#DnD Writeup
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wait, why is Argynvostholt so fucking cool!?
this module made me slog through 120 pages of melodrama and nasty-ass villagers only to toss in a fantastic moody exploration segment with a straightforward plot and gay zombies? with the SICKEST fucking reward for fulfilling the quest?? and then have the gall to tell me it's completely optional!?!? WHAT THE FUCK CURSE OF STRAHD WHY ARE YOU LIKE THIS
#sure the fortress is a little empty and probably twice as big as it needs to be#but compared to all the 30 page Vallaki writeup#this is NOTHING#barovia#strahd von zarovich#curse of strahd#strahd campaign#dnd strahd#dnd#dnd shenanigans#dnd campaign#dnd5e#d&d campaign#d&d 5e#d&d#dungeon master#dungeons and dragons#cos spoilers#queued post bc lazy#argynvostholt#gay zombies#vladimir horngaard
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While 5e has remembered that 1e had elves having spirits instead of souls, meaning that they weren't capable of a permanent afterlife and were forced to reincarnate, they seem to have forgotten* that orcs and half-orcs also had spirits and had to follow these rules. Along with anyone else that wasn't human, half-elven, dwarven, a gnome, or a halfling (or later, planetouched. Dunno about dragonborn.)
*If they have remembered the orcs, I haven't seen it or heard anybody mention it.
Like hey, half-orc characters, you should probably reincarnate too if we're bringing that back.
#we're always forgetting things because the elves are hogging the limelight#also I *finally* found that passage again!#in my defence not bothering to look in deities and demigods for a decade is normal: 1e. That book.#I don't know the rationalle between half-elves being 'more human' than half-orcs and as this is early DnD I don't want to tbh#(Yes I'm still procrastinating on that drow culture writeup; do you know how much cross referencing there is.)#lore stuff
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man. ive had this art in my drafts since like three dnd games ago (so, like, two months? lmao) and have been putting off finishing it because NOTHING i could draw could possibly express how fucked up this fight made me feel. immense shouts out to my DM for a) understanding my taste in symbolism and themes, and b) letting raz literally kill himself with no consequences
#well maybe a little consequences (the rest of the party was freaked out)#(we all gained some trauma from this boss battle it was dope)#anyway.#dungeons and dragons#dnd#raz#raz'elen serianni#i should really do like. a writeup of our campaign so far.#to put in the ao3 series collecting all the fic ive written for this campaign#because MY GOD this fight. this fight was so fucking cool.#(for just a little context: we fought a mimic-type monster that turned into mirror versions of all our characters)#(and we had to kill our doubles basically)#(it was... really weirdly cathartic. like genuinely.)#(i'll be thinking about that dnd fight for the rest of my damn life ngl)#(this was right after raz SHOT HIS MIRROR SELF IN THE FACE WITH A GUN)#(and the mirror shards reformed into the next spell mirror!raz cast)#(it was so fucking cool auggghhg)#(also raz killed his mirror self by using inflict wounds to re-open the scar on his throat. so that was sick as fuck.)
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drawing of my ponysona, Razzle!
minor lore dump in the tags!
#my art#my little pony#mlp#oc#weird having my ponysona be razzle since i have another one named taffy (the name of me)#but theyre technically the same individual in what i dub the “abyssal burgers au” where the cashier of the restaurant and bakery#who is the ghost of one my old dnd characters in a campaign that was cut short due to murderhobo party members (rip miliz i miss you)#makes a ponysona cuz her good friend the owner made one to travel to equestria except i ended up making her (miliz) two ponysonas#anyways i have a whole writeup on abyssal burgers somewhere that i made in like early college/late highschool#love my goofy little ponies x33
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A crocheted gazer! This one will almost definitely be a gift for a friend, whose DnD character has adopted a pet gazer. It’s the wrong colours but at the moment literally all of my scrap yarn is purple, so everything I make is purple.
Pattern: none. I made a sphere, then I made a little disc for the eye, embroidered the mouth, and made 4 tentacles proportionate to the sphere (sort of), and sewed it all together.
Materials: worsted-weight wool/acrylic blend yarns - the dark purple is from the sweater I’m making, the light purple is from a hat I made a few years ago; more scrap yarn shredded for stuffing.
Equipment: 4mm crochet hook, tapestry needle, bobby pin.
Time: not entirely sure, but under a week.
