#and also running a different TTRPG
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not to self diagnose or anything since that's always the last thing you should ever do but honestly the more I learn about ADHD the more I look at myself and just go "ah. that sounds an awful lot like my own habits". Most notably my terrible fucking habit to wanna try starting new projects while I've already got WIPs people are waiting on
#The Adjudicator has spoken.#totally not me considering writing another series while still working on HE Act II#and also playing a D&D campaign#and also running a different TTRPG#and also planning for the TTRPG i'm gonna run after this one i'm currently running ends because the players are in the final act#and also cooking up an original setting for what would be the start of an actual goddamn indie game project#DESPITE having no game dev experience under my belt whatsoever#why am i like this man
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does anyone have tips for how to deal with the phenomenon of 'autistic need to sort and hypercategorize things, except that there are multiple different axes by which to sort them and you can't use them all at the same time, and the result is overwhelm and distress?'
i've learned that tagging systems help, at least, but sometimes they uh. sometimes they can only go so far
#whosebaby talks#whosebaby makes things#whosebaby does game dev#ttrpg tag#i first wrote up that nightmare of tags when i only had three or four hacks in progress lmfao#looking at it now there are some i think i could narrow down a bit but it still makes me itchy#and with how much bleed and overlap there tends to be with different hacks and systems#it can be really inconvenient and disruptive to separate them completely for ones that have multiple drafts and test run docs#the tagging system i use on here is pretty damn loose by my usual standards but keeping track of game dev in the way i do it#kind of needs a lot more careful distinction and along multiple axes#the alternative is pretty much just one big soup which works *okay* but can still be overwhelming and a hassle to keep up with#anyway this is not remotely the only thing this applies to and Suffering Squirtle especially when urge to sort physical objects#and it's also annoying when it's something harder to quantify like#'i'm genuinely really having fun with this test scene/campaign and want to continue it' vs 'ehn. don't mind not picking this one back up'#sighs#also yeah i have. i have a lot of balls in the air here lmao#this doesn't include the i think like 5-10 docs i made on gdrive before i switched to the notes app because the formatting sucked to use#and the above folders also don't include things like the divination stuff i've made#me with nerve damage that makes handling physical tarot cards painful; making a dice table instead: try and stop me asshole#is there a name for that tag
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obviously i prefer this to having total writers' block but having a whole bunch of creative energy but having very little time to use it and being totally unable to focus it onto a single project IS its own type of anguish
#i currently have documents open for 4 different fic wips and 2 different 'fic ideas/outlines' lists#and then i ALSO have both the current draft and the most recent draft of my original novel open#as well as three supporting documents for that novel AND my 'new original work ideas' document#i have to run three different ttrpg sessions next week so that's what i SHOULD be working on but i don't want to. i want to be writing#writing what? couldn't tell you.
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Hi fellow adventurers!! A few weeks ago i caught wind of "Delicious in Dungeon". I'm not really an anime person, but I am a TTRPG, CRPG, and cooking person- . And holy shit. It is so good i convinced my partner to binge read the whole thing. I'm caught up on dungeon meshi, the anime, and just yesterday i also finished dungeon meshi, the manga.
Its rare to come across a serialized story that is so thematically cohesive and knows its characters so well. All of the bonus content like the artbooks and monster tidbits are just the icing on top.
So, inspired by Ryōko Kui's writing and illustration I'm going to attempt to create a recipe for every single Delicious in Dungeon recipe!-
Today that means Huge Scorpion and Walking Mushroom hotpot is on the menu!
(As always you can find the cooking instructions and full ingredient list under the break-)
MY NAMES CROSS NOW LETS COOK LIKE ANIMALS
SO, “what goes in to a Huge Scorpion and Walking Mushroom hotpot?” YOU MIGHT ASKThis is one of the pricier dishes until we get to the kelpies and dragons of the menu-
Rock lobster tail
Porcini mushrooms
Shiitake mushrooms
Snow fungus
Small potatos
Fensi (glass noodles)
Water
OPTIONAL: your choice of dipping sauces
There was a crossover/promotional event in Shibuya which featured various realworld dishes from the series. They had one for Huge Scorpion and Walking Mushroom, but they used prawns. while those cook better in a hotpot, they also didn't look enough like the scorpion for me, they also used udon noodles for the slime and a seaweed/kale(?) mixture for the algae. If you're looking for substitutes due to price or availability i would start with those ingredients.
AND, “what does a Huge Scorpion and Walking Mushroom hotpot taste like?” YOU MIGHT ASKI hope Senshi would forgive me for technically cooking the lobster outside the pot, once he tastes it.
Okay im always partial to veggies but wowowowowowowoowowowow the snow fungus and the mushrooms tasted soooooooooooo good in the lobster stock
A nice delicate layering of different flavors
Try to get a bite with the lobster meat and shiitake together, dip in butter then chili- trust me
Its up to you what texture you prefer if you want to put the noodles in at the end or put them in halfway through the meal. Either way dont go for eating those first as theyre very filling
I think this would pair well with a citrus drink, something light and clarifying
This would also pair well with being extremely high and hungry (if you feel safe cooking while inebriated lol) very calorically dense
For the trial run I did one lobster tail in the pot with everything else, and one lobster tail off to the side to be picked apart. The former is more in spirit with a hotpot, but it got rubbery as the meal went on and lost its nice taste. The latter may be a bit more work but all you have to do still is boil it and set it aside. I found it held up much better. It was also easier to get inside the shell.
. If you have hardshell maine lobster available, i think it would be superior to rock lobster (keep in mind crustaceans will get rubbery if cooked too long in the pot) . Green onions and/or lotus root would make excellent additions
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From getting the ingredients out to sitting down and eating, id say it took maybe 30 minutes max? It'd vary on how fast you can prep vegetables and get the various implements heated.
Hotpots are not something i do very often as i'm usually just feeding myself. I think thats why a hotpot makes perfect sense to start the series off. If you want to set the tone of "take care of yourself, eat food with others, and use what you have" (generally speaking) there is nothing more simplistic, flexible, and defeats-the-purpose-if-you-eat-it-alone than a hotpot. Gather around and let your friends bring ingredients to the pot if you want to fill your heart up extra full <3
I'm doing something different here because unlike previous recipes where i used a bunch of different sources and made my own recipe out of hodge-podging it, or just used another persons recipe entirely if they did it really well, i made this more whole-cloth based off of what i had available, what I could discover through research, and my existing knowledge. Instead of the recipe being 50/50 original, this one is more 20/80. So. I'll pass the final verdict off to you guys :D
What would you rate this recipe out of 10? (with 1 being food that makes one physically sick and 10 being food that gives one a lust for life again.) Did you love it, did you hate it? What're your thoughts on what I could do different, and what would you have done instead?
🐁 ORIGINAL RESIPPY TEXT BELOW 🐁
Ingredients:
2 Rock lobster tails
3 Porcini mushrooms
2 Shiitake mushrooms
Snow fungus (a good handful, should rehydrate in the hotpot)
2 Small waxy potatos
Fensi (glass noodles)
Water/lobster stock
Method:
Lightly rinse all of your vegetables beforehand and let them dry.
Vertically slice the porcini mushrooms. Cut off and dice the stems of the shiitake mushrooms. You can slice the tops if youd like.
Peel and cube the potatoes, roughly an inch each.
For the lobster tails; Boil a pot of salted water. Keep the shell on. Weigh the largest tail and add 1 minute of cooking time for every ounce of weight.
When done, strain the lobster from the water. Pour the water into your hotpot as the base. Serve the lobster on the side so people can pick the meat out to dip into the hotpot.
Bring the hotpot to a simmer. Add the potato cubes, snow fungus, mushrooms, and noodles.
OPTIONAL: this wasnt in the show, but its fun having sauces on the side :) i had oyster sauce, dry seasoned chili dip, melted butter, and soy sauce available
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I've seen a lot of posts recently where people say they can't find players to play non-5e TTRPGs with. As someone who moves countries every few years, I've had to rebuild my roster of local TTRPG players from scratch a number of times. Here's how I do it.
Caveats first: while I've done this in small cities, I have always done it in cities. If you're in, like, a rural environment, you might just not have enough interested people around. You can always do it online in that case. I'm not really going to cover finding players online, except to say you should probably look for communities for the specific system you want to play. Most of them are enthusiastically looking for new participants. Especially game masters.
Okay, first things first, you gotta find people. I generally find I get better results if the search is location first. That is, rather than using city-wide or regional Looking For Group type internet groups, I look for physical locations that host gaming groups. Local game stores, public libraries, gaming cafes/bars, etc.
Being location first helps avoid some common bad behaviours. Online LFG groups often have a few shitty people hanging around who can't find long term groups because they're shitty. They'll jump at the opportunity to join new groups where people don't know them, because everyone else knows better than to game with them. But location-based groups are better at filtering this. Someone who harasses people at an LGS can be banned from the store, but decentralized online groups struggle to handle these situations in my personal experience.
