#and a monster of the week game
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handsomegentlebutch · 2 years ago
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Random but I was rambling about my oc earlier and wanted to get these thoughts outta my head.
I play a lot of ttrpgs. Like a lot. I tend to make my player character(s) a femme4butch lesbian bc part of me didn't fully see what femmes might see in a butch like me bc on some level, I used to think I was unworthy of love and the women I like wouldn't like me.
I also started doing it bc we had a toxic player (lowkey homo+transphobic but also implied to be an egg... long story that I don't wanna get into tbh) and I KNEW he'd be an ass if I made a character too loudly and obviously a lesbian and ofc he wouldn't be able to See a femme like I could.
But I wanted to be loud and obvious so I set my nose to the grindstone on femme presentation and feelings and attraction. I've been reading so much stuff on here from so many amazing femmes- stuff they've written and resources written by others that they've shared. Just when I thought I couldn't love femmes more. You prove me wrong.
I feel like being here and reading your thoughts and experiences and rp'ing f4b characters has given me a deeper and more profound understanding of femmes and I understand myself more too. I get it now, yanno? I don't see myself as gross or weird or unlovable anymore. I fun and sexy and cool!! We all are! Femmes n butches have such cool and unique presentation and experiences to gender and I feel like we can Always See each other. Like I know a Femme, capital F kinda Femme from a feminine person. Yanno? I don't really have a point to this post, I just love and appreciate femmes. You're genuine pillars in this community and I'd do anything for you.
Thanks for showing me how to love both me and you :3
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thebibliosphere · 11 months ago
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I feel like I've complained about Tim's email situation in Gotham Knights before (edit: I have), but the truth of it is just so funny.
He's signed up for so many podcasts, video game streamers, and random news alerts; it's just a constant barrage of data going straight into his constantly whirring brain. Hell, he even floats the idea of the Batfamily having their own podcast as a way to correct misinformation about them (which Jason shoots down instantly), and it's made me realize something.
Timothy Drake would be a YouTuber.
In this universe specifically, Timothy Jackson Drake, the heir to Drake Industries and the foster son of the late Bruce Wayne would be a YouTuber.
Think about it. It'd be the perfect cover. Who would ever suspect that some 16-year-old nepo baby with a YouTube channel could ever be Red Robin? You'd have to be mad. I mean, look at him.
Red Robin just dropped out of literal thin air and garotted someone four times his size, and you expect anyone to believe that's the same kid who does 24-hour Minecraft charity streams and occasionally drops 6-hour video essays (his last one was on Lex Luthor's illegal bit mining operation on the moon)?
That kid?
You think that kid is Red Robin?
Ch'yah, okay, sure. And the Joker is funny 🤡.
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maximumzombiecreator · 6 months ago
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On the subject of TPKs and failure in TTRPGs, I gotta say, I love a good mechanic for losing.
I love that Fate gives you metacurrency for conceding a scene, and I love that taking extreme consequences creates a new aspect for your character.
I love that when you die in Blades of the Dark, if you're still attached to the character, you can just become a ghost.
I love that in Monster of the Week, when you need to avoid harm it costs a point of luck, which triggers a character-specific consequence and lets you see when your character's luck is literally going to run out.
I even love that in Cyberpunk they've created an omnipresent group of amoral, heavily armed paramedics, so no matter where your character gets gunned down, there's always a chance of pulling through.
Basically, any game that is set up so that losing is going to make things more interesting, not less, is a game that's going to help great stories happen at the table, and I love that.
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probablybadrpgideas · 2 months ago
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To resist a compel, you need to roll your eyes and say "Well, that just happened!" so your GM cancels the plot point in shame.
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anim-ttrpgs · 9 months ago
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Why I Dislike PbtA Games, and How Eureka: Investigative Urban Fantasy is Their Opposite
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@tender-curiosities
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It is no secret that I hate PbtA games.
Though due to a recent misunderstanding regarding another post, I’m going to preface this post by saying that this is going to be a very opinionated post and
I do not seriously think that PbtA games are inherently bad, though I may sometimes joke about this.
While I do often question the taste of people who make and play PbtA hacks, I do not think poorly of their moral character.
While I am going to call for PbtA to be used less as a base for games in the future, I’m not saying that the whole system and all games based on it should be destructified. It’s good for what it’s good for, but unless you’re doing that, I really think you should use something else.
Now that that is out of the way, here’s what I have to say about it.
My first experiences with PbtA games were pretty rough. Monster of the Week was not the first, but it was one of the first ‘indie’ TTRPGs I played after having previously played mostly only D&D3.5e and 5e. I really appreciated that the use of 2D6 over a D20 meant that the dice results would be more predictable, and I really liked the various “classes” I was seeing. (At this time, I didn’t really understand that they weren’t really “classes” at all, though I think I can be forgiven for this because many people, even people who like PbtA games, still talk like “classes” and “playbooks” are interchangeable.)
