#tabletop gam
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fanonical · 8 months ago
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do not become complacent about good rolls, for they will desert you, and you will die horribly
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monsterfactoryfanfic · 3 months ago
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I was on Yes Indie'd to talk about Detente for the Ravenous! Thomas is such a gracious and insightful interviewer, and he makes my yammering about Catholicism and imperialism sound way cooler than it has any right to:
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willowwind78 · 9 months ago
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Need some townsfolk? These clean up real nice. Check them out or buy mine that I have already painted!
willowwind78 on eBay https://www.ebay.com/usr/willowwind78
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dykedragonrider · 7 months ago
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(voice of someone who puts off reviewing things for days at a time) finished Inscryption and while I'm not into ARG stuff much so despite having looked into it I won't comment on that, I will comment on the fact that the substance of the game is. Really fucking good actually. I played MTG as a child with my friends and this game hits good because of that, to a degree.
First off. Love the metagame elements with interacting with the exterior world in acts 1/3. That's fucking great. Picking up little items to use along the way as you progress the story, or directly progressing it with them (I popped the fuck off about the eye thing tbh, that was sick). The presentation with the tabletops is also just like. There'll be a recurring thing here that I bring up, that it's exactly what you wish you had when you were playing tabletops sometimes, a whole space devoted to it, and it's all just beautiful.
The roguelike deck building is fun, I'm a slay the spire enjoyer (even if I'm not a Pro gamer:tm: at it), so it was pretty straightforward to make broken and fun decks, and the game knows this, I think the volatility of the cards plus the fact that bosses have bullshit stuff they can do makes this feel like, really earned? You get ideas based on that to break the game further and it's encouraging innovation in such a smart way? Act 2 and 3 do this better (shoutouts to the instakill turrets that respond to something being in front of them, i made one and it was soooo nice), and I really liked act 2 because Grimora's deck had some really cool like, pseudo-infinites it could enter with how it interacted with sacrificing, so experimenting with that felt rewarding as shit. I do wish we got to spend more time with her though, bc I liked her style.
And that's kind of like, exactly what I adored about this game? There's some cool metafictiony stuff and I like the found footage presentation, but the main core of Inscryption I think is done so well through Leshy, the sheer love of the game and playing a character and *making an experience out of it*. It's broken. And that's OK. I like that that even gets lampshaded with Kaycee's mod, tbh. But the ending is what elevates this from like, a solid cult classic to something that has stuck with me in terms of pure sentimentality? When the deletion starts, Leshy takes you for one more spin, purely for the joy of the game. I handily defeated him instantly (trifurcated strike card with 4 power) but he just. "we don't need score" and you play a few rounds, and when you can't go farther, you shake his hand.
Grimora comes next. It's something wholly new! I adored her segment, the presentation the style, I wish I coulda had a shot with this! I'd probably really like this! I did like what was there! But it's over. She's going. And you shake her hand.
Magnificus finishes, and his is this whole spectacle (with its own tongue in cheek reference that, despite not playing that card game, i got). It corrupts itself as data is lost, and he tries to go and shake your hand, but doesn't get the chance. I found myself rather struck by that? It was poignant, I wasn't too fond of the guy with what I had seen, but that doesn't mean that it didn't like. There's a great tragedy here.
And that's what stuck out to me about this, going into personal experience here (not that discussing art isn't invariably talking about yourself imo, but the pretense is being dropped here fully) was as a kid I was a bit of a joyless ass when playing MtG, I liked winning, hated losing, and tried to build decks that could cheese wins from my friends (but was limited by my lack of spending money on them) for easy wins. And as an adult I look back on that with both shame and adoration, I had something I cared about a lot that made me think laterally, it was nice, but it was also... I was going about it the wrong way. It's fine to be motivated by stuff like that, but the love of the game I had early that drove me got lost along the way, and this game captures that *feeling* of the love of the game so well.
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mcverse · 2 years ago
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To the anon that requested this. I tried saving it to draft with my response, but it vanished into thin air?? so I have to start all over. Hopefully you can see this.
Point to consider when reading this, I know nothing about d&d, so I did a little research trip just for you. Be kind to me :(
And thank you for requesting Knb, I love these guys so much.
For those that don’t know what D&D is aka me, it’s a fantasy tabletop role-playing game. I believe that they have a mobile or pc version similar to it. And a campaign is a continuing storyline or set of adventures, typically involving the same characters.
