#Girl's RPG
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pinkishhue22 · 2 months ago
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Union wants YOU to join the hacking team... More GG art 🩷
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k0nstanta · 4 months ago
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>MEOW
Play as a robot catgirl named K0tya who is trying to help her Master locate the missing lab rats (ignore the fact that said Master's forgetfulness is the reason they are missing in the first place).
Explore the research facility that you live in and find those missing critters before the morning shift starts, or your Master gets in trouble.
Contains swearing and suggestive language.
Made in RPG Maker 2003.
>>> DOWNLOAD HERE <<<
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prokopetz · 4 months ago
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I'm curious for your thoughts on the most left field take I've heard on d&d 4e - specifically, that it is best dusted off if you want to play as magical girls.
I'm aware there are far better ttrpgs for such a goal, but it was such an odd analysis of 4e that it stuck in my head for years since.
Basically, the problem with tabletop RPGs that a. expect a non-trivial amount of system mastery when it comes to building characters, and b. support multiple distinct modes of play is that people who enjoy throwing big numbers around are going to be tempted to spec heavily into one of those modes of play at the expense of sucking at all of the others. You see this issue in many flavours of D&D, where characters who spec heavily into combat end up with no cool toys to play with in exploration mode, and characters who spec heavily into exploration struggle to contribute in combat. It creates a perverse incentive to make yourself bored at the table because you're constantly spending 50% of each session twiddling your thumbs.
One approach to solving this problem is to institute some form of game-mechanical siloing: player characters are given distinct, non-competing sets of rules toys for each supported mode of play, so it's not desirable – perhaps not even possible – to favour one by short-changing the others. This is the approach that D&D4E tried, largely successfully. However, some players found it counterintuitive, because it didn't provide a good narrative rationale for why your character's rules toys should be siloed in this fashion. You ended up with players squinting at the flavour text of their combat moves and arguing that a strict reading suggested their rogue ought to be able to double-jump, or trying to drop into exploration mode in the middle of a combat round in order to take advantage of one of their exploration mode rules toys, both of which tended to break the game in interesting ways.
Conversely, when there is a good narrative rationale for why player characters aren't allowed to cross the streams in a game which supports multiple distinct modes of play, such siloing can be an easier sell. Take Tumblr's favourite indie game Lancer, for example; Lancer has a great deal of D&D4E's DNA in it, except its two mechanically distinct modes of play aren't "combat" and "exploration": they're "piloting a giant robot" and "not piloting a giant robot". There's typically very little narrative ambiguity regarding whether or not you are, in fact, currently piloting a giant robot, so D&D4E style siloing of player-facing rules toys rarely creates situations that are difficult to reason about.
And what's another popular genre of media which will handily furnish any tabletop RPG based on with a built-in narrative rationale for having two mechanically distinct modes of play?
Yep: magical girls.
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lestrange-or-xuxu · 2 months ago
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䰕⠀⠀⠀⎯🎱 .⠀⠀★⠀⠀𝒩ℯ𑜆𝑒𝓻ꭑ𝖎𝓃𝑑⠀⠀⠀♱𝆬⠀⠀̣˓ ꯭ ❫
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horsegirlwithnoname · 3 months ago
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I love that the four corps in Lancer are like ... Amazon, Pfizer, Lockheed-Martin, and then like a Discord server filled with trans women with fursonas and felony hacking convictions
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anim-ttrpgs · 2 months ago
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something I don’t get about the disability metaphor is that for eureka monsters obviously it harms another person to eat them. the help a disabled person needs doesn’t actively harm or kill another person. Maybe it’s a difference in perspectives that cannot be resolved
(What I’m about to write could potentially sound very fucked up at first so I’m going to need to trust everyone to read the whole thing before forming an opinion.)
Also this message and response references these two posts.
Eureka’s stance on disabled people is that they (including myself writing this) are, or at least can often be, burdens.
Disabled people often require more resources to live than they are able to “give back,” which, in our capitalist and artificial-scarcity-based economy, is just about the worst thing a person can do.