I was very enthusiastic to play, until it came time to start actually “making” a character, and found that I couldn’t “make” a character. I wanted to make a nuanced, three-dimensional PC who was simultaneously stereotype-affirming and stereotype-defying, with a unique backstory and dynamic with the other characters—but when I went to actually fill out the character sheet for basically any “class”, I found that most of the backstory and most of the personality for my character was being set for me by the playbook. It felt like the only thing about the character I really had a say in was their name, and that two PCs of the same playbook would actually turn out to be almost identical characters. At the time, I thought this was very restrictive and very bad design.
Later, now that I understand the design intent behind it, I still think of it as very restrictive, but I think of it as very bad design for me, not inherently bad.
When I play a TTRPG, I want more freedom in who my PC is. That doesn’t mean I want less rules, in fact having more rules can often increase freedom, but that’s a different post. I want to create original, unique characters, that I won’t see anywhere else. If it’s a class-based system, I want that class to barely touch the details of my character’s backstory or personality, so that I can come up with something original and engaging for why and how this “Fighter” fights. This means that two level-1 Fighters, despite having almost the same mechanical abilities, will potentially be very different people.
PbtA games don’t let you do that. In a lot of PbtA games, you’re not playing your own original character, you’re playing someone else’s character, that every other player that has picked up the same playbook before you has played. It’s more like “character select” than “character creation.” I think I could liken it to playing Mass Effect or The Witcher. Every player may pick a few different dialogue choices in those games that change the story, but we’re still all playing Shepherd or Geralt. No one is going to experience a new never-before-seen story in Mass Effect or The Witcher, which is very much a factor of them being video games and not TTRPGs, and therefore limited to the amount of code, writing, and voice-acting that can go into them.
This anonymous asker who sent a message to @thydungeongal seems to feel pretty similarly to me about PbtA games, and @thydungeongal's response is a very good response about how people find this appealing.
I have more respect for PbtA now than I did, but I still don't like it because to me it seems to play so much against what I consider to be the strengths of TTRPGs as a medium, much like how video games like The Last of Us and David Cage games play against the strengths of the medium of video games, and I will never like it. But other people clearly do, so to each their own.
Then another reason I don’t like it is because I think it’s oversaturating the TTRPG space. I’ve referred to PbtA before as “indie D&D5e”, and i do think that’s a reasonable comparison, because in much the same way that you always hear “D&D5e is a system that can do everything”, I think a lot of people seem to be under the impression that the PbtA system is a system that can do anything. It’s kinda the système du jour for indie TTRPGs right now, and many iterations of it make it clear that many designers do not consider how PbtA differs from more traditional TTRPGs, and how it is specialized for different types of TTRPG gameplay. Just like how I feel PbtA isn’t playing to certain important strengths of TTRPGs, I think that many—maybe even most—PbtA hacks don’t play to the strengths of PbtA. But this isn’t really PbtA’s fault, that comes down to any individual indie TTRPG developer on a case-by-case basis. And the cure for that is something I’m always saying: If you are going to be a writer, you have got to read lots of books. If you are going to be a director, you have got to watch lots of movies. If you are going to be a video game developer, you have got to play lots of video games. And if you are going to be a TTRPG designer, you have got to read and play lots of TTRPGs. That and you have to understand that TTRPGs are specialized. Even "agnostic" systems like PbtA are somewhat specialized, and therefore might really not be a great fit for the game you’re trying to make.
That and, to get more subjective again, there’s like an ocean of them, and I don’t even like the ones that are actually good.
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Now that I’ve talked about how I don’t like PbtA games, I’m gonna talk about a game I do like: Eureka: Investigative Urban Fantasy. Obviously, I like it because I’m the lead writer for it, but I would also like it even if I wasn’t the lead writer for it, because it’s just my kinda game. Eureka is the opposite of a PbtA game. I wrote it to play to what I feel are the strengths of the TTRPG medium.
Eureka’s character creation uses personality traits as a mechanical element of the character, but it does so in a deliberately freeform way. You build your character’s personality out of a list of traits, so who your character is is very much linked to what your character can do, but we aren’t just handing you a pre-made character.
Eureka is designed to incentivize organic decision-making by the PCs, most often by the mechanics of the game mirroring the world they live in. Every mechanic aims to create situations wherein “what will the PC do next?” is a question whose answer can be predicted - it doesn’t need to be ordained by a playbook.
