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Watch my YTPs
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i smoke doobies, lick boobies and pwn noobies Twitch VODs/clips/whatever i feel like she/her
They suck
An Archive of Our Own, a project of the Organization for Transformative Works
read my stuff also
$LAYYYTER
ojovivo

blake kathryn
Xuebing Du
The Bowery Presents
One Nice Bug Per Day
Misplaced Lens Cap
EXPECTATIONS
Keni

pixel skylines
Aqua Utopia|海の底で記憶を紡ぐ
YOU ARE THE REASON
occasionally subtle
sheepfilms
Cosimo Galluzzi

#extradirty

Origami Around
Stranger Things
Today's Document
TVSTRANGERTHINGS
seen from Türkiye
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seen from Bangladesh

seen from United States
seen from United States
seen from Thailand
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seen from Malaysia

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seen from United States
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seen from Germany

seen from United States
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@err0rose
oooOOOOooooo
Watch my YTPs
oooOOOOOOoooooo
i smoke doobies, lick boobies and pwn noobies Twitch VODs/clips/whatever i feel like she/her
They suck
An Archive of Our Own, a project of the Organization for Transformative Works
read my stuff also
Playing @anim-ttrpgs' Murder at the Belle Nuit right now and my character is so deeply miserable. Worst night of her life since her sad backstory's inciting events. She didn't succeed on a single roll this entire past session. She's lost some of the only friends she made.
I am having SUCH a blast with this game right now, genuinely some of the best investment I've had as a player in a game of this scale and the mechanics have complimented everything perfectly.
A.N.I.M. Income Quota July 13th 2026
The Income Quota has been updated for July 13th. For the like 50 new people, what this means is that A.N.I.M. (that's us, the indie TTRPG studio that makes Eureka and also runs/supports the discord server for all kinds of RPGs) needs to make a minimum amount of income each month in order for our team members to pay our bills (and thus keep making TTRPGs and running this server and overall supporting TTRPGs as real art etc.). The count of how much money we've made is updated every Monday and Friday and if it doesn't hit at least $2,100 before August 1st at least a couple of us will be in financial trouble.,
July Total Income Quota: $772.01/$2,100
Patreon Pledge Drive: $1,360 per month out of $2,000 per month.
I personally have been hit with almost $1,100 of unexpected and unavoidable expenses recently including a $375 car repair bill and really, really need this income quota to be hit this month and subsequent months.
A vampire is showing you a video on her iPhone called “5 SCARY GHOST ATTACKS to Watch at NIGHT,” making you go through the whole thing and watching you really closely for a reaction especially when it gets to #4, grinning with her fangs out. The video narrator is explaining that four ghost hunters were enveloped in a black fog and that deep cuts and abrasions started to appear on their skin. Most of the bloody details are obnoxiously blurred.
Fucking incredible that this is the first example they used lmao
the last one is pretty funny too
Are you ever going to have Eureka on Drive Thru RPG dot com? I don't have PayPal (can't seem to get it) and I want to buy your game!
Right now we’re considering RPG Trader but haven’t gotten around to setting it up, but have kinda waffled on whether it’s worth it to bother going to DriveThruRPG. We don’t agree with some of their business practices and also they take a pretty big cut of the sales. That second one isn’t necessarily the practice we disagree with, they gotta make money to keep the site online, but it does dampen some of the appeal.
As for buying our game right now, have you looked into the patreon?
If that doesn’t work either, there are other ways you can “pay” by supporting us. Download Eureka for free from itchio, give it a 5-star rating, post about how much you like it on social media and Discord and stuff, play it with your friends. All of this puts Eureka in front of more eyes and increases its reach towards people who can easily pay with money.
you must read the rulebook
Reblog this photo of a käpylehmä to have a käpylehmä in your blog
It's a trick! If you reblog you get TWO käpylehmäs in your blog!
They're traditional Finnish toys, little cows made out of spruce cones, on their way to see the world from one tumblr blog to another
its good when band names are things that are nice to think about. 'imagine dragons' well i am & its awesome. 'owl city' awww cute. 'barenaked ladies' hell yeah
my doctor told me i have to do PT this fucking sucks
these exercises are sooo monotonous like i keep walking down the same hallway over and over 🙄
who was that.
the fucking fetus in the sink won't accept my insurance
Dog Physics
(Not to scale)
I want to make this into a shortform reminder that the purpose of most traditional TTRPGs is not to produce a conventionally satisfying narrative with character arcs and all that jazz, and that this not being their purpose does not make them less sophisticated, less artistic, less “roleplaying,” or less evolved. The point of AD&D is to put a bunch of assholes in a dungeon and see who makes it out and with how much treasure, and the various challenges along the way. And one of the most memorable moments from one of my group’s AD&D adventures was Dog Physics.
