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he wasn't even looking at me and he found me
Cosmic Funnies
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KIROKAZE

tannertan36

祝日 / Permanent Vacation

titsay

Origami Around
Peter Solarz
Game of Thrones Daily
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PUT YOUR BEARD IN MY MOUTH
art blog(derogatory)
trying on a metaphor
Claire Keane

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@dmtreasury
Some new pins coming to the shop soon!
Cantrip
In which young witches get into immense trouble every single day of their lives.
Cantrip is a show inspired by slice of life witchy shows (Which used to be called Magical Girl shows before sailor moon, fun fact), its the perfect game for playing with funny and wholesome magical hijinx, as our game to close off our impromptu witch week its the most standard witchy game fantasy, not having anything more complex, but sometimes that's perfectly fine.
Cantrip is cute, fun, and fairly simple, and its also only $10, so its worth a shot!
Anyway instead of constantly making the world's silliest people mad with my mild criticisms of D&D I'm going to say some positive things... about games besides D&D.
I love the tables in Rolemaster, like you've probably heard this before but the random tables in Rolemaster are basically little story generators.
The system of strings in Monsterhearts is probably one of the best if not the best social mechanic ever.
I love how Errant empowers players with the ability to make actual tactical choices about how their characters move around in places.
I love how weird Troika!'s character options are. I'm playing a weird muck wizard right now. He can cast a spell that literally ties some tongue in knots.
I love the presentation of everything in Break!, it's an absolutely beautiful game and I can't wait for the physical book to arrive so I can show it off to my friends.
I love the investigation point/Eureka! mechanic in Eureka, it ensures that characters will at least have some clues available to them provided they're willing to do the work, also there's so many fun traits that alter the flow of investigation points in fun ways.
Yes!!! I want to continue this train.
- I love the XP system in Cypher; I think it offers players a lot of flexibility and control over how they grow.
- I love the Theorize roll in games like Apocalypse Keys and External Containment Bureau. I think it allows the entire table to experience a form of discovery, including the GM.
- I love the Cinematic roll from Star Wars FFG. I think it helps the group abstract out events that are less interesting or that need to be sped up for timing's sake.
- I love the Stress mechanic that exists in a lot of Forged in the Dark games. I think it's an excellent player resource that has the opportunity to generate interesting roleplay events.
- I love the Breath mechanic in Breathless; it allows the characters to re-set their character abilities but at the cost of letting things get worse, and I think it really fits a horror-style game.
- I love the pauses in between action scenes in Lady Blackbird. I think it is excellent for incorporating more intimate scenes and fleshing out characters, and it helps pace a one-shot really well.
My turn to share the love.
I love the Progress Clocks from Blades in the Dark! They're so simple and useful in so many situations. I've started using them in other games as well for research tasks and complicated projects.
I love SFX in Tales of Xadia and other Cortex games! Giving something up or accepting a complication in exchange for a bonus in the moment is such a classic, dramatic vibe.
I love the 'Finally kiss, in a dangerous situation' move in Thirsty Sword Lesbians. This is always happening in films and shows! Giving a mechanical benefit to it all but ensures it'll come up in sessions of this game (& I love that!)
Yeah OK, joining in. I like the way Vampire v5 handles the flaws for different clans, really drilling down to what makes each one distinct and not just a pile of discipline powers. I like how Sleepaway Camp has you pause the game for little set rituals, and how those rituals have actual tangible elements. I like how Electric Bastionland has you start with a shared debt, giving you a reason why you're working together to do adventures.
I'll add some
I like how Dungeon World and a lot of other PbtA games have XP be something you get from failing a roll - never before have I seen players disappointed when their character is super-competent.
I like how Invisible Sun handles Arcs - spending XP to formally signal to the GM that you want your character to go through a particular narrative, and depending on whether you succeed or fail you get different types of XP.
I like how BREAK!! handles MANY things, but particularly the downtime activities and how injuries work. The fact that it means time can actually pass in the game world, rather than characters being on non-stop adventure - they have to stop and heal or craft or make friends sometimes!
I love this one divination psychic power in Imperium Maladictum has a 90% chance of getting an accurate answer to any question - but ALWAYS a 10% chance that the answer is an actively malicious lie
I love the spell Man With A Gun from Spire.
I like how Impulse Drive (a PbtA scifi game) gives PCs damage boxes they can fill in as they get hurt, with each box representing a different amount of injury, from "just a scratch" through "messed up" or "knocked out" to "dead" - which this isn't revolutionary by itself, I adore that the player isn't obligated to tick them off in order. If a player wants to opt into drama, falling off a box can leave them with a broken leg even if they could make it be Just a Scratch.
