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#the more i want to make it into some sort of ttrpg
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As I work out the finer details of Loams magic system, a lot of very fun (read, horribly fucked up) possibilities open up to me
The most basic starting point for how to develop a magic system is to define:
1. What magic can do (practically anything, if you know what you're doing)
2. How does it feel to cast (you become literally connected to all the threads of reality, pulling them apart and weaving them together to suit your whims. More complex spells almost become weaving on a loom, to say nothing of multipersonspell circles where one person is weaving, one is deconstructing the exsisting tapesty, one is making new thread, and another is keeping it all from tangeling)
And 3. What are the consequences
And that's the one I'm really thinking about. It hits different depending, of course. Someone who did too many cantrips in a row suffers a lot less than someone who like, tried to alter a fundamental Law of existence and fucked up. It just makes sense.
I think there's sort of repetitive strain injuries, from overworking yourself, doing too much too fast. That looks more like migraines. At least at first. If you don't stop then strange things can start to happen as your body becomes fundamentally changed by the continued exposure to fucking up reality. Physical things like growing a tail or your skull changing shape, or even metaphysical things like gaining clairvoyance are all possibilities.
But then there's something more on the extraordinary side. If you tried to do something TOO big, or just monumentally fucked something up, then the resulting fallout of reality trying to snap back into place around you can be truely disastrous.
I dont think it's the same every time. One guy tried to go back in time and just erased his whole village from existence. I think someone probably exploded outwards into some sort of horrific giant monster toad a la soulsborn boss. Reality doesn't want to be changed, and when you fuck up it snaps back hard. Often pushing you far out of your rightful place
Idk this is all very nebulous still, if anyone wants to chat about it I'd love to
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angorwhosebabyisthis · 9 months
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does anyone have tips for how to deal with the phenomenon of 'autistic need to sort and hypercategorize things, except that there are multiple different axes by which to sort them and you can't use them all at the same time, and the result is overwhelm and distress?'
i've learned that tagging systems help, at least, but sometimes they uh. sometimes they can only go so far
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#whosebaby talks#whosebaby makes things#whosebaby does game dev#ttrpg tag#i first wrote up that nightmare of tags when i only had three or four hacks in progress lmfao#looking at it now there are some i think i could narrow down a bit but it still makes me itchy#and with how much bleed and overlap there tends to be with different hacks and systems#it can be really inconvenient and disruptive to separate them completely for ones that have multiple drafts and test run docs#the tagging system i use on here is pretty damn loose by my usual standards but keeping track of game dev in the way i do it#kind of needs a lot more careful distinction and along multiple axes#the alternative is pretty much just one big soup which works *okay* but can still be overwhelming and a hassle to keep up with#anyway this is not remotely the only thing this applies to and Suffering Squirtle especially when urge to sort physical objects#and it's also annoying when it's something harder to quantify like#'i'm genuinely really having fun with this test scene/campaign and want to continue it' vs 'ehn. don't mind not picking this one back up'#sighs#also yeah i have. i have a lot of balls in the air here lmao#this doesn't include the i think like 5-10 docs i made on gdrive before i switched to the notes app because the formatting sucked to use#and the above folders also don't include things like the divination stuff i've made#me with nerve damage that makes handling physical tarot cards painful; making a dice table instead: try and stop me asshole#is there a name for that tag
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Wistfully thinks of Spellwind, I should make a headcanons up to ep 31 list its just my equivalent of like Skyrim or lotr where theres so much going on and so dense but god damn one of my favorite episodes was when two of my favorite characters became trees and the entire experience was like...they were tripping on shrooms but also one with the shrooms? Its like episode 8
and I love the dms orc captain that hates going on land and is there for the in between transportation from sea to sea land to land ferryman (not really I feel like its mostly hard to narrate and have a character at the same time) I just love captain buttocks' (yeah I'm pretty sure thats his name) humor and how him and djett ('jet') were closer in the beginning
I love ty and varsha together but I also ship smith with them as time went on, I can't tell who I want to joke as the third smith and varsha are friends to lovers, ty and varsha are irritated assholes to lovers, smith is just a jaded old fuck that loves his morons (he respects varsha a lot and thinks ty is an entertaining idiot)
Varsha and Djett are siblings they love each other like family and share different spells and potions and knowledge of interest notes
I feel like the only person really thinking too deeply about this tabletop story and wanted to drop a few lines of appreciation, I like listening to it to go to sleep since its so slow paced and gently spoken and the music and sound efx is so sweet
#spellwind#ttrpg#table story#homebrews are my favorite of genre of story telling right now#its what got me into midnight burger#Spotify knew what kinda creative storytelling I liked and said#pbbt here you go guy you need to listen to more audiodramas without the dice in the mix#the way podcasts can tell stories is so cool#dice rolling#describing everything thats going on in a natural dialogue so that it paints a picture for the person listening as if theyre part of it#like youre in the environment with them it was a really smart way to carve a story and narrative#wolf 359#wolf 395#idk off the top of my head I'm trying out a few episodes but I like how its a blend of that similar storytelling method but like also??#log entries and some conversation between characters which is mostly how midnight burger does it#aaaa I just love audiodramas#and tabletop actual plays#I want so badly to do ttrpgs but this is my live vicarious through the media I consume era until I can find ppl that wanna let me take try#and be a DM#I could totally make engaging stories like the things I listen to#its like execution of the stories that go on inside my head the tones the themes I wanna touch on the emotions I want to convey#at the same time theres a small part of me thats like mehh but they did it already but I can still share that vibe for people that either#have or haven't chewed up the same things I love over and over and over like a maniac#plus I still have my own take and taste and ideas its just a time and place thing#I have a trillion ideas written out I just have to sort them out and do some stitchwork on the canvas that is the blank page#embroidery on those sweet words and patchwork a story ive been brewing in mind#this is slightly a personal ramble about story making#and also a segway into a sideblog thats not 100% midnight burger#I wonder how this blog will evolve over time
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in-case-of-grace · 2 months
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Alternatives to "GM" in TTRPGs
Spurred by a recent post from @imsobadatnicknames2 that found its way into my feed by way of @anim-ttrpgs' addition (this post got too big to be a reblog sorry), I've been thinking about the influence of the terms we use for the host-and-narrator role in a TTRPG. Each tends to carry some connotations and implications as to what the role might entail, and these can influence how people play your game.
At best, this may enforce your intended roles for the game, alongside its themeing. At worst, your chosen term for this role may create false assumptions, and lead to people approaching it in a way that makes it unfun for them.
There's also an aesthetic component to consider! Having a term that matches your genre and vibe can go a long way! It's gonna be a balancing act— does the term change how people interact with your game enough to become a problem? Does it match and enforce your themes and aesthetics strongly enough to balance some of those problems out?
Below, I'm gonna go over a couple common (and uncommon) terms for this role and what I think their connotations, implications, and best usecases are here. These are gonna be beholden to my own biases, of course— and you may see different connotations entirely! Maybe it'll help folk think more about what terms they want to use!
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"Game Master" is very gamey. It implies that this person is setting up a bunch of specific, pre-made mechanical challenges-- like an obstacle course. I will admit that it does have the weakest connotations of all the commonly used terms I'm aware of, though-- simply by virtue of it having become so commonplace across all sorts of games.
I think it works best with chunkier, mechanically heavy games. Due to it having a weak connotation, though, it won't hurt your game if you use it elsewhere, it is kind of the baseline these days, after all.
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"Storyteller" implies that this person is sitting everyone down and telling them a story. Like putting on a play. There's an implication that they are going to be controlling most of the narrative here-- and that the players don't have as much say in it.
It's also technically incorrect, given that...well, the players are storytellers too! The point of these games is to tell a story together!
It can work for more narratively focused games, it has some lighthearted, cutesy vibes that can be a good fit for some-- but its connotations can lead to this person taking more control than you may actually intend for them to have in your game.
It's one that I don't think accurately fits a lot of games, and is chosen more for its aesthetics and vibes. (Something I have done before, and with time it bothers me more and more.)
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"Narrator" is the opposite of Storyteller-- it implies, to me, that this person has less say in the narrative than the players. They are there to impartially narrate and describe the world's reactions to what the players do, little else. A passive observer, almost.
I think it can still work fine for plenty of games-- especially those with contemporary settings. It's the sort that, to me, feels more suited to sandboxy games that are more focused on providing a bunch of simulationist tools for players to poke and prod the world with, rather than on telling a structured narrative.
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"Dungeon Master" is particularly genre-limited. It carries a lot of the same implications that GM does, but for fantasy games in specific-- especially dungeon crawlers.
Only making a special note of it here since it is tied to A Particularly Big Game in the community. Its connotations are much stronger than GM's, though, and it feels out of place in rules light games— unless they are specifically set in a dungeon.
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"Director" is one that can have drastically different implications depending on the background of who reads it. If they're a film buff, they'll think it implies that this role has final say on everything, and retains high levels of control that the players do not share. Very much akin to Storyteller.
However if the person reading it is more familiar with video games, and the Left 4 Dead series (and games inspired it) in particular, they'll see the Director role as something more reactive and behind the scenes. They may think this person is responsible for improvising and presenting the players with challenges and scenarios that match their current situation— be it narrative or mechanical.
