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Xuebing Du
Cosimo Galluzzi
Keni
Aqua Utopia|海の底で記憶を紡ぐ

Love Begins
🪼
"I'm Dorothy Gale from Kansas"
taylor price
TVSTRANGERTHINGS
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$LAYYYTER
PUT YOUR BEARD IN MY MOUTH
will byers stan first human second

oozey mess

Origami Around
Game of Thrones Daily
Lint Roller? I Barely Know Her
Today's Document

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occasionally subtle
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@rollforthings
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The fastest way to accomplish The Project is to cease being afraid of The Project. The Project cannot maim you. The Project cannot kill you. The Project is more afraid of you than you are of it. It is okay if The Project turns out differently from how it was in your head, and it is okay if it has flaws. You are capable of engaging with The Project.
Portrait and Draft for my Fabula Ultima character, Lucille Elra Shes a devout of the Church of the Crimson Light
Playing only DnD 5e is the ttrpg equivalent of marrying the one (and only) person you ever dated, who you met in high school
Keep thinking about this Austin Walker post that now lives in my brain. It's a reply to people saying genAI can help creators 'develop concepts' and waste less time on research (x)
. ݁₊ ⊹ . ݁˖ . ݁ Fuck off and give me the ball . ݁₊ ⊹ . ݁˖ . ݁
me, the motherfucker with over 50 abandoned works in progress: i have an idea
occasionally I am struck dumb by the sublime beauty of the world in the small moments, you know?
egg
i drew it
hey I hope you dont mind I also painted your egg
i also painted the egg hope that's ok
i heard we were painting egg?
I love how this shows how real artists drawing a thing aren't just representing the thing, but showing you what THEY found beautiful in it.
hope I'm not too late to paint egg! watercolors :)
i too have drawn the egg
heres my egg
Love every single one of these eggs. No yeah of course it's still okay to write your vampire story or whatever, even if a thousand people have done it before you. Your art will still be uniquely yours and people will find something fresh in your perspective. Paint your egg.
The same goes for game design! Just because someone has made a game like the one you want to, your own experiences and preferences will shape it into something unique!
I have a copy of Blades In The Dark, i have never played it, i just have the book because i picked it up at a games shop thinking it looked interesting a year or so ago (looking for something OTHER than D&D to play with friends basically)
So...what IS it like when you actually play it? How have people's experience been? Also anything fun happen in your sessions?
ppl who celebrate fictional character birthdays are annoying pass it on
FUCK this post and happy birthday sonic
Jean, from the OCAD Drama Club, ran Craterboys on a beautiful spring day, using chalk and super big dice!
How to modify D&D 5E to play just about anything
Go to a game store
Navigate to the dungeons and dragons section
Turn your head approximately five degrees either to the left or to the right
The books on these shelves are also tabletop roleplaying games. Many of them already have exactly what you're not getting from D&D 5E
In online stores, simply uncheck the "Brand: Dungeons and Dragons" box instead of turning your head approximately five degrees
You may find that some of these games don't have rules for hitting things with swords.
This is because rules for hitting things with swords actually aren't mandatory if the game is about something else. The game system for your "courtly intrigue in space" campaign might actually have no need for melee combat at all.
I recently learned of gurps and I am going to try to get my anime loving friends on board for it. I think they will have a lot of fun with it
YES PLEASE I will always spread my gurps propaganda
It's genuinely so fun, I also prefer the 3d6 check system over the d20, just works with my brain better
Gurps is lovely, I'm currently making a couple campaigns myself
3d6 over a d20? That sounds wonderful, the math seems so much more fun with that. The numbers you get are bound to be far stranger and yet more consistent than with a single die. Your propaganda is working!
Now if only I could get the other two friends to show any interest
If it helps, you can pretty easily recreate basically any media in the system. If you wanna rope them in maybe start with a fan one shot of something
Theres a bunch of premade ones if you don't feel confident slapping one together yourself, I know there's a fallout campaign out there somewhere for example
That is exactly the hook I planned to use XD
They really like jujitsu kaisen so I'm trying to get them hooked by saying they can do domain clashes, cursed techniques, all the fun anime junk they're into. Not clue for story yet! So I might grab one of those premades you said, but I am hoping to grab their attention! Maybe I should pitch dragon ball or one piece if jujutsu doesn't work
If they like JJK, you should really check out DAWN: the RPG. Simpler to set up than gurps and exactly the kind of game to emulate shonen anime/manga.
