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Chapters: 2/? Fandom: Adventure Time Rating: Teen And Up Audiences Warnings: No Archive Warnings Apply Relationships: Finn the Human & Ice King | Simon Petrikov, Finn the Human & Jake the Dog, Jake the dog & Ice King | Simon Petrikov, Ice King | Simon Petrikov & Marceline, Princess Bubblegum & Ice King | Simon Petrikov Characters: Ice King | Simon Petrikov, Finn the Human, Jake the Dog, Princess Bubblegum, Marceline (Adventure Time), BMO (Adventure Time) Additional Tags: Blank Slate AU, Alternate Universe, Alternate Universe - Canon Divergence, kind of, Other Additional Tags to Be Added Series: Part 1 of Blank Slate Au Chapter 2 Summary:
The lights flicker on in the once dark shop, Finn and Jake find themselves face to face with a human.
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dante-and-dragons · 3 months
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Do you think... I don't know how attentive my Strahd group is... I am wondering if I can have a "Mind if I step inside?" without them noticing... Ough...
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camouflagedlove · 8 months
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a bit ago i finished a new ending to the quarry that is also choose your own adventure but i have a problem where the buttons stopped working towards the end despite using the same code
if anyone could message me to help with that i'd be able to post the fic :)
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eldritchqueerture · 6 months
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i havent DMed anything in a good while and im scouring my resources for one shot purposes now. and im discovering that half of it all is just extremely specific memes
like. thats funny and all, sure, but its Not Helpful!!! >:[
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moonlit-trolls · 9 months
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Dude the session was going great and then the gm pulled a Diabolus ex machina
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apheliavampire · 1 year
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I'm completely normal I swear
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song-of-the-rune · 2 months
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At first I was like "ehhh this deity's followers probably wouldn't be full-on cannibals in this setting I should probably adjust that" but actually
his reason for becoming an adventurer was that he was in legal trouble for... feeding rude customers to other customers.
so yeah I probably don't have to change the cannibalism out for anything actually
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thydungeongal · 28 days
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GMing doesn't have to be a chore and can in fact be extremely fun and rewarding but there are certain learned behaviors and attitudes that make things harder on the GM. Here are just a few tips on how to make the job easier on the GM which also may have the side effect of making the game more fun for everyone:
Everyone should make an effort to learn the rules. The rules are not there to make the game unfun and they are not a necessary evil, they are there to help carry the game so the group doesn't have to do all the work. And everyone taking part in learning the rules means the GM doesn't always have to be the one to remember how a rule works.
To that end, drop the "GM is the final word on the rules" attitude. This places the GM on a pedestal and can actually run counter to the idea of players learning the rules. If the GM has carte blanche to run over the rules it disincentivices players learning the rules because they can't actually rely on the text, and now you're right back to the GM having to carry the whole game. It is entirely okay for players to remind the GM how the rules should work and the group should agree on a method for dealing with rules disputes, and spot rulings should not rely on the GM making a unilateral decision but should rely on some kind of consensus.
Communicate your desires to the group and be willing to compromise; respect each other's prep. You may want a game that focuses on a long-form narrative but the GM wants to run an episodic series of largely unrelated singleton adventures. The GM is the one who is bringing the game, so ultimately be willing to compromise on your vision of the game and respect their prep. Ultimately, if the GM does not want to run the exact type of game you want and you can't see yourself having fun in the type of game they want to run, you will be doing everyone a favor by recusing yourself from the game.
Related to the above, communicating your desires should be an ongoing process. End each session by talking about what you want to do next and where you think the game should go. This will also make it easier for the GM to prep ahead.
This relates to learning the rules: pick a game that actually supports the type of game you want to run. Trust me, whatever time you think you will save by sticking to a game you already know you will make back by not having to fight the rules all the time and actually letting the rules take an active part in carrying the game.
You can literally just use prewritten adventures. Not every campaign or adventure needs to be custom-tailored for your specific group. Using prewritten adventures means that someone's already done a lot of the prep for you.