There may have been a specific plan made ahead of time, but it is filled with a ton of contingencies, with an expectation that improv will fill in the gaps.
Though like Narrator, the L4D type of Director implies a somewhat passive, observer role that isn't meant to have a say in the story.
I think most people will see it with film connotations rather than the Left 4 Dead connotations— which is unfortunate, considering that the L4D type of Director is actually really well suited for certain types of TTRPGs. I think "Game Director" vs "Director" may help alleviate this somewhat, but I'm unsure how effective it'd be as I don't think most people share the L4D brain association I do.
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"Referee," "Arbiter," "Judge," and "Moderator" all share the same problem as Narrator-- but 10 times worse. These are all heavily laced in passive connotations-- and imply that this person is there simply to determine the outcomes of mechanical situations, but has no say in the narrative.
They can work nicely with like, sports or competition TTRPGs in specific, though.
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"Master of Ceremonies (MC)" implies that you're not playing a game, but that this person is about to lead you through an awards ceremony, drop some bars, or host some stuffy 500 year old regal event called "the Ceremony of the Ballet Fish" or something.
I don't think this one fits in TTRPGs like, at all, frankly. I just cannot imagine someone in that role being referred to as an "MC" unless we're talking about a game that is specifically about a ceremony, or rap.
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"Caretaker" implies that this person's role is to maintain and care for the world, game, and story. It implies that they not only facilitate the garden you're all playing in, but that they also trim or rearrange it to suit everyone's needs-- including their own.
I actually think this one is very nice. It doesn't imply that they're an absolute monarch, nor does it imply that they're a passive observer. It also manages to encapsulate the amount of background work the role can often require, without taking away their say in the resulting narrative.
A Caretaker has agency in the story, while remaining cognizant and receptive of the players' agency, too.
This works really well for games focused on telling collaborative narratives, but I think it can also work fairly well for mechanically focused ones as well. It feels pretty versatile!
This one is new to me and I honestly might start using it for my games going forward, unless someone knows of a common connotation I'm unaware of!
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"Facilitator," and "Host" both imply that this person provides the space and tools for the game, and nothing else. They handed the players the keys, told them to lock up after they're done, and left to go do sick flips in their motorcycle or something nerds do.
To me, the term by itself implies this person has very little to do with the actual game. I don't think these work any better than, say, GM, without a thematic justification.
Host could be amazing for some sort of bio-horror game— or for a game show RPG. Facilitator feels DoA to me. Both, however, could work if your game really is set up so the Facilitator/Host just provides tools to the players and does little else.
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"Guide" implies that this person takes on a fairly hand-holdy role in leading the players through the game and its narrative. Maybe not quite railroading, but they definitely do a lot to keep the players on track.
This one, I feel, carries some "teacher" connotation— as if this person is responsible for teaching the players the rules. It's on them, not the players, to read and remember the actual rules.
I feel that this connotation largely ruins what good this term could do.
But, it can still work well in certain cases. If your game really is meant to have a focused, linear narrative, it can work quite well. The same goes for specific genres or settings— such as anything dealing with camping, national parks, or tourism.
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"Overseer" taken at face value, actually could be pretty apt. They'd be someone who oversees the game and does what they can to keep things fun.
Unfortunately, due to the word's use in workplace environments and dystopian fiction— it has some pretty heavy cultural connotations that turn it more into a dictator role. They have complete and total control over the game and its narrative, even if the players disagree with their choices.
I think it can work well for games that deal with dystopian or corporate settings, where this person might actually be meant to have more control, or simply for the flavor— but not a ton else.
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"Producer" is vaguely similar to the film-style Director-- in the sense that it comes from film. However, unlike the Director, a Producer coordinates and works together with the players to tell their story. It's a more collaborative role that shares power and agency more evenly with the table.
This also somewhat accurately implies the amount of work that goes into the role, much like the Caretaker.
However, given its origins, it doesn't imply they're playing a game— I can't entirely explain why, but it feels similar to MC in this sense. The term is very heavily entrenched in its origins, and carries strong film connotations— even though, yes, video games have producers too!
I think it'd be rad to see games using this, though. In time the strong film connotations may shake off! Like Caretaker, I think it's fairly versatile and could be well suited for a wide variety of games.
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Niche terms such as keeper, warden, overlord, president, deity, and fixer are always worth considering, too! These tend to just be one-offs used in a specific TTRPG, that suit their setting and tone in particular.
Now, each can and does have its own implications and connotations to consider— weigh those against how well it serves the vibes of your game before you lock in!
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"Host and Narrator (HAN)" implies the same things that these terms do separately-- but combines them to offset (some of) their downsides. This implies that they host and provide the tools needed for playing the game, yes, but also that they actually stick around to narrate and respond to the players.
When Narrator is combined with Host here, I think this also transforms into something a little closer to the Caretaker— as the Host and Narrator both, they have more of an active role in maintaining the space (and story) they've provided.
It feels similarly versatile, as a result. I just made this one up and don't know if there are any games that use it already, it could have legs— it is a little dry and flavorless, though. This may give it a potential leg up on Caretaker, which does have a lil bit of a lighthearted vibe that may feel off in, say, a horror game.
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Honorable mentions - Scenestress - Conductor - SOUP (Story Overseer United (with) Players) - Their Majesty - MOMMY (Mediator Over Making Mythic Yarns) - JOE (Joe Ojoe Ejoe) - Representative (REP) - Doormat
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Again, these are all just according to the implications and connotations I find in these terms— you may find others! What you pick is going to depend on you, your game, and your intended audience!
I don't know if perfect terms exist, and it's wise to explain whichever you use within your rulebooks— just to ensure that someone else's biases and assumptions don't lead to them misinterpreting things.
Is there anything I missed? Any terms you like to use? Do you have a vastly different set of assumptions for one of these terms? Please share!
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oinonsana · 6 months
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realities, maximalism,and the need for big book™️
some gubat banwa design thoughts vomit: since the beginning of its development i've kind of been enraptured with trying to really go for "fiction-first" storytelling because PbtA games really are peak roleplaying for me, but as i wrote and realized that a lot of "fiction first" doesn't work without a proper sort of fictional foundation that everyone agrees on. this is good: this is why there are grounding principles, genre pillars, and other such things in many PbtA games--to guide that.
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broken worlds is one of my favs bc of sheer vibes
Gubat Banwa didn't have much in that sense: sure, I use wuxia and xianxia as kind of guideposts, but they're not foundational, they're not pillars of the kind of fiction Gubat Banwa wants to raise up. there wasn't a lot in the sense of genre emulation or in the sense of grounding principles because so much of Gubat Banwa is built on stuff most TTRPG players haven't heard about. hell, it's stuff squirreled away in still being researched academic and anthropological circles, and thanks to the violence of colonialism, even fellow filipinos and seasians don't know about them
this is what brought me back to my ancient hyperfixations, the worlds of Exalted, Glorantha, Artesia, Fading Suns... all of them have these huge tomes of books that existed to put down this vast sprawling fantasy world, right? on top of that are the D&D campaign settings, the Dark Suns and the Eberrons. they were preoccupied in putting down setting, giving ways for people to interact with the world, and making the world alive as much as possible.
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one of my main problems with gubat banwa was trying to convey this world that i've seen, glimpsed, dreamed of. this martial fantasy world of rajas and lakans, sailendras and tuns, satariyas and senapatis and panglimas and laksamanas and pandai... its a world that didn't really exist yet, and most references are steeped in either nationalism or lack of resources (slowly changing, now)
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i didn't want to fall back into the whole gazeteer tourist kind of shit when it came to writing GB, but it necessitated that the primary guidelines of Gubat Banwa were set down. my approach to it was trying to instill every aspect of the text, from the systems to the fluff text to the way i wrote to the way things were phrased, with the essence of this world i'm trying to put forward. while i wrote GB mainly for me and fellow SEAsian people, economically my main market were those in the first world countries that could afford to buy the book. grokking the book was always going to be severely difficult for someone that didn't have similar cultures, or are uninterested in the complexities of human culture. thus why GB had to be a big book.
in contemporary indie ttrpg spaces (where I mostly float in, though i must admit i pay more attention to SEAsia spaces than the usual US spaces) the common opinion is that big books like Exalted 3e are old hat, or are somewhat inferior to games that can cram their text into short books. i used to be part of that camp--in capitalism, i never have enough time, after all. however, the books that do go big, that have no choice to go big, like Lancer RPG, Runequest, Mage, Exalted are usually the ones that have something really big it needs to tell you, and they might be able to perform the same amount of text-efficient bursting at the seams flavor writing but its still not enough.
thats what happened to GB, which I wanted to be, essentially, a PbtA+4e kind of experience, mechanically speaking. i very soon abandoned those titles when i delved deeper into research, incorporated actual 15th century divination tools in the mechanics, injected everything with Martial Arts flavor as we found our niche
all of this preamble to say that no matter how light i wanted to go with the game, i couldnt go too light or else people won't get it, or i might end up writing 1000 page long tome books explaining every detail of the setting so people get it right. this is why i went heavy on the vibes: its a ttrpg after all. its never gonna be finished.