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I cannot imagine any of the characters playing the game willing at first. Shocker, not really like let’s be honest. The only way I can think of them getting even close to the game would be because somehow it’s Midorima’s lucky item for that day.
Like he just shows up with it one day, tucked under his arms like an added appendage, no big deal.
Kuroko would have never heard of the game.
Kise might be interested, seeing it as a challenge.
Aomine wouldn’t care because if it’s not basketball or tits, you get it.
Murasakibara is only around when it’s snacks. If it’s not snacks, he’s not interested.
Akashi might definitely does know of it simply cause he’s big brain. He taught himself how to play it so he can converse easier if it’s ever brought up in conversation.
Kagami’s just lost, stop playing with me. Midorima just gets stranger to him. Like who walks around with a board game?
Wrong, it’s a tabletop game, Bakagami.
That said, just because they weren’t interested in it at the start doesn’t mean they won’t be by time they go their separate ways.
Midorima would be annoyed because Kise definitely snatched it out of his arms. He then tells everyone to play, where they disagree simultaneously. It’s only when he taunts them, saying they’re just scared that he’ll beat them, despite it not being that kind of game, do they cave.
Akashi with his power controlling hard on takes the reigns before Kise do what Kise does; look like a fool. He explains the game, ignoring groans and mutters about not wanting to play. It didn’t matter because now he’s invested. And what Akashi says is absolute per canon.
He makes up the setting, the bad guy, end goal and even narrates the whole thing. He does give the other free range to choose their characters.
Kagami is a Barbarian, Aomine is a fighter, Kise is a bard, Kuroko is a druid, Akashi is a wizard, Murasakibara is a clerics and Midorima is a sorcerer.
Surprise, Midorima is the bad guy, for bring the damn game in the first place.
It starts off nice, them not really caring about the storyline or how it affects their character. Then it gets kinda chaotic. Like what. the. fuck.
Kuroko being the wholesome boy that he is, actually understood the game at first but now he doesn’t know what the hell is going on anymore… he likes that he was building up his animal friend roster, but Midorima needs to seriously back the fuck off with his nasty as vine spells on the forest.
Kagami is living the dream, showing unforgettable strength and purpose. Yet despite being in the same traveling company as him, he keeps picking fights with Aomine, who equally heads him on with just as much fire. Aomine still doesn’t give a fuck and he’s gonna keep giving that same energy, rest easy on that.
Seriously what the fuck, can’t even be civil in role play?? Midorima’s sorcerer is practically hurling out a lung in laughter at you, like it’s all part of his plan. To him, they were weak sauce.
Everyone thought Kise was a clown. Who chooses to be a Bard? It wasn’t exciting, there wasn’t any action. But Kise is probably the only one that greatly affected the sorcerer by distracting him with his terrible music. Midorima was so annoyed, he was hindered speechless.
How? HOW??
Be for real, Murasakibara’s not even here. He’s probably the only one that’s checked out. Too busy munching on his snacks rather than contributing to the game. Only makes a move when Akashi tells him to, still barely an effort on his part.
Akashi, unsurprisingly, is giving Midorima a run for his power. It’s almost like Akashi should have been the bad guy, with the way he’s causing more problems than actually solving. He was a menace, who knew… unlucky for him, none of his attacks or plans actually work. Wtf bitch wait!
Midorima was strategically well made for his role. He even outsmarted Akashi, with the way it was going it didn’t seem like he would ever fall. His pride crumbled when they tried a different tactic, though.
Instead of fighting alone, they all worked together as a team like it was originally supposed to be. Even Murasakibara put in a little effort for this part, having enough of Midorima’s shitty attitude.
When the game came to a close, they all vowed to never, ever play this “dumb ass game” again. It’s definitely a one time for the one time type shii.
Especially when they can hang their victory over Midorima’s head.
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visavj · 9 months ago
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Friar Tuck Miniatures from 28mm to 120mm- DnD Miniature for Tabletop Gam...
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roadandruingame · 10 months ago
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RaR Musings #9: Defining Fun
Once upon a time, I was designing Road and Ruin v001, adding all sorts of variables and rerolls and sorting high-to-low, on the expectation that there was no reason not to rely on digital integration of tools at the table, if people were gonna be putting their character sheets and pdfs on their phone anyway, and googling their spells rather than checking the book or writing them down.
I pulled back from that for a few reasons. First, because the more variables there were, the harder it was for players to learn what they do, and where they come from, and why they matter. They didn't care if the computer handled it, they straight up didn't remember what they did. The second reason, is for the sake of elegance; it was a kind of challenge to myself, to boil multiple different variables away, until I was left with a single equation that best simulated the mechanic effectively. But the last, and probably most important reason, was that it wasn't fun.