And finally, don't prep any more than you need to: there is this persistent myth that GMs need to have the entire campaign and world planned from the word go to begin with. While there is nothing wrong with expansive worldbuilding as such, you don't need to prep anything beyond what is strictly necessary. If you're running a wide open sandbox you can get by with a rough sketch of the world and only write things in as they become relevant. If you're running a megadungeon your players don't have to know that you've only prepared the first level for the first session, as long as you have a cohesive broad strokes plan that is perfectly fine. If you're running an episodic campaign, well, you don't need to have anything beyond the next episode prepped at a time, but of course having a rough plan can help.
Of course a lot of this is very opinionated and game specific: some games actively resist authoritative GM prep and want to involve each player equally in setting up the situation, and that's actually great, and in those types of games you should remember that the game is explicitly telling everyone to be involved in the prep. And once again, listen to what the rules have to say: they're there to tell you what the game wants you to do.
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While it's far from the worst cultural shift in TTRPGs, it really is a shame how much the mainstream standard for prewritten adventures has shifted from short adventure modules to massive hardcover campaigns.
Short modules are just so much better for the types of adventures that most mainstream TTRPGs are good at: you arrive at a place, it's Weird, you meet some cool people, it turns out there's a fucked up little situation going on, you get involved and blow up the situation in whatever way best suits your characters, and then The Adventure Continues. Depending on what happened in the adventure, the GM might decide to bring elements of it back in the future: NPCs you vibed with (or hated), places that you made a connection with, elements of the situation you left unresolved, whatever. Or not! No pressure, because the next adventure is going to be a new weird place with a new fucked up little situation.
Long campaigns, by contrast, constantly need to constrain the players so that they can keep the campaign relatively coherent. Even the ones that work hard not to railroad the players have to limit their ability to impact things so that the players don't somehow avert chapter 10 by doing something way back in chapter 3. And often, this results in very weak connective tissue throughout the adventure, with the character mainly doing what they are told by NPCs who are the ones with the real stake in things. After all, how can the PCs be the main characters when the adventure must be written with no idea of who they are?
And then this in turn feeds this culture where, actually, the Good GM homebrews their own campaign. That way they can actually center the PCs, and not railroad them, and throw out everything they prepped when the PCs refuse to engage with plot hooks and do completely unrelated stuff, because that is the opposite of running the big boxed adventure.
But actually, incorporating the creativity of other writers into your game is great. You can get so much mileage from taking someone else's fucked up little situation and tweaking one or two things to put it in your campaign. You can center the PCs so much when you don't need to protect future story arcs, you can just throw them in the mix and let them do main character shit. It's great.
Most importantly, though, I think more people should be able to have the brain chemistry-altering experience of not knowing what you're going to run next week, and being in the local game shop browsing shelves of dozens of fucked up little situations with some Brom-ass art on the covers and mostly terrible writing peppered with ideas that will stay in your brain forever.
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chireikiden · 9 months
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The unofficial translation of Gensou Narratograph is now available to download! (PDF only or .rar file with bonus assets)
I know no one ever actually looks at tumblr blogs, but I've made a basic page to hopefully collect information and links in the future.
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An unofficial tabletop RPG published by Kadokawa. While the game as a whole is by no means "canon", it includes a full transcript of a game session with ZUN as one of the players, plus new character quotes and location descriptions written by ZUN, so it's worth checking out just for that alone.
Narratograph is largely boardgame-based, played with a selection of 30 characters gathering clues on a map of Gensokyo to progress through objectives and resolve the incident/kerfuffle of the week. However, it is still an RPG, with every scene being roleplayed and the incident also having a proper story to it. Narratively the game leans towards the light and feel-good end of Touhou fanworks, though I suppose it's up to you what you do with it. The book includes two prewritten adventures as examples, one of which I've run for a group to test it out.