i couldnt go too light because Gubat Banwa inherently exists on a different reality. think: to many 3 meals a day is the norm and the reality. you have to eat 3 meals a day to function properly. but this might just be a cultural norm of the majority culture, eventually co opted by capitalism to make it so that it can keep selling you things that are "breakfast food" or "dinner food" and whatnot. so its reality to some, while its not reality to others. of course, a lot of this reality-talk pertains mostly to social--there is often a singular shared physical reality we can usually experience*
Gubat Banwa has a different fabric of reality. it inherently has a different flow of things. water doesn't go down because of gravity, but because of the gods that make it move, for example. bad things happen to you because you weren't pious or you didn't do your rituals enough and now your whole community has to suffer. atoms aren't a thing in gb, thermodynamics isn't a real thing. the Laws of Gubat Banwa aren't these physical empirical things but these karmic consequent things
much of the fiction-first movement has a sort of "follow your common sense" mood to it. common sense (something also debatable among philosophers but i dont want to get into that) is mostly however tied to our physical and social realities. but GB is a fantasy world that inherently doesn't center those realities, it centers realities found in myth epics and folk tales and the margins of colonized "civilization", where lightnings can be summoned by oils and you will always get lost in the woods because you don't belong there.
so Gubat Banwa does almost triple duty: it must establish the world, it must establish the intended fiction that arises from that world, and then it must grant ways to enforce that fiction to retain immersion--these three are important to GB's game design because I believe that that game--if it is to not be a settler tourist bonanza--must force the player to contend with it and play with it within its own terms and its own rules. for SEAsians, there's not a lot of friction: we lived these terms and rules forever. don't whistle at night on a thursday, don't eat meat on Good Friday, clap your hands thrice after lighting an incense stick, don't make loud noise in the forests. we're born into that [social] reality
this is why fantasy is so important to me, it allows us to imagine a different reality. the reality (most of us) know right now (i say most of us because the reality in the provinces, the mountains, they're kinda different) is inherently informed by capitalist structures. many people that are angry at capitalist structures cannot fathom a world outside capitalist structures, there are even some leftists and communists that approach leftism and revolution through capitalism, which is inherently destructive (its what leads to reactionaries and liberalism after all). fantasy requires that you imagine something outside of right now. in essence read Ursula K Le Guin
i tweeted out recently that you could pretty easily play 15-16th century Luzon or Visayas with an OSR mechanic setting and William Henry Scott's BARANGAY: SIXTEENTH CENTURY PHILIPPINE CULTURE AND SOCIETY, and I think that's purely because barebones OSR mechanics stuff fits well with the raiding and adventuring that many did in 15-16th century Luzon/Visayas, but a lot of the mechanics wont be comign from OSR, but from Barangay, where you learn about the complicated marriage customs, the debt mechanics, the social classes and stratum...
so thats why GB needs to be a (relatively) big book, and why I can contend that some books need to be big as well--even if their mechanics are relatively easy and dont need more than that, the book, the game, might be trying to relay something even more, might be trying to convey something even more than that. artesia, for example, has its advancements inherently tied to its Tarot Cards, enforcing that the Arcana guides your destiny. runquest has its runes magic, mythras (which is kinda generic) has pretty specific kinds of magic systems that immediately inform the setting. this is why everything is informed by something (this is a common Buddhist principle, dependent arising). even the most generic D&D OSR game will have the trappings of the culture and norms of the one that wrote and worked on it. its written from their reality which might not necessarily be the one others experience. that's what lived experience is, after all
*live in the provinces for a while and you'll doubt this too!
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utilitycaster · 6 months
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Daggerheart Character Build thoughts!
I am actually out at work and haven't checked the version that's since come out, but I did participate in the character build beta, and the NDA is officially lifted, so here's my thoughts from that! It's definitely limited since I just made a L1 character and didn't go through gameplay, though I surmise about some aspects of gameplay.
Overall, it clearly seems to be made by people who love a lot of things about D&D 5e but wanted both more flexibility and more simplicity, which is difficult. I think they succeed.
To that end, it takes away some of the crunchier aspects (precise positioning, exact amounts of gold) and I think for some people that will be a problem, and that's valid, but ultimately this game wants to both allow for interesting mechanics in and out of combat while also not being terribly math/map/resource management heavy. It is a hard line to walk; most systems either go hard crunch or go entirely gooey.
The dice mechanic (2d12, Hope and Fear system) is fantastic; look it up but I think it handles mixed successes more gracefully and interestingly than a lot of games.
The playtest was not super clear on armor and evasion choices (or indeed what evasion means; it seems to be sort of initiative but sort of dex save, or maybe more like the Pathfinder/old school D&D varying ACs by scenario?). It was much, MUCH clearer than D&D on weapon choices (part of why I play casters? Weapon rules in D&D are annoying and poorly explained and many people rightfully ignore them) so I'm hoping this becomes clear when there's a full guide rather than just the character creation info.
The character creation questions by class were fantastic and in general, and this is a theme, this feels like it guides people towards collaboration. FWIW I feel like D&D has that information, but the way it's presented is very much as flavor text rather than a thing you should be doing. Daggerheart makes this a much more core part of creation. The Experience mechanic is particularly clear: you better be working with your GM and really thinking about background, rather than slapping it on as a mechanic.
The other side of character creation questions is that it really encourages engagement with the class, which is something I've talked about. I think either subversion for the sake of subversion, or picking a class for the mechanics and aesthetic but not the fundamental concept, will be much harder to justify in Daggerheart, and I think that's a good thing because when people do that, their characters tend to be weaker.
The downtime is designed for you to write hurt/comfort fanfic about and this is a compliment. There are a number of mechanics that reward RP, particularly one of the healing mechanics under the Splendor track. I feel like a weakness of D&D is that when you try to reward RP it's really nebulous because there's not actually a ton of space to put that - you can give inspiration, but, for example, the empathy domain Matt homebrewed actually feels kind of off because it's based on such fuzzy concepts amid mechanics that are usually more rigid. Daggerheart comes off as much cleaner yet still RP-focused, and I'm excited to see it in action.
A judgement of Candela and I suppose Daggerheart might be that it's designed for actual play. I've mentioned before that I know people who are super into the crunch and combat and numbers of TTRPGs and are less story-oriented, and again, that's valid, but actual play is just storytelling using a ttrpg and so yes, a game that encourages RP while also having mechanics to support that and influence it is an extremely good goal. I am not an actual player, but I do like D&D games with a good plot and not just Go Kill Monsters, and I want to play this. (I also have some real salty thoughts about how if you modify an existing game for AP purposes that's staggering genius apparently, but if you make your own game how dare you but that's another post).
And now, the classes/subclasses. I am going to sort of use D&D language to describe them because that's a point of reference most people reading this will understand, but they are not one-to-one. A couple notes: everyone can use weapons and armor. HP is not totally clear to me but it seems to be threshold based - everyone has the same HP to start but people have different thresholds and armor, so the tank classes have the same amount of HP but are much harder to actually do damage to.
All classes are built on a combination of a subclass and two domains. There are 9 classes and 9 domains. This technically means that if you wanted to fuck around and homebrew you could make up to 36 classes (27 additional) by just grabbing two domains that weren't otherwise combined, which is fun to consider for the potential. Anyway I cover the classes and briefly describe domains within them. You can take any domain card within your domain, regardless of subclass.
There are six stats. Presence, Instinct, Knowledge, and Strength map roughly to Charisma, Wisdom, Intelligence, and Strength. Dex is split into Agility and Finesse; Agility covers gross motor skills (jumping, most ranged weapons, "maneuvering") and Finesse finer ones (lockpicking and tinkering, though also it does cover hiding). The really big wins are first, no CON score, so you don't need to sink stat points into something that grants no skills but keeps you alive. The second one is that the "hybrid" classes spellcast from their physical stat. This is fucking fantastic. The thing about ranger or paladin or the spellcasting subclasses of rogue and fighter in D&D is that if you don't roll pretty well you're locked into the core stats and CON and nothing else. (This also doesn't have rolling for stats: you assign +2 to one stat, presumably your main, and then distribute two +1s, two 0s, and one -1.)
Your HP, Evasion, and Thresholds are set by class, and there's a core ability; the rest is all from the cards you take for subclass and domain.
Leveling up is very much based on taking more domain cards (abilities) but has a certain degree of flexibility. It's by chunks: in leveling up anywhere levels 2-4, you can, for example, increase your proficiency by +1 once, so if you wanted to do that at level 2 but your fellow player wanted to wait until level 4 and take something else at level 2 instead, they could. It allows for more min-maxing, but also everyone has the same level up rules and differs only in the abilities on the cards, which is very cool.
Bard: Grace (enchantment spells) and Codex (learned spellcaster stuff; the spells available are definitely arcane in vibes) based, Presence is your main stat. The two subclasses map roughly to lore-style stuff and eloquence. Core class ability is sort of like inspiration but not entirely. It's a bard; I like bards a lot, and this is very similar vibes-wise to your D&D bards. If you like D&D bards you will like this.
Druid: Sage (nature spells) and Arcana (raw magical power spellcaster stuff), Instinct is your spellcasting/main stat. The two subclasses are elemental but frankly cooler than circle of the moon, and a more healing/tranquility of nature focused one. I really think Marisha probably gave feedback on this one, because the elemental version is really strong. You do get beastform; it is quite similar to a D&D druid under a different system, as the bard, but the beastform options are, frankly, better and easier to understand.
