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#it's also going to be used for a tabletop character
swtorramblings · 1 year
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Valerie Yndera, piecing together the bits of her own soul, by @fleeting-sanity.
The birth had been difficult, but mother and child had both survived. The mother, at least, was healthy. The newborn seemed listless, but she still wailed at the right time, causing cheers among the extended family. No one had been sure if they would survive, so a celebration was swiftly planned.
They named her Valerie.
As a child, she was withdrawn, though she would do her chores and studies without complaint. She spent most of her time alone when not with her parents. They worried, but she seemed content enough. They thought perhaps they shouldn't worry that they happened to have an obedient child.
In her teens, though, Valerie started having health problems. She could not bring herself to eat enough and became gaunt. She slept for extended times and could not be awoken. Her parents were not wealthy, and exhausted their scant resources on their only child. For a time, her parents despaired that they would lose her young.
Then, Valerie discovered thaumaturgy. Or, perhaps, it discovered her.
Thaumaturgy is not a magic that heals, and her health did not improve. On her eighteenth birthday, her extended family was able to send her to the city, where she could learn more of the magic that so fascinated her. If the parting made her sad, no one could tell. Her parents made plans to make the journey to visit before her time was over.
They thought this would at least make her happy, as happy as she was able to be.
Valerie expended as much energy as she could in her new studies, and eventually visited the guild. She did not seem to be a natural spell caster by any means, but she worked as hard as she ever had to learn what she was driven to. Eventually, she caught the attention of the Black Mages, not because of any special ability, but because they realized she was... missing something.
The Soul of the Black Mage was practically screaming that day as it was handed over. She couldn't be ready for it, she hadn't the training yet, and in a way that was true. But the Soul spoke to young Valerie, or rather, one of the many souls swirling within it.
Her own. A missing part of herself.
Then she knew, she was not whole, her soul had been shattered at some point in the past. Or possibly the future, she couldn't be sure. Did souls care about time? Did the Aether? She doesn't know, but that was the first step of her quest, to reassemble herself, trapped in Soul Crystals of all kinds, bits of her being released as she found them.
She was able to re-unite with her family, her health greatly boosted by that first bit of herself. She explained as well as she could that she would have to leave for a time, that she still wasn't "complete". And that she loved them and thanked them for all that they had done for her. Then, she began her travels, which have still not been completed.
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quaranmine · 9 months
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i had a really good weekend this weekend tbh i just kind of crashed a whole bunch of activities one of my friends planned since she had another friend visiting for the first time from another state. (i mean, she def invited me, but i still felt like i just kind of of Showed Up every day sldfjslkfs.) but i got to her a lot better than before, got to make friends with her out-of-state friends, met a few more cool new friends, and it was really nice :]
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physalian · 2 months
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How To Make Your Writing Less Stiff 5
Movement
Dredging this back up from way back.
Make sure your characters move, but not too much during heavy dialogue scenes. E.g. two characters sitting and talking—do humans just stare at each other with their arms lifeless and bodies utterly motionless during conversation? No? Then neither should your characters. Make them…
Gesture
Wave
Frown
Laugh
Cross their legs/their arms
Shift around to get comfortable
Pound the table
Roll their eyes
Point
Shrug
Touch their face/their hair
Wring their hands
Pick at their nails
Yawn
Stretch
Sniff/sniffle
Tap their fingers/drum
Bounce their feet
Doodle
Fiddle with buttons or jewelry
Scratch an itch
Touch their weapons/gadgets/phones
Check the time
Get up and sit back down
Move from chair to tabletop
The list goes on.
Bonus points if these are tics that serve to develop your character, like a nervous fiddler, or if one moves a lot and the other doesn’t—what does that say about the both of them? This is where “show don’t tell” really comes into play.
As in, you could say “he’s nervous” or you could show, “He fidgets, constantly glancing at the clock as sweat beads at his temples.”
This site is full of discourse on telling vs showing so I’ll leave it at that.
Epithets
In the Sci-fi WIP that shall never see the light of day, I had a flashback arc for one male character and his relationship with another male character. On top of that, the flashback character was a nameless narrator for Reasons.
Enter the problem: How would you keep track of two male characters, one who you can't name, and the other who does have a name, but you can’t oversaturate the narrative with it? I did a few things.
Nameless Narrator (written in 3rd person limited POV) was the only narrator for the flashback arc. I never switched to the boyfriend’s POV.
Boyfriend had only a couple epithets that could only apply to him, and halfway through their relationship, NN went from describing him as “the other prisoner” to “his cellmate” to “his partner” (which was also a double entendre). NN also switched from using BF’s full name to a nickname both in narration and dialogue.
BF had a title for NN that he used exclusively in dialogue, since BF couldn’t use his given name and NN hadn’t picked a new one for himself.
Every time the subject of the narrative switched, I started a new paragraph so “he” never described either character ambiguously mid-paragraph.
Is this an extreme example? Absolutely, but I pulled it off according to my betas.
The point of all this is this: Epithets shouldn’t just exist to substitute an overused name. Epithets de-personalize the subject if you use them incorrectly. If your narrator is thinking of their lover and describing that person without their name, then the trait they pick to focus on should be something equally important to them. In contrast, if you want to drive home how little a narrator thinks of somebody, using depersonalizing epithets helps sell that disrespect.
Fanfic tends to be the most egregious with soulless epithets like "the black-haired boy" that tell the reader absolutely nothing about how the narrator feels about that black-haired boy, espeically if they're doing so during a highly-emotional moment.
As in, NN and BF had one implied sex scene. Had I said “the other prisoner” that would have completely ruined the mood. He’s so much more than “the other prisoner” at that point in the story. “His partner,” since they were both a combat team and romantically involved, encompassed their entire relationship.
The epithet also changed depending on what mood or how hopeless NN saw their situation. He’d wax and wane over how close he believed them to be for Reasons. NN was a very reserved character who kept BF at a distance, afraid to go “all in” because he knew there was a high chance of BF not surviving this campaign. So NN never used “his lover”.
All to say, epithets carried the subtext of that flashback arc, when I had a character who would not talk about his feelings. I could show you the progression of their relationship through how the epithets changed.
I could show you whenever NN was being a big fat liar about his feelings when he said he's not in love, but his narration gave him away. I could show you the exact moment their relationship shifted from comrades to something more when NN switched mid-paragraph from "his cellmate" to "his partner" and when he took up BF's nickame exclusively in the same scene.
I do the same thing in Eternal Night when Elias, my protagonist, stops referring to Dorian as "it" and "the vampire" instead of his name the moment they collide with a much more dangerous vampire, so jarringly that Elias notices in his own narration—the point of it being so explicit is that this degredation isn't automatic, it's something he has to conciously do, when everyone else in his clan wouldn't think twice about dehumanizing them.
Any literary device should be used with intent if you want those layers in your work. The curtains are rarely just blue. Whether it’s a simile with a deliberate comparison or an epithet with deliberate connotations, your readers will pick up on the subtext, I promise.
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theresattrpgforthat · 5 months
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hi! have you seen the TTRPGS for Palestine bundle yet? and do you have any recommendations from it
https://tiltify.com/@jesthehuman/ttrpgs-for-palestine
THEME: TTRPGS for Palestine
The TTRPGs for Palestine Bundle is going from April 12 to May 7, so there's not much time left to get it, but here's some recommendations of some really awesome games that you can find in it.
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Gubat Banwa, by makapatag.
GUBAT BANWA is a Martial Arts Tactics and War Drama Tabletop RPG where you play as martial artists poised to change the world: Kadungganan: the cavalry, the wandering swordsmen, the tide turners, the knights-errant, the ones to call in darkest night in a world inspired and centering Southeast Asian folklore.