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It has pretty digestible mechanics, and a very unique danmaku combat system. To help with the number of sheets, figurines, tokens etc. needed, I've made public the Tabletop Simulator mod that I use to run the game myself, together with character figurines. You can use the assets included with the game to try and make it work in some other virtual tabletop of your choice. Or of course, you can also just print everything and play it live, if you can get a group together.
The rules have some quirks, and I'll try to figure out the best way to post my own notes and suggested houserules. As things stand, though, despite having nothing to do with the game officially, after putting a lot of work into it, I'm also curious to hear anyone's thoughts or experiences running it!
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dailyadventureprompts · 9 months
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do you have any advice for running and/or adapting prewritten modules?
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DM Tip: Coloring outside the lines. 
A piece of advice that’s vitally important for DMs, especially newer DMs to recognize is that presenting our party with a fleshed out, vibrant world is a magic trick mostly reliant on us having enough easily adaptable world-pieces laying around. It’s a matter of building the track as they go, and though modules provide a box full of pre-selected track pieces that can be useful building that backlog, the process is still reliant on YOU to fill in the blank space and account for the odd directions your party might end up in. 
As such, it’s important for us to look at modules not as a recipe that must be followed to have a good time, but as a concentrated dollop of inspiration/jumping off point upon which we can create our own adventures. There’s a similar philosophy behind my own adventure prompts, as I seldom expect people to be able to use them 1:1. Even I have to adjust things and change details when turning a series of individual prompts into the material of a campaign. 
The first step when you’re thinking of adapting an existing work  (whether it be a module or a narrative you want to turn into an adventure)  is to ask yourself and your players if this is the right fit for what they want to play.  There’s no point in adapting an adventure focused around a heist if your party wants to be out exploring the wilderness, and there’s no point in adapting a wilderness exploration adventure if your party wants to do a political thriller/urban mystery.  Just like with creating a homebrew campaign, you want to match the story to the expectations of your players. Trying to build a machine without knowing what it’s for is an exercise in frustration, as is trying to build a story without knowing the general direction you want it to be going.  
Next is to read the work back to front, making notes as you go, specifically looking for: 
Interesting ways the narrative could spin off from this, and what adventures might occur if your party make different decisions than what the story allows. 
What emotional work you need to build into the party’s backstory/previous adventures/to have them make the decisions you NEED them to. 
What happens if the party fail at each major step of the journey. 
Ways you think you could do X thing better. 
After you’re done with that, read another work with similar themes/subject matter with an eye of salvaging it for ideas to improve the first. Most modules have a direct path in mind with a few major branching points. What you want is raw material for when your party zigs when the original writers expected them to zag, as well as extraneous details that can make otherwise thin plot beats into sturdy pillars of your story. I can’t tell you how many times I’ve averted disaster or disinterest in my games by importing an npc or worldbuilding detail from something I’d recently read/watched into a narrative I’d thought was fully planned out but was just failing to fire
Finally, sit down with a notebook and try writing out the adventure step by step. Any time you get fuzzy on the details, it means you haven’t internalized the story you want to tell, and would end up running things by the book. This isn’t bad necessarily, but it’s the difference between a musician who has to go slow and follow along with the sheet music vs one who’s practiced enough to be confident in their performance. Recreating it like this might also let you see narrative potential that wasn’t necessarily evident in your first attempts.
Art
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anim-ttrpgs · 7 months
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It was mentioned that EUREKA would be the easiest DM-able system ever. From a newcomer's perspective, how is it so?
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Well, firstly, it strongly encourages the use of prewritten adventure modules, which just already take a lot of work off the GM's shoulders, and maybe others can elaborate on how much of a burden that is lifting, but it isn't exactly very unique to Eureka.
What Eureka does do however is have rules and play advice which enourages, or even necessitates, players and player-characters taking initiative and driving the story themselves with their own deliberate actions, rather than sitting back and asking the GM "okay where are our characters going next?" The game in general both encourages and facilitates a very hands-off GM approach where the GM's main job is to be a referee for the rules and a voice for the NPCs, not a novelist that inserts the names of the PCs into their plot. There's a lot of similarity here between this approach and a lot of OSR type games' "situations, not plots" approach. This makes feel more like playing a game than being a full-time job.
