#especially for ttrpg's and fantasy in general
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yew--berries · 1 year ago
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Its so hard to properly articulate and even harder to find other places that are talking about it too but i feel like a big issue ive been facing recently, specifically with "Dungeons and Dragons" and "Minecraft" is that they both to me at least have been having very similar problems lately, namely that they are so big that they A. Cannot appeal to everybody and B. Are desperately attempting to
This then comes into a split where I feel with mojang its more the constant push to churn out more new things is bloating the game with stuff that has very few use cases, while D&D is suffering more from a place of the inspiration of the setting being so steeped in decades of not only iterations of the game but also the works that inspired it in a way that it is effectively incapable of shaking off any of the unfortunate tropes of the era of fantasy it was born in without disrupting the subsets of its playerbase that demand those aspects of the game go unchanged
Also within D&D specifically there tends to be a bunch of things on top of all that that make a hand at fixing the issues dnd has, but only really starts building the bridge it expects each individual game to complete, not that its always a bad thing to do that but in this case it just ends to make contradictory rulesets and solutions that dont actually really solve the inital problem in the first place
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larperwithastaff · 10 months ago
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PROMPT: Home
Time: 20 minutes (1 extra)
~
[Set some time in the future, around a year or so after Arissa joins their new warband. Arissa has begun to relax around their new companions, seeing them as good friends now]
Sudenburg. What an exciting place to visit.
Arissa had come to call it a second base of sorts. There was always something happening in the market town. Someone was dying, a battle was to be fought, a trade show or town market to be held that week. If Arissa ever felt like they had hit a writer's block, they knew to take a trip to Sudenburg, to find more inspiration.
Yet, through all the noise of the border town, Arissa knew where to find some peace. Their warband's coffee house.
Market Week in Sudenburg had become Arissa's favorite time of year.
The comfy pillows, the brilliant rugs, jewelry hung from the beautiful scarves pinned to the canvas walls, the smell of coffees and teas being brewed behind the counter, it was all-too familiar by now.
Customers came in and out as the day passed. Arissa had taken to a front corner, sitting on a comfortable pillow, their notebook on a small table, their left hand writing notes on a new script, their right hand periodically touching the side of a teacup, waiting for it to cool down.
A few steps away, Arissa could hear the conversation between one of the warband leaders, and a customer. This person had taken a liking to a necklace for a lady-friend of his. Arissa kept their head down to stiffle a laugh, as he tried to barter down the price for the piece, begging the leader to see his "poor man's fight for love!".
Behind the counter, one of the other leaders were talking to another guest, making small talk as she made their order. The conversation was light, happy and full of joy. A talk of the upcoming talent quest. That evening always brought Sudenburg together. At first, Arissa dreaded it, thinking *someone* would appear out of Azyr and force them to perform.
Now, Arissa looked forward to it. The stories people would tell, they'd always inspire Arissa to keep writing. They knew now, their comfort on stage came from their own designs.
The chaotic shop was not-so-different to the environment Arissa had grown up in, but Arissa noticed the weight that they'd grown acustomed to at home had been lifted in the past year or so.
"No, that place is not home anymore. This is home. I choose where my home is." Arissa thought fondly.
"Home is where my heart is."
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snuurp · 3 months ago
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introduction to the WORMS IN MY BRAIN jk this is a modern fantasy au for baldurs gate 3 plain text and more info under the cut
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intro to the au, forewarning i haven't done much research, and my first playthrough of the game isn't done yet (I AM in act three tho I swear 2/3rds of the three guys r dealt with and so is cazador.) keep in mind i have no idea what i'm doing.
the mindflayer stuff is like. an experimental implant they all dubiously agreed to without all the info. extra enhancements (like the other tadpoles in game) are like drugs, and they appear once weekly at everyone's doors whether they want it or not. initial implant stabilizes Karlach's engine, helps with Astarion's vampire stuff, etc. etc. and the extras just feel good to use, it's addictive.
all of them are in a support group together meant to encourage them to stay clean from the extra tadpoles. time they've spent with the group varies.
there WILL be more detailed posts for them later, i have a lot of thoughts on Karlach and Wyll especially. implied/possible shadowzel and wyllstarion. my tav will be present, this is very self indulgent and i am in lesbians with Karlach.
plain text for images:
KARLACH
6'11" - 7'
construction worker.
her first job was disastrous.
foreman Goretash pushed her into dangerous situations that she felt pressured to be in because she was the newbie.
things went wrong with the electrical on the job site, landing her in the hospital with a near-fatal heart problem.
but good* news! avernus co. offered her a mechanical heart for the low, low price of a ten year work contract! (strings attached.)
she's out of the contract now, and avernus co. is refusing to maintain her heart (and the other "upgrades" they gave her without consent.)
still in construction, unionized and a loud advocate for workers rights.
can't do caffeine. her coffee order is a creamy chocolate chill from TImothy Horthingtons.
favourite board game is ticket to ride or uno, surprisingly mean and competitive in games.
SHADOWHEART
5'6"
works at hot topic (emo)
just got out of the commune, full swing edgy phase and does NOT know how un-niche her music is yet (please don't tell her)(she might cry)
"adopted" by Shar's cult when she was little, doesn't remember much before or after that beyond what other members told her.
dissecting her faith.
roommates with Lae'zel. (they hate each other)
"roommates" with Lae'zel also. (they still hate each other) (kinda)
rps her fursona COOL CAT CHARACTER DO NOT STEAL online.
very afraid of wolves which does include sparkledogs and makes rp super difficult.
her favourite board game is catan or any ttrpg.
if asked, her coffee order is "black, like my tortured soul" but she actually gets a vanilla latte with extra syrup and sweet foam. (oat milk because regular makes her tummy hurt)
LAE'ZEL
5'7" and gods does she ever hold that extra inch over Shadowheart.
works as a personal trainer, her clients are scared of her which makes her VERY effective for the right people.
insults clients, perfectionist.
mommy issues x100
the creche has a very community/it takes a village style of raising but they do a really bad job.
she wants to be the BEST of her siblings, doesn't take failure well.
loves competitive solo sports, hiking, marathons, bouldering, boxing, etc. etc.
delights in pushing Shadowheart's buttons.
she doesn't drink coffee, her order is a smoothie.
willingly drinks the ones with kale like a CRAZY PERSON.
favourite board game is chess and while she is good at it she is a SORE loser.
WYLL
6'1"
used to work for avernus co. and now works a much quieter, mostly Mizora-free job at an elementary school.
the students favourite gym teacher.
estranged from his dad after a huge, explosive misunderstanding re: the very un-HR Mizora incident(s)
likes Go Fish and cribbage, but he's happy playing any board game the others suggest.
generally just happy to be here.
coffee of choice is an americano with a shot of apple cinnamon syrup.
loves knitting.
definitely not crushing on Astarion whaaat crazyyyy.....
his watch is from his dad. he looks at it when he misses him.
misses him a lot.
ASTARION
5'9"
former troubled teen kicked out by his rich parents.
Cazador was a "pastor" that took him under his wing and adopted him into his group home (for a price)
in debt to him now and can't outrun it.
has two jobs.
works at Olive Garden, HATES IT.
works at (insert coffee shop chain here) ALSO HATES IT.
somehow has a very popular aesthetic tumblr blog in the year of our lord 20XX
coffee order is an iced caramel latte (sometimes gets strawberry/cherry/raspberry syrup to make his pictures cooler)
his favourite board game is monopoly (he steals from the bank) but he DESPISES cheaters edition because that "takes all the fun out of it"
Wyll's feelings are mutual and he knows about them but he's too insecure to talk to Wyll about it (nerd)
GALE
5'11"
unemployed, formerly university librarian/professor.
is not over his ex, will not be over his ex for the foreseeable future.
eventually goes to a new university to teach tho.
zero rizz, this man uses mage hand to play wizard wonderwall while concentrating very hard and that makes him look constipated sorry Gale likers.
has a part time job at a Barnabus and Noblemans before going to the new university.
commissioned Wyll to make his sweater vest in affront-to-the-gods purple.
wrote some very prolific papers in the wizard community.
coffee order is matcha or a mocha
favourite board game is clue. he gets really into it.
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makapatag · 1 year ago
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Tactical Combat, Violence Dice and Missing Your Attacks in Gubat Banwa
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In this post I talk about game feel and decision points when it comes to the "To-Hit Roll" and the "Damage Roll" in relation to Gubat Banwa's design, the Violence Die.
