Just don't have any world-building.
Where are we starting in this game? How should I know? I'm not a scientist.
looking through past ideas and enjoying the combo of comments on this one from @dominyk9 and @silelda
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Aqua Utopia|海の底で記憶を紡ぐ
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Just don't have any world-building.
Where are we starting in this game? How should I know? I'm not a scientist.
looking through past ideas and enjoying the combo of comments on this one from @dominyk9 and @silelda
i wish shapes were like bugs and you could just get like a circle infestation in your house or something. fuck ive got bed triangles fuuuck. this could solve everything
Modrons in D&D be like
you've spoken at length about problems with D&D5e re: the disconnect between the game hasbro says that it is vs the game that it actually is, and have made it clear that such discussions aren't about the weaknesses of D&D5e itself as a game. I do suspect that you have some thoughts on that though, and I'd be interested to hear them. there are plenty of thinkpieces from others already, but I'd like to hear yours specifically, if you're interested.
A big part of the reason I don't talk a lot about Dungeons & Dragons 5th Edition as a system is because it's been my experience that, as indie RPG designers, there's a constant temptation to treat a game's culture of play as something which emerges purely from its published text. It'd be super convenient if that were the case: if the ultimate source of the problem is bad game design, then it can be fixed with better game design. In practice, this framing leads people to prattle on about how playing trad RPGs causes brain damage while overlooking the rather more obvious economic incentives for why D&D's culture of play is the way it is.
All that in mind, I tend to look at it the other way 'round: the main problems with D&D5E as a system stem from a shared set of circumstances with its culture of play. Hasbro wants to market 5E as a universal entry-level game, and to that end, they've given Wizards of the Coast a mandate to produce an "evergreen" D&D which appeals equally to fans of all past iterations of the game. This goal is of course both impossible and absurd, and the result is a game whose rules are put together based mostly on vibes, with greater weight given to whether any particular feature is deemed to reinforce D&D's brand identity than to how it actually operates in play, or to how it interacts with other features that have been included in the same fashion.
In the most extreme cases, this leads to a text which pretends to have features it does not in fact possess. For example, 5E wants to have the vibe of a game which cares deeply about logistical play, in order to attract players who like that sort of thing; however, it's also terrified of imposing entry barriers that might interfere with maximising the number of people playing D&D, so you end up with stuff like lengthy stats tables of functionally identical weapons, an economy that denominates prices of adventuring supplies to the hundredth of a gold piece and stops being relevant by level three if you're running the gameplay loop as written, and subsystems for carrying capacity and consumable resource tracking which ask you to do a lot of math for a mechanical impact so insubstantial that it doesn't materially affect said gameplay loop at all if you simply leave it out entirely.
Basically, it's a text that puts forth tremendous effort to obfuscate its own baked-in assumptions about how the game ought to be played, because it might hypothetically alienate someone who would otherwise have given Hasbro money if it ever expressed an opinion. I've talked in the past about how a lot of RPGs don't seem to understand how to engage in transparency about their own design goals, but Dungeons & Dragons 5th Edition is one of the very few games I've encountered that demonstrates it perfectly understands how to engage in design goal transparency by consciously doing the exact opposite.
i miss my friends (i still see them regularly but i don't get to see *that* part of them)
commission for @kai-in-disguise, their wood elf Soren! thank you for commissioning me 💚
commission info commission tag headshot | half body | full body
Alright, you know what? You’ve just been Isekai’d into the 5E D&D world! Spin this Wheel to find out your Class and, to make it more interesting, your Subclass!
How are you feeling?
HELL YEAH THIS IS THE BEST THING THAT EVER HAPPENED TO ME
This class is perfect for me! (complimentary)
This is pretty cool!
Not bad but… could better
Some parts of this are GREAT and some are TERRIBLE and it kinda evens out
I mean, I’m pretty sure I’m gonna die but at least I’ll be cool as hell
Well, I’m gonna hate being this Class but at least I’m gonna survive
I feel utterly indifferent about my Class
This class is perfect for me… (derogatory)
This isn’t good for me, but… could be worse
Yeah, this sucks
OH MY GOD THIS IS HORRIBLE I AM GONNA BE MISERABLE AND THAN I’LL DIE
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I don't disagree with the observation that a lot of folks in tabletop roleplaying spaces don't believe that game design is real (i.e., in the sense that they believe any GM should be able to achieve any experience of play using any system, and refuse to recognise that rules are opinionated about what sort of games they want to produce), but I feel like putting that at the forefront is confusing the symptom for the disease. A lot of folks in tabletop roleplaying spaces don't believe game design is real because they don't believe that games are real.