Witness, grand warriors, honorable gallants that trudge and toil under kings and haloes. Witness, KADUNGGANAN, that refulgent name. That blasted name: WITNESS NOW. The end of days is upon us: and the new world MUST BE BORN. Bear your blades, incant your magicks. Cut open your tomorrow from the womb of violence. Inscribe your name upon the very akasha of this world. 
Gubat Banwa is designed for fans of 4th edition D&D, with in-depth character abilities that make you feel both unique and powerful, in a colourful and flavourful world full of vibrant cultures and clashing conflicts. The game uses an action economy with different action options carrying different weights, which also reminds me quite a bit of Lancer. If you want a game that pushes you to strategize with your friends and weigh your advancement options carefully, you want Gubat Banwa.
Gun & Slinger, by Nevyn Holmes.
GUN&SLINGER is an RPG geared for short, episodic sessions about a weapon and a wanderer. A Maestro and two players (Gun and Slinger) set out into a dead planet mutated by a god's forgotten child and hunt strange bounties, investigate the world and unlock hidden powers. During play, they seek to learn the nature of what’s hunting the Slinger, figure out why the Gun is sentient and discover how the world died.
This game is specifically for three players, using the rules of Go Fish as a resolution system. Gun & Slinger is all about using your resources to the best of their ability, and your resources might exist on your character sheet, but they also exist as cards in your hand.
What really intrigues me is the lore that’s baked into your character sheets. One of you is a wanderer in a twisted world, tempted by strange powers that guarantee to change you into a monster. One of you is a sentient magical gun, borne by that wanderer and designed to deliver death and pain.
Gun & Slinger has expansions included, allowing you to instead play as a wanderer possessed by a demon, a mech and a pilot fused as one, or someone who bears a cursed sword. I think the fact that it requires a small table and the fact that the characters’ lives are tied together makes this a high-stakes, terribly intimate game.
Apocalypse Frame, by Binary Star Games.
In a ruined and terraformed world where most of humanity is under the yoke of a brutal regime, the former workers of a once-remote factory - now known as The Collective - have risen up to create a future of freedom from oppression. You are an Ace - a highly skilled pilot referred from a Division in The Collective and assigned a humanoid combat vehicle known as a Frame. You and your Strike Team of fellow Aces must take on The Collective’s greatest threats, ensure its survival, and carve a path for its continued success.
Apocalypse Frame takes mechs and fits them into the LUMEN system, which centres competency as well as fast but effective rounds of combat. The game includes a variety of different threats, allowing you to tailor your campaign to your group’s tastes, and the tailoring doesn’t stop there. You choose both a division that your character belongs to, and then one of three mechs within that division, allowing players to share similar fighting styles but differ in weapons. You can also modify your basic frame, adding general modular systems alongside systems and armaments that can come with your mech, making character creation and progression exciting for folks who love tweaking and tailoring to their heart’s content.
If you’re a fan of Armored Core or Battletech, you’ll want to check out Apocalypse Frame.
Here, There Be Monsters!, by wendi yu.
No matter what they tell you, there’s still weirdness and wonder everywhere. You just have to know where to look. At the edges and cracks of ‘normal’ life we exist, we persist, and we resist: the monsters, the magicians, the anomalies, the freaks, and the outcasts. We gather in the shadows, trying our best to live our lives in a world that, when it doesn’t exactly fear or hate us, doesn't even believe in our existence.
here, there, be monsters! is a rules-lite response to monster-hunting media from the monsters' point of view. It's both a love letter and a middle finger to stuff like Hellboy (and the BPRD), the SCP Foundation, the Men in Black, the World of Darkness games and the Urban Fantasy genre in general. It is an explicitly queer, antifascist and anti-capitalist game about the monstrous and the weird, in any flavor you want, not as something to be feared, but to be cherished and protected.
Here, There, Be Monsters is a love-letter to anyone who has been made to feel monstrous, as well as an homage to media such as Hellboy, the SCP Foundation, and Men in Black. It’s urban fantasy meets organized power structures, and as the monsters, you’re here to burn those structures down.
This game uses descriptive tags to slap onto your characters to represent what they can do. You can choose from a number of different monster character backgrounds to give you guidance towards, and there’s plenty of monsters both in the base game and in the game jam wendi ran back in 2022. If you want a game of power, anti-capitalism, and punching up, this is the game for you.
Pale Dot, by Devin Nelson.
Pale Dot is a collaborative storytelling game for 2-5 players about a crew of non-human cosmonauts leaving their planet to explore a strange solar system, finding threads to unravel the unknown along the way. It is fantastical, surreal, and perhaps very unlike humanity’s own ventures in space exploration. Though one thing is universal: leaving home is terrifying, dangerous, humbling, and a catalyst for changing one’s perspective. 
Pale Dot is a GM-less game where players work together to create an alien setting and subsequently envelop it in cosmic mystery, embodying cosmonauts called Dustlings, as well as one of 5 different settings. During their journey they will be able to travel to 24 different locations within their solar system, each with several prompts for improvisational scenes. Each player will also have to manage the integrity of their cosmonaut and their shared ship while avoiding space's many perils.
The cover for Pale Dot gripped me the first time I saw it; a tiny creature in an astronaut suit, looking up in fear at something in the sky, as vegetation blooms inside their helmet. You play as the Dustlings, non-human but sentient species exploring the Cosmos, a strange, horrifying and wonderful universe that changes those who venture into it.
Mechanically, Pale Dot uses a GM-less structure similar to Dream Askew, but there feels to be a much bigger emphasis on the setting your cosmonauts explore, rather than the cosmonauts themselves. Your characters are assembled traits, drives and equipment, almost all of which can be expended to cause or solve problems. Each player is also responsible for at least one setting element, such as The Cosmic Wilderness, The Wondrous Endeavour, or The Omnipresent Danger. As you visit locations, different elements will be prompted to influence the scene, while your cosmonauts try to navigate the scene and try to finish the mission. If you want a game that is collaborative and evocative, I definitely recommend Pale Dot.
Fractal Romance, by Ostrichmonkey Games.
A never ending abstract landscape of rhythm and soft glamour. Wander the halls, rooms, and chambers. Encounter strange Denizens and get to know them better; befriend them, fall in love, just chill. Try and fill out your own blurred edges. Fractal Romance is a tabletop role playing hangout. You will pick up a character to play and explore the Fractal Palace, generating its infinite sprawl and the Denizens that inhabit it, as you play.
Fractal Romance is all about searching; for something you need, something you want, or even for who you are. It feels rather surreal, perhaps like a dream dimension that you are moving through. The game uses a deck of cards to generate rooms, as well as the denizens of this gigantic, dream-like palace. This game uses rather simplistic playbooks, each asking you to choose three descriptive words, and then uses cards to fuel your character’s actions: you have things you can always do, things that cost a card to do, and things that you must do in order to draw another card.
If what you want out of a game is a chill time with friends, moving from one vibe to another, and generating emotional stories for your characters, you might want to check out Fractal Romance.
Himbos of Myth and Mettle, by huge boar.
You are big. Big arms, big tits, big thighs, big brai- you're big where it matters. In addition to a heaving, throbbing body, glistening lightly with a thin sheen of pleasantly fragrant perspirant, you have one singular unifying trait  - come hell or high water, you are going to help.
Himbos of Myth & Mettle is a high fantasy, high camp role playing game of epic proportions (of body), for 2-5 players, one of whom will act as Game Guide.  The rules center around a simple roll under mechanic and prioritize narrative flair and cinematic descriptions. Himbos is inspired by many classic fantasy properties (and could be considered OSR adjacent) , but leans towards a more garish, salacious and queer (gay or odd, pick your fighter) style of play. It is designed with comedy and flamboyance in mind, but is not without it deeper and darker touches. It's definitely not grimdark, but there will probably be blood. Think classic fantasy pulp in style, but contemporary sensibilities, modern rules-lite mechanics, and a player philosophy centred in helping, kindness and being fucking hot.