All of Electric Bastionland's Conductor/GM advice is good, but I'm enthralled with the way they frame Dilemmas and Saving Throws. It pushes the GM to come up with interesting situations and puzzles to solve, and pushes the players to come up with creative solutions for them and try not to rely on inherently risky dice rolls.
Knave's inventory slots are genuinely revolutionary. Inventory management can add a lot to a game, but a lot of people end up not bothering with it because tracking every item by the pound is tedious. Giving everyone 10 Slots which scale up and saying that 1 item = 1 slot (while letting you bundle smaller items and resources, or letting bulky items take up multiple slots) makes it not only extremely understandable, but inherently fun to engage with.
Fate Points are pretty under-appreciated in the Warhammer Fantasy/40K Roleplaying Games. They want to portray the world as a dangerous place and combat as a scary affair where body parts fly everywhere, but realize that it's not fun/practical if the players drop like flies constantly. So they compromise by making the world authentically dangerous, but giving the players a limited resource they can spend temporarily to recover from setbacks and try failed rolls again, or spend permanently to avoid death. It signifies that the player characters are special without actually making them special, and adds some security to encounters that could go either way (which lets the GM give them tough encounters without it feeling mean or always bordering on TPK).
could you make some d&d transparents? Love your stuff!!
A few joking D&D achievements.
( All images used are No-Attribution Required stock images. )
Forgot these two.
More fake achievements.
Yet more fake achievements.
More!
So… I heard people wanted more of these?
I somehow managed to royally screw up the text, but hopefully these still come in handy.
Hey quick question how the hell did this get 60,000 notes
Well, it is awesome.
More D&D Achievements (in a separate post, because the other one was getting really long).
Edit: Added a bunch more requested ones.
Some requested achievements! We’re at 51, now!
i am looking at you, new ttrpg players. i am looking you in the eyes. you do not need to be like the professional players. it's okay if you can't do voices or stutter or need to pause to think about what you're going to say or how your character would act. we are doing this for fun. gaming should never stop being fun
I've said before that I don't get the opportunity to play dnd and online stuff is almost impossible for me, so I ended up supporting this solo rpg on Kickstarter called Colostle by Nich Angell and it finally arrived!! I'm excited to make a character and start playing!
The world is SUPER interesting - its set in these giant rooms that have entire landscapes in them, and giant stone guardians called rooks roam the land, and if you manage to leave the huge room, you just find yourself in another huge room! Plus all the art is REALLY fun and lovely!
You write your adventures down as a story as you play so I might share some of that as I play and write! ❤️
Dragon lineage over generations
Mint's TTRPG Library
Here is a list of links to the Collections I add Itch.io games to on the regular, where I often go to in search for games to meet folks' recommendation requests.
These collections are large and unwieldy. I'm not certain that they're easy to navigate, but if you want to do some browsing, you certainly have options!
Systems
Belonging Outside Belonging Breathless Caltrop Core Charge Descended from the Queen Firebrands Forged in the Dark Honey Games (Honey Heist) Into the Odd Lasers + Feelings LUMEN Par-AGON (Paragon System) PbtA Push Together We Go Troika (A bunch of Troika supplements) Tunnel Goons (AKA Goon Games) What’s So Cool About _?
Genre
Adventure - With Pulp! (Westerns, Dinosaurs, Spies, Time Travel) Bittersweet Futures (Post-Apocalypse) Botanical Adventures (Plants) Bring Me The Evidence! (Mysteries) Cogs and Steam (Steampunk) Delicious Delights (Food & Cooking) Dirtpunk (Revolution, Rebellion, Fighting) Eras Both Real & Imagined (Historical, Faux-Historical) Everyone Loves A Competition (Competitions, Sports) Fae and Fen (Faeries & Goblins) Fangs, Fangs, Fangs (Vampires) Grim & Gritty (Gritty & Grimdark Fantasy) Hearts & Threads (Romance) Manners & Mischief (Social & Political) Mechs and Tech (Mechs & Robots) Modern-Day Mishaps (Modern-Day Setting) Monsters & Mutants (Monsters, Monster Hunters, Pokemon - simulators) Neon Lights & Cyber Nights (Cyberpunk) Oh So Anime (Anime & Manga themed) Paranormal Activity (Ghosts, Cryptids, Death) Pastoral & Cozy (Cozy Games, Witch Games) Paws and Feathers and Scales (Animals) Sorcerous Intentions (Magic-Users) Stars and Science (Science-Fiction, Space) Sword & Sorcery & So Much More (General Fantasy) Teenage Hijinx (Teenagers) The Sea Calls (Oceans, Aquatic, Pirates) With Great Power (Superheroes, Magical Girls, Fantasy Superpowers)
Other
Abstract Games & System Bones (SRDs, Genre-less) By Pen and Paper Played (Epistolary Games) Funky Fresh Flavors (Miscellaneous) GM-Less Solitary Adventures (Solo Games) System-Neutral Settings (Adventures & Settings) The Art of Creation (Collaborative World-building) Two Can Play At That Game (Duet Games)
Fantasy Guide to Interiors
As a followup to the very popular post on architecture, I decided to add onto it by exploring the interior of each movement and the different design techniques and tastes of each era. This post at be helpful for historical fiction, fantasy or just a long read when you're bored.
Check out this Lightning Rail Ambience that I made! It's a 1 hour loopable track for any of your background noise needs!
Now at IPR: Song of the Scryptwyrm