Let's lay down some groundwork: this post assumes that the reader is familiar and has played with the D&D style of wargame combat common nowadays in TTRPGs, brought about no doubt by the market dominance of a game like D&D. It situates its arguments within that context, because much of new-school design makes these things mostly non-problems. (See: the paradigmatic shift required to play a Powered by the Apocalypse game, that completely changes how combat mechanics are interpreted).
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With that done, let's specify even more: D&D 5e and 4e are the forerunners of this kind of game--the tactical grid game that prefers a battlemat. 5e's absolute dominance means that there's a 90% chance that you have played the kind of combat I'll be referring to in this post. The one where you roll a d20, add the relevant modifiers, and try to roll equal to or higher than a Target Number to actually hit. Then when you do hit, you roll dice to deal damage. This has been the way of things since OD&D, and has been a staple of many TTRPG combat systems. It's easy to grasp, and has behemoth cultural momentum. Each 1 on a d20 is a 5% chance, so you can essentially do a d100 with smaller increments and thus easier math (smaller numbers are easier to math than larger numbers, generally).
This is how LANCER works, this is how ICON works, this is how SHADOW OF THE DEMON LORD works, this is how TRESPASSER works, this is how WYRDWOOD WAND works, this is how VALIANT QUEST works, etc. etc. It's a tried and true formula, every D&D player has a d20, it's emblematic of the hobby.
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There's been a lot more critical discussion lately on D&D's conventions, especially due to the OGL. Many past D&D only people are branching out of the bubble and into the rest of the TTRPG hobby. It's not a new phenomenon--it's happened before. Back in the 2010s, when Apocalypse World came out while D&D was in its 4th Edition, grappling with Pathfinder. Grappling with its stringent GSL License (funny how circular this all is).
Anyway, all of that is just to put in the groundwork. My problem with D&D Violence (particularly, of the 3e, 4e, and 5e version) is that it's a violence that arises from "default fantasy". Default Fantasy is what comes to mind when you say fantasy: dragons, kings, medieval castles, knights, goblins, trolls. It's that fantasy cultivated by people who's played D&D and thus informs D&D. There is much to be said about the majority of this being an American Samsaric Cycle, and it being tied to the greater commodification agenda of Capitalism, but we won't go into that right now. Anyway, D&D Violence is boring. It thinks of fights in HITS and MISSES and DAMAGE PER SECOND.
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A Difference Of Paradigm and Philosophies
I believe this is because it stems from D&D still having one foot in the "grungy dungeon crawler" genre it wants to be and the "combat encounter balance MMO" it also wants to be. What ends up happening is that players play it like an immersive sim, finding ways to "cheese" encounters with spells, instead of interacting with the game as the fiction intended. This is exemplified in something like Baldur's Gate 3 for example: a lot of the strats that people love about it includes cheesing, shooting things before they have the chance to react, instead of doing an in-fiction brawl or fight to the death. It's a pragmatist way of approaching the game, and the mechanics of the game kind of reinforce it. People enjoy that approach, so that's good. I don't. Wuxia and Asian Martial Dramas aren't like that, for the most part.
It must be said that this is my paradigm: that the rules and mechanics of the game is what makes the fiction (that shared collective imagination that binds us, penetrates us) arise. A fiction that arises from a set of mechanics is dependent on those mechanics. There is no fiction that arises independently. This is why I commonly say that the mechanics are the narrative. Even if you try to play a game that completely ignores the rules--as is the case in many OSR games where rules elide--your fiction is still arising from shared cultural tropes, shared ideas, shared interests and consumed media.
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So for Gubat Banwa, the philosophy was this: when you spend a resource, something happens. This changes the entire battle state--thus changing the mechanics, thus changing the fiction. In a tactical game, very often, the mechanics are the fiction, barring the moments that you or your Umalagad (or both of you!) have honed creativity enough to take advantage of the fiction without mechanical crutches (ie., trying to justify that cold soup on the table can douse the flames on your Kadungganan if he runs across the table).
The other philosophy was this: we're designing fights that feel like kinetic high flying exchanges between fabled heroes and dirty fighters. In these genres, in these fictions, there was no "he attacked thrice, and one of these attacks missed". Every attack was a move forward.
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So Gubat Banwa removed itself from the To-Hit/Damage roll dichotomy. It sought to put itself outside of that paradigm, use game conventions and cultural rituals that exist outside of the current West-dominated space. For combat, I looked to Japanese RPGs for mechanical inspiration: in FINAL FANTASY TACTICS and TACTICS OGRE, missing was rare, and when you did miss it was because you didn't take advantage of your battlefield positioning or was using a kind of weapon that didn't work well against the target's armor. It existed as a fail state to encourage positioning and movement. In wuxia and silat films, fighters are constantly running across the environment and battlefield, trying to find good positioning so that they're not overwhelmed or so that they could have a hand up against the target.
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The Violence Die: the Visceral Attacking Roll
Gubat Banwa has THE VIOLENCE DIE: this is the initial die or dice that you roll as part of a specific offensive technique.
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In the above example, the Inflict Violence that belongs to the HEAVENSPEAR Discipline, the d8 is the Violence Die. When you roll this die, it can be modified by effects that affect the Violence Die specifically. This becomes an accuracy effect: the more accurate your attack, the more damage you deal against your target's Posture. Mas asintado, mas mapinsala.
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You compare your Violence Die roll to your target's EVADE [EVD]. If you rolled equal to or lower than the target's EVD, they avoid that attack completely. There: we keep the tacticality of having to make sure your attack doesn't miss, but also EVD values are very low: often they're just 1, or 2. 4 is very often the highest it can go, and that's with significant investment.
If you rolled higher than that? Then you ignore EVD completely. If you rolled a 3 and the target's EVD was 2, then you deal 3 DMG + relevant modifiers to the DMG. When I wrote this, I had no conception of "removing the To-Hit Roll" or "Just rolling Damage Dice". To me this was the ATTACK, and all attacks wore down your target's capacity to defend themselves until they're completely open to a significant wound. In most fights, a single wound is more than enough to spell certain doom and put you out of the fight, which is the most important distinction here.
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In the Thundering Spear example, that targets PARRY [PAR], representing it being blocked by physical means of acuity and quickness. Any damage brought about by the attack is directly reduced by the target's PAR. A means for the target to stay in the fight, actively defending.
But if the attack isn't outright EVADED, then they still suffer its effects. So the target of a Thundering Spear might have reduced the damage of an attack to just 1 (1 is minimum damage), they would still be thrown up to 3 tiles away. It matches that sort of, anime combat thing: they strike Goku, but Goku is still flung back. The game keeps going, the fight keeps going.
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On Mechanical Weight
When you miss, the mechanical complexity immediately stops--if you miss, you don't do anything else. Move on. To the next Beat, the next Riff, the next Resound, think about where you could go to better your chances next time.
Otherwise, the attack's other parts are a lot more mechanically involved. If you don't miss: roll add your Attacking Prowess, add extra dice from buffs, roll an extra amount of dice representing battlefield positioning or perhaps other attacks you make, apply the effects of your attack, the statuses connected to your attack. It keeps going, and missing is rare, especially once you've learned the systematic intricacies of Gubat Banwa's THUNDERING TACTICS BATTLE SYSTEM.
So there was a lot of setup in the beginning of this post just to sort of contextualize what I was trying to say here. Gubat Banwa inherently arises from those traditions--as a 4e fan, I would be remiss to ignore that. However, the conclusion I wanted to come up to here is the fact that Gubat Banwa tries to step outside of the many conventions of that design due to that design inherently servicing the deliverance of a specific kind of combat fiction, one that isn't 100% conducive to the constantly exchanging attacks that Gubat Banwa tries to make arise in the imagination.
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utilitycaster · 5 months ago
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In thinking about the new information we've recently learned about the gods of Exandria, I started thinking about epic fantasy novels. The thing is, Exandria's deity lore is not actually terribly unique. This isn't a bad thing! But the idea of an idyllic age when gods were not just powerful but present and united; the fall of one (or many) gods and an ensuing devastation this causes; and the gods subsequently withdrawing or diminishing is a very, very common one in fantasy (and, to be totally honest, world religion). Similarly, the idea of a much more advanced age that has since passed into distant memory is also an extremely common trope. I think it's less common to have both of these tropes working in tandem though certainly not unheard of (hello, Wheel of Time), and the nature of the storytelling method in effect here means that the fallen advanced civilization is more thoroughly developed in the worldbuilding than it is in many other stories, but none of this is a wildly new concept.