New skills: embroidery on crochet, coming up with my own “pattern”
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some very tentacle-centric Doodles from my recently (mostly concluded) DnD Campaign! All we have left is our epilogue session. (I'll be doing a writeup of how the Final Battle went down in session and mechanically)
Row 1: Spagoots the Flumph and their "pet dog", Meatball a tiny, manufactured Beholder
Row 2: Tanith, the Aboleth AKA the evil space fish and BBEG of the campaign my players asked me why she's sexy for a fish
Row 3: Tanith, phase two my players said she'd be hotter if her organs were on the inside
hit the readmore for more details on each
Spagoots was the LAST friendly/helpful NPC encountered while inside of Tanith's lair. They spoke in an uwu voice which nearly killed some of my players upon hearing. Since my players managed to find Meatball in one of the body horror labs, Spagoots went with them into the final battle with a first aid kit By some miracle, Spagoots and Meatball survived.
Tanith (as an Aboleth) presented herself as a god for the country of Lazuria, and in return that country did a Whole Lot of Pillaging. Her greed eventually backfired when she learned of an Astral Mirror containing another Aboleth, she conspired to gain a new pawn and it backfired with that Aboleth beating her in combat, destroying two of her three eyes.
She retreated to Lazuria's only neighboring (and ally) country of Svarskallen. While licking her wounds, she founded her own Secret Police, created Fantasy Nukes and launched them, and of course abused her Aboleth powers to turn people into her pawns.
Thankfully the party managed to find her and fight her in her glorified fishbowl of a lair. With her last dying breath she called out to the god of power/chaos (through an artifact) to sacrifice her flesh so that she could have a phase two kill the party.
But in the end, ding dong, the fish is dead <UvU>
#artists on tumblr#original art#original characters#character design#dungeons and dragons#dnd#flumph#beholder#aboleth#spagoots#meatball#tanith#blankd art#art#tw blood#tw gore#tw organs
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How to make the DnD Lore more accessible
I talked on Christmas about how Wizards of the Coast and generally Hasbro are mismanaging Dungeons & Dragons. And I want to go a bit more into one of the things I brought up in that blog. Which is: The inaccessibility of the Dungeons & Dragons lore, or specifically the Forgotten Realms Lore, which technically is the main lore for the game.
To sum up, what I said in that long essay once again:
While more and more people are playing DnD, a lot of them are playing it with original worlds. In of itself that is not really a bad thing, but the reason why so many opt for original worlds is. Because one of the main reasons is that the DnD Lore is very, very inaccessible. Sure, there are several wikis out there of varying quality. But even with the good wikis, there is just the fact that not all pages are of equal quality and there is just a lot of stuff that is just stubs.
Meanwhile the official stuff is fairly useless. Sure, there are quite a few books that give you some great lore - but actually finding the book for the lore that you are looking for is pretty much impossible without once again relying on Wikis. And of course, depending on the age of some of the sources, they might also just not generally be available unless someone uploaded them to the internet archive.
And yeah, sure, Ed Greenwood is a walking encyclopedia on his world - and will answer questions on Twitter. But...
Look, here is the thing: WotC wants to make money with this. So, excuse me for saying this, but... They should put some more effort into making this accessible. Just put some people down there that make a comprehensive write up off the lore.
Or to put it differently: Make a comprehensive Wiki on DnDBeyond.
See, here is the thing. When right now I wanna find out something about, let's say, Tymora, I can totally search for it on DnDBeyond.
But then the results look like this:
So, basically it just lists me source books in which Tymora is mentioned. Which does not necessarily tell me, how much I can actually gleam about Tymora and the worship of Tymora from each sourcebook. And if I click on one of the links, this is what I get:
Which, you might notice, tells me literally nothing about Tymora.
Now, I absolutely get that WotC needs to sell all those books and all of that. But... To keep it like that makes the entire Lore and background of the world completely inaccessible.
This goes double, of course, because each of the books does not necessarily give you a comprehensive writeup of who the goddess actually is or what her timeline is.
And this goes basically for everything. There is barely any information that they make actually accessible.
So, how could WotC actually fix this?
Well, simple: Make their own Wiki - and then use the Wiki as a jump-off point to sell your stuff. It does not have to be the most comprehensive thing ever, but give a general overview of the most important stuff: A timeline and a general idea of the major events (like the Time of Troubles, the Spellplague and the Second Sundering), an overview of the pantheon, an overview of the different cities, and some major characters (like Xanathar, Dagult Neverember and so on).