Anti-ableism sentiment often focuses on the idea that “disabled people aren’t burdens, that they’re just as good and capable as everyone else,” but if they were, they wouldn’t be “disabled” would they? When you say stuff like that, you’re conceding that a person’s worth is determined by how capable they are at doing work, and then having to bend over backwards to justify thinking that a person without arms is just as valuable as a person with arms. Eureka is asking you to decouple a person’s value from how much net resources they can produce.
Often times also, the resources that real disabled people consume are human resources, and those human resources are very much capable of suffering for it. Nurses are overworked, around-the-clock care is absolutely physically and mentally exhausting, people who have to care for their elderly or otherwise disabled relatives on top of their regular jobs don’t get to have social lives or hobbies, etc.
To this end, we wrote the monsters in Eureka to be unquestionably people who “cause damage” to society by literally eating up human resources, because they have to to live, they have no other choice unless they want to just die. Your friend is gone from your life because he has to spend all his free time caring for his comatose wife after a freak car accident. Your friend is gone from your life because a vampire randomly ate him. Providing a metaphor isn't all the monsters are doing, they just work well through that lens.
And then Eureka forces you to look at these people as people, and make up your mind as to whether they have value and a right to prologue their own existence. We can’t force you to agree that they do, but if you think they don’t, then you’ll have to make that argument looking at an intelligent person with a life rather than a pure hypothetical or statistics on a chart.
There are some monsters in Eureka where, if the economy or societal structures were changed, they would stop being such severe drains on resources and could exist harmlessly within society, and there are some monsters where no imaginable amount of societal change would solve the problems they cause. This is true of disabled people IRL as well. Some of them would require no further assistance with living if certain things about society changed, and others would still require a massive amount of human resources.
And even when it’s not necessarily human resources, the extra resources that disabled people need also cause huge energy expenditure and create huge amounts of plastic waste, which are things that contribute to global warming and pollution, which do have significant harmful effects on everyone’s lives. Despite this, they are still “worth it” to keep around.
As for actively causing harm, that happens too. I randomly scrolled past this post after we got this message and saved it so I could link it here.
This person and their family had to cause a big stink in a restaurant just to get an accommodation that they needed, and to us reading it from their perspective, we’re obviously on their side, but I can assure you that the overworked staff at that restaurant didn’t see it that way. They saw the disabled person as an aggressive Karen whom they would never in a million years want to have to provide customer service to. The disabled person & family had to get aggressive, and ruin the staff’s day, to get what they needed. That’s actively causing harm - harm we all agreed was justified to cause - but harm nonetheless.
Plastic straws aren’t that big of a deal for global pollution, but even if they were, the point is that this person still would have needed a straw. It doesn’t line up one-to-one, because metaphors rarely do, but a vampire asking if they can drink someone’s blood, and being told No, may find themselves in much the same position. (And if you bring up that some people find vampires really sexy, you’re missing the point. “I would give them a straw if they had sex with me.” is not actually a great thing to announce about yourself.)
I can also come up with an example from my own life. I personally am very sensitive to noise and noise pollution. If there’s music playing at a public space, I usually can’t handle it. (Earplugs don’t work for other reasons I won’t get into - plus, if I just deafen myself to all sound, how can I socialize with anyone in this public space?)
If I want to exist in this space, I will have to actively cause harm to everyone there, or else stop existing in that space. I will have to go up to whoever is responsible and ask them to turn off the music, actively taking it away from everyone else who was enjoying it. I have to take action to ruin their good time if I want to exist in that space at all, and they might, very understandably, be pissed off at me for doing that. Because, like I said in this other post, the people that monsters eat do have a right to prevent themselves from being eaten by monsters. We aren't proposing that the solution is everyone has to line up to be mauled to death by monsters or else they're a bad person.
Who has a greater right to enjoy themselves in that space? That’s the kind of question that Eureka poses, and makes you consider both sides as human being rather than denoting one as just an ontologically evil villain to be destroyed.
