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Starfinder - Nope - Jean Jacket
This week we tackle a subject I've waited two years to take on. Spoilers for the movie Nope within!
#starfinder#paizo#ttrpg#ttrpg stuff#ttrpg content#nope 2022#Nope#Jean Jacket#Halloween#Nope Movie#Horror movie#Spoilers
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If any of y'all had tips for aspiring TTRPG creators, what would they be? I'm hosting a "How to Make your own TTRPG" panel at a con this weekend, and anything to show folks from a fellow indie studio would be great!
Yeah a bunch. Each one of these could basically be its own post, but here are the condensed versions.
Social Media
You need social media. No one will ever hear of your game without a strong social media presence. And as much as it sucks, your best bet is probably tumblr. It’s the only populated social media site that allows your posts to be widely circulated without you having to pay, and also long form enough to actually include information. I dedicate one day a week entirely to social media and that’s just about the only reason we make any money at all.
Also, when using tumblr, the first five tags you put on a post are the most important, those are the tags that make it show up on people’s dashboards. The first twenty tags are the ones that make it show up in search results. Don’t put the name of your game in the first five tags generally, because if no one has heard of it yet, no one is following those tags.
Don’t Paywall Your Game
You deserve to be paid for your work if you indeed did any work at all (we’ll get to that), but that just isn’t the world we live in. Unless you have an advertising budget to essentially trick people into buying a game that might end up being crap, you need something to prove that your game is worth spending money on. Without an advertising budget, that proof has to be your game. Setting your game to pay-what-you-want, or providing “community copies,” lets people try your game before they buy. Plenty of people will buy up-front when given the option, and others who can’t afford it at that moment will download it for free then come back and pay later. Some people will never pay, but what that means for you is that they either never experience your game, or they pirate it. People experiencing your game, showing it to their friends, and talking about it is one of the most valuable pieces of advertisement you can ever have. It will ultimately lead to more people who are willing and able to pay learning about your game.
Start Small but Not Too Small
Do not make a one-page game for your first game. Do not be like us and make a 700-page game for your first game. Try to aim for something between 20 and 200 pages, especially if you’re one person or a small team.
Play and Read a lot of RPGs or Your Game Will Suck
Would you watch a movie by a director who had only ever watched one movie? Would you read a book by an author who had only ever read one book? Hell no, those would suck.
Read many rpg rulebooks, from many different genres and decades, play as many of them as you can (by the rules) to understand how the rules work and why they’re there. This will give you the creative tools you need to make something that isn’t just a weaker version of the last RPG you played. No, listening to "actual plays" does not count.
Most actual plays stray significantly from presenting a regular gameplay experience in favor of an experience that is entertaining for an audience. If you want to learn martial arts, you should be watching martial arts tournaments, not WWE.
If you want an actual play podcast that has my “actually mostly presents a real gameplay experience” approval, try Tiny Table.
If you say you don’t have time to read rulebooks, then you don’t have time to design a good game. Studying is part of the process of creating. If you don't, you won't even know about gleeblor.
This will let you know whether your "innovation" is more like "Cars don't need to run on gasoline!" or "Cars don't need crumple zones and airbags!"
The Rules Matter, So Design with Intent
The rules matter the rules fucking matter holy shit what you actually write down on the page matters I can’t believe this is actually the seemingly most needed piece of advice on this list. The. rules. matter.
Design your game to be played in the way you designed it. The rules affect the tone and genre of your game, they affect the type of people PCs can be and the kind of stories that will result from gameplay. Bonuses encourage PC behaviors, penalties discourage PC behaviors.
Do not fall for the trap of “oh well people will just play it their own way based on vibes anyway so it doesn’t matter what I write the rules to be.” Write that you wrote this game to be played by the rules and that significant changes to the rules mean that players are no-longer playing the game you made. Write like you deserve for your art to be acknowledged by its audience. If you don’t, then there is no point in anyone playing the game you made, because if the person who wrote it doesn’t even care what the rules say, why should anyone? The people whose “playing” of TTRPGs consists of never opening the rulebook and improving based on “vibes” will still do that no matter what, but the people who would have actually tried to engage with your game will find that it sucks if you don’t even care what the rules are yourself.