I want to talk about genre, medium, and actual play, which is sort of both and sort of neither. I think people talking about actual play tend to mash all three of these things together when they really shouldn't.
(this is a long one so it's under a cut to not wreck your dash)
The genre of Critical Role's main campaigns is heroic fantasy, which I know I've covered in the past, and of epic scale. This is honestly pretty typical of D&D. NADDPod (especially Bahumia) and TAZ Balance and Graduation are also arguably within this same broad genre, just more comedic and looser with aspects of the worldbuilding.
Despite the fact that Brennan is very well-versed in fantasy novels, D20's main deal is that it's not classic heroic fantasy. I think this is actually a bigger factor in why people prefer CR to D20 than many people think. The shorter length is definitely another factor (though that too feels almost related - the critically acclaimed indie comic run to Critical Role's series of doorstopper novels) but Dimension 20, while it comments on classic heroic fantasy with Fantasy High and Escape from the Bloodkeep, only ever dips into anything actually approaching that genre with the Game of Thrones-inspired low fantasy seasons and, funnily enough, with the Dungeons and Drag Queens miniseries. Otherwise, it's telling school stories, urban fantasy, space operas, heists, murder mysteries, comedies of manners, and action-adventure. Similarly, TAZ Steeplechase and Amnesty very much aren't of this genre. Critical Role meanwhile touches on supernatural horror with Candela Obscura.
Actual Play is a means of telling a story, and typically the system at least puts in place the general expectations of what can be done within the improv. Some systems (such as Candela Obscura or Blades in the Dark) set a particular genre; others, like D&D, favor one but permit a good degree of flexibility. Actual Play is not really the same as genre, as discussed above; D20 genre hops quite readily, as does The Adventure Zone, even while using the same TTRPG systems.
Finally, there's medium. This one is easy. Critical Role and D20 are filmed shows (though are available as podcasts); so is, to give a non-Actual Play example, The Bear. NADDPod and TAZ are podcasts. So are (for example) The Silt Verses and Midst.
The reason I've outlined all of the above is to say that I think people tend to assume simply being actual play is somehow closer than sharing genre. This is also to an extent true for longform fiction podcasts (though it is less true for TV and books). I think this has led to an influx of fans of actual play (and, tbh, podcasts) who aren't familiar with the genres within which actual play shows are working.
I do not say this to gatekeep (though honestly, gatekeeping is both not inherently bad and also, not possible in this context). It's more of an exploration of what I think may be a reason why, particularly in the Critical Role fandom, it feels some of the Campaign 3 opinions feel somewhat half-baked.
You can be a fan of heroic fantasy and enjoy actual play but not actually be terribly into actual play that isn't heroic fantasy. I think some people who loved Critical Role Campaign 1 but nothing after that and no other actual play fit into that category. I think Campaign 1's fandom was, indeed, heavily skewed towards fans of fantasy and fans of D&D (as a venue to roleplay one's own fantasy story and as a game itself heavily shaped by heroic fantasy fiction) more so than anything else. If you like, say, The Kingkiller Chronicles or the Stormlight Archives or the Wheel of Time or Lord of the Rings? You might like Critical Role.
By 2018, and definitely by 2019-2020, the landscape had changed, and the attitude was much more one of "if you like this actual play, you'll like this one" which is actually...nowhere near as true, in my mind, as recommendations based on genre. I think this is also when people started folding in "longform speculative fiction podcasts in general" which to be honest was already an issue with the medium of longform fiction podcasts. Wolf 359, The Silt Verses, Midst, The Penumbra Podcast, and any season of NADDPod are all longform, plot-based speculative fiction podcasts with queer representation, but that doesn't actually mean someone who likes one will like another. (Also? Queer rep? Gets treated like podcasts or actual play, to be honest. It's extremely possible to love only one of The Mysteries of Pittsburgh, Stars in My Pocket Like Grains of Sand, The Woods All Black, and The Priory of the Orange Tree despite all of these being novels with queer relationships, yet a lot of the time Queer Rep is treated as a genre, an "if you like this, you'll like that!")
I think it is true that there are people who enjoy actual play on a fairly general level (myself included), and with podcasts especially I think there are people who enjoy fiction delivered in this manner and people who have some difficulty with it. But I think there's a tendency to push people who like one actual play towards other actual play when they may be more interested in longform audio fiction, scripted or not; or might be inclined towards a particular genre. To go back to the examples I've given, someone who likes Candela Obscura might find The Silt Verses and The Woods All Black more appealing than, for example, Fantasy High, despite that also being filmed actual play, because the latter two are also supernatural horror with exploration of class.
Because actual play, in its weird not a medium, not a genre, but kind of both space is, well, in between spaces, it gets treated as the most specific element of works of fiction when that's not always true. The consequences, therefore, end up being twofold. You get people who come to AP series because they liked another one that doesn't actually have a ton in common, and it ends up hit or miss (this is one of my theories why the D20 fandom can be extremely weird about Critical Role; because it was pushed on them when it's really not what they're into, which is neither their nor CR's fault); and you get people coming to specific actual plays and enjoying them without much familiarity with their genres, which I think is behind some of the weirder C3 takes since C3 is arguably the first campaign that truly began after Actual Play began to be treated as a genre.
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canmom · 11 months ago
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Comics mini-Comints: Dungeon Meshi
reread dungeon meshi through to the end. still such a great manga. here are immediate thoughts - if I end up having time and energy I hope I can write something that goes deeper!
ironically i was only a few chapters from the end when I stopped keeping up, but I was struggling to remember all the characters and context, so reading it through in one go was definitely an ideal way to achieve maximum impact there.
ryoko kui does a very elegant job of handling a transition from 'silly antics' to 'big dramatic fantasy' while still keeping the central thematic throughline - eating and being eaten, belonging to an ecosystem, the significance of sacrificing others to achieve your own desires. a lot of setups pay off in a way that feels meticulously planned - and of course the crux of the final showdown revolves around characters attempting to eat each other, of course the big payoff is a huge feast that symbolically unites all the conflicting factions. it is maybe a bit too neat and happy for my taste, but it's undeniably tightly executed - it never loses sight of what it's about. especially compared to something like Frieren, it's an incredibly coherent serialisation, up there with e.g. Fullmetal Alchemist.
kui's art style deserves all kinds of praise - it feels effortlessly simple, but it clearly communicates all sorts of different shapes and body types and it's really fun to see her play around with remixing the different visual elements when she switches the races around. in general Laius's autistic monster loving ways clearly reflect kui's own deeply felt appreciation for all the ways people and animals live (accentuated further by all the extra sketches the scanlators tuck in). in a way you could kinda call it like Parts Unknown the fantasy manga.
the stakes of the final conflict are interesting - there is much to be said about the framing of 'desire' and its fulfilment, of this occult idea of 'the infinite'. lots you could put in relation to other manga, and also buddhism. (in particular I really want to develop a comparison to Made In Abyss, there are so many parallels, it just might be too spicy for tumblr lmao).
one thing I really like about it is how much its fantasy dungeon-exploring setting owes to D&D and other TTRPGs, rather than videogames. monster ecology has been a fascination of that game since the early days of Dragon magazine, and Kui sharply zeroes in on some of the intrinsic conflicts baked in to that fantasy milieu, notably the lifespan thing, while smartly avoiding the traps of 'evil races'. there's some really fun nods to the weirder monster manual entries. and in a story with so many characters and factions, it does a genuinely incredible job of furnishing everyone with understandable, reasonable motivations, conflicts drawn from their context just like the monsters are explained by their ecology.
and one thing that I particularly appreciate is like... how much it is able to simultaneously understand and sympathise with a character and also show us how and why they'd rub others the wrong way. it's impossible not to like our main group, they're all such charming dorks and the manga leads you along with all the crazy rpg party shit they do, but at the same time you definitely find yourself thinking 'guy's got a point' in the kabru chapters lmao. I'm projecting hard bc i don't really know a thing about ryōko kui but laius def feels like the sort of depiction of having an autism that you can only do if you've lived it.
but yeah, it's a fuzzy ending where it all turns out well. but what's the deeper thrust of it all? there's a funny moment where marcille is like 'maybe in the end our journey is about learning to accept death' and the grouchy old gnome guy completely laughs this off as naive, because death doesn't mean anything. and indeed their big plan pays off, and falin does indeed come back just fine. but still, through all of this it asks you to bite the bullet that being a living creature means eating to survive, at the cost of other creatures, with the other side being that one day you too will be eaten. in contrast to this honest way of being is the beguiling fantasy of infinity, where all your desires are immediately fulfilled - this is shown as a dangerous path of corruption that produces madness and manipulability. having limits and rubbing up against the wishes of others, or 'doing things you don't want to do' as izutsumi's arc puts it, becomes necessary for having some kind of definition as a subject. the thing that makes the demon concrete as an entity is a desire, or appetite, that can't immediately be fulfilled.
