Hi, if you're here, you've fallen into the rabbit hole. Kidding. You've stumbled upon an eventual mess of lore, player history, and advice from a somewhat experienced dungeon master.
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I’m so tired of people trying to say because I like x thing, I should automatically fall into x category. Then, when I don’t, either the remarks or the attempts to nudge me into that category/box/role, whatever you want to call it, starts.
I was badly, and I mean badly, screwed up by people who I thought were friends who tried to force me into a role they believed I fit in. My mother did this to an extent too.
Everything from how I act, how I dress, hobbies, things I like, and even my sexuality (and I’m fucking straight), people have used to try to say that I supposed to be in x category…. And I’m just so sick of this, especially because it often takes me a bit to process, so I never seem to be able to address it immediately after the event.
Growing up, there was a big push to not label people and to accept that people will like/do things outside of what is traditionally expected of them. And I miss that mentality.
#yeah i don't get the boxes thing either#i've turned it into a game#but i also enjoy baffling people#the more incongruous the better!
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Proposals to refer to One D&D as "6th Edition" in order to spite Hasbro marketing don't go far enough. We should retroactively assign full edition numbers to every major core rules revision for which the game's publishers declined to do so, as follows:
White box OD&D is now 1st Edition
Holmes Basic is now 2nd Edition
AD&D 1st Edition is now 3rd Edition
BX/Moldvay Basic is now 4th Edition
BECMI/Mentzer Basic is now 5th Edition
AD&D 2nd Edition is now 6th Edition
The Rules Cyclopedia is now 7th Edition
The AD&D 2nd Edition Player's Handbook redux with the infamous "This Is Not 3rd Edition" foreword is now 8th Edition
Player's Option is now 9th Edition
D&D 3rd Edition is now 10th Edition
D&D 3rd Edition Revised (3.5E) is now 11th Edition
D&D 4th Edition is now 12th Edition
D&D Essentials is now 13th Edition
D&D Next (later informally rebranded as "5th Edition" due to consumer pressure) is now 14th Edition
Finally, this means the forthcoming One D&D is 15th Edition.
Make sense?
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when will wizards give in and release d&d 6th edition.. the children yearn for necromancy
It's not going to happen without a major change in marketing strategy on Hasbro's part. Dungeons & Dragons 5th Edition was created with a couple of very specific mandates from Hasbro corporate:
Create an "evergreen" version of Dungeons & Dragons which will draw in new players while also appealing equally to fans of every previous iteration of D&D.
Cultivate homogenised expectations of what playing Dungeons & Dragons entails in such a way that every group becomes a potential purchaser of every first-party sourcebook.
Anything that would create a perceived split in the game's player base is counter to both of those goals, and a new edition – or, at least, admitting that any given revision constitutes a new edition – is pretty high on that list.
(Did you ever wonder why 5E's designers talked such a big game about modularity, then proceeded to produce one of the least modular iterations of D&D ever published, why licensed material for every first-party campaign setting that isn't The Forgotten Realms has basically dropped off the face of the planet, and why topical sourcebooks are being displaced by big, messy guides-to-everything with no clear organising principle? See above!)
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Proposals to refer to One D&D as "6th Edition" in order to spite Hasbro marketing don't go far enough. We should retroactively assign full edition numbers to every major core rules revision for which the game's publishers declined to do so, as follows:
White box OD&D is now 1st Edition
Holmes Basic is now 2nd Edition
AD&D 1st Edition is now 3rd Edition
BX/Moldvay Basic is now 4th Edition
BECMI/Mentzer Basic is now 5th Edition
AD&D 2nd Edition is now 6th Edition
The Rules Cyclopedia is now 7th Edition
The AD&D 2nd Edition Player's Handbook redux with the infamous "This Is Not 3rd Edition" foreword is now 8th Edition
Player's Option is now 9th Edition
D&D 3rd Edition is now 10th Edition
D&D 3rd Edition Revised (3.5E) is now 11th Edition
D&D 4th Edition is now 12th Edition
D&D Essentials is now 13th Edition
D&D Next (later informally rebranded as "5th Edition" due to consumer pressure) is now 14th Edition
Finally, this means the forthcoming One D&D is 15th Edition.
Make sense?
#i am down for this chaos#cuz honestly?#i hate what they're doing with this next edition#mechanically#it doesn't work#you cannot have a backwards compatible edition that is also its own game#seriously
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@ayamari-no-goshi Hey, this is like that time that I had a bunch of super serious vampire villains lined up for a whole arc! And then the players befriended them and you got to join a campaign after our brief Twilight reenactment! And now I'm gearing up to run a campaign where those vampires start as your patrons... the turns really do table.
my dnd party has run into an npc who may or may not be evil and may or may not decide to betray us and the dm was in chat today like “just so everyone knows…not addressing this comment at anyone in particular…his favorite colors are red and black…wink” so now i’m desperately trying to get a real physical friendship bracelet done before session tomorrow in the vain hope that i can somehow stop this npc from trying to do a murder on my party
#dnd#dungeons and dragons#do not trust the players#they do whack stuff#this doesn’t even go into the Tiny shenanigans
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HAPPY DEMON MONTH FROM THE DEMON HIMSELF!!!!!