Being location first also solves the next problem, which is giving you a location to play. Eventually, when I have a long term group, I'll host games in my home. But there needs to be a level of trust before that feels safe, and we're looking for randoms, so for now we need a public gaming venue. If, for whatever reason, there aren't dedicated gaming spaces where you can do this, I've had the most success gaming in cafes or restaurants during off peak hours. I've run a bunch of games in restaurants from, like, 2pm-5pm on a Saturday, and as long as you're buying drinks and some snacks or something, and being polite and non-disruptive, it's typically not too hard to get permission.
Now, if that local group has enough interest in a non-5e system that I'm interested in running, I'll happily do that, and it's pretty free from there. Most people who are willing to play one other system will gladly try others if they find they like playing with you. But even in big cities, I feel it's pretty often the case that postings for local games of other systems don't wind up actually finding successful groups.
So, here is the bit where, unfortunately, finding people to play non-5e games with involves playing some 5e. Community groups are always looking for more GMs to run games, so I will set out to run a number of short 5e adventures, each with different groups. These are typically oneshots that I have the option of extending for another 1 or 2 sessions.
I always run adventures that I've written myself for these, because I want my particular GMing style to really come through. Looking for players is a two way street. I'm looking for people I like GMing for, but I'm also looking to make sure they know what they're getting. Especially if I'm going to ask them to play a system they've never tried, they should know that there's going to be something they enjoy. So, these short adventures are full of the types of silly but sincere NPCs I tend to run, the open-ended scenarios I prefer, the tropes I favour, etc. If someone isn't going to enjoy playing with me, I want them to know it from this adventure.
I structure the adventures to give me a lot of flexibility in terms of how long they run. They're nearly always mysteries, but with some active component to the mystery, so that if things drag or dawdle I can have the villain show up and force a final confrontation. They're also structured to have a natural "next thing." You find and defeat the villain, but there's an implied next villain you'll be going after. That way, if the group is working well and I want to continue, it's easy to present the option to the group. But if I'm not interested in continuing with the group, the next thing can just serve as an "and the adventures continue" implied epilogue, and the game still feels complete.
I don't like players just bringing their own character sheet to the table. Someone who brings a disruptive character can ruin a session without me getting much useful information out of it, other than that I don't want to play with that person. And if it ruins the experience for the other players, I'm often out the opportunity to game with those people, through neither of our faults. I've experimented with both asking players to submit their characters in advance or making them choose between a collection of premade characters. The former is a good check for whether people will put in a basic amount of effort and follow instructions, but it can dissuade people who are just looking to dip their toes into playing for the first time. The latter can turn off players who are into crunchy games and are excited about character building. As a result, I'll usually choose the approach based on what non-5e system I'm currently most excited about running. Do I want to get together a group for a rules-light game? Premade characters it is. Looking to run some PF2e? Please submit your character sheet in advance. Some locations also do more drop-in based games, in which case it's premades all day.
As I'm running the game, I'm observing the players. There's a simple vibe check, obviously. Do I like playing with this person? But I'm also looking at how they play. What are they here for, what's exciting them? Are they struggling with finding optimal turns in combat, or do they like mastering a system? Are they curious about the world, or do they glaze over when the spotlight isn't on them? Do they light up in dialogue scenes? Do they want to try crazy things outside of their on-sheet abilities? Remember, later, I'm going to try to persuade this person to try to play a game they've never played before. I need to know what specifically is going to excite them.
I have (always with permission) recorded sessions before to go over in making these choices, but honestly even just a few small reminder notes will help me unravel things later. If a session goes well, I'll ask at the end for people to give me their contact information if they'd be interested in playing again. Non-committal, at their comfort, and it doesn't single out people that I don't want to play with. I can always just not call them. Usually I find I'm interested in playing again with a little more than half of the players I meet this way. In my experience, it's fairly rare for a player to say they're not interested in playing again, TTRPGs rule and there's a DM shortage.
What I usually do is keep running these until I have enough people in mind to run something else, even if it isn't the system I'm most excited about. Probably it would be better to spend more time in this starter phase building up more connections, but after running like 4-5 5e adventures, I'm usually more than ready to run anything else, and if I have to shelve my Lancer ideas because I've mostly found crunch-averse players, I'm usually fine with that.
So, next comes the invites. Now, most players I meet this way will eventually be open to playing most games, but listen: you can put people well out of their comfort zone for their third TTRPG, but you gotta be real careful with their second. Most of the time, the game I'm inviting people to will be their first real exposure to a non-5e TTRPG. If they don't like it, they will run back to the safety of 5e and you will never get them out of it again. So I am very careful in picking the right system for the players I am inviting.
Whatever the new system I want to run is, I will set up a pilot session for it. I am very clear to players that I will teach them the system at the session, they do not need to know it in advance. Eventually, when I have a reliable group of TTRPG people to play with, I'll expect them to be able to pick up systems without a ton of help, but for players that are only used to the complexity of 5e, the idea of learning a new system is daunting. I rehearse the teaching of the game session. It's the only thing for TTRPGs I ever rehearse, but I want to know down pat how I'm going to quickly teach a new system and make it feel approachable and non-threatening. I'm also very clear that this will be a single session, with the possibility of turning into a campaign if we like it. All of this is structured to feel very safe. No initial learning required, no long term commitment, with a GM you already know you like.
But even as safe as that is, you still have to pitch the system. Why should the player be excited about playing this new game? Don't go all TTRPG nerd on them and explain all the details of the system, or use a bunch of jargon. Give them one or two things to be excited about with short, detailed anecdotes to back them up.
"We're going to be playing Blades in the Dark. It's a game where you play a gang of criminals in a haunted, steampunk dystopia. Every session you'll do heists, but instead of meticulously planning them, you start right in the action, and when you need to have planned for something, you can do a flashback scene to explain your preparation. One group I ran this for got busted by guards during an early heist, but used a flashback to create a scene where they had gotten a buddy of theirs a job as one of the guards, and he helped them out of the situation. And for some reason they fell in love with this bumbling goof I improvised to be the buddy, and then on a bunch of future jobs they kept using flashbacks to get him jobs wherever they were robbing. So this one idiot was just a de-facto crew member who worked a dozen different inside jobs despite being about as sharp as an eraser. And eventually they fucked up and got him killed, but they brought him back as a ghost, because you can do that in Blades in the Dark."
I find using a specific example of play really helps get peoples' imaginations going, which is what is going to help them say yes. And that example is tailored to what I know that player vibes with, what it is I think that makes them a good fit for this game.
The last detail about the invites is that I'm telling them, not asking them. It is not, "Hey, are you interested in playing this new game?" It's "I'm going to be running this new game. If you're interested in playing, please let me know what times work for you." If you're asking, you're going to get some "well but can it be 5e?" If you're telling, then they can choose to learn a new game in order to keep playing TTRPGs with a GM they know they like, or they can choose not to play at all.
Once you get enough yesses for a game, you run it, and then from there you're on your own. I think those are basically just friends you have at that point, and I'm not gonna tell you how to have friends.
Hopefully at least one person finds all that useful!
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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.
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.
#indie ttrpgs#ableism#indie ttrpg#disability#ttrpg tumblr#disabled#ttrpg#disability rights#rpg#disabilties#ttrpgs#disablity aid#tabletop#monster girls#monster girl#monster boy#monsters#indie game#indie games#rpgs#free rpg#eureka#eureka: investigative urban fantasy
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Mint Plays Games: Changelings, Trauma & Gaming
Over the course of October and November, I returned to one of my favourite ttrpgs of all time with @thydungeongal and my girlfriend: Changeling the Lost. About once or twice a year, I get the itch to run the 1st edition of this lovely, lore-heavy game, and every year I come away from it thinking about its potential. This is meant to be a quick break-down of my latest Changeling session, as well as a reflection on the parts of Changeling that really touch my heart.
The Game.
This game happened over three sessions, involving a character creation session, and two sessions of play. We had one character who was a Darkling Gravewright - folks who dealt with the dead in their time in Faerie (and can also see ghosts), and another who was a Fairest Flamesiren, whose entire deal is about burning bright, but also burning out quickly.
I decided to give these girls a murder mystery, with a mortal body found just outside a gate to a Goblin Market, and a missing changeling to track down. We’d talked about themes of grief and addiction prior to my planning stage, so I figured dealing with both a death and a place that offers your wildest dreams (for a price) might be a good place to start.
I don’t like planning out specific plot beats in my games, so instead I tried designing the Market like an adventure location, with various vendors to tempt the players with their wares, while dotting the landscape with NPCs in various states of distress. I figured the Changelings would pick something that resonated with them, and we could go from there. This process also generated a few different villainous characters who could be responsible for the murder, which I’m glad I did, because as usual, what the players decide to do always falls outside the bounds of what the GM plans for.
The story ended up being about saving a kidnapped changeling from a hungry Fae, and bluffing through a group of Privateers (read: mercenaries) and bringing the victim to safety. However, they didn't escape completely unscathed - coming face to face with a True Fae caused a cascade of terrible memories coming back to visit one of our characters right after she thought she'd made it to safety.