None of the character abilities in Eureka necessitate that a certain NPC exist for them to work, meaning the GM will never have to come up with a whole character on the fly that has a whole believable relationship with the PCs. In fact, there is an optional system in Eureka by which the players are the ones who come up with NPCs their PCs know, using a series of questions to formulate their relationship to one-another and then handing that over to the GM.
Many things that are traditionally up to the GM in many other RPGs or RPG-groups such as note-taking and in-game time-keeping are instead explicitly assigned to a player.
The system just also has a lot of rules for helping GMs make calls in many different situations, rather than having to arbitrate a bunch of mechanical effects on the fly, and has very simple and easy-to-work-with NPC stat-lines.
All of these things and more add up to a lighter workload for the GM, so that instead of the effort investment in a 1-GM-4-player group being split 80-5-5-5-5% like in D&D5e and many other popular systems, in Eureka it's split more like 40-15-15-15-15%.
Check out our Kickstarter page for the best accumulation of info on what Eureka: investigative Urban Fantasy even is! The Kickstarter campaign launches April 10th 2024!
Check out our Patreon to get the whole prerelease rulebook + multiple adventure modules and pieces of short fiction for a subscription of only $5!
If you wanna try before you buy, check out our website for more information on Eureka as well as a download link to the free demo version!
Interested in actually playing this game, and many others, with the developers? Check out A.N.I.M.'s TTRPG Book Club, a club of nearly 100 members at the time of writing this where we regularly nominate, vote on, and then play indie TTRPGs! At the time of writing this, we are playing Eureka: Investigative Urban Fantasy, and sign-ups are closed for actually playing it, but you can still join in to pick up a PDF club copy of the rulebook to read and follow along with discussion, and sit in on and observe sessions! There is no schedule obligation for joining this club, as we keep things very flexible by assigning multiple GMs with different timeslots each round, to try and accomodate everyone! This round, we had over thirty people sign up, and were able to fit in all but one! Here is the invite link! See you there!
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top 5 ttrpgs for beginners
Sorry that this one took me a bit longer to answer than all the other Top 5 asks :p i wanted to explain a bit of my reasoning behind it and this gave me q chance to ramble a bit about something that bothers me lol
So, first of all I want to talk about what TO ME makes something a good beginner RPG.
Ramble:
I've talked a bit in the past about how I have sort of a bone to pick with the way so many people, when asked for recs for beginner TTRPGs, immediately decide to recommend extremely rules-light/minimalist/one-page RPGs (Hacks of Lasers&Feelings in particular seem to be somewhat popular on this front), when IMO these types of RPGs are at their best when played by an experienced group (or at the very least with least one very experienced player/GM who can provide some guidance to the others). I think a lot of ppl seem to have the impression that simpler mechanics inherently make a game more beginner-friendly, and that thus the most beginner-friendly games are inherently gonna be the ones with the simplest mechanics. And while this is true to an extent (a 700-page RPG with tons of complicated mechanics to remember is obviously gonna be inaccessible to beginners), when you consider that mechanics exist to DELEGATE decisions about the fiction away from the players and the GM so that they don't have to manually arbitrate them every time, there is point where less mechanics are gonna make harder for new players because it means there's more thing they're gonna have to find a way to arbitrate on and decide by themselves, and that's a skill that takes time to develop. An experienced group can probably get a ton of mileage out of a system that essentially ammounts to "the GM describes the world. The players describe what their characters do, and the GM describes how the world reacrs. When the outcome of a player action is uncertain, then [simple resolution mechanic]" but a beginner group is gonna be a little lost. Especially if the game, like many of these types of games, includes practically nothing in terms of GM tools. So I think recommending beginner RPGs solely on the base of how simple they are is well-intentioned but misguided.
