Coracle's gonna start out grayscale and the players will figure out how to add color
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Coracle's gonna start out grayscale and the players will figure out how to add color
the reason that I haven't given satisfactory context for ~50% of what I'm talking about is that I don't expect anyone's reading this
the reason that I haven't given satisfactory context for the other ~50% of what I'm talking about is that it doesn't exist
I should probably write it anyway for posterity
2am ideas
on how to get players to generate content:
because this is all about loops and obsessions and recurrences anyway, I think it might be neat to have the players have one thing that they're In Pursuit Of — anything they want
and then it's primarily focused around that thing, until they switch to a different Pursuit (either because they're satisfied with their outcome or because they find a hook they like better)
but things relating to finished Pursuits constantly reoccur and follow them around (this should be done with the use of tables — Pursuits add entries to the tables or make certain occurrences more likely)
so that eventually the whole world is really just constructed of things they've been pursuing
I figure that for Coracle, their first Pursuit is given to them when they find a note from their god, but it could change as soon as they notice, for example, that they're naked
(and then they in their turn are pursued by false gods and tailors)
second I'm just going to pick a thing
(don't laugh I'm serious I can do this)
my DMing philosophy, which I have decided on over the past three days or so, is that basically you just need to figure out what your players want & do the work for them to make it a. tangible and b. awesome
so obviously this conflicts with my deepest and basest desires as a DM, i.e., make a huge intricate labyrinthine conworld and stick the players in it wherever they fit
but leaving that aside, it also means that I have to do the work of thinking of a system whereby I can figure out the players' desires without them having to explicitly tell me, because that ruins the point
something that would be cool — not a system, but a setting I could fit a system into — would be to have the players explore a world that they've been in before and mostly forgotten, so that they can "remember" things
so this could fit in with Coracle pretty well (I have been developing a setting, working title Coracle, in which the players find themselves at the beginning of some kind of creation myth where they're in Adam's role. God is missing and they have to go find Them, naming everything they see along the way) they wake up and it's just been Ragnarok-analogue and they're the survivors and they slowly remember and rebuild but another thing that I really want to try out is to take all off the fluff that I want and then do the opposite of that. I've been reading some good D&D blogs lately (incaseyouhaven'tnoticed) — the problem is that I love them too much. they've had too long to think about this shit and they've solved all my problems. obviously I'm going to steal their crunch, I'm terrible at rules and the applications thereof and it's perfectly sensible, I think, to treat most of these things as problems solved to my satisfaction. sadly I've also been absorbing a lot of really great fluff ideas, and I'm seriously concerned that if I had to run an adventure right now I would just try and fail to simulate Tom Fitzgerald
where I'm at with Coracle is obviously a lot different though, but I'm worried that's only because I haven't filled it with anything yet
on the other hand I just said I wanted to let the players dictate what they wanted, haven't you been reading your own essay Amit
ok I've run out of steam clearly time to go get a burrito or sleep WHO KNOWS
first off I learned a new word today
which is gleet. gleet!
gleet, n. slimy matter; sticky or greasy filth
I give up
D&D blog from now on no take-backsies