Because here is the thing: When you do not have a hook, you will not get people to actually buy your books.
To keep with my example: Let's say you are a person who has just gotten into DnD. Maybe because of an Actual Play Podcast, maybe because you liked the movie, or maybe because you just come off Baldur's Gate 3. And now you want to get into playing DnD and would like to do something with that world. So, you google "Play DnD" and get obviously the official side as a first result (with Roll20 coming in second).
But... You basically get not at all a primer on the world and the different settings you can have in it. Nothing.
The "story" thingie basically just also has links to "Buy" pages. No way to properly get a good hook into the story of DnD.
Again, all on its own it is not a big issue that people make their own worlds. You could argue that it is technically a good thing, because it allows people to be more creative. But there are two things you also have to keep in mind.
New players really do have a bigger hurdle to overcome when they want to start playing - because either getting into the lore or creating their own lore does pose a challenge to start with.
More people playing in the official game world, does create a bigger feeling of community, as people work on some connected lore.
WotC wants to sell those books, which does really not work, when you do not give a good hook for them.
People are just more likely to buy a book on details of a world, if they are already kinda familiar with the book - and if they know what they are actually looking for.
This... really isn't that hard or complicated.
So, what I would do is the following:
Create an official timeline (especially as there are contradictions in the timeline as off now).
Create an official encyclopedia featuring major locations, people, religions and the general pantheon.
Use those official encyclopedia pages to link to books and adventures working with that kinda stuff to sell them.
Maybe also create some fairly short official one shots to start with. Let's just say three or four of them. Offer them for free and very clearly available on the official website. (Even with all faults I see in how Catalyst handles Shadowrun, this is something they do very well.)
Also... Just maybe create some more official content like short stories, some good content on youtube... the likes of that. Heck, create an official Actual Play that is actually set in Toril!
Is that all going to cost some money? Yeah, it is. But I would argue that this would do the game good. While there are no official numbers some fan-made polls suggest that actually most people play without any official material. Meaning the game itself right now is super accessible - but only a few people are actually interested in the official stuff. And if WotC wants to make money... Well, they need to get people interested in the official stuff.
And that is of course without going into how the shoot themselves in the foot by trying to change the open game license and what not.
To put it differently: Right now DnD is actually super popular. So popular in fact that you could argue it is pretty much mainstream. And they... just fail to make proper money off it, because they are just too dumb to understand how to actually use it in their advantage.
#dungeons & dragons#dnd#dnd lore#dungeons and dragons#dungeons & dragons: honor among thieves#honor among thieves#dnd:hat#baldurs gate 3#bg3#wizards of the coast#hasbro
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I have ADHD and memory issues, but the _Patchwork World_ writeup seems to focus on learning the rules and chargen, which are the aspects I have the least trouble with (I can do them asynchronously, alone and between sessions) -- my main issue is with maintaining attention over the duration of a play session. Are there games designed to be played in short bursts -- maybe sessions of 10-30 minutes?
THEME: Quick / ADHD friendly games.
Hello friend! So I’m going to break down this ask a little bit to hopefully make it more helpful. I’m going to include games that can be played in short bursts, but I’m also going to highlight some games that might help in other ways.
I’m also going to include some advice I’ve picked up about gaming from ADHD - tips that I got specifically from creators who have ADHD themselves. I recognize that it works differently for everyone, so your mileage may vary, but hopefully one or two of these tips will be useful!
Disclaimer: I do not have ADHD myself. I am forwarding advice from other creators. The two creators that I took tips from are the following:
10 Tips to Make Your Tabletop RPG More ADHD Friendly, by How to ADHD.
DnD and ADHD, by Azrai.
Both of these videos are focused on D&D, but there is advice that is translatable across games.
One of the biggest helps to understanding the obstacles to gaming with ADHD is the re-contextualization of how an ADHD-brain works. As far as I understand, ADHD brains have an easier time focusing on something if it’s engaging. If it isn’t engaging, or if your brain can’t sort through the information to understand what’s going on, it just kind of… shuts off. So the biggest thing is to think about what makes playing games interesting.
Short Sessions and One-Shots.
I can definitely understand the effectiveness of short sessions and one-shots. You don’t have to retain information from a previous session, and short games are usually rules-lite so you don’t have to keep a lot of information in your working memory.
Oh No It’s Gay, by blake stone.
a quick, single-session dice-stacking RPG about flirting, falling in love, and being super queer. rules for both two-player and multiplayer games are included.