Guardian: Valor (melee tank/damager) and Blade (damage). Strength based for the most part (Valor mechanics assume strength) though you could go for like, +2 Agility +1 Strength to start. This is barbarian but like. 20 times better. It is, fundamentally, a tank class, and it is very good at it, with one even more tank-focused subclass and one that is more about retaliatory damage. You do have a damage-halving ability once per day, but really guardian's questions are incredible. I think Travis and Ashley likely gave feedback. Also rage doesn't render you incapable of concentration as that doesn't seem to be a thing, so multiclassing seems way more possible (you are, I think, only allowed to do one multiclass, and not until you reach level 5 minimum, which I am in favor of). Yes, you can be a Bardian.
Ranger: This is what I built! It is based on Sage and Bone (movement around the field/dodging stuff) and it is Agility-based, including for spellcasting, which is a MASSIVE help (as is, again, the fact that CON isn't a thing.) The subclasses are basically being really good at navigation, or animal companion. Most importantly to me you can be a ranger with a longsword and you are not penalized; Bone works with either ranged weapons or melee.
Rogue: Midnight (stealth/disguise/assassination spells and skills) and Grace-based. Yes, rogue is by default a spellcaster, which does help a LOT with the vibes for me. One subclass is basically about having lots of connections (as a spy or criminal might) and the other is about magical slinking about. Hiding/sneak attack are also streamlined. I will admit I'm still more interested in…almost everything else, but I think it evened out a lot of rogue weaknesses.
Seraph: Splendor (healing/divine magic) and Valor. This is your Paladin equivalent. It is strength-based for casting, again making hybrid classes way less stressful. Questions for this area also incredible; you do have something not unlike a lay on hands pool as well. Your subclasses are being able to fly and do extra damage; or being able to make your melee weapon do ranged attacks and also some extra healing stuff, the latter of which is my favorite. Yasha vibes from this, honestly. Single downside is this is the only class where they recommend you dump Knowledge. I will not, and I never will. Now that I don't have to make sure CON is high? I am for REAL never giving myself less than a +1 Knowledge in this game.
Sorcerer: Arcana (raw nature of magic/elemental vibes) and Midnight based. Yes, sorcerers and rogues now share a vibe, for your convenient….less enthused feelings. Instinct-based, which intrigues me, and the core features are in fact really good. The two subclasses are either one that focuses on metamagic abilities, or one that is elemental based. I would play this for a long-running game, though it's not my favorite, and I can't say that for D&D sorcerer (except divine soul).
Warrior: Blade and Bone, and the recommended build is Agility but you could do a strength build. Fighter! One subclass is about doing damage and one is about the hope/fear mechanics core to the game that I have NOT talked much about. I will admit, the hybrid martials and Guardian are more interesting to me but you do have good battle knowledge.
Wizard: Codex and Splendor. Wizards can heal in this system; farewell, I will be doing nothing else (jk). Knowledge-based, and you can either go hardcore expertise in knowledge, or be a battle wizard.
Other scattered thoughts: healing is not as big a deal here; there is no pure cleric class! There is also no monk, warlock, or artificer. There is not a way to do monk as a weaponless class really though you might be able to flavor the glowing rings as a monk weapon and play a warrior. Wizard, meanwhile, with the right experiences and high finesse, would allow for some artificer flavor. Cleric and Warlock are the two tough ones and I will admit those are tricky; I feel like you'd have to multiclass (which you cannot do until level 5) between perhaps seraph and a caster class and you're still going to come off very paladin.
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cripplecharacters · 9 days
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hello! feel free to ignore me if this is slightly outside the boundaries of this account, but i'm a tabletop roleplaying game (ttrpg) designer looking for opinions on mechanics for disability in games.
my game specifically covers a lot of themes that, while not about disability, would make me feel remiss to not include some explicit mention of how physically/mentally disabled characters fit into the greater picture of the game. it has a specific focus on telling stories of diverse characters, for one, and on fighting the unfair capitalist systems that harm these marginalized groups.
my issue lies in how, exactly, to both treat this topic respectfully and make the characters not feel out of place or unbalanced. i've considered several options, and was curious to hear from a physically disabled perspective how to proceed (i am mentally ill & neurodivergent, but to my knowledge not physically disabled).
option one: mention that disabled characters of all kinds are encouraged, and talk about roleplaying them or provide resources for how to handle them respectfully, but don't apply any specific rules with hard mechanics or numbers to them. this option is least likely to be inadvertently misconstrued or written poorly on my part, but may make disability feel like a "flavour" side note.
option two: provide examples for some common disabilities on the mechanical effects (such as a low vision character rolling less dice on rolls to notice visual details) without any "counteracting" mechanics. this one gives mechanical weight to disability, so it feels less like an afterthought, but may discourage people from playing disabled characters as they would be more likely to fail than other characters.
option three: the above, but with mechanical incentives for roleplaying in a way that acknowledges the character's disability. a "benefit", but less "giving a blind character echolocation" and more "gain XP for showing your characters disability and any aids they use" (similar mechanics exist for following your character's goals/personality traits). this would make disabled characters be more on par mechanically with other characters, but i fear it may come across as... viewing disabled characters as not worth it without some sort of benefit, i suppose?
apologies for the long rambling message, but i'd love to hear which of these options (or another suggestion) you'd be happiest to see in a game written by someone who isn't physically disabled! this is far from the focus of my game, but it's still an important part of the greater theme that i'd love to be able to get right. thanks! (similarly, if there are any groups not covered in the "underrepresented but common disabilities" post from your FAQ that you'd want to see in a game, i'd also be happy to hear those!)
Hello!
First things first, thank you so much for thinking about this! This isn't something that most TTRGs consider and, as a massive nerd who plays DND, Pathfinder, and other tabletop games, this has always been a big pet peeve of mine since making a disabled character is always unnecessarily hard to do with the game mechanics and rarely works out well.
Most of the time, I have to talk to my GM about how to make it work in their game and, unfortunately, I'm often told they won't allow it because it's "too much trouble".
This is all just to say, I really love the idea here and the fact that you're actually thinking about these things and wanting to do well by them is great!
Now, taking a look at the options:
Option One
One of the unfortunate things that I see a lot is people that are too scared to get something wrong with representation (Or social justice on a broader scale) that they don't try to do it at all. With this current era of cancel culture and people's reactions to what they deem 'offensive', it's understandable to be a bit apprehensive but if you're approaching the subject from a place of respect and you're receptive to learning and improving, most people will appreciate the effort.
While this option does sidestep the main issue you've identified, I do think it sidesteps the attempt at making disability part of your game as well. You can encourage people to make disabled characters all you want but without any real content for them in the game, it won't do much.
If you do go with this option, I'd strongly suggest including some information on the culture of your world and how it relates to disability, both to provide more substance to the content and to give players a bit to go off of when making a disabled character.
Option Two
I like this option much more than the first one, though I do agree that it may discourage people from choosing to play a disabled character.
Within the game mechanics, I think it makes a lot of sense to have these kinds of effects but I would encourage you to include more variety with it. Disability isn't 'one size fits all' and two disabled people can have different needs, strengths, and experiences -- even if they have the exact same disability. Instead, I'd suggest going for a slightly different model that includes more choices.
For example, a character with low vision may:
- Roll lower on perception checks involving vision
or
- Have disadvantage with ranged weapons/attacks
or
- Have lower rolls/less success in dim lighting
Do you see where I'm going with this?
Having more options for how the character's disability affects them allows players to make a choice for how they want to play the character while also encouraging them to think more about how their character's disability might affect them and impact their life.
The examples given are all reflections of how blindness can affect somebody. Blind spots or blurry vision can make it more difficult to notice certain visual changes, severe nearsightedness can make it difficult to aim/focus on things that are far away, night blindness can make it difficult to see in the dark or in dim lighting, etc. That being said, there are dozens of other ways to go about this (Though I'd advise sticking to five options per disability at most to avoid overwhelming people).
Option Three
Personally, I like this one and the second option the most. Although I understand where your concerns are coming from, it feels less like it's implying that disabled characters have to be 'worth it' and more like it's just balancing it out.
Like with the second option, I'd suggest going for more of a choice model here where the player can pick what 'benefit' (For lack of better word) that their character has -- or even to choose no benefit at all.
Many physically disabled people develop our own skills or tools to compensate for where we struggle, whether this is an intentional decision or just something that happens.
For example, my boyfriend is paralyzed from the waist down and uses a wheelchair full time. As a result, he has kick-ass upper body strength from it.
Similarly, many deaf and hard of hearing people are more observant when it comes to visual cues and many blind people are more sensitive to other senses (Though, of course, the whole 'super senses' thing is a myth).
While this isn't true of all disabilities or all disabled people in general, it is something worth considering.
That being said, if you do decide to implement this option, make sure that the benefit makes sense for the disability or is related in some way and isn't just something random being tacked on -- that would make it seem more like a 'disabled characters need to be worthwhile' thing.
As a few extra notes:
If you go with the second or third option, I'd suggest separating the different stat effects into different types of disabilities. You don't need to go too into specifics with it but something like 'low vision/blindness/vision loss', 'deafness/hearing loss', 'limited mobility', and 'chronic illness' would work. While disabilities are more nuanced than this in real life, setting it up this way would keep it pretty simple and allow players to tweak the mechanics slightly for their own characters.