Our session was an introduction to the world and lore of Changeling, and I feel like I did a pretty good job on that front. On the other hand, I felt like it was just the tip of the iceberg when it comes to the things I think Changeling can be about.
The Potential
When it comes to the World of Darkness in general, I think Changeling: the Lost has a relatively sleek amount of lore regarding the various Courts, Seemings, and faerie characters. Each Changeling’s durance can be typified, but ultimately what they went through can be up to the player who designs them, and the Hedge is limitless in its weird and strange creatures, which gives the GM license to create all kinds of goblins and monsters to fit what they want their game to be about - and the players aren’t really expected to know what’s going on in there anyways. Most Freehold history exists in rumour, because talking too openly about it feels like you’re inviting the Fae to your front doorstep, and in the same way, the true nature of the Fae is left up to rumour and superstition, allowing your group to decide what they really are, or leave their nature forever a mystery.
That being said, the toys that you can play with are still more numerous than anything that you can fit into any one campaign, even if you’re playing that campaign for 4+ years. You can very easily play Changeling as a magical urban fantasy game (and I’ve done this fairly regularly with my group), but C:tL also has a lot of poignant themes that can delve into themes about trauma, addiction, and mental health.
Disclaimer: CtL is not always graceful in the way it represents mental health. There are antagonists presented in the books that come across as “madmen”, some pretty gross Merits you can take that can feel bad to play at most tables, and characters that have lost what makes them human, becoming threats to the players. However, I think that the Clarity system does have some interesting ideas in it that, if treated with care, can still provide some interesting depth to the game.
Clarity
Clarity is meant to be a measure of how well your character can tell truth from Fiction - a high enough Clarity score, and you can sniff out a Fae even if they’re trying to hide themselves; a low enough Clarity Score, and you have a hard time differentiating colour and smell, and might even start seeing an overlay of your Durance infiltrating your weekly grocery trip.
Your Changeling moves up in Clarity if they’re able to keep a stable life with elements that help you ground yourself and give you a sense of identity - and mechanically, once you spend Experience points. Your Changeling moves down in Clarity when they suffer “sins” - moments that disrupt that hard-won stability. This sins could be something we’d consider morally fraught, such as stealing, assaulting someone, or murder - but they could also be significant life changes, like losing your job, buying a house, losing a friend or getting married. You also always suffer a Clarity sin when you come in contact with a reminder of your durance - particularly a True Fae.
The higher your Clarity score is, the harder it is to keep yourself there. Smaller and smaller things can trigger a Breaking point, like going a day without human contact, starting a new college course, or using a Faerie token. Furthermore, the lower your Clarity score, the more difficult it is for you to tell truth from fiction - think of the scenes in Mockingjay where Peeta has to ask Katniss “real or not real” and try to trust her answers.
It doesn’t help that so many pieces of the Changeling experience after getting out of the Hedge seems designed to Fuck You Up - like the doppelgänger that’s been living your life ever since you left, or the fact that mortals can’t seem to notice the ways that Faerie has changed you: you can feel the horns on your head, but all they touch is a well-coiffed hairstyle. In many ways it feels like your whole experience with Faerie is invisible - and you’re fairly certain that even if you told a mortal the truth, they’d never believe you. If they did believe you, they would never treat you the same again.
I like this system because it doesn't really measure how "good" or "bad" your character is - instead it's a representation of how your lived experiences can often trigger symptoms even if others get lucky enough to survive those events with their mental health intact. I'm not a bit fan of derangements - but I think dropping in Clarity is an excellent time to ask characters about pieces of their time in Faerie that haunt them, and perhaps saddle them with Frailties instead - what personal rules do you have to follow in order to navigate the world when you have a hard time telling friend from foe?
Other Themes & Metaphors
The Fae themselves are also exquisite boogeymen, mercurial abusers without the familiar human emotions that we might feel more equipped to understand. They act on their whims and follow their appetites - and while real-life abusers often have very human reasons for being that way, we need not feel such compunctions from the Fae.
We might have to feel some compunctions about their right-hand Loyalists however, changelings who have agreed to work for their Fae Masters in exchange for some semblance of freedom. These are enablers: giving the Fae a step into the mortal realm and throwing mortals and other Lost under the bus, just so the True Fae won't turn their abuses back onto them.
Much of the ethos of the seasonal courts in the first edition has to do with different strategies for preventing a day where you find yourself back under your abuser’s control. Do you pretend that everything is fine, because they won’t recognize their victims if they’re happy? Make yourself physically stronger so you can tell yourself that you’ll win next time? Amass magic rituals in the hopes that learning just the right order of steps will keep you safe? Or do you make yourself as un-interesting as possible in the hopes that they give up on you for other prey? (Yes, I think the Winter Court could totally be all about grey-rocking).
On top of that, the Changelings that your characters embody (and interact with) are far from perfect. They have vices, fears and trauma responses that pull and push them into a dance of backstabbing, power-grabbing politics, full of seeking the upper hand and possibly even selling out their fellows in a gambit meant to keep the Fae focused on someone other than them. (A political game or LARP with these themes in mind feels so juicy to me.)
Next is the metaphors of power and/or addiction. The higher your Wyrd is, the more Glamour you can hold, and the more powerful your magic is. At the same time, the more Glamour you can hold, the more you need to hold it: what starts as a fun magical resource can grow into an addiction, if you lean into it hard enough. Sure, your Contracts become easier to activate and you can Incite Bedlam if you get powerful enough, but are you willing to chance withdrawal if you can’t get your daily fix of goblin fruit? How much are you willing to play with human emotions in order to get that sweet sweet taste of anger or grief?
Then there’s the seeming-specific traumas. Beasts struggle with wondering whether they can be human after giving in to animal instinct; Darklings fell into Faerie because they crossed an invisible or moral line and have had to make morally questionable decisions in order to survive. Elementals are used to being treated as part of the scenery, moulded to fit the whims of their captors; Fairest are constantly pressured to be the prettiest or the best with the threat of terrible terrible things should they fail. Ogres have undergone terrible physical hardships, including physical mistreatment and deprivation, while Wizened have been told time and time again that they are only worth something if they are useful. Stepping out of Faerie doesn’t magically “fix” any of these complexes, and as a result each Seeming has to wrestle with stereotypes even amongst their own: if you need someone murdered, go to a Darkling, If you need something made, go to a Wizened. If you need a hot piece of ass, a Fairest is sure to oblige - right?
Lastly, there's the Fetch: a copy of yourself that was made to replace you when the Fae took you away. This other-you is often so much better or so much worse than the person they used to be - they can act as a foil to your character, haunting you or making your life difficult, reminding you of who you used to be, or never letting others forget how badly you may have screwed up. In Changeling society, killing your Fetch is at the very least a regrettably convenient way of tying up loose ends, and at the most, a rite of passage. But it's also a surefire way to risk losing Clarity. Kind of a catch-22 situation, isn't it?
My Experience So Far
Past Changeling sessions I’ve run have included NPCs getting kidnapped by misguided friends, stumbling across characters who were at an all-time Clarity low, trying to save other Changelings from their Faerie kidnappers, cannibals, Fetches, and antagonists who are set out to betray one or more factions of the Freehold that is supposed to protect them. It’s always bits and pieces of what feels like a bigger picture.
On the one hand, I think that's to be expected. There's so much in this game, and I doubt that any campaign can really dig in to all of its systems and complexities. On the other hand, I’m not sure if I’ve been able to really dig into the themes of Changeling: the Lost in the way that I’d really love to be able to do.
The subject matter can be so close to real struggles, that I’m nervous about making those struggles too bare-faced at my local table. Gas-lighting, torture, hallucinations, drug abuse and cannibalism are so very easy to drop into a Changeling game, but are also so very easy to hit uncomfortable moments for someone who's unprepared.
At the same time, I think that playing a game like Changeling with a high-trust table that uses robust safety features has so many interesting stories that can give power to players, even if the setting is technically a horror one. I’ve been having conversations with @psychhound about a lot of the themes that folks try to explore in ttrpgs, especially in response to this post he commented on back in April. To summarize that conversation: TTRPGs are a great way for folks to tackle personal struggles and traumas from a safe place, in ways that can give them a cathartic experience or that can give them a fresh sense of identity. Changeling has been a significant part of those discussions.
I came to Changeling: the Lost as a fairly new GM the first time I picked it up, and the more I learn about Safety Tools and a culture of care, the closer I feel to getting to that game that lives in my head that lured me into TTRPGS in the first place. Every time I come back to It, I think I'm closer to pulling together a Changeling game that sinks its teeth into the themes I’m interested in and hit some of the grime beneath all that glitter. So every time I come back to it, I’m going to create funky little goblins and design weird Fae bars and take the characters’ memories and ask them why they hurt - figuring out how I can twist the knife just enough to peel back the glamour, without opening any wounds that we’re trying to keep closed.
