#.dungeon
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joculine · 2 months 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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theinstagrahame · 1 month ago
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Another big month of TTRPG mail calls! Got a bunch of zines, some Crowd funders, and treated myself to a book or two when I got my new job lined up.
Here's what's exciting from the last month:
Death of the Author: I've said before that we (as in I) love the work of Sam "@goblinmixtape" Leigh, and before I got into TTRPGs, I wanted to do fiction writing (I found that I got from TTRPGs what I wanted from writing). So the pitch felt like an instant yes: A solo RPG about writing fiction, and the relationship between author and character.
The World we Left Behind: Sam Leigh put this together apparently for a Ballet, which is incredibly cool, and then put it as an add-on for the Death of the Author campaign. Needless to say, I was all in.
Urban Shadows 2e: Backed this on Kickstarter before Magpie did the A:tlA campaign, and it's finally showed up now. If I'm honest, my interest has waned, but I know US 1e was really good.
Zephyr: The art and the concept behind this are great, and I know that the creator makes some really neat mechanics.
Glitch: I picked this (well, 0 edition of Glitch) up on Kickstarter years ago, because the pitch was so good, but I didn't get a hard copy then. Managed to use some DTRPG money I had to rectify this mistake. Jenna Katerin Moran's work is very philosophically interesting, but I was hooked by the notion of being a demigod who knows that there's more going on, but is going to deal with street level concerns.
The Flood: Also a Moran game, and came to be as part of The Far Roofs (which I'm sure will be featured in a future mail bag post). There's a beauty to Jenna's work, a blending of metaphor and reality that I'm really drawn to, so I'm very curious about how farming poetry will work out.
Reach of the Roach God: When I landed my new job, I pretty quickly landed on what I wanted to pick up. I found out about the Thousand Thousand Island books a little too late, so I wanted to make sure I snagged this beautiful volume before I couldn't find it anymore. It's a real triumph of a book, and I can't wait to dig deeper.
Ironsworn: Sundered Isles: I am on record as loving Ironsworn and Starforged. What if instead of Space, we had Pirates?! Hell yeah, sign me up. Ironsworn/Starforged are probably the solo RPGs I've had the most success playing, in that I got furthest into these before getting distracted by other things. So maybe I'll get myself into another one?
The Wizard's Library: I've been really intrigued by Vincent Baker's Wizards Grinoire series, although I've read (and not yet played) only the first. It's got a neat reverse relationship, where the "GM" player is the titular Wizard, and the other players run the supporting cast, helping the Wizard delve into the grimoires that they discover Fortunately, this book contains more grimoires for the titular wizard to go through, and with them, more dangers for the wizard to face.
Fabula Ultima: I've heard only good things about this self-billed "TT-JRPG" and I'm really curious about it. Final Fantasy and the Pokemon series both being such long-term loves of mine, I'm very curious to see how this one runs. (Also picked up the Quickstart for a future Mailbag.)
Wet Grandpa: Listened to an episode of RTFM about this, after seeing the name around for years, and finally picked it up. I always found the title off-putting, and really couldn't get past it until my favorite TTRPG Book Club Podcast dragged me through the cover. The physical edition is a beautiful, rugged-looking book and my mind keeps reeling at the possibility of making players make hard choices.
Psychodungeon: I really dug the pitch, and Kayla Dice makes some really fun and interesting games. Be part of a team that helps people manage their trauma after it manifests into a psychic dungeon. What intrigued me most was the use of the Belonging Outside Belonging system for this, which I think really opens up some interesting possibilities for the Workplace Drama angle, and the GMless aspect could lead to some extremely fascinating dungeons.
Stewpot: This one as a no-brainer. I've got lots of friends who are into the "cozy" genre of game, and Stewpot has been The Name in fantasy coziness for a while (for lack of a better terminology, as I know it's a loaded term). The special edition (and wooden dice) were too tempting, even though the crowdfunder hit during my Freelance Era, and cost a few extra...
Any%: I watched the HBomberGuy video about Speedrunning (shortly after his Plagiarism video dropped), and developed a soft spot for the hobby. I genuinely couldn't do it, I'm too ADHD to try the same thing over and over again in hopes of shaving a fraction of a second off of my response time. But, I'm glad that people are doing it. So, a solo RPG that plays with speedrunning and its terminology seems like a great way to feel like I'm doing it without all the Bad Brain Juices.
Pregame Lobby volumes 1 and 3: I also wanted to grab these before they became too hard to find (I can't find anywhere that has Volume 2 at the moment). I really like the vibes of .Dungeon, it feels like a game that evokes a period in my life where I was curious about the Internet and tried just about every MMORPG that wasn't WoW or EverQuest. I'm honestly struggling to not pick up the recent Spiral Bound edition, despite getting the hardback 2e, because the art and layout looks goddamn incredible.
And these books are from the Plus One EXP Zine Club, which is a Zine of the Month Club, hand-picked and hand-curated. So I'm excited because I don't actually know much about them.
Metalepsis
Fire & Stone
Hapsy Kordo's Kitchen Horrors
This Old House
Hive of the Crawling Creeps
Fallen from Grace
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secretsnowclub · 2 years 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 · 11 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 · 5 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 · 4 months ago
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dungeon meshi ah dungeon meshi
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h-ikusaa · 5 months ago
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yuri beams ur labru
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metaphoricallyrose · 8 months ago
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Support group
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yeepof · 8 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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queenoftheantz · 8 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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ninoacca · 9 months ago
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top 10 anime betrayals
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livingthedragonlife · 7 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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secretsnowclub · 2 years ago
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ads and stuff for .dungeon//remastered
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sabertoothwalrus · 9 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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nortsmedley · 8 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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