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@ayamari-no-goshi This would be the incident your threats become real 😹
A teaser of the "Introduction" chapter splash image from the forthcoming 0.4 update of Space Gerbils, a tabletop RPG which started as a prompt fill for "what if Samus Aran was secretly a human-size mech suit operated by tiny aliens?", and has since gotten somewhat out of hand.
(Yes, it's a bunch of space gerbils crashing a game of Space Gerbils. I'm contractually obligated to have at least one annoyingly meta illustration per game.)
Art by @artkaninchenbau
#dnd#dungeons and dragons#chaos dm#my one player threatens to throw things at me#usually because my ideas are hilariously dumb
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This!!! I do exactly this. I don't always tell the players when I'm doing this to them tho
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I'll forgive a mutual for almost anything. Murder isn't even anywhere close to the top of the list of things I can overlook. For instance some of you are swifties
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Here’s a little trick I’ve used in D&D games where the premise of your campaign calls for the party to have access to lots of Stuff, but you don’t want to do a whole bunch of bookkeeping: the Wagon.
In a nutshell, the party has a horse-drawn wagon that they use to get around between – and often during – adventures. This doesn’t come out of any individual player character’s starting budget; it’s just provided as part of the campaign premise.
Before setting out from a town or other place of rest, the party has to decide how many gold pieces they want to spend on supplies. These funds aren’t spent on anything in particular, and form a running total that represents how much Stuff is in the wagon.
Any time a player character needs something in the way of supplies during a journey or adventure, one of two things can happen:
1. If it’s something that any fool would have packed for the trip and it’s something that could reasonably have been obtained at one of the party’s recent stopovers (e.g., rations, spare clothing, fifty feet of rope, etc.), then the wagon contains as much of it as they reasonably need. Just deduct the Player’s Handbook list price for the item(s) in question from the wagon’s total.
2. If it’s something where having packed it would take some explaining, or if it’s something that’s unlikely to have been available for purchase at any of the party’s recent stopovers (e.g., a telescope, a barrel of fine wine, a book of dwarven erotic poetry, etc.), the player in need makes a retroactive Intelligence or Wisdom check, versus a DC set by the GM, to see if they somehow anticipated the need for the item(s) in question. Proficiency may apply to this check, depending on what’s needed. The results are read as follows:
Success: You find what you’re looking for, more or less. If the group is amenable, you can narrate a brief flashback explaining the circumstances of its acquisition. Deduct its list price (or a price set by the GM, if it’s not on the list) from the wagon’s total.
Failure by 5 points or less: You find something sort of close to what you’re looking for. The GM decides exactly what; it won’t ever be useless for the purpose at hand, but depending on her current level of whimsy, it may simply be a lesser version of what you were looking for, or it may be something creatively off the mark. Deduct and optionally flash back as above.
Failure by more than 5 points: You come up empty-handed, and can’t try again for that item or anything closely resembling it until after your next stopover.
As an incidental benefit, all the junk the wagon is carrying acts as a sort of ablative armour. If the wagon or its horses would ever take damage, instead subtract a number of gold pieces from its total equal to the number of hit points of damage it would have suffered. The GM is encouraged to describe what’s been destroyed in lurid detail.
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Reblog with inside jokes in your D&D campaign.
- Dem rats got hops.
- It’s a Dwarvish thing.
- I’m a medium sized creature just like you.
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That post about death note being "everyone's first anime" (untrue statement) made me curious and now I want to gather data for science
Can you reblog this and tell me where are you from and what was your starter anime?
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@ayamari-no-goshi
just another reminder for those who were still wondering - the part where the horse and human bodies meet is called the epicentaur
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Writing and reading serious Frozen fanfics with deep plots and important consequences is so good but like, keep in mind that you should never pressure yourself about the accuracy and continuity and comprehension of your Frozen fic.
Hell, make it a bit crack even. Because that's what the source is. The whole Fozenverse is a comedy fic with a serious plot.
I'm not even exaggerating. Even if you put aside Frozen Fever and OFA, Frozen 1 and 2 are filled with inconsistences!
You don't know how the Arendelle castle is laid out? Good news, neither do the animators or frankly anyone who worked on the two movies. It's why you can't find any detailed model of it anywhere. They even switched the doors and furnitures around between the two movies so there's no continuity at all. You want to add a room? You want to come up with a whole spot of the castle? You can!
You're timid about making an OC in the castle staff? Honey most of them don't even have names. Go on
You think your plot isn't serious enough? They made Kristoff sing into a pinecone. You think your plot is too serious? Anna and Elsa both technically died, and one has depression and the other went through suicidal thoughts for most of her life.