If you go with the first option, I'd probably avoid discussing how to roleplay disabled characters. Because roleplay and character development is much more open than stats and game mechanics are, showing one or two 'proper' ways to play a disabled character is more likely to reinforce stereotypes, dismiss certain experiences that disabled people have, or just come across as more of a 'lecture' than anything. The same goes for including information on what to avoid. I'd stick to providing information about your world and how disabilities are seen in them instead of giving instructions here.
I'd suggest including ways for players to bypass the mechanics of disability if they'd like to, even if their character is disabled. That would allow for a bit more freedom with how they portray their character and would also ensure that they aren't being 'penalized' (For lack of a better term) with their stats for playing a disabled character. As a bit of an example of what I mean: A character in DND could have been a criminal growing up without necessarily taking the Criminal/Spy background.
In general, I think as long as you're approaching this respectfully (Which you are!) and reaching out to physically disabled people for their input (Which you are!), you don't have to worry too much about misrepresenting it.
Cheers,
~ Mod Icarus
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pathetic-gamer · 22 days
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Can you say more on The Burning Wheel? The information on the site doesn’t distinguish it much from other TTRPGs that I can tell, aside from being a D6 system. What makes it unique and worth playing? (You don’t have to provide a huge rundown haha I’m just curious!)
Sure! I tried to keep this short and failed miserably, but I'd be happy to expound even more upon specific things later, if people want more :)
(Please note that, as with any ttrpg, it would be hard to claim any of the things mentioned here are wholly original to The Burning Wheel. It would be even harder to claim that no other systems have used these mechanics or philosophies in the 20 years since The Burning Wheel came out. I am not going to claim either of those things - its the combination of them and the play experience they have resulted in for me that make it unique, so that's the angle from which I'm writing this post.)
So. why is it worth playing? How is it different?
I could talk about the skill learning system, the war rules codex, the whole concept of versus tests vs bloody versus tests. But to me, there are two main ways that it stands out from other systems: its treatment of role-play as a mechanism, and the overall philosophy behind the game's design, including the concept of setting clear expectations.
(using section headers to break up the text lol)
How it uses role-play:
The most obvious thing to point out is that there's a whole set of encounter mechanics for social situations or debates (Circles checks, Duel of Wits, etc.) - sort of the epitome of crunchy role play. But thats not what I'm getting at! What I'm getting is the fact that good role play is integral to the way the game functions.
Let's go back, all the way to character creation: When you're burning a character, you selecting life paths (page to squire to knight, etc.) with their associated skills and traits, then tie them in a pretty bow with beliefs and instincts to guide the character's actions. All of these things feed into each other to make a complete character. Easy! Familiar! We all know how to make a character, even if the numbers and labels are different!
What really matters to this engine once you're playing is whether the character you're acting as matches what you built. If it doesn't, the rules nudge you to redefine your character until it does through systems of rewards, penalties, and consequences. You are rewarded for sticking to and acting on your traits, beliefs, and instincts through different types of points distributed and voted on by fellow players, which can be used to alter the course of events or turn the tide of a bad situation later on. If you're not living up to a trait, on the other hand, you can lose it and all its benefits. (Took the fortitude trait, but ran from trouble one too many times? tough luck! the other players voted to take away that trait and now you can't call on it in moments of peril.) The beliefs and traits of a single character can end up at odds with each other, resulting in characters having to make choices that in other systems might seem insignificant or carry few lasting consequences, but here may alter the function of your character.
It's not all punitive measures, btw! One of my characters caused problems for everyone else by refusing to put away a weapon when someone else was in danger, playing off of an instinct that states he draws his weapon whenever his master does. After the session, another player suggested everyone consider nominating the Brave trait for him the next time we update them. As a character-type trait, it has no effect when rolling dice but does mean that henceforth and forevermore, anyone who interacts with him will notice a sense of bravery. Delightful!!
Also, the beliefs of different characters are practically guaranteed to stray from one another at some point, which is the primary source of inter-PC conflict. Because the mechanics of the game encourage and reward sticking to your beliefs or following your stated instincts even when it makes things significantly harder or causes problems, you're much more inclined to do it. As someone who is terrible at not slipping back into the same kind of character over and over again, I think this fucking rules.
I'm playing with a group of people I've been gaming with for almost five years, and this has opened the way for much richer dynamics between our characters than any of the other systems we've played, in part because as players we're less interested in acting on concensus to drive the plot forward. Working as one unit simply isn't the goal, and if it was, we would play a different system that encourages and rewards that.
the game's philosophy, aka setting intentions and also reading rules:
Now we're starting to get at the philosophy behind the game's design: It believes you have to know why you're playing burning wheel instead of literally any other game. This isn't a system you play on accident. It's admittedly a complicated game with a LOT of rules. It asks for a huge amount of engagement from all of the players, not just the GM - something like inter-PC conflict can only work well if everyone is on the same page (figuratively, but also literally lol) and ready to help adjudicate rules, ask for tests, discuss intentions, etc. Dream scenario for a chronic rules lawyer lol.
Obviously any game will be more fun if everyone has actually learned the rules before they start playing, but this is one where it's extremely difficult (if not impossible) to play if most players haven't learned them, and deeply rewarding if they have. It really operates on the expectation that everyone is putting in work, and everyone has respect for the time and effort the others are bringing to the table.
It's hard to put a finger on how this all impacts play other than the obvious elegence of People Knowing What Theyre Doing, but on a purely emotional and meta level, knowing that everyone is investing so much time and effort to play a game with you is just.. idk, it feels special and makes the time itself feel even more valuable. In that sense, the satisfaction of playing the game isn't coming from the game itself, but is still shaped by it.
(In my mind, this is the #1 reason to try the game, but as @thydungeongal alluded to yesterday, finding people willing and able to do it is also the #1 hurdle to, like, actually having a good time. it would be completely miserable otherwise.)
Also, for a game that does not boast a collaborative nature the way some others do, it is honestly pretty fuckin collaborative lol. I don't know that this was Luke Crane's intention in designing the game, but closing out sessions by going through and grading everyone's work and giving each other glorified gold stars, you will inevitably end up discussing and dissecting things, learning from people's character work, and seeing where and how you can improve individually and as a group. It creates a table culture that values honest expressions of discomfort or dissatisfaction, and also of appreciation and celebration. It's after-care. It leads naturally into setting intentions and expectations for the next session. It just feels really nice!!!
That's obviously a table culture that can be cultivated anyway, and it's a practice my group has learned to be very intentional about facilitating, but it's just interesting how The Burning Wheel of all systems manages to support that. I think that's what the website means when it says playing this changes how you play other rpgs lol
So yeah, idk how much more to say and also I'm sooooooo so eepy and was like an hour late for work, so its a weird brain day. but there you go lol
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toskarin · 4 days
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A question of curiosity - assuming you play them due to your involvement with a bunch of them, what are your favourite kinds of characters (be it mechanically or narratively) to play in TTRPGS? And do you have any associated anecdotes to go with them?
courtesy readmore
mechanically kinda depends on what's on the menu, but if it's combat-focused, I personally really enjoy characters who "deny" things
not really the kind of character who I'd ever expect a GM to put in their element on purpose (I usually make a conscious effort to remind the GM of things I'm capable of so that I don't trample on any fun setpieces) but definitely the kind of character who modifies objectives just by being in play. I also like magic-users in concept, but that's more of a flavour thing
I think that's reflected a good bit in the kind of narrative play I enjoy, too. when I make a character, I prefer to do it with the rest of the party in mind, less to make the character "compatible" and more to make them sharply contrast in ways that encourage the other characters to have moments where they can reaffirm who they are (both in narrative and out of narrative)
there's a fine balance to strike here. on one end of things, you risk yes-manning so hard that the party quickly becomes a problem solving engine with a single striking surface. on the other end of the things, you risk being The Chaotic Neutral Guy
the space in the middle there represents the characters that people often want to regularly interact with, but rarely want to play. the sort of character who isn't actively disruptive, but raises a lot of red flags when they suddenly show enthusiastic agreement for what you're doing. the kind of character you almost need a diminished sense of discomfort to play without getting in your own feelings about
I adore playing characters who are catered to find plot hooks in other players' characters and tug them just enough to pull them to the surface
most parties have characters who disagree on things that aren't easily resolved. that's always fun, but (because people courteously tend to avoid conflict) it's very rare for those conflicts to come up without GM prompting, and "create productive conflict between two characters without leaving out the rest of the characters or starting a fight between players" is often an equally uncomfortable situation for a GM
lots of fun directions to take it!
have an arc that would benefit from a character taking charge but their player doesn't feel comfortable just Doing That? it helps to have someone else try to take charge who obviously should not be allowed, just to get everyone behind the alternative
have someone with a pure heart who doesn't really get to show that in a party of players who don't want to be mean? maybe someone who's a little more morally-compromised could give them a window for explaining what they actually believe
have a character who's part of some mysterious cult that nobody else is going to find the time to look into? the party could benefit from having a nosy character to justify cracking open that backstory
GM needs to fuck something up to remind the party of how dangerous things are? why not add to the mood by showing what your often-cold character looks like when something manages to actually upset them
[WARNING: DOING ANY OF THIS WALKS THE PRECARIOUSLY THIN LINE BETWEEN BEING COMPELLING AND BEING ANNOYING]
observant readers (well, those who have followed for a while) might have noticed I periodically go on rants about the much-maligned "evil character in a good party" and how both sides of the argument represent a communication and courtesy breakdown. that also very much ties into this sort of thing. I won't go over Tolerable Villainy 101 again, but you get the idea
distilled, I like playing the sort of thoroughly worldly bastards who often end up important in their own right, but mostly on accident, by virtue of being important to what makes other characters compelling
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thydungeongal · 12 days
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With regards to the idea of "5e as containment", while it is absolutely true that 5e does attract a lot of bad players, I'd argue that it's not to do with any particular feature of the system, or indeed of its popularity per se.