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can you please recommend some TTRPGs that are
as different as possible from the trad/D&D-like "default" that people come into TTRPGs with (and also recommendations that are different from each other), and
deliberately structured for longer-term recurring play? something where the same group can run the same "campaign" for, say, half a year or more, and
has enough mechanical hooks to not lose new players in the sea of borderline-freeform onepagers?
thank you!
Apocalypse World fits all of those criteria. It's the game that the Powered by the Apocalypse framework of games is based on, and it's a very good post-apocalyptic drama game, where the focus is on people with very orthogonal goals getting thrown into a powderkeg with each other.
As I keep mentioning whenever I bring it up, Apocalypse World isn't about a bunch of weirdos forming an adventuring party and going on adventures. It's almost an asymmetric game and a drama generator, instead of a traditional D&D-like co-operative challenge game.
I do not think there is anything antithetical to long-term campaign play in Apocalypse World, although since character development is rather shallow it does eventually lead to characters plateauing. But the game has options for players playing multiple characters and actually heavily encourages it.
Is actually quite crunchy despite the wider reputation of PbtA games.
For a different take, there's Eureka: Investigative Urban Fantasy by @anim-ttrpgs. A modern urban fantasy investigative game with a focus on verisimilitude and a very historically grounded take on the supernatural.
While a challenge-based game the fact that it's an investigative game (and a damn good one at that) is already a huge change, and the fact that it disincentivizes the use of violence as the primary verb for characters also distinguishes it from the defaults set by D&D. (There is a lot more to it where it differs from modern D&D in terms of design philosophy, but I don't want to make this overlong.)
Eureka also has limited character advancement but it is explicitly geared towards bringing the same bunch of weirdos to investigate different mysteries. It can be played episodic or as an anthology and there's even been talk in the @anim-ttrpgs RPG book club about using it for a campaign that is all about investigating one big mystery.
Has a lot of mechanical grit, but also divides its mechanics into easily digestible chunks to make learning it easier.
Most Trusted Advisors by @thehorizonmachine. A comedy game about playing the advisors of a medieval lord in a very historically inaccurate medieval nation, always scheming against each other while trying to keep them on their lord's good side.
Very much not a party-based adventure game, but an engine for creating a comedy of errors starring a cast of fundamentally unlikable nobs in a quasi-medieval pastiche, in the style of Black Adder.
Admittedly, works better for episodic play and shorter campaigns, but I don't know, I think it's neat so I wanted to recommend it anyway!
Simpler than the previous two, but still provides enough mechanical structure not to leave players hanging.
For a classic, there's Pendragon. A game set in a historical-mythical-Britain of Arthuriana about playing through a dynasty of knights as they live through the Anarchy and get to see Arthur ascend to the throne, and finally get to witness his death and the fall of Camelot.
While it is a game of knights going on adventures it's also so much more: it has domain management, courtly romance, trying to be a good knight as opposed to an errant murderer and with actual mechanical incentives for it.
The Great Pendragon Campaign is huge and will give you enough material for years of play.
Not the crunchiest game out there, but still has a lot of mechanical structure while being mostly very intuitive.
Hmmm okay one more since I'm on a roll: Paranoia. A science fiction dystopian black comedy about playing Troubleshooters who help do dirty work for the insane egoistical computer that runs the Alpha Complex.
While it is a co-operative game it is also very much about pitting the player characters against each other. Paranoia is the name of the game. It's also decidedly humorous which sets it apart from your serious D&D-likes.
There's character advancement, secret goals given by conspiracies, and a lot of potential to see the Troubleshooters advance and flourish within the system that slowly grinds them to a paste.
Has mechanics. I mean, the rules and their depth will vary depending on which edition you're playing, but Paranoia definitely has some mechanical grit to it.
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You're projecting again, honey <3
|| KARATEKA ||
You know honestly I'm surprised that SSC includes the Orchis as part of the Black Witch license. They usually have good taste.
To each their own, I guess
#ooc: the amount of people who refuse to believe that union even *could* be good is fucking annoying to me#ooc: it just makes everyone seem fucking jaded and disbelieving of the idea that maybe a government could be earnestly trying its best#ooc: like no union officer endorses the KTB but they dont want to just kick them over bc that would be the imperialism they want to avoid#ooc: and people will bitch about union doing imperialism. like mate. you unironically endorse the soviets arming revolutions#ooc: how is this any different#ooc: not saying that about you specifically its just a common thread#ooc: there are legitimate critiques of union but calling them imperialists or saying that they dont want the most good for everyone is wrong#ooc: theyre an idealist government running up against the reality that the revolution cannot be led by a vanguard unless you want another#ooc: they need to get everyone onboard or else theres just gonna be another bourgeois consisting of the party vanguard#ooc: and they cant just kick over the KTB and HA because they dont want to be seccomm#ooc: seccom would conquer the ktb and ha immediately. thirdcomm cant do that if they want to avoid falling to anthrochauvinism#ooc: because anthrochauvinism is about making those compromises. sacrificing Not-Us for the betterment of Us.#ooc: thirdcomm cant make those compromises if they want to truly improve the galaxy and they very explicitly do. that is their central line#ooc: utopia is a verb. union is not perfect but theyre TRYING. they are trying so hard and making legitimate progress#ooc: ...anyways. yeah. bit far in the weeds and also this is a touchy subject for me. but mostly bc i care about it too much#doj/hrposting#lancerrpg#lancer rpg#lancerttrpg#lancer ttrpg#lancer rp#oc rp
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the thing is that the “laudna or delilah” debate i think actually misses the complexity of laudna as a character — which i think actually gets magnificently illustrated when marisha talks about and chooses her actions as laudna. like in the game, she tends to act comfortably as laudna even in those delilah filled moments once the initial indication has been made by matt that laudna feels that presence particularly in a given way. but the vehicle of a ttrpg as the medium in which laudna exists and interacts means that there is intractable ambiguity in the “did laudna do this or did delilah?” because the answer is always at the same time that both of them chose it as it is that laudna did, because matt always brings in delilah as a reaction to the choices made, either by laudna in the narrative or by marisha as the creator orienting laudna’s choices. like tonight, marisha certainly didn’t say I’m Looking At This Sword Appealing to Delilah, but she did have laudna who was traumatized by that sword engage with it while also engaged with an action she has pointedly and continuously accounted as a coping mechanism from years of solitude with nothing but the voice in her head. laudna didn’t choose to have delilah in her mind, but she did choose to ask for more power, she did choose to act without orym’s input, she did choose to use her form of dread, whether or not she chose the form which it took. especially with the the indicators that this is a storyline alluding to addiction (something i’ve long suspected but has now been affirmed by marisha in the cooldown), it is extremely compelling that laudna is both insistent of her own responsibility when it comes to intentions but is absolutely avoidant to the point of absolute denial when it comes to consequences. this was especially apparent when imogen asked if laudna’s choices and actions were all her own and laudna insisted they were, but then ended the episode with a form of dread the image of delilah briarwood fading from around her as she repeated “i didn’t mean it.”
it is particularly interesting when she is alongside imogen because i think the thing that is the most compelling to me about them right now si something that laura (iirc) alluded to in the cooldown about how imogen has chosen a significant turn away from predathos at the same time laudna has leaned in hard to delilah. in a lot of ways imogen has been very like laudna when it comes to the importance of intentions vs. consequences, at least insofar as her experience with her powers led to a different kind of isolation than laudna’s but still led imogen to experience situations in which she was confronted by the cruelty of thoughts much more expediently than she was with the cruelty of actions. and while laudna has experienced the cruelty of actions, she ties those intensely to bad intentions as well — cruel actions come from cruel thoughts. i mean, that’s what fun scary refers to — in that first interaction with those kids, we get a clear though undoubtedly unintentional insight into the perspectives that laudna and imogen both have on the cruelty that the world contains. laudna sees no harm in the fear she instills in those children because she loves kids, her intention was fun, her actions can’t be truly harmful if she never intended it. and interestingly, imogen disagrees that laudna is fun scary at all, she actually points out that laudna is scary scary, but in a good way.
and so we have this dynamic between two characters who have been the balms to one another’s solitude — which, as has been expressed in other posts, in both cases emerged from their commitments to their outlooks: laudna continued to appear as a witch on the outskirts of town, likely engaging in haunting behaviour if her actions throughout the campaign have been any indicator, and continued to run until, interestingly, someone who could read her mind was the first person to truly realize she meant no harm. imogen isolated because she was inundated with thoughts and turned misanthropic because of how often those thoughts were negative and cruel, until someone (who partakes in actions that can very easily be considered at least appearing to be negative or scary) had thoughts that were good. and they fell in love — with a confession scene where laudna raised concern that she might be a bad person, because she herself had ill intentions in reaction to bor’dor (absolutely mediated by deliliah, but her own emotional reaction that prompted that mediation). and imogen’s rebuttal isn’t a reference to laudna’s choices or her actions but to the thoughts she’s had that imogen has been witness to.