Playtest
You need to playtest your game if you want it to work as intended. You need multiple sets of eyes on it. If you don’t have the opportunity personally to do so, just release your game anyway with the acknowledgement that it’s unfinished. Call it an alpha or a beta version, and ask for people that do play it to give feedback, then update and fix the game based on that feedback.
Ignore Feedback
Most people do not have any game design credibility, perhaps least of all TTRPG players. You do not, in fact, have to listen to everything people say about your game. Once you ask for feedback, people will come to you with the most deranged, asinine, bad-faith “feedback” you can imagine, and then get really mad at you when you don’t fall to your knees and kiss their feet about it. You do not need to take this feedback at face value, instead you need to learn to read between the lines and find out which parts of the rules text are being misinterpreted by players, and which incorrect assumptions players are making about your game. Then, you update and improve the game by clearing those up. Only like 30% of “feedback” you receive will actually be a directly helpful suggestion in its own right at face value.
You can’t please everyone, and shouldn’t, so appeal to the people who actually like your game for being what it is, not the people who don’t.
Read Eureka: Investigative Urban Fantasy
Yeah this one sounds self-serving but hear me out. Eureka: Investigative Urban Fantasy is as much a treatise on TTRPG game design as it is a game itself. When it presents mechanics and rules, it tells you what they are, why they are, how they are, and what you’re intended to do with them. This makes it an excellent example to read for anyone wanting to get serious about game design and learn how TTRPGs tick under the hood, and an excellent example of a TTRPG that expects players to play it the way it was written to be played, and why that is a good thing. Also you can download it for free.
#ttrpg tumblr#ttrpg design#indie ttrpg#ttrpg community#ttrpg#ttrpgs#ttrpg dev#game design#game development#indie dev#indie games#game dev#content creator#indie ttrpgs#actual play podcast#tiny table#ttrpg podcast#actual play#dnd#d&d 5e#rpg
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Got ropped into a Pathfinder game so new blorbo time~
#she does not have a name yet#names hard#ttrpg#pathfinder#pf2e#wizard#divination wizard#thank you dm for allowing legacy content#opal#opal dragon
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calling union from lancer 'space usa' is too kind because at least the usa pretended to abolish slavery
#tattletxt#ttrpg#lancer fans once more ona mission to gaslight me about the contents of the rulebook
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Feel like continue introducing a bit on characters of the ttrpg cardgame Historic: Road eternal thing
Caged wraith

The Caged Wraith is an Ensu who has a cage around their body, heart, and head. Their soul is even looser and easier to move or change than normal. As a result, they need a physical cage on their body to help keep the soul inside.
They are the sneaky rogue character who can kill with twin daggers, pick locks, or sneak around. They have the ability to open a door on their cage and let their soul out. When in soul form, their party carries their body as an item, and they can attack people's souls directly, or use their power to touch the world. They can pass through walls with ease, and peek inside things that shouldn't be seen.
They can either follow the path that empowers their ghost form, or the path that empowers their physical body.

(design draft and absolutely unintelligible degradation)
Also the tool that fall along the same line of aesthetic and region (if the client Feel like make it to be) (not specifically used by this little weirdo but i think they share the similarity)
The steward's sword

A simple one-handed sword made of iron, with various parts of it that are gilded in gold, as if it was once dipped in gold but has lost its golden parts overy many years of use. It is a bit dirty, but the golden parts shine as if they cannot ever be stained.
Also sharing the link of shame at the end ↓↓↓
Backerkit page of the project
#indie ttrpg#ttrpg#ttrpg art#historic: the road eternal#yeah i made a tag cuz I'm going to post more shit about it#i know the description sounds loose cuz it's the description i get to design rather than the actual content in game#you can get exclusive shit from me as always
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want to play some swamp/bog/wetland themed games?
May I suggest my recent 3 ttrpgs? They're all solo-journalling rpgs, and no prior wetland knowledge is required!
