taylor price

祝日 / Permanent Vacation

PR's Tumblrdome
Xuebing Du
NASA

roma★

oozey mess
No title available

Discoholic 🪩
Keni

if i look back, i am lost

Love Begins
Show & Tell
wallacepolsom
todays bird
TVSTRANGERTHINGS

@theartofmadeline
art blog(derogatory)
I'd rather be in outer space 🛸
Misplaced Lens Cap
seen from Vietnam

seen from Malaysia

seen from United States
seen from United States
seen from Russia
seen from Russia
seen from United States

seen from Singapore
seen from United Kingdom
seen from United Kingdom

seen from Malaysia
seen from France

seen from Australia

seen from Singapore

seen from United States
seen from United Kingdom

seen from Malaysia
seen from United States
seen from United States

seen from United Kingdom
@moonietimes
are those my only options
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.
I had the strangest conversation ever with a deeply clever friend who is 5e-pilled to hell. I like to have people over to play new one or two shots of different rpgs in the home I share with my partner; I cook dinner and we enjoy a cool new game and tell a complete story with a beginning and an end. One of my buddies pitched a 5e two-shot to me recently, and I turned it down; "Sorry, but I'm done with that game. There are other tables to run 5e on, but my table runs everything else." The results were SO STRANGE. Demands were made that I share why I dislike it, and when I expressed problems with the system (slow-as-balls turn-based-initiative, a generic fantasyland setting that is full of lowest-common-denominator bullshit that is hard to meaningfully connect with, attrition-based resource management in a system that begs you to play it like superhero fantasy) and I got the same reply "An experienced GM just homerules that. Playing it the way it is in the book is a rookie mistake." Eventually we settled on the truth; this guy was so exhausted becoming an expert in the hideous minutiae of Dungeons and Dragons 5e that he has full-on stockholm syndrome; he will never "Move to another system" (whatever that means) because he thinks that getting into any other game would require the same effort to "master" in order to not have a dogshit time. He doesn't know that there are games where you can read the rules once and run them and have a good time. He doesn't know that game design exists. I love telling stories with my friends. I don't know what he loves.
If i were an animator for wha, i too would fall in love with brushbuddy and give it more screentime
MAYUUUUUU
There's an interesting RPG that I found a few months ago and bought on a whim and I haven't actually delved too deeply in it but I recently got a hold of a digital copy which makes it easier for me to read actually. It's called Wraithlands.
Dark Fantasy roleplaying on the cursed celtic isle of Nullona
I can't quite do Wraithlands justice but I'll try: it is dark fantasy in a very obviously Celtic inspired setting. The big thing about the setting is that the island of Nullona is ruled by the so-called Underkirk Lairds. Anyone who dies in Nullona is claimed for eternal servitude by one of the Lairds. The player characters are "Wraiths," people who have the special power to come back from the dead (and thus escape the Lairds).
The book includes a very simple system for running it and then the rest of the book is dedicated to just describing the setting. The amount of detail isn't staggering but it has just enough in my opinion to support a full campaign.
I don't have any complaints as such. I would prefer if the system were a bit meaty. It is a very simple system with degrees of success and the dice-rolling mechanic borrowed from Blades in the Dark but with fewer moving parts. However, it also does seem to suggest that one could use it simply as a setting guide and adapt it to another system. I could definitely see myself using it with something like Cairn just to give it a little bit more bite.
But yeah, I quite like it and as said I bought a physical copy on a whim and the author was nice enough to hook me up with a PDF when I presented proof of purchase, which is always nice :)
Like, idk, I like a big book with lots of crunch, but sometimes it's also fun to just dig into a book that is mostly just old-school random encounter tables and descriptions of places and that leaves the choice of mechanics to the group. Which actually reminds of an idea I had a while back, of running the same "system neutral" scenario in multiple different systems to see how system neutral its assumptions actually are.
at some point it became a very common talking point that science fiction and fantasy ought to Represent Trans People and that exploring Weird Gender Shit without also depicting characters who are legibly transgender in Normal Ways is passé. and honestlyyyy i don't care give me a hundred more male characters possessed by female ghosts or nonbinary robots or whatever. literally what is the point of the scifi fantasy genre if you cannot connect to the fantastical
if i wanted to read about people being transgender without a wizard being involved i would open my tumblr dash. Representation will kill the reader she needs a guy who accidentally downloaded the memories of a woman on the CyberLine and can't tell them apart from his own to live
I will lock in tomorrow like nobody has ever locked in before
Mint Reviews: After, by Cyclopean Publishing.
About a month ago, Cyclopean Publishing reached out to me and asked if I would write up a review of After, a game about telling a story about the past and the present at the same time. I agreed, and received a copy of the game in exchange for a review.
The Game
In After, your characters exist in a world called Extempore, a land of transient, mismatched landmasses that shift and move, carrying inhabitants from various worlds and pushing them to figure out how to live next to each-other.
Who are you? You're someone who matters, someone who has abilities that are big enough to cause significant changes in the world around you, as much as it shifts. You know this because you've already done it - and you're going to do it again.
The Rules
After uses d6 dice pools with each dice serving up a 50% chance of success. You need a # of successes to meet or beat the difficulty rating to get what you want. The game also uses staggered successes, meaning that if you only meet the difficulty rating, you succeed at a cost. Your stats run from 2-4 dice in your primary pool, but you might also get dice from special powers.