We actually don't know of perfect solutions to all the problems presented by the existance of monsters in Eureka, we just know that "exterminate all people who are parasites and burdens to society" ain't it.
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theoldbloomingroots · 1 year ago
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Hornet Mecha
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tetratheripper · 7 months ago
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i’ve been giggling about this the whole afternoon
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delicourse · 11 months ago
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been watching dungeon meshi...🌱
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naaattie · 2 months ago
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It's almost HALLOWEEN!! Grab Party on Hallow Grove while it's still 10% off at Steam Scream Fest!
It's a Halloween, pixel art adventure about throwing the grim reaper the best birthday party EVER!! Talk to quirky characters, trade party items, and quite possibly... SAVE THE WORLD?!?!
I hope you guys enjoy Party on Hallow Grove! Now 10% off!
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Happy Halloween!!!
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mishkinis · 16 days ago
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a time to dance, a time to mourn
(maya from meat girl by @ophanimkei !! u all should play it :3)
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spacevoir · 4 months ago
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ㅤㅤㅤㅤㅤㅤㅤbios for rp. 🪴
1. 색상.ㅤㅤ̸ ㅤ🫐:ㅤ𝟵𝟳. ㅤ빛.ㅤ⭑
ㅤ𝗍𝗎𝗋𝗇ㅤ 𝗆𝖾 ㅤ𝗯𝗹𝘂𝗲ㅤ𝗋𝗂𝗀𝗁𝗍ㅤ𝗇𝗈𝗐
2. 𝟢𝟳.ㅤ𝗤𝗨𝗔𝗟𝗜𝗔ㅤぼ. . . ㅤ🥥
ㅤ𝗉𝗈𝖾𝗌𝗂𝖺𝗌ㅤ𝖽𝖾ㅤ𝗆𝖺𝗋𝖾𝗌ㅤ( 𝒇. )
3.﹟𝙿𝙾𝙴𝙽𝚃𝙴 ㅤ🥤ㅤรักและฉันㅤ𐐪
ㅤ𝇃 🪜ㅤ[ คุณ ] ♡ ㅤ; ㅤ𝒔𝗄𝗒's. ㅤ?¿
ㅤㅤㅤㅤㅤㅤ credits for spacevoir on Tumblr ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤor wassupsex on ig.
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prokopetz · 11 months ago
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Observation: A tabletop RPG framework which is well suited for a game in which the player characters are some sort of Creature is typically also well suited for a game about magical girls.
Hypothesis: Magical girls are a kind of Creature.
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lestrange-or-xuxu · 3 months ago
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䰕⠀⠀⠀⎯🎱 .⠀⠀★⠀⠀𝒩ℯ𑜆𝑒𝓻ꭑ𝖎𝓃𝑑⠀⠀⠀♱𝆬⠀⠀̣˓ ꯭ ❫
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oldstumppppp · 4 months ago
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The first time in the first dungeon
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anim-ttrpgs · 3 months ago
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Disabilities and Monsters in Eureka: Investigative Urban Fantasy
Through a discussion with @vixensdungeon (great blog to follow for TTRPG stuff by the way) it came to our attention that some of our more jokey and memey posts and reblogs may have given some people a slightly skewed idea of what Eureka, and particularly the “urban fantasy” parts of Eureka are really about, and its tone. We like to joke around about it, and the “cute monster girl” angle really sells on tumblr.com, but actually playing these types of characters in Eureka is not exactly a power fantasy. They eat people, and often eat them alive. If you find that cute, funny, and/or sexy, well, Eureka is still probably just the game you’re looking for, but that isn’t the main thing. Eureka uses the fact that many of these characters necessarily subsist off the flesh and/or blood of other people as a loose metaphor for mental and physical disability.