I've talked in the past about how Hasbro's efforts to deceptively market Dungeons & Dragons as universal entry-level game have fostered a culture of play in which any appearance that D&D isn't a universal entry-level game is regarded as evidence that you have a "bad GM", and how, in order to avoid being a "bad GM", it's necessary to treat it as a normal part of the GM's responsibilities to constantly monitor the outputs of the rules and quickly paper over any gaps between the game the rules want to produce and the game the group wants to play, like a cartoon train conductor frantically constructing the very tracks along which the train they're conducting is riding.
The trouble is that most players aren't stupid, and readily see through the act. They (correctly!) observe that the particulars of the rules don't actually seem to matter all that much, because most of the desired experience of play is the product of the GM's constant interventions, rather than the product of interpreting the outputs of the rules – but instead of identifying this as a problem, they conclude (again, quite reasonably, as they've probably never seen it done differently) that this is what tabletop roleplaying is. The GM merely pretends to be moderating a game; in truth, they're a pantomime-leader whose job is to maintain the illusion that we're playing a game with rules, when in fact what we're really doing is guided improv theatre.
And of course there's nothing wrong with guided improv theatre – it's a fine pastime, and one I've enjoyed myself on many occasions. However, it does put folks who really do want to play a game in a bind, because now there's this insurmountable communication barrier. You can say "I want to play a game, and these are the rules of that game", and receive what seems to be enthusiastic agreement with that premise; however, a significant portion of the people expressing that agreement think they're participating in a bit of kayfabe, like very dedicated professional wrestlers who stay in character even outside the ring.
Critically, nobody is necessarily acting in bad faith in this equation. The folks who don't bother to learn the rules because they think games aren't real mostly aren't fucking with you on purpose; they honestly thought they were yes-anding your improv prompt by pretending to care about the mechanics of play, and when they discover that you really do expect them to do all that fiddly dice math, from their perspective it genuinely looks like you were the one misleading them. It's just a fucked up culture of play garbling all the signals in both directions.
(Note that, while I've identified Hasbro's deceptive marketing as the ultimate source of this culture of play, indie RPGs are hardly innocent of perpetuating it. You only need cast a critical eye on the "Rule Zero" sections of many popular indie games to notice that their authors are all in on the idea that games aren't real!)
#ohhhh this is really good analysis #also i think large scale super professional actual play podcasts n shit are a big part of this #cuz imo that was a Lot of peoples main engagement with ttrpgs back in the day (about a decade ago) #and a lot of people thats still their Main TTRPG Experience #and like. those tend to be even less Game Like than the average dnd campaign #like a lot of that shit is in fact. scripted. and made to be more cinematic for the audience etc (via @st4rshiptr00per)
Yeah, big name "actual play" podcasts that pretend they're not scripted and workshopped to hell are a big contributing factor, though I wouldn't classify them as distinct from Hasbro's marketing apparatus so much as one of the most visible arms of that apparatus. The fact that Hasbro isn't paying them directly doesn't mean they aren't serving the brand.
(The weird part is that I get the impression that some of them don't even know it. Sometimes it seems like Brennan Lee Mulligan genuinely doesn't realise that best practices for running a game of Dungeons & Dragons as a kind of performance art for a paying audience are very different from best practices for running a game of Dungeons & Dragons for your three buddies in the GM's dining room.)
@hayeseveryone replied:
Maaaaaan. So I'm DMing two DnD 5e games at the moment. One of them is a high level combat focused megadungeon with very experienced players, while the other is more open and has more RP with a mix of experienced and new players. I always feel way more drained after a session running the latter game than the former. And I think you really helped me see why. I'm DEFINITELY having to do a ton of track-laying while running that game, because it's such an unfocused game. I feel way more like I have to be an entertainer who's always the one responsible for my players' fun, rather than expecting them to make their own fun using the rules of the game, like the players in my other group do.
Quite so – that's the central paradox of the rules-heavy-versus-rules-light debate: provided that the game the rules want to produce agrees with the game the group wants to play, a rules-heavy game may actually be less demanding to run than a rules-light one. A rigorous framework of play can be a very effective means of distributing the workload of making the game happen; if you play your cards right, the players won't even notice they're taking a load off the GM's shoulders by making their own rulings, because to them it just feels like drawing the obvious conclusions.
Painting by Clra
Yes, obviously the smell is another reason to use skeletons over zombies. Honestly though, if you're a necromancer, you're going to need a strong nose.
I started a new playthrough with Aeon's mythic path in Pathfinder Wotr. Here is Tiaratius(LN), Hellnight Signifer
north african elf ladies
WotC got caught stealth-editing a lot of their PDF back catalogue again, and some of the changes are just bizarre. Mentions of racism, even as fantastical as the Beholders' extreme xenophobia, and slavery and slavers, were erased. So what are the bad guys even doing in this high-fantasy pulp adventure world, embezzlement?
Illithids using brain parasites to turn people into indentured servants
what is DMing if not