#ttrpg edits are hard.
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I made an Orym edit instead of writing or sleeping
#sleep drunk musical#🫣#ttrpg edits are hard.#edits are hard when you have visual cues.#this was a nightmare#like omfg#please clap#orym of the air ashari#orym savior blade of the tempest#cr orym#cr 3#the plot of this was supposed to be his slow decline into “doing what has to be done”#its mostly in timeline order#i tried to line up some good bits with “a man becomes a monster”#i feel like orym thinks of himself as “just a man” a lot#hes just a guard who experienced a tragedy#theres no other reason for him to be where he is except for the fact that he lost his family in the attack#he thinks its just happenstance#which. it kind of is#but him being just a man is also kind of the point.#demons run when a good man goes to war#(and tbh i wish that poem was better otherwise that would have been the edit)#maybe i still will#who knows#anyways heres an edit#cr edit#critical role edit#critical role
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Weathers finally getting cooler so time to break out the Halloween dice 🎃
#dice#polyhedral dice#dnd dice#Halloween#my dice#q workshop#chessex#die hard dice#and a few other brands#the eye dice were handmade#sorry for rarely posting nowadays since making this blog I got a full time job#also I play a fuck ton of ttrpgs in my free time#most of them are pathfinder first edition now lol
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THE TORTURED POETS DEPARTMENT COURSE CATALOG is a free solo journaling TTRPG by Max Alexander.
You are a grad student who needs to finish the last 10 poems of your thesis. Grab your typewriter, put Swift on shuffle, and get writing.
All you need to play TTPDCC is something to write with and a way to shuffle Taylor Swift's album THE TORTURED POETS DEPARTMENT: THE ANTHOLOGY. Writing poetry is optional!
For each song that plays, find the corresponding prompt. Answer the questions and record what happens, then optionally write a poem inspired by the event.
I edited this game and it's some of the most funny writing I've read in a TTRPG.
#ttrpg#indie ttrpg#solo ttrpg#the tortured poets department#max's prompt game is unreal and I laughed so hard when editing this
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#dungeons and dragons#d&d#ttrpg#d&d 5th edition#d&d 5e#ad&d 1e#old school renaissance#osr#ad&d#d&d memes#ttrpg memes#dungeon master#dming is hard#dming
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As a semi-professional homebrewer, the best advice I can give to get better at homebrewing is to live through a global pandemic just as you were getting into TTRPGs, then use homebrewing as a method of escapism during quarantine and to satisfy your fixation with the game while you don't have a group, so that your understanding of TTRPGs becomes inseparable from tinkering with rules.
#the second best piece of advice I can give is to go through SFF media you love#and steal ideas from there#not wholesale#just like#take the general idea and reproduce it within the rules#my third best piece of advice is be willing to be flexible#its hard to translate things from one medium to another#so don't be surprised if trying to take abilities directly from one magic system into another doesn't go perfectly#the core idea is the most important part#dnd#dnd5e#dnd homebrew#d&d#d&d 5th edition#d&d homebrew#homebrew#ttrpg
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sorry for the autism on my kissy blog but LOOK i found a copy of werewolf the apocalypse 1e today and im so happy this has been a want of mine for awhile!!!!!!!!!!!!!!!!!!!
#dragon's ramblings#every time i came to this store i could only find dark ages#so im SO excited to be able to find an actual base werewolf players guide#i love WoD stuff and werewolf is a huge fav and interest of mine#but all the ttrpg books are so old and hard to get a hold on#and im gonna get the new edition when it comes out but theres no DATE for it yet so im impatient#so finding a 1e made me so happy
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Doesn't Hasbro have a strong incentive to make a "lite" version of D&D with a pared-down paperback rulebook and sell it as a casual-friendly overpriced starter kit with a bunch of dice, figures, treasure cards, etc.? It could be a strict subset of the normal 5E rules (I guess - not that knowledgeable about TTRPG design). That way they could sell you all the same books. Seems like a slam dunk
Hasbro's present marketing strategy for Dungeons & Dragons is to try to position every D&D group as potential purchasers of every D&D product. Among other things, this is one of the main reasons that every campaign setting other than the Forgotten Realms is being repackaged as a series of tourist destinations for Forgotten Realms based campaigns to visit, and why there's been a strong move away from focused, topical sourcebooks and toward big, messy "book of everything"-style anthologies that consciously avoid focusing too much on any one type of character or campaign. It's also why the core books make a lot of noise about how wonderfully modular the rules are without actually providing any meaningful modularity in practice – if the game was designed to make it easy to pick and choose modular components, they'd risk fracturing the player base into distinct subsets with different preferred sets of modules.
All this in mind, it's fairly easy to see why there's currently no official "light" version of D&D. Under the paradigm of every single D&D group as a potential purchaser of every single D&D product, a version of Dungeons & Dragons 5th Edition that was actually, meaningfully simpler than the core product would function in practice as a competing game (what if people decide they like the simpler version better and just play that instead?), and the last thing you want is to compete with yourself. TSR learned that the hard way! With substantive simplification off the table, the only introductory version of Dungeons & Dragons Hasbro can offer is one with exactly the same rules which simply has less content, and tells people to buy the full version if they want more – which is exactly what they're selling in the various starter sets that are presently available.
