3d modeling your character reference in my rules light micro rpg? Naw take your wargaming ass back to HeroForge we picrew up this bitch
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3d modeling your character reference in my rules light micro rpg? Naw take your wargaming ass back to HeroForge we picrew up this bitch
being a Middle-Eastern Kindred post V5's ""The-Beckoning"â probably fucking sucks..
like SHIT man, my sire got pasted by a pack of Gangrel Ancilla who made the fucking gazelle extinct.
I'm a fucking Neonate i'm fucking NOTHING
A Malkavian Methusaleh has been forcing my childe to roleplay in a 1:1 recreation of the Norman Conquest and I haven't seen her in years.
none of them can even speak Arabic. im leaving Saudi Arabia. I cant handle this.
explosion at health potion factory 0 dead 0 injured
when your friend transitions and picks a stupid ass name
what are friends if not reflections of the people we were when we met them
Lupin III Part 2 | Creator: Monkey Punch | Studio: TMS | Japan, 1977-1980 Â
important addition
I wentânot overseas, but by public transportâto Corpus to hear Tamsyn Muir speak.
The bad news: Alecto is not finished. It will hopefully come out "soon" and will likely be fast tracked with few ARCs when it's finished.
The news you may take differently depending on your preferences: It is not being split.
The good news: It is not all written in Ye Olde Alecto speak (it sounds like Harrow's POV will be fairly major, but there will apparently be several narrators).
A slightly random selection of things I frantically scribbled down:
The protagonists of TLT would make an "absolutely shit" D&D party ("Palamedes and Camilla would be fine")
We could have had horse plinko and begone thot, but for the anti-meme ministrations of her editor. She would love an edition that puts all of the memes back in.
On Catholic imagery and lesbianism: "you ain't seen nothing yet"
"Harrow is now a believer without a church"
She said that while John and Alecto's relationship is not meant to be a 1:1 analogue to Humbert Humbert and Lolita, there is the idea of a man fashioning (something he thinks is) a girl into a perfect partner (the question of whether that is a sexual partner apparently may be relevant to ATN)
She does not have a favourite House and would just be a regular person in the world of TLT (though she would last about 0.5 seconds)
The tension between the Houses' ostensible gender equality and the misogyny that still persists is apparently also relevant to ATN. "John has set out to make a society on values he holds dear and cherishes and in some ways he has done really well... And in some way he has fucked it up beyond comprehension" (Maybe not an exact quote. My auditory processing is questionable.)
The backstory in NTN was planned right from the beginning
Lyctors "are not truly human any more. They've crystallised themselves" and "They have lost themselves and the only thing they've been able to hold on to is what other people make of them". She said she would have liked to make the Lyctors more alien but had to balance that with them being relatable narratively.
She is dying to read TLT fanfiction once she finishes the series.
I've had a couple of people ask for a digestible version of the whole "the real problem with Dungeons & Dragons is false advertising, not anything that's present in its text" thing I keep alluding to, so here's the bullet point version of that argument:
Dungeons & Dragons is owned by Hasbro. Yes, the same Hasbro that owns Monopoly and My Little Pony.
Hasbro wants D&D to be the only tabletop RPG that anyone plays.
In order to accomplish this, Hasbro needs D&D to be a universal entry-level game.
D&D is not a universal entry-level game.
All game rules are opinionated about how the game ought to be played, and as tabletop RPGs go, D&D's rules are more opinionated than most. This is not a flaw, but it's not what Hasbro needs.
D&D is also on the high end of complexity as far as tabletop RPGs go, and it's complex in a way that strongly rewards system mastery, so it's pretty far from "entry level".
Hasbro could produce a version of D&D that's at the very least less opinionated and more entry-level than it presently is, but they don't want to, because they've determined that certain rules features which run counter to both of those goals are critical to D&D's brand identity.
They also don't want to produce multiple versions of D&D tailored for different audiences, because they want every single D&D group to be a potential purchaser of every single D&D product; they'd be effectively competing with themselves for their own customer base if the published game was actually modular in any meaningful way.
So how does Hasbro square that circle?
Simple: they lie. They insist that D&D is in fact a universal entry-level game in spite of all evidence to the contrary, and back their advertising up with sponsored thinkpieces and podcasts and such to "prove" it.
Further, they've spent decades fostering a culture of play which conceals the gap between the game they're advertising and the game they're selling by ascribing any appearance that D&D isn't a universal entry-level game to the incompetence or malice of individual GMs.
The game the rules want to produce disagrees with the game the group wants to play? Nonsense â even the rankest beginner should be able to produce any experience of play using any set of rules, and if your GM can't, they're a Bad GM.
The game is hard to learn? No, it isn't â your GM is merely gatekeeping you. This wouldn't be a problem with a Good GM.
The upshot is that the published rules are more or less irrelevant with respect to achieving the desired experience of play, because they're operating within a culture of play which dumps 100% of the work of making that desired experience of play happen on the GM.
Indeed, much of what modern D&D presents as GMing best practices are really methods of working around the fact that the rules you're using disagree with you about what kind of game you're playing.