I’ve heard rave reviews for Himbos, and I think the idea of leading an entire group of well-meaning but possibly over-ambitious adventurers is a great set-up for a game full of laughs. Himbos is very much designed for a light-hearted evening of fun, flirting, and fucking up (but in the best way).
Other Games from the Bundle I've Recommended:
Space Taxi, and Creation Myths, by GothHoblin.
Caltrop Core, by Titanomachy.
Souvenirs, by Rémi Töötätä.
Thunder in Our Hearts, by Marn. S.
Eldritch Courts of Some Repute, by AlanofAllTrades.
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prokopetz · 8 months
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Code Green
A game for 3–7 players, about being where you're not supposed to be.
Last night, you were suspended in a tube of brightly coloured goo in an underground research facility, operated by an organisation whose three-letter initialism's meaning is strictly need-to-know. This morning, someone noticed your tube was empty. Nobody has determined how that happened yet, and you're not inclined to stick around until they figure it out!
Or, in other words, it's been nearly a whole week since I got that massive revision to Space Gerbils out the door, and apparently my brain has decided that's enough of a break. This thing was written start to finish in under 12 hours, so let the circumstances of its authorship guide your expectations. Special thanks go once again to Caro Asercion, whose micro-RPG Dwindle introduced me to the design space I'm fucking around with here. Go buy their stuff.
Anyway:
What You'll Need
Code Green is a tabletop RPG for one game moderator (GM) and up to six players. Each player will need a copy of the Profile Grid, below, as well as three tokens of some sort: dice, coins, beads, etc. You'll also need at least five six-sided dice (for the whole group, not per player, though it's fine if each player has their own set). If you're using dice for tokens, it's recommended that the dice you plan to roll be visually distinguishable in case they land on someone's Profile Grid.
Rolling Dice
There are two ways you'll be asked to roll dice in this game: rolling d66, and rolling a dice pool.
To roll d66, roll a six-side die twice, reading the first roll as the "tens" place and the second roll as the "ones" place, yielding a number in the range from 11 to 66. For example, if you rolled a 3 and then a 5, your result is 35. You may also be asked to flip a d66 roll; to do this, take your result and swap the digits without re-rolling. In the preceding example, if you flipped your roll of 35, your new result would be 53.
To roll a dice pool, pick up the indicated number of six-side dice, roll them, and take the highest individual result. Duplicates have no special significance. For example, if you rolled a pool of three dice and got a 2, a 4, and a 4, your result would be 4. If you would ever roll a pool of zero or fewer dice, roll two dice and take the lowest instead.
Character Creation
Each player should create their own character. There are three things about your character which are always true:
You are newly born into the world. You may know things about the world (e.g., from your programming, having read them on a computer terminal, etc.), but you haven't experienced them.
You are implausibly good at remaining inconspicuous; unless you're deliberately drawing attention or doing something which requires a dice roll, humans will almost always fail to spot you.
You are not human. You can decide what that means.
To find out what else is true about your character, roll or choose three times from the Form table, and three times from the Function table, placing your results into the correspondingly labelled slots on the Profile Grid, below, in any order you please. Your three results from each table should be different; if you elected to roll and get the same entry multiple times, flip your result, and re-roll if it's still a duplicate.
Think about what your three Form traits and three Function traits imply about your character's physical makeup, but don't set anything in stone just yet – you'll see why not in a moment.
Finally, roll a six-sided die five times, and record the results in the order in which they're received. The resulting five-digit number is the only name your character has when play begins.
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Table 1: Form (d66)
11–12. Blood 13–14. Bones 15–16. Brain 21–22. Claws 23–24. Ears 25–26. Eyes 31–32. Guts 33–34. Hands 35–36. Heart 41–42. Hair 43–44. Legs 45–46. Lungs 51–52. Nose 53–54. Skin 55–56. Tail 61–62. Teeth 63–64. Tongue 65–66. Wings
Table 2: Function (d66)
11–12. Accelerated 13–14. Autonomous 15–16. Auxiliary 21–22. Cryogenic 23–24. Cryptic 25–26. Elastic 31–32. Electric 33–34. Entropic 35–36. Invasive 41–42. Invulnerable 43–44. Kinetic 45–46. Magnetic 51–52. Phasing 53–54. Polymorphic 55–56. Projectile 61–62. Pyrogenic 63–64. Telescopic 65–66. Toxic
Playing the Game
Play proceeds in a series of scenes. In each scene, the GM will set the stage: a challenge to overcome, a peril to escape, a mystery to investigate, etc. Given the nature of your characters, most things will be mysteries to you!
Initial Token Placement
Once the stage has been set, place each of your three tokens on a different square on your Profile Grid. If you have no preference, you can roll d66 for each token and place it in the square whose marked numeric range contains the number you rolled, flipping or re-rolling your result if you get a square which already contains a token. The placement of these tokens represents your initial state when the scene opens. Depending on the nature of your character, this may be reflected by a shifting of internal focus, or by a physical transformation.
Participation
To participate in the scene, simply tell the GM what your character does; the GM will describe how the world responds, and ask what you do next. Whenever you wish – or are forced – to do something more than lurk and observe, you are obliged to make a test.
Making Tests
To make a test, first choose a pair of traits – one Form trait, and one Function trait – with which to face the challenge. For example, if your Form traits are Legs, Tail and Teeth, and your Function traits are Cryptic, Invulnerable and Phasing, you might test your Invulnerable Legs against the trouble at hand.
Next, count the number of tokens present in the rows extending from each of the chosen traits. The illustration below shows which squares would be consulted in the preceding example:
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Next, roll a dice pool containing a number of dice equal to the number of tokens present on squares extending from the chosen traits. Do not count a token twice if it's on the square where the two traits intersect (e.g., the green square in the illustration above). In the event that no tokens fall on squares extending from appropriate traits, remember that you are allowed to roll a pool of zero dice by rolling two dice and taking the lowest rather than the highest.
Finally, compare your result to the following table:
1–3. Less than human. Whatever you'd intended to try still happens, but it cannot overcome human opposition (or adversity which would challenge a typical human), and any lasting effects are transitory and easily explained away. 4–5. Mostly human. Your effort can contend with human opposition (or circumstances which would challenge a competent human), and its lasting effects make it obvious that someone (or something) has been interfering with matters. 6. More than human. Your effort easily brushes aside any human opposition, and its lasting effects are impossible to rationalise as anything other than the intervention of inhuman forces.
Without Applicable Traits
In the event that you're forced to make a test and no possible pairing of your traits is applicable, you don't get to roll anything, not even with a pool of zero dice; simply resolve the outcome as though you'd rolled a result of 1–3. Other characters may attempt to preserve you from this fate by assisting you, in which case you roll one die per assisting friend; see below for more details.
Assistance
If you wish to assist another character in making a test, consult your own Profile Grid, considering only those squares which contain tokens. Only the specific pairs of traits represented by the squares on which your tokens fall are eligible for assistance; for example, if one of your tokens falls on the intersection of Cryptic and Teeth, you may assist with Cryptic Teeth, but not any other pair of traits involving Cryptic or Teeth unless those squares also have tokens on them.
If you're able to identify an eligible pair of traits that seems applicable to the test at hand, explain how you're using it to help, and hand the player making the test one extra die. Any number of characters may assist on a given test.
Providing assistance neither requires nor permits your character to adapt (see below) – it needs to be your own test for that!
Adapting
After resolving a test, your character adapts, shifting focus or form to reflect what they've learned. Take one token of your choice from your character sheet, and move it to a different square which doesn't already contain one. You can move any token you wish, but it must end up on a different square than the one it started on unless no valid destinations are available. Adapting is not optional, and must be carried out after every test.
