#TTRGs
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madcat-world · 2 months ago
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DND: Ruined Colossi - Calder Moore
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rhaetiadan · 10 months ago
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If it tastes yummy and makes me happy it's a potion. If it tastes yucky it's an elixir or tonic. Hope this helps.
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katabay · 5 months ago
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"Paint The Town Red is set against the backdrop of history’s greatest cities, from ancient Rome to depression-era New York. Cloak yourself in the trappings of depressed undead vampires and try to find pleasure in a world drenched in sorrow."
hi everyone!! I did some illustrations for the Party of the Century in the vampire ttrpg, Paint the Town Red! I had a lot of fun working on this; I got to do ancient Rome illustrations for a vampire ttrpg, and I fucking love vampires.
you can check out the full illustration of one of the pieces I did here :) (it's the one I cropped for this post!)
⭐ additionally, a link to the backerkit which has more information about the game, along the quickstart, and more art from some truly fantastic artists who worked on this project as well!! ⭐
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gentrigger · 8 months ago
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Voltaire, Alchemist of Wires Artfight attack for @thatsmimi
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piratespencilart · 6 months ago
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Gala the centaur paladin, warrior of the plains and absolute himbo. 🍎 I'm going to be playing her in a new campaign soon and I can't wait.
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rabbitdoesarts · 5 months ago
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I saw @zephyrbug do this. I saw @leidensygdom do this. And now I'm doing it.
Anyway, I've been participating in the Secret Satan art exchange for about a year and a half now and it's been a lot of fun. Here are all my pieces I've done for them.
And if you want to join in the Secret Satan art exchange, sign ups for the latest one can be found here! Sign ups are open until the 8th. And it's the potluck one this time, so all kinds of characters are allowed!
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the-great-kraken · 2 years ago
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for anyone who doesn't know,the kickstarter to the tma ttrpg is live!!
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lukaherehelp · 1 year ago
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me watching candela obscura needle & thread and looking at sean and marion: are we 💅? are we 🌈? or we just cool platonic brothers in arms? 👀
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paperforge · 2 years ago
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The Boulder [ModularTerrain] is out! You can get the Paper minis and some extra Patreon loot HERE!
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buriedinbronze · 2 years ago
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Trying kids on bikes soon
I'm playing the girl on the left
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ajdrawshq · 2 years ago
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trying to plan the slideshow part of my final this year so far has been just me constantly switching between "oh god this is gonna be so embarassing the other people my age are going to think im Cringe and i will die in front of everyone" and "what if i dedicated an entire slide to Mizukis speech abt the queer community. what then"
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unseenphil · 10 months ago
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Thinking that I should steal from older TTRPG ad campaigns and advertise Hollywood Underhills like the back of an eighties magazine by just changing one word around from this old Talislanta bit:
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TIRED OF 'look-alike' fantasy games? Then Journey to the Hollywood Underhills, an urban fantasy campaign world populated by ex-wizards who don't want to cast spells anymore, literal street monsters, singers who made a deal at the crossroads for a voice that could knock 'em dead and got more than they asked for, and best of all
noir elves...
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tbonechessor · 1 year ago
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I like MASKS Playbooks more than the Moves list.
I feel like most of the Moves assume a direct and present opponent so despite there being Moves that aren't violent per se, you get a lot of stuff that's priming you for an exchange with a villain.
My problem with THAT is: I don't find what the system provides for making villains all that interesting. They get some Moves, a motive and some conditions. This feeds into a larger problem I keep encountering personally where I'm told: Prep Situations Not Plots. But few systems have things in place for MAKING a Situation. Beam Saber has been not-bad at this so far by providing a Mission structure and encouraging keeping a list of shit and fans that could potentially collide with one another.
Masks would greatly benefit from the addition of Clocks I think. Strange to not see them in this Pbta since last-minute saves and 'time running out' is such a common super-hero trope.
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mrsonvsyoutube · 2 years ago
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D&D Story: Letting It All Go...
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sleep-nurse · 1 month ago
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POST THE FUCKING YAOI YOU COWARD. ASSHAT. DIPSHIT. PICECE OF CHEESE i did you TTRG HOMEWORK. YOUR Tecnologie e Tecniche di Rappresentazione Grafica HOMEWORK AND IT COSTED BLOOD ANS SWEAT AND YOUR LIVER. now release homosexual gay men who like men art yaoi slash shp i adare you
sigh. whatever fine
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pukes
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cripplecharacters · 6 months ago
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hello! feel free to ignore me if this is slightly outside the boundaries of this account, but i'm a tabletop roleplaying game (ttrpg) designer looking for opinions on mechanics for disability in games.
my game specifically covers a lot of themes that, while not about disability, would make me feel remiss to not include some explicit mention of how physically/mentally disabled characters fit into the greater picture of the game. it has a specific focus on telling stories of diverse characters, for one, and on fighting the unfair capitalist systems that harm these marginalized groups.
my issue lies in how, exactly, to both treat this topic respectfully and make the characters not feel out of place or unbalanced. i've considered several options, and was curious to hear from a physically disabled perspective how to proceed (i am mentally ill & neurodivergent, but to my knowledge not physically disabled).
option one: mention that disabled characters of all kinds are encouraged, and talk about roleplaying them or provide resources for how to handle them respectfully, but don't apply any specific rules with hard mechanics or numbers to them. this option is least likely to be inadvertently misconstrued or written poorly on my part, but may make disability feel like a "flavour" side note.
option two: provide examples for some common disabilities on the mechanical effects (such as a low vision character rolling less dice on rolls to notice visual details) without any "counteracting" mechanics. this one gives mechanical weight to disability, so it feels less like an afterthought, but may discourage people from playing disabled characters as they would be more likely to fail than other characters.