I’m recommending this game because of the dice-stacking mechanic that I think might be engaging. The game itself is pretty simple, and I don’t see a session lasting longer than a few minutes. This game seems to work best with two-to-three players, and the dice-stacking requires you to pay attention when it comes to making sure the dice stack stays up. At the same time, you don’t have to hold much information in your head, and most of your actions are determined based on how you’re feeling. If you’re feeling flirty, then you’ll probably be stacking lots of dice!
Subway Runners, by Gem Room Games.
Life is tough for the cash-strapped in Prociopolis. Ever since the secret to immortality was discovered, nobody retires anymore! With all the steady jobs taken and no sign of any new ones opening up, there’s only one sure way to make some quick cash: sign up as a Subway Runner and work for the Metro Authority to hunt monsters and repair subway lines below the city.
The minds behind Gem Room Games prioritize making games that can be run quickly, and Subway Runners is an excellent example of that. Characters are randomly generated, so you can cycle through the generator until you find one that you like. Then you can download the character sheet and print it off if that works easier for you! You roll a number of d6’s whenever you attempt to do something, with 1-3 being bad, 4/5 being a partial success, and a 6 (or more) being a full success. The staggered success is similar to the way Patchwork World works, but instead of trying to keep track of moves, you just need to find which skill of yours makes the most sense to use.
Subway Runners is a great game for one-shot play! If you hold sessions for longer than 30 minutes I would recommend having a break partway through and doing a re-cap when you come back from the break, to make sure everyone is on the same page and is able to focus on what is about to happen next. If you hold sessions for 30 minutes at a time then I can see the game as functioning as essentially a min-campaign, in which case a quick re-cap before each session is absolutely fundamental.
Finally, if you’re going to be playing shorter sessions, it might be more logical to play online so as to reduce transport costs and the amount of time you need to set aside for a game, and Subway Runners is designed to be run online!
Firebrands: Mobile Frame Zero, by Meguey & Vincent Baker.
Humanity has spread through the Milky way, using interstellar transit gate technology to colonize the galaxy. Mobile frames are the hard-working, hard-fighting combat- and labor mecha they’ve brought with them. You are romantic ace mobile frame pilots, caught up in an undeclared war for the future of the Bantral system.
I don’t know anything about how Firebrands-style games play, but I do know that they are effectively built to be a series of mini-games. You might be able to play one mini-game per session, in order to keep each session short. The biggest downside might be that each mini-game uses a different set of rules, but if you’re only doing one mini-game at a time, that might not be an issue for your group.
The Score, by Tin Star Games.
THE SCORE is an all-new kind of collaborative story game that lets you create the world's greatest heist movie with just 18 cards in under 18 minutes of game time. It's a revolutionary take on shared storytelling that needs no GM, no complex rules, no hefty rulebooks and gives you all the idea prompts you need to be the mastermind.
This game is still in funding but it's meant to be played in 18 minutes, which is probably the shortest tabletop roleplaying game on this list. You can check out the link above to find reviews, playthroughs, and a short guide on how to play!
Visual References and Tactile Player Pieces.
A game that has a visual reference can be stimulating and can help someone keep focus over an extended period of time. This visual reference might just be pictures that you share online to help you visualize what’s going on, or it might be something that is can be seen and interacted with in front of you, to help keep you engaged and interested. This is probably a mandatory thing in games that are long, with a lot of rules.
Lancer, by Massif Press.
Lancer imagines a future where a survivor humanity has spread to the stars after weathering terrible ecological collapse on Earth - the end of the Anthropocene as a consequence of unrestrained consumption and poor stewardship. Thousands of years later, humanity lives in the wake of a desperate revolution, one where the victorious radicals now manage the galaxy they've won.
Lancer is a mech game, set in the far future, and it has a lot of moving pieces, but it also has an immeasurable wealth of player aids. The creators (and fans) of the game have provided the Comp-Con App, which acts as a Compendium, a Character Creation Tool, and a Character Keeper all in one. The App helps you track damage, plan out your mech build, and mark off deployables as you engage in combat.
I play Lancer in person with a small play group, and we use a hex-map and chess pieces to keep track of what’s going on in combat. This gives us pieces to pick up and move, and it also gives us a visual reference to track where we are and what we want to do next. While our game has chunks of narrative play to provide plot points, the bulk of our game sessions involve combat, and the nice thing about that is that you only really need to know what your objective is, and therefore you can focus on moving across the map and wiping out your enemies. If you want to make combat shorter, you can stop partway through or break it up into smaller skirmishes with a few enemies at a time.