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i hate dnd so much
WHAT DO YOU MEAN i cant go home and read fanfic about these sad lil fuckers
HOW are these silly little people so fucking important to me and just like
...noone else has ever heard who they are other than the 7 of us
#like goddamit i need to see lime edits and fancontent#bcs they deserve it#but no#i have to do it myself#i have to do all thw hard work round here smh#dnd#d&d#dnd 5e#dungeonsanddragons#ttrpg
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Help Save the World of TTRPGs and Their Creators.
Okay I’m being a little dramatic, but at the same time I’m pretty serious. This is a call to action, and the livelihoods of myself and lots of other people, many of them (like myself) disabled, are depending on it. This is a post about why, what you can do about it, and (perhaps least often answered) how.
This post is actually an accompaniment to another discussion by someone else. If you don’t want to listen to a 90-minute in-depth discussion of much of what I’m about to tell you, you can just keep reading. Otherwise, click here or here and listen to this either before or after you read this post. (They’re the same thing, just different sources.)
If you have ever made or reblogged posts urging people to switch from Google Chrome to Firefox, you should be willing to at least give a try to other TTRPGs besides D&D5e for much the same principle reasons. I’m not telling you you have to hate D&D5e, and I’m not telling you you have to quit D&D5e, I’m just asking you to try some other games. If you don’t like them, and you really want to go back to D&D5e, then go back to D&D5e. But how can you really know you won’t like other games if you have literally never tried them? This post is a post about why and how to try them. If you’re thinking right now that you don’t want to try them, I urge you to look below to see if any of your reasons for not wanting to try them are covered there. Because the monopoly that WotC’s D&D5e has on TTRPGs as a whole is bad for me as a game designer, and it’s bad for you as a game player. It’s even bad for you if you like D&D5e. A fuller discussion of the why and how this is the case can be found in the links above, but it isn’t fully necessary for understanding this post, it’ll just give you a better perspective on it.
If you’re a D&D5e player, I’m sure at some point or another, you’ve been told “play a different game”, and it must get frustrating without the context of why and how. This post is here to give you the why and how.
[The following paragraph has been edited because the original wording made it sound like we think all weird TTRPGs suck.]
Before that though, one more thing to get out of the way. I'm going to level with you. There’s a lot of weird games out there.
You are gonna see a lot of weird TTRPGs when you take the plunge. Many of them try to completely reinvent what a TTRPG even is, and some fail spectacularly, others really do even up doing something very interesting even if they don't end up being what a core TTRPG player wants. But not every indie RPG is a Bladefish, lots and lots of them are more 'traditional' and will feel very familiar to you, I promise. (And you might even find that you like the weird experimental bladefish type ones, these are usually ideal for one-session plays when your usual group can't play your usual game for any reason.)
You're also going to probably see a lot of very bad games, and man have I got some stories of very bad games, but for now I'm just saying to make sure you read the reviews, or go through curators (several of which will be listed below), before you buy.
Now that that is out of the way, I’m going to go down a list of concerns you may have for why not, and then explain the how.
“I don’t want to learn a whole new set of rules after I already spent so much time learning D&D5e.”
Learning a new set of rules is not going to be as hard as you think. Most other TTRPGs aren’t like that. D&D5e is far on the high end of the scale for TTRPGs being hard and time-consuming to learn and play. If you’ve only played D&D5e, it might trick you into thinking that learning any TTRPG is an overwhelmingly time-consuming task, but this is really mostly a D&D5e problem, not a TTRPG problem as a whole.
“D&D5e has all of these extra online tools to help you play it.”
So what? People have been playing TTRPGs without the help of computers for 50 years. To play a well-designed TTRPG you won’t need a computer. Yes, even if you're bad at math. There are some TTRPGs out there that barely even use math.
“I’m too invested in the narrative and characters of my group’s current ongoing D&D5e campaign to switch to something else.”
There are other games, with better design made by better people for less money, that are the same kind of game as D&D5e, that your current characters, lore, and plot will fit right into and do it better. And no, it's not just Pathfinder, there's others.
“I can’t afford to play another TTRPG.”
You probably can. If you’ve only played D&D5e, you might have been made to think that TTRPGs are a very expensive hobby. They aren’t. D&D5e is actually uniquely expensive, costing more than 3x more than the next most expensive TTRPG I can think of right now. Even on the more expensive end, other TTRPG books will cost you no more than $60, most will cost you less than $20, and a whole lot of them are just free. If you somehow still can’t afford another TTRPG, come to the A.N.I.M. TTRPG Book club mentioned below, nominate the game, and if it wins the vote we will straight up buy it for you.
(By the way, if you had any of the above concerns about trying other games besides D&D5e, that really makes it sound like you are in a textbook abusive relationship with D&D5e. This is how abusers control their partners, and how empires control their citizens, by teaching you to think that nothing could ever get any better, and even though they treat you bad, the Other will treat you even worse.)
