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The Bowery Presents
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untitled

titsay
Color Me Curious
Cosmic Funnies
Not today Justin
Doug Jones
No title available
$LAYYYTER
The Bright Sessions

oozey mess
Fai_Ryy
I'd rather be in outer space 🛸

Origami Around
PUT YOUR BEARD IN MY MOUTH

Love Begins
sheepfilms

ellievsbear
🩵 avery cochrane 🩵
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@qsycomplainsalot
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Spindle Whorls, Iron Age to Early Medieval, Dumfries Museum, Dumfries and Galloway
Modest Medusa 1507
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Go read check out Unchained Mysteries by Jesse Burneko
An Alternative To Clue-based Scenario Design.
I recently was altered to and read a treatise called Unchained Mysteries, and it’s incredible that I had never heard of it before. It’s not a TTRPG, but it is a treatise about TTRPGs, particularly mystery investigation TTRPGs, and how bad they have been for the past 50 years at actually doing investigation gameplay.
For the roughly two years since we went public with Eureka: Investigative Urban Fantasy, we have been fighting a war, an idealogical war on TTRPGs as an artform declared by monopolistic corporations, parasocial “”actual play”” shows, content mill YouTube channels and the loyal adherents of the above. The generals of this vast army, whether they consciously realize it or not, have a financial incentive to teach you that game design is not real and that it doesn’t matter. A consumerbase that understands game design or what a TTRPG is on even the narrowest, shallowest level is one where some people might sometimes choose to play something besides the most popular and heavily advertised game on the market when they are able to recognize that it does not suit their needs.
To this end they teach you “just ignore the rules when they get in the way of the story,” and “a good GM can make anything work.” They task the GM with putting on a one-man show so that people who do not like the kinds of experiences created by the rules of the most popular game do not ever have to engage with the experiences of playing the most popular game, but still buy all the most popular game’s products, and most importantly never buy anything else.
It’s been an uphill battle, but we have been able to carve out a little outpost for ourselves, convert others to the Game Design in Real faction, and occasionally make contact with like-minded individuals who fight for TTRPGs to be treated as a unique and meaningful artform and game, not just an annoying book that gets in the way of your improv session, as most self-identified fans of TTRPGs have been taught to treat them.
Unchained Mysteries is one of those times we discover a powerful ally, and it has been some real wind in my sails, lemme tell you.
As a TTRPG game designer, it really wears on the mind to get the same comments over and over and over from people who don’t even know enough about gleeblor to understand the position they’re taking, that all boil down to the same thing: Telling me that my work, and the work of others trying to design TTRPGs, is, at best, completely meaningless, because the rules we write shouldn’t be assumed to affect anything, that the right way to play TTRPGs is to just ignore the rules and make it up as you go. At worst, they get offended, and demand to know “why I’m trying to tell them how they should play the game” in the instruction manual for the game. And come at me with shonen hero monologues about how as an artist I have no right to even want people to engage with my art the way that I intentionally designed it to be engaged with, let alone have the audacity to express that desire. People’s right to not think about anything and put in the least possible effort for the quickest, shortest gratification is sacred, especially because game design isn’t real, so there’s no way that following the intent behind the design could lead to a more meaningful experience than just running off vibes.
And all this with the financial stress of being unable to keep a “normal” job due to disability, making my art my main source of income on top of the constant reaffirmation that large amounts of potential customers have been taught that the kind of art I’m best at and most passionate about, art that is really really trying to provide a particular experience through its design and intent, is the most undesirable kind of art, if they even know that kind art exists within the medium of TTRPGs at all.
Sorry about all that.
Anyway, it would have been cool to find such a well-written piece of writing that agrees with Eureka’s stance on investigative TTRPG gameplay on one point.
It would’ve been really cool to find such a well-written piece of writing that agrees on two points.
The points made, the problems highlighted, and the solutions proposed within Unchained Mysteries are about a 90% overlap with Eureka: Investigative Urban Fantasy’s, and presents them even more convincingly. (Which is to be expected, since it exists only to make these points rather than also being a whole game.)
If you’re interested in the arguments Eureka: Investigative Urban Fantasy makes and demonstrates about game design, give Unchained Mysteries a read.
Cuirass. Iran. 17th Century. Steel.
The Metropolitan Museum of Art.
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A bottomless curse, a bottomless sea...
hands you some little guys
Shop Update
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PRINCESS MONONOKE もののけ姫 1997 — Dir. Hayao Miyazaki
Ohhhh that is too much for you little spider…
Ohhh nooo…
Finding out AI companies are chewing through - literally, they’re pulping and burning them as they go - millions of books often including 1/1s and old texts that cannot be reprinted
Meanwhile there’s always some dipshit telling me AI is the future and we’ve got to just let companies erase human history and literature so they can train their abomination machines to pretend to think like people because a judge said it’s fine
AI companies are buying and scanning printed books for training data, raising copyright and cultural preservation concerns as rare volumes a
A beautiful gothic style Mace, probably German, ca. 1450-1500, housed at the Fitzwilliam Musuem, Cambridge.
it’s not nudity if it’s tights
it’s like, beyond nudity and out the other side