It takes a special kind of nerd to get excited about a system that asks you to sort variables, reroll certain numbers, and multiply and divide, and while I wanted that kind of person to have fun sitting at my table, I started to care about the number of people who'd sit at that table. Not that I'm not willing to appeal to a niche audience, absolutely, but as a social game, it's important that you're able to find, and RETAIN, a certain number of players, in order to keep the game going.
Or you could do what I did and draft rules that allows players to play solo and without a dungeon master in a group BUT BESIDES THAT
I read an AngryGM article that references a paper, aiming to quantify eight different kinds of fun involved in a game: Sensation, Fantasy, Narrative, Challenge, Fellowship, Discovery, Expression, and Submission. Talking about how much people appreciate tactile feedback of dice, paper, and minis did a lot to get me to reassess why so many friends had inexplicably not warmed to the idea of playing tabletop games digitally during the pandemic, or over long distances when living too far to visit.
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Historically, ttrpgs like Dungeons and Dragons were a nerd hobby. It involved fantasy, something shunned by the socially well-to-do, and math, delighting only those who found a kind of joy in assigning values to fiction and modifying them with know-how. DND has since become mainstream, scooping up vast hordes of non-nerds who wander into just about every space, whether it's suited to them or not, and demand to be entertained. Some people stay, some people leave, but there begins dark mutterings about whether people are "playing the game right".
The common rebuttal is that there is no way to play the game right; that if you're having fun, then you're playing it as right as it can be played. Discard the rules, fudge what isn't satisfying, this is your free time and you deserve fun, dammit, and DND is fun!
But then, what is fun? Why is it some people don't have fun when playing DND? How is it that some people have fun playing DND, but only sometimes? With different hosts, different players, different rules?
No other game genre has the same expectations. Someone who enjoys a game, but then plays a session they don't enjoy, is almost exclusively the result of somebody screwing around and ruining the experience. But in ttrpgs? It's expected, nay, STATISTICALLY LIKELY that there are going to be groups you quit because of how they're playing a game that you otherwise enjoy, and that somehow you're in the wrong for it, not the group who threw the rules out the window.
Past a certain point, there's no sense trying to appeal to everyone. Making sure you entertain enough people that they can keep the game alive and going, that's definitely important, but I don't think there's anything wrong with people being told, "if you didn't have fun with this game and these rules, then this game and it's rules aren't for you. Feel free to seek a different game", rather than bending over backwards to try to fit 100% of all newcomers into the same narrow margins of modularity the game is capable of. And, there is also something to be said about community, togetherness, yadda yadda. It is important. But how big does the circle have to be? How many people does it truly have to encapsulate, before you start to undermine the enjoyment of the people who were there first? Why does there have to be a game that fits millions of people, at the cost of it's most diehard fans? Why can't there just be different games that appeal to different people?
I think a lot about this, as a fan of other, non-DND games. I'm not in circles where I get to start them up often, whereas DND players are overflowing at the brim, desperate to play, but few GMs are willing to host a game with 8+ players, and those who do, don't do it twice, and there's a non zero chance that the game your player thinks they want, and what they expect, isn't what you enjoy or are willing to provide. When the game's population has reached critical mass, but there aren't enough GMs to host, we should ask ourselves why. Clearly, the kinds of people who 'have fun' hosting are not the same breed of people who don't, and if the people who HAD fun hosting, don't anymore, then the game's most important, limited resource starts to decay, and it becomes harder and harder to find someone with the enthusiasm and the patience to host.
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So, as a designer, I'm at an impasse. I can design for myself, knowing that I distinctly don't represent the interests of the mass public, or I can design for a slightly larger, but still niche audience, or I can throw all my own preferences to the wind and churn out some mass-appeal game, that'll never manage to dislodge the abject obsession that people have with DND anyway.
I began by designing for myself, but over time, I realized that even I wasn't enjoying what I'd made, because I'd "forgotten to put the fun in it." Years later, I'm not sure that I fully grasp what's 'fun', but I am designing better, more game-y games.
My goals for Road and Ruin include having a split of simulation-type mechanics, to give a stable expectation of how the world works and what the average person is capable of, and input from player interpretation, to bridge the gap between players becoming game hosts, and to blur the line between what roles and responsibilities that the host is meant to have. The exact brand of fun I want to provide is one of invention and discovery; as a story is generated and twists occur, failure should be exciting, because of the opportunity to design what failure here means for a character and the narrative, rather than some kind of personal slight or punishment for something that was ultimately decided by dice in the first place.