“If I don’t play D&D5e, which TTRPG should I play?”
That’s a pretty limited question to be asking, because there will be no one TTRPG for everything. And no, D&D5e is not the one TTRPG for everything, Hasbro’s marketing team is just lying to you. (Pathfinder and PbtA are not the one system for everything either!) Do you only play one video game or only watch one movie or only read one book? When you finish watching an action movie like Mad Max, and then you want to watch a horror movie, do you just rewind Mad Max and watch it over again but this time you act scared the whole time? No, you watch a different movie. I’m asking you to give the artistic medium of TTRPGs the same respect you would give movies.
“I want to play something besides D&D5e, but my friends won’t play anything else!”
I have several answers to this.
Try showing them this post.
If that doesn’t work: Make them. Put your foot down. This works especially well if you are the DM. Tell them you won’t run another session of D&D5e until they agree to give what you want to do at least one try instead of always doing only what they want to do. This is, like, playing 101. We learned this in kindergarten. If your friend really wants to play something else, you should give their game a try, or you’re not really being a very good friend.
If that doesn’t work, find another group. This doesn’t even mean that you have to leave your existing group. A good place to start would be the A.N.I.M. TTRPG Book Club which will be mentioned and linked below. You can also go to the subreddit of any game you’re interested in and probably meet people there who have the same problem you do and want to put together a group to play something other than D&D5e. You might get along great with these people, you might not, but you won’t know until you try. Just make sure to have a robust “session zero” so everyone is on the same page. This is a good practice for any group but it is especially important for a group made of players you’ve just met.
“I only watch actual plays.”
Then watch actual plays of games that aren’t D&D5e. These podcasts struggle for the same reasons that indie RPGs struggle, because of the brand recognition and brand loyalty D&D5e has, despite their merit. I don’t watch actual plays, or else I would be able to list more of them. So, anyone who does watch actual plays, please help me out by commenting on this post with some non-D&D5e actual plays you like. And please do me a favor and don’t list actual plays that only play one non-D&D5e system, list ones that go through a variety of systems. The first one I can think of is Tiny Table.
“I can just homebrew away all the problems with D&D5e.”
Even though I want to, I’m not going to try and argue that you can’t actually homebrew away all the problems with D&D5e. Instead, I’m going to ask you why you’re buying two $50 rulebooks just to throw away half the pages. In most other good RPGs, you don’t need to change the rules to make them fun, they’re fun right out the box.
“But homebrewing D&D5e into any kind of game is fun! You can homebrew anything out of D&D5e!”
Firstly, I promise that this is not unique to D&D5e. Secondly, then you would probably have more fun homebrewing a system that gives you a better starting point for reaching your goal. Also, what if I told you that there are entire RPG systems out there that are made just for this? There are RPG systems that were designed for the purpose of being a toolbox and set of materials for you to work with to make exactly the game you want to make. Some examples are GURPS, Savage Worlds, Basic RolePlaying, Caltrop Core, and (as much as I loathe it) PbtA.
“I’m not supporting WotC’s monopoly because I pirate all the D&D5e books.”
Then you’re still not supporting the smaller developers that this monopoly is crushing, either.
Now, here’s the how. Because I promise you, there’s not just one, but probably a dozen other RPGs out there that will scratch your exact itch.
Here’s how to find them. This won’t be a comprehensive list because I’ve already been typing this for like 3 hours already. Those reading this, please go ahead and comment more to help fill out the list.
First, I’m gonna plug one of my own major projects, because it’s my post. The A.N.I.M. TTRPG Book Club. It’s a discord server that treats playing TTRPGs like a book club, with the goal of introducing members to a wide variety of games other than D&D5e. RPGs are nominated by members, then we hold a vote to decide what to read and play for a short campaign, then we repeat. There is no financial, time, or schedule investment required to join this book club, I promise it is very schedule-friendly, because we assign people to different groups based of schedule compatibility. You don’t have to play each campaign, or any campaign, you can just read along and participate in discussion that way. And if you can’t afford to buy the rulebook we’re going to be reading, we will make sure you get a PDF of it for free. That is how committed we are to getting non-D&D5e RPGs into people’s hands. Here is an invite link.
Next, there are quite a few tumblr blogs you can follow to get recommendations shown to you frequently.
@indierpgnewsletter
@indie-ttrpg-of-the-day
@theresattrpgforthat
@haveyouplayedthisttrpg
@indiepressrevolution
Plenty of podcasts, journalists, and youtubers out there do in-depth discussions of different systems regularly, a couple I can think of off the top of my head are:
Storyteller Conclave (I’m actually going to be interviewed live on this show on April 10th!)
Seth Skorkowsky
Questing Beast
The Gaming Table
Rascal News
Lastly, you can just go looking. Browse r/rpg, drivethrurpg.com, indie press revolution, and itch.io.