'so, you're a small patch of moss in a big bog...'
a micro solo rpg about being moss facing the inevitability of becoming peat. explore grief, mortality, and inevitability.
'the bog eternal'
a game about being a bog fighting against people trying to harm you, with only your natural traits. totally not an allegory for anything beyond that... I'd totally tell you if it was, deeeefinitely not an allegory for transness, nope.
'you're going to your ideal wetland'
a game about creating and traveling to your dream wetland, emotions about climate justice, and naming that wonderful place.
#ttrpg#indie ttrpg#solo rpg#solo ttrpg#solo-journalling ttrpg#my ttrpgs#sorry for the ttrpg spam to anyone thats alreay been rb-ing my ttrpg content<3#transgender
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Limit Break - An Experimental 5e OPTIONAL feature
I posted a while about an experimental feature for 5e that lets players do things not accounted for by the rules, or lets them do Cool Shit™ they wouldn't ordinarily be able to do! This is the VERY rough draft, while I work on tables of consequences for DM's that struggle with improvising or creating such elements off-hand.
Feedback is welcome, but if you're a dick about it, I'll block or ignore you as usual. I know it has been a while since I posted new original content, and this is a new feature/system to tack on to your games, so PLEASE feel free to reblog it for additional exposure so I can get more feedback. More feedback and more exposure means more original content, in the long run!

#dungeons and dragons#d&d#dnd#d&d 5e#dungeons & dragons#dungeons and dragons 5e#dnd 5e#dungeons & dragons 5e#dming#5e homebrew#homebrew#dnd homebrew#dnd 5e homebrew#ttrpg#d&d homebrew#original content#original work
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🧟♂️ I made a thing and it's free and it's ridiculous 🍁
THE BLIGHTED NORTH - a survival horror RPG about what happens when America tries to annex Canada and accidentally creates the most polite zombie apocalypse in history.
The vibes:
Zombies who queue politely
"Sorry" after every bite
Tim Hortons as fortress settlements
Hockey equipment as armor
Geese who are STILL the most dangerous creatures even when undead
Dark humor that doesn't make light of real trauma
The mechanics:
BRP/d100 system (like Call of Cthulhu but Canadian)
Pre-made characters ready to play
4-6 hour scenario with actual moral choices
Rules for surviving when being polite might get you killed
Made for Never51 Game Jam exploring territorial expansion gone catastrophically wrong.
It's completely free because indie creators deserve nice things.
Download here: https://questludica.itch.io/the-blighted-north-quickstart
"The zombie asked if I was having a good day before trying to bite me. I didn't know how to respond." - Actual playtester feedback
#the blighted north#tabletop rpg#indie games#horror comedy#zombie apocalypse#canadian content#never51#free rpg#survival horror#ttrpg#indie creator#game jam
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aabria iyengar on make some noise when
#look i know she's not the all star of voice impressions#but i think she'd be really funny at content-based prompts#like the speed at which aabria can respond when playing ttrpgs is insane /pos#and i just think that would be really funny on make some noise#make some noise#dropout#aabria iyengar#sam reich
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a fun drinking game
take a shot every time I whisper *out loud* alone "this is fucked up" while watching the arc 1 finale for the chaos protocol
#for reference we're ten minutes in#and at a solid five OUT LOUD this is fucked ups#nothing bad has happened yet#but even without the content warnings I would be concerned#chaos protocol#transplanar rpg#transplanerds#transplanar#the chaos protocol#chaos protocol arc one#ttrpgs#I have a horrible sinking feeling that I know what's going to happen#and I know enough about myself that I will never be okay again#okay but don't actually do this as a drinking game#that would be alcohol poisoning I think
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Starfinder - Citizen Zo!
This week, more news, and a deep dive into everyone's favorite undead holo-vid host, Zo!

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Oh! For those of you who like Lancer, I've made major progress in the campaign I'm writing: Kindness of strangers!