My personal theory on why 5e People (TM) are often The Worst (TM) is thus:
If you go looking for public-facing TTRPG games (advertised on an LGS website, etc.), the vast majority of them are going to be 5e
Most people would prefer to be in a long-term campaign with people they know (either pre-existing friends or a new group that forms around a campaign)
Despite the Everything, a substantial majority of people who play 5E regularly are at least above the minimum acceptable threshold of rules engagement and cooperativeness
Engaged, cooperative players will naturally have more luck finding and (importantly) staying in a long-term campaign
Thus, a great number of engaged, cooperative players do successfully find a group. For most people, one game a week (or every two weeks, as the case may be) is going to be enough to meet their TTRPG fix, so there's no need to be in a lot of groups
On account of (5), a great number of engaged and cooperative players disappear into private campaigns of which the outside world hears nothing
The remaining players therefore tend to be less engaged and less cooperative, rendering the public games on average lower in quality of engagement and thus play
Thus, public-facing games have two categories of people in them: engaged, cooperative players who have yet to be sorted into private campaigns, and Bad Players who fail to successfully sort into any group, and thus remain stuck at the public table. This increases the desire of the engaged, cooperative players to find a private campaign
People quietly enjoying private campaigns with their friends don't really talk about it (guilty as charged); they certainly don't complain
Thus, the Bad Players, though substantially in the minority, are the only public-facing players left.
As I see it, there is always going to be some fraction of the player base of any system that will not want to/be able to learn the rules and be cooperative. As somebody who's both run and played a fair amount of Pathfinder, I'd say the fraction of players who Refuse to Engage with the Rules is... perhaps marginally less, but not greatly so. My hometown's LGS's weekly public game happens to be Pathfinder, and they definitely still get some People.
Now, granted, Pathfinder is certainly the most similar game to D&D, and definitely the system people are most likely to randomly fall into aside from 5e. But even so, my experience with more exotic systems is that the fraction varies but is never as low as anyone would like it to be.
This is an interesting perspective and I do think there is a lot of truth to it (for an example, my own experiences playing D&D 5e mirror the idea that things that are true of the public-facing player culture don't necessarily apply in private games), but my own experience also suggests that on some level more niche games already act on some level to discourage unengaged players. Like, if a player is already not interested in games on a deeper level beyond what's available, they're less likely to find a game of, say, Monsterhearts than a game of D&D 5e.
But it might be as you say that the proportion of bad players might be similar, and that the sheer volume of D&D players out there makes it seem bigger.
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prokopetz · 11 months
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Hi, Mr Prokopetz, I'm a big fan. Apologies if you've answered this before, but I was wondering what software you use to create the pdf and epub layouts of your ttrpgs, and whether you'd recommend it to a hobbyist who wants to try putting together something more professional than a gdoc for their own ttrpg?
My workflow is unfortunately not terribly accessible unless you have a fair amount of technical know-how.
In brief, I write all of my games in Notepad++ as HTML documents, taking care to use only the subset of HTML5 tags which are supported by most popular EPUB readers. I then use Calibre (or, more, precisely, the command-line utility that comes with Calibre, though you can get mostly the same results via the GUI) to bundle the HTML document as an EPUB3 file. I typically distribute both the HTML and EPUB versions (the former in a zipfile with all of the fonts and images and such) because web browsers tend to have much better screen-reader support than EPUB apps do.
The PDF, meanwhile, is generated from the same master HTML document using CSS paged media extensions – the layout is all generated automatically based on rules specified in a big, gnarly CSS file, and is never touched by human hands. There are a number of software packages which can do this sort of CSS-driven HTML-to-PDF conversion, some of them free or open source; I use a commercial product called Prince because, to the best of my knowledge, it's the only such software which has out-of-the-box support for PDF/UA semantic tagging (i.e., the stuff you need to do in order to make your PDFs screen-reader friendly), but you have more options if you're willing to tag your PDFs manually. (I am not.)
As for whether I'd recommend doing it this way? Like I said, unless you're a proper gearhead, not really; it's super efficient once you get it all set up – the only version of the game I actually maintain is the master HTML document, and generating updated versions of all the other formats is a one-click affair – but it's really only feasible for me because I already knew how to all that workflow automation stuff for unrelated reasons. I can't imagine teaching yourself all that from scratch just to write elfgames!
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thrandilf · 2 months
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I've voiced it before but it feels SO weird that The Dragon Prince isn't like, tumblr mainstream, so here's my pitch!
It's got it all- a fantasy world and premise fit for ttrpg campaigns with a rulebook and pre-made campaigns ready to go with more coming soon, it's a fantasy epic that were it live action would probably be compared to Lord of the Rings but with more political intrigue, gray morality built into the magic system, a video game that just dropped, as well as graphic novels so the world is continually growing more fleshed out and there's so many ways to engage with it
It's also made by some of the people behind the original AtLA
And while i hate to boil down shows to their rep, its a talking point for a good reason- The Dragon Prince has more rep of any sort than I've ever seen in a TV show across every board (we just had a lesbian enemies to lovers wedding between a black woman and a Deaf Asian woman last season) and the show never makes people out to be token characters
While S1 may seem a bit slow to some people, there's an immediate jump in animation quality after S1 due to higher framerates, and as a fantasy epic focused on character arcs and cycles, the show hits its stride better and better as it goes on, so I'd really encourage people to give it a chance and watch it take off
For world building, intensely fine tuned character dynamics, a whole cascade of parallels and tidbits to follow for season after season, and all sorts of ways to play with the world, I really rec The Dragon Prince to any fantasy fan who wants something like LotR mixed with AtLA for a wonderful time and an active fandom!
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zedecksiew · 7 months
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How To Play The Revolution
So: I do not like the idea of TTRPGs making formal mechanics designed to incentivise ethical play.
But, to be honest, I do not like the idea of any single game pushing any particular formal mechanics about ethical play at all.
So here I am, trying to think through the reasons why, and proposing a solution. (Sort of. A procedure, really.)
+
Assumptions:
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1.
Some genres of game resist ethical play. A grand strategy game dehumanises people into census data. The fun of a shooter is violence. This is truest in videogames, but applies to tabletop games also.
Games can question their own ethics, to an extent. Terra Nil is an anti-city-builder. But it is a management game at heart, so may elide critiques of "efficiency = virtue".
Not all games should try to design for ethical play. I believe games that incentivise "bad" behaviour have a lot to teach us about those behaviours, if you approach them with eyes open.
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2.
The systems that currently govern our real lives are terrible: oligarchy, profit motive; patriarchy, nation-states, ethno-centrisms. They fuel our problems: class and sectarian strife, destruction of climate and people, spiritual desertification.
They are so total that the aspiration to ethical behaviour is subsumed by their logics. See: social enterprise; corpos and occupying forces flying rainbow flags; etc.
Nowadays, when I hear "ethical", I don't hear "we remember to be decent". I hear "we must work to be better". Good ethics is radical transformation.
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3.
If a videogame shooter crosses a line for you, your only real response is to stop playing. This is true for other mechanically-bounded games, like CCGs or boardgames.
In TTRPGs, players have the innate capability to act as their own referees. (even in GM-ed games adjudications are / should be by consensus.) If you don't like certain aspects of a game, you could avoid it---but also you could change it.
Only in TTRPGs can you ditch basic rules of the game and keep playing.
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So:
D&D's rules are an engine for accumulation: more levels, more power, more stuff, more numbers going up.
If you build a subsystem in D&D for egalitarian action, but have to quantify it in ways legible to the game's other mechanical parts---what does that mean? Is your radical aspiration feeding into / providing cover for the game's underlying logics of accumulation?
At the very least it feels unsatisfactory---"non-representative of what critique / revolution entails as a rupture," to quote Marcia, in conversations we've been having around this subject, over on Discord.
How do we imagine and represent rupture, to the extent that the word "revolution" evokes?
My proposal: we rupture the game.
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How To Play The Revolution
Over the course of play, your player-characters have decided to begin a revolution:
An armed struggle against an invader; overturning a feudal hierarchy; a community-wide decision to abandon the silver standard.
So:
Toss out your rule book and sheets.
And then:
Keep playing.
You already know who your characters are: how they prefer to act; what they are capable of; how well they might do at certain tasks; what their context is. You and your group are quite capable of improv-ing what happens next.
Of course, this might be unsatisfactory; you are here to play a TTRPG, after all. Structures are fun. Therefore:
Decide what the rules of your game will be, going forward.
Which rules you want to keep. Which you want to discard. Jury-rig different bits from different games. Shoe-horn a tarot deck into a map-making game---play that. Be as comprehensive or as freeform as you like. Patchwork and house-rule the mechanics of your new reality.
