not really an option, I see a few ways to continue building the game. Character progression might be horizontal (gain new abilities) rather than vertical (get stronger), it might be purely narrative, or it might be a combination of horizontal and narrative progression.
I briefly entertained the idea of using the Beast Points (not included in the PDF excerpt) as a meta-currency to purchase character upgrades, but I decided against it because I don't want to muddy an existing mechanic, which is currently working well.
I also briefly entertained the idea of introducing story beats or character arcs. Basically, characters would choose two arcs and try to achieve narrative goals during gameplay. Upon achieving such narrative goals, characters gain new abilities. The reason I decided not to pursue this further is that to kinda sucks the life out of the game. In Regular Volk, abilities are written as purely narrative effects, so that players may interpret them creatively in any given context. For example: "Earthshaker (Vigor): Shake up nearby creatures." Tying character progression to pre-determined narratives would remove the "fuck around and find out" character of the game. It would prevent creative fairytale logic and problem solving. The game would go from "Oh shit, how can I use my abilities creatively to affect the world around me?" to "How can I game my existing abilities to achieve pre-determined outcomes?" I just don't really want to take the game in that direction.
But what now? A suitable character progression mechanic should:
What I want to ask:
(If you're curious and want to do a deeper dive into the entire ruleset of Regular Volk, you can download the latest version on itch.io.)
--- CURRENT DRAFT: ---
Like all folk heroes, regular volk are the underdogs of the story. Character progression doesn’t come from experience points or training. Regular volk don’t become battle masters; they change with and adapt to their environments.
Affected by Magic
The world of Regular Volk is full of magical beasts, cursed items, and blessed places. Interacting with them in a significant way may alter your physical abilities temporarily or even permanently.
Earned a Favor
When you show unexpected kindness toward others, especially vulnerable beings, they may surprise you with a favor returned manifold.
Gained a Tool
As you continually find creative solutions to daunting problems, some of those methods may become an integral part of your toolbox.
Learned a Lesson
Sometimes, a shift in perspective is all you need. You may overcome fears and develop new ones, come to understand your enemies, or learn what not to do next time.
Paid a Price
Not all transformations of character, whether physical, psychological, or magical, are without cost. With great rewards come great risks. Not every character progression will make you a better hero, but even paying a price sometimes will lend new complexity to your character.
Nobody has ever transformed themselves from within their comfort zone. Slaying lowly foes in the local forest doesn’t elicit character progression. However, touching the glowing orb, showing mercy, drinking the potion, and solving problems creatively do bring about transformation.
Cooperate and coordinate with your GM regarding your character’s progression. Some changes to your character, like the effect of a curse or a favor returned by a local townsvolk, stem from the game world and are initiated by the GM. Others, like changes in your perspective or the addition of a new tool, may be initiated by you.
If you sense that your character is going through a significant change, ask your GM how to realise this transformation.
Noting Changes
Changes to your character are noted on your character sheet. In coordination with your GM, you may: add/remove Traits, Deeds, and Dares; add/remove gear and weapons; or change your background information.
(rough gravel not pictured here lol)
Beautiful day for some budget gravel :-)
Just moved back to Germany after 10 years and needed a bike. Bought this Wheeler 2300 for 20€ and threw a combination of parts bin and new stuff at it. Of course new brake pads and new cables all around, as well as new bar tape. Tires are luckily good for now, so this whole build ran me about 100€ plus bits and bobs from my parts bin.
Some knobbly tires would really make this thing pop, but that's a little over budget for what I need from this bike right now. Anyway, I'm happy with how it came out!
Literally! I feel like there should be some kind of cover for the spring. I don't recall there being any cover when I disassembled the bike and I kept all the parts in one bin, so I'd know. It seems to work just fine, so I'll probably just run it for now, but just need to know if I'm going crazy or if this is just how it's supposed to be
My dad's old bike. Even though he scoffs at my retro bike builds, he won't give this one up. Maybe _because_ of my bike builds he doesn't want me to take this bike and make any changes to it. Either way, cool bike!
I'm currently building a fast and dirty Wild West themed TTRPG that takes some inspiration from blackjack. In essence, players draw cards, trying to beat a DC without going over.
- Fail to meet DC = partial success
- Meet or exceed DC = full success
- Go over 20 = bust, failure
Players have four stats, each corresponding to a card suit. And they have a random card of that suit as their stat. When taking an action, players always add their drawn cards to that stat card. Players with lower stats need to push their luck more often by drawing additional cards, which invites risk-taking and makes the game a bit more gritty.
This is all cool and good when there's a static DC. Example:
Player wants to climb a tall rock in the desert. GM sets a DC of 17. Player has a 6 as their corresponding stat. Player draws a 9, adds it to their stat for a total of 15. Player can take the partial success or draw another card, hoping to beat the DC and to stay under 21.
Now, however, I feel like this kinda game requires some kinda fast-paced gunslingin' system. Originally, I wanted to have different weapons, like a revolver, a rifle, and a shotgun. A shotgun would be highly effective at close range, but useless at a distance, a revolver might be a good allrounder. A rifle would be best at range. This really throws a wrench into the whole system, because a roll-between system can't simply add modifiers to rolls.