LRBT-III, otherwise known as Blanche to the locals. This sun-baked dustbowl of a planet has the high honor of being one of the few habitable terrestrial bodies that anyone has discovered in the Long Rim, and probably the only one that's actually any use to anyone. Luckily- or not so luckily, if you ask some people- it was Union that found it first. Well, about 70 years ago when they stumbled across this star system they got it in their heads that the Long Rim's days were numbered. There’s untold millions living out there scattered along the emptiest shipping lane in the known galaxy who'd need a way out once no one needed to pass them by, and by Christ the Buddha Union was gonna be there for them waiting with open arms.
All of that is background, though. You? You’re a bunch of mercenaries who got their hands on a couple of GMSes, decided to make your manna selling violence for pay. Worlds like Blanche don't take to colonies very well, so even two generations in there's still plenty of frontier out there being settled and railroad tracks being laid. The people out there struggle day by day to survive, and people like you are there to protect them from those who got sick of the hard life. Not everyone out there has the guts to stand up for the little guy- that's why you're called Lancers.
A setting and a campaign all in one, Kindness Of Strangers and its (eventual) follow-up Dancing With the Devil are a series of Wild West-themed 2-mission adventures intended to take players from 0-12 as they find themselves embroiled in the midst of a corporate conspiracy to overthrow the Union-backed government of the isolated colony of Blanche and a ploy to seize control over a nearly completed Blinkstation. All the while, a strange religious movement worshipping an eons-dead alien civilization grows ever more influential in the background...
This campaign tackles themes of colonialism, nationalism, corruption, and conflict between indigenous peoples, settlers, and immigrants, all in a world where well-meaning intentions have gone sour and the ghosts of the past have come back to haunt it.
Kindness of Strangers, Missions 1-3
Field Guide to LRBT-PN
Exotic Gear Documentation
Variant Frame Documentation
Kindness of Strangers Worldbuilding Short Stories
Kindness of Strangers LCP, Maps, and Assets
This latest update includes the first(ish) draft of Mission 3: The Field of Blue Children, allowing play of the first half of Act 2 and extending the LL range from 0-3. Mission 3 is heavily intrigue and RP focused, featuring a wide suite of characters, relationships, and locations in the Tourist town of Baugh- a thriving immigrant community situated on a soda lake.
The PCs have been hired to investigate a bomb threat at the newly completed Baugh Pumpworks, and water filtration and chemical processing facility that stands to end the water shortage and threatens corporate control over the colony's water supply- but is everything really as it seems? In the process, the PCs will go toe to toe with teenage gearheads, Pinkerton-expies, and a group of Sparri Espadas who got roped into this whole mess, and uncover the mystery behind the threat!
Also, there's a subaltern that talks like a pirate and catholicism.
Anyway this mission also includes a custom NPC Template (kind of, I don't know how to design the LCP for that but i did include instructions on how it works), several new reserves, and several custom sitreps!
So, check it out- I'm always looking for feedback.
#lancer#lancer rpg#lancer ttrpg#lancerrpg#lancer third party content#writers block really kicked my ass for the last half a year ngl#and also i apologize for lack of/inconsistent formatting while i have been editing on my own time its mostly cleaning stuff up#as well as rebalancing encounters as ive tested them#and making sure the existing plot and writing is forwards compatible as i develop and expand things
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Happy Pride!!! 🏳️🌈🎉🏳️🌈

From our remarkably gay research department!
It's contagious, you're gay now.