(Ramble over)
So, some of what, to me, makes something a good beginner RPG is
Rules provide enough support that the group won't have to constantly be figuring out how to adjudicate stuff on the fly, but they're simple and flexible enough that they're easy to remember and learning them doesn't feel like a daunting task like it does with a certain game (*cough cough* D&D)
Relatively short and uni timidating. Maybe between like 20 and 100 pages. Players should be able to read through the rules and mechanics in one sitting.
Plenty of examples of play, often a good example of play is what makes a game's rules really *click* for a new player.
Relatively quick and painless to start running for the first time. Character creation should be quick and snappy, and if possible a short pre-written adventure (hopefully with some room to be expanded into something larger) should be included within the same book and ready to run out of the box. Even if your group doesn't like using prewritten adventures, having a *good* prewritten adventure can be a huge help in understanding how to write/design them.
Solid set of GM tools and resources (if it's a game with a GM, of course)
Optionally, plenty of compatible material to either use or take inspo from.
So, I think my recs would for beginner games would be...
Mausritter
If any of you have EVER heard me talk about RPGs you knew Mausritter was gonna be here TBH. I've repeatedly talked about it being one of my favorite RPGs and also that I consider it pretty much an ideal introduction to the hobby. I think the woodland critter theme is extremely charming and attractive for people of any age, while the slightly darker elements that rear their head from time to time keep it from feeling too childish.
The mechanics are simple and flexible but still provide enough structure that even a new GM will rarely if ever be at a loss about how to resolve a particular action. They're familiar to anyone who's played a dungeon game while still being extremely streamlined. 3 stats with the main action resolution being roll-under tests, no classes, characters are defined mostly by their inventory, all attacks auto hit and initiative is extremely streamlined, which keeps combat quick and dynamic, etc. And the mechanics are pretty short and esy to digest too, the players' section of the rulebook only takes 18 pages, including stuff like inventory tables and examples of play, and the website features a handy one.page rules summary (which also comes with the box set)
It's super easy to get running: character creation takes a couple minutes at most, and it features both a simple adventure and hexcrawl that can be used right out of the box with plenty of interesting directions to expand for further adventures.
Now, Mausritter takes most of its mechanics from Into The Odd, so a lot of its virtues come to it, but I think the few changes it made DO make mausritter most beginner-friendly, such as its inventory system which makes inventory management into a genuine challenge without having it devolve into a slog of tedious book-keeping, and the incorporation of a streamlined version of GloG's magic system, which manages to still be simple and easy without being as loose and freeform as the magic system from a lot of OSR games of similar complexity (which can be initially daunting to new players)
But what REALLY makes mausritter shine IMO is the extremely solid set of GM tools. In just a few pages mausritter manages to provide simple rules, procedures, generators and advice for running faction play, making an engaging hexcrawl, making adventure sites, and generating stuff like treasure hoards, NPCs, an adventure seeds and overal just a ton of useful stuff that takes a huge load off of the shoulders of any beginner GM.
Cairn
Lets say you're into Mausritter mechanically but your players aren't into the whole woodland creature theme and want to play something more traditional. Cairn is also built on Into The Odd's system, and takes inspiration from some of the same sources, so it's very similar mechanically. It does feature some significant differences regarding magic, character advancement, and how injury and healing work, but overall it's still mostly the same system under the hood, so a lot of what I said makes Mausritter a great introduction to the hobby mechanically still applies here (quick and flavorful character creation, dynamic and streamlined but dangerous combat, etc). It's also a classless system that features msotly inventory-defined characters, but aside from the option to randomly roll your gear, the game also offers the option of picking a gear package in case you wanna emulate a particular fantasy archetype.
Now, Cairn is a much more barebones document, and doesn't even feature examples of play or an explicit GM section with resources for running the game, which breaks with the things I said I look for in a beginner RPG. However, in this case I'm willing to forgive this because, first, Cairn's website features a plethora of first party and third party stuff that isn't featured in the book itself, including examples of play, GM procedures and tools, modular rules, and a wealh of conversions of creature stat blocks and adventures from D&D and other fantasy adventure ttrpgs.