Now, if you really want to support me and my team specifically Eureka: Investigative Urban Fantasy, our debut TTRPG, is going to launch on Kickstarter on April 10th and we need all the help we can get. Set a reminder from the Kickstarter page through this link.
If you’re interested in a more updated and improved version of Eureka: Investigative Urban Fantasy than the free demo you got from our website, there’s plenty of ways to get one!
Subscribe to our Patreon where we frequently roll our new updates for the prerelease version!
Donate to our ko-fi and send us an email with proof that you did, and we’ll email you back with the full Eureka prerelease package with the most updated version at the time of responding! (The email address can be found if you scroll down to the bottom of our website.)
We also have merchanise.
#dnd#dnd5e#dnd 5e homebrew#dungeons and dragons#d&d#d&d 5e#dungeons and dragons 5e#dnd 5e#5e#homebrew#dungeons & dragons#critical role#crit role#dimension 20#actual play#matt mercer#wizards of the coast#wotc#hasbro#ttrpgs#ttrpg#ttrpg community#ttrpg tumblr#tabletop#roleplay#roleplaying#roleplaying games#tabletop roleplaying#tabletop role playing game#fantasy rpg
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a game where we hurt each other
Last month, I played perhaps the most intense TTRPG session of my life as part of the Dream Library’s discussion of Bluebeard’s Bride, a game of “feminist horror” (more on this later) published by Magpie in a gorgeous print edition. Over the course of the month of October my guest lecturer/collaborator @marvelousmsmolly I collectively hosted three sessions of what was by far the most challenging game the Dream Library has ever discussed.
We came to Bluebeard as the second part of our fall semester covering games of intimacy and monstrosity — a unit which began in September with Avery Alder’s Monsterhearts 2 and is continuing this month with Vampire: The Masquerade (If you want to get in on the VTM discussion and future semesters, please, come join). Both Molly and I suspected that Bluebeard was going to be both a quieter month and a riskier text — but opted to play through it anyway, albeit with some tools in place to make sure everyone knew what they were getting into with a book that doesn’t pull many punches. And with all that, the first two sessions went... fine? We had some lumpy pacing, some conflicting styles of play, some questions about how a game that really seems to encourage player bleed can possibly be played online, but for the most part things were fine. Not great, not bad — not worth the anxiety we’d had about them.
And “fine,” of course, doesn’t make for interesting conversations, so Molly and I took a step back. We talked about what was going wrong: a sense that neither of us quite felt comfortable hitting hard enough, even though we asked players ahead of time and at the start of sessions to tell us what was off the table. A frustration that player choice had trended towards the Bride as a detective/hero and not someone embodied in a world of horror. A confusion — once again — over what it means to “shiver with terror” in a discord call with some friends online. Out of that conversation came a new idea: rather than two more one-shots, Molly took some time to charge up a spirit bomb and put together some more formal prep, then recruited a group she felt could get together for a more curated experience. She wrote up her own excellent thoughts on what went down — along with a lot of session details — but you’ll have to join the Dream Library for that.
The result of all that curation and preparation was that on October 23rd a group of four trans women — Molly, @jdragsky, our friend Mars, and I — sat down to play Bluebeard’s Bride knowing exactly what we were in for. We would be playing a transfem Bride, Bluebeard would be cis, and we would be hitting transfem-specific horror as hard as we possibly could.
I’m going to quote from Molly’s reflection, where she wrote:
“Another really great aspect of running this game for this table is there was such a clear feeling that we all understood, wordlessly, what was going on... There are some moments in Allison Rumfitt’s gothic horror novel ‘Tell Me I’m Worthless’ where it felt like the author, a trans woman, was dropping phrases knowing exactly how her transfem audience would react... This had a twofold effect of both giving the players a chilling moment but also, a very brief but appropriate separation between fiction and player where could all grimace and be together in that discomfort before pushing on. People knew what I was doing. The problem with the original game is it doesn’t really want to discuss the politics of what “feminine horror” means. Because of this you’re really lacking some focus. I think a table of cis women could actually play bluebeard’s bride in the way we did last night and have it hit hard for them if they approached it correctly, I don’t think our experience was uniquely elevated by our trans reading, however that was one of several tools we used for that elevation.”
Setting aside the strengths and weaknesses of the original text, that sense of shared experience was key to our game and key to allowing us to hit — and get hit — really hard and trust that our coplayers were there with us. Compared to our earlier efforts (prioritizing safety by taking things off the table via lines/veils) tightening the topical scope from an ambiguous “feminist horror” to a specific transfeminist horror in the context of a chaser bf, in the context of an economic disparity, in the context of the medical pressures of transition in the contemporary U.K. allowed Molly, our lovely host, to hurt us knowing that we were all in it together and choosing to play this game. It transformed the horror from an obstacle in an adventure game into a thing we were seeking out: a pleasure/pain we asked to feel.
