Jonathan Jung Johansen
cherry valley forever
Lint Roller? I Barely Know Her

Janaina Medeiros
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Product Placement

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Peter Solarz

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@dungeon-scraps
Jonathan Jung Johansen
A small but difficult game design contest. What can you do with 200 words?
I'm looking for ttrpgs I can run in a single session. I have a regular group but we have short attention spans. Our mutual favorite is kobolds ate my baby. We're looking for something light on rules and heavy on chaos. What would you recommend?
If you’re looking for games that are oneshot-friendly, rules-light, and have a mechanical focus on wacky shenanigans over talky character drama, you might check out any of the following:
Danger Patrol - Flash Gordon style two-fisted science action, available as a one-page pocket edition or as a full-featured RPG. The full-featured version’s threat framing mechanics might be a little obtuse if you’re accustomed to more conventional roll-the-dice-to-do-the-thing RPGs, but it has some neat effects on pacing that are worth digging into.
Don’t Rest Your Head - Jumping straight from goofy to grimdark, this one’s about chronic insomniacs exploring a hallucinatory city populated by creepy monsters based on bad puns. It’s one of those games built entirely around a stupid dice trick, though it’s an interesting trick; you’ll definitely want to get your hands on a dice-rolling app for this one.
Fiasco - Basically a tabletop implementation of Fargo, this one’s about horrible people doing deeply inadvisable things in pursuit of senseless goals, and probably everyone dies at the end. It’s GMless, and uses playsets built out of semi-randomised lookup tables to do collaborative scenario-building. The dice are only rolled three times per session.
Honey Heist - A comic one-shot game about bears in dapper hats pulling off a heist caper at a honey convention. Surprisingly talky for a game with that particular premise, given the prominence of its planning and flashback phases, but not so talky that solving your problems by eating a dude’s face is ever off the table.
Lasers & Feelings - Another game in the same general design space as Honey Heist, this one is aimed at Star Trek style space shenanigans (the Original Series more than any of its successors). Some the most compact game writing I’ve ever seen, managing to pack chargen, rules, a scenario generator, and even a illustrations into just one page.
Poet Glorious - A game about heroic and doomed warriors whose mechanics can best be described as a cross between the Prisoner’s Dilemma and a haiku poetry slam. Definitely the most cerebral game on this list; you can totally get up to dumb, violent shenanigans, but the pace of play is rather more deliberate than some might prefer.
Pokéthulhu - As the title suggests, it’s a Pokémon parody where kids catch and train miniaturised versions of various Cthulhu Mythos beasties, including the iconic Pikathulhu. It’s actually a very good tabletop implementation of Pokémon under the jokiness, at least as it appears in the cartoons rather than the video games or the card game.
Risus - This one’s notably old school as rules-light RPGs go (the first edition was published in 1989), but it still holds up well against modern competition. Characters are built out of “clichés”, which probably would have been called “tropes” if the term had existed back then, serving as both your dice pools and your hit points.
Sea Dracula - The only strictly non-violent RPG on this list, this one’s about anthropomorphic animal lawyers trying to win court cases. Conflicts are resolved via dance-offs, which means that the players involved literally get up and dance, with any uninvolved parties serving as judges. Generally unsuitable for online play, as one might gather.
The Sorcerer Supreme! - A single-purpose game where everybody players powerful but somewhat incompetent wizards. You build spells out of discrete words of power, and make a separate skill check for each word; thus it’s possible to succeed at parts of a spell while failing hilariously at others, with the expected results.*
Spooktacular - A retroclone of West End Games’ long-out-of-print Ghostbusters RPG, which tells you pretty much everything you need to know about it. Prominently features randomised character creation, including a wonderful random skill list with entries like “Screaming”, “Doing Paperwork” and “Unnerving Straights”.
Wushu - More of a set of pacing and scene-framing guidelines for freeform bullshit sessions than a conventional RPG, this one is set forth in terms of kung fu action films by default, though it’s easily adaptable to most related genres; I’ve seen it work well for emulating The Fast and the Furious style car chase movies, for example.
Of the preceding list, Danger Patrol, Honey Heist, Lasers & Feelings, Pokéthulhu, Risus, The Sorcerer Supreme! and Wushu are pay-what-you-want or free at the time of this posting, so if you’re strapped for cash, those’d be the first ones to check out.