of course we can connect this to the idea of narrative conflict. a standard advice for putting together a plot is to ask what each character wants and why they can't get it. wanting something implies movement. and indeed over the course of this story, we see that while having too many desires fulfilled too readily leads to incoherence and callousness, equally a character who is left catatonic as their desires have been eaten by the demon must be reawakened to activity by finding a new desire.
it's kinda Buddhist innit. neither the opulence of the palace nor asceticism. desires are what tie you to the world. but mixed with ecology: what a creature does to find the energy to live is what defines its lifestyle, its form.
this is probably where I'd start talking about entropy gradients and shit if i wasn't typing this on a phone at 1:30am lmao.
but yeah - it's a powerful move to go from 'D&D monster recipe show sendup' to 'living with the inherently violent nature of being an organism fated to live in a finite sum game' and yet Dungeon Meshi makes it feel natural and convincing, while remaining tremendously charming and funny throughout. ryōko kui is definitely some kind of genius, and I can't wait to see what her next act is gonna be. it's all definitely making me appreciate the act of eating a lot more.
next story on my plate is probably The Flower That Bloomed Nowhere, which sounds like it will present a very gnarly thematic contrast.
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jettermelon · 5 months ago
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I think this is a week or two late, but there was some fantastic discussion happening on TTRPG Tumblr earlier this month about incentive systems in rpgs - @thydungeongal, @imsobadatnicknames2, and @cavegirlpoems all have good posts that you should read. I’m here though to talk about incentive systems in games more generally. I’m seeing a lot of confusion in the notes of those posts about why they’re used in the first place (and also because I’m trying to articulate my own thoughts about them! I’m still a baby designer trying to figure out how all this works).
So real quick, let’s all get on the same page. Games are a voluntary limitation of agency, right? While playing the game, participants agree that certain arbitrary actions are off limits, while other actions are desirable. Which actions are off limits and which are desirable then create a certain experience. Go Fish and Texas Hold ‘em play fundamentally differently, and create a different emotional experience in their players, despite literally using the same components. The only difference is which actions are off limits, and which are desirable. We then play those games because the emotional space that play creates is... well fun. The whole point of rules in games is to put players in a specific emotional space. 
This same idea can then be applied to more complex or thematic games. For example classic board game Clue loosely simulates the experience of being an old school mystery novel detective. It drip feeds you clues, and because the first player to correctly guess whodunit wins, players are encouraged to make their guess before they’ve mathematically “proven” the solution. Winning at Clue, then, requires some deductive reasoning skills, and when everything’s working it makes you feel like the hero in an Agatha Christie novel. That feeling is the goal of Clue’s design.
Okay, sweet, so we all agree that systems when voluntarily engaged with can create certain emotional states in the player - and those systems can be deliberately designed to invoke specific fantasies (this is what folks mean when they say “game design is real” btw!). Now I want to take a look at incentive systems specifically. So far the games I’ve used as examples all have the same, very simple incentive system: do a specific Thing and you win. Even with such a simple system, you can get a lot of mileage. Again, to win at Clue you have to name the murderer before anyone else. That “before anyone else” bit is key here. It encourages the player to be risky - to try and deduce what the other players know. That way they can make a call before anyone else has the chance to gather enough clues to solve the puzzle through process of elimination. That single incentive system contains most of the game’s fantasy. Change how you win a bit, and the game no longer fulfills its fantasy. If multiple players could win, you would no longer have incentive to make a call before you had literally all the information and therefore no deduction would be necessary. 
Now obviously “winning” doesn’t have to be the only incentive, especially as your game gets more complex. Let's take a step out of the tabletop realm for a sec (there are other board games I could use here, but all that’s coming to mind are fucking Nerd Games™ and I want to keep my examples accessible) and take a look at the most recent Legend of Zelda games. Breath of the Wild and Tears of the Kingdom have incentive systems a lot closer to your typical TTRPG than something like Clue does. Sure, there’s the main quest to win the game (kill Matthew Mercer), but that’s really difficult to do at the start. And also like... not really the fun part of those games. The fun part is exploring Hyrule. And whether you realized it or not, the Zelda designers bribed you into engaging with the fun part of their game. 
Imagine for a second if Breath of the Wild was missing its Shrines, Korok Seeds and sidequests. Literally the exact same game, same level geometry, same backstory, same enemy placement, just no rewards out in the wild. It would kind of suck yeah? You’d get tired of exploring right away, and just play it like an action game. Even if you added back in the parts of the game most of us consider fun (Shrines, Korok puzzles, actual content to find out in the wild) but withheld the rewards which make Link stronger (loot, Spirit Orbs, Korok seeds, etc), only completionists would bother doing any of that. The rewards are what lured us into the fun part of the game - without the rewards the game would have been less fun. Not only that, but it would have lost its core fantasy. It would have stopped being a game about exploring the wild, and turned into a game about killing an evil pig. All you had to change was the incentive system.
I think you're seeing how this applies to TTRPGs now. The things which make a player character stronger (that is to say, gives them more agency over the gameworld) are the things your players will gun for. A smart designer is going to make sure their incentive system rewards play which guides players to the game’s core fantasy. If your game is about being a badass monster hunter, XP for killing monsters is a fine reward structure. If the game is about making your and your friend’s OCs kiss, then you need a reward structure that incentivizes OC smooching. 
Now some of you are protesting “but my friend’s OC and my OC smooch in D&D sometimes! What gives Lucy?” What you’re doing there is called playing pretend (a fantastic pastime, this is not meant as a knock on playing pretend. I do it all the time actually), but you shouldn’t give D&D or its designers credit for that. YOU AND YOUR FRIEND are responsible for that cool story - not WotC. Take credit for the cool shit you and your friends make, don’t give it to some corporation. 
Idfk how to end this uhhhh.... Game design is really cool, and it can incentivize real neat stories when properly utilized. If you’re ignoring your game’s designed reward structure, then the cool stories that come out of it are a result of you and your friends being good at telling stories (seriously go give your GM a big ol’ hug if you haven’t already), not the game. If you are the GM and regularly ignore your game’s incentive systems, there are probably other games which better reward the style of play you want. Love yourself more than you love D&D and life is good. Or whatever
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austinramsaygames · 2 months ago
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Put an opera in your campaign!
Put an opera in your TTRPG and make a reason why the player characters MUST attend. There are many reasons to do this!
It's fancy so the PCs have to come up with formal wear that their characters would bring to the opera (this is one reason it should be an opera). Let them wear whatever weird shit they want so long as their character LEGITIMATELY believes the outfit is appropriate. Let them get Met Gala with it. Other guests may stare and make snide remarks, but the staff should only offer token resistance if the outfit interferes with the performance or audience, or is dangerous to the people around them.
It forces the PCs into a social situation they may not have the mechanical skills for. Fish out of water stories are lots of fun, especially during the intermission when they have a chance to mingle with the NPCs. Make part of their task at the opera to get to know the wealthy folks in the audience, either generally or specific ones. Even better if they have to get *something* from them (political support, a specific item, information, etc). If things seem to be stalling, here are two tricks to help keep things flowing: a) have someone powerful pointedly insult the most hot headed PC in a very upper class manner. Comments about their outfit and upbringing are classics. This heats things back up as the hot head tries to get violent while the other PCs try to keep the peace, and can lead to a duel the next morning when the dilettante turns out to be a renowned duelist. b) once things have completely stalled or if you need to cut things short (in or out of character), have the intermission end and the audience called back into the auditorium. This can be used as a cliffhanger for whatever was about to happen!
The opera house can be a very interesting location! There's the lobby, auditorium, and possibly concessions, but if the PCs start going where they shouldn't, there's a lot of behind (and under) the scenes spaces for them to explore. Do they go to the changing room and harass (or even replace!) the actors? Maybe they go to the props department and replace a stage knife with a real one! There could be a weirdo living in the basement who is obsessed with the lead actress and plans to kidnap (or rescue?) her. There are all kinds of interesting spaces for plots to happen!