In a games discourse that is — understandably — interested in protections which might be implemented anywhere, including at cons and home tables with much less of an art-and-politics interest, safety tools are often thought about as a negative thing, a preemptive cutting away of all the things which might end up hurting us. I think that’s part of why people can have a hard time filling out a lines/veils list in advance of a session. What are all the things in the world I’m sensitive to? What are all the contexts in which I’m sensitive to them? Good sensitive or bad sensitive? Sensitive enough to cause a scene? Sensitive enough to make it off the table?
In place of that — and in a table with a really remarkable amount of trust — this final Bluebeard session leaned in, hard, to the things that hurt us. That was the game. Molly wrote a lot about kink in her reflection, and I think she was right to do that. The point of the game was to hurt each other and to feel, and it was a better game for keeping that in mind. It was an actual horror game, and not just a game with horror aesthetics. I agree with Molly that there was nothing essential about having an all-transfem table — I think what we did could be done by anyone, even with the base Bluebeard’s Bride. What was essential was having a table where we all trusted each other enough to play a hurting game and to know that we were there on purpose. It elevated Bluebeard’s Bride into a really fascinating, messy experience — one I can’t wait to play again.
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Trans made TTRPGs
Due to… recent events that I would rather not talk about, today's post is a highlight of different tabletop games made by trans peeps! These games are fantastic in their own right, of course, but you can also know that they were made by incredibly cool and attractive people
(Also, these are flyover descs of the game, they'll get more in-depth singular posts later, this is because I am lazy)
Perfect Draw is a phenomenal card game TTRPG that was funded in less than a day on backerkit, it's incredibly fun and has simple to learn hard to master rules for creating custom cards, go check it out!
Songs for the dusk is fucking good, pardon my language, but it's a damn good post apocalyptic game about building community in a post-capitalist-post-apocalypse-post-whatever world. do yourself a favor and if you only check out one game in this list, check this one out, its a beautiful game.
Flying Circus is set in a WW1 inspired fantasy setting full of witches, weird eldritch fish people (who are chill as hell), cults, dead nobility, and other such things. It's inspired by Porco Rosso primarily but it has other touchstones.
Wanderhome is a game about being cute little guys going on a silly adventure and growing as the seasons change, its GMless and very fun
https://weregazelle.itch.io/armour-astir Armour Astir has been featured in here before but its so damn good I had to post it twice. AA demonstrates a fundamental knowledge of the themes of mech shows in a way that very few other games show, its awesome
Kitchen Knightmares is… more of a LARP but its still really dang cool, its about being a knight serving people in a restaurant, its played using discord so its incredibly accessible
https://grimogre.itch.io/michtim Michtim is a game about being small critters protecting their forest from nasty people who wish to harm it, not via brutal violence (sadly) but via friendship and understanding (which is a good substitute to violence)
ok this technically doesn't count but I'm putting it here anyways cuz its like one of my favorite ttrpgs of all time TSL is a game about baring your heart and dueling away with people who you'll probably kiss 10 minutes later, its very very fanfic-ey and inspired by queer narratives. I put it here because its made by a team, and the expansion has a setting specifically meant to be a trans "allegory", so I'll say it counts, honestly just go check it out its good shit
https://willuhl.itch.io/mystic-lilies
Mystic Lillies is a game inspired by ZUN's Touhou Project about witches dueling powerful foes, each other, and themselves. Mystic Lillies features rapid character creation and a unique diceless form of rolling which instead uses a standard playing card deck.
https://preview.drivethrurpg.com/en/product/141424/nobilis-the-game-of-sovereign-powers-2002-edition I… want to do a more general overview on Jenna K as an important figure in indie RPG design, but for now just know that Nobilis is good
https://temporalhiccup.itch.io/apocalypse-keys Apocalypse Keys is a game inspired by Doom Patrol, Hellboy, X-men, and other comics about monstrousness being an allegory for disenfranchisement. Apocalypse Keys is also here because its published by Evilhat so its very cleaned up and fancy but I love how the second you check out the dev's other stuff you can tell they are a lot more experimental with their stuff, this is not a critique, it is in fact a compliment
Fellowship! I've posted about this game before, but it is again here. Fellowship has a fun concept that it uses very well mostly, its a game about defining your character's culture, and I think that's really really cool
Voidheart Symphony is a really cool game about psychic rebellion in a city that really does not like you, the more you discover for yourself the better
Panic at the Dojo is a phenomenal ttrpg based on what the Brazilian would call "Pancadaria", which basically means, fucking other's people shit up. Character Creation is incredibly open and free, meaning that many character concepts are available
Legacy 2e is a game about controlling an entire faction's choices across time, its very fun
remember to be kind to a trans person today! oh also don't even try to be transphobic in the reblogs or replies, you will be blocked so fast your head will spin
#indie ttrpg#ttrpg community#ttrpg indie#ttrpg#trans creator#trans#trans pride#queer#queer creator#perfect draw#wanderhome#songs for the dusk#flying circus#armour astir#michtim#thirsty sword lesbians#mystic lillies#apocalypse keys#fellowship#ttrpg of the day
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So, you wanna play a Pokémon TTRPG
But you don't have the time to manage 1K entries in a book? Well, I'm working on the thing for you! PokéD6.