#horror ttrpg#magnus archives#original content#the magnus archives#tma#tma ttrpg#ttrpg#whitley institute#original character#whitley institute after hours#pride month#happy pride 🌈#pride 2025#lesbian#ace#gay#nonbinary#bisexual#aro#trans#wlw#mlm
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it was meant to be a doodle but no i unlocked something brand new and different instead
(the dusknoir and grovyle is from @/paco-png's pmd: explorers of sky adventure, in which our friend group contributed design elements until eventually we got this. i love how people draw grovyle all battered and with torn leaves and full of scars it makes me feral)
#digital art#cizzle scribbles#art#pokemon#pokemon mystery dungeon#pmd2#explorers of sky#it ended up being not as close to the Actual Plot and a bit more silly like a realtime fandub so warning for ahead#paco still has a bunch of postgame and special episode content to go thru so hoping to hide some rambles in between tags#but in case it doesn't work. uh. paco stop reading <3#aough i can't wait til he gets to THAT episode. we already gave these 2 toxic yaoi a little bit early. oops.#but even then grovyle's whole aesthetic is a mix between dusky's and bread (paco's hero character)#w/ bread being based on paco's ttrpg mortician warlock character (he wanted to characterize her thru the game)#and like. not sure how juan feels about grovyle since he was the one who voiced him in paco's playthrough. but man.#and so he knows how he wants to characterize him fully. but man. the death themes.#and then dusknoir ending up with a primal dialga themed cloak that if you didn't know the context of dialga yet it just#it looks like a cloak that would belong to A Good Guy :) has a bit of a knightly feel#i so badly wanted his crimes to come from a more obsessive/possessive pov where it wasn't just losing his existence (still a factor tho)#it was about losing people he cared about too. how he was dependent on that little light in his life to keep going in the shitty future#and how moonglow (partner) and dusknoir could've easily been in the same position and mindset had moonglow found out sooner#oh goodness the tag rambles are getting long#ANYWAYS. this is definitely not meant to be 1:1 characterization this is definitely moreso an AU due to the realtime fandub so#pmd au#<- tagging just in case#grovyle#dusknoir#character design#artists on tumblr#pokemon mystery dungeon explorers#pmd explorers
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The Magical Girl TTRPG about fighting despair
Princess: the Hopeful is a tabletop roleplaying game in which players take the role of magical girls acting as the guardians of hope and light in a world of darkness and despair. And before I can really talk about it, I need to give some backstory. Princess: the Hopeful is a fan-made game for Chronicles of Darkness AKA the New World of Darkness. Chronicles of Darkness is a line of TTRPGS in which players take on the roles of monsters hiding amongst humanity. Each game has you play a different kind of monster, so there’s a vampire game, a werewolf game, etc. While each game can be played independently of any other, they are all in the same setting and they all use the same core rules. This is intended to make crossovers easy, but it also means that fans can pretty easily homebrew their own content, up to and including entire games. CoD is a pretty dark setting where the shadows run deep, humans are prey to monsters we don’t understand, and hope is vanishingly rare. So when a group of fans decided to make a magical girl game for the setting, it seemed like a joke. However, the finished project has become one of the most popular fan games and is just as good if not better than many of the official games (cough Beast cough). While the world of Princess: the Hopeful is as grim and bleak as the rest of CoD, you play as the people who refuse to give in to despair and fight to make the world a better place and you are going to dress fantastically to do it.
In the setting of Princess: the Hopeful, the ultimate force of evil is the All-Consuming Darkness. Born of fear, hate, despair, and every other negative aspect of life, the Darkness is less an entity and more a cosmic force of corruption that will not stop until the world is dragged into an eternal hell. When the Darkness first threatened the world, agents of light rose up to stop it. They wielded powerful magic and formed a civilization called the Kingdom which opposed the Darkness. And they won. The Darkness was beaten back and the Kingdom was at peace. This peace made them complacent and they failed to notice the Darkness building a counterattack until it was too late. The Darkness overwhelmed the Kingdom and destroyed many of queens and their courts. Of the 8 surviving courts, 5 were trapped within the Dreamlands, a dimension formed from the dreams and desires of humanity. This prison was perfect as the desires of its prisoners led them to not even realizing they were trapped. They lived in a fantasy of the world at peace, never realizing their predicament. The 3 remaining courts survived by becoming darkened. The corruption of the Darkness is found in them, but they are not its servants and are therefore known as the Twilight Courts. With the courts either trapped or corrupted, the Darkness had free reign over the world and turned it into the grimdark setting of Chronicles of Darkness. That was until 1969, when the first moon landing set off such a powerful surge of wonder and hope worldwide that it pierced the Dreamlands and alerted the imprisoned courts to the truth. The 5 imprisoned courts, the Radiant Courts, destroyed the prison and turned the Dreamlands into their new base of operations. They now face a world where the Darkness has effectively won. This hasn’t stopped the Radiant Courts and they have now resumed the war with the Darkness. Whether this war is an ultimately futile struggle or if the Radiant Courts do have a chance at actually turning things around is up to the players.