Imagine you need something that everyone else has but you don’t. If you don’t have it regularly, you will literally start to waste away. The only way to obtain this thing is to take it from another human being, who also needs it, and others will deny that you need it, and abhor that you need it. It’s not uncommon for people, even “progressive” people, to say something along the lines of “they need to all be killed for the good of society,” even if they don’t realize that’s what they’re saying. You didn’t choose to be this way. This is the reality of monsters in Eureka, and many people in real life.
And then even when you have that thing you need, for now, there are many facets of society that you just can’t participate in because your condition makes them impossible for you, like if a vampire wanted to take a run on a sunny beach. Monsters in Eureka will be challenged by their supernatural weaknesses at every turn, while hiding their abhorrent needs from society and even the rest of the party, and asking why they have to be this way. Finding clever ways to get around and circumvent their weaknesses is a core part of the gameplay of monster PCs in Eureka. Imagine you and your friends want or need to go somewhere, but that somewhere is on the other side of a river. The river has a well maintained bridge. For everyone else but you, a vampire who can’t cross running water, getting across the river is the simplest task in the world, so much so that no one would even consider it a task, but for you, it’s a challenge, and for gameplay, it’s a puzzle.
It isn’t totally hopeless, as many of the jokes and fan comics show (those aren’t just memes, they’re only showing one side of the coin and not the other). Monsters who accept, or even embrace and celebrate their monsterhood, can and do exist canonically, alongside monsters who can’t bear to do what they do. In some cases, these may be the same monster on different days.
I’m going to conclude this post by posting two excerpts from the rules text itself.
Disabilities are Disabling
So why don’t disabilities grant any advantage? It isn’t too uncommon for RPGs to have some sort of “flaw” system, where during character creation you can give your character “flaws” or some kind of penalty, and usually get that balanced out by being able to add extra bonuses elsewhere. Sometimes, these “flaws” may take the form of disabilities.
One particular high-profile indie TTRPG takes this beyond just character creation, and makes it so that if a PC receives a “scar” in combat that reduces their physical stats, their mental stats automatically go up by an equivalent amount, and proudly imply that to make any mechanic which results in permanent consequences or makes disabilities disabling is ableist. We think you can probably tell what we think of that from this sentence alone, and we don’t need to elaborate too much. 
We do think, in the abstract, “flaw” systems in character creation are not a bad idea. They allow for more varied options during character creation, while preserving game balance between the PCs.
But in real life, people aren’t balanced. The events that left me injured and disabled didn’t make me smarter or better in any way - if anything, they probably made me dumber, considering the severity of the concussion! Some things happened to me, and now I’m worse. There’s no upside, I just have to keep going, trying harder with a less efficient body, and relying more on others in situations where I am no longer capable of perfect self-sufficiency.
A disabled person is, by definition, less able to perform important daily tasks than the average person. To deny this is to deny that they need help, and to deny that they need help is to enable a refusal to help. This is the perspective from which Eureka’s Grievous Wounds mechanic was written.
When a character is reduced to 1 HP (which by design can result from a single hit from many weapons) they may become incapacitated or they may take a Grievous Wound, which is a permanent injury with no stat benefits. Grievous Wounds don’t have to result from combat, they can also be given to a character during character creation, but not as a trade-off for an extra bonus.
“But then doesn’t my character just have worse stats than the rest of the party?” Yes, haven’t you been reading this? There is no benefit, except for the opportunity to play a disabled character in an TTRPG. This character will probably have to be more reliant on the rest of the party to get by in various situations. Is that a bad thing?
Monsters Essay
All investigators in Eureka: Investigative Urban Fantasy are regular people. They can also be a monster, like a blood-sucking vampire or a broom-riding witch. Importantly, this works because despite their unique nature, monsters are still regular people. You can read more about this in Chapter 8, but the setting of Eureka does not have a conspiracy or “masquerade” hiding supernatural people from normal society. Though they are still largely unknown to modern science, they exist within normal society - and a lot of them eat people.
The default assumption in RPGs has been that monsters are just evil by nature, doing evil for evil’s sake. RPGs that seek to subvert this expectation often instead make monsters misunderstood and wrongfully persecuted, but harmless. Eureka takes a wholly different approach.