In short, as I've been accused before, my goal is to create a game that's meant to be played by dungeon masters. But, crucially, the goal is to create a pipeline that warms 'players' to what being a game host actually means, and have them join the ranks of people who host games, using all the same skills that they would normally have developed as a player. A lot of people claim that there's no such thing as a GM and a player, that the GM is just another player at the table, but I'd say that the player is just another GM, and it's time to bring them up to speed.
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tabletopbellhop · 1 year ago
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Check out our newly re-launched Tabletop Gaming Deals on Etsy page!
It now lists 29 shops with holiday sales that are live right now, as well as some other shops with just cool stuff.
Show some thanks for these small independents today!
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vinaysohan · 1 year ago
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Carrom Gam
Certainly Board games are tabletop games that involve players moving pieces or markers on a pre-marked surface or "board" according to certain rules. These games can vary widely in terms of complexity, strategy, theme, and mechanics. Here are descriptions of a few popular board games.
Chess: Chess is a two-player strategy game that involves moving different types of pieces across a checkered board with the goal of checkmating the opponent's king. Each type of piece moves in a unique way, and the objective is to put the opponent's king in a position where it cannot escape capture.
Monopoly: Monopoly is a classic economic strategy game where players roll dice to move around a board, buying and trading properties, and aiming to bankrupt their opponents. The game involves resource management, negotiation, and a fair amount of luck.
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Settlers of Catan: Settlers of Catan is a modern board game that involves resource management and trading. Players build settlements and roads on a fictional island by collecting and trading resources like wood, brick, wheat, ore, and sheep. The game's popularity has led to numerous expansions and variations.
Risk: Risk is a game of global domination and strategic warfare. Players deploy armies, attack opponents, and conquer territories on a map of the world. The game involves both strategic planning and tactical decisions.
Ticket to Ride: In Ticket to Ride, players collect train cards to claim railway routes between cities on a map. The objective is to complete destination tickets and build the longest continuous routes. The game balances strategy with a touch of luck.
Pandemic: Pandemic is a cooperative game where players work together as members of a disease-fighting team to treat infections and find cures before the world is overwhelmed. The game emphasizes teamwork and strategy against the challenges presented by spreading diseases.
Carcassonne: Carcassonne is a tile-placement game where players build a medieval landscape by placing tiles with cities, roads, fields, and more. Players also deploy their followers as "meeples" to claim features and earn points.
7 Wonders: 7 Wonders is a card drafting game where players build civilizations over three ages by selecting cards that represent buildings, technologies, and wonders. The game involves choosing cards strategically and adapting to changing circumstances.
Codenames: Codenames is a word-based party game that requires players to give one-word clues to their teammates to help them guess the correct words on a grid. The game challenges creativity, word association, and deduction skills.
Twilight Struggle: Twilight Struggle is a two-player game that simulates the Cold War era. Players take on the roles of either the United States or the Soviet Union, competing for influence in various countries through political, military, and cultural means.
These are just a few examples, and the world of board games is vast and diverse, catering to a wide range of interests and preferences. Whether you enjoy strategy, cooperation, negotiation, or storytelling, there's likely a board game that suits your tas Of course, I'd be happy to continue describing more board games:
Dominion: Dominion is a deck-building game where players start with a small deck of basic cards and gradually acquire more powerful cards to improve their deck. The goal is to earn victory points by constructing the most efficient deck.
Agricola: Agricola is a worker-placement game where players are farmers striving to expand their farms, grow crops, raise animals, and improve their homesteads. Players must manage resources and plan carefully to meet the demands of each harvest.
Splendor: Splendor is a game of gem trading and development. Players collect gems to purchase development cards, which provide permanent gem bonuses and victory points. The game emphasizes resource management and strategy.
Lords of Waterdeep: Lords of Waterdeep is a worker-placement game set in the Dungeons & Dragons universe. Players act as secret rulers of the city, assigning agents to quests and buildings to gain resources and complete objectives.
Dead of Winter: Dead of Winter is a cooperative and semi-cooperative game set in a zombie apocalypse. Players work together to survive, complete objectives, and manage limited resources while dealing with potential traitors in their midst.
Betrayal at House on the Hill: This game starts as a cooperative exploration of a haunted mansion, but as the story unfolds, one player may become a traitor with a secret objective. The rest of the players then try to overcome the traitor's plans.