Suffering Strain
If whatever you're making a test against is particularly strenuous or dangerous, you might suffer strain as a consequence. Strain will often be incurred on a result of 1–3, and rarely on a result of 4–5; only the most foolhardy efforts will incur strain even on a result of 6!
To incur strain, roll d66, and place a small X on the square on your Profile Grid whose indicated numeric range contains the number you rolled. If there's a token on that square, immediately move it to an empty square of your choice, unless fewer than three unmarked squares now remain; in that case, simply remove the token entirely.
For the remainder of the scene, tokens may not be moved to any marked square. In addition, if you suffer further strain, and the square indicated by your d66 roll is already marked, your character is incapacitated, and may not participate in tests at all until they recover.
All strain is cleared – and any discarded tokens restored – at the end of each scene. Incapacitated characters also recover at this time.
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theoutcastrogue · 7 months
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That said, the D&D 3.5 Paladin was bad. It was badly designed, it had bad rules, and in conjunction with the other notoriously bad rule, alignment, it could cause havoc.
Now personally, I never had ANY problems with it in my tabletop games. I played paladins and loved it, and I loved it when other people played paladins, and it was great. But that's because, collectively as a group, we took ONE look at that terrible rule where the paladin's code of conduct prevents them from associating with Evil characters or "someone who consistently offends her moral code", and immediately went, "that's stupid, we ain't doing that, it would ruin the game".
We also didn't love the concept of alignment as a cosmic force, and didn't care for Usually Evil Goblins and Always Evil anything. And when a class's signature ability fully depends on whether creatures are capital E Evil, well that affects storytelling, doesn't it? But we all saw it the same way, and we were happily able to change it without any disagreements. In the end we had a Paladin… similar to 5e now that I think of it: completely ignore the Code's association clause, tailor the Code to personal stance or a specific Order, Detect only fiends and undead and the like, Smite anything you want, Fall only if you really fuck up, and never presume that just because you haven't Fallen yet everything you've ever done is justified and correct and anyone who disagrees with you is objectively wrong.
Basically, there were 2 options in 3.5. You either houseruled and/or handwaved things, and in matters of alignment interpretations erred on the side of "what makes the game go",
OR, you played with Rules As Written, and filled the forums with questions like "should the paladin fall?" (one such thread per week, conservatively), "we got into a fight over the Paladin, what to do?", "is it Evil to pick pockets? because we have a Paladin in the party", "the Assassin uses poison, shouldn't that offend my moral code?", and shit like that. Just... pointless strife, all the time. Again, never happened to me, but I was appalled to read about it, over and over and over.
People got intense with 3.5 Paladins (both pro and against) because it was BADLY DESIGNED and had BAD RULES. Its mechanics forced narrative choices on the entire table, and the only way to make it frictionless was having a party where no one wishes to explore a character's bad side ever, no one does things that aren't bad but WotC branded Evil™ in this or that splatbook, and everyone magically agrees all the time on "what is right and what is wrong" and "what is Lawful and what is Chaotic", which is simply impossible. The most subjective thing in the world (ethics!) was presented as an objective cosmic force, and how you interpreted it would determine how much damage the Paladin deals in combat, and whether the Paladin could keep associating with the party, and if the Paladin is still a Paladin. And all that in a game, let's not forget, whose basic, fundamental premise is "kill things and take their stuff". I'm sorry, this is tremendously stupid. It's the WORST design.
I know that for some people it worked as written, and good for them, but for the many many people it didn't work, well it's obvious why.
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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
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tanix-dragon · 1 month
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Is That a New Guy or Am I Losing My Mind; or, A Beginner's Guide to Finding Headmates
Written by Roger de Camden of the Draconic Wizard Workshop
Hello, everybody! This is an essay for both plurals who might struggle finding, identifying, or confirming headmates, as well as people who are questioning whether or not they’re plural. Certain pieces of advice may apply better to questioners than established systems, and vice versa, but rest assured, it is intended for both!
This essay will be broken into several sections for various “phases” of discovery and working things out, but a disclaimer before we get to that: this is heavily based on our own experiences. This is not a one-size-fits-all kind of guide. I’m going to try to make it such, but, well, I can’t make any promises, because there are infinite ways of being a system out there, and everyone’s a little different. This is just what I’ve found works for us, and, to a large extent, many of our system friends! That being said, if you try to start syscourse or invalidate other systems for any reason in response to this essay, I’m going to block you and that’s that.
Also, sorry if I go between spellings for words. I’m English, but the body is American and that means that I don’t know how to spell certain words anymore.
So! Onwards, towards discovery!
Step One: Getting an Inkling
The first step to figuring out whether or not you’ve got a headmate (new or otherwise undiscovered; I’ll mostly be calling them “new” as in “new to you”) is having an inkling that one might exist. This is mostly a passive process, and you’re probably familiar with it if you’re reading this guide. Maybe you felt something scuttle through headspace (if you have one) or through the back of your mind. Maybe you felt a presence looming behind you, mentally, that bolted when you “looked.” Maybe you had a very strong emotional reaction to something that makes no sense for you to react to, but would make sense for a character you’ve been really attached to in a show. Or maybe you slipped into an unfamiliar accent, had a loss of memories and woke up with nail polish on in a colour you hate, or just felt an opinion about something that doesn’t match your usual one. Sometimes, you may even “hear” comments about things going on in your mind.
There are a lot of little things that can tip you off. Most of them are going to be things that are misaligned with your own perception of yourself, your opinions, and your behavior. This is usually a sign that someone is co-conscious or co-fronting with you without you being aware of it. Some headmates are very sneaky this way, and some may not realise that they exist at all while doing this! Don’t hold being hard to notice or get a hold of against your headmates—many of them don’t realise that they exist, don’t know how to not be this way, or are doing it for what they perceive to be a good reason (this last one is especially common in disordered systems). Maybe they’re scared, or just not ready to be confronted yet. Don’t worry—remember, you have your whole lives to figure out everyone who’s in there, and the time will pass anyways! Take it easy.
One specific thing that tends to tip us off to a new fictive is that we realise that… no one is aware of running a character that we’re playing in a tabletop roleplaying game. Maybe someone started off running them, but they sure seem to be doing their own thing now! That character may be hard to “turn off” or “put on the shelf” when you stop playing them—and they may continue to make comments and have opinions about things in your life. This is a dead giveaway! Sometimes when we think about a character, we feel a “movement” or interest somewhere in our mind that doesn’t match anyone else’s pattern of thinking or interests, which also can be a giveaway that they’re scuttling around somewhere. Also beneficial, for us, is our synesthesia—every headmate has a colour associated with them, and when we get a thought pattern that seems to match someone but the colour is off, it can make us realise that maybe there’s someone else in here. For example, if someone were to be really interested in jellyfish, we might think that it’s Caspian, but if the colour comes back as red and not blue, then we know for certain that it’s not him.
This first inkling of a new headmate may be obvious or it may be subtle. You may question yourself repeatedly, but remember: if you feel like you are “accidentally faking,” that’s not how faking works. Faking must be done intentionally and on purpose. You could be wrong, yes, but being wrong isn’t inherently bad. It’s just that you were mistaken about something. Nothing wrong with that! We’re all mistaken about all kinds of things every day! Be kind to yourself while trying to figure things out.
Step Two: Are You There, Headmate? It’s Me, Your Other Headmate
Steps two and three are interchangeable in order, but I thought I’d put this one first because it tends to be the one that’s hardest and most distressing, rather than step three, which is about identifying who the hell your headmate is. We’ll get to that, never fear!
So, let’s say you think there might be someone in there. How can you tell for sure? How can you open communication? How can you get them integrated okay?