There are five playable types of monsters in the rulebook right now, and it’ll be seven if we hit all the stretch goals, but for simplicity’s sake this discussion of themes will just focus on the vampire. Despite them applying in different ways, the same overall themes apply to nearly every monster, so if you get the themes for the vampire, you’ll get the gist of what Eureka is doing with its playable monsters in general.
Mundane investigators have to keep themselves going by eating food and sleeping (see p.XX “Composure” for more information). Well, vampires can’t operate the same way. They don’t sleep, and normal food might be tasty for them as long as it isn’t too heavily seasoned, but it doesn’t do anything for them nutritionally. Their main way to keep themselves functioning is fresh living human blood, straight from the source. To do what mundane PCs do normally by just eating and sleeping, vampires have to take from another, whether either of them are happy with this arrangement or not. They do not, of course, literally have to, and a player is not forced to make their vampire PC drink blood, just like you reading this in real life don’t literally have to eat food. You do eat food if you want to live in any degree of comfort or happiness, and vampires do drink blood or they eventually become unable to effectively do anything.
This is numerically, mechanically incentivized and not simply a rule that says something like “this character is a vampire and therefore they must drink blood once every session,” to demonstrate that the circumstances a person faces drive their behavior. In America, there is a tendency to think of criminality and harm done to others as resulting from intrinsic evil, but people do not just wake up one day and decide “I think I’ll go down the criminal life path.” Their circumstances have barred them from the opportunities that would have given them other options. 
People need food; food costs money; money requires work; work requires getting hired; but getting hired requires a nearby job opening, an education, an impressive resume, nice clothes, charisma, consistent transportation, and so on. For people without other options, crime becomes the only method left to meet their basic needs. Would you rather take what you need from other people, or go without what you need? There are people who don’t have the luxury of a third option. Failure to meet the needs of even a small number of people in a society has high potential to harm the entire society, not just those individuals whose needs are unmet.
As their basic need for blood becomes more and more difficult to ignore, a vampire is going to encounter much the same dilemma. There is really no “legal” or “harmless” way for them to get their needs met, even if they do have resources. Society just isn’t set up for that. And no, your kink is not the solution to this, trying to suggest every vampire just find willing participants who are turned on by vampires or being bitten is suggesting sex work. It’s one step removed from telling a girl she should just get an OnlyFans the minute she turns 18, or that women should just marry a rich man and be a housewife that gets their needs taken care of in exchange for sex and housekeeping. Being forced into such a dynamic isn’t ethical or harmless for the vampire or for their “clients.”
“Oh well, then the vampire should just eat bad people!” You mean those same bad people we just described above? Who gets to decide which people are “bad people?” Who gets to decide that the punishment is assault or death?
Playable monsters in Eureka are dangerous, harmful people. They were set up to be.
Society not being set up in a way that allows monsters to make ethical choices brings us to the next theme: monstrousness as disability, and monsters as “takers.”
Vampires have to take from others a valuable resource that everyone needs to live, and the extraction of which is excruciatingly painful and debilitating. No one knows what happens to blood after a vampire drinks it, it’s just gone. Vampires are open wounds through which blood pours out of the universe.
This is a special need, something they have to take but cannot give back. Their special needs make them literally a drain on society and the people around them. In the modern world, there is a tendency to feel that people must justify their right to life, that they must pay for the privilege of existing in society. This leads people to consider “takers” (people who take much more than they give back, such as disabled people) as something that needs to be pruned away for the betterment of everyone else. Even many so-called “progressives,” while they claim not to agree with pruning “useless eaters,” still hold the unexamined belief that people must justify their existence. To reconcile these two incompatible ideas, they instead simply deny that disabled people take more resources than most people, and are capable of giving back less. This sentiment is perfectly illustrated by the aforementioned game’s insistence that disabilities are never a net reduction of a character’s stats.