After's unique twist revolves around the interplay between the past and the present: your characters have a Past Act that isn't quite defined at the beginning of play, but has already defined your characters through character pieces called Origins and Past Legends. These pieces are the simpler halves of your character, but they get fleshed out when you invoke Memories, a limited resource that gives you the ability to narrate a part of your past in order to ensure that something is true - and to ensure that right now, in present, you are successful. The GM also has the power to announce a flashback to the past to flesh out a detail that the PCs are encountering in the present: an NPC who appears clearly angry with the party might trigger a flashback to the moment where they first fought that NPC. If the group plays through the Past Act, only their Past powers are available to them; they cannot draw from their Present Legend.
The Present Legend is the other half of your character, and it's the most complex piece of the pie. Your Present Legend both introduces a core mechanic that heavily influences the setting and themes of your game, it also presents a list of powers that you'll slowly gain over the course of play. In each session, your character will unlock a once/scene power that allows you to really show off, and also give you experience. Your fifth and final power will unlock in your final session, drastically changing the end of your character's story.
Another key piece to the character sheet is Focus. Focus is described as a narrative tracker, meant to measure your character's power as it grows. This is a double-edged sword; you can spend Focus to fuel your powers, but accrue too much and you become burdened with Consequences, which often make certain actions difficult, or inhibit you until you fulfill a narrative requirement. Your Focus also determines how hopeful or tragic your Epilogue is at the end of the game - a result determined through a dice roll.
The Vibes
After describes itself as a maximalist game, and I'm inclined to agree. The setting itself is everything and the kitchen sinks: minotaurs, frog-people, cyberpunk skyscrapers, elven druids, steampunk automatons, and object-headed folks are all welcome in this hodgepodge milieu. The art for this game definitely contributes to this feeling! You can get a lot of cool ideas just by flipping through the art. What this means for your players is that the world is their oyster, and if you want a high fantasy fan, a robot-lover, and a player who loves putting their fursona into every game possible to all play at the same table, you can do that with After.
Then there's the Present Legends, which have a very specific arc. If you play through your legend with the goal of hitting every power, your character will find themselves irrevocably changed. All of your employees unionize, your parasite takes over your body, or perhaps you surrender to an opposing faction that you've been fighting throughout the entire game. You can choose to avert your final power in order to have more control over your epilogue, although this means that you're also giving up the chance to be supremely effective in your last session.
The Pros & Cons
After creates an interesting contrast: while the world is open and allows a bunch of set-pieces to exist alongside each-other, character arcs are hyper-specific. This specificity is needed, because you need a reason to do the things you're doing, and outside of what your arc gives you, I didn't find a lot of moments where it was clear to me what kinds of stories you are meant to be telling with after.
Your characters are very diverse, not just in their origin, but in the powers that will change who they are. They likely all hail from different domains in the world of Extempore, and it's likely that as a play group, you'll likely travel from Domain to Domain over the course of your adventure.
As a group, I'd expect you would have to find a thread that brings all of your character together, and hold onto it pretty firmly in order to tell a story that is both colorful and cohesive. The GM advice section of this book gives a lot of good advice on how to build a challenge in order to make it navigable and dramatic. That being said, there's also a lot that seems to rely on GM fiat, such as when a Flashback occurs, and when Domains shift.
If I was to run this game, I'd likely need to pull from my experience with other ttrpgs to string Challenges together to fit the genre or tone that I'm going for. If you want a Noir game, you'll need to already know how to run mysteries. If you want a political game, you should already be familiar with the tropes of political stories. If you want a combat-heavy game, I hope you know how to make the combats matter! I think that the campaigns written for After, (Clear as a Bell & Dreams of Sylvia) might mitigate some of the openness that I struggled with just with reading the rulebook, as I have a feeling they might fill in some of the gaps I felt when I was reading it.
I would recommend After to a players who like the idea of playing with time, and moving between moments that exist in the past as well as the present. If your group is usually pretty good at coming to a consensus on the types of themes or narrative threads you want to follow, you'll also probably be able to pick up After and have fun with the colorful set-dressings you can use to tell those stories. After is also good for groups who want a tight, limited campaign, likely about five sessions in length. If you like the idea of characters that are perhaps somewhat doomed to certain fates, there's specific elements of After that might appeal to you.
However, if your group often struggles to create reasons for your characters to work together, or if you're a GM who prefers a little more structure when it comes to running a game session, I think you might want to put After back on the shelf.
You can find After at IPR, on Itch.io, and on DriveThruRPG.
"It's for a Book," investigator Trait from Eureka: Investigative Urban Fantasy. Every investigator has 3 to 6 Traits!
compilation of texts my mom has sent me when my cat is wailing outside my room and i haven’t opened the door for her yet
Oh to be a cat sleeping on a giant Snorlax plushie
cm prep