A Shonen inspired TTRPG
how measurements work in canada (ie/ badly)
@/teaboot
This isn't even a joke it's just what we do
Never knew about this, but then again this seems very Canadian.
So, officially, Canada is all metric. Packaged foods are in grams/kilograms, road signs only show kilometers, etc.
Colloquially (and sometimes practically) though, we use odd measurements for a couple of reasons:
- Canada switched from imperial to metric in the 1970s, which is in living memory for a lot of the population. My parents learned imperial meaurements in school, then relearned metric as it was being introduced. Many day-to-day services will offer both measurement systems, to accommodate people who grew up with imperial. Most notably, produce by weight at grocery stores (price is listed per kilogram and per pound). But at the same time, deli products by weight are only in grams, because nobody is buying sliced ham by the pound and ounces fell off for some reason.
- Canada borders the USA, one of the only countries to still use imperial. Because we share a language, trade, and media, Canada ends up importing a lot of things from America that are made with America in mind. Appliances made in the US, or made abroad for the US market, are also sold in Canada. American movies and shows talk in imperial measurements, familiarizing them to Canadians who didn't grow up with them.
Also long distances are measured in time (colloquially) because Canada is Really Big and hours spent in transit are by far the clearest frame of reference.
It's wild how many people seem to think that winning a revolution would somehow be easier than winning an election.
This is what I'm saying!! People keep being like "we can't possibly solve things through voting! That would involve massive organizing, getting everyone on the same page, making compromises and settling for less than perfection, and it would be subject to the influence of mega-wealthy donors and an opposition-controlled media environment! We just have to have a revolution so we don't have to deal with any of those things!"
And it's like. I'd be less annoyed about what are obviously people who are hurt and frustrated lashing out if they didn't act like I was a fucking fascist for saying "I don't think massive amounts of death and violence will help this situation, actually"
As a non-American, watching Americans talk about this is wild. Like, people excited for "the system to collapse so we can a better one". And not really acknowledging that the system, however broken parts of it may be, includes shit like internet access. Waste disposal. Electricity. Potable water. If your system collapses, y'all have to stop taking all this for granted, for an uncertain amount of time. And I would be shocked if more than a thousandth of the people hoping for the collapse were rometely ready to live with those complications for any amount of time.
Not to say wanting radical change is wrong. You should want that for your country. But like, understand what you're rooting for. Research countries that have endured economic collapse. Look at what you take for granted.
Dragon letting off some steam on a telephone pole. The breeze must be nice up there.
"What do we do, boss?"
"We go on lunch, that's what."
"But what about the..."
"The dragon will leave when she's good and ready."
"Shouldn't we, I don't know, get her to move?"
"...Do you want to go up there and poke a dragon?"
"..."
"Gyros?"
what would a ttrpg that prioritizes roleplay and actually functions as such look like? i've played a few that claim to be "rp forward" and every time the mechanics meant to facilitate roleplay ended up impeding it - and meanwhile i've had perfectly rewarding rp experiences in crunchier systems with no mechanical social encounter support at all. is there really a way to build rp into a system that works, or is it just a unicorn idea?
"Proiritising roleplaying" doesn't mean anything – it's a piece of vacuous marketing text targeted at people who've constructed their identity politics upon arguing about the correct way to pretend to be an elf.
The basic problem is that the term "roleplaying" is, itself, not well defined; in practice, it means whatever the person trying to sell you something wants it to mean. Here, for example, by invoking the presence or absence of "mechanical social encounter support" as the distinguishing feature of self-styled "RP forward" systems, you seem to be implicitly defining "roleplaying" to mean "set-piece encounters in which a player character attempts to persuade an NPC to do something for them without resorting to violence". Is this justified? Is playing out the process of hitting each other with sticks not "roleplaying"? Why not?
What most people mean when they toss the term "roleplaying" around in the context of tabletop games is something in the vicinity of "roleplaying is when we do things I'm interested in doing, and not-roleplaying is when we do things I'm not interested in doing". As all game rules are unavoidably opinionated about what player characters ought to spend their time doing – indeed, arguably this is the only thing that rules can meaningfully express opinions about! – the question of "does this system 'prioritise roleplaying'?" is typically reducible to "does this system agree with me about what kind of game I'm playing?". Games are then sorted into "priorities roleplaying" and "does not prioritise roleplaying" based on which side of the answer to that question they fall on for the person doing the sorting.