I’m the GM for the game, but I personally cannot keep all of the rules straight in my head - luckily I have a player or two who love rules and will happily remind me how inflicting Burn works, whether I can shoot things in soft cover, and what exactly a Veil Rifle does.
Yazeba’s Bed and Breakfast, by Possum Creek Games.
Welcome to Yazeba's Bed & Breakfast, a slice-of-life tabletop RPG about a heartless witch, a peaceful house, and all the folks who have made their home inside.
Yazeba's Bed & Breakfast is a very special game. It uses pre-set characters, quick-play chapters, and an adaptable ruleset unlike anything else out there. It takes less than a half hour to learn how to play and get started, but with new chapters and secrets to unlock folks can stick with the game for years and years.
Jay Dragon, the Project Manager for Yazeba’s Bed and Breakfast, places accessibility at the forefront of all of Possum Creek’s games. Each chapter of this game has slightly different rules, but you use the same characters for each one. Many of the games use tokens, which will be earned, spent, and placed on tracks to make things happen in the story. Each session looks as if it is meant to last 40-60 minutes, which is a bit longer than you might be looking for but is certainly shorter than a typical D&D session.
Because of the token usage in this game, I can see this game having a big tactile element. The character art is also colourful and engaging, and provides you with a really strong visual reference that can help you identify with whichever character you decide to play. Yazeba’s B&B chapters also mean that not every character has to be present for each game.
If you want to check out this game, there is an Ashcan Version on Itch.io, and if you want an Online play option, you can check out Yazeba’s Online by One More Multiverse! The Online game has a whole map of Yazeba’s that you can actually move your character through, and I think that really improves how easy it is to keep engaged with the game.
Light Rules and Communal Player Resources.
If there are not a lot of rules or math that has to be done, you don’t have to spend time thinking about how you do something and you can spend more time focusing on what you want to do. Communal player resources can also be a big boon because if the entire party has the ability to see what’s available, it’s not up to just one person to remember what kinds of tools you have at hand. I personally love online player-kits that are visible to everyone, because you’ll never lose your character sheet, and you fellow players can help you find the pieces of information that you need to figure out what it is you want your character to do next.
Camp Flying Moose for Girls of All Kinds, by Alicia Furness.
Camp Flying Moose for Girls of All Kinds is a PbtA game about teen girls at a summer camp filled with strange supernatural occurrences. Inspired by Lumberjanes, and my own experiences of summer camp, the game investigates mysteries, monsters, and teenage identity.
You mentioned Patchwork World as a game that you felt worked for you. Patchwork World stands out to me as a PbtA game that lets you customize your character, but only really requires you to remember the moves that you specifically have to make. Camp Flying Moose is also a PbtA game and also lets you create a character by putting pieces together. You will choose a two special moves that define your character, assign numbers to five stats as you like, and answer two characters about your experience at camp.
I’ve also created a communal character keeper that you can use to track all of your character information as a group! You can check it out here.
Visigoths vs Mall Goths, by Lucian Kahn.
Visigoths vs. Mall Goths is a tabletop roleplaying game and dating sim about the conflicts and romances among the warriors who sacked ancient Rome and 20th century spooky teens, set in a suburban Los Angeles shopping mall during 1996. There are a lot of bisexuals.
I talk about this game a lot, and that’s because it’s good. The player aids are easy to understand and follow along. There is a map of the mall to help your characters figure out where they want to go next. There is a day tracker that the GM will move along as you play, which ensures that you finish the session within a reasonable time. And there are things that you as a character can do even when the spotlight isn’t on you to help keep you engaged even when it isn’t your turn - characters can embarrass themselves in order to give a bonus to a friend while they roll.
I also find that this is a game that encourages competition, so if you like games where the goal is to (humorously) one-up other characters, you might find this game to be up your alley! This game is also PbtA, often hailed as a hall-mark for being rules light.
I also made a character play-kit for this game, which you can find here! There’s also an Online Supplement made by Chloe Sutherland that makes it easier to play this game online.
Finally...
I recognize that a number of games on here don’t look like they run in very short sessions as designed. For a lot of games, I think having a game table that is on board can be the biggest help. You want a game group that understands your need for re-caps and short sessions, and is willing to work with you. Perhaps meeting online makes it easier to schedule a short game, or maybe taking a 5-minute break halfway through an hour-long game gives you a chance to get your focus back. I’d also recommend talking to your GM about what you find interesting in play. If you’re into romance and all the group is doing is fighting monsters, I can see it being very easy to lose focus.