This was me running the adventure module “Eye of the Serpent” with a tiny bit of modification to remove its slight railroadiness. The premise of this module is that the party gets picked up by a giant bird and dropped at the top of a mountain, and the “dungeon” is a hexcrawl through an expansive valley trying to make their way back down to the bottom. Problem is, one of the PCs, Ceridwen, sweetest young druidess-in-training in the world, had a dog. A big one. Descending the first few cliffs, which were completely steep, with a big dog, was a comically significant challenge right out the gate, took most of the session, and produced this image during in-session discussion of what the characters were trying to do. To some extent, you had to be there, but years later I have this image still sitting on my desktop where I look at it every day.
Young Ceridwen only had a maximum of 1 HP during this whole adventure, I also remember everyone sucking air through their teeth watching the dice roll every time a monster make an attack against her. There were no deaths in this adventure, but there could’ve been, and if we had been trying to have a conventionally satisfying narrative with character arcs and shit, that risk would’ve been bad (one guy almost died getting bit by a snake, another guy almost died being attacked by a couple of very aggressive crows). I as GM would’ve been obligated to pull strings behind the scenes to make certain things not happen, making the whole thing fake and also increasing my workload. But because we knew that the point of the game was to be a game about a bunch of guys who might die at any moment, not a conventional storytelling medium, the actual stories they produced were some fun gameplay and a lot of very tense, funny, and overall memorable moments, much like you would get when playing a multiplayer video game. There’s a bit more likely to be a bit more of a characterization element in any TTRPG than in a video game I think, which is one of the cool things about the medium, but a “trad” TTRPG like (every edition of) D&D is producing its own kind of story as a byproduct of its gameplay, which is something unique to its medium. It is not lesser because it doesn’t produce the same kind of story as a novel or movie, producing a story isn’t even its main purpose.
D&D is a type of collaborative storytelling game where players collaborate together to tell a story about how Bilbo Baggins got stung by a giant bee and died of anaphylactic shock just outside of the Shire
Also Conan the Barbarian is there
He also gets stung by a giant bee
Different Design Frameworks of TTRPGs
A lot of the ineffective discourse surrounding TTRPGs, and way more importantly a lot of the failures of TTRPG creators and players to make something functional and fun can be chalked up to the ignorance or refusal to acknowledge that there are in fact different types of TTRPGs, which is kind of a sub-problem of thinking that rules don’t matter and that rules are “just guidelines that you’re supposed to adapt to your specific table.” The pressure and expectation on GMs to “adapt the rules to your specific table” exists because people either don’t acknowledge at all that TTRPG rules have a purpose, or don’t know that different TTRPGs have different purposes and are trying to apply a mishmashed, confused play approach cobbled together from a bunch of different games onto every game they play.
So this is a big fucking essay about that.
now i can finally play as a vampire: the masquerade character in a tabletop roleplaying game
I don’t know what’s more detrimental to the health of TTRPGs as a medium, D&D5e players who think that TTRPGs are “collaborative storytelling” and that D&D5e does this great if you just ignore all the rules that make it not do that, or non-D&D players who realize that no edition of D&D5e is good for “collaborative storytelling” but still think that the primary purpose of all TTRPGs is to be “collaborative storytelling” and that not being good for “collaborative storytelling” a satisfying narrative is what makes D&D bad. D&D5e is bad for other reasons but you’re complaining that a cheap toothbrush doesn’t keep you warm at night.
An expectation is being placed on all pieces in this artform to do something that the majority of them were never meant to do in the first place.
Ok. Genuinely, though. What would you say the purpose of D&D5e is? What are the majority of TTRPGs made for?
Because like, a dungeon crawl is a story. So is a complex political negotiation. So is a heist. So is playing out a battle tactically. All of these things are stories, and insofar as each player contributes the actions of their characters and (in a good group) an equal stake in the enjoyment of everyone in the group, it is collaborative.
I don’t see how it isn’t for “collaborative storytelling”, and I don’t even play D&D5e. The relationship between the GM and the players isn’t adversarial. All of them are players trying to have fun, and crucially in a healthy group that doesn’t come at the cost of someone else’s fun.
Collaboratively telling a story, in some form playing make believe with rules to simulate and constrain the ways we are playing, that’s. Just what a TTRPG is. Like. Categorically.
First of all thanks for the good faith response.
The thing is you’re pretty much right, but I think it would be more accurate to say all of those things are collaborative, and they produce stories, which I’ll explain in a minute. This is a case of the two of us agreeing about 90% but defining terms differently and in different context. What you’re saying is true, but isn’t what most people mean when they say “TTRPGs are collaborative storytelling.”