The bad news is that this depends heavily on the system. The good news is that there’s no need to panic, rush, or be afraid, because once again, you’ll figure it out eventually, and it will be okay!
My first suggestion is to take note of everything that’s made you think there might be someone else in there. Write it down, if that helps! Write down everything that seems to get the entity’s attention, if anything. Write down anything that might help you identify who it might be! In some instances, you might have a character that seems a little independent but you can’t tell whether they’re really a headmate or not. In my experience, this is often how many non-disordered systems (but it’s not exclusive to them!) realise that they’re plural. Knowing who it is will make this step easier, but it isn’t necessary! After all, if you know who it is, you can also write down things that might bait them into responding. Interests and friends of theirs are good examples.
Your goal in this step is to try to draw them out into doing things, speaking, or acting in ways that will give away that they are for certain there. For systems with heavy amnesia or dissociative barriers, this might be significantly harder, but my best suggestion there is to jump straight to trying to communicate, however you can—and this isn’t a bad approach for other systems, either. You can try internal communication, although you might get no response, or an abnormal one, if the headmate is new. For example, with us, new headmates usually respond to direct queries with anxiety—which, while not good for communication and not ideal for the headmate in question, does help us key in on the fact that they definitely exist. You can also try external communication, if internal communication isn’t working or is difficult for you. Write a note in a journal or a sticky note, or even in a notes app or a private Discord server. Sometimes, headmates can find replying over text to be easier. If you’re a high-dissociation and high-amnesia system who is trying to figure out if it’s someone old or new who is fronting and doing things while you’re unaware, leaving sticky notes places asking people to write down who’s fronting when they see it (if they even know who they are) might be helpful. Keep experimenting, and do what works best for you!
As a last resort for uncertain, new, or inexperienced systems, you can try something called “puppeting” on a suspected headmate, especially if you know who they are and just aren’t sure whether or not they’re here. A warning: this is rude and not advised under most circumstances, but sometimes it’s the only way to make absolutely sure that someone is in there with you, especially when you’re not used to it. Have an apology ready and mean it. Puppeting is when you try to force a headmate to do something, especially something unusual or out of character for them. For example, if I thought I might have my character Gorka as a headmate, but I wasn’t sure, I might try to call up a scenario involving Gorka and then try to imagine her doing something wildly out of character, that she would never, ever do. If I couldn’t get a response out of that, or if I had no idea who this new headmate might be, I might just try to make them physically do something—strongly imagining them doing a stupid dance or similar! No response doesn’t necessarily mean you do or do not have a headmate, but a strong response—usually of anger, offense, or “slapping” your “hands” away—indicates someone separate from yourself! Apologize immediately and then attempt to engage in communication once they’ve calmed down a little, or try to transition into it through an explanation. 
There are a lot of reasons that a headmate might not respond to puppeting, though. They might be non-confrontational, or hiding their presence from you intentionally for any number of reasons. (Maybe they’re nervous, not ready to exist yet, afraid of how you might respond, afraid of accepting that they’re in a system—it could be anything.) In cases like this, you might just get discomfort instead of a strong response, which is easy to confuse for being your own rather than theirs. Try to sort out whether you just feel strange doing it, or if it’s someone else’s discomfort bleeding through. I know it’s hard, but that’s a difficult thing to give advice for, I’m afraid! Other reasons may be that they just dip from the front when you try (removing themself from your sphere of influence completely), or if they’re a character you frequently play, they might be so used to being pulled around into doing things that it doesn’t bother them, or bothers them so little that you don’t notice.
Usually, if you’re at the point of trying puppeting, there’s enough signs that this person really is a headmate to dissuade you from trying it once you’re a little more used to it. It’s a temporary and unideal tool that should leave your toolbox as soon as you become confident enough to identify new headmates without getting grabby with them. Undoubtedly, trying to establish communication is a better approach, if you can get it to work.
Usually, once we’ve properly spotted a headmate and made it clear to them that we know they’re there, one of two things happens: either they come sit in the front for a few days or weeks to settle in, let us identify them, and get used to being a full active member of the system, or they realise that they exist and have a panic attack. This “new headmate panic” can last anywhere from a few minutes to multiple days, and may fluctuate in strength. Sometimes, a new headmate might seem fine early on, but have this panic after a few days, weeks, or even longer. Be gentle during this time, especially if you yourself have a strong reaction—be gentle with both, or all, of you! Realizing that you’re in a system can be very distressing, as can realizing you have a new headmate, so try to be gentle, let yourself feel what you’re going to feel, and work through it in the best way you have. Try not to direct any anger or negative feelings towards anyone else in your system during this time, and just let the storm pass before really trying to get to know each other.
Step Three: Who Is This Guy, Anyway?
Once again, you can do this step before or after step two, but I put it here because I decided to include some tips for getting to know your headmate, not just identifying them (if there is anything to identify). If your system is introject-heavy, or if you’re asking yourself if you’re just really interested in a character or if they’re a new headmate, this is an important step! Who is this? Are they an introject of some kind? Are they something or someone else? Is there anything to identify, per se, or is it just a situation of getting to know a whole new person? This is a very, very different step depending on your system, and is going to skew very much towards my own experiences. I’m sorry about that, but I will do my best!
If you’ve already established communication with this headmate, even if it’s shaky, you can try to get information from them that way. They might be willing to give you a name, a code name, a colour, an aesthetic, likes or dislikes, something you can use to familiarise yourself with them or identify them from a list of “suspects” if you have such a thing. (We always do, because we’re almost all fictives, and we know our own patterns at this point.) For us, new headmates almost never actually identify, and just sullenly sit while trying to figure themselves out and will only confirm who they are once we figure it out. It’s sort of like playing a mystery game, assembling clues based on a myriad of factors. If you have some suspicions, just like the previous step, you can try to bait out responses by doing things that might interest who you suspect this headmate might be.
Again, I suggest writing things down! Write down likes and dislikes, things that get their attention, interests, even things that make them anxious or afraid. Whether it’s a case of identification or just getting to know them, this is invaluable information for interacting with someone sharing a head with you, and it may even be helpful for them as they get their feet under them.
Another invaluable tool is talking to people outside of your system. They can help you identify when you’re acting unusually, when you might have someone unfamiliar riding co-conscious, and even who that person might be. You may be too tangled up in your own feelings, your dissociation, or the desperation to understand who is in your head with you. It’s easy to get lost in the weeds and lose sight of the big picture, but another friend, especially another system that knows you well, can be extremely helpful! One of our system friends has clocked many a headmate of ours before we were even certain they were there—just “hmm, you’ve been very much like X lately” and they were absolutely right. 
Regardless, taking notes on your new headmate, asking them about themselves, and sharing things about yourself are all important steps to getting to know them! They may be uncomfortable, they may distrust you, they may be afraid—or they could be friendly and excited to be here! It really depends on who it is and their comfort level. Don’t push—if they’re not comfortable talking yet, don’t make them! Let them adjust at their own pace and get to know them as they’re willing to let you. I know it can be distressing to have a totally unknown entity co-fronting with you, but sometimes it’s one of those things that you have to take a deep breath and carry on through until they’re willing to talk. I know you can do it! Talk through it with someone outside of your own head if it’s difficult to give yourself some fortitude if you need to. I know it helps me.
Step Four: Now What?
Let’s say that you’ve confirmed that you do have a headmate, and either have or are on the road to identifying them, if applicable. Now what?
As I’ve said before: be gentle with yourselves! Especially for a new or inexperienced system, and especially for someone who is just realising that they’re a system, this can be overwhelming, distressing, or any other number of emotions. Remember that having or gaining headmates isn’t inherently a bad thing, and while this all might take some getting used to, it’s going to be okay. You’ll figure out an equilibrium eventually, and it is absolutely possible to live a long, happy life with your headmates. Remember that you’re all in this together, and you’re a team.