Vampires and other playable monsters are inarguably “takers,” but in positioning them as protagonists right alongside mundane protagonists, Eureka puts you in their shoes, and forces you to acknowledge their inner lives and reckon with their circumstances. You have to acknowledge two things: first, that they are dangerous, that they are harmful, that they take more than they give - and second, that they are people. Because they are people, Eureka asserts that they have inherent value, a right to exist, and a right to do what they need to do to exist. (We also acknowledge that their potential victims have a right to do what they need to do to exist and defend themselves, but that is a separate discussion.)
One final point to touch on is mental illness. Mental illness is a disability, one pretty comparable to physical disability in a lot of ways, so all of the above points can apply to this metaphor as well, but there are a few unique comparisons to make here.
It’s not the most efficient, but there are a couple of loopholes deliberately left in the rules that allow vampires to sometimes sporadically restore Composure (and thus their ability to function) without drinking blood. Eureka! moments and Comfort checks from fellow investigators can restore Composure.
When writing the rules, we came to a dilemma where we weren’t sure if it was thematically appropriate for monsters to be able to regain Composure in these ways (since it could lessen their reliance on causing harm), but ultimately we decided that yes, they can.
People with mental illnesses may have the potential to be harmful and dangerous, but all the information we have access to has shown that mentally ill people with robust support structures and control over their own lives are much less likely to enact harm, whether through physical violence, relational violence, or violence against the self. This is why we kept that rule in for playable monsters. Being able to accomplish their goals, and having friends who are there for them, makes that person less likely to cause unnecessary harm.
Vampires are especially great for demonstrating this because they’re immortal and they always come back when “killed.” They can’t be exterminated, they aren’t going away, there will always be problem people in society, no matter how utopian or “progressive.” Vampires are a never-ending curse, who will always be a problem whether they like it or not. The question is how you will grapple with their inevitable presence in society and how you will treat them, not how you will get rid of them.
Eureka is as much a study of the characters themselves as it is the mystery being solved by the characters. It is a game about harsh realities, but it is ultimately compassionate. It argues through its own gameplay that yes, people do have circumstances which drive their behavior, people do have special needs that are beyond their ability to reciprocate, many of those people do cause harm or inconvenience to others, and all of them are still valuable. 
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Elegantly designed and thoroughly playtested, Eureka represents the culmination of three years of near-daily work from our team, as well as a lot of our own money. If you’re just now reading this and learning about Eureka for the first time, you missed the crowdfunding window unfortunately, but you can still check out the public beta on itch.io to learn more about what Eureka: Investigative Urban Fantasy actually is, as that is where we have all the fancy art assets, the animated trailer, links to video reviews by podcasts and youtubers, etc.!
You can also follow updates on our Kickstarter page where we post regular updates on the status of our progress finishing the game and getting it ready for final release.
Beta Copies through the Patreon
If you want more, you can download regularly updated playable beta versions of Eureka: Investigative Urban Fantasy earlier, plus extra content such as adventure modules by subscribing to our Patreon at the $5 tier or higher. Subscribing to our patreon also grants you access to our patreon discord server where you can talk to us directly and offer valuable feedback on our progress and projects.
The A.N.I.M. TTRPG Book Club
If you would like to meet the A.N.I.M. team and even have a chance to play Eureka with us, you can join the A.N.I.M. TTRPG Book Club discord server. It’s also just a great place to talk and discuss TTRPGs, so there is no schedule obligation, but the main purpose of it is to nominate, vote on, then read, discuss, and play different indie TTRPGs. We put playgroups together based on scheduling compatibility, so it’s all extremely flexible. This is a free discord server, separate from our patreon exclusive one. https://discord.gg/7jdP8FBPes
Other Stuff
We also have a ko-fi and merchandise if you just wanna give us more money for any reason.
We hope to see you there, and that you will help our dreams come true and launch our careers as indie TTRPG developers with a bang by getting us to our base goal and blowing those stretch goals out of the water, and fight back against WotC's monopoly on the entire hobby. Wish us luck.
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