The opera itself is an opportunity to tell the players about the past, present, or even future! What is the plot of the opera? This is key information! The opera will be telling a story that is important to the majority of the audience. It could be about the past of the nation (mythical or historical). Maybe it's about events the PCs witnessed themselves but told from a different point of view than theirs and this might be unflattering towards them or those they care about. You can even foreshadow future plot points by having the play be a fiction that thematically or narratively parallels later parts (or even the next) of the story arc. If there's a great evil that's going to return, you can combine the past AND the future by describing the terrors of the "defeated" evil, then later show those signs happening as hints that the evil returns!
There are some great examples of how an opera (or play if you must) can be inserted into a story to great effect. The Ember Island Players episode of Avatar: The Last Airbender recaps the entire show from the perspective of the antagonist Fire Nation.
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Final Fantasy 6 has a famous opera scene where one of the heroes has to replace an actress who has been threatened with being kidnapped by the mysterious man whose help they need! The hero must then remember her lines while the rest of the party protects the show from getting derailed by monsters.
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These are just a few ways that you can use an opera in your TTRPG campaign and I highly recommend giving it a whirl!
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mostly-mundane-atla · 10 months ago
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Hi! Your blog is awesome. I don't know if I'm allowed to ask non-atla questions, so I hope this is okay. I'm working on a non-avatar ttrpg campaign that takes place both in a (fictional/fantasy) northern tundra region AND during a magical endless winter. The people in it aren't based on any specific culture but, given that they're successfully living in similar environments & have for countless generations, I want to draw as much inspiration & knowledge from real-life circumpolar cultures & native science as much as possible. Do you have any advice or even just fun, underappreciated ideas for winter tundra survival, things someone who grew up in a desert like me wouldn't think of on my own? If you need/want more direction: I'm particularly looking for clothing, shelters, resource gathering-practices for non-food (esp what kinds of resources would be valuable), as well as like, any fun details that evolve naturally in a culture that formed in the tundra that you'd want to see represented. I hope that makes sense ^^; Thanks so much if you decide to answer, have a good day either way <3
[I am SOOO sorry this took so long! Tumblr kept not saving my progress when i tapped "save draft" so i had to rewrite a few of these passages a few different times]
Don't worry about asking, friend, i get cultural questions all the time and i'm happy to share.
Note: my knowledge is almost entirely based on coastal tundra peoples with access to marine mammals. That's not to say it's impossible for people to live farther inland, just that it's not my area of expertise.
Clothing
Just about everything you wear is going to come off of a dead animal. This doesn't necessarily need to be the case if your fictional culture has a means of raising hardy livestock for fiber and a history of woven textiles, but even then skin clothes are warm and generally quite hard-wearing and are a good fit for living in these circumstances.
This amount of fur means lice are a perpetual problem. If you want to make that an immersive part of the game, you can work in a mechanic for checking scalps and clothing and bedding for lice.
Bird skins can also be used for clothing and waterfowl specifically has the benefit of water resistance. Fish skin can also be used for similar properties. Animal intestines can be made into a waterproof material if sewn with sinew and soaked before finishing.
On that note i'd recommend making a list of available animals and what qualities and textures their skins and furs have. Even if you don't intend on being incredibly descriptive with clothing, it's something better to have and not need than need and not have. And if you do anything else creative in a similar setting you have your nifty little source to consult.
When it comes to the actual construction of the clothes, you want a loose fit. Trapped air ia a great insulator and you want clothes to be easy to move in. Another benefit for loose-fitting upper body garments in cold weather is you can pull your arms in and keep them by your much warmer core. Not only will this option keep you comfortable, it can also prevent muscle injury or getting frostbite
Mittens can be worn on a string yoke. This doesn't have to be exclusive to children either. Wind can pick up out of nowhere and lost mittens means fingers exposed to arctic cold which can mean gangreen and amputations down the line.
Swimming or running to deliver a message may involve stripping nude, even in cold. Clothes soaked in water or sweat are deadly in the cold.
Clothes may be stored in bags outside when not in use. The low temperatures can kill bugs and bacteria. On a similar note, boots and coats are best to be hung to dry as soon as one is indoors for the day. This may mean it's normal for people to be topless indoors.
Boots should never have holes or tears. Frostbite and resulting gangreen is already bad enough but you especially do not want it on your feet
Shelter
You're going to want dwellings to have as few rooms and windows as possible and small doors. The fewer walls you have, the easier it is for heat to circulate throughout the whole dwelling. You'll probably want one room separating the door and where you sleep. Remember: trapped air is a great insulator.
The culture I've reconnected with is semi-nomadic so the permanent houses are not always occupied and a village can seem abandoned when it's just on its "off season". You can take that or leave it depending on what you're going for.
Even if the dwelling is not a tent, you're probably still going to have poles serving as a supporting frame.
Sod houses are common due to the availability of sod (the grass and the dirt its roots are tangled in). Tents made of warm, waterproof skins (like walrus skin) are also an option.
An easy way to insulate such a dwelling is to build a wall of packed snow around and fill the gaps with loose, airy snow. This traps air the same way down feathers do.
Non-Food Resource Gathering
While I imagine you meant obtaining resources outside of hunting, in a tundra or tundra-like setting, a lot of your resources are going to come from dead animals. Your garments and shelters and bedding are likely to be made of animal skins, with hollow and/or fluffy fur for warmth, or smoked intestine or fish skin, sewn with tiny stitches and soaked to keep everything flush, for waterproof boots and overlayers. Antlers and tusks are good carving materials for things like spoons and closures and slabs for armor and handles and also talismans and smoking pipes and beads and art. Baleen is good for art too, as well as boot soles and smaller sleds and beautiful baskets. Sinew and rawhide are good for thread, ties, and rope. Bones have a near infinite amount of uses from tiny wing bones to make sewing needles to huge whale bones used to build houses.
For the purposes of working this into a roleplaying game, i'd second the recommendation of keeping a list of animals in your universe and their properties, as well as the things that can be gathered from or made of them. A sort of crafting recipe guide would allow all kinds of quests and sidequests.
There are, of course, non-animal resources to gather for non-eating purposes. Soapstone is the traditional material for oil lamps. Grasses can be woven into baskets for any number of purposes, including supports to give the uppers of one's boots more structure. Wood, in the form of slices of tree trunks, can be hollowed out into bowls and small tubs and buckets or, as logs or slats, can make up flooring. Sturdy branches can be used for frames in houses, boats, and drums, and tree resin makes both good glue and antibiotic salve for closed wounds. Sod, also called turf, makes a good building material and moss is exellent insulation in boots. You can make a list of these too, if it helps.
If your fictional culture has a strong tradition of metallurgy, then they'd also mine for metal that can be used for knives. If not, slate is another option that requires significantly less fire. You could even have both and make the metal a status symbol.
Fun Details to Represent
There are so many lovely little things that show up in arctic cultures
First, a gift economy. Where a cash economy relies on a fairly individualistic culture where you work for someone else to earn capital and exchange that capital for goods and services, a more collectivist and interdependent culture natural to the harsh conditions of the tundra tends to result in a gift economy. The currency in a gift economy, to perhaps oversimplify, is favors. Someone does you a good turn, you remember that, and when you're in a position to help, you return the favor. Usually this means basic material things like hospitality and food, but the "gifts" exchanged can also be luck! King Islander boys would often wish hunters setting out at dawn good luck, with a slab of driftwood as a token of that luck, and if the hunters were successful, they'd give the boys who wished them luck a share of their catch. I believe it was Frank Ellana who remenised that this was what the world was like before money.
Another thing that would be nice to include is parenting practices considered fairly gentle to a Euro-American perspective. Physical punishments are traditionally treated as abuse and scolding a child is not only seen as wrong but something an adult ought to be ashamed of. Discipline is instead a series of moral lessons, teaching children why what they did was wrong and using stories as examples of the consequences. Given the amount of stories about the dangers of abusing a spouse or child, i'd say a lot of these lessons were proactive and preventative. Knowing someone will be hurt by it is considered enough of a deterrence to stop bad behaviors. Traditional potty training, for example, is also gentler in comparison; starting at a younger age (about six months) with more emphasis on praise and encouragment than routine. The goal here is to teach the baby to signal when they need to go so they can be taken out of mama's atigi and relieve themself in a hygenic manner instead of holding it until they get permission. Even our take on kissing is based on inhaling instead of pecking with the lips. This kind of gentleness is usually overlooked to instead focus on the badass hunter image or overall "cuteness" so it would be nice for it to be referenced.