And Second, something different that specifically distinguishes Cairn as a good example of a beginner RPG is how it explicitly outlines its philosophical and design principles, and the principles of play for both the GM and the players before it even shows you any rules, which is something that I think more games and ESPECIALLY begginer games should do. IMO the whole book is worth it just for that little section.
Troika!
Troika is a game built on the Fighting Fantasy system (which originally was less of a TTRPG system and more of an engine for a series of choose-your-own-adventure books) with a really interesting pseudo-victorian space opera weird gonzo setting which is a load of fun. It has very simple 2d6 mechanics, with characters having three stats (Stamina, Skill, and Luck), and being mostly defined by their inventory and the special skills from their background. Character creation is quick and snappy. The game gives you 36 weird and extremely creative character backgrounds, but creating a custom background is as easy as coming up with a concept and the names of a couple special skills that support that concept. It also has a very unique initiative system which might be a little divisive but which I DO find fun an interesting.
While it lacks many of the GM tools I praised Mausritter for, it makes up a little bit for it with an initial adventure that does a wonderful job at naturally introducing the weirdness of the setting, and which at the end presents a ton of opportunities to segway into a variety of urban adventures.
Now, a lot of beginners come into RPGs specifically looking for a D&D-type fantasy game (which is a problem because D&D is a pretty bad option for a beginner RPG) so for those types of players I would recommend
The Black Hack
The Black Hack is probably my favorite game for doing D&D-style fantasy roleplaying. It's a game that at its core uses the original 1974 white box edition of D&D for inspiration, but modernizes, reimagines, and streamlines every aspect of it to be one of the most simple yet elegant D&D-like experiences out there. For example, TBH uses the six stat array that all D&D players know and love, and with the same 3-18 point range, but does away with the attribute score / attribute modifier dichotomy, instead building its entire system around the attribute scores, with all rolls in the game being roll-under tests for a relevant attribute (including initiative, attack/defense rolls, and saving throws). It also innovated some extremely elegant mechanics that went on to be very influential for other games, such as its Usage Die mechanic as a way to streamline keeping track of consumable resources. Basically, it's like if D&D actually played the way it looks in cartoons and stuff: character creation doesn't take 3 hours, every combat encounter doesn't take five hours, and you can place some emphasis on resource management without the game making you want to tear your hair out with boring bookkeeping.
And one of the coolest things about it is the way it handles compatibility. Despite taking loose at best mechanical inspiration from D&D and playing very differently from it, TBH is intentionally designed to be compatible with a wealth of old-school D&D material. While it very clearly stands as its own distinct game, it's designed in such a way that you can prety much grab any creature stat block or adventure module written for any pre-3e version of D&D and use it in The Black Hack with little to no effort in conversion required.
The first edition of the game is a pretty barebones 20-page booklet that just describes the basic game mechanics, since it was assumed you'd probably be using D&D creature stat blocks and adventures with it anyway, but the second edition was significantly expanded with a bestiary, expanded GM procedures and advice, and tool for creating anything you could want: Hexcrawls, towns, dungeons, quests, treasure hoards, NPCs, dungeon rooms, traps, secrets doors, etc. plus a short premade adventure and even a few premade unkeyed dungeon maps that you can take and key yourself if you're in a pinch for a map, which as you all know, I think GM tools are an important part of a beginner game.
The game only includes the 4 basic classes from old-school D&D (fighter, thief, cleric, magic user) but the community has made several supplements adding back more modern classes.