Terraforming Mars: In Terraforming Mars, players take on the role of corporations working to terraform and colonize the planet Mars. They acquire resources, improve the environment, and compete to achieve various goals.
Catan: Catan, also known as The Settlers of Catan, is a game about resource gathering and trading. Players collect resources to build settlements and roads, while trading with each other to expand and develop their territories.
Forbidden Island/Forbidden Desert: These are cooperative games where players work together to solve puzzles and complete tasks. In Forbidden Island, players retrieve valuable treasures from a sinking island, while in Forbidden Desert, they search for parts to repair an airship in a desert.
Clue (Cluedo): Clue is a deduction game where players attempt to solve a murder mystery by gathering clues and making educated guesses about the suspect, location, and weapon. Players move around the game board to gather information.
These are just a few more examples from the diverse world of board games. Board games continue to evolve with new themes, mechanics, and styles, catering to both casual players and dedicated enthusiasts. Whether you're seeking strategic challenges, social interaction, or immersive storytelling, there's likely a board game that suits your interests.
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educationaldm · 1 year ago
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Thinking about trying another TTRPG other than D&D? Try these.
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thegaminggang · 2 years ago
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linuxgamenews · 2 years ago
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The Art of War: Card Game is due to offer clear rules
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The Art of War: Card Game is due to release on Steam via Linux, Mac, and Windows PC. All thanks to the genius behind developer Brightdawn Entertainment. Working to make its way onto Steam. Latvian indie studio Brightdawn Entertainment releases a card battler. Also inspired by the beta version of the popular card game of the legendary Polish developer. Which is due to be a free to play game on Linux too. The Art of War: Card Game is a vivid version of tactical non-collectible card games. Unlike its collectible counterparts, the game focuses on tactics. Rather than collecting rare cards. In this game, players will also have to choose one of four kingdoms to rule. All while they fight for control in a fantasy setting with other players. While The Art of War: Card Game compares to its competitors with more thoughtful and clear rules. Both for the procedure for drawing cards and executing card effects. The idea is to make the gameplay so clear to follow the correct execution of rules. Doing so even without the help of a computer.
The Art of War: Card Game - Intro
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The story of creation of The Art of War: Card Gam began with the release of the beta version of “Gwent: The Witcher Card Game”. The final version of Gwent was radically different from the beta release. While the original mini game “Gwent” is in “The Witcher III: Wild Hunt”. However, the release of the digital version is only the start of The Art of War: Card Game. Since, in a few months, it is planning to launch a crowdfunding campaign for the tabletop version on Gamefound platform. The tabletop version will include all the same cards and use all the same rules as the digital release. The main difference between both releases will be that the tabletop version will support more game modes. While the digital version is available only for PvP game. Since the tabletop version will have game modes for up to four players. Letting players play both against each other and also play in teams. The crowdfunding campaign of the tabletop version is due to arrive in the second quarter of 2023. The Art of War: Card Game release in early access on February 1st on the Steam. Along with support for Linux, Mac, and Windows PC. Due to be available to everyone for free. The complete release of the digital version is planned after a couple of months of public testing. The prelaunch page of The Art of War: Card Game on Gamefound.
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nathanielpilgrim · 6 years ago
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Warm up with the drawthread
Post apocalyptic warrior of some kind. I don’t recall the name of the game.
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wizardoftrash · 6 years ago
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Hey, its time to get excited for Necromunda again!
Now that I’ve had a chance to breathe and I’ve priced my way through release-schedule hell, time to get excited for Necromunda again. Why? well for one, our local Campaign kickoff is in about 3 weeks. For two? there are seminars going on at Vegas, and this stuff is spicy.
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Look at that, take it in! Ash waste gang comin, and the Corpse Guild, and rules for Vehicles/mounts!
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roguesbazaar · 6 years ago
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The Navigator’s Tray
It had been a long voyage. Many a time it felt like fate herself wished to see us sink to the bottom of the sea with every storm and trouble that found its way to our ship. Luckily, even with each misstep we avoided such a disastrous fate. Though I doubt it would have been possible if not for the cool level head of the Navigator. No matter how far we drifted or how hard the seas battered out ship. She would always look to the skies and know the way back
Etsy | Instagram
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tabletoppotluck · 7 years ago
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You've heard us play Masks: A New Generation, now it's time to hear our thoughts. If you’re curious about Masks and wondering if it’s the best way to get your teen superhero drama fix, take a listen! 
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