This is the ultimate root of a lot of this "the best sessions I ever had never touched the rules at all" stuff. For a variety of reasons, many people have genuinely never experienced playing a tabletop RPG whose rules agree with them about what sort of experience of play they ought to be having, and in some cases they can't even imagine what that would look like. If you and the system you're using disagree so badly about what kind of game you're playing that "engaging with the rules" and "engaging with my desired experience of play" are mutually exclusive activities, it's not surprising that ignoring the rules entirely would be your best play.
In this light, your question of "what would a system that really prioritises roleplaying look like?" translates to "what would a system that actually agrees with me about what kind of game I'm playing look like?", and that's not a question I can answer unless you're willing and able to get a lot more rigorous about what you mean when you say "roleplaying".
While GNS Theory is arguably outdated and messy, I think its "stances" idea may help elucidate things. Edwards describes a few different stances; I'll try and connect a couple of them to this discussion.
Actor Stance is when a player is making decisions as their character. They are acting only on the character's knowledge and motivations. I think this is what a lot of people (from a DnD5e or similarly trad background) are referring to when they say "roleplay" while meaning "outside combat".
Author Stance is when a player is making decisions as the player, then (optionally) justifying those decisions retroactively to fit their character. They are making the most optimal decisions they can within the game system to meet the combat's win condition, and "acting" is secondary.
So when you have a game like DnD5e, where there is a complicated system full of optimal system decisions to make, it behooves a player to drop out of Actor Stance and into Author Stance. Or at the very least, heavily prioritize the latter over the former. When combat starts, "roleplay" generally stops, because players switch Stances to meet the demands of the strategy board game part of the system.
Meanwhile, the vast majority of stuff outside of combat in 5e has very little optimal decision-making to do -- just pick a Skill and roll a die. This low complexity means the player more easily stays in Actor Stance. I think that if 5e approached social situations with same kind of complex, optimization-encouraging methods that it does with combat, you'd see a lot of people complaining that there's no "roleplay" in these situations, because thinking as the character (Actor Stance) becomes secondary to thinking as the player (Author Stance), strategizing out-of-character to ensure better outcomes.
The thing is, players of 5e are doing this all the time in non-combat situations already -- my Intimidation Skill is really high so I'll try that approach -- it's just that the decision-making there is quick and simple enough not to disrupt a player's Actor Stance.
In games that do non-combat complexity well, you as a player will be dipping briefly out-of-character to think about optimal strategies through the lens of the player, just like you would with 5e Skill checks. The trick to keeping the "roleplay" feeling is to be well-versed enough in the system that you can quickly and confidently switch lenses without disrupting that Actor Stance feeling.
So, system mastery is important to make complex social rules "still feel like roleplay" (but a completely different kind of system mastery from what you might expect, if you're only well-versed in trad games), and a game also needs to be designed so that its social scenarios are not slow, technical slogs on the level of 5e combat.
One recent example of a game lending to this really well is the Temeraire RPG, currently in development but available in quickstart. (In a nutshell, Temeraire is a fantasy series set in the early 1800s; it's the Napoleonic Wars, with air forces, with dragons instead of planes.) The quickstart presents three conflict types: Ball, Draconic Feast, and Aerial Battle. The aerial battle system is very clunky and I hope they rework it, but the ball and feast conflicts are excellent. In a ball, human characters choose dance partners (or to not dance), pick types of action from a short list, and pursue goals like embarrassing rivals, securing information, and extracting promises from others (giving them a Duty or Desire, one of the primary mechanics of the game). In a draconic feast, dragons boast and flex to climb a social hierarchy (or challenge the hierarchy's valuation system entirely) for control over the spoils of the feast. There are mechanical steps throughout balls and feasts, but each of those steps is short and flavorful, and always cascades directly into dialogue and "roleplay". Running these a few times, I found that Actor Stances were only really disrupted when we had rules questions, because we were pretty fresh to the system and learning as we played.
I really like the Unofficial Hollow Knight RPG, in concept. It's visually excellent, and a lot of thought and effort has been put into the project. But it bugs me that the gamebook is:
about 30 pages of basic rules, split between the start and end of the book
close to 100 pages of player character options
half of a single page for GM support, consisting mostly of hyperlinks to work-in-progress google docs. Some of those docs are pretty comprehensive -- namely the two bestiaries -- but even then there's basically nothing for a GM to go on for running a game, except to try and reverse engineer from the player-facing rules what the game expects of the GM.