Some final tips:
Keep the table small if possible (only 2 or 3 players), so there is a shorter wait time between each turn.
Our table lets people do things when it’s not their turn, such as get up to stretch their legs, munch on snacks, and doodle. Keeping our hands busy and letting our blood flow gives some of us the re-set we need to keep focused.
Ask your GM to give you one piece of information or one obstacle at a time. Then you don’t have to try and remember all of the things happening around you at once.
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Since I am still chewing on the DIE Stapling post, I am going to do another about effort mechanics in ttrpgs because I am trying to write that Blasphemous inspired Trophy Gold hack (placeholder name: Penance). And one of the coolest mechanics for Trophy is its Risk Roll, which is basically an effort mechanic.
"But, Ampersand, what is an effort mechanic?" I hear you ask, dear mutual I am making up in my head. An effort mechanic allows you to reroll an action you have already attempted but failed or to get a bonus to a roll at the expense of some resource. Usually, that resource being the character's health. But it can also be something else like clues in an investigative game or even a narrative consequence (but that's usually called a Devil's Bargain).
The important part is that it gives a benefit but requires a sacrifice. And that's when the whole fanfare of psychoeconomics start. Because you need the sacrifice to be big enough to give the player pause and not use it every roll. And also you need the benefit to be significant enough to make it worth the risk and the expense. If properly adjusted, an effort mechanic can become a slow but sure spiral into the characters downfall.
Let's look at some examples!
Numenera is the first system I learn that had such a mechanic (but certainly was not the first ever). It is pretty straightforward in its implementation, too. You spend a fixed amount of the appropriate life pool and you get to reduce the difficulty of a task. Easy enough. But Numenera, being a tradgame as it is, the power creep upends any weight of the sacrifice. Once you level up enough, your pools become deep enough as to make effort something to just add to whichever skill roll you thought it needed a bit more oomph. This is not something wrong per se, but it can easily make your characters overly competent!
On the other hand, there's Dungeon Crawl Classics. DCC is a peculiar OSR game in that it is a really spiced up retroclone, wriggling DnD B/X ruleset to a point where it is almost unrecognizable. I am sure there are plenty effort mechanics peppered in the text, but I want to point out its magic system because I absolutely adore it. To be a wizard in DCC requires active dedication. That is because almost every spell has a writeup of about an A4's length, filled with the various effects a spell may have once the dice is rolled. And the effect can be wildly different from a roll of 5-10 to a roll of as high as 30 or more. There are many ways in which you can tweak your narrative positioning to get bonuses to a spell roll (components, helpers, magic foci, whatever), but when the die is cast and the result is just not good enough you still have a last chance: to sacrifice your own atribute values to get one last push that might be the difference between a proper spell and a fiasco. This is the main cause of withering of elder wizards: they have sacrificed too much in order to achieve the power they sought.
And then, there's Trophy. Both Trophy Dark and Trophy Gold have excellent effort mechanics baked directly into their ADN thanks to the masterful procedure that is the Risk Roll. These are games in which you are tempted first and consumed later by an evil forest. You have a really small ruin pool and once it is filled, you are lost to injury or its dark influence. You are also a destitute adventurer that needs to get any gold or face almost certain death. So you need to get shit done, you need to amass enough successes as to bring bread home and you need to survive the process (or try to, at least). And that's when the Risk Roll comes and lures your with the most satisfying effort mechanic I've ever seen. You can always make a reroll, adding an extra die to your pool to boot. But if those extra dice, dark dice, ever become the highest ones, you automatically mark ruin. You get your success, yes. But you become closer to losing yourself. It exactly hits the spot between actually worth it and inescapably dooming the character.
Obviously not all games need to be about losing oneself to fate or circumstance, but I feel an effort mechanic very much pushes the narrative in that direction. You are sacrificing yourself, in order to achieve your goals.
And I think that's a quite powerful narrative device.