One of my favorite examples of this is, rather than a “Fear Check” forcing the PC to run away if they fail, or “Run Away from Danger” being a “Move” on their character sheet, Eureka opts for the Composure mechanic. The really short version is that one of the main things that lowers a PC’s Composure is encountering scary stuff, and the lower a PC’s Composure, the more likely they are to fail skill checks, and the more likely they are to fail skill checks, well, the less brave they and their player probably feel about them standing up to this scary monster. So if the PC has low Composure, they are more likely to choose to run away. The lower their Composure, the better idea that will seem.
This system really really shines when it comes to monster PCs in Eureka. Most monsters benefit a lot more from having high Composure, but have fewer ways to restore Composure than mundane PCs. Their main way to restore their Composure is by eating people. The rulebook never says “your monster PC has to eat people”, but more likely than not, they’re going to be organically steered towards that by the game and world itself. Sure, they could decide to be “one of the good ones”, and just never eat people, just like you reading this could decide to stop eating food. You technically could, but when your body starts to fail, how long would you? (This is a big part of the themes of Eureka and what it has to say about crime, disability, mental illness, and evil. People don’t just arbitrarily do bad things, it is often their circumstances that leads them down that path until they see little choice for themselves in that matter, and “harmful” people are still just as deserving of life as people who “aren’t harmful”, but that really deserves its own post.)
It has been said that Eureka: Investigative Urban Fantasy actually arrives at much the same end as the PbtA game Monsterhearts, and I actually don’t disagree, but it gets there from an entirely different starting point and direction. The monster PCs in Eureka are very likely to eat people and cause drama, but it won’t be because they have “Eat People and Cause Drama” as a “Move” on their character sheet.
Monsters in Eureka have a lot of abilities, which they can use to solve (and create) problems as the emergent story emerges organically.
(Oh and Eureka is about adult investigators investigating mysteries, and sometimes those investigators are monsters, not about monster kids in high school, to be clear. The same “end” that Eureka and Monsterhearts reach is that of the monsters being prone to cause problems and drama due to the fact that they are monsters, though this isn’t the sole point of Eureka, just one element of it.)
You can pick up the free shareware version of this game from the download link on our website, or the full version for $5 from our Patreon.
And don’t forget, Eureka is fundraising on Kickstarter starting on April 10th, 2024! We need your support there most of all, to make sure we hit our goals and can afford to make the best version of Eureka we can make!
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Interested in branching out but can’t get your group to play anything but D&D5e? Join us at the A.N.I.M. TTRPG Book Club, where we nominate, vote on, and play indie TTRPGs, all organized by our team with no strict schedule requirement! Here's the invite link! See you there!
We also have merchandise.
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starregulus · 7 months ago
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Thinking about how the Foxes constantly let Andrew play games while going through withdrawal and no one probably said anything about it
Would they have let Matt play like that? Or even Seth?
And the way they thought the drugs "helped him" and didn't really want him to come off of them even though he willinging put himself through hell for a game they know he doesn't like (eventhough he does) just for a moment of sobriety. a moment of having control over himself and his thoughts
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thatsbelievable · 9 months ago
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wineanddineloseyourmind · 7 months ago
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fished out a crop top i bought as a joke* during uni for tgirl tummy tuesday :3
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esoomris · 2 years ago
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fun thing about dredge is like. the familiarity of the unknown. like sure the various Horrors are scary when you first encounter them, but soon enough you learn where they are and how to avoid them and like, sure they’re dangerous and sure you don’t fully comprehend them but like. give them a wide berth you’ll probably be fine. which is exactly the mindset that any person who was hired to go fishing for a living in the eldritch nightmare town would end up in. yeah the anglerfish have come up to the surface and their lures are clearly designed for me but like. i’ve got bills.
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awkwardtypo · 1 year ago
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I made custom card decks for my Monster of the Week game! I ended up laminating them so players can use permanent and dry-erase marker to note advancements, stats, etc. (You can erase Sharpie by writing over it with Expo marker.)
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I also have a larger, large-print set for a player with low vision (not pictured).
I'm working on making the Publisher file and PDF available as a template.
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outer-space-face · 4 months ago
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OMG I'M NOT EVEN HALF WAY THROUGH SMOSH VS ALIENS AND I LOVE IT SO MUCH!! 😭
I'm so happy smosh is continuing with the dread mini-series' because the themes and the characters combined with the high stakes is so fun to watch!!
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thryth-gaming · 4 months ago
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Monster of the Week supplement
So, this is a project I've been part of or working on since at least 2019 with elements of it going back earlier than that. It is a combination of a personal project of mine with a project of Marek Golonka's (of Codex of Worlds's fame) which we took to Evil Hat, and now it's on it's way to the general public.
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gavinosbornedrors · 8 months ago
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Tuesday Update!
Another Monster Hunter 3D fan thing!
