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@spaceshipsandpsychics
Every tabletop system I've ever played was better than D&D
D&Ds cultural niche is to get new people interested in tabletop. It's only upwards from here.
this is true but also D&D sucks as an introduction to tabletop. it's genuinely one of the worst possible games a player could start with. it:
is extremely expensive, expecting you to buy three separate $30 rulebooks and pay a subscription fee if you want the online bookkeeping service
offers no meaningful support to GMs whatsoever, giving them a huge workload and making everyone who starts with D&D permanently wary of any facilitator role in any other game ever.
has a horribe play culture stretching back decades that heavily discourages any frank out-of-character discussions about what the table wants from the game as 'metagaming'
as of 5e, straight-up lies about what it is and contains ('three pillars' is a crock of horseshit innit)
and all these things not only make D&D a bad game, but they make it an actively detrimental introduction to the hobby, because people who start with D&D interalize all this shit as being true about 'TTRPGS' and so either refuse to approach other TTRPGs or, when they do, approach it with the weight of all this hanging on them
@decimadeathing Sorry for the screencap, I'm on mobile so I can't quote tags rn.
I'm *terrible* at learning rules for a game just by reading them, so I find it very helpful to watch videos online or, even better, play with a GM/group who already knows the rules themselves and are willing to teach me as we go along. I find that being able to see the mechanics in context helps me understand them a lot better than trying to visualize how everything works together from just words on a page.
I'm very much a "learn by doing" person, though, so your mileage may vary with these approaches.
My time to shine!
Playing new systems is kind of like learning a new language in that the more you play the easier it gets. If you are concerned about the big leap then I recommend starting with shorter games.
The first game I ever ran/played was Lady Blackbird by John Harper. It is designed to be a short session and comes with pre-made characters so you can focus on learning a system without worrying about how the characters are put together. It also has *excellent* game master advice, as many of John's games do.
In fact, Harper's other games - Blades in the Dark, Lasers and Feelings, AGON... - are all very beginner friendly; they have an excellent knack for giving you the advice you need to run the game with collections of prompts, tables, and improv advice.
Additional things you can look for in games to ease entry:
If the book can teach you the rules and character options in less than 50 pages, you don't have to read very much before getting started, and you'll have an easier time teaching someone else.
Maps and Roll Tables. These are tools for the GM to help them come up with things on the fly, and helps the players visualize the world they're in.
Specificity in player tropes. Games with playbooks or schticks will narrow down the choices you have to make at character creation and immediately give your players something to go back to when they get stuck.
Specificity in group goal. A generic game like Cortex Prime, Genysys or FATE may require a lot of preparation in terms of worldbuilding, understanding lore, or character built. Games that give your players a specific goal (hunt ghosts, rob banks, win a husband) reduce teaching time and speeds up player buy-in.
Other games I recommend for folks who want to minimize the hurdle of learning new games:
External Containment Bureau: One-Shot focused. Player tropes abound. Specific goals (containing paranormal phenomena) and 29 pages long.
Visigoths vs. Mall Goths: Has two maps, a time tracker, and a list of NPCs. Over 100 pages, but 40 of those pages are adventures you can pick up and play. Character playbooks = incredibly short (and easy to understand) character creation. You're teens in a mall, some of you are Visigoths.
Bones Deep: Biggest downside is that you need the Troika rulebook to play. Biggest upside is you only really need to read the Rules section (pages 40-55) and the weapons chart on the first page. Bones Deep manages to cover the rules as necessary for its setting (skeletons at the bottom of the ocean) in 3 pages. The bulk of the book is stuff you can throw at your players (expertly hyperlinked, I might add.)
The Vampire Next Door: You're kids trying to unmask a local vampire. Character creation took me 10 minutes tops. The GM running it was a first-time GM and she had a clear goal for us, a detailed description of the town, and a concrete way of solving the problem - find 4 pieces of evidence to unveil Vlad as a vampire. The entire game is 9 pages.
Once you play a number of systems then certain elements of learning a new game becomes old hat - you know what character creation typically needs, you recognize patterns in the use of dice or other randomizers, and your GM-ing style or play style solidifies. You'll recognize elements of games that you like and you can find more games that hold those elements just by giving the book a skim. And if the designer of whatever game you're considering is someone who has played a lot of systems, they'll know what to include in the pitch to tell you what kind of game they're selling.
And now my first "like" on this post is a pornbot.
🎶We're all just screaming, screaming into the vo-oid🎶
The Real Housewives of Innsmouth
Ever wanted to play a ttrpg about a bunch of catty fish women competing on reality tv? Ever wanted to absolutely screw over your friends in the name of petty revenge? Ever wanted to play a game the designer tagged both “eldritch horror” and “reality tv”?
If you answered yes to any of those questions then you should check out my latest game: The Real Housewives of Innsmouth! A game that lets you live out all your ugliest social fantasies!
Check it out on Itch here!
What superhero ttrpgs do you like? I’m trying to compare different games for inspiration. I know about Wild Talents, Masks, and Mutants & Masterminds. Are there any others you’ve played?
Gosh, there's quite a few that I'd love to play or have played. Let's see..
Exceptionals by Bramble Wolf Games has got me in a death-grip and I want to play it so so badly. It's one of the best possible ttrpgs for playing in the X-Men universe if you want to really explore the marginalization metaphor, more than you want to explore over-the-top action or fight scenes. The community-building sections and GM advice gives you the ability to really point to themes such as community care, protecting your neighbourhood using alternative forms of justice, and facing power structures that either don't care about you or actively hate you. Top notch stuff.
Super Detention Club, by Orpheus Press is something that I really really want to pair with a Masks game as a one-shot. I love the whole teens-getting-into-scrapes tropes and those scrapes can be so much more disastrous when you throw superpowers into the mix. There's even an 80's playlist cobbled together to set the mood, and I love 80's vibes.
SUPERHUMAN, by Marc Strocks is on this list mostly because I really really liked another game that he made, but also because I really want to get more Belonging Outside Belonging games to the table and this is one of them. Also, the art looks really good.
Spectaculars, by Scratchpad Publishing is a game that I have managed to play that has a solid game system and a healthy mix of randomness and player choice. The dice system uses a d100 and compares it to a list of skills you get based on your superpowers and your hidden identity, using percentages to indicate how skilled you are in certain arenas. Our home game made our city water-based, and my super-girl was themed around a Nautilus - I remember her very fondly.
I'm not necessarily a fan of the Rotted Capes game system, but I am a fan of the story it's trying to tell - zombified superheroes. It's a gritty alternate-universe game where all of the big supers became infected with a zombie virus and the world has gone to shit, leaving you - the B-class heroes, lower-level villains, and former sidekicks - to pick up the slack and work together to protect your homes and enclaves. I still want to bring this game to our Spectaculars setting and provide an alternate future where all of our character's favourite supers