Some new pins coming to the shop soon!

Kiana Khansmith
trying on a metaphor
Lint Roller? I Barely Know Her

ellievsbear
sheepfilms
🩵 avery cochrane 🩵
cherry valley forever
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Xuebing Du

Product Placement
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macklin celebrini has autism
Cosmic Funnies
Mike Driver
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Andulka
One Nice Bug Per Day
todays bird
Show & Tell
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@dmtreasury
Some new pins coming to the shop soon!
In the line of helpful stuff for TTRPG creators, a list of resources for art and stock images!
If you don’t have the money, you don’t have to use AI! There are cool people making affordable art!
A small document with lots of resources for TTRPG creators on a budget
Dungeon Master Essentials
I decided to make a list of DM stuff that I personally use or think are important to know when it comes to being a DM. So here’s my list:
Medieval Fantasy City Generator: This generator is now my LIFE. It generates incredibly complex cities with good customization. (Thanks to plantkat for sharing this site in their post here)
Naming Your Towns/Cities: Now that you’ve made your city, time to name it and give it some character! This post contains lots of great information.
Index Cards Rule: Fuckyeahdnd shared a SUPER convenient way of keeping track of turns and HP in combat. I use this system now for every single session I run.
Tricks & Traps: I am AWFUL at coming up with good Dungeon traps and challenges, this PDF includes some incredible ideas. The original poster, Courtney C. Campbell also runs a blog where she shares tons of great stuff. (Thanks to we-are-rogue for sharing the PDF in their post here)
Playing Different Types of Characters: Writeinspiration has a masterpost on how to write/play lots of different types of characters.
Unique NPC Jobs: Lauraharrisbooks wrote a list of different Fantasy Jobs which can help populate your world with some unique characters! Another similar post by Thewritershandbook also covers Common Occupations in the Middle Ages.Â
Developing Characters by Threes: Monticusrex’s method of creating characters help you really flesh out who they are. Useful for Players and DM’s.
Troublesome Players? Speak Up: Dicebound brings up an incredibly great point. If someone is being a jerk, speak up and call them out. This is especially important and relevant now to crush awful behavior before it even has a chance to show it’s ugly face.
List of D&D Resources: And finally, pretty much anything you might need for D&D. (Character stuff, spells, online communities/ways to play, etc..) A lot of people contributed to this post but thank you Mushroomancy for posting the original list.
Donjon: And finally, this site is a great resource for looking up Spells and Monsters along with tons of other generators. Not every single Spell or Monster is on here, but most are listed.
(I tried to give credit to the original posters or the actual URL for websites, unless those sites or URLs were no longer active)
In recent posts I've complained that a lot of tabletop RPGs which toss around the term "fiction first" don't actually understand what it means, and I've been asked to expand on that complaint. So:
In my experience, there are two ways that game texts which want to position themselves as "fiction first" trip themselves up, one obvious and one subtle.
The first and more obvious pitfall is treating "fiction first" as an abstract ideology. They're using "fiction first" as a synonym for "story over rules" in a way that calls back to the role-playing-versus-roll-playing discourse of the early 2000s. The trouble is, now as then, nobody can usefully explain what "story over rules" actually entails. At best, they land on a definition of "fiction first" that talks about the GM's right to ignore the rules to better serve the story, which is no kind of definition at all – it's just putting a funny hat on the Rule Zero fallacy and trying to pass it off as some sort of totalising ideology of play.
A more useful way of defining "fiction first" play is to think of it not in terms of whether you engage with the rules at all, but in terms of when they're invoked: specifically, as a question of order of operations.
Suppose, for example, that you're playing Dungeons & Dragons, and you pick up the dice and say "I attack the dragon". Some critics would claim that no actual narrative has been established – that this is simply a bare invocation of game mechanics – but in fact we can infer a great deal: your character is going to approach the dragon, navigating any inclement terrain which lies between them, and attempt to kill the dragon using the weapon they're holding in their hand. The rules are so tightly bound to a particular set of narrative circumstances that simply invoking those rules lets us work backwards to determine what the context and stakes must be for that invocation of the rules to be sensical; this, broadly speaking, is what "rules first" looks like.
Conversely, let's say that your game of Dungeons & Dragons has confronted you with a pit blocking your path, and you want to make an Athletics check to cross it. At this point the GM is probably going to stop you and say, hold up, tell us what that looks like. Are you trying to jump across it? Are you trying to climb down one wall of the pit and up the other? Are you trying to tie a rope to the halfling and toss them to the other side? In other words, before you can pick up the dice, you need to have a little sidebar with the GM to hash out what the narrative context is, and to negotiate what can be achieved and what's at stake if you mess it up; this, broadly, is what "fiction first" looks like.
At this point I know some people are thinking "wait, hold on – both of those examples were from Dungeons & Dragons; are you saying that Dungeons & Dragons is both a rules-first game and a fiction-first game?" And yeah, I am. That's the second, more subtle place where game texts that talk about "fiction first" go astray: they talk about it as though being "fiction first" or "rules first" is something which is inherent to game systems as a whole.
This is not in fact true: being "fiction first" or "rules first" is something which describes particular invocations of the rules. In practice, only very simple games spend all of their time in one mode or the other; most will switch back and forth at need. Generally, most "traditional" RPGs (i.e., the direct descendants of Dungeons & Dragons and its various imitators) tend to operate in rules-first mode in combat and fiction-first mode out of it, though this is a simplification – when and how such mode-switching occurs can be quite complex.
Like any other design pattern, "fiction first" mechanics are a tool that's well suited for some jobs, and ill suited for others. Sometimes your rules are fine-grained enough that having an explicit negotiation and stakes-setting phase would just be adding extra steps. Sometimes you're using the outputs of the rules a narrative prompt, and having to pin the context down ahead of time would defeat the purpose. Fortunately, you don't have to commit yourself to one approach or the other; as long as your text is clear about how you're assuming a given set of rules toys will be used, you can switch modes as need dictates. However, you're not going to be capable of that kind of transparency if you're thinking in terms of "this a Fiction First™ game".
(Incidentally, this is why it can be hard to talk about "fiction first" with OSR fans if you're being dogmatic about fiction-first framing being an immutable feature of particular games. Since traditional RPGs tend to observe the above-described rules-first-in-combat, fiction-first-out-of-combat division, and OSR games tend to treat actually getting into a fight as a strategic failure state, a lot of OSR games spend most of their time in fiction-first mode. If you go up to an OSR fan and insist that D&D-style games can never be fiction-first, then attempt to define "fiction first" for them and proceed to describe how they usually play, they'll quite justifiably conclude that you have your head up your ass!)
And once you've got your head around all that, here's the really fun part: it's not a binary, either.
That is, we can say that "rules first" means that we can directly invoke the rules and infer the narrative context and stakes from which rules toy we choose to invoke, while "fiction first" means that we need to negotiate the narrative context and stakes in order to decide which rules toys can be invoked, which is fine as far as it goes, but it's a spherical-cow approximation of actual play.
In practice, choosing to invoke a particular rules toy may intrinsically furnish some but not all of the required narrative context, or set particular bounds on what the stakes can be without explicitly defining them. Even in games which position themselves as "fiction first" in principle, it's often the case that, rather than negotiating with the GM to decide which rules toys are on the table, the player instead grabs a rules toy of their own initiative, with any subsequent negotiation concerning how rather than whether that rules toy can be invoked.
(For example, Apocalypse Engine games often implicitly observe this distinction with basic versus playbook moves, with basic moves being of the "you need to engage in fiction-first negotiation to decide whether you can invoke this rules toy" type, and playbook moves often being of the "you can directly invoke this rules toy in a rules-first fashion, and merely need to negotiate the particulars of how it goes down" type.)
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.Â
( 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).Â
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