The god designer will not lead you to the revolution. You broke the tyranny of their design. You will lead yourself. You, as a group, together. The revolution is DIY.
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Notes:
This is mostly a thought experiment into a personal obsession. I am genuinely tempted to write a ruleset just so I can stick the above bit into it as a codified procedure.
I am tickled to imagine how the way this works may mirror the ways revolutions have played out in history.
A group might already have alternative ruleset in mind, that they want to replace the old ruleset with wholesale. A vanguard for their preferred system.
Things could happen piecemeal, progressively. Abandon fiat currency and a game's equipment price list. Adopt pacifism and replace the combat system with an alternative resolution mechanic. As contradictions pile up, do you continue, or revert?
Discover that the shift is too uncomfortable, too unpredictable, and default back to more familiar rules. The old order reacting, reasserting itself.
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I keep returning to this damn idea, of players crossing thresholds between rulesets through the course of play. The Revolution is a rupture of ethical reality like Faerie or the Zone is a rupture in geography.
But writing all this down is primarily spurred by this post from Sofinho talking about his game PARIAH and the idea that "switching games/systems mid-session" is an opportunity to explore different lives and ethics:
Granted this is not an original conceit (I'm not claiming to have done anything not already explored by Plato or Zhuangzi) but I think it's a fun possibility to present to your players: dropping into a parallel nightmare realm where their characters can lead different lives and chase different goals.
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Jay Dragon tells me she is already exploring this idea in a new game, Seven Part Pact:
"the game mechanics are downright oppressive but also present the capacity to sunder them utterly, so the only way to behave ethically is to reject the rules of the game and build something new."
VINDICATION! If other designers are also thinking along these lines this means the idea isn't dumb and I'm not alone!
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( Images:
https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-23-fronts-and-generals.1497106/
https://www.thestranger.com/race/2017/04/05/25059127/if-you-give-a-cop-a-pepsi
https://en.wikipedia.org/wiki/WarGames
https://nobonzo.com/
https://pangroksulap.com/about/ )
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Heya, you made a post recently about players getting the wrong expectations from AP podcasts for their own performance and experiences in D&D. The way you described it was almost exactly like something I recently saw at the table, complete with the getting into their own head and thrown off from unexpected interactions and then frustrated. Do you have any advice on how to deprogram, so to say, someone from this mind set and help them enjoy their time with the game more? Apologies if this is something you already wrote about and I just missed it
I ended up writing like 1500 words on this so let me put it under the cut.
So, there are a couple different approaches to this that I think work. The first, if they're willing to play a different RPG, is to play something with a different "play posture." That is, rather than playing a game where the players have a single PC over whom they have agency and nothing else, play a game that is more collaborative or where a player is expected to control multiple characters. For instance, I like introducing players like this to Blades in the Dark, where I'll have every player make two characters in the crew to begin with, and the core mechanic of flashbacks encourages players to take a greater amount of narrative control. I find this pushes them far enough outside their expectations that they're forced to take it on its own merits, and this helps them develop a more at-the-table style of play. Then when they take that back to more trad-style games, they can use the skills they developed and find a greater comfort level.
That said, playing another, stranger game after getting frustrated at their first game is a lot to ask of someone, so it's not at all something I'd take for granted.
In terms of helping at the table, the first thing is to recognize when it's happening. I tend to ask new players to my table what TTRPG experience they have, and one very big reason is that if someone is coming mainly from actual plays, I know to watch out for this.
What I try to do when this happens is pull back the abstraction level and talk about what's happening in a "discussing the characters" way. In particular, what I am most looking to avoid is making the player feel embarassed. That can make them defensive and blame others, or it can make them spiral and want to quit, it's a terrible feeling. So, for some specific examples of things I'll notice and ways to respond:
If the player is freezing - I'll pause the active roleplay, briefly summarize the current situation, and ask how their character is feeling. "So, Alice sort of came into this conversation expecting to bond with Bob, and got a lot of, I think, unexpected hostility back. What's Alice feeling in that moment?" By describing the situation, I am helping to clarify to all players what the current scene looks like. Maybe Bob's player doesn't realize that he's responding to a friendly overture by being a huge dick. Alice's player might be freezing because she came into this with a scene idea that isn't happening, but by making clear what the current scene is and asking her feelings, I'm giving her a chance to make a character choice even if she doesn't instinctively know how to turn that into a productive scene. Even if she decides Alice is feeling like "I want out of this conversation" I can then frame that as creating a tension between these two characters going forward. My goal is, basically, to frame this as a successful scene, just not the one Alice's player planned. To be clear that she didn't fail at making a roleplay scene, she succeeded, it just wasn't the scene she expected.
If the player is getting frustrated - I'll usually try to tweak their out of character frustration into in character frustration. Pulling back to discuss the scene again, I'll say something like, "So, Charlie is really stonewalling Alice here, not giving her any information, and it seems like Alice is getting frustrated by that. What does that look like, what does she do?" Again, describing the situation sets a ground level clarification for all players, but it also lets Alice's player save face. She's not getting frustrated, her character is, and that's good drama! It also gives me the chance to cut the scene short if it's not going to be productive. I can turn to Charlie's player and say, "So, seeing Alice react that way, does Charlie respond any differently, or is he gonna keep stonewalling her?" And if the answer is the latter, I can tie a neat little bow on the scene and move on. Once again, I'll frame this as a successful scene, as establishing a future drama.
If the player is shutting down - I'll look to give them an outlet for their desire to play their character, but ideally one that they don't expect. Come to them proactively with a roleplay scene that they can respond to. If I'm playing with players I know well, I'll usually have one or two I know can be prompted to be an accomplice in this. In a moment of downtime, I'll ask Alice's player what Alice is doing, and then prompt the other player. "Dan, you notice Alice getting pretty deep into her cups, she seems troubled, what do you do?" I may need to nudge Alice's player a few times in this scene, if she's really shutting down, but I find for these players asking the one-two combo of "What are they feeling?" and "What does that look like?" gives enough to keep things moving. If I don't have an accomplice I can trust in the party, I'll try to do the same with an NPC. In this case, I do feel I need to keep things shorter, but it's vital to keep the player from detaching entirely because things aren't going how they'd like. If I'm doing it with an NPC, I'll try to create a specific unusual context to give the player something to respond to. It won't be an NPC coming to them to ask, "hey buddy how ya feelin'?" it'll be the barkeep asking for a hand moving some huge kegs, or a travelling scholar asking for directions, and sharing some philosophical musings, or whatever. I'm looking to pitch them a softball, but one they haven't already formed an opinion on. I'm trying to get them used to roleplay as listening and responding.
If the player is doing alright, but demotivated by things not going how they want - I'll try to catch this at the end of the session with a bit of retrospective. I'll call out a scene they were in that didn't go how they wanted, praise some specific aspect of what each character did in the scene, and ask how they felt about it, and what they think their characters will do going forward. "That scene where Alice went to try and talk to Eve about the heist plans, I love how Alice is watching the other characters and picking up on their skills. Eve's response was kind of unhinged but in a really interesting way, I feel like it comes through that she's a bit unstable. How were each of your characters feeling about that interaction? Do you think they'll approach each other differently after that?" I want to place attention and importance on scenes that might feel like treading water, and to make them into narrative fodder that the player is going to reflect on, rather than dismissing as being bad or wrong.
All these also apply if it's a scene with an NPC they're having issues with, except that I am usually more malleable to adjust my reactions if I feel it's appropriate, or to clarify where the NPC is coming from if I think the NPC's reaction shouldn't change. Overall, I'm really trying to coax my Alice into a place of understanding that scenes that don't go they way she wants are still great, honestly even better, because the chaos and variety of play, the unexpected responses, are what make TTRPG storytelling good. I want her to feel like she didn't play wrong because things didn't go like she wanted, and neither did the other players, and to teach her to respond and react to the unexpected.
All of this, of course, comes with the caveat that this is what works if the player is otherwise fine, but a bit actual play-brained. A fairly frequent comorbidity, however, is the player with main character syndrome, whose frustration comes in part from everything not warping around them and the other players not being wowed by their cool, badass character. When this happens, I have less success deprogramming people (and honestly, less energy to commit to managing their play experience), but it's still possible. The biggest thing I'd add, in this case, is that I will really try to frame my prompts in such a way as to encourage Main Character Alice to appreciate the other characters more. Rather than just asking her how Alice is feeling, I'll specifically ask about how Alice is perceiving and responding to the other characters, and make her spotlight more dependent on reacting to other PCs. This can go badly, if she reacts to other PCs by belittling them or otherwise sucking, but once that happens it becomes a "talk about it out of play" issue entirely and I don't think there's any point addressing in game.
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OC Incubators: TTRPG Design for Making Cool Little Guys
I've been thinking a lot about why some people like to play Certain Games and how that intersects with action figure style play and the desire to make your own little blorbos.
What is it about Certain Games (which will not be named so I don't go down a rabbit-hole of breaking apart that game's design lmao) that really gets people's sitting down and just making a whole bunch of cool OCs? You know, your zany wizards, sexy demony bards, and all of that.