except. except it’s been months and imogen has a mother who had the best of intentions to start with . intentions that look a lot like imogen’s own, but now she stands at the side of a man willing to risk the entire world so that he can (ostensibly) no longer have to deal with divinity. imogen’s mother who allows the murder of countless people, of every member of the hells themselves except imogen, of oryms family, to get the answers and the solution that imogen herself is looking for. and as imogen has gotten further in the journey, the role of thoughts and intention has become apparent in its limits. because it’s true that they are important, it marks a difference between ludinus and liliana absolutely when it comes to likelihood that they might have a path for redemption, but it doesn’t mark much of a difference for the lives lost. and imogen has become much more concerned with this, i think maybe most clearly in her decisions around her last few predathos diving dreams because her hesitation hasn’t been that they need to consider the sides more, it’s been that, regardless of her intent to come back to the hells, to get information for their mission, her will might still lose the fight against the pull of predathos and if she’s forced to be this vessel which might allow it free, it might not matter as much what her intentions are when she dreams.
and at the same time. laudna has been confronted with the same evidence that her worldview might not paint a complete picture, but she’s still looking at that incomplete image as the whole. as is clear in her reaction to liliana, where she sets up her position to imogen by referring to her own love for her — for laudna, liliana must not actually love imogen, couldn’t possibly if the outcome of her actions is imogen growing up without her mother and liliana aiding and abetting (even if occasionally Maybe limiting) exandrias mage criminal of the decade. except, as imogen who has started to be checked on her flawed thoughts > actions perspective points out, that inconsistency isn’t one that laudna is immune to — laudna loves imogen and the hells and undoubtedly wants to see them live in a world they can thrive in, but she’ll also give up pieces of herself and make decisions without their input that have implications for those she chooses to exclude as evident in her choice with the sword,
and so tonight’s everything was delicious . when marisha’s interparty conflict beam hits it hits and it did tonight but the conversation between laudna and imogen was truly truly fantastic and so compelling because you get both laudna so locked into the familiar comforting behaviour that thinking that her intentions are all that matters is and being confronted by the fact that right now the consequences seem so enormous that the comfort is cold and imogen realizing that the thing that she’s been struggling through with her mother — and don’t get me started about imogen’s response to her mother saying she’s made her choices for imogen and the fact that laudna’s first explanation of why she chose this was a similar appeal to protecting imogen — is the same thing that has a hold of the woman she loves, though in different forms. and god, not to add another unnecessary sidebar, but laura is truly so good at coming up with heartwrenching prompts? dialogue? i dunno what to call it but the way that taliesin is insane with one liners, laura is like that with setting up conversations and then eventually spiking them into my heart because jesus the “i just watch. [as she plunges a dagger into her heart]” “i’ll always love you, i just don’t know what to do with it” “i didn’t mean it” “i know” because that’s the thing, that’s the struggle . ethel cain voice directed at laudna and liliana. imogen temult loves you but not enough to save you. because it doesn’t matter how much anyone loves laudna if she still believes in the necessity of delilah, it doesn’t matter how much anyone loves liliana if she still believes her presence at ludinus’ side is a requirement. and that’s not to reduce the degree to which they both have undoubtedly been trained to believe those things, but it is to say that both in the text and in the real world situations to which people love to refer when reducing agency to make characters more girlboss or whatever — it’s actually explicitly the role that laudna ascribes to her own emotions and choices and value that will lead her to a life where delilah does not have full reign.
the ambiguity and complexity is that as long as laudna wants (which translates to a need for her) her power, she wants delilah and whatever words that delilah will feed her to validate the need for and/or increase that power, which means that her actions are always her own, and the consequences are always hers to bear. the messiness is her continued insistence on separating intention from consequence — because laudna never means harm, for her it’s about protection, even power doesn’t seem to be power for its own sake. even with orym tonight it was about protecting orym from the sword, but also of course about finding power for delilah so that deliliah might also grant her more power so that she can help save imogen and the hells and the world. but that means when she explains to others she can make claims like i didn’t mean to, or that the choice was all her own because as incorrect to anyone else, laudna has completely committed to her founded belief that intentions matter more than anything else when it comes to the judgement of someone and their actions.
#laudna#imogen temult#liliana temult#imodna#cr3#critical role#cr spoilers#laura bailey#marisha ray#imogen + laudna#cr meta#apologies for typos or half thoughts i’m writing this on mobile with half asleep brain cells
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I thought playing Obscura would help me get rid of my brain worms. no, it just gave me new ones. For Obscura, specifically.
I'll be adjusting the format from my TOUCHSTARVED expanded thoughts post. Brain dump after the cut!
[Demo/CH 1 spoilers are included]
(Header Image from Itch.io page! All images in this post are either from there or the Rotten Raccoons tumblr page)
Design/gameplay thoughts:
In full honesty without fluff: this game fucks immensely.
The setting for Obscura might be my new all-time favorite, like, ever. Mystery underground scandalous marketplace??? Under a mountain???? it's a diverse and vast city that's still elegantly contained and claustrophobic, but in a spicy way. The worldbuilding and flavor is excellent. I really want to run a TTRPG in a similar setting now, since its an area with so many possibilities.
CH. 1/the "demo" has a LOT of meat on it. It's got different endings, variations, a whole soundtrack. Speaking of sountrack-
Obscura is also one of the few games I've put on the soundtrack to just to vibe to. The soundtrack is SO good, and sets such a strong mood/tone. I think it complements the game perfectly.
Allot of people have mentioned it, but I am also a fan of the Safeword pause menu. It's a nice and comforting touch, especially when the game can get so intense. It lets players take a breather if they need it, but also doesn't interrupt the intensity/mood of the game for someone who doesn't want a break from the narrative.
Now, onto character specific thoughts!
Cirrus:
IN MY HOUSE WE DON'T BELIEVE IN NOT STARTING OUT STRONG
Shout outs for having your asexual option in the dating sim be. The kinkiest guy there
Cirrus is a bit too intense for me, however, that is NOT a bad thing in the slightest. I think his route is well done for those who are up for his brand of intensity.
I might still play his route because. damn this boy's issues got me curious about his backstory. ($10 on mommy issues)
I had the hardest time getting to Cirrus's good end during my playthrough because having pretty much any self-preservation instinct around Cirrus gives you a bad/neutral ending. He's the only one I had to pull the guide out to get the best ending. (I think I'm just too sassy)
I get medusa vibes from Cirrus. The snake imagery is more likely tied to the lunar church, but his staunch reluctance to take his own mask off makes me wonder (this is mainly referenced in asks answered by the Rotten Raccoon studios). Refusal to let people see his eyes + snakes + power + slightly unnatural abilities to influence is, something.
I am shaking this man like a snowglobe WHAT IS YOUR DEAL I MUST KNOW MORE
(I am. metaphorically shaking him like a snowglobe. I would never shake this man im terrified)
CONCLUSION: Most likely to shame you for your anime choices. Least likely to be normal about it when you ask for help peeling an orange.
Keir:
HERE COMES BIG MAN
yeah he's tied for favorite right now. the slow burn in his plot is just too good? big man....freckles...secret soft side...im weak
he's so nice I keep forgetting. He kind of kidnaps you? not even kind of he just drags you off the street and goes "you live in my house now". Even Griff calls MC a stray early on. My man really said "Here's a convenient lost human I'm dragging them home now"
oh my GOD they were ROOMATES
I definitely was too nice to him in my first playthrough until I realized he does need (and want) to be sassed to death.
this man is like 6'6 and the canon-ish Vesper height from the CG is 5'4. THE HEIGHT DIFFERENCE. This kills the man (me)
The sprite of Keir's ears blushing SENDS ME INTO A FRENZY
I quite liked the gameplay style of Keir's route. I was so focused and invested as soon as I realized I needed to remember specific directions to save the heist group during timed decisions
Something I haven't seen discussed yet: I'm mega curious about the dagger Keir has on his outfit. It's specifically pointed out in text that it's high-quality, and I vaguely remember an ask that Rotten Raccoons answered that said it's a status symbol. (The dagger also just looks SO cool. and....it looks like Francesco's...?)
(My bet is that he either 1. stole it. or 2. got it from Oleander during their tryst (WHICH WE ALSO NEED TO TALK ABOUT-))
CONCLUSION: Most likely to be gifted a "WORLD'S BEST DAD" mug from his similarly-aged peers. Least likely to live down that one time he ate soap because he thought it was edible.
Francesco:
someone keep the "silver dust" away from this lad im scared
Originally, I was least looking forward to playing Francesco's route since I just wasn't interested in his initial concept. After playing his route though? It was excellently done, and I genuinely had fun. It was refreshing to have a character more naive than Vesper, so more cultural aspects were explained and we got a good alternate perspective on the marketplace. Also, it got REAL spicy in new and exciting ways the other chapters didn't. I'm really looking forward to the next chapters with his route!
I totally love the contrasts in his design and his character. He's got both bright red and blue highlights in his design, his outfit is very pointy and angular while his hair/smile is soft and flow-y.
