#.dungeon
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joculine · 14 days ago
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Very few in the TTRPG space are writing like Snow is writing. Wickedly excited for this new project. Check it out and have a peek at Songbirds for a sample. (Or ask me and I'll share an excerpt of my favorite bits of prose/game design)
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I mean how can I say no to this:
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Go check it out. Go back it.
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secretsnowclub · 1 year ago
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TTRPG School: What is an RPG? Or, Defining a Quasi-Text
 This was written recently for the new edition of .dungeon, but I wanna share it with y’all.
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Cameron Burger (@camcamburger) coined the term “Quasi-lore” to talk about the worldbuilding of Minecraft. Quasi means “almost” or “resembling,” so, quasi-lore is not-quite-lore, just hints and clues that motivate an audience to come to their own conclusions about a fictional world. 
I want to go a step further and say that an RPG book is not a Text in the sense that it gives you the proper and complete instructions, rules, and information. An RPG book is, by design, a quasi-text, giving hints, clues, and advice about play that motivates the players to then produce play between each other.
I like to think of it this way because there is no way for an RPG book to hold every possible challenge, and every possible solution to every possible challenge. It can’t hold the answers to every possible question. It can’t account for every possible person who might want to play. And that is not a downside, it is a benefit.
Part of the beauty of role playing games is that there are no limits to the things that can happen. There is no computer with a set amount of power or a planned series of events with a predetermined solution to its contrived problems. It’s a collaborative effort in a way most other mediums aren’t, limited only by the people who are playing together at the time. 
A lot of words have been written about this. Crack open any RPG book and it will most definitely have a “what is an RPG” section. But the main thing this phenomenon has led me to believe, is that our language alone isn’t enough to convey or define the totality of collaborative storytelling or playing. And because of this, a very important part of an RPG cannot exist inside of a Text. It can only be created and sustained while playing.
A quasi-text doesn’t force people to see it or think of it a certain way. It’s quasi-nature allows it to be used to tell a million different stories, by allowing the players to discover or create connections between the incomplete ideas and rules presented by the text. You, the reader, or your fellow players, can peruse the book and use what’s there to think of new concepts that fit nicely inside the book’s themes, while still leaving enough, or even creating more, quasi-lore for everyone to build on.
This is what makes rpgs so collaborative. It’s in the limitations of language and definition. It’s in the limitations of the individual to cover all possible avenues. As a game designer, I can only ever hope to create a quasi-text that inspires people to Play. .dungeon is my attempt at that. There are rules and lore that this book cannot give you. There are things purposefully left open or nebulous, and not “because of vibes,” but because I simply cannot know. 
���Connection” is the biggest example and one I got a lot of questions about when people read the first edition of .dungeon. This book will not tell you how long a campaign of .dungeon should last, or how much Connection you should lose every session. Each group that sits down to play will have a unique experience with Connection . Some campaigns will end quickly, others will go for much, much longer. 
That is intended. 
You won’t know when you’ll get a “game over.” You can’t know what random encounter or boss battle will be your last. Which adventure you’ll go on last. You won’t know how many people you’ll meet, or who will be important to you in the end. The text of the book knows how to measure this and can tell you what happens when it’s gone. But what it can’t tell you is how it will happen or when. 
Your duty as an RPG player is to meet these unknowns with confidence, because your answer will be unique to you and the other players. It will be unique to this particular moment of your life. By design, there are no wrong answers between the gaps of a quasi-text. There are only your answers.
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maxime-cpt · 10 months ago
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Today someone in uni told me about their pitch for their new 5e campaign set in various videogame worlds so I just said "hey you might wanna check out .DUNGEON for inspiration" and they did and I saw them spend the next hour reading the pdf, got 'em.
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mindboogling · 3 months ago
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I love making a gag character for D&D, forgetting they’re just a gag character, and then take a step back to look at the original ref
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kokii-omii · 3 months ago
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dungeon meshi ah dungeon meshi
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h-ikusaa · 4 months ago
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yuri beams ur labru
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metaphoricallyrose · 7 months ago
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Support group
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yeepof · 7 months ago
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I understand that tall men are our POV characters, but surely being like a foot taller than everyone around them would have some occasional consequences
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ninoacca · 7 months ago
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top 10 anime betrayals
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livingthedragonlife · 6 months ago
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laios is perhaps the only character not to get the "they mentioned their favorite food once and the fandom makes it their whole personality" treatment. his favorite food is cheesecake and absolutely nobody cares
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queenoftheantz · 7 months ago
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Here are my Dungeon meshi stickers! I basically thought "hey. lots of people will have cute food themed stickers. And that good and well, but I want that serious stuff too!" So I decided to make a series for the main gang based on sense of self instead!
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secretsnowclub · 2 years ago
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ads and stuff for .dungeon//remastered
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sabertoothwalrus · 8 months ago
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I literally don't know what possessed me to make an 11 page comic over these sad old men! bon appetit <3
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nortimer · 7 months ago
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me when I wake up at six am for my five hour shift and my boss begs me to stay for nine hours instead
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squidsmeister · 8 months ago
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Yknow how people say they picture senshi and it helps them cook? I think I’m doing something wrong (DO NOT DO THIS)
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