The issue is that when people begin to define all TTRPGs as the buzzword “collaborate storytelling,” particularly coming into the hobby from watching big budget “actual play” podcasts that are more invested in producing an entertaining story for an audience than playing the game by its rules, they begin to consider the purpose of TTRPGs to be the telling of a conventionally satisfying narrative story by the standards of a book or movie, rather than the playing of a game which produces (as a byproduct) a series of actions and events which can be strung together and told as a story ad-hoc. Such a story may or may not fit marks of “good storytelling” by the standards of other mediums such as books or movies by having things like “a good plot” or “character arcs.”
By only valuing the stories produced, and by grading those stories by the storytelling standards of a different medium, you get to a mindset where a dungeon crawl is not “a good story,” nor is playing out a fight tactically, because those things, by the rules of most TTRPGs that involve them, do not produce conventionally satisfying narratives and character arcs, and often actively resist them. If you think that the only point of a TTRPG is to “collaboratively tell a good story,” then TTRPGs where characters can just make a mistake and die randomly and unceremoniously to a trap or goblin before they finish the plot or their character arc are therefore fundamentally broken and bad TTRPGs. This leads to the player base writing off like 80% of TTRPGs as complete failures, and either never touching them, or trying to “fix” them by making the GM responsible for overriding the rules every time something is about to happen that wouldn’t fit the mold of a good story by the standard of a novel or movie. I won’t get too into it here because I’ve made a million posts about it but putting this responsibility on a GM burns them out. At best, assuming the GM doesn’t burn out from this misplaced responsibility, it results in a group completely missing out on the kind of fun experiences they could be having by going with the game instead of against it. They never experience a TTRPG, they experience an improv storytelling session while the TTRPG itself constantly gets in the way like a housecat trying to climb on the table at supper time. They experience “the rules getting in the way of the story,” because the story they came for is not one the rules were ever meant to produce.
The kind of events/situations-that-become-stories produced by TTRPGs that have any D&D DNA in them(which is the majority of TTRPGs, even if the designers don’t realize it) is kinda similar to the kind of events/situations-that-become-stories in a match of Team Fortress 2, even if they do not necessarily involve violence (though of course most D&D DNA games do involve violence).
Here’s a short TF2 clip where I sneak behind a Sniper as Spy and kill him, then get scared by a ghost which renders me helpless to another Sniper who comes around the corner to kill me, but he also gets scared by the same ghost just in time for me to come out of the scared stun and kill him.
Here’s a TF2 clip where I’m playing Medic and me and a bunch of other Medics are healing one Heavy, but then he and one of the Medics get killed by a Spy right when we run into the enemy. Through a little luck and seizing the initiative in the fight though, I, as Medic with only a crappy melee weapon, overcome the odds to kill all three enemies.
Here’s a short TF2 clip why I’m playing as Spy and sneak behind a Sniper to backstab him, but he keeps moving even though he doesn’t know I’m there so I keep comedicly missing.
Here’s a short TF2 clip where I join a match to play Spy and turn invisible to sneak behind the enemy team only to get immediately killed in one hit by an enemy rocket that hit me completely by accident.
All of these are fun little stories, but they don’t have a plot or character arcs or anything like that, and all the other events of the matches they took place in, while very fun in the moment, aren’t really anything worth telling a story about after the fact, so I didn’t save the footage.
This is the kind of story that most TTRPGs produce. Here’s a similar one that’s actually from a TTRPG, where the party had to somehow get a dog down a sheer cliff at the top of a mountain.
(And TF2 players are collaborating, even if they’re on different teams. Cooperating or competing, they’ve all agreed to participate in a game where the rules of TF2 apply.)
This kind of TTRPG also can natively produce plots and character arcs and stuff that are very satisfying in the same way a well-written book or movie would be, I can think of several that happened over the course of AD&D and Eureka adventures, but this isn’t the norm nor the point. It’s a rare occurrence and not something they should be expected to do because it isn’t what they’re built for. If I logged on to TF2 with the expectation that I would experience the plot and character arcs of an action war movie on Upward, or even for the sole purpose of getting those clips to show my friends, I would come away very disappointed from most matches and probably tell you that TF2 is a bad game. This is the situation with TTRPGs and the phrase “collaborative storytelling.”
So you are saying, in order to get the best experience, we should view TTRPGs as mechanics-driven games. Even though most adventures are built up the same way a story would.
Yes, TTRPGs are mechanics-driven games, even the ones where the mechanics are actually intended and properly geared towards producing a conventionally satisfying narrative. But most TTRPGs which take after D&D in any capacity at all do not have mechanics geared towards conventional storytelling.