And in his personality, he's both sweet and open, but extremely cagey about some information, and quite pragmatic when he wants to be. I think he's way smarter than he lets on.
that doesn't mean I don't want to bridal carry him and tuck him into bed at night after a all-nighter party
I do think Fran's slightly looser demeanor could lead to him being even more brutal than the other LI's. Remember that one anime clip (Found it, it's this one from Danshi Koukousei) where a group of friends wants to fight for fun, but one of the friends asks why they need rules in a fight? And said friend is shown like secretly holding a rock and was ready to use it? that's Fran. He would not have chill and does not heed the rules.
"Protect the boy", but mostly to prevent him from tasting blood. Because if that happens we're all fucked
CONCLUSION: Most likely to eat that M&M off the ground because you dared him. Least likely to beat the puppy allegations.
Oleander:
Oleander is tied for favorite with Keir. Oleander is just *chefs kiss* LOOK AT HIM. inscrutable......
Somewhere in an ask answered by Rotten Raccoons studio, they mentioned that for Oleander's route, they were going for a "Sexy boss situation that doesn't feel like a work safety violation". They hit that right on the nose; there's intrigue and a power imbalance, but in a non-restrictive or terrifying way.
I love being involved in the business part of his route. I keep making decisions like "Hmm yes my primary goal is to romance Oleander. But what would be the smartest business move here? How do we advance our agenda?"
Also, I do love playing a sexy evil secretary in a vn. love having a job and being evil at it AND being paid money. 10/10
That dance scene is everything I could have ever wanted no notes
I am fascinated to find out more about what he's been up to since his last trek into the marketplace. Seems like people are trying to kill him all the time anyway, so what would be enough to cause him to leave?
he's like an angler fish, but the lure is his booba
I relate to Oleander in that. I have too many online usernames because I can't stick with one. People get my 800 online names mixed up often. He has the same problem, we're basically twinsies
This man is pretending to be a himbo like his life depends on it (It probably does). He's too smart though, I know for a fact he has at least three different schemes going at any given time.
CONCLUSION: Most likely to be able to help you properly lace a corset (this man knows the boot-to-the-back necessity of the process). Least likely to be allowed to be banker during monopoly night.
Vesper:
black mask enjoyer 4 life
(all three are good I just wanted to say which one I picked. And to add my conclusion section)
CONCLUSION: Most likely to get their shit rocked by a falling piano. Least likely to survive an argument about pineapple on pizza.
Concerns:
With how separate the four routes are, the game could potentially feel like four separate visual novels all in one universe. Maybe I haven't played enough VN's, but there is a feeling of separation between the routes.
In the very beginning of the game, when you're picking your route, I wish there was a bit more heads up/information between who you're picking. For example, I had a rough idea that going into the church is where you'd find Cirrus, but only from information outside the game. I didn't know sticking around for the brawl would push you into Kier's route. It's overall pretty vague to which route you're going based on only in-game information.
Misc thoughts:
Vesper: "How are you going to keep me?? ;)" Keir and Oleander: "crimes" Vesper: "Wh-" Keir and Oleander: "you're an accomplice now congrats we're in this together. wanna get drinks"
catch my socially anxious ass wanting to be under the mountain and wear masks so I don't have to make eye contact with strangers all the time. at least its a fun thought to have when I mask for covid
OKAY FRANCESCO AND KEIR'S DAGGER MATCH? AND ARE RED/BLUE LIKE FRANCESCOS OUTFIT? DOES IT MEAN ANYTHING??? probably not but I do like the pretty knives....
For real, I got the brain worms for this game, I'm on the edge of making a big ol playlist. the headcannons? They go on my friend. they go on. I'm laying awake at night thinking about what each character would order at a coffee shop
by the time I publish this post. I did start working on the playlist
yes, I've also designed my own vesper, its such a prime opportunity for character design.
Obscura also may or may not have inspired me to get involved with an otome jam game team, more on that in the future possibly.....
OVERALL: I got the first chapter/demo of Obscura for free from Itchio/steam. High marks for writing, sound, art, game design, all of it! I am on the edge of my seat waiting for CH2.
TL;DR: If you haven't played it, and love spicy and dark stories, go play it! Part one is free! and fantastic.
Itch.io
Steam
#obscura vn#rotten raccoons#obscura cirrus#obscura keir#obscura francesco#obscura oleander#i've been writing this post for weeks and i just keep editing it. going to hit send now
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Introducing Trilogy
Yesterday I released Trilogy, a new tabletop RPG crafted to support you in having grand adventures in worlds of your own making.
There are several reasons I started writing Trilogy, but the biggest one is that I ran a Dungeon World podcast called Crudely Drawn Swords for seven years and that was a lot of time to think about what we were playing. To a degree Trilogy is the game I wish that we could have had to run the podcast.
Starting from the question "what would a purely PbtA game for epic fantasy look like?" I started thinking more widely - what do I want from a fantasy game? And the truth is that I want a game that supports the structure of characters and their interactions but doesn't tie itself to a specific setting.
Trilogy begins with The Appendices - conventionally in epic fantasy these are at the end and document information about the wider world that might not have made it into the story, but here it is where you sit down as a group and decide what tone you want your game to have, and your world looks like. What kind of place is it? What magic is there? What is religion like? What are the major cultures where the story begins? How would it feel to be in this world? Trilogy doesn't tell you any of these things, it gives you the tools to think through how you want your world to look.
This creates a secondary challenge - without knowing what the world looks like, how could I design character classes for this type of game? Trilogy answers this by going back to the fundamentals - instead of a conventional character class, the playbooks in Trilogy represent a narrative arc. Some of them, like The Fighter, The Priest, or The Magus, look like familiar classes. Others, such as The Volunteer, The Mentor, The Weapon, or The Defeated, are a little different. Character arcs have a set of turning points, story beats that allow you to advance along your arc after you have collected a certain amount of experience. Some are positive and others negative, you choose which ones you want to hit and when, but every character's story has its highs and lows and to get the most from the game you need to lean into both. A character can pass through three arcs as they grow and change, like the three volumes of a trilogy.
The aim of the game is to create a slower but satisfying sense of progression - instead of hit points characters take Stress and Harm like in other Powered by the Apocalypse games that can have both mechanical and narrative effects. That makes combat feel dangerous, but the game also offers more ways to solve problems without getting into combat - I have played games where the player characters never got into a fight, instead resolving confrontations through an ingenious selection of alternative strategies including "lying" and "vomiting magic ink all over the floor." I'm genuinely enthusiastic about this game - I think I would be as excited about it if somebody else had written it. It leans hard into the joy of discovery and the excitement of adventure - you can play it as spooky and whimsical or gritty and hard-edged and anywhere in between.
Because I was writing it I even got to make most of the examples of play roll out as the story of someone's game, something I always appreciate when I read it. It also contains every technique I use as a GM in the hope that even before people get the chance to play it (heaven forbid any TTRPG afficionado have books we haven't got around to playing yet!) people who read it will still be able to use that advice in their other games. So that's Trilogy, the game I've been working on for the last few years. I think it's pretty great and I hope you will too:
Obviously it's a full-priced game and that's a big gamble from an unfamiliar creator - if you want an idea of what it's like in practice we've got the CDS team back together and we're starting a streamed campaign so you have a chance to see it in action. You can find that over on Youtube: https://www.youtube.com/watch?v=NxpXacko9Nc
The first episode includes me notably failing to use OBS at both the beginning and end, and I can't make any promises things will improve in that regard, but it should be a good opportunity to see how the game shapes up from this start and with this crew I know it's going to be funny and take some wild swings. If you're interested in reviewing Trilogy or you really want to give it a try but you can't afford it, drop me a message
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thoughts so far, in mostly no particular order:
observation = investigating things, exploring, learning how things work, etc
maintenance = doing Work of some kind; building things, doing chores, medical attention, etc
events = Shit What Happens, either without your input or because you kicked it off on purpose, and now you have to deal with it.
altogether these are called 'happenings,' and along with actions they make up the basic structure of the game.
observation, maintenance, and events are your 3 stats, which make it easier or harder to deal with each type of happening.
observation and maintenance will probably end up with different names, events might also as well.
each day you can use actions do or handle a certain amount of these things, depending on either number or magnitude. you could use 3 actions out of your day to do 1 major maintenance task or 3 minor maintenance tasks, for example.
as mentioned there are bigger and smaller happenings, which might take up more or less of your time to handle.
there are some daily happenings you can't control, at least not right away, whether they're random or something you have to keep doing. you can establish ways to deal with them more easily, or reduce/eliminate needing to worry about them at all, but if you let something pass without taking care of it there might be consequences.
possibly there are some happenings that might have consequences if you don't leave them alone, at least unless you're prepared.
if you have action slots left over after taking care of other happenings (or not taking care of them), you can use that time and effort to pursue other things, like increasing your stats, or building aforementioned infrastructure, or pursuing subplots or other projects.
speaking of which: if you want, you can play with subplots and/or an overarching plot to pursue as a win condition. (i am unsure as of yet how i'll go about generating these.) otherwise you can just play indefinitely.
some days there won't be any extra happenings beyond routine things you were going to need to take care of anyway; these are good days to do as mentioned in the previous two points.
even if you establish infrastructure to make some things more convenient, you'll probably still need to put in some kind of effort to maintain them or there will be consequences. (needing to spend a happening on maintaining a machine once a week, for example.)
you can go over your allotted limit of action slots on a given day--your action slots, not assistance from infrastructure--but you'll be missing that many slots the next day until you regain each one by resting. if you try to do this more than once in a row you'll start needing to pass checks to do it successfully, and once you're missing the same number of personal actions as your daily limit or higher you will start having to make checks to avoid larger consequences.