option three: the above, but with mechanical incentives for roleplaying in a way that acknowledges the character's disability. a "benefit", but less "giving a blind character echolocation" and more "gain XP for showing your characters disability and any aids they use" (similar mechanics exist for following your character's goals/personality traits). this would make disabled characters be more on par mechanically with other characters, but i fear it may come across as... viewing disabled characters as not worth it without some sort of benefit, i suppose?
apologies for the long rambling message, but i'd love to hear which of these options (or another suggestion) you'd be happiest to see in a game written by someone who isn't physically disabled! this is far from the focus of my game, but it's still an important part of the greater theme that i'd love to be able to get right. thanks! (similarly, if there are any groups not covered in the "underrepresented but common disabilities" post from your FAQ that you'd want to see in a game, i'd also be happy to hear those!)
Hello!
First things first, thank you so much for thinking about this! This isn't something that most TTRGs consider and, as a massive nerd who plays DND, Pathfinder, and other tabletop games, this has always been a big pet peeve of mine since making a disabled character is always unnecessarily hard to do with the game mechanics and rarely works out well.
Most of the time, I have to talk to my GM about how to make it work in their game and, unfortunately, I'm often told they won't allow it because it's "too much trouble".
This is all just to say, I really love the idea here and the fact that you're actually thinking about these things and wanting to do well by them is great!
Now, taking a look at the options:
Option One
One of the unfortunate things that I see a lot is people that are too scared to get something wrong with representation (Or social justice on a broader scale) that they don't try to do it at all. With this current era of cancel culture and people's reactions to what they deem 'offensive', it's understandable to be a bit apprehensive but if you're approaching the subject from a place of respect and you're receptive to learning and improving, most people will appreciate the effort.
While this option does sidestep the main issue you've identified, I do think it sidesteps the attempt at making disability part of your game as well. You can encourage people to make disabled characters all you want but without any real content for them in the game, it won't do much.
If you do go with this option, I'd strongly suggest including some information on the culture of your world and how it relates to disability, both to provide more substance to the content and to give players a bit to go off of when making a disabled character.
Option Two
I like this option much more than the first one, though I do agree that it may discourage people from choosing to play a disabled character.
Within the game mechanics, I think it makes a lot of sense to have these kinds of effects but I would encourage you to include more variety with it. Disability isn't 'one size fits all' and two disabled people can have different needs, strengths, and experiences -- even if they have the exact same disability. Instead, I'd suggest going for a slightly different model that includes more choices.
For example, a character with low vision may:
- Roll lower on perception checks involving vision
or
- Have disadvantage with ranged weapons/attacks
or
- Have lower rolls/less success in dim lighting
Do you see where I'm going with this?
Having more options for how the character's disability affects them allows players to make a choice for how they want to play the character while also encouraging them to think more about how their character's disability might affect them and impact their life.
The examples given are all reflections of how blindness can affect somebody. Blind spots or blurry vision can make it more difficult to notice certain visual changes, severe nearsightedness can make it difficult to aim/focus on things that are far away, night blindness can make it difficult to see in the dark or in dim lighting, etc. That being said, there are dozens of other ways to go about this (Though I'd advise sticking to five options per disability at most to avoid overwhelming people).
Option Three
Personally, I like this one and the second option the most. Although I understand where your concerns are coming from, it feels less like it's implying that disabled characters have to be 'worth it' and more like it's just balancing it out.
Like with the second option, I'd suggest going for more of a choice model here where the player can pick what 'benefit' (For lack of better word) that their character has -- or even to choose no benefit at all.
Many physically disabled people develop our own skills or tools to compensate for where we struggle, whether this is an intentional decision or just something that happens.
For example, my boyfriend is paralyzed from the waist down and uses a wheelchair full time. As a result, he has kick-ass upper body strength from it.
Similarly, many deaf and hard of hearing people are more observant when it comes to visual cues and many blind people are more sensitive to other senses (Though, of course, the whole 'super senses' thing is a myth).
While this isn't true of all disabilities or all disabled people in general, it is something worth considering.
That being said, if you do decide to implement this option, make sure that the benefit makes sense for the disability or is related in some way and isn't just something random being tacked on -- that would make it seem more like a 'disabled characters need to be worthwhile' thing.
As a few extra notes:
If you go with the second or third option, I'd suggest separating the different stat effects into different types of disabilities. You don't need to go too into specifics with it but something like 'low vision/blindness/vision loss', 'deafness/hearing loss', 'limited mobility', and 'chronic illness' would work. While disabilities are more nuanced than this in real life, setting it up this way would keep it pretty simple and allow players to tweak the mechanics slightly for their own characters.
If you go with the first option, I'd probably avoid discussing how to roleplay disabled characters. Because roleplay and character development is much more open than stats and game mechanics are, showing one or two 'proper' ways to play a disabled character is more likely to reinforce stereotypes, dismiss certain experiences that disabled people have, or just come across as more of a 'lecture' than anything. The same goes for including information on what to avoid. I'd stick to providing information about your world and how disabilities are seen in them instead of giving instructions here.
I'd suggest including ways for players to bypass the mechanics of disability if they'd like to, even if their character is disabled. That would allow for a bit more freedom with how they portray their character and would also ensure that they aren't being 'penalized' (For lack of a better term) with their stats for playing a disabled character. As a bit of an example of what I mean: A character in DND could have been a criminal growing up without necessarily taking the Criminal/Spy background.
In general, I think as long as you're approaching this respectfully (Which you are!) and reaching out to physically disabled people for their input (Which you are!), you don't have to worry too much about misrepresenting it.
Cheers,
~ Mod Icarus
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