Now, if you're that type of player that wants a D&D-like experience and you want an alternative that's still beginner-friendly but doesn't deviate as much from D&D's design, I would suggest:
either Basic Fantasy, or Old-School Essentials (or any good retroclone of Basic D&D tbh)
BF and OSE differ a bit from each other but at their core they're both attempts to repackage a relatively faithful but slightly modernized version of the 1981 Basic/Expert D&D set, retaining mostly the same mechanics while ditching a few of the aspects that might seem counterintuitive to a modern audience (such as descending AC, which I personally don't mind but I udnerstand why a lot of people find it confusing). I'm recommending these bc I think if you're gonna play any actual D&D product, the B/X set represents D&D at its most beginner-friendly (character creation is at its quickest and simplest, combat flows faster and remain itneresting due to doing side initiative rather than individual initative, the mechanics forsurprise, stealth, and dungeon exploration actions such as looking for traps are streamlined to simple D6 rolls) while still being recognizably D&D and these retroclones put in a bit of an extra effort to make them even more accessible to modern audiences.
Now, just like The Black Hack, these retroclones are limited in their race/class choice to the classic old-school D&D human/halfling/elf/dwarf and fighter/cleric/thief/magic user, but in the case of Basic Fantasy, the community has made several race and class supplements, some of which are showcased on the official website, and in the case of OSE, the OSE: Advanced addon reintroduces many of the modern classes and races that were originally introduced in the Advanced D&D line.
Have in mind that this list is pretty limited by my own tastes and experiences. I'm very aware that the very specific type of game I tend to play and like and experiences inroducing some of my friends to the hobby completely color the scope of what I can recommend as a good beginner RPG, and that that scope is significantly limited. I also like more narrative storygame type stuff, and I don't doubt that some of them would also make a fantastic introduction to the hobby (some PbTA stuff like Ironsworn, Dungeon World and Monster of the Week comes to mind) but my experience with them is not significant enough for me to feel confident in telling which of them are good beginner RPGs.
Also note that there are several games that I consider to be more MECHANICALLY beginner-friendly than the ones I listed here, but that I avoided mentioning specifically because they offer extremely little to no support in terms of GM tools, which I think is an important and often overlooked aspect of beginner-friendliness for any game that includes a GM! But they still might be worth checking out. These include games like DURF, FLEE, OZR, A Dungeon Game, Bastards, Dungeon Reavers, Knave 1e, and Tunnel Goons.
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quitealotofsodapop · 4 months
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The implications that Macaque had written the Hero and the Warrior as a homage to his and Wukong's story so he could show his cubs and the whole world how he and his mate got together, that he'd play this as a bedtime story for his cubs and this play was his magnum opus, his favorite play of all time. A simple, yet oh so compelling sign of his devotion to his love...
The troupe Wukong had managed to build first impressions of this beautiful tale was made into a mockery by a pair of well-meaning but ultimately incompetent brothers.
One, the Noodle Gang can definitely understand the importance of this play and how meaningful it is for the Monkey King and his family. They can understand, even through the botched scripts and poorly made props, the devotion behind this. Which only hit some even harder that Macaque wouldn't have up and abandoned his family for no good reason, something MK confirms when he comes back with the Lantern. Amongst the prewritten plays was a copy of The Hero and the Warrior as it had been meant to be viewed, and MK may have returned the Lantern, but he did so the next day
Prev One & two.
its so sweet and so sad to think about :'(
Macaque likely created the story as it was in canon back when he and Wukong's relationship was still in the dumps, but after him and his Hero got back together? Some rewrites had to be made.
Like additions to the tale where;
"While the Hero lost sight of why he sought power, the Warrior felt that he had no voice to stop him. That only when the Hero and Warrior were apart did they begin to ponder what made them wish for such power. One day a little piece of Heaven fell to Earth, landing in the Hero's arms. Although the Warrior was still upset with the Hero, he would not dare harm him or the Little Heaven. So together they went on many adventures, falling in love once more with each passing day. One day that Little Heaven reshaped itself and became their Prince. Their love combined into a living being. The Hero and the Warrior did not need to find more power or glory - for they had the greatest treasure in the universe sitting in their arms."
MK could almost tell the story himself, given how many times it's been told by either parent to lull him and his siblings to sleep. It's so sappy, on par with Cinderella or Beauty and the Beast for little monkeys.