Oral histories would be pretty neat too. I think the idea of learning to be a historian of oral histories is an interesting one and i think it has a lot of potential plot hooks for an rpg.
That's all i have for now. Sorry for the delayed response time. Happy gaming, and i'm always up for further discussion if you would like ^-^
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theresattrpgforthat · 5 months ago
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Fantasy Games - And My Struggle With Them.
This might be a surprise, but I struggle with fantasy games, especially high fantasy. I come across them a lot when I’m browsing Itch.io, and after a while, they start to blur together, more so than any other genre. I understand that for many folks, games like D&D were their entry into the hobby, and making a fantasy game is often the first step a game designer makes when they try to develop their own system. But I didn’t get into ttrpgs via a traditional fantasy game, and I think that regardless of the rules that accompany the game, I don’t get very excited about games that have knights and elves and dwarves and wizards.
As you might imagine, this can sometimes make things difficult when folks ask for fantasy-related ttrpg recommendations. Fantasy is a genre that encompasses so many different styles of play and genre, from gritty dungeon crawling to super-powered adventure to sad and tragic epics. Yet, because most of those sub-genres rarely appeal to me, I haven’t looked closely at very many of the games in my Sword & Sorcery & So Much More folder, which means trudging through the items there takes a lot longer when answering fantasy-oriented asks.
That being said, I don’t want to ignore fantasy games completely; I know that so many people find joy and fun in games set in a traditional fantasy world. So I’m going to talk about a few fantasy games that are very different from each-other and have very specific goals in mind, and I encourage people who see this to re-blog with their own favourite fantasy games and tell us what makes them special.
Also - if you have a fantasy game related request, please be kind if my response isn't all that you hoped it would be!
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Tacticians of Ahm, by Meatcastle Games.
Tacticians of Ahm is a tactical combat-focused tabletop roleplaying game in the corrupt3d fantasy world of Ahm.
A bit-rotten blight has appeared in the Northern Sea and from it flows the Corrupt1on, fractured light and shattered shapes sowing chaos across the realm. As Tacticians, you alone are prepared to face the darkness spreading across the lands and reunite the scattered peoples of Ahm.
Tacticians of Ahm is for players who like a really satisfying combat, inspired by games like Fire Emblem and Final Fantasy Tactics, with grid maps to help you keep track of positioning and distance. This doesn’t meant that combat is long - it’s still fast-paced, using visual indicators like color to help you assess what kinds of things you can do in play: healing, damage, and special effects. Characters have interesting abilities that they gain as they level up, so this game is also probably good for folks who like watching their characters get more and more competent. Right now Meatcastle is grinding away at the game to make it more playable, and more full of art - so getting in on it now means that you’ll get to watch it grow.
Nexalis, by Cezar Capacle.
We invite you to step aboard your enchanted vessel and set sail on the ethereal ocean known as the Nectar. Nexalis calls you on an awe-inspiring journey across a universe filled with countless uncharted islands, each teeming with unique cultures, mysteries, and magical phenomena.
Nexalis is an otherworldly realm where islands drift amidst an endless cosmic ocean of magical plasma, the Nectar. The Nectar, pulsing with vibrant, ever-shifting colors, mirrors the celestial patterns that guide adventurers on their thrilling journeys. At the heart of this sea lies the Celestial Nexus, an entrancing vortex of astral energy that births islands and renews the world in a constant cycle of creation.
Nexalis is a fantasy game, but it’s an example of setting that feels vibrant and unique from traditional fantasy games - and yet it is also highly customizable. The game comes with oracles and random tables that you’ll use to generate interesting locations and problems to deal with as your drifters move from place to place. Characters are packaged in playbooks, compact tropes that will provide players with everything they need to know on a brochure. Finally, the game uses phases, moving from one kind of storytelling to another dependant on the kind of scene you’re about to play through.
Shadow of the Demon Lord, by Schwalb Entertainment.
The End Is Just the Beginning
Sometimes the world needs heroes. But in the desperation of these last days, the world will take all those it can get: heroes, blackguards, madmen, and whoever else is willing to stand against the coming darkness. Will you fight the demons or will you burn it all down and dance among the ashes? Who will you become when the world dies? 
Shadow of the Demon Lord opens a door to an imaginary world held in the grip of a cosmic destroyer. Enter a land steeped in the chaos and madness unleashed by the end times, with whole realms overrun by howling herds of beast-men, warped spirits freed from the Underworld, and unspeakable horrors stirred awaken by the Demon Lord’s imminent arrival. 
For fans of the grim, the gory, and the gritty, the setting of Shadow of the Demon Lord is post-apocalyptic, chaotic and messy. The presentation is representative of a traditional RPG: a big book with high-end full-colour art and plenty of lore to accompany the rules. You create your character using pieces of Ancestry to help you determine your attributes, and your Profession to determine your skills. The game is based on the d20, and relies on stat modifiers to try and get you over most rolls, and a milestone-like levelling system that ensures that everyone who plays levels up at the same time.
Shadow of the Demon Lord is very clearly a vehicle for horror, so if your table is one that likes being confronted by all kinds of horrible things in a hopeless quest to save… well something of the world, then you might like this game.
Songbirds 3e, by snow.
Songbirds 3e is a tabletop roleplaying game about undeath, supernatural powers, and the blue dreams of the moon. In the game, you create a strange survivor of the world who was chosen (or cursed) by Death. Spirits aren't able to pass on to the afterlife and grow monstrous with each passing day. You know the songs to send them on. You have the abilities that help you find them. You are the canary in the coal mine.
Songbirds is full of danger. It carries with it a tried and true method of OSR world-building in that the world makes itself known in the pieces of the game that you decide to pick up - the character curses you roll for, the ways damage can hurt you, the gear you carry, and the roll tables that answer so many questions about different steps of the game. Combat is meant to be simple but also deadly, and much of the fun of the game is in discovering what’s around the corner or what’s in the treasure chest in front of you. Songbirds takes inspiration from both fantasy and sci-fi, so if you like weirdness mixed in with your dungeon-crawls, you might like this game.
Trilogy, by Ben Moxon.
Trilogy is a tabletop RPG designed for epic fantasy campaigns. Build your world at the table, create characters to explore it and let the adventure commence.
Trilogy is designed specifically for players who want to discover their world in play rather than having to consult settings guides and books of existing lore. A world that lives and grows around you, shared by everyone at the table.
The media listed that inspired Trilogy include series such as Lord of the Rings, Malazan Book of the Fallen, and the Storm-light Archives; vast and detailed worlds full of complex cultural relations and heavy with conflict. The rules are derived from the PbtA framework, which means that much of the action is going to be character-driven and character-focused. This game is least likely to have puzzles a la dungeon-crawl, but what it does have is character arcs.
Character arcs are guiding lights for players, providing them with loose archetypes that they can use to help advance their characters. Each arc comes with positive and negative qualities that you can turn to when your character is at their best or at their worst. It also has an opening moment (which helps define your character to the audience) and a series of checkpoints in the form of narrative moments that generate character growth. I think the Arcs part of Trilogy is what makes it stand out, looking at character development at a new angle, and giving players plenty of prompts to help them get from point A to point B.
Jack Kills Giants, by Andrew White.
There’s no shortage of vagabonds who take coin for killing, but Giant Slayers… they’re a special breed. The coin is unfathomably good, you’d be more or less set for life should you bring one of those colossal beasts down.However, you’re just as likely to find yourself a quick and nasty death and a pauper’s funeral.
Those who decide the reward is worth the risk form up into small companies of strangers, spreading out the risks and sharing the spoils.Brought from all walks of life, those who survive past their first kill and choose to continue on the path grow into tight-knit bands, comrades in arms fighting for gold and glory.
But you aren’t one of that pantheon of successful slayers just yet. You’re just flat broke.
JACK KILLS GIANTS is a game of giant-slaying in the Fantasy Gig-Economy written and illustrated by Andrew White, with valuable contributions from Nakade & Cosmic Orrery Games. In Jack Kills Giants you won't play hardened adventurous heroes, you'll play everyday people, forced by a need to make cash to survive to chase after giants in exchange for generous bounties.
Jack Kills Giants does away with the broad possibilities of a generic fantasy game and zooms in on one particular element that the designer is interested in - a gig economy. Giant-killing is terrifying and horribly dangerous, but life is so brutal that you decide that it’s still worth doing. The game also focuses on the ways a world that has giants in it works that makes it special - for instance, some folks make a living carving up the bodies of slain giants and distributing the fat, bones, and other pieces into products that the world can use. For lovers of thoughtful world-building and purposeful adventuring, maybe check out Jack Kills Giants.