Now that I've show you my character sheet concept, let me break down some of the things on it. The biggest thing anyone will notice right away is the lack any numbered stats. This system converts existing BSTs (Base Stat Totals) into a 6 point grade. Above, each black diamond (✦) represents one point of that stat's grade. And any pre-existing pokemon can have it's BST quickly converted by simply dividing any given stat's total by 36 and rounding up, to a max of 6! Each grade also has an associated number of dice, which are always equal to the grade itself, and an associated modifier. A stat's modifier is equal to it's grade plus it's IVs. IVs, represented by the hollow diamonds (✧), have also been simplified down into a single dice roll per stat. So, whenever you capture a new pokemon, roll 6d6. Like with stat grades, each diamond represents the IVs value. IVs cap out at 3.
But, you may find yourself asking, what do Stat Dice and Stat Modifiers even do?
Currently, they're for combat! While the attack itself determines how much damage it can do, the pokemon's stats determine if the attack hits, it's minimum damage, how hard they are to hit, and even how much they can reduce the damage! When attacking, say with a Physical Move, the attacking pokemon rolls 1d6 + their ATK Modifiers against the defending pokemon's DEF Modifier + 3. If the attack hits, roll the move's Power and add any bonuses given. Such as Same Type Attack Bonus (STAB) or type effectiveness. The defending pokemon rolls their DEF Dice, subtracting their result from the Power roll.
Power has now been converted into d6s, to find a pre-existing move's Power divide it's power by 25 and round up! With the exception of very high damaging moves, most moves deal 1d6 to 6d6 damage.
So a move like Tackle deals 2d6 damage.
I could go on, but for now I want to leave this here and just see what people think! I've enjoyed working on it and am pretty close to being able to do a simple beta of it. So, have a copy of the pdf and lemme know what you think!
EDIT (4/20/24): Yo what if I just suddenly dropped even more rules in this post? Yea? Yea! So here's how trainers work!
Trainers are divided into four Careers; Field Researcher, League Challenger, Contest Coordinator and Pokemon Breeder! These careers determine starting gear, recommend a set of skills (more on those later!!!), and determine how the player can make money. Field Researchers are basically the intern equivalent of a Professor's Aide! They go out, encounter as many new pokemon as possible, and get paid a weekly salary! They can even earn bonuses for finding odd pokemon, such as ones with unusual movesets~! League Challengers are pokemon trainers like in the games! Beat gyms, get badges, take on the champion. Easy as! They get paid based on the trainers they defeat, which can be picked up at a PokeCenter or just given to them immediately. Contest Coordinators focus on training pokemon for Gen 3 style'd Contests! They make money by winning contests, with each rank paying out higher rewards! And lastly, Pokemon Breeders! Like the name says, they make their money by breeding and raising pokemon at the requests of the Pokemon League or other trainers. The more specific the request, the more money they earn for it!
Trainers also have skills! These work a lot like Stat Grades, but they don't have an associated modifier. When making a trainer, a player picks 6 skills out of 12. Players then have 18 points to distribute however they want into those 6 skills, up to a maximum of 5. The other skills are left at 1. The skills available are: Archeology, Cheering, Climbing, Cooking, Fishing, Foraging, Knowledge, Nursing, Riding, Sneaking, Spotting and Swimming!
I'm currently working on reformatting the doc so enjoy the new tidbits for now! See you again when I've finished the doc!
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Some Honor Bound Acknowledgements
Today I want to highlight the amazing jobs that lots of people did to get HONOR BOUND where it is. It wouldn't be anywhere near so polished without their hard work!
My editor Abigail C. Trevor pushes my games into shape from concept to release, from big-picture feedback to meticulous edits.
Abby has a particular knack for teasing out the potential of an idea and pushing it further. At the very early stages, the PC was assigned to Ozera because of an injury but not because of any particular other issues, and Elene's Prospect was not the PC's hometown (and therefore there was no prior connection with Denario)!
Abby also writes games! Her first game, Heroes of Myth, is about a con-artist called to really fix a magical crisis. Her latest, Stars Arisen, is a fantasy doorstopper about being the child of an immortal deposed tyrant queen who wants you to seize back control of the city-state. Highly recommended!
Kris Lorischild copyedited this 595K word monster. This would be a massive undertaking even without my tangles of code to deal with and Kris truly polished Honor Bound to make it shine.
Kris was narrative co-lead/localisation producer on Cozy Grove, created You Are Jeff Bezos and more, used to be Senior Curator for Critical Distance, and has copyedited 20 CoG games. Check out their itch page here!
Adrien Valdes aka @defenestratin did the cover art. Adrien's illustrated three of my games now and knocks it out of the park beautifully every time. He's also illustrated many other CoG and all of the Heart's Choice games. See more of Adrien's work here!
I don't know all the names of the continuity readers, and although I've tried to thank the playtesters directly, I may have missed some—but from finding bugs, to noticing typos or awkward sentences, to letting me know where I was falling short of my goals, their work was invaluable.