The only way to increase a weapon's success rate is to widen the success window. If I keep the score to bust at >20, the success window can only be widened in the other direction. So it's almost like the weapon modifier needs to modify the DC, not the drawn cards. In other words, the cowboy shooting the shotgun and the cowboy shooting the rifle have different DCs to beat. It's also generally clunky. Example:
Player wants to shoot the Jersey Devil. GM has set a DC of 19 for the Jersey Devil. At close range, the shotgun has a -2 to the DC, bringing the target to 17. The player has a 4 in their corresponding stat. Player draws a Q(10), bringing their total to 14. They can either take the graze (partial success) or draw another card.
It's just too many numbers to track. GM has to know the DC, then every player has to recalculate the DC based on what gun they're using. Then when combat moves and maybe the target is farther away, the players have to recalculate the DC. None of this makes for fast-paced gunslingin'.
I wonder if there's a way to still use the roll-between system in an elegant manner that is resolved quickly at the table or if I should scrap it for a different combat system entirely.
#Edit, since another commenter asked and then deleted their comment:
A stat of 9 is actually best, because drawing an Ace doesn't immediately bust. A stat of 10, J, Q, K is also still really good, but there's a small chance that an Ace will bust immediately. An Ace as a stat is kinda bad, because the risk of an instant bust is pretty high, but it makes for a volatile character trait.
You're right to point out that the moving the upper limit from 21 to 20 messes with the distribution of success probabilities. But that's generally fine, since:
Check out the success probabilities here!
Actual success probabilities aside, the problem I'm actually dealing with is not one of the math behind the system, but rather the math at the table. The current resolution mechanic makes for complex arithmetic on the side of the players. And that's what I need to fix but don't know how
I recently scraped myself with my deodorant under both arms. Didn't have the deodorant stick extended far enough. The third picture shows the wound when it was maybe 2-3 days old.
Yesterday, I was walking around a city in the heat all day, so I kept applying a cream (Vaseline+lanolin) to prevent friction. I started applying the cream around 6am and I returned home around midnight with a very red rash. I had also applied antiperspirant in my armpits, not directly on the wound of course, but nearby. So I had assumed maybe some of that got into the wound and caused the inflammation.
From last night on, I stopped applying anything at all to it. Just keeping it clean and dry, sitting around at home without a shirt on. Now the rash is a bit more dull and there's a white ring around the wound. The skin feels dry and tight. There's a constant burning sensation, which is what originally made me wanna apply a cream.
I'm worried I gave myself a yeast overgrowth with the constant cream application.
Any insights are appreciated! I will hopefully have an opportunity to see a general practitioner tomorrow as well, but trying to see if there's anything I should already try tonight.
Hi! I'm moving to Berlin in August and I'm looking to join or start a TTRPG group. I speak both German and English at a native speaker level, but I'd maybe slightly prefer an English-speaking group.
I have been a DM for DnD in the past, so I could probably run a campaign, but I'm also very interested in being a player for once. I own an English language copy of Daggerheart and wouldn't mind trying that out either.
Additionally, I also enjoy just playing most any board or card game, so that could be part of the group activities as well.
I'm 27 years old, and would prefer people somewhat close in age, perhaps something like 23-33. I'll be living near the Charlottenburg S-Bahn Station and I can get around the city by bike or transit, though I'd probably prefer a group that's not too far away.
If you know of a TTRPG group I could join or if you want to start a brand new one with me, lmk! Alternatively, if you know of a better way to find people who share this hobby, I'd love to know about it too!
Hi!
I am Timo, 27, he/him. Queer-adjacent elementary school teacher who wants to roll some dice.
I am moving to Berlin after spending the last 10 years in the US. I speak both German and English at a native speaker level, so I can play games in either language.
I was a DM for a 5E campaign a few years ago, so I am familiar with that ruleset, but I am very much open to learning another system. I dabble in TTRPG game design, so rules and mechanics and systems bring me joy!
I will be available for game sessions on weeknights, probably after 5 or 6pm local time. I'll be living in Charlottenburg, but could travel to another part of the city pretty easily by bike. I'm looking for a bi-weekly game, ideally, but can be flexible on that.
Hope to hear from you soon!! :-)
eBay seller had these listed as "Shimano 106" and cheap. Got lucky that I found them while searching for literally any road levers under 25€ shipped. Just wanted to brag. Obviously you can find deals like this on the local market all the time, but this was nice
Hi!
I am Timo, 27, he/him. Queer-adjacent elementary school teacher who wants to roll some dice.
I am moving to Berlin after spending the last 10 years in the US. I speak both German and English at a native speaker level, so I can play games in either language.
I was a DM for a 5E campaign a few years ago, so I am familiar with that ruleset, but I am very much open to learning another system. I dabble in TTRPG game design, so rules and mechanics and systems bring me joy!
I will be available for game sessions on weeknights, probably after 5 or 6pm local time. I'll be living in Charlottenburg, but could travel to another part of the city pretty easily by bike. I'm looking for a bi-weekly game, ideally, but can be flexible on that.
Hope to hear from you soon!! :-)
You're probably all sick of seeing this bike on here, but I think it's reached its final form!