The player characters of PtH are the Nobility. Nobles, also called Princesses/Princes or the Hopeful, start out as people who remain good and hopeful despite living in a darkened world. The potential to become a Noble will remain as long as that person remains good, but it takes a major event to unlock it. This event must be something life-changing and can happen at any time in someone’s life, though it usually happens during, and as a result of, puberty. The person will go through the Blossoming and awaken the power of a Noble. While the game focuses on magical girl tropes, anyone of any gender and sex can become a Noble. Nobles gain a number of powers, including the ability to perform magic. However, most of their powers require them to go through the classic magical girl transformation sequence. After transforming, a Noble’s body will change to represent their idealized self and they will be wearing clothes and tools called Regalia. The idealized self can be quite different from your normal appearance and the game explicitly states that a transgender noble’s transformed appearance will match their gender identity. The transformed state also acts as a magical disguise. Even if a Noble looks identical pre- and post- transformation, you won’t be able to recognize the two forms as the same person unless the Noble tells you. A noble can only stay transformed temporarily before needing to change back and rest. Nobles get access to magic spells, most of which can only be used while transformed. Casting spells requires spending wisps, which are gained by inspiring happiness and goodness in others. In both forms, Nobles have a 6th sense which detects dark acts and thoughts. If someone is depressed or does something evil, every Noble in range will know about it. Given the state of the world, this 6th sense can become overwhelming and many Nobles will take trips to the Dreamlands to get some relief for a while. Nobles can also grant people some of their powers. These people are known as Sworn and many Nobles will grant powers to people they trust as allies or people they love as protection. Nobles are also often aided by Shikigami, inhabitants of the Drealands who inhabit small animals or toys to enter the real world and who act as mentors and advisors. Shikigami are good at tracking down potential Nobles and helping them Blossom, making them the magical girl mascot trope.
Fighting the Darkness is not just about battling monsters. While every Noble will eventually have to do battle with soul-sucking horrors from the netherrealms, most of the fight isn’t about violence. Anything that causes negativity is a tool of the darkness and you can’t exactly kick poverty or discrimination in the face. However, just as any negative emotion or cruel act empowers the Darkness, any act of kindness or that sparks joy fights it. Each Noble has a particular specialty called their Calling that determines how they inspire hope and joy the best. The callings are:
Champions: the defenders of the weak. Champions are classic heroes who fight for justice and protect others. They gain wisps by standing up for others. Champions are the most combat-oriented of the Callings and are typically the ones who do the fighting when creatures of Darkness are about. Example Champions include a knight who charges out to face the monsters, an activist pushing to end poverty, the manager of a shelter for the homeless, or the kid who stands up to bullies.
Graces: the messengers of hope. Graces prefer to guide others to the light through communication and support. Graces are skilled at social interaction and gain magic that lets them power up other people. They gain wisps by giving support and advice. Example Graces include a motivational speaker whose speeches are charmed with magic, a therapist who encourages patients to improve themselves, the person who always gives good advice, and the friend who is always ready to offer a shoulder to lean on.
Menders: the healers of the wounded. Menders aid people who are suffering, be it physically, mentally, or supernaturally. Menders will give aid to anyone they can and will not engage in violence, except against creatures of Darkness. Their magic focuses on healing and supporting others. They gain wisps by helping people. Example Menders include a first responder for disasters, an emergency room doctor who will stop at nothing to heal patients, a counselor who helps people fight depression, and a hero who helps people reject the corruption of Darkness.
Seekers: the scholars of the light. Seekers are defined by their curiosity and devotion to uncovering the truth. Lies and ignorance are tools of the Darkness and Seekers are here to uncover the truth. Their magic focuses on stealth and information gathering. They gain wisps by learning new things. Example Seekers include a bookworm who spends all their free time in the library, a spy who gathers intel on the Darkness’ activities, an archeologist who seeks out ancient artifacts of the Nobility, and a scientist who tries to reconcile the supernatural world with the scientific one.