Yin & Jin are good stage techs, but they're no actors. After their attempt at telling the tale to the Noodle Gang sort of flops - they're ecstatic when MK finds the "pre-recorded" version. All it needs is someone to operate the Lantern.
MK directs the intended story for his friends. He can't stop crying as it ends. Pigsy, Tang, Mei, and Sandy all cheer and applaud the tale, not only for the visuals, but for how much it clearly means to MK and his family.
Part of MK's worries in the Au is wondering if his dad really still loves his mom any more and/or if he regrets settling down. He can't stop his brain from running these thoughts, even up to when he entered the theatre.
His dad wouldn't have left without a damn good reason. This story, The Hero and The Warrior and their Little Heaven, is proof of that.
The White Bone Demon has a storm coming for her.
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hermitcraftheadcanons · 9 months
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grumbot and jrumbot are living on the hermetheus happily having space and vr adventures with renbob and the goatfather and probably some other people. however, if you go to the season 7 planet, you can find 'grumbot' and 'jrumbot' in their original locations. their original casings didn't fit in the spots they wanted to go into the hermetheus. its like shed exoskeletons that have been rigged with some simple redstone to make them dispense randomly chosen prewritten answers.
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txttletale · 11 months
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bundletober #17: ASCENT
i am going to catch up with these... tomorrow. or at some point afterwards. Society. anyway today's bundletober i'm looking at ASCENT, a trophy incursion by ex statis games--hey they're from wales? that rules
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so for those who have not played trophy, it is a set of very closely connected games -- trophy dark and trophy gold -- about OSR-style adventurers who are doomed to die horribly in a wretched world that corrupts them. it bridges a lot of interesting gaps between OSR stuff (no classes, emphasis on modules and prewritten dungeons, encouraging a thinking puzzle-solving approach from players) and storygame stuff (handing some level of narrative control off to players, failing forward, mixed successes and fiction-first approaches). the main difference is how doomed the player characters are--trophy gold player characters will only probably die, while trophy dark characters are the most doomed motherfuckers to ever briefly walk this earth.
an 'incursion', then, is a module or an adventure to be run in trophy. something i really like about trophy is that it encourages its incursions to have 'themes'. a lot of trophy incursions will have a list of 'moments', little pieces of set dressing a GM can describe to bring that theme across. i love this shit because i think that everyone agrees it sucks when the GM reads out like fifteen paragraphs of prewritten text from the module but it is also nice to have some guidance or a handrail--this provides a lot of really cool interesting little moments without being overbearing or handholdy. the theme of ASCENT is 'EXPOSED' and the moments reflect this beautifully:
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this shit is sublime. the meat of the incursion is its 'rings', descriptions of the progressively darker and bleaker dangers your characters face. the rings in ASCENT are beautifully put together, each one telling its own miniature story. ASCENT also hews very close to trophy's storygame side, giving the GM probing questions to ask the party at each ring:
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i really like the inversion of the classic "dungeon", the fact that instead of delving deep underground each progressive increase of danger takes place in the context of scaling a mountain, exposed to the elements, the very sky at your back becoming your enemy. i love almost everything about ASCENT--but when it comes to it, without wishing to spoil--i find the ending a little disappointing. not bad disappointing, just--when taking into the consideration the very real practices of mountain climibing in the modern day, the everest expeditions of old that this seems to be taking some inspiration from, it ends in a very generic and unconsidered OSR loot-the-ancient-relic-with-a-twist setpiece.
it's not a bad ending so much as a missed opportunity to mediate on shit like the environmental destructin to mount everest caused by tourism, or the grisly monument to pointless thrill-seeking death that is rainbow valley, or the failure to credit sherpa guides for the success of early expeditions in favour of showering praise on white colonialists. or, hell, even just to do something a bit more on-theme. it doesnt' feel very EXPOSED, is all i'm saying.
ASCENT is available for purchase as a digital download through itch.io
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