People may not want you to notice them, may not want to be in the system, or may avoid attention as best they can for a lot of reasons, and trying to make them feel at home, or at least more comfortable, is essential. It can be scary being in a system all of a sudden, especially if they’re an introject or otherwise had a life outside or before this one. Maybe they don’t like the body, or are afraid of another headmate, or are terrified of a negative response from you or someone else. Don’t force these people into situations they’re not ready for! If you’re looking for someone, trying to identify them, or trying to help them, and you’re just causing a lot of distress, back off for a while. Let them calm down and come to you in their own time. Sometimes, you have to do the system equivalent of leaving cookies out on a plate and turning your back to them so that your new headmate can take them without being watched. Take things at the pace that you’re all the most comfortable with, and as always, be kind.
I really do suggest talking to someone about this process, if you can. Journal if you’d like, especially if you can’t trust anyone with this, or don’t feel comfortable doing so yet. Getting your words out of your head helps you sort them out a lot, especially in the case of systems, where a lot of people’s thoughts can get jumbled together. Writing them all down, even if you don’t know whose they are, can be helpful. We find that talking to other system friends is of the most benefit, and our new members are far more likely to speak to them first rather than us, because there’s a degree of separation and that’s more comfortable for them. Whatever works for you, do it! The idea is to get comfortable with each other, and with being here together.
Find things that your new headmate likes doing. Goratrix has a whole panel about this aimed at fictives, but essentially, if your new headmate doesn’t have reason to front and isn’t interested in anything, you probably won’t see much of them, and they may end up miserable. Make sure you engage with them and their interests. Let them make friends if they’d like. Get them snacks. Again: whatever works! This is going to depend very heavily on your system, so follow your gut instinct on this one, I think.
Absolutely essential, though, is to not repress anybody. I know sometimes getting a new headmate can be scary, especially if they’re unfamiliar, frightening, seemingly monstrous, or a persecutor, but remember: they’re probably just as freaked out as you are, if not more so, and they need patience and understanding. Statistically, if they’re doing something troublesome, they’re trying to help and just don’t know how, or are misguided on what “help” looks like. Be kind, and try to find a solution that works for everyone.
Past that… just get to know each other. Figure out how to live together and how to make your combined life the best life it can be. For us, there’s so many of us that someone new can almost always find a fast friend in someone else, and sticks with them for a while until they’re more used to the system and more confident fronting and doing things without their buddy. Other systems may be able to mimic this approach, or may need to do something very different. Again, again, again, do what works best for you! If parts of this guide seem unhelpful or counterproductive, ignore them! This is based on our experience of plurality, not yours. Always do what’s best for you, what helps the most of you, and what causes the least distress while still letting you function as much as you need to.
Being plural is a very personal experience, in a lot of ways, which is pretty funny because sometimes that personal experience is spread across two or twenty or five hundred people. It’s also a very personalized experience, meaning we’re all quite different. Your “now what?” might look very different from ours, and that’s okay. We can only do our best, and that’s always good enough.
I hope this is helpful to someone! If you have any questions, please feel free to ask, and I may edit this guide in the future if it seems that I left something out or think of anything to add. =)
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psychhound · 6 months
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ttrpg research study survey!!
howdy yall!!
so a lot of yall know me for my games, but by day i'm a grad student studying game studies and researching therapeutic applications for gaming (if you've seen my posts about using ttrpgs in my classroom, you may be familiar already!)
i'm doing a research study through my university looking into long term tabletop roleplay and emotional resilience. essentially, i'm asking the question: does playing tabletop games over a long period of time affect your ability to weather social and emotional challenges? the study is additionally interested if marginalized people have a different experience with roleplay and resilience than non-marginalized folks do
the study will take place in a few stages. the first stage is a survey. there are screening questions to make sure all participants qualify, and then open, short-answer questions asking about both your experiences with roleplay and making characters, and also questions about emotional resilience. you're able to answer questions with little or more depth, depending on what youre comfortable with, or skip questions if you need to. this survey should take about 30 minutes, but depends on how in depth you go with your answers
the next stage is an optional follow-up interview. three participants will be selected after the survey is completed to take place in an opt-in interview, which will last about thirty minutes to an hour. there, we'll talk more in depth about your answers and also talk about the character(s) you've played
the survey will be open from 3/27/24 to 4/12/24
to qualify, you must be a tabletop roleplayer who has played at least 3 roleplay sessions of a multiplayer ttrpg during a span of 6 months or longer. you must be 18 or over and an american citizen
spreading the word or participating is greatly appreciated!!!
you can find the survey here!!
thanks so so much yall!!!
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I really like the campsite in bg3 and I want to figure out a way to use it in d&d.
Maybe it's just because I've been on an irl camping kick, but I think its adorable (everyone has their own little tents and decorations) and it also solves the issue of characters that are part of the campaign but not actively in the party.
Obviously some mechanics that make sense in a video game don't translate to tabletop and vice versa, but it would be great if a player misses a session and you could just say they went back to the camp for something.
Yeah, it's still a little handwave-y but it feels more natural than some other options, and the concept of having a base camp isn't a new thing. Plus you can have some more passive down-time activity stuff happening at camp. Maybe the party comes back to camp and there's a message waiting for them. Etc
I also don't track encumbrance or hit dice, just to reduce some complexity with the rules and keep things fun for new players without having a million things to keep track of. But Camp is an easy explanation for storage (without having to immediately give a lvl 1 party a bag of holding) and I like the idea that if you long rest at camp you get all your hit points/hit dice back because there's someone there managing the supplies and cooking etc vs if you're sleeping in the field you don't.
I think the concept could also scale up with the party gaining a house or stronghold etc. Cause I feel like sometimes that happens but the party ends up not actually going to their house etc because they're going other places. But the concept of teleportation/extra dimensional spaces already exists in d&d, so why not apply it to living space? I also like the idea of having some more levels between sleeping on the ground and getting attacked by dire wolves nightly and perfectly portable and defensible mordankeinens magnificent mansion.
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ladytabletop · 11 months
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Lady Tabletop's Primer for Getting into Tabletop Roleplaying Game Design Philosophy
Sam Dunnewold over at the Dice Exploder podcast has posed a fun question to his discord server: where would you tell people to start if they wanted to know more about TTRPGs and design?
First and foremost, I'd tell people to start with @jdragsky's article about Systems of Relation.
With the benefit of hindsight, I can now understand that the games we played on the playground were identical in nature to the tabletop RPGs I would grow up to play and help design.
Next, check out Thomas Manuel's analysis of the Axes of Game Design over on the Indie RPG Newsletter.
So the basic exercise is trying to figure out the standard axes or spectrums on which every game can fit. The idea is for these axes to be as descriptive and objective as possible.
Thirdly (and lastly for the purposes of this blog - it's entry-level, not comprehensive), check out this reddit thread about lonely fun.
The Lonely Fun is all of the stuff you do as a part of your hobby away from the table, in any way you might engage. For D&D 5e players, this is usually building complicated and elaborate characters on the page, pouring over the books for new races and subclasses, figuring out fun new combinations, and carefully crafting characters.
Read those? Now check out BALIKBAYAN: Returning Home by @temporalhiccup
Will we be able to outrun our Masters and those who hunt us down? Can we use our magic to bring about the rebirth of the city and all Elementals? ill this be our RECKONING or our HOMECOMING? That’s what we play to find out.
Why I make these particular recommendations below the cut.
All of these recommendations are hopefully all entry-level. I tried to stay away from any essays, blogs, or articles that reference game movements you may not have heard of or that require tons of reading before you can even read my recommendations. Some do have links to other stuff, and if you're enjoying the writing, definitely go down those rabbit holes! These are a tiny, tiny portion of my "TTRPG Homework" folder where I save essays, podcasts, etc that have helped me in my own game design journey. I'm always happy to share more, just ask!