Low-poly handpainted Giant Jawblade as per its Monster Hunter World incarnation. This took me a bit less than half the time as the Iron Hammer, so that's pretty cool. This very much got to run because that hammer learned to walk - and with great difficulty. So yeah I guess I did kinda learn the lesson of being speedy.
I was a lot more thoughtfull about reworking the initial model with later steps of the 3D pipeline in mind. So that's cool.
Left the texturing the bone for last, which I'm happy that I did because it was real, real enjoyable to do. Also realized while puting together a post for The Rookies that I hadn't put any wear and tear on the blade - even with how banged up the metal parts are. So I spent a bit of time adding them scratches, but only for the bottom render.
One last weapon to do, and it will be real, totally extra fast this time!
Hopefully this counts as happening today and not May 1st.
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godofstupidsentences · 4 months ago
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Just me listening to Epic the Musical
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anim-ttrpgs · 6 months ago
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Some History of Eureka: Investigative Urban Fantasy
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Brandon and I have played a lot of TTRPGs, from nearly every edition of Dungeons & Dragons to half-finished playtests of things you’ve never heard of. Our history with TTRPGs is a love story, but one pockmarked with frustration. We found ourselves enjoying D&D 3.5’s vast character creation options, but wishing it focused more on  grounded characters and historically informed combat; being drawn in by Call of Cthulhu’s horror and existential dread, but disappointed in its investigation mechanics for actually getting the investigators to those moments of horrifying revelation; being intrigued by Monster of the Week’s juxtaposition of both normal and supernatural PCs (for horror and/or comedy), but finding its lack of character options and reliance on genre tropes a hindrance; being unable to find anything that would be good for a S.T.A.L.K.E.R. inspired TTRPG campaign. We eventually found the OSR movement and AD&D1e and 2e to be far closer to what we wanted on the medieval fantasy front, but we still had nothing on the modern horror or urban fantasy front, and Shadowrun is… Shadowrun.
So, with around 20 years of TTRPG experience between us, we set out to make the game we wanted a reality.
The story of Eureka: Investigative Urban Fantasy’s creation really starts in late 2021, when Brandon asked me to help playtest a very early rough draft of an investigative horror game he thought up. Living isolated, impoverished, and unable to find work in England at the time, I readily agreed. Noticing that the game didn’t have a combat system and desperate to set my mind to something constructive in between tedious job applications, I offered to write a combat system for it. I soon had to use the last of my money to move back home to Louisiana where I eventually did find work despite a variety of health issues, and continued to work on Eureka as a system for our personal use.
As 2023 drew near, it became clear that my current job wasn’t going to be a permanent career, and I needed a fall back plan. Work towards making Eureka: Investigative Urban Fantasy a professional release began in earnest, with Brandon and I founding A.N.I.M. a few months later. It was initially set to go to Kickstarter in April of 2023, then May, then June, but each time we realized it just wasn’t ready. No one had ever heard of us, and we wanted to break into an industry and customer base increasingly financially hostile to any TTRPG that wasn’t D&D5e compatible. We needed to build an audience, and build a greater appreciation for independent and small-budget TTRPGs within the community at large.
Thanks to some assistance from one of the team members from Tuesday Knight Games (makers of Motherhship), the first beta copies went public in September of 2023 to a splash of instant (relative) success, and the A.N.I.M. TTRPG Book Club was founded on Discord two months later, a community dedicated to buying, playing, and analyzing less well-known TTRPGs - which includes almost everything except Dungeons & Dragons 5th Edition.
Ash became friends with us through the book club, and after offering an increasing amount of assistance, joined the team proper in January of 2024, adding much needed copy-editing skills as well as another 15 years cumulative TTRPG experience.
The Kickstarter campaign for Eureka: Investigative Urban Fantasy launched on April 10th, 2024, was fully funded within 3 hours, and by the end of the campaign had reached a total of $15,455, 486% of the goal. That is where we are at now, working every day to put the finishing touches on the game and complete the stretch goals to the best of our ability before our tentative deadline of January 2025.
This is a far more ambitious project than a super-small team like ours should have attempted for our debut game, but with a mix of talent, luck, skill, and a whole lot of help, we have somehow managed to pull it off. We think the resulting game is a deep, robust, professional-quality TTRPG that provides a one-stop shop and extensive toolbox for any investigative or mystery game you’d like to run. A dark and moody noir, a classical British whodunnit, the lighthearted sleuthing hijinks of Scooby-Doo, Eureka does it all.  (You can also get the latest PDF for FREE for a limited time by joining the A.N.I.M. TTRPG Book Club!)
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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 our Kickstarter page is still the best place 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, and 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 than just status updates, going forward you can download regularly updated playable beta versions of Eureka: Investigative Urban Fantasy and it’s 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.
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ragsy · 5 months ago
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study of an uncle kenny in ms paint
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