Troubadours: the muses of joy. Troubadours seek to inspire wonder and joy in other people through their works. Natural artists and storytellers, troubadours gain wisps by inspiring others. Their magic focuses on illusions and supporting others. Example Troubadours include a party animal who always has a story to tell, a children’s book author whose work always includes positive morals, a graffiti artist who leaves messages of hope around town, an inspiring speaker who encourages people to fight the Darkness, and a jokester who can always make people laugh.
Noble society is centered around the courts. Each court is an alliance of like-minded Nobles led by a queen. Queens are immensely powerful and ancient Nobles who date back to before the imprisonment in the Dreamlands. There are 5 Radiant Courts and 3 Twilight Courts. A Noble’s Calling is innate to them and cannot be chanced, but membership in a court is optional and switching between them is accepted (by the Radiants anyway). Some people opt to remain courtless. Each court has a signature emotion or two that powers their unique magic. The Radiant Courts are:
The Court of Clubs practices a pseudo-Taoist philosophy of finding the balance where you can express your truest self while remaining in balance with the world. Accepting change and avoiding violence are part of this harmony. Don’t assume this means Clubs are helpless against attack. They aren’t allowed to start a fight, but they are allowed to finish it. Harmony with nature is also an important part of their beliefs and many Clubs prefer to live in the natural world and protect nature from the Darkness. Their emotions are harmony and tranquility.
The Court of Diamonds embraces enlightenment ideals and believes in the power of logic and reason to improve the world. They embrace modern science and technology and reject ignorance and misinformation as tools of the Darkness. Key among their teachings is that knowledge is to be shared freely with everyone, nor hoarded away or locked behind paywalls. They also reject the divide between the arts and sciences, seeing both as equally important. Diamonds tend to be excellent planners and strategists. Their emotions are curiosity and wonder.
The Court of Hearts is the one that takes the title of Nobility most seriously. They believe that the key to a better world is building and improving social institutions with them as the strong leaders. While Hearts view themselves as natural leaders, they also believe that authority is not owed, it is earned through the respect of others. They practice noblesse oblige, the philosophy that those in charge have a duty to improve the lives of their subjects and to be a wise and fair leader. The Hearts also take tradition seriously, believing that you must preserve the traditions that work and discard or improve those who do not. Their emotions are trust and duty.
The Court of Spades encourages creativity, going outside norms, and humor. Their skill is in questioning traditions and social institutions to find out what is valuable and what isn’t. Those institutions that cause harm are tools of the Darkness and should be dismantled. Above all, everyone needs some laughter in their life and so the Spades are great pranksters and jokesters. Many other courts stereotype the Spades as ineffective and annoying pranksters, but their skill at thinking outside the box can make them highly effective at finding new and unorthodox solutions to problems. Their emotion is humor.
The Court of Swords believes in following your heart and doing everything with burning passion. Love is the most important emotion to them, and not just romantic love but all kinds. They follow a morality code that emphasizes that harming someone is always wrong and that you should strive to broaden your horizons and embrace your passions. Many Swords are classic heroes, striving out for the sake of goodness and willing to do anything to protect their loved ones. The Swords also trust their members to be able to act autonomously, though of course if you can work with others, you should at least consider it. Their emotion is love.
While the Radiant Courts have only been active in the real world since 1969, the Twilight Courts have been active since the fall of the Kingdom. In order to survive the Darkness, they had to become darkened. While each Twilight Court is affected by the Darkness, they are still its enemies and do not serve it. Because they have been active for so much longer, the Twilight Courts have much greater populations than the Radiant Courts. If the Radiant Courts are the classic magical girls, the Twilight Courts are the dark magical girls.