The essay on Systems of Relation put into words something I had been thinking about the more I got into indie games/design: I've been playing my whole life, and ttrpgs are just another piece of that. I think it's crucial to break out of the framework of people trying to define play and games into neat little categories. Will I ever write a game as good as the ones I played in the backyard with my siblings? Probably not, but I'd like to find out.
Now that I've told you to stop trying to categorize games, we have an article about trying to categorize games. But I do like Thomas's assessment and examples of using game design axes. I think as designers it's important to figure out the things the game is trying to do and communicate, so that we can make sure it does those things well.
Lastly, I know 5e gets a bad rap (and it's gotten it from me, too!). But the concept of lonely fun has stuck in my craw since I first saw this thread. It's why some people prefer to GM (and therefore why GM-less games might not work for some people). Not all games are going to have lonely fun, but the ones that do are still going to appeal to people! This thread was key for me in terms of considering that no game is for everyone, and it shouldn't try to be, and also helped contextualize the enjoyment I get from the occasional high-prep game.
Balikbayan as a recommendation was a no-brainer for me. I'm not going to say it's the most elegant or tight of Rae's work, but it's the one with the most heart for me. The story this game wants you to tell is so clear, and as an introduction to "Belonging Outside Belonging" as a system/concept/design philosophy. This game really sings in its character concepts and emotional play.
If you've read this far, congratulations! I've been enjoying the DE podcast (even when I don't agree with some of the takes) and the discord has been a cool (if at times intimidating) place to hang out. I've had a hell of a game design journey this year and I'm so excited to keep learning, and to see what media other folks participating in this blog carnival recommend!
To sign off: my best advice to designers, especially those starting out can be boiled down to three things:
When in doubt, simplify or make it silly
The two cakes theory is your best friend - game design is not a competition
Not everything has to be finished. Not every part of the creative process is fun. Find the balance between these two truths (you're going to have to do that every day).
Best,
LT
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crudely-drawn-ben · 5 months
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Introducing Trilogy
Yesterday I released Trilogy, a new tabletop RPG crafted to support you in having grand adventures in worlds of your own making.
There are several reasons I started writing Trilogy, but the biggest one is that I ran a Dungeon World podcast called Crudely Drawn Swords for seven years and that was a lot of time to think about what we were playing. To a degree Trilogy is the game I wish that we could have had to run the podcast.
Starting from the question "what would a purely PbtA game for epic fantasy look like?" I started thinking more widely - what do I want from a fantasy game? And the truth is that I want a game that supports the structure of characters and their interactions but doesn't tie itself to a specific setting.
Trilogy begins with The Appendices - conventionally in epic fantasy these are at the end and document information about the wider world that might not have made it into the story, but here it is where you sit down as a group and decide what tone you want your game to have, and your world looks like. What kind of place is it? What magic is there? What is religion like? What are the major cultures where the story begins? How would it feel to be in this world? Trilogy doesn't tell you any of these things, it gives you the tools to think through how you want your world to look.
This creates a secondary challenge - without knowing what the world looks like, how could I design character classes for this type of game? Trilogy answers this by going back to the fundamentals - instead of a conventional character class, the playbooks in Trilogy represent a narrative arc. Some of them, like The Fighter, The Priest, or The Magus, look like familiar classes. Others, such as The Volunteer, The Mentor, The Weapon, or The Defeated, are a little different. Character arcs have a set of turning points, story beats that allow you to advance along your arc after you have collected a certain amount of experience. Some are positive and others negative, you choose which ones you want to hit and when, but every character's story has its highs and lows and to get the most from the game you need to lean into both. A character can pass through three arcs as they grow and change, like the three volumes of a trilogy.
The aim of the game is to create a slower but satisfying sense of progression - instead of hit points characters take Stress and Harm like in other Powered by the Apocalypse games that can have both mechanical and narrative effects. That makes combat feel dangerous, but the game also offers more ways to solve problems without getting into combat - I have played games where the player characters never got into a fight, instead resolving confrontations through an ingenious selection of alternative strategies including "lying" and "vomiting magic ink all over the floor." I'm genuinely enthusiastic about this game - I think I would be as excited about it if somebody else had written it. It leans hard into the joy of discovery and the excitement of adventure - you can play it as spooky and whimsical or gritty and hard-edged and anywhere in between.
Because I was writing it I even got to make most of the examples of play roll out as the story of someone's game, something I always appreciate when I read it. It also contains every technique I use as a GM in the hope that even before people get the chance to play it (heaven forbid any TTRPG afficionado have books we haven't got around to playing yet!) people who read it will still be able to use that advice in their other games. So that's Trilogy, the game I've been working on for the last few years. I think it's pretty great and I hope you will too:
Obviously it's a full-priced game and that's a big gamble from an unfamiliar creator - if you want an idea of what it's like in practice we've got the CDS team back together and we're starting a streamed campaign so you have a chance to see it in action. You can find that over on Youtube: https://www.youtube.com/watch?v=NxpXacko9Nc
The first episode includes me notably failing to use OBS at both the beginning and end, and I can't make any promises things will improve in that regard, but it should be a good opportunity to see how the game shapes up from this start and with this crew I know it's going to be funny and take some wild swings. If you're interested in reviewing Trilogy or you really want to give it a try but you can't afford it, drop me a message
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Do you:
1. Love and miss hunter x hunter
2. Love funny and insightful analysis about your favorite show hunter x hunter
3. Want to hear someone experience the show for the first time with very little exposure to shonen and hear them fall in love with it
4. Want to know about Demon World Theory
Then you should listen to Media Club Plus!
It is a media analysis podcast by cast members of Friends at the Table (tabletop actual play podcast (don’t worry if that means nothing to you) (for now)) who deep dive on the various themes of the show and its music and also discuss who is boyfriends
I’ve had a wonderful time following along with this show, especially as Jack, the aforementioned newbie, makes many accurate predictions about where the show will might go, but mostly in ways they would never have expected.
The first episode in their feed is the audio from when their friends made them analyze misleading screenshots from the show, with conclusions like “this gorilla playing dodgeball is a named character” (false) and “this businessman watching people play rock paper scissors is not a main character” (false, it’s our guy leorio).
The show updates biweekly on Tuesdays and they just started Greed Island! That means all of Yorknew city is out there for your listening ears, get the pod on their site or on any podcast app of your choice!!!
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jovial-thunder · 7 months
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Lancer Tactics devlog
I'm gonna try out posting my ~monthly devlog roundup here as well. These suckers are glorified changelogs with anecdotes and gifs galore. Let me know if this is something you like seeing show up on your dash?
Map Editor
Got units able to be placed/deleted/moved in the mission editor
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Can paint/remove command zones in the editor
Can paint minecraft-like terrain blocks in the editor
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Can paint/rotate multi-tile props in the editor
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Can edit unit character sheets and portrait via the editor
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3D maps
Did a bunch of art tests with 3D mech models, provided by GeneralChaos, which we ended up deciding not to go with to keep things simple.
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To avoid the can of worms that is animation, we'd have to lean into a static "tabletop minatures" aesthetic which we decided is not a style we want to be stuck with. By sticking with 2D sprites, we avoid falling into a sort of uncanny valley; it's easier to get away with not animating a 2D sprite than it is for a 3D model.
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 We also experimented with 3D terrain. We decided to make a rule that the visual style for a piece of terrain should match its mechanical effect: obstructing terrain that you can't move through, such as rocks or buildings, will be in 3D, while non-obstructing terrain like trees will stick with 2D sprites.