* This one’s an entrant in 2017′s 200 Word RPG Challenge; I’m limiting myself to one rec there, as there’s literally thousands of the things, but I’d totally recommend browsing the full list if you’ve time to kill.
More stock NPCs for your Dungeons & Dragons game:
A hulking paladin voiced in your best Patrick Warburton impression who uses the names of obscure polearms as expletives
A ranger who aspires to be a fashion designer, and hunts rare beasts to obtain their hides and fur for use in dressmaking
What initially appears to be a dwarven runecaster with a badger familiar, but it turns out it’s actually the badger who’s the runecaster, and the dwarf is her personal assistant
A compulsively stealthy rogue who insists that all their thievery is in support of a sick relative; it’s not entirely clear whether there’s one sick relative or many involved, as the details change every time they tell it
A bard outlawed from their home village after making a pun so terrible that it killed the blacksmith
A swashbuckling fighter who enjoys lavish hospitality on account of their fearsome reputation, but is secretly just very skilled at stage combat and can’t actually fight their way out of a wet paper bag
A star pact warlock with maxed out Bluff impersonating a cleric of a benevolent sun god
A mysterious druid dwelling on the outskirts of town who everyone politely pretends not to notice is actually three dire raccoons standing on each other’s shoulders in a feathered robe
Sometimes i think about the idea of Common as a language in fantasy settings.
On the one hand, it’s a nice convenient narrative device that doesn’t necessarily need to be explored, but if you do take a moment to think about where it came from or what it might look like, you find that there’s really only 2 possible origins.
In settings where humans speak common and only Common, while every other race has its own language and also speaks Common, the implication is rather clear: at some point in the setting’s history, humans did the imperialism thing, and while their empire has crumbled, the only reason everyone speaks Human is that way back when, they had to, and since everyone speaks it, the humans rebranded their language as Common and painted themselves as the default race in a not-so-subtle parallel of real-world whiteness.
In settings where Human and Common are separate languages, though (and I haven’t seen nearly as many of these as I’d like), Common would have developed communally between at least three or four races who needed to communicate all together. With only two races trying to communicate, no one would need to learn more than one new language, but if, say, a marketplace became a trading hub for humans, dwarves, orcs, and elves, then either any given trader would need to learn three new languages to be sure that they could talk to every potential customer, OR a pidgin could spring up around that marketplace that eventually spreads as the traders travel the world.
Drop your concept of Common meaning “english, but in middle earth” for a moment and imagine a language where everyone uses human words for produce, farming, and carpentry; dwarven words for gemstones, masonry, and construction; elven words for textiles, magic, and music; and orcish words for smithing weaponry/armor, and livestock. Imagine that it’s all tied together with a mishmash of grammatical structures where some words conjugate and others don’t, some adjectives go before the noun and some go after, and plurals and tenses vary wildly based on what you’re talking about.
Now try to tell me that’s not infinitely more interesting.
🥃
Use coupon code BEGINNINGS for $10 off anything in the Dungeons & Dragons Beyond marketplace. Limit one use per account. This is the cheapest price yet for the campaign adventures. The previous ...
One of the unexpected benefits of running a tabletop RPG with a transhuman sci-fi setting is that if you’ve got That One Player who respecs their character out of boredom every other session, you can account for it within the fiction. No need for retroactive continuity or avoiding awkward IC discussions, just “oh, I see Annie is a squid today”.
ok, so since I am That One Player (at least in some editions of D&D), this does increase my interest in Eclipse Phase
Eclipse Phase is relatively tame in terms of the sorts of weird-ass transformations your character can undergo. If you really want to push the envelope, you want Sufficiently Advanced 2nd Edition. Not only does it support everything from “baseline human” to “sapient city” as starting character concepts, the possibilities for what you can do to yourself are sufficiently extreme that the game has explicit rules for sorting out the resulting existential quandaries, which I’m going to quote in full here:
The Rule of Intent
If something happens to your character as an intentional result of your character’s actions, you control the resulting character. If you run a Persona Lens, walk into a replicator, have a frontal lobotomy, or even kill yourself so you can be resurrected later, you still play the resulting character even if one could argue that it “isn’t still you.” The guiding principle at work is that characters are defined by their choices.