The Court of Tears survived the coming of the Darkness by fleeing into it. The Queen of Tears moved her city, Alhambra, into the Dark World and converted it into a hollow sphere, with the city on the inside. The city is lit by lamps that keep the Darkness out, but they are fueled by hope. Nobles of Tears are tasked with stealing hope from the real world to keep the lamps burning. Key to their beliefs is that the Darkness has already won and all they can do is keep their loved ones safe in Alhambra. Thus, they will do whatever they can to keep the lamps burning. Their mission is ultimately futile as they are helping the Darkness win and once it does, nothing will keep Alhambra safe. The Queen of Tears constantly weeps over the sacrifices she made and it is implied that if she ever realizes the self-defeating nature of her mission, she will fully fall into despair and become an agent of the Darkness. Their signature emotions are depression and resolve.
The Court of Storms barely functions as a court anymore as their queen is not capable of leading anymore. To survive the Darkness, the Queen of Storms transformed herself into a living storm that rages within the Dark World, destroying all she touches. Nobles of Storms lash out against the Darkness in rage. They hate the Darkness and the state of the world and that hate leads them to do whatever they can to destroy it no matter who and what gets in the way. They believe that the world is already hopelessly corrupted and the only way out is to turn it to ashes and hope that whatever’s left is worth saving. Storms Nobles believe that when they die, their souls will merge with the storm that is the Queen and make it a bit bigger. Once enough of them die the Queen will grow enough to destroy the Darkness and rip the world apart. If there’s something left to rebuild after, that’s a nice bonus. Their emotions are rage and hate.
The Court of Mirrors isn’t a court in any sense of the word. The Queen of Mirrors fled when the Darkness came. SInce then, she has appeared to newly-Blossomed Nobles and informed them that they are the True Heir to the Kingdom and destined to be the one who defeats the Darkness and saves the world. Given how many people she does this to, her approach seems to be that if she tries enough times, eventually she’ll find the right person. Nobles of Mirrors become utterly convinced that they are the heroes of the story. They are vain, narcissistic solipsists convinced the world revolves around them. Most other Nobles view the Mirrors as obnoxious brats, but a narcissist with magic powers can prove to be a formidable threat. The Mirrors are incapable of working together and tend to fight each other when they meet. There can only be one True Heir after all. Their emotions are selfishness and solipsism.
The Darkness is a subtle and insidious force that operates wherever there is violence, hate, or misery. Places of sadness or where atrocities have been committed become tainted areas, where the influence of the Darkness is more pronounced. Tainted areas are more prone to violence, depression, and bigotry. The people who spend time there are also more likely to become Darkened. A Darkened person has the influence of the Darkness influencing their mind and body. It changes their sense of morality to encourage them to engage in immoral acts. Unlike other creatures of the Darkness, Darkened are redeemable. They can resist their malevolent urges and strive to be a good person. Nobles are charged with helping Darkened redeem themselves and can use magic to help purify their corruption. Darkened who are not redeemed turn into one of two types of monsters. The most common result is a Darkspawn. When a Darkened fully gives into the Darkness, they will die and their body (or part of it) will revive as a twisted monster. Darkspawn have no real intelligence, but there are an incredible variety of them and they are very dangerous. When a Darkened uses the Darkness to corrupt their minds rather than warp their bodies, they will become a Mnemosyne. These monsters still look human and remember their past lives. They are also highly intelligent, allowing them to command Darkspawn and scheme to spread the Darkness and corrupt other people. Another dark creature is a Cataphract, who are born from people who die in despair (often through suicide). They retain the memories of their human lives and will attempt to return to them, but are only capable of being twisted parodies of humanity. Probably the most feared creatures of Darkness are the Dethroned, Nobles who lost hope and turned to the Darkness. Dethroned usually spend their time wallowing in their own misery, only occasionally roused into action by other dark creatures. An active Dethroned is an enormous threat and even other dark creatures fear them. Even killing a Dethroned won’t save them as they will simply be reborn. There are only two ways to destroy one: utterly destroying their soul at the cost of your own, and taking their misery onto yourself and working through it, allowing the Dethroned to feel hope again before dying and being reincarnated.
There are a few versions of the game, which can be downloaded here, along with supplements and fan content. There is a Discord server also linked on that page. You will need the Chronicles of Darkness core rules to play.
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Man with chicken is my new favourite npc
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