The reason "most adventures are built up the same way a story would" is because of the rise of the treating TTRPGs as "collaborative storytelling" foremost instead of being games which may produce a story has increasingly encouraged a playerbase who does what I described above, and that playerbase is making the adventures that are plots rather than situations, and having the "linear story with a plot" style of adventure marketed to them by WotC, whose marketing pervades every inch of the space even outside of D&D itself. When you play the kind of adventure that a particular game's rules are in sync with, it will click and you will have a fun time going with the flow of the rules. In D&D's case, its -and all descendants of it - rules are most geared towards "sandbox" adventure modules* with preset environments and situations not plots.
"The PCs will defeat the evil wizard by going to the six temples and having specific interactions with NPCs at certain times and places in a certain order and develop particular planned relationships with them" is a plot. "The PCs are in the town of Bumbleshire. There are two abandoned castles to the north and south, and some NPCs who can give XYZ information are located here, here, and here. The layout of each castle is this and this and the traps and monsters can be found in these rooms" is a situation.
*and I always have to clarify, an "adventure module" does not necessarily mean "linear scripted plot," WotC has just been putting out linear scripted plot adventure modules for 20 years because they want to keep tricking the "collaborative storytelling" people into playing their game even though it does nothing that they desire, which has unfortunately tanked the reputation of "adventure modules" because these kind of adventure modules just do not work with D&D.
I have a couple of posts where I explain these concepts further.
💬 7 🔁 241 ❤️ 275 · Different Design Frameworks of TTRPGs · A lot of the ineffective discourse surrounding TTRPGs, and way more importantly
💬 29 🔁 2230 ❤️ 2900 · Yeah many people just plain do not know that an adventure module can be something other than a completely linear scr
and just as a disclaimer, in the second post, because I didn't expect it to go anywhere, I made the mistake of saying "TTRPGs" when I should have said specifically "traditional challenge-based TTRPGs which share any DNA* with D&D."
*sharing DNA with D&D here doesn't just mean being a fantasy dungeon crawler, as will be explained in the first post I linked. Call of Cthulhu, Cyberpunk, Delta Green, Shadowrun, Mothership, Eureka, Laner, etc. just off the top of my head all have huge amounts of D&D DNA in them even though none of them are fantasy dungeon crawlers (though Call of Cthuhlu is still pretty dungeon-crawler-y).
My followers will probably remember me complaining about the time my character died in my most recent D&D game (which was a while ago now). The thing is, the way that my character died (getting comboed by unfortunate monster synergy) was frustrating, but not to the point that I should still be thinking about it over a year later. What actually made the character death so hard to stomach was that the DM had set my character up as the primary protagonist of the story he wanted to tell, about an ancient sorcerer king who was reborn to the opposing faction. If we were just playing D&D as a fun game that happened to generate a story, then that session would have been a story about a dragon-man who got in over his head and paid for it. But because the DM wanted the story to come first instead of the game, it meant we had a major problem and needed to figure out how to resolve it so that the story could continue.
One thing that makes me kinda sad is seeing people who feel like TTRPGs just aren't for them because they bounced off of some element that is clearly just a symptom of them trying out D&D5e. Like people who have had a hard time with learning the rules would probably do well with any system where the rule formatting and play culture around learning them aren't a mess. One friend of mine didn't like waiting a long time for turns to come up in combat, not even knowing that many games don't even use a turn-based structure.
A lot of D&D5e defenders on here like to claim that asking someone to learn a new system is "gatekeeping" somehow, but I'd argue that acting like one game is emblematic of the entire medium to the exclusion of people who don't click with that one game is way more meaningfully a form of gatekeeping, even if it's fully unintentional.
I strongly believe that not all RPGs are gonna appeal to everyone, but there is an RPG out there for everyone, and I just hope that people who haven't clicked with the most common option to be introduced to can find something that works for them.
One thing that makes me kinda sad is seeing people who feel like TTRPGs just aren't for them because they bounced off of some element that is clearly just a symptom of them trying out D&D5e. Like people who have had a hard time with learning the rules would probably do well with any system where the rule formatting and play culture around learning them aren't a mess. One friend of mine didn't like waiting a long time for turns to come up in combat, not even knowing that many games don't even use a turn-based structure.
A lot of D&D5e defenders on here like to claim that asking someone to learn a new system is "gatekeeping" somehow, but I'd argue that acting like one game is emblematic of the entire medium to the exclusion of people who don't click with that one game is way more meaningfully a form of gatekeeping, even if it's fully unintentional.
I strongly believe that not all RPGs are gonna appeal to everyone, but there is an RPG out there for everyone, and I just hope that people who haven't clicked with the most common option to be introduced to can find something that works for them.