Song of the Scryptwyrm is a solo mystery RPG in which you play a Librarian's apprentice investigating an impossible theft in the infinite and ever-changing Great Library. With the aid of your training, your familiar, and a small oracle deck, you must gather clues, identify the culprit, and recover the Scryptwyrm's stolen song. This game requires a deck of playing cards and three six-sided dice. It's recommended for ages 10+ and is designed for both new and seasoned players, teaching you the rules as you play.
https://www.indiepressrevolution.com/xcart/Song-of-the-Scryptwyrm-Print-PDF.html
How equal can a society be if some fundamentals are unusable by a third of the population? You can learn a lot about a world by looking at the little details, especially in furry settings!
Worldbuilding and Magic Systems: Things to Consider
Have a magic system in mind for your fantasy world? Here's a list of things to consider to help you tie this system into the rest of your worldbuilding, so that it feels more believable and realistic.
Source
What is the source of magic? Is it natural or man-made? Can humans use magic or is it a force of nature that only animals or other races can use?
Does magic originate from inside a person or does it require external items to use? If it comes from items, can the items be made? How long does it take to make the items?
Does the magic cost anything- money, stamina, health, etc.?
Can a person be cut off from being able to use magic? If so, how?
Prevalence
How common is magic in your world? Is it so common that everyone has seen it or is it a subject of myths and rumors?
How long have the people in your world known about magic? Has it always been there or is it a new discovery?
How much does the average person know about magic? How much do experts know? What do people not understand about this magic? Are there any common misconceptions? Myths?
Is magic revered or feared? Or if it's common, is it taken for granted? Are there any taboos surrounding magic?
How many types of magic are there? Are some more common than others?
Are there dedicated schools of thought surrounding the study of magic? Is it taught about in schools? If so, is it taught to children or only at the college (or equivalent) level?
Accessibility
Who can use magic? Who can't? Is it something that only the rich and powerful can use? Why? Or do genetics determine who can use it? Wealth?
Are there any physical limitations that might restrict who can use magic? For instance, maybe old or sickly people can't use magic because it requires a lot of physical effort. Does your society provide accommodations for people who can't use magic? Is a lack of magic ability considered a disability?
Does education level determine capacity for magic?
How easy is it to gain access to magic? How easy is it to learn about magic?
Power/Usefulness
How powerful or useful is magic for different parts of society? Military? Medicine? Entertainment? Art? Childcare? Government? Communication? Business?
How does magic affect the politics of your world? How does it shape the economy? Are there feuds over the use of magic? Do powerful groups in your world have an incentive to limit the use and accessibility of magic? Why?
What happens when people no longer have access to magic? Does this cripple their ability to go through their daily lives? How?
Mix, match, and cross-reference these with other elements of your worldbuilding to form a believable magic system that lives and breaths just as the rest of your world does. For every answer you give to the questions above, consider and build upon the implications of what that might mean for your world. A worldbuilder's best skill is the ability to ask "How will this affect ___?" So make sure you're always considering the ripple effects of each element you add to your world.
Happy worldbuilding y'all!
Saving for future use
XP without Killing | Rewarding your players for accomplishing things in the other two pillars of the game
PDFs of this and more can be found over on at my Patreon here! I release everything for free, so your support makes this possible. I've also started making a new system based off of 5e, 6th Dawn! Become a patron and join the playtest.
A new trial, mostly for me to come up with things. This time, more XP awards, because although there is a paragraph and 3 listed examples of how to award XP for reaching 'milestones' and another two paragraphs for roleplay. It doesn't feel like they put any actual thought into it, they just point at rules designed for combat encounters and say 'that, but not monsters'. Also, what is a deadly encounter for rolelay?
Furthermore, they only really cover XP budgets in that section not once does it actually tell you what counts for awarding experience. So I'm doing a due diligence and telling GMs to reward ingenuity
And now to plug my stuff. I release homebrews weekly over on my Patreon. Anyone who pledges $1 or more per post don't have to wait a month to see them, and also help fund my being alive habit.
At the moment, they have exclusive access to the following:
Lawyer Background
Circle of the Ooze
Greed Domain
Points of Inspiration
I also have four classes, and two splatbooks over on DriveThruRPG to check out:
The Rift Binder. A class specialising in summoning monsters and controlling the battlefield.
The Witch Knight. A class that combines swords and sorcery in the most literal way.
The Werebeast. A class that turns you into a half beast to destroy your foes.
The Beguiler. A spellcaster dedicated to illusions, enchantments, and general fuckery.
d'Artagnan's Adventurer Almanac. A compendium of races, subclasses, feats, spells, monsters and more!
d'Artagnan's Lycanthrope Survival Guide. A book of lore, stats, and werebeast subclasses for lycanthropes.