#indie ttrpgs#ttrpg#indie ttrpg#rpg#ttrpg design#osr#numenera#dungeon crawl classics#dcc#trophy#trophy gold#trophy dark
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almost thursday tuesdaypost
listening: so i'm pretty sure i'd linked the paramore cover of burning down the house before but apparently there is a whole entire talking heads cover album and it all kinda whips. miley cyrus is there ?? i think the lorde one is also very good.
some other songs this week: state line (the dip), short skirt/long jacket (cake) (i'm back in my cake era), easy way out (roosevelt)
reading: ‘Dangerous and un-American’: new recording of JD Vance’s dark vision of women and immigration: ough politics.
trellis supports for houseplants: i got a monstera at the farmers market and she'll need a support. my pothos also needs some tlc.
Pop Culture: please please burst ai bubble
aaaand a paper for research. thank you peter bird.
watching: i watched rango a few weeks ago, i think i forgot to mention it/it was during my dark period - weird movie!! i did enjoy it, for some reason i thought it had come out way more recently than it actually had.
a bunch of videos from swell entertainment. good bg crafting noise. i liked her defcon video.
playing: dnd as normal
making: i added an outline to the swamp symbol on the knitted mtg card sleeve and sewed a small cotton rectangle in to cover the stitching on the inside; no pics.
trimmed these pots! big ol foot on one of em.
and my [redacted] STILL HAVEN'T GONE THRU THE GLAZE KILN. i'm biting my nails. angela please.
eating: peaches n cream overnight oats recipe: good! gonna be a standard driver for now i think, especially as stone fruit season comes to a close deb smittenkitchen corn bacon and parmesan pasta: this was just okay. i tossed in two zucchini as well. won't be repeating it. one pot chicken meatballs w greens: this FUCKED. WILL be repeating. i used beef instead of chicken because i had beef in the freezer so it was definitely a little richer than the recipe intended but it was still good.
list of veggies good to save for stock which lead me to read her frankly baffling "why I don't eat mushrooms" writeup. not technically wrong! still baffling!
and i also mad some 'tea' using the corn silk lol (i know it is technically a tisane, shh) (i told my midwestern friend that i was doing this and she was so confused in a 'well. why' way.)
misc: oopsie! i am so crazy busy with the day-to-day right now that im melting a little bit, despite technically having a freer schedule than i have had in years (no classes!). i am working on my preliminary exam stuff which is probably why. oughhh.
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I've been a bit slow about transferring all my TTRPG session writeups from Cohost to here for various reasons, but here's a doodle of my character I made on the map margins last session. Her name is REINA, she is a construction robot with a pilebunker in her right palm. She is very emotional and has bat ears.
We all hate DnD in the group so we're running a game called Armour Astir, which is a science fantasy giant mecha game. REINA can't pilot the mecha because her class is scout, but the other two players can.
Anyway. Soon. Eventually.
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Eventually I'm going to do a writeup summary of the OFMD dnd sessions I've run for @knowlesian @epersonae @chuplayswithfire @swanofmischief and Charlie (still need to bully him into getting a tumblr), and it's going to be a feat because all of these people are the most chaotic and fantastic players that always elevate the story I had planned in unimaginable ways
#I will never in my life be over hannah betting other hannah in a betting game against Davy Jones#hot problematic daddy jeffrey dean morgan davy jones
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The power to be anonymous and post my dnd thoughts it too powerful. I eventually wanna talk about my ttrpg pbta system that I made and the huge lore I've created for the games I'm running. I might even do campaign writeups who knows. Is this what blogging feels like?
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Spring 2024 - Week 7 in Review
Hello folks, and welcome back to Wrong Every Time. Today I write to you amidst a frenzy of creative passion, as both the Evangelion writeups and new DnD projects are flowing abundantly. With our current campaign briefly on hold, my playing party just concluded a two-part post-campaign adventure in the world I created for our last campaign, this time both designed and led by one of our other…
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I loved reading these! But I slightly disagree on Worf. I think he screams paladin. His devotion to honor and idealistic Klingon values is very important to him, even when compared to other Klingons. I think Oath of Glory would make a lot of sense. I don't think he'd be a perfect paladin by any means but I think he'd strive to be. (Also possibly a multiclass with war cleric?)
Him being a a Monster Hunter Ranger would be fun as fuck too tho!
I want to make my own writeup with DnD classes for Trek characters now. :D
Thoughts on ds9 main cast as DnD classes
Sisko: Is it possible to be a warlock without being the initiating party? Actually scratch that, depending on how you interpret the whole thing with his mother and the prophets, he could be a sorcerer. I don't think he's a paladin because to me the defining feature of a paladin is the oath; Sisko is initally reluctant to being the Emissary and even tries to hand off the responsibility to someone else, partially out of genuine belief they might be better suited to the job. The fact that sorcerers don't chose their power is a defining characteristic, and not all sorcerers are from a bloodline. Some have a somewhat random awakening, like Sisko’s entering the wormhole. They don't learn new magic from books; they discover new abilities through the course of life, which reminds me of the episode with his visions.