Also...
If you found these interesting, you might also like my Non-Western Fantasy recommendation post, as well as my general fantasy tag.
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frantic-fuck · 5 months ago
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Hey there!
You can call me Frantic. In my 20's, they/them pronouns.
Ever since I was a young child, I ~mysteriously~ loved torturing my characters. I've recently discovered that there's a whole community of people into the same things as me, so I thought it'd be fun to join in!
I like to draw and write, but I'm a bit out of practice with both, so I'm probably gonna start with just writing for now. I'm going to be trying to use August of Whump as a starting point, but we'll see how consistent I am, lmao.
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A few examples of whump things I like, just off the top of my head:
Restraints
Capture
Dehumanization
Manipulation
Torture (physical, psychological, etc.)
Lab whump
NSFWhump
Carewhumper
Intimate whumpers
Hurt/comfort (eventually)
Giant/tiny (fairies my beloved)
Nonhuman whumpee (especially mashing creatures together apparently)
Fantasy/magical settings in general
Not a whole lot of squicks, but I do avoid needles and extreme realistic body horror.
~
The characters I'm most obsessed with writing about are from one of my ttrpg campaigns, so that's mainly who you'll be seeing on this page.
Whumpee: Ziri Kai (true name: Koios Pan)
A winged snampire (snake vampire) satyr who just wanted to make the world a better place.
Caretaker: Zop
Ziri's siblings Zip and Zap, a sea elf and a lightning drake, fused together after trying to save him, and later imprisoned with him to keep him happy-ish and obedient.
Whumper/Carewhumper: Janessa Vurbone
The heartless empress of Canafillion and inventor of denim; absolutely obsessed with Ziri, to his utter dismay.
Other Whumpers: Nerium and Co.
A pixie who's fallen into poor company after tragedy, who decides "Ziri hasn't been kidnapped enough" and makes it his problem
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Snakelet Masterpost
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Also, if you send prompts or requests for my blorbos I will love you forever.
That's all! See you around! :D
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alpaca-clouds · 6 months ago
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Thinking about Power Fantasies and Wishfullfillment
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I am thinking about Wishfullfillment and Power Fantasies a lot recently. Mostly because someone has shamed me for writing exactly that. Power Fantasies. Or, let's be more honest, for me writing a rather unusual kind of Power Fantasy. The one, where the power that I fantasize about is not a physical, violent power.
Technically speaking, there are technically like two acceptable types of Power Fantasy within fiction:
Punch real good and get to punch all the bad guys.
Get the hot gal/hot guy.
Genre fiction is usually where this can be found - and yeah, it always is a variation of this. Generally media that is focused more on a male audience will usually go more for the "get to punch stuff real good" power fantasy, while maybe putting in a little "hot gal" for the visuals. Meanwhile, a lot of media focused on a female audience, will focus on "get the hot guy (and fix him)" as the power fantasy, with maybe a bit of "get good at punching". (And yes, this has less to do with "what gets written", but more with "what gets published/made into movies/films/games by big publishers/studios".)
What is noticable about it: Obviously for the most part the romantic power fantasies are very much heteronormative. And yes, the other part of the power fantasy is almost always about physical violence, and about being the strongest, and most influencial person there is.
And here is the thing: That is not really the power I fantasize about. I do not want to use violence to kill the bad guy real good. Sure, if someone handed me a Death Note, you'll bet, that I would see what would happen if I noted down "Elon Musk" and "Donald Trump". But in general it is not the kind of power I would want.
My power fantasy is "to be able to talk people into being fucking reasonable for once". Or rather: "Be able to talk and have people just listen, gods darn it." Which is, yeah, why ever since I started playing TTRPGs more than half my life ago, I had the tendency to play the charisma heavy classes. And which also is the reason why my DnD standard class is the bard.
So, yes, whenever I currently write about my BG3 Tav and he is talking sense into some BBEGs (like Gorts, or Emps) and stuff... Yeah, that is very much my own sort of power fantasy. Just as his "I am gonna make friends with everyone" is very much a power fantasy of mine.
Again, there is a reason for me to play bard.
Yet, a former friend wrote a whole ass essay shaming me for it and how unrealistic it was and how the character "forced his morals" on everyone else. (All my questions on how the person's own characters killing their villains were not forcing their morals on said villains were ignored.) And it created a whole ass discussion, where even more folks then kept shaming me about this - and about my love for Solarpunk with worlds, in which again the world is actually a peaceful one.
And... I think this is really sad, right?
Like, how is it that the only viable variations of writing power fantasies seem to be "violence" or "get to have straight sex"? I find it especially kinda sad, that violence especially is the thing people can fantasize about and it is considered "normal".
Sure, you can say: "Well, some forum discussion is not saying much." But something that I keep thinking about: "Well, I am writing those stories for myself, because there is not a whole lot of that avaible in media." Because most mass media is about characters punching real good and then punching their problems. Sure, I can think of a couple of animated kids media in which the BBEG is in fact defeated by words. Steven Universe comes to mind. And, I mean, ATLA kinda tried, though they still needed to have the big bad battle in the end. But in general it really is the exception to the rule.
Mass media tends to focus on violence to tell stories. Alternatives to it are rarely even considered. If you look at the blockbusters and what not, pretty much all involve a finale that does centrally feature a fight or battle.
Yet, especially in terms of movies I cannot think of a single one, where the main character goes in there: "Okay, bad guy, let's just talk about this", and then does exactly that.
And the same goes about the worldbuilding. Why (outside of the normatilization of the entire "western narratives" thing) do so many people struggle with the idea of a Solarpunk world, where the world itself is fine? Why do they struggle to imagine a utopia where there is no sinister plot hiding and Soylent Green is in fact not people? Why do they actually get super angry at you, when you write stories like that?
Because it is so fucking normalized.
But, like... How is it that you can write a wishfulfillment world where the wishfulfillment is based around how very much at war everyone is - just so that the MCs can be the biggest, most badass heroes there are! Why shouldn't people be able to write a wishfulfillment world, where the wishfulfillment is actually that the world is nice and peaceful and the heroes are just really good at science and politics?
And let's face it: This is very much all about capitalism. It is very much about having a very strange relationship to both violence and anti-violence. And... Yeah, no, we need to move past that.
So, that said? I am going back to writing self-indugent power fantasies about my dumb bard going around, talking people into joining the good side for hugs and cookies, and also having a lot of queer sex. *coughs*
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iwannarunawayandbeapirate · 27 days ago
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GM Resources
Here are my favourite websites that help me prepare and run TTRPG sessions (I mainly play D&D 5e but many of these will also work for other games). All of these are either completely free or have a free base version.
2-Minute-Tabletop: Lots of free tokens, maps and more! Also contains some content you have to pay for, but the free selection is usually enough for me. Very useful, especially if you're running online games. You can even customise the tokens' colours.
Lost Atlas: A huge selection of free maps, with filters to help you find exactly what you're looking for.
Falindrith's D&D Monster Maker: Create custom D&D monster statblocks. Lots of customisation options, from spellcasting to legendary actions. Very useful if you want to create a unique BBEG, but too complex to use for minions imo.
Fantasy Name Generators: You've probably heard of this one before, but it's incredibly useful. Whether you need to quickly come up with some NPC names, figure out what that town is called, or invent an extra riddle because your players solved the puzzle way too quickly, you'll find what you need here. It's very versatile and even has specific name generators for some RPGs!
Azgaar's Fantasy Map Generator: This is my favourite world map tool. You can generate a random map and then customize it until it fits for your campaign. You can let it generate country and town names for you or come up with your own.
Dungeon Scrawl: Create your own digital battle maps. Base version is free, but you can pay for a premium version if you want more features. Not as quick as simply downloading an existing map, but you will be able to create exactly the kind of map you want.
I Loot The Body: Great if you need to quickly generate loot, treasure, or NPCs (I mainly use it for the latter). Compatible with D&D 5e and Pathfinder 2e.
These are just the ones I know off the top of my head, if I remember or discover more websites/tools I will update this post.
Feel free to reblog and share your own resources!
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dailydemonspotlight · 6 months ago
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Slime - Day 59
Race: Foul
Arcana: Chariot
Alignment: Dark-Chaos
June 20th, 2024
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...What is there even to talk about here? It's- it's just a slime, man!
Vee-ho, come on! There's gotta be something there! Just look beneath the surface!
I'd rather not?! Look at this thing! It's disgusting!
cOme OooN mAn.. yoU doN'T gotTA Do mE liKe thaT...