So, I've talked a lot about this with some people (shoutout to @temporalhiccup), and I'm not the only person to be thinking on similar wavelengths (check out this fun read by @sprintingowl), and in those discussions and in that reading, I've put together a few what I think are Key Ingredients for making ttrpg that is also an OC incubator. At least, in the sense of how I would want to do it.
So first, what is an OC Incubator? My definition is basically any sort of semi-sandbox/open ended game where you make your own cool character and then go do cool things. Along the way of doing those cool things, you come up with cool stories and have your OC evolve in even more cool ways. Cool, yeah?
Here are the key ingredients I've identified for the incubator stew (store bought is fine);
Character Options
Character Potential
An Inviting Sandbox
So let's break these down a bit more below;
Character Options
Character options is the most straightforward of the points. You need interesting and fun options - building blocks - for the players to craft their little guys from. Options that are exciting and easily communicate their core identity quickly.
A lot of this is walking a fine balance of providing enough options that making a choice is exciting, but not too many so as to be overwhelming.
But ultimately, these options are there to hit the dollmaker, picrew, character customization screen, itch. It should be fun to make all those decisions.
Aside: I gotta do more stuff with lifepath systems.
Of all the main ingredients to our incubator, character options are probably the easiest to come up.
Character Potential
This is where things start to get a little more complicated. Potential is all about aspiration. It's less about being able to get to that point, but more about "oh wow, look at all these extra things my cool OC could do".
These options are something to look forward to, something to think about. Neat cool extra doodads for making your cool little oc even cooler and expand on your cool little oc's story like milestones and growth.
In a lot of ways, these sorts of options are just an iteration of the initial character options you use when making your character. These are probably going to expand on core elements of the character options (class or playbook abilities, etc).
Again, the key point is potential and aspiration. To make you think about the future of the character.
I think, ideally, a game is intrinsically rewarding to play. You play it because its fun, not to get some sort of external reward. Play to play. But it also can be fun to put some carrots on the stick.\
As a treat.
Inviting Sandbox
The setting and premise of the game needs to invite players in. It's the big fancy dollhouse for all your cool toys. There needs to be space to play in it, but also there needs to be something to still play in! Some games are operating at an advantage: with well established settings that have been around for years and/or using a setting that utilizes tropes and ideas that also have been established for years. You know. Elves and stuff.
But! You absolutely do not need a well established setting or play with well established tropes to make an inviting sandbox! The main criteria is that it is inviting. Whatever that means to you, go for it. For me, an inviting setting, one that would make me want to play around in, needs;
Enough foundation to guide the play. What are the major players and assumptions of the settings? Give me the overview and broad strokes first!
Enough space for the table to add to while they play in. If every thing is set in stone, then what are we playing in this sandbox for? You need some sand to sculpt! Put some sand in your sandbox!
I could spend a lot more time talking about settings, sandboxes, and how it all circles back to anti-canon, but that's a story for another post.
Mixing It All Together
So, with those ingredients identified, how do you go about layering them all together? How should they interact with each other? And the easy answer is "I don't know, figure it out."
But also, I don't entirely know. You gotta figure that out for yourself. That's part of the design process. I don't think there's one singular way to "design" around getting people to have fun whipping together some cool OCs and then playing around with them together. In many senses, you can do that in practically any game. But for some of my current projects, I want to try keeping the three ingredients in mind as I write the games (particularly Furry Crime Game), and see what happens. Maybe it'll end up hitting the notes I want it to - crafting a game that makes the players constantly rotate their cool little guys in their mind - maybe it'll end up being something else. I dunno, real Ms. Frizzle hours: Get messy, make mistakes.
Also, as I'm writing this out now, I think a potential fourth ingredient to try mixing into the stew is Player Investment. Time, creativity, emotional. It all feeds into the character and different games expect different levels of investment. Something to probably keep in mind while you hone your game.
I don't know how else to end this, except to say that I'm excited to experiment in this space. Maybe you are too?
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anim-ttrpgs · 4 days
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How to Choose Music for a TTRPG Session & Eureka Song Selections
When our own group plays any TTRPG, we always like to have some amount of background music to help with the mood and tone, and if you do too, then here's a post about how best to choose it, because it is a learnable skill!
I am one of the creators of Eureka: Investigative Urban Fantasy
and the idea for this post grew out of making a curated list of songs for Eureka sessions, each sorted into different categories for easy access. The Narrator in a Eureka campaign exercises very little control over the story and pacing of the game, so it isn't very helpful to plan for a specific reveal of specific scene set to a certain song. To that end, I have sorted these songs into various types of scenes, tones, etc. for you to grab as the story is emerging.
You can find these lists here:
Session Intro Music (in case you wanna open each session with a musical theme like an episode of a tv show)
Investigation Scene Music (low-stakes) or Meal Scene
Investigation Scene Music (tense/creepy) Part 1
Investigation Scene Music (tense/creepy) Part 2
Foot Chase Music
Vehicle Chase Music
Scooby-doo-ass Chase Music
Investigators Fleeing/Hiding from Monster Music
Unarmed Combat Music
Deadly/Armed Melee Combat Music
Deadly/Firearm Combat Music
Monster Rampage Music
Monster Hunting Music (as in the monster is a PC who is hunting prey)
How to Choose Music for a TTRPG Session
There’s a few things that make a good TTRPG session song that aren’t immediately obvious.
Avoid Lyrics
Lyrics are a no-go 90% of the time. You gotta assume that the players will be trying to read rules and/or do math during the session and lyrics can make that harder.
Avoid Loud, Dissonate, or Disorienting Music
For the very same reasons—and this is especially useful to keep in mind for a horror-themed game like Eureka—it can't be too dissident or grating. A lot of horror video game music is really dissident screechy and offensive to the ears because this induces a tiny sense of panic, but again, like with lyrics, this means it’s hard to actually play a TTRPG while listening to this.
Don't Outpace the Combat
For combat music, a fast-paced “action” song can work, but if it’s too fast-paced it really quickly outpaces the combat itself because TTRPG combat is necessarily kind of slow. I do have plenty of fast-paced actiony songs in those lists, but those are best grouped into a playlist in sequence rather than looped, because then you at least have the rather frequent serendipity of the song changing on a per-turn basis.
The usual better option is something “tense” and “cool” but a bit more understated, usually with a mid-intensity repeating beat. Complex action songs work in other mediums like movies because their notes can be tailored to sync up to the actual actions on-screen, but that won’t happen in a TTRPG 90% of the time, even if just because describing a character throwing a punch takes way longer than a character throwing a punch in a movie.
For Eureka I also had to like make sure there was a good selection of action music in there that wasn’t too “cool” or “heroic.” Eureka characters are not fearless action heroes nor usually trained soldiers. If they are in a fight, it usually isnt cool, it’s scary. If anything, the combat music should be the bad guy’s theme, not the protagonists’, because they’re the ones with the advantage. When a Eureka PC does have the advantage and can be super “cool” in a fight, they’re probably a monster, in which case it’s the other way around, they’re the terrifying bad guy in the NPC’s story, and I tried to pick music to reflect that with “darker,” more “sinister” tracks.
Choose Songs without Shifts in Tempo or Intensity
You want something that is very easy to loop. Lots of cool songs go through pretty dramatic changes in their intensity over the course of their runtime. This is cool like I said when they can be synced up to action in a movie, but they’ll never (or rarely) sync up with anything in a TTRPG session. They’re going to be playing over and over on like a 3-minute loop as you roll dice and occasionally look up rules, and if this loop is really noticeable because of how the song starts out slow and then swells in intensity, that is going to be annoying fast. You want a song that has a relatively consistent level of intensity throughout its whole runtime.
Elegantly designed and thoroughly playtested, Eureka represents the culmination of three years of near-daily work from our team, as well as a lot of our own money. If you’re just now reading this and learning about Eureka for the first time, you missed the crowdfunding window unfortunately, but you can still check out the public beta on itch.io to learn more about what Eureka: Investigative Urban Fantasy actually is, as that is where we have all the fancy art assets, the animated trailer, links to video reviews by podcasts and youtubers, etc.!
You can also follow updates on our Kickstarter page where we post regular updates on the status of our progress finishing the game and getting it ready for final release.
Beta Copies through the Patreon
If you want more, you can download regularly updated playable beta versions of Eureka: Investigative Urban Fantasy earlier, plus extra content such as adventure modules by subscribing to our Patreon at the $5 tier or higher. Subscribing to our patreon also grants you access to our patreon discord server where you can talk to us directly and offer valuable feedback on our progress and projects.
The A.N.I.M. TTRPG Book Club
If you would like to meet the A.N.I.M. team and even have a chance to play Eureka with us, you can join the A.N.I.M. TTRPG Book Club discord server. It’s also just a great place to talk and discuss TTRPGs, so there is no schedule obligation, but the main purpose of it is to nominate, vote on, then read, discuss, and play different indie TTRPGs. We put playgroups together based on scheduling compatibility, so it’s all extremely flexible. This is a free discord server, separate from our patreon exclusive one. https://discord.gg/7jdP8FBPes
Other Stuff
We also have a ko-fi and merchandise if you just wanna give us more money for any reason.
We hope to see you there, and that you will help our dreams come true and launch our careers as indie TTRPG developers with a bang by getting us to our base goal and blowing those stretch goals out of the water, and fight back against WotC's monopoly on the entire hobby. Wish us luck.
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