You feel like your lore is too much? They came up with the four elemental Spirits in F2 who can literally do anything. Feel like you don't put much effort in your lore? Whatever! The world is magical! There's a talking snowman! Who cares!
The limits are nonexistent. Your story already is boundless before even debuting. They gave Elsa more power than she had in F1 in which she already was a deity by making her the avatar who befriended all of Nature, what can you do that is more ridiculously astonishing than that
You can have politics. Economy. Legends. Tales. You can do anachronisms; Kristoff's sled has a cup holder and Elsa's castle model as a gift to Anna in FF has a chatterbox. Who cares.
If someone ever tells you that your fanfic is too dramatic or too silly to fit the Frozenverse, they're wrong. Yep tell that to your inner voice too.
Have fun. 💜❄️
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I can confirm all of these things happened. The IRS was not effective, they got killed off by area of effect spells.
Also, the bomb? Yeah, that was because everyone was Mega Fucked with everything the final boss summoned
So, DnD tonight was a thing.
We summoned the IRS and ATF to fight the big bad evil guy. They didn’t really help, but we did summon them
“The IRS used Manila envelope. It was somewhat effective”
“Have you paid your looting dues?”
I had advantage on a turn and rolled 2 nat 20s (was rolling 2 D20s). My weapon was already doing double damage, and I just looked at my DM and went “what am I supposed to do?”
More confirmation that the paladin’s dice hate her (and I’m the one who made 2 of her sets)
Fighting the giant flaming snake named Sir Hissalot
We made the DM stop to take a shot of liquor (again)
And the campaign (which was supposed to be a short intro campaign) was ended with a bomb that leveled a volcano
@disasterdragonmaster
#dnd stories#dnd#dungeons and dragons#5e#dnd can’t be explained rationally#at all#but now I get a break from DMing!
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Fifteen essential components of an evil lair:
Bottomless pit (no safety rail)
Vat of molten metal, giant, easily tipped
Cavernous room illuminated by single spotlight
Big dial that’s marked in percentages but goes up to 300%
Wall of CRT televisions
Laser hallway
Monolith, enigmatic
Blast doors that open or close when button is destroyed, whichever would be most convenient for person doing the destroying
Barrels, acid
Barrels, exploding
Barrels, acid, exploding
Control panel with exposed high-voltage cables routed directly across its surface
Steam pipes, numerous (note: actual steam-driven infrastructure not required)
That room where the floor is always wet for some reason
One (1) random cylinder liquid nitrogen
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I unfollowed you a while ago because I was mad and self-conscious that you could just drop a tabletop game on a whim based on innocuous tumblr posts when I’ve been working on mine for five years with very little fruit. But seriously, how do you do that?
A few things:
1. Breadth of experience is more important than depth. If you want to write games quickly, being passingly familiar with dozens or hundreds of other titles is more valuable than being deeply familiar with one or two. Most designer’s block stems from trying to re-invent the wheel; it's a lot easier to figure out what a game addressing a particular topic would look like when you can think of five examples of how other authors have done so just off the top of your head.
2. Focus. What is your game about? What do player characters actually do? If you were only allowed to write one scenario for your game, ever, what would that scenario be? Pare it down to its essentials: explore dungeon, fight dragon, get treasure, repeat. Don’t write a game that does everything – write a game that does that, and don’t even think about anything else until your game can actually do it. You can worry about branching out later.
3. That focus in mind, keep your eye on the minimum viable product. It's easy to think of all the things you'd like your game to have, but what does it need to have? What's the absolute bare minimum feature set that accomplishes what you've set out to accomplish? The crudest sketch of a complete, playable game is worth more than an elegant mechanism that doesn’t actually work because half of its critical components don’t exist yet.
4. Publish early, and publish often. Get your game in front of an audience as soon as you possibly can, and take any feedback you receive seriously. Game design is an inherently iterative process, and until you've engaged with an audience, you're still on iteration one; this is another common source of designer’s block. That ties into the previous point: as soon as you've got that bare sketch of the outline of your game put together, get some eyes on it that aren't yours.
5. Don't chase after white whales. Try to have many different projects in various stages of development, covering as broad a range of subjects as your interests will allow, and accept that most of them will turn out to be unworkable. Set aside current projects and return to old ones as circumstances warrant; often, struggling with project A will provide critical insight on project B, even if they’re not obviously related to one another.
6. Originality is a sucker’s game. This goes back to my first point: if you see something another designer has done that feels like it would be perfect for your game, steal it. Be wary of bandwagon-jumping – a lot of games shoot themselves in the foot by imitating the latest indie darling wholesale, without adequately considering whether it’s really a good fit for what they’re trying to do – but also don’t discard a good idea just because somebody else thought of it first.
(That last one applies to stealing from yourself, too. Sometimes you’ll come up with a new idea and realise that some existing project can be dusted off and re-purposed with very little effort. When that happens, seize the opportunity!)
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