Jason Stevan Hill, Mary Duffy, and Dan Fabulich from the Choice of Games team worked wonderfully on this release. Special shoutout to Rebecca Slitt's editorial review of the full draft which guided me in expanding and enriching a ton of moments that needed it.
These days Rebecca is mostly an editor and runs the Heart's Choice label (and many of my favourite games were edited by her), but she also created Psy High, a brilliant teen-psychic CoG game!
Shortly after Honor Bound was released, my friend and fellow writer Eiwynn passed away. You can find out more about her here. Eiwynn was a tireless pillar of the ChoiceScript interactive fiction community, helping writers and players old and new. Ever since I started writing with ChoiceScript, she gave me support and encouragement, and I know she did this for many, many more writers.
Thank you for everything, Eiwynn. Your warmth and kindness will be sorely missed by me and countless others in the community.
Finally: my wife Fay Ikin is my first reader even at the concept stages and helps me arrange my ideas as well as helping me untangle when I'm struggling (in writing and in life!).
Teran is loosely based on her TTRPG campaign from many years ago. I'm very grateful that she let me steal her setting!
Fay isn't on social media, but she makes interactive fiction as well. She's best known for her intense gladiator-pit romance game HEART OF BATTLE in which you can fight and/or romance your fellow gladiators, a magic medic, or a fabulously wealthy patron. It's a brilliant game, and I would say that even if I wasn't married to her! She also made ASTEROID RUN: NO QUESTIONS ASKED, a gorgeous and very underrated scifi thriller.
Thank you to everyone who contributed to making HONOR BOUND what it is!
Steam | Google Play Store | Choice of Games on Android | Choice of Games on iOS | Choice of Games on Amazon | Webstore
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social mechanics in RPGs
not a metaphor this time
so. a comment prompted by seeing this float by the dash.
some TTRPG mechanics are designed to abstract over something. you don't want to intricately simulate climbing a wall so you make a mechanic that says 'roll your Climbing Up Shit number and see if you get up the wall in time' (or whatever the stakes may be). any time you need to climb a wall, you just roll one die, and done. maybe offer a little description.
some TTRPG mechanics are designed to draw the game towards the thing they're simulating and make it a focus. these rules might be elaborate, intricate subsystems - the combat rules in D&D being the archetypal example. particularly in later editions, D&D is really interested in combat, it wants to have an elaborate tactical sim where you're juggling different resources to gain an advantage, it wants combat to take up a lot of game time.
in D&D the combat rules are largely self-referential (i.e. game constructs interacting with game constructs) and don't leave a lot of room to determine things by pure narrative logic, so the system needs to have enough depth to carry that. some systems, such as The King Is Dead, structure nearly every interaction.
other TTRPG systems leave more to player improv. there are various frameworks to account for the interface between the fuzzy narrative game world and the hard, procedural, mechanical one. PbtA has its 'moves', which trigger based on conditions to push the narrative in a certain direction. OSR games like to say 'rulings over rules', where the rulebook is silent on a subject and the GM makes a call on the spot based on the narrative situation. exactly what qualifies as 'going aggro', or whether your gambit is feasible and what dice you should role, is a judgement call.
exactly what should be precisely litigated by a rulebook and what should be left to the improvisation of the players, shaped by various vague prompts, is a huge part of the art of TTRPG design. it depends a lot on the group as well.
I think when it comes to social situations in RPGs, it is easy to get lost in these ambiguities. 5e D&D has three numbers on your character sheet called Deception, Persuasion and Intimidation. (in 3.5e the first two were instead called Diplomacy and Bluff). exactly when you should roll these numbers, and how it interacts with the fiction, is left to the discretion of the group.
the stereotypical "I roll to seduce" could be one approach, an approach where the dice system completely abstracts over social encounters - pretty boring. but equally there is the approach where you roleplay a conversation, and after a certain amount of back and forth, the DM declares 'OK, role me a Deception check' and evolves the fiction accordingly - now you're using it a lot more like a PbtA move, pushing the course of events down bifurcating paths at specific moments, and otherwise pursuing free improvised roleplay. however, from the numbers-and-dice side of things, this looks exactly the same.
some games like Burning Wheel offer a conversation system of comparable complexity to its battle system, designed for tense debate-like confrontations. it has something like a dozen actions - e.g. you can make a Point, Obfuscate, or make a verbal Feint, just as in combat you can Attack, Push or Disarm. Is this to Burning Wheel's advantage? it worked pretty well the one time I played it like 10+ years ago, but I also had a very talented GM who could probably have staged a very convincing debate scene regardless. however, the system provided structure, and prompts (how do I make a point? how do I obfuscate?), so it would surely have played out differently without it. it certainly led to a very intense and fun moment of roleplaying where I had to step out onto the 'stage', which has honestly informed me in TTRPGs ever since.
that said, a lot of the time, the best system for adjudicating social situations is literally just to roleplay it out and make a decision - 'what is this character feeling', 'what that character would say'. no mechanical abstraction can beat the human mind when it comes to simulating human beings. that is the unique advantage of TTRPGs as a medium, which no computer or board game can match! don't throw it away lightly.