(collapsing completely until you've rested enough to restore all your slots, accidentally damaging infrastructure, taking penalties that you'll have to successfully use side projects to fix, etc)
(avoid pushing it if you can, is what i'm saying.)
you can overclock infrastructure this way too, but you're more likely to need to spend actions to fix it instead of just giving it time to recover like you would yourself.
every now and then a day might be eventful enough to require you to go over your daily action limit anyway. how often this occurs and how over-busy a day can be is up to you, depending on the difficulty level you want to play with, and may also change depending on how things go in your game.
a happening can be more than one type at once. for example, something that requires a medium amount of Maintenance might also require a minor amount of Observation. it's possible in some cases to eliminate one of these or reduce its level of difficulty; for example, you might be able to integrate the Observation into the process of Maintenance so smoothly that you don't have to spend the minor action on that task, and can do something else with it.
thoughts about generating, exploring, and discovering different areas in your locale of choice, not sure yet how that will proceed.
possibly there are some happenings that will give you reason to explore new areas, or make you aware of them at all, like a meteor falling somewhere you haven't been yet.
possibly some happenings that occur in unexplored areas will still have consequences if you don't explore the new area to take care of them, like you would other happenings.
possibly happenings in general being associated with specific areas, including the entire locale.
possibly extra category of actions for Travel between more distant areas?
some happenings might have a time limit beyond the one day?
still deciding how to generate things like NPCs showing up, but that's probably another thing you can choose to adjust the chances for depending on how you're playing a run.
other things you can adjust include things like the ratio of observation to maintenance to events, how often things happen in a day at all that you don't pursue yourself, how much routine stuff you need to build infrastructure for, etc
will probably be designed just for dice instead of the original game's playing card system, if only because playing card-based games can be a bit limiting and also i am disabled in such a way that i can't feasibly use them 😔
game is meant to be played solo, but i'm pretty sure it'll end up being adjustable for multiplayer with or without a DM.
i am excited about this one tbh, More to Be Added as It Occurs to Me
so i decided to check out The Lighthouse at the Edge of the Universe after seeing it mentioned it around a few times, and a) it's Pretty Neat! b) because i am me it immediately gave me Ideas for hacks/tools/some possible refinement of an original system i've been rotating for a while. hell yeah
#whosebaby does game dev#whosebaby makes things#ttrpg tag#solo rpgs#the lighthouse at the edge of the universe#lighthouse at the edge hack#long post#also by can't feasibly use them i guess it's more like 'i can roll cards from a table with dice instead'#'but it doesn't capture certain things about using a physical deck that runs out'#which is annoying but oh well#tbh at this point i'm almost kind of wondering whether to even call it a hack; instead of an original system in the genre#that took some initial inspiration from lighthouse at the edge premise-wise#and ran with a different/expanded interpretation of the O/M/E mechanic#i'm genuinely unsure of the procedure here tbh but i would definitely be crediting lighthouse for the inspiration either way#probably gonna err toward hack for now though
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I am curious if you think the campaign wrap up will perhaps address some of the campaign shortcomings or challenges the cast faced in trying to land this campaign narratively, especially in comparison to previous campaigns? Not that they would disparage the whole campaign - but like a little “yeah this didn’t work as well as we wanted at times?”
It’s odd because I find myself weirdly optimistic about CR as a whole despite this campaign’s possible lackluster ending, so I guess I’m hoping the campaign wrap up acknowledges that this campaign didn’t always play to their strengths in hopes that their next long form venture does more, idk.
I don't know if it will but. that's precisely the tenor any question I send will have: I don't think the fundamental concept is the issue - hell, I don't even think killing the gods is actually a problem if you appropriately set up a scenario where killing the gods has a motivation other than "mortals were mean to me in their name" [thing that happens irl all the time in a world with zero proof of divinity, in my religiously observant ideologically agnostic and skeptical opinion] or "I have issues with my parents I never worked towards so I've projected this onto The Ultimate Parents instead of like. being fucking normal." But it needed a lot more scaffolding at the VERY least in the prep for this campaign, and actually, to be blunt, if you want to make this a balanced issue you needed to seed this concept through prior campaigns in a meaningful way. There's a reason pretty much everyone who defends this campaign as Extremely Good, Actually is either doing some form of wildly revisionist history of the fandom and the past campaigns that's demonstrably false if you were like. there; or else they started with C3 and decided they were an expert despite being of below-average literacy and deeply below average personality and have to resort to such miserable efforts as "arguing that canon isn't real" and "posting an out of context Le Guin quote over and over in the hopes we won't notice they're actually 511 mice in a trenchcoat who can't actually read". So yeah I hope Matt is like this was an ambitious project and I'd have done many things differently.
I do wonder what's next for CR, because as I mentioned, it feels like the cast is stronger in shorter form; that even the other longform shows are moving to shorter form right now; and that WBN and C3 kind of show the limits/failings of longform. I hope they do another longform campaign at some point in the future, but it might make sense to take an extended break and play in the space for a while. They only took about 4 months between campaigns for the past two and maybe it would be good to take longer and focus on Daggerheart, Candela, and EXU for much of the year and if they do longform wait 8-10 months, especially with the comparatively extensive touring schedule this year.
I also hasten to add, and I mentioned this briefly in talking about CRPGs, but I think there's a Third Campaign Dip that's not inevitable (NADDPod didn't really have it; TAZ switches systems enough that it's not an issue) but definitely hit here, that doesn't apply to a fourth one. Like, for CRPGs (girl who's played Veilguard twice and gotten through the first day of Disco Elysium voice) it feels like the first run is following what seems most fun to you and then the second is playing around with other choices that maybe aren't as appealing just to see what happens, and then for the third and future runs you kind of know the full lay of the land and what you'll like while still allowing for a range of choices. For class-based TTRPGs, the first is the self-insert/thing that's fairly comfortable and easy/character you've dreamed of; the second is what you do now that you know how this works; and then the third can be...an overextension, shall we say. I think after that you figure out, again, the bounds of your comfort zone, how much you can stretch it, and what you don't like, you're in a much more consistent footing.
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To my great surprise, one of my friends expressed interest in DnD, bringing the total people interested including myself to a whopping THREE! Now, I've only played DnD a few times at a game shop and literally no other TTRPGs, but I'd be open in checking out other stuff (and can hopefully persuade my friends)! Would you happen to have any recs for maybe a bit more of an intro/beginners game that one could run with three players total? (If you happen to know any that maximizes a player feeling badass, that'd be neat & appreciated, as I think that's the main draw for them lol). Anyways, thanks for your time :3
Hiiii thanks for your question! So have in mind that I haven't played any of these firsthand because I'm mostly into games that mechanically emphasize disempowerment (the games i run tend to go less for the Found Family of Heroic Misfits Go on an Epic Quest approach and more for the Gang of Amoral Treasure Hunters Get Themselves Killed While Looking For Treasure in a Dark Scary Hole one), so I'm going off mainly from the play experience implied by reading the rules themselves and by what I've heard other people say about them.
First of all Is Quest RPG
I've seen it recommended a couple times by @thydungeongal and after reading a bit of it I have to agree with her assessment that this is the game that most D&D players seem to ACTUALLY want to play when they start invoking Rule 0 and the Rule of Cool and playing fast and loose with mechanics. It's a game where the explicit design intention seems to be natively supporting the style of gameplay that most popular D&D Actual Play shows feature, without any of the negatives of trying to fit 5e's square peg into that particular round hole. It's also available for free, which is pretty nice.
I would also recommend Brighthammer: Rules Light High Fantasy (which is a hack of Sledgehammer: Rules Light Dark Fantasy)
It's a simple system with a d100 resolution mechanic which fits into two eight-page mini-zines, one for the players and one for the GM.
It leans into the heroic fantasy angle specifically by letting players continually accumulate advantage to rolls during combat encounters by performing heroic actions, such as defending an ally or an innocent bystander. This one is also free and it's a pretty quick read so you don't lose anything by checking it out.
Next up is The Basic Hack
This one is a slightly streamlined version of The Black Hack, which itself is a massively streamlined version of early editions of D&D. Just like The Black Hack, it uses D&D's classic six-attribute array and a lot of other mechanical elements that make it pretty easily compatible with a lot of D&D materials while still being a very distinct system of its own, but where it differs from TBH is that it simplifies a lot of its mechanics and overall has a less gritty and more heroic tone.