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Hooking up the 3D camera to follow events like movement and attacks did a LOT for making it starting to feel like it's cohering into an Actual Game™
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Implemented cover! And an attack preview! Cover works by aiming a ray from the target to the originator (technically to and from each voxel of each, respectively, to handle size 2s shooting above size 1 cover) and tracking all the terrain blocks it hits (how we'll handle non-terrain hard cover TBD). I think I have it working according to Perijove's cover rules manual, but I'm sure there'll be edge cases to work out. This is a case where things are significantly simplified by working in squares instead of hexes; hexes have a lot more possible weird angles you have to deal with.
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Re-added what I'm stubbornly calling Combat Popcorn; little bits of text that pop out when you use abilities and attacks.
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UI & game screens
Added ability for the engine to show UI that's anchored to the game world via a little word bubble line but also stay on screen as the camera moves around.
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Got word bubbles working; you can now write dialogue in the mission editor, hit playtest, and see it work in a mission! (it does actually translate correctly now; this gif is just from a bug I thought was funny)
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Got ability effects mostly behaving appropriately again, including muzzle flashes. The easiest way to handle them ended up being NOT billboarding them so they always face the camera (like all other 2D sprites in the game); instead, I put them on a plane parallel with the ground and just spin them around the unit to point at wherever their target is.
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Did some work ironing out our tooltip system. The standard in CRPGs these days is this kind of nested labyrinth of tooltops that you see in Baldur's Gate 3:
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I Did Not Want to try and figure out how to wrangle that much UI, so we're instead opting to cap the nested tooltips at the second layer. You can lock a general tooltip for e.g. an action and then mouseover various items within that tooltip to get glossary definitions...
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...and then instead of having those glossary tips be lockable/mouse-overable themselves, I collect all related terms to that glossary definition and let you tab through them.
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Added skin overlay functionality to the portrait maker, enabling textures like scars, tattoos, stubble, and vitiligo to be applied to just the skin and not extend off into space.
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Midway through writing this update, Carpenter sent me this gif of the randomization button working! There's a still a bunch of skintones/assets missing and a few are a bit janky, but it was exciting to start seeing the range of these lil freaks (affectionate) that this editor can create.
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Mourning cloak license!
This is the one I'm probably most excited about: I did a bit of a content dive and implemented a basic character sheet + all Mourning Cloak traits and equipment. They don't have fancy graphics yet, but the weapons and systems can be added via the character sheet and used in-game.
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It took a little under a day, including adding soon-to-be common mechanisms like bonus damage. This is great news in that it means the engine we've been building for so long in the abstract seems to do a great job in handling comprehensive actual game content, and that it looks like we've set ourselves up for success when it comes time to buckle down on churning that out.
I'm sure other licenses will come with unique difficulties (I fear the day it comes time to do the Mule Harness // Goblin CP) but I'm feeling good about it!
Vertical slice?
Taking a step back, the pressing question on my mind has been "when will we have a playable early access build?"
I was originally hoping for Feb/March, but what we've internally been referring to as the "3D cataclysm" has pushed everything back by at least three months, so the target for the first alpha build is now in May. So, ah, thanks for your patience! Seeing things come together, I've become more and more convinced that moving to 3D was the right call.
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thydungeongal · 1 month
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Anyway ultimately when it comes to trying to define the act of roleplaying ultimately I've decided on such a circular definition (to me, in the context of a roleplaying game, roleplaying is the act of playing a roleplaying game) because it's satisfactory to me and ultimately who cares. Splitting hairs about which action is and isn't roleplaying (is engaging with the rules roleplaying? Sure! Is making goblin noises roleplaying? Absolutely! Is solving the GM's physics puzzle via interfacing both with the mechanics and the fiction roleplaying? Hell yeah!) isn't satisfying to me and ultimately I feel it just leads to people turning personal preferences into value judgements.
But also like the whole idea of judging people for not roleplaying to a satisfactory standard to you is often the domain of tiresome killjoys. Who cares that Steve is here to just roll dice because he wants his character Bob to do cool shit and isn't interested in interrogating Bob's internal life? His fun doesn't have to come at the cost of anyone else's fun provided there is a broad understanding across the table as to what everyone wants out of the game.
Now what I do think is useful, in the domain of tabletop RPG writing, is defining what roleplaying means to you in your specific game, but even then I feel it's better to frame through positives rather than negatives or opposites. And this is because the medium of RPGs is so broad that the act of roleplaying in a romantic drama like Monsterhearts is going to look very different from roleplaying in a dungeon crawler to the point where they're going to be unrecognizable as being "the same" activity.
Also I think everyone should try out both a challenge-based dungeon crawl and a game of Monsterhearts, it would do all of you good
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caputvulpinum · 2 months
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my latest tabletop characters in chronological order:
-17 year old orphaned anarchist guild leader who ends up apotheosing as the god of their homeland and ends up taking the throne to rebuild it after an apocalyptic disaster
-farmboy becomes a soldier in a war against a double-apocalypse, fucks up some invading fairies hard and gets captured as a war trophy, spends the next 400 years in fairyland before the moon says she likes his vibe and breaks him out by turning him into a furry and giving him ultimate cosmic power, which he mostly uses to act as the ethics babysitter for a godlich whose special interest is civil engineering.
-fairy princess eldritch wildlife biologist whose mom is basically titania. it was a very complicated relationship for like 14 levels and it took literal reality-altering magic rituals to start fixing their relationship. she hates the anarchist aforementioned bc hes 17.
-perfect prettygirl daughter of social climbing mother is predestined to inherit the ultimate cosmic powers of becoming part of heaven's secret police. theres two factions of the secret police and she hates both of them.
-rich frat jock gains insight into the hidden occult world and immediately uses it to start a homoerotic frat/dinner club dedicated to shapeshifting and blood sacrifice. snip snip snip
-prometheus got turned into a fairy. a girl who makes things explode with her mind and her friends turned him into a different kind of fairy. then he became her dad. he also accidentally used his fairy mind control powers to cause a global anarcho-communist insurrection due to going viral on international news. 1 billion people were actively mind controlled by it. he was not allowed on tv again but he did get a twitter
-genetically engineered soldier wolfboy has his furry polycule fireclade KIA by a gay sexy pirate and then gets saved by a ghost space whale. he then does war crimes and everyone is soooo mean to him but hes soooo sad about it. and then he performs lobotomy on himself and implants his negative emotions into a shackled AI god which loves him and hunted down his best friend and soul mate to be her service animal.
-a wizard in a mech keeps trying to infiltrate the gay space gnostics and they keep telling him no. then he gets corrupted by the logic plague because he saw the name of god and has ultrasurgery performed on him with the help of a team of hyperqualified shackled AI gods and a mad doctor who has been trying to create anti-god supersoldiers and he was the first success. and the gnostics immediately wanted his cock onboard their snake ship. he never experienced consequences for any of his actions:)
-girl from a noble family of divine heroes is very very late to inheriting divine herodom and has soooo many opinions about this. she spent the last 6 months hunting down a weird fairy with some new friends and spent the first 5 of them pretending to be stupid jock so they wouldnt bother her. she has been trying to eat the fairy this entire time but it hasnt been working yet.
-a werewolf who is big and brown and hypermasculine gets turned into a werewolf and freaks out bc apparently everything supernatural is real and he was weird for not believing in any of it. he totally doesn't have any body image issues due to being a big hypermasculine brown man with anger/resentment issues and he is totally fine with how everyone assumes he's just a stupid violent meathead despite being a trained EMT actively going back to med school for his doctorate. he literally went to a supernatural therapist to vent about lycanthropy and got scared when she did actual therapy on him. he's so in his head about how everyone interprets him as Big Scary Brown Man that he doesnt realize he's drowning in transgender dogs who are actively barking for his attention. he would put on a collar and not realize its a sex thing. a spooky nightingale told him it saw him from across the ghost forest and liked his vibes because he was a murderer
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