the problem for a lot of discussions of RPG design is that how the group handles social situations at the table - what they say and when, when they call for dice - is something that depends a lot on the specific group dynamic, rather than something that can effectively be engineered by a rulebook. like many aspects of RPG practice it is something you learn by doing it and watching other players, not by reading about it in a book. you can try pretty hard - Apocalypse World and cousins are statements of a paradigm as much as anything, most trad games have pages and pages of GM advice - but that's not the same thing.
what makes D&D D&D, what makes indie story games indie story games, are their various play cultures, their habits and traditions - and the book is only part of it.
some players might find the prompts given by the notional buttons that say 'persuade', 'deceive' and 'intimidate' (or equally 'go aggro', 'seduce or manipulate' etc.) to be useful pushes in the right direction to play a highly social character, especially if they feel shy or awkward in life. others might find these limited options constraining, or simply irrelevant. or they might find a way to make them fit the rhythms of their group.
thing is, though, it's highly contextual and you aren't going to solve it forever by turning it into an argument about which is the best book-product-tribe to belong to.
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Our brand new apocalyptic mystery TTRPG has launched on Backerkit!
Substratum Protocol is a solo+ survival mystery TTRPG utilizing step-down dice and card draw mechanics, Substratum Protocol is playable as both a solo game or guided by a GM.
If you are familiar with our Hints and Hijinx system (Waffles for Esther, Hamsters and Himbos, etc) then this multiplayer mystery will feel familiar!
Make sure to check out the campaign to get the free preview PDF!
The preview includes the first 38 pages of the book. It contains all the rules and how to play, but does not include any of the information about the mystery, clues, knowledge questions, the sectors' events and descriptions, or the character folios.
With players taking on the role of Earth's best remaining scientists, Substratum Protocol is our entry into the Deep Delving Mystery genre (like Subnautica and In Other Waters).
On their grueling journey to the center of the Earth, members of the Substratum Expedition will overcome challenges, gain clues and knowledge of the interdimensional portal, discover creatures, aliens, cosmic horrors, and ultimately assemble their final hypothesis to overcome the apocalypse looming before them.
The game intertwines hard science fiction with the inescapable, unknowable horrors of an interdimensional portal tearing apart reality.
Features
Purpose-built for solo and multiplayer mysteries
Unique dice and card draw resolution mechanics
Take special Actions whose outcomes can chain together
Collect beaten cards during Skill Checks to power your suit's abilities
A self-contained story, with unlimited possibilities and outcomes
Quickly build unique and interesting characters at the table
36 unique clues to discover, 36 questions to answer
10 sectors to explore, each one stranger than the last
120 events and encounters to surprise and stump your players
Build the Last Hypothesis: When they have learned all they can, the scientists must pour over their knowledge of the portal, construct the Last Hypothesis and enact their plan. Will it be enough?
Made by an All-Star Team of Creators
We've assembled a fantastic team to bring Substratum Protocol to life, including the group behind the wildly popular dwarves in space TTRPG, Stoneburner by Fari RPGs
Illustrations by Galen Pejeau
Editing by Eric Lazure
Developmental Editing by René-Pier Deshaies-Gélinas
Layout Direction from Tony Tran
Writing and Design by Andrew Boyd
Promotion by Alex from Backerkit
#ttrpg#indie ttrpg#mystery#solo journaling#solo ttrpg#crowdfunding#backerkit#playing cards#breathless#hintsandhijinx
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I have a character with chronic migraine (migraines?) who is an alchemist in the dnd 5th edition forgotten realms setting. Curing his migraines as the main reason he got into alchemy. He has other motivations, but he’s always tinkering with a concoction to help ease his symptoms. Does that seem like a reasonable motivation? If it helps, he also has other interests (language translation, poetry, other alchemical projects) and a vibrant life alongside his disability.
Hi asker,
I'm a huge fan of the setting!
Now for the real answer: When it comes to pain, whether it's migraine or anything else, it's hard on the body and often exhausting as well. Generally, people don't want to be in pain, and they go to various different methods to see if they help. Some do, some don't. Most chronic conditions aren't cured.
So, this does seem like a reasonable motivation, that part of why he gets into this field of combining technology and magic is to help with his pain. If I thought alchemy could cure my pain, I'd try it!
But you are right in that it does help that he has other interests aside from just curing his pain. When it comes to cure-related motivations, what often happens is that the Cure (tm) ends up being the character's only motivation and almost entire personality. So the fact that you've accounted for that and have given him a vibrant life is great!
Side note: depending on what your goal is for the character, you might want to speak to your GM/DM on if you want the character to actually achieve the cure. A TTRPG campaign can be a little different than other types of media because it's for just a small group of people, the players, unless it's being recorded and posted. And since it's collaborative in that way, you can talk to the other players to have your motivations and hopes all set so you're all on the same page.
I hope this helps,
– mod sparrow
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