Don't you dare insult my friend, ho! Look, even with all generic monsters, there's stuff to dig into, right? Besides, this skit is get-hee-ng annoying! Vee-ho, just go ah-hee-d and start!
...Jesus Christ, okay. How do I even begin with this? SMT has plenty of classical monster tropes that it has its own spins on- whether it be werewolves, vampires, or, well... slimes. Especially in the earlier games in the series, when the concepts of demons were far less well refined, fantasy monsters that some would call generic were dime-a-dozen, and slimes were no exception. In fact, they were everywhere! Sludge Slimes! Green Slimes! Blobs! However, as the series went on and the identity of a demon was given far more thought, most of these extra slime variants began to fade, leaving us only with the classic Slime and his big brother, Blob.
The thing is, nobody is really sure where the concept of Slimes came from, as there has been no single mythological mention that can definitively trace to the idea of a slime itself. This leaves us with a big issue, though! What the hell is this things deal?! I think I have an idea, but it's a bit strained. Slimes as we know them today originally appear all the way back in the first edition of D&D, back in 1974, but it's believed that the idea can be traced back even further, into the 1930's.
In fact, I think I have an idea that has been attested to by... Reddit. Yeah. Slimes may be based originally off of a type of monster described in the Lovecraft book 'At the Mountains of Madness' called a Shoggoth, combined with ideas of slime mold, and a general need for a generic enemy type. Shoggoth are described as massive amoeba-like creatures that glow gently and have eyes blinking all over them, able to form any organs and limbs they need at will. To quote,
It was a terrible, indescribable thing vaster than any subway train—a shapeless congeries of protoplasmic bubbles, faintly self-luminous, and with myriads of temporary eyes forming and un-forming as pustules of greenish light all over the tunnel-filling front that bore down upon us, crushing the frantic penguins and slithering over the glistening floor that it and its kind had swept so evilly free of all litter.
This idea can be further traced back to the idea of the Demiurge in the Hyperborean cycle, a series of short stories written by Clark Ashton Smith, but... that's when the trail runs cold. Clark was good friends with Lovecraft at the age, and they took many cues from each other, and I couldn't even find a good date for the original story that Ubbo-Sathla, the deity I'm referring to, originates from. What makes this even more frustrating is that I can't find a good hook to go into with this! What do I focus on? What do I circle around?!
Just think! C'mon!
You're not helping... but okay.
Slimes could also be based on the classic movie 'The Blob,' and combining that idea with Shoggoths could have given rise to this classical idea, but the thing is, linking an actual origin is difficult. It's incredibly possible that slimes are just the brainchild of a bunch of nerds who wanted to come up with an enemy for their very first TTRPG, and it stuck around ever since, becoming a staple of the fantasy genre for years upon years to come. Shit, slimes are insanely popular everywhere you look! There are entire manga revolving around them, the Dragon Quest series's main mascot and icon is a slime, the first boss in Terraria is a slime, and it's the most popular enemy type- shit, Gelatinous Cubes are some of the first things most people think of when they think of D&D! I gotta respect the fact that, in spite of the frustrations in researching these things, they're both cute and incredibly popular.
OoOoooO, dO I haVe faAns?
I'm getting a headache... I'm gonna go lay down.
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She-hee left her computer on... I guess I'll wrap this up.
Overall, in the see-hee-ries, Slimes actual-hee have a rather unique disposition, especially in the Devil Summoner games! I really do enjoy the fact that they don't look too fri-hee-ndly in a lot of the games- as opposed to the marketable mascots of several other series, slimes in Megaten can be downright gross looking. Sorr-hee for the BTS drama in this one, I promise we'll get right back to it soon! Slimes are just a bit hard to look into, y'know.
...dO I gEt My caNdY noW?
Yeah, gimme a sec.
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champion-of-thedas · 13 days ago
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I want to say roughly two weeks ago, I began listening to Worlds Beyond Number and I'm at the point where I'm listening to the level up from one to two (it took me all of one episode to get on the patreon, because I wanted the children's adventure dammit).
I love this podcast. I really really do. The main characters are so delightfully people/human/realistic. The two big fantasy series that I engage with consistently (Wheel of TIme and Malazan) were personally big for me because the authors weren't so worried about making their characters likable as they were with making them people, and I think that's why I generally love ttrpg stories, but especially the Wizard, the Witch, and the Wild One.
Suvi, Ame, and Eursulon are so delightfully themselves. I have spent more than one episode in this first arc wanting to shake all of them, but I would want them to be any other way. I want to see them grow, regress, stagnate, and all of the things in between because people are complicated and growth isn't a straight line. They are all going on such similar and different journeys. This is a big and beautiful world and they (at least by the end of arc one) are trying to be themselves in it. It feels like a lot of their stories involve finding and/or fitting their place in the world.
I'm about to start arc 2, and I'm so excited to see where our childhood friends end up. I'm super tempted to go back and listen to the children's adventure at some point to see where they were and compare it to where they are. Maybe after I've caught up (unless anyone that happens to read this post has a suggestion of where it might be really fun).
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utilitycaster · 1 year ago
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To expand that point about queerphobia (also, to an extent, gender equality) from the tags on someone else's post and sort of tying it back to my post yesterday about wanting to see characters work through similar experiences: I think it makes a lot of sense in the case of Exandria and Hale to build a world that does not have queerphobia and to allow people to choose to insert it if that is something their table wishes to explore. It's very much a case of wanting to build a diverse but non-utopian world that is welcoming to a wide variety of players.
I think it's a very understandable urge to want to see characters deal with the same challenges we face, and I think there are TTRPG settings that have done a good job depicting homophobia or transphobia; it's present though not common in Fantasy High, and The Unsleeping City is very close to the modern-day real world and has, well, period-typical attitudes.
The reason I get frustrated when it comes up in discussion of Exandria, and now Hale is that it's almost always used for one of two reasons: explaining why people (either specifically or generally) don't like a character; or even more frequently, explaining hesitancy between two characters in a ship. It's a convenient way to say "this person is oppressed or afraid for reasons that are objectively in no way their fault and which make the people who dislike them objectively bigoted and wrong". The problem is, while that's a valid story to tell it's often really not the story the cast is telling with these characters. Even more frustratingly, it often is used to steamroll other stories that may place those characters in just as innocent a position.
Some good examples in which this has happened in the fandom are Jester and Dorian. Jester lives on the Menagerie Coast, which is referred to a pretty wide variety of materials as being a place that is especially trans friendly (in a world where trans and nb characters already frequently occupy prominent positions and are not depicted as experiencing pushback). Her mother, a courtesan, indicates that she takes clients of varying genders. The biggest influences on her life are her mother and an otherworldly fey entity who famously can shapeshift. There is absolutely no canonical evidence that Jester would be unaware of the broad range of genders and sexualities in the world nor that she would feel obligated to embrace one that she is not; in fact there is quite strong evidence to the contrary. But if you claim that she's experiencing compulsive heterosexuality, it excuses you from having to consider that Jester is genuinely not interested in Beau, or at the very least is genuinely interested in Fjord.
Similarly, it was, at least prior to the reveals of early Campaign 3, common to headcanon that Dorian had run away from his parents because he was trans and they were transphobic. A trans reading of Dorian is still obviously entirely valid, but he left because his parents were suffocating and overbearing and often pit him against his brother. Dorian is still absolutely the victim in this! It's a valuable thing to relate to for people who have experienced parental abuse and impossible expectations. But it does still force you to think about Dorian's parents as complex people who came to this conclusion of childrearing (even if they are still in the wrong) and not just mindless bigots to be disregarded. And I think the former is nearly always a better story than the latter.
What also frustrates me is that this rarely works through the ramifications. The systemic queerphobia that would be required to put compulsory heterosexuality in place still exists once someone overcomes that and comes out; but that never comes into play when people are talking about the ship, because it's only ever used to explain why the ship hasn't happened yet, never as a significant part of the world that would affect the characters throughout their entire lives.
These are only two examples; there are countless others, some particularly egregious (*cough* Essek comes from a society that explicitly believes in reincarnation across bodies of varying genders and the queen for eternal life is in a lesbian relationship, I promise you his fraught relationships with his parents are way more complicated than simple homophobia or transphobia) but all of which seek to incorporate bigotry not as the destructive and deadly phenomenon it is, to be explored in the safe space of fiction, but as an incredibly lazy shortcut to be discarded as a continuity error once it's served its purpose.
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