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by Austin Pardun on Instagram // Etsy Shop
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Robin Hood character designs by Ken Anderson
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Everyone liked the color charts I test printed for Basilisk so much, I felt compelled made a nice version! Great for anyone that has an interest in Risograph printing, historical pigments, or weird medieval marginalia.
(buy it here)
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A game I played and let's played is getting a sequel! Holy shit yeah!
I'm so hype. This game is wonderful!
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Surprise! Happy Pride Month!
Wishlist on Steam Now!
Hi gang,
We’ve been keeping this news a secret just so that we could celebrate Pride Month with a BIG reveal! 🌈 The sequel to our award-winning visual novel dating game LongStory is coming to Steam and Switch in early 2024!
💚About the game
LongStory 2 picks up right where we left off, which means… Our cast is just days away from starting high school and things are about to get even more AWKWARD. Hey, that’s life!
If you’re not familiar with LongStory, now’s a good time to check it out on Steam, Switch, iOS and Android.
👀 Demo when?
We’ve got some exciting plans leading up to launch (YES, we’re working on a demo) but first, we want to hear from YOU to *Insert Rupaul's voice here* make some decisions.
We’re planning a Kickstarter campaign that will allow us to collect the funds needed to polish the game and add some key features.
By taking 1 minute to 👉fill out this form👈, you’ll be helping us decide on the best rewards, stretch goals and the things that actually matter to you when it comes to supporting the development of indie games.
A HUGE thanks to all of you and we hope to share more details in the coming months!
💌 Don't miss the demo, sign up to our newsletter! 💌
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Hey folks! Got another rework for y'all today and this one is a doozy. After my last brew, I've been wanting to go back and look at some of my ancient stuff. And out of everything I could have picked to work on, I figured my old Dauntless stuff was in the most dire need of an update.
So this is a complete and total overhaul of the original 5 weapons I did and so, so much more. I also reworked the Ostian repeaters (again) to be in line with the new systems AND finally added the aether strikers which were released quite some time ago. But I didn't stop there, oh no. I ALSO included every alternate special AND all the mods for each weapon.
So yeah, this ended up being a lot of work, more than I originally intended, but it wouldn't be one of my projects if I didn't go at least slightly overboard. I'm also quite pleased with the reworked aesthetics as well. Those who have been with me for a long time may recognize the first page, as it's almost identical to the first page of the original weapons I did years ago. I hadn't intended to do that but I couldn't come up with a better first page and I loved the idea of updating it to be more in line with my current works.
And now that I'm back into Dauntless, I fully intend to work on adding more content for aspiring Slayers in the future so look forward to that at some point. But for now, I have other things I need to work on. I've been contacted about a commission so that will take priority for now and also spooky season is fast approaching so I need to think about that as well. Never a dull moment.
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I’ve been posting Dungeons and Dragons themed dogs on my other social media! I post more wip on twitter, and cut lil’ stories to go along with them on Instagram!
I hope you find a doggo that speaks to you and your campaign- they will be avalible as tokens for your favorite virtual table top soon!
The best place to find all of the doggos and future updates is my website:
Amandamoodyart.com/puppiesandpaladins
The rest of my social media:
Twitter
Instagram:
Tiktok:
Twitch
Thank you for checking out my good boys! I’ve been trying to the word out to other players/blogs so I’d appreciate any RTs very much!
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A piece of advice that I THINK comes from the Blades in the Dark rulebook (but I'm not sure because I've read so many TTRPG rulebooks in the last year or so) but that I think could be applied to a lot of other TTRPGs is that a roll shouldn't make a competent character look incompetent.
Like, I think most players and GMs (especially those of us that come from the D&D paradigm) tend to think of the dice roll as representing how well the character does the thing. This seems intuitive, but it tends to make a character's perceived level of competency at the things they're supposed to be good at weirdly swingy, which might be undesirable unless you're aiming for a slapstick tone.
Like, your stats/skills/modifyiers/whatever the hell the game you're playing has/ already represent how good/bad your character is at doing certain stuff. So the die roll, being a luck-based number unrelated to these skills, probably shouldn't ALSO represent how well your character does the thing, but instead represent outside factors that influence the outcome of your action, such as something distravting your hero, the enemy jumping away to avoid the swing, or the lock you're trying to pick having a bit of rust that's giving you trouble.
In practical terms, what I'm saying is that if your thief with a decent sneak skill is trying to stealthily follow a guard, but you get a disastrous dice roll that causes you to be discovered, that dice roll probably shouldn't represent your thief suddenly stumbling over and making a lot of noise, but the guard suddenly remembering he left something in his quarters and turning around at the worst possible moment. Mechanically both get you the same result, but one of them doesn't have the unintended of effect of making it seem like your thief suddenly forgot how to sneak.
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The Scandinavian peninsula in 1565 by Ignazio Danti.
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Map of The Six Sunderings. From my story inspired from the cultures of maritime Southeast Asia, about an undead and indigenous Prince, whose tale should have ended on the day he was executed; endlessly searching for a broken sword to heal his broken world.
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Here's something I've ever posted here! A little project I did for Queer Be Dragons, character portraits & a little landscape shot for their new campaign.
Check them out on twitch and youtube :)
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Dumb d&d ideas: All Dragons start with a muddy brownish/swampy in-between color. Their actions determine whether they grow up to be a metallic or Chromatic coloration of their breath weapon. In some cases, dragons with a mix of both colors can be seen as Chromatic dragons or Metallic dragons switch alignment over time.
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Quick advice to make D&D combat more exciting!
Following a conversation I had on Reddit the other day, I thought I’d share a quick insight into how I run combat (especially in D&D, which doesn’t have any mechanics for increasing tension or making combat more dynamic like other games might).
Basically…
If something new doesn’t happen every 2-3 rounds, the combat will be boring.
Now here’s a (non-exhaustive) list of new things that can happen:
A new enemy arrives
An enemy dies or flees
An enemy reveals a new ability
An enemy dramatically changes their tactics (moves to a new spot, starts targeting a different PC, switches from melee to ranged or to spellcasting or w/e)
A PC dies/goes down
Reinforcements arrive for the PCs
The environment changes (a surge of lava flows through the battlefield, a crack opens in the floor, a locked door opens, etc)
A new “ticking clock” starts (a bomb is about to go off, the enemy is charging up a devastating attack, an innocent person is in danger, the room is collapsing, etc)
A new goal for the PCs arises (an object to grab, a ritual to foil, a lengthy spell to cast, a location to reach, etc)
An NPC reveals something related to the plot (“I am your father”, “This fight is just a distraction!”, “This is actually a simulation”, “I never wanted to fight you”, “If you call this fight off and let us leave, I’ll tell you what you want to know”, etc)
The more “organic” you can make these new things the better, which is a skill you will develop as you DM more (also, some of these will just happen naturally, especially #2 and #5). At the start, just focus on the first 5 points since they’re the easiest to implement at short notice. #7 is also a good one if you have ideas for it. Your goal is to force the players to adapt to new circumstances as they arise! If something new happens but the players don’t need to change their own behaviour to match it, then it may as well not have happened at all.
Basically, be creative and be fairly brutal (as brutal as is tolerable for the players!) and you will find your combats will have a lot more punch than if you play it safe.
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