(It's not a coincidence that D&D's entrenched culture of play also insists that it's normal for GMs to be miserably overworked and treats GM burnout as a big funny joke, then turns around and loudly wonders why there's a constant GM shortage.)
The trick is, because you're still at least notionally using the rules of D&D, the fruits of all that GM labour are perceived as the product of "playing D&D", not of the GM's hard work.
In essence, Hasbro's business model for Dungeons & Dragons is selling you your own GM's labour with a D&D sticker on it.
It's a very neat trick, if you can pull it off.
Now, at this point some readers may be asking: well, sure, but not all GMs are doormats. What about "killer" GMs who do gatekeep and railroad their players and otherwise act like complete tyrants? I hear horror stories about them all the time.
That's the second trick: these are not opposites. The GM as human Xbox and the GM as tyrant of the table both represent the GM doing all the actual work of making the game happen. The latter isn't the outcome that Hasbro wants, but it's a logical conclusion of the position they want the GM to be in.
I've seen a few folks in the notes respond "okay, but if that's true, why is D&D so much more flexible than most indie RPGs?", and the answer is that it's not. That's part of the sleight of hand I've talked about where the GM's labour is framed as part of the product. To break it down:
As noted above, all game rules are opinionated about what kind of game they wanted to produce. This isn't just a matter of setting (though setting-neutral games are often misleadingly called "universal" games), but also a matter of the basic structure of the narrative which emerges when you follow the rules.
The rules of Dungeons & Dragons are not less opinionated than those of your average indie RPG, and in fact are more opinionated than most. (Again, having strongly opinionated rules is not something that's wrong with D&D; it's merely something that's inconvenient for Hasbro's marketing goals in a way they're unwilling to address.)
In brief, D&D really, really wants your game to be a sword and sorcery dungeon crawl. If the GM is using the framework of play furnished by the rules at all, or if the players are responding to the rules' player-facing incentives even a little bit, it's going to squish your game into something dungeon-crawl-shaped.
(This should not be surprising; it's literally in the name!)
The rules of D&D being opinionated in this way tends to fly under the radar for a couple of reasons, one less problematic and one more so.
The relatively benign reason is that many popular RPG premises are not done any great violence by being squished into the shape of a sword and sorcery dungeon crawl.
A cyberpunk smash and grab caper? Basically a dungeon crawl already.
A special forces op in a modern military game? That doesn't need to be shaped like a sword and sorcery dungeon crawl, but it can be shaped like one and remain intelligible as what it's supposed to be.
Gritty logistics-driven survival horror? Not inherently dungeon crawl shaped, but the two genres are compatible â a game can be both at the same time, as video games like Fear & Hunger and Look Outside demonstrate. (Indeed, Look Outside's apartment building follows the structure of an old school D&D megadungeon nearly beat for beat!)
Thanks to D&D's pervasive cultural influence informing what people expect a tabletop RPG to be, as long as this kind of compatibility is present, many folks won't even notice their intended premise is being squished into the shape of a sword and sorcery dungeon crawl.
If your chosen premise isn't compatible in this way, or if the group notices what's happening and decides to push back against it, though? That's where the sleight of hand I alluded to above starts to come into play.
Remember: a Good GMâ˘, even a total novice, ought to be able to use any set of rules to produce any desired experience of play, right?
So get to work!
i.e., just as much of the game's putative approachability is the product of Hasbro selling the players their GM's labour in a D&D-shaped box, much of D&D's putative flexibility is the product of the GM being sold their own labour in a D&D-shaped box.
To be clear, this is not militating against homebrew content or rules. Homebrew is perfectly cromulent, and certainly, some games are more or less structurally amenable to it (though modern D&D tends to fall on the "less" side).
The problem is that what we've got on our hands is a culture of play that wants to have its cake and eat it too: when doing extensive homebrew is treated as part of the GM's basic, entry-level responsibilities, it's easy to fall into the trap of thinking of the product of that labour as merely being a feature of the game.
Which is, of course, exactly what Hasbro's marketing ghouls want.
I think the next president should be transgender and unemployed. She is the modern diogenes. And I think we need more of her.
and what if I told you nine was less afraid of love than ten. what then.
for a moment i lived in a beautiful world where doctor who didnât exist and this was simply a seven-ate-nine joke too layered for me to understand
Tabletop RPG with an old school "you can die during character creation" lifepath system, except most of the disqualifying events are stuff like "made it to adulthood with no major traumas" or "discovered a love of carpentry", so your actual goal is to make just enough bad life decisions that your character is a big enough loser to become an adventurer.
So the fun part about GenZ slang being almost 100% AAVE is that I have a dictionary from 2001, from before I was old enough to even know how to use a dictionary, right? And this ain't that abridged shit this is the three columns 8 point font, pages made of tissue paper bound into a book that is 4-5 inches thick shit. You follow?
And there are all these reports on how new slang is and how to understand it and getting it wrong. BUT 2001 GOT ME
TWO THOUSAND AND ONE
basic human empathy has got to make a comeback divas