Lastly there is Break!!, which is the only game in this list that is going to cost you any non-zero amount of money
Break!! has some old-school sensibilities here and there (seems to take some inspiration specifically from games like Cairn and ITO) but aesthetically and tonally it takes most of its cues from fantasy anime and JRPGs. It has a pretty cool-looking setting, and some interesting twists on classic fantasy TTRPG races and classes. You get everything from "basically a D&D fighter with a different name" to "paladin meets magical girl" to "literally an isekai protagonist". Anyway one way in which it leans into making the players feel pwoerful and badass is that its initiative system rewards being proactive in fights: whatever side starts the fight gets to act first, with no checks or rolls required. Also, it handles health depletion on a per-encounter basis. Health regenerates fully imbetween fights, essentially ensures that players always start fights at full strength and gets rid of long-term resource depletion. Which, you know, i like long-term resource depletion for my games, but if what you want to do is feel like badass heroes this is definitely the way to go, and it still has some interesting long-term consequences for running out of health in a fight.
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Nobody needs another TTRPG taxonomy but I made one anyway
Posted here: https://seedlinggames.com/blogging/discourse/game_taxonomy_part_1_v_1.html I have a second blog post that is going to explain the small diagonal line, but basically it's that I think there is influence between those two camps that people don't seem to talk about much, probably due to internet discourse reasons
A million people have already done this - I'm kind of assuming you have vaguely absorbed the existing Internet discussions, and are familiar with terms like OSR, Story Games, etc. If you haven't, run away now and save yourself. But Six Cultures Of Play is probably a prerequisite to understand what I'm talking about, or at least what I'm complaining about.
I will try to, as much as possible, only discuss games that I have played. A lot of taxonomies seem to be written by someone who clearly likes one type of game a lot more than the others. For instance, I will not be discussing LARP because I don't have any relevant experience. I'm also not claiming that I am discussing the complete set of all games that exist, but I think I have played enough of them propose a taxonomy. If you're curious, I have an approximately complete list of games I've played or run here.
What is a TTRPG?
First we're going to have to look at everyone's other least favourite subject of conversation.
TTRPGs have 2 or more people taking on the following 3 roles:
A player, who is responsible for one or more characters who are the protagonists of the story.
A GM, who is responsible for the remainder of the story, such as providing additional characters and other aspects of the environment that the main players exist in. To do so they might determine the outcome of uncertain events or interpret rules agreed upon by the table.
An author, who provides additional, reusable material without being present. I'm using the term "author" for a lack of a better one, but it includes game books, blog posts, maps, drawings, or even fixed principles transmitted orally from game group to game group. These serve to facilitate or even replace GMing, as well as to introduce new ideas to the table without someone being physically present.
The same person often takes on different roles at different times, sometimes in the same game.
If you have only one of these roles, you are probably writing a book, doing improv, or some other activity. Which is of course totally fine.
This isn't the only definition you could come up with, but I think most people would agree it isn't totally wrong, and it's a lens that I'll be using to discuss the game taxonomy.
Maximalist Games
Apparently "maximalist" means something specific in art but I am not educated in such things and might be using the word wrong.
Characteristics of a maximalist game:
The three roles: clearly present and distinct, with the GM and author each taking on a large responsibility for the game experience.
Modularity: Semi-modular: There is a main game system which is designed to be extended by other modules, but these modules cannot be used with other games easily. A game book is typically not a self-contained experience and games are usually open-ended in duration.
Rules: A lengthy, complex ruleset with subsystems for resolving different parts of the game that are likely to come up, primarily oriented around the success or failure of an action and its consequences.
Characters: The complex game mechanics provide an opportunity for players to develop a distinct character before playing them, defined by game mechanics. Character and player motivations are usually aligned.
Narrative structure: Campaigns usually follow conventional narrative structure, but this is driven primarily by the GM, or by adventure modules, which define an outline of the narrative.
Who makes them: Often require more resources to create and thus are made by corporations, but that is changing.
Relationship to other media: While often inspired by fantasy novels, their larger budget and longer history has allowed some of them to develop their own genre conventions distinct from other media, and in some cases have inspired movies and books.
Solo games: Rare, due to the prominent role of the GM.
"Trad" games are a subset of these but a) I hate that word and b) I think the genre, starting especially with 4E and other inspired games, have gone in some very different directions. It roughly corresponds to "Fight D&D" in the Between Two Cairns taxonomy, but some games in this category involve no fighting at all.
Narrative Mechanics Games
The three roles: Blur the lines between GM and player more freely.
Modularity: Usually not very. Each game is made to create a specific experience, and the blurring of GM and player roles makes adding external content more complicated.
Rules: Focused on resolving problems in the context of narrative structures. Rules may facilitate pacing, allow for storytelling outside of linear time, allow players to temporarily take on a GM-like role, and allow for players to work together to create conflict between their characters.
Characters: Mechanics facilitate creating characters according to genre conventions with defined relationships to other characters and to NPCs. Player and character motivations are often not aligned.
Narrative structure: Rules are designed to support conventional narrative structures and genre conventions.
Who makes them: The focused scope of these games mean that they are often made by individuals rather than corporations, but there is a trend towards some of them being made by mid-sized organizations. Long development cycles may be needed to provide a polished experience, leading to some amount of professionalization.
Relationship to other media: Usually strongly inspired by other media, allowing you to create stories similar to movies, books, TV shows, etc.
Solo games: Rare, with Ironsworn as a notable exception.
Some "story games" fall into this, but I think "story games" has split into two meaningfully distinct categories. I've met enough people who only like one of the two categories. I think they are perceived as more similar than they are because there's less internet drama about the difference between them.
Prompt-based storytelling
The three roles: Blur the lines between the GM, player and author, with the GM often being absent.
Modularity: Usually self-contained experiences with limited modularity.
Rules: Often entirely forego mechanics for failure or success; mechanics tend to be minimal and about making suggestions regarding the story to tell, with the written text sometimes acting primarily as a GM or even player who is not present.
Characters: Character creation is usually a minor to nonexistent part of the game, with characters being defined by decisions made at the table. In some cases, all characters are already predefined. Characters are usually defined in words rather than numbers. Player and character motivations are rarely aligned.
Narrative structure: Stories often forego conventional narrative structures, and are focused around exploring relationships, ideas, or experiences. If a narrative structure is defined, it is usually in the form of a defined endpoint, with the purpose of the game being to explore how the characters get there.
Who makes them: Leans heavily towards DIY or single creators. Often comes in formats other than books.
Relationship to other media: Inspiration comes less from established genres and more from life experiences. Genre fiction is less likely to be an inspiration.
Solo games: Very common, due to the reduced role of the GM.
Adventure/exploration games
The three roles: Blur the lines between GM and author, both at the table and culturally.
Modularity: Are highly modular: not only are supplements and adventures often interchangeable, but are often not tied to specific systems.
Rules: Have relatively short rulesets focused on generating situations (on the GM side) and resolving danger (on the player side).
Characters: Characters are mostly created organically in play through interactions with the environment, including the tools at their disposal. Random generation is common. Character and player motivations are usually aligned.
Narrative structure: Campaigns often do not follow a typical narrative structure, aside from perhaps an escalation in danger, scope and/or strangeness.
Who makes them: Their modular nature means that they are often created in a DIY manner, through zines, blog posts, and informal discussions, though mid-size companies are also prevalent.
Relationship to other media: Inspiration from other media is often mostly vibes-based, with genre fiction, folklore, and even musical genres and political movements (for better or worse) being prominent. It doesn't seek to emulate the characters or narrative structure of other genres.
Solo games: Relatively common, usually provided by an additional module that may be specific and general-purpose, often focused on a GM emulator known as an "oracle."
"OSR" games are a subset of these, but a good number of these also make many OSR people very angry. It roughly corresponds to "Door D&D", but dungeon crawling is not inherent to this genre.
Other ways of looking at these categories
You could also map these on axes:
distinct GM/player/writer role vs combined roles: maximalist vs prompt-based at opposite ends of this spectrum
Highly self-contained vs highly modular: narrative vs adventure/exploration
Strong genre conventions vs naturalistic approach: maximalist/narrative vs adventure/exploration/prompt based
Resembles a D&D vs does not really resemble a D&D: maximalist/adventure/exploration vs narrative/prompt based
for symmetry I want to put another axis for maximalist/prompt based but I can't think of anything they have in common. Oh well.
But I also don't think this is a complete enumeration of all possible types of games either - this is some kind of n-dimensional space that has only 4 blobs on it
The part of the taxonomy blog post where you realize this is actually just me going on about my own preferences this entire time
I've played and enjoyed all 4 types of games, but putting this together has helped me figure something out - why it is that I like both the NSR side of OSR games and like the "super weird" story games. And why I don't seem to be the only one, even though these are often talked about as opposites. Because if you split story games into two genres, the similarities between prompt-based games and adventure/exploration games comes out.
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