Kira: Paladin. She becomes the person she is by dedicating herself to a cause wholly and completely, she never strays from it, and she's still devoted to it to this day, to the point where she gets chosen as a vessel for the prophets during the show down that wasn't. Alternatively: you could argue monk, and say her cloister was her terrorist cell, but I don't know it's as strong as the argument for paladin. That said, I am biased.
Dax: I struggled with her, not gonna lie. I feel like her massive jock energy is a known quantity, but she's also the science officer and clearly does a lot of research. I feel like you could most safely argue warlock- like I said for Sisko, sorcerers don't choose their path, and while joining could be similar to the outside influences in sorcerers, the process itself is a choice and ultimately similar to the mutually beneficial pacts warlocks carry out.
O'Brien: his face is next to the entry for "artificer". But if we were sticking to the core classes, I think his vibe is pretty close to those posts about Wizards as IT support technicians. You don't have to be a special guy to be a wizard, you just learn your trade.
Bashir: Sorcerer, but in a hypothetical DnD AU, not the usual way where your grandmother was a dragon fucker. More of in a horrible experiment way. However, he either intentionally multiclasses or pretends to be something else, and I think that's a ranger. From DnD beyond's single sentence summary: "(A ranger is) a warrior who combats threats on the edges of civilization". Now, the stuff in the rulebook isn't necessarily the best or only conceptualization of what a class is, but Julian does have that infamous line from the pilot. From a character analysis standpoint (though not an game mechanics one) you could argue disease is a favored enemy.
Worf: He's definitely a martial heavy class, not a primarily casting class. He doesn't fit as a barbarian at all, I don't think he's got a particular devotion that makes an oath for a paladin, and I don't believe he has a spiritual element to his character found with monks (admitting of course, that I'm not familiar with TNG). He does have the solitary style rangers are associated with in ds9, but not the nature association. You could argue that by serving in Starfleet, he, like Julian, is protecting a civilization from the outskirts as someone politically involved in the Klingon Empire. And even draw in his decision to live on the Defiant into this. You could also say he's a straightforward fighter.
Odo: I think you could make an argument for Odo as a paladin- his commitment to his idea of justice and fairness is very oath like, but I also find the read of paladins as cops kind of boring and not getting at the meat of what a paladin is. You could argue druid because of the shapeshifting and the idea of balance found in the class vs his idea of justice, but I feel like overall changelings focus more on a mastery over nature than being an extension of it, and that's pretty antithetical to druids when played as standard.
Quark: I do not think he is a rogue. To be fair, we see his failed schemes because those are the interesting ones, but Quark stans to my understanding like his middle aged fail babygirl vibe. I'm not sure what else he would be though... he's a decent negotiator and a good people person, so a high charisma class. That leads me towards bard, though Quark isn't much of an artist or speech maker.
Garak: hot take! Hot take alert from the known clown! Rogue/Paladin multiclass. Rogue is obvious- its a favorite for spy type characters. However- the third episode Garak is in, we learn about his sheer devotion to Cardassia, and how he classifies it as love. Paladins aren't the way they are because of religion (though that's often a big element), it's because of devotion. And that devotion can be deeply destructive. Plus- tell me, upon thinking about it, that afterimage isn't an oathbreaker level breakdown.
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designing an RQGsona for myself, aka drawing my old dnd character for the first time in years and deciding for no reason that im gonna force her to fit into the rqg world
#rqg#rusty quill gaming#i need to limit my sonas#so its Her turn to return to the spotlight#except shes gonna be polish now for some reason#gonna be a travelling circus performer from poland who is just sort of wandering on her own for now#with a pet.. lynx maybe? idk. maybe a bear.#shes still gonna be a horrendously unoptimized ranger#is she a member of the harlequins or is she just inconvenient? who knows...#gonna do a proper character sheet writeup for her tomorrow but im too sleepy rn#what like. what is poland in rqg#does poland exist#fun fact: very frequently when the party is doing like random stuff i will think to myself#'but what if MY dnd girl were here. what then'#the answer is 'less arguing' probably#fluffle art#wip#sorry for putting this in the tag lol#i am simply.. a loser.
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