The Rule of Force
In the case of drastic changes to your character that your character would have opposed, knowing the outcome, you or the GM may decide that you no longer control the resulting character. If you get forcibly cloned, shot and killed, mesh-hacked and enslaved, brainwashed, etc. into something your old character wouldn’t have agreed with, the default is that it’s time to pick up a new character – the old one is now an NPC. You and the GM can talk about it if you still want to play the resulting character. If either one of you says “no,” then it’s time to make a new one.
The Rule of Identity
All versions and instances of your character are still yours to control unless the Rule of Force comes into play. If you intentionally made 100 copies of yourself, you have authority over all of them. If someone made a clone of you without your knowledge, things would depends on whether your character would appreciate that or not, as per the Rule of Force.
The Rule of Reversals
If the drastic changes mentioned in the Rule of Force are substantially reversed, you may, at your option, regain control of your character.
The Rule of Ontological Inertia
If a character leaves play, permanently or temporarily, the player can still activate Themes from the character until the player receives a new character or the old one returns to play. This primarily applies to dead or unconscious characters. Such characters are unlikely to garner Twists, so playing a permanently dead character limits one’s options.
None of these are edge cases; if you’re playing the game as written, every rule on this list is likely to come up early and often.
@spinningthehamsterwheel replied:
Where would you rate Sufficiently Advanced regarding “Mechanical difficulty of learning” - say, for a group primarily experienced with D&D?
The difficulty for traditional gamers is more likely to be conceptual than mechanical. Sufficiently Advanced is diceless (in the “no randomisers at all” sense, not the “uses non-dice randomisers” sense), makes heavy use of scene framing rules and mechanics that directly tinker with the metafiction to keep characters with vastly different capabilities equally relevant in play, and doesn’t impose any particular restrictions on character creation; you’re totally allowed to just max out all of your stats straight from chargen and play as some sort of vast, all-knowing machine demigod, at the cost of dropping your narrative import so low that you’ll end up functioning as a background plot device in play.
In a recent post, I touched on the notion of describing tabletop RPGs in positive rather than negative terms - that is, describing them in terms of what they actually add to your RP experience, as opposed to merely describing them in terms of their ability to not interfere with telling your story.
I’ve received a number of follow-up questions to the effect of: okay, so what do tabletop RPGs do that freeform RP doesn’t? So here’s my list. This is just one game designer’s opinion; it’s not exhaustive, not all tabletop RPGs do all of these things equally well, and certainly tabletop RPGs aren’t the only way to achieve them - but I’d argue that if you tried to put together a tool that checks off at least most of them, whatever you end up with is going to substantially resemble a tabletop RPG in the end.
Being a Game
This one might seem so obvious it’s hardly worth mentioning, but: tabletop roleplaying games are games. We could get into a whole quagmire of defining “what is a game?” here, and obviously not all games need explicit rules of any sort, much less rules that involve dice and numbers, but let’s cut right to the chase: games, even cooperative ones, offer a different set of incentives and rewards than pure collaborative storytelling does.
This can manifest in a whole variety of ways from game to game; it might be the difference between describing an activity and actually engaging in it - for example, it’s easy to describe having made a tactical decision, but much harder to actually make one! - or it might just the thrill of scoring points, but typically there’s something you want to get out of the experience apart from/in addition to telling a story.
(Failure to correctly identify that added priority is the root of a great deal of interfandom strife in the tabletop roleplaying community. You end up with folks assuming that all tabletop RPGs have basically the same gameplay objectives, and trying to understand each other’s games as broken or incomplete versions of their own favoured game - which is about as sensible as trying to understand soccer as a broken or incomplete version of golf!)
Storytelling Fuel
There’s a tendency in some circles to frame “storytelling” as the act of creating a fictional world, but that’s not how all storytelling works. Heck, arguably it’s not even how most storytelling works. Another type of storytelling is this: a bunch of stuff happens, and then we look back on it and construct an explanatory narrative to account for it. This type of storytelling is as much an act of organising as it is an act of creating.
In this sense, a tabletop RPG is a stuff-that-happened generator - an engine for producing a series of bizarre happenstances that demand an explanation. And for that to work - i.e., to prevent things from falling back into authorial mode - the outcomes need to be outside of the control of any one participant; hence, dice and rules.
Creating Boundaries
The great paradox of creativity is that it often needs restrictions to shine. Absolute freedom to create whatever you want can be suffocating, while having a specific set of rules you need to stick to fuels the fires. The rules and setting of a tabletop RPG function as a very elaborate creative prompt: what sorts of characters can you build by plugging together this specific set of archetypes and attributes? What kinds of stories can you tell subject to this specific set of assumptions about how it ought to go?
(This a big part of why many folks find self-labelled “universal” tabletop RPGs unapproachable, incidentally. A game that can do anything is well and fine in theory - though I’d argue that no such animal really exists - but in practice it cuts against the reason that a lot of people play tabletop RPGs in the first place. They don’t want a game that can do anything; they want a game that provides a robust framework for doing one particular thing.)
Breaking Consensus
It’s sometimes asserted that the primary function of rules in a tabletop RPG is to prevent things from descending into the “yuh huh!/nuh uh!” loop that childhood games of let’s-pretend are prey to. While it’s absolutely true that RP with immature or inexperienced participants can fall apart in this way, RP with mature or experienced participants tends to have the opposite problem: excessive consensus-seeking.
Basically, experienced roleplayers may find themselves falling back into trying to negotiate the outcome that would “make the most sense” in terms of the established fiction. Most of the time that’s okay, even desirable - but sometimes you need to shake things up. Sometimes it’s desirable to break that consensus and inject a little chaos.
(Somewhat counterintuitively, it’s more the rules than the dice that are responsible for creating that chaos. It’s easy to define the outcomes of a dice-rolling exercise so that every possible outcome feeds back into consensus-building, but the rules can be a right bastard. Even games with no dice or other randomisers whatsoever can thus benefit from this function.)
Emotional Buffering
It’s rare in freeform RP for one player to have the ability to make awful stuff happen to another player’s character without that player’s explicit consent; it’s considered a very “hard” sort of RP, and is likely to lead to crossed lines and hurt feelings, so most freeform RP venues don’t allow it - but in tabletop RPGs, this sort of play is very common, and generally doesn’t cause any problems.
How do tabletop RPGs get away with it?
Simple: by blaming the dice.
To be sure, there are other aspects of the implicit social contract of tabletop roleplaying that contribute, but the biggest one is that the dice and rules provide a layer of psychological “insulation” when awful stuff happens to your character. It’s not the other player of the GM’s fault: it’s the dice that screwed you over. Any potential hard feelings are displaced onto inanimate chunks of plastic. Some groups even develop rituals for “punishing” dice that consistently roll poorly.
Enhancing Immersion
I’m 100% sure that half the people reading this are going “okay, hold up” right now. How could dice and rules possibly enhance immersion? Doesn’t having to think about the mechanics and tot up the dice rolls pull you out of the story? In some senses, absolutely it does. In other senses, picking up the dice can actually avoid a potential immersion break.
Let’s skip back to the preceding point about consensus-building for a moment. Even if your character is the only party who’s affected by whatever they’re about to do, it’s easy to fall back on trying to achieve consensus with the established fiction. What’s the most likely outcome of this action? What would make the most sense? What would move the story forward most effectively? What does it feel like the outcome should be?
The trouble is, when you’re thinking like that you’re not acting as your character: you’re acting as the author of your character’s story. Some players don’t see any important difference between author-stance and actor-stance, and that’s okay, but for others the distinction is huge - and that’s where the dice get to shine: when you pick up those dice, in that moment you’re just as ignorant of the outcome as your character is. You’ve bridged the gulf between merely describing uncertainty and actually experiencing it!
The six most popular items we made in 2017! ~ Posting a new one every Sunday. Item cards made in collaboration with @r-n-w More of our stuff here.
if u could make any spell from any previous edition for d&d 5e what would it be
My top five:
1. The one that squares circular areas of effect, letting you cast cube-shaped fireballs and such.
2. The one that causes the targeted object to randomly exist or not exist from the perspective of any given observer.
3. The one that conjures a tiny duplicate of the caster which perches atop her head and shields her from harm.
4. The one that renders a doorway or other person-sized portal absolutely impassable, but only to other wizards.
5. The one that summons but explicitly does not control werewolves.
(No, I didn’t make any of those up - bonus points to anyone who can name them!)
Maybe you already answered or have a post based on this, but a thought process ran through my head just a bit ago: The gun developed in a world of magic. I bring this up cause I often see folks think about magic and guns separately, or how magic itself could use guns (enchanted ammo), but I'm thinking practically across the board: How would the rise of the gun effect things like magical armor? maybe even how it would effect spell crafting and research. Just thinking beyond the gun itself...
In order to properly answer that question, we’re going to have to step back and look at why the gun rose to dominance in the real world.
The popular narrative is that guns came to dominate the battlefield because even a primitive firearm can tear through heavy armour like tissue paper, rendering armour militarily irrelevant and signalling the end of the era of heavy cavalry, but that’s not actually true. In the period when plate armour was popular, it was totally possible to make a suit of armour that could stop a bullet from the firearms of the day. Indeed, it became common practice to “prove” a breastplate by discharging a pistol at it at point-blank range, with the resulting dent serving as evidence that it had passed the test.
(This is where we get the term “bulletproof”, incidentally.)
So if that’s the case, then why did guns ultimately result in the disappearance of heavy armour from the battlefield?
Believe it or not, the answer is “economics”.
Straight up, heavy armour is expensive as hell, and fighting effectively while wearing it requires long and arduous training. Conversely, you can train someone up to be a halfway-competent musketeer in just a few weeks, and guns could be had comparatively cheaply. Yes, cheap firearms were extremely dangerous early on, but with the composition of armies trending away from small groups of elite warriors and toward massive regiments of minimally trained conscripts, if some poor musketeer’s gun blows up in his hands, you just replace him with the next guy down the line.
When you can field twenty expendable riflemen for the same cost as one armoured knight, and the armoured knight certainly isn’t twenty times more effective than the rifleman, well, it’s easy to see where the smart money lies - but in a fantasy setting, any or all of the assumptions that get us to this point could change.
In short, in order to answer the question of how firearms would integrate into a D&D-like fantasy setting, you first have to step back and answer the much broader question of how the existence of D&D-like magic would influence the economics of war. Good luck!
(It also pays to bear in mind that the answer to that question might be different for player characters than it is for society at large. Costs that are unbearable when equipping massive armies could be pocket change to a successful adventurer, and dungeon crawls typically don’t take place in the sorts of environments in which early firearms can best bring their strengths to bear, so it may well make sense for your paladin to be running around in bulletproof plate even if it doesn’t make sense for the Queen’s army.)
This is spam, so I’ll keep it brief: the Kickstarter for Rose Bailey’s Cavaliers of Mars went live today. It’s an upcoming tabletop roleplaying game I’ve been keeping an eye on for a while now, with a really fun core mechanic. In a nutshell, rather than stats or skills, each character has a trio of Methods:
With Cunning
With Force
With Grace
… and a trio of Motives:
For Honour
For Love
For Myself
All actions are resolved by pairing the most suitable Method with the most appropriate Motive, which is a setup that foregrounds the game’s premise in a really flavourful way: the process of making excuses to always use your best stat for everything actually becomes part of your characterisation. For example, if your highest Motive is “For Myself”, you could be the person who contrives to insist that your motives are selfish even when you’re being heroic. Conversely, if your highest rating is “For Honour”, you might be the prickly so-and-so who’s forever finding excuses to construe everything - quite possibly up to and including the weather - as an affront to your good reputation.
If you’re curious to see how it all fits together, you can pick up a quickstart version (with a full adventure included!) for a couple of bucks. Check it out!
D&D Hardmode
Nobody in the party is allowed to have a backstory with dead parents.
Too easy, meet me in my gauntlet. D&D Nightmare mode: Nobody in the party is allowed to have a sad backstory.
@mnemmy @pixelatedplatypus @king-nerdlord
“I’ve never tried to hide it. I’ve always seen it like something that makes me special.”
Burcu, talking about her birthmark, a few weeks ago in Istanbul, Turkey, and showing how great is to be yourself.
Please continue to let the world know about The Atlas of Beauty Book and order one or more copies for you and your beloved ones, if you haven’t already. http://theatlasofbeauty.com/book
American Kestrel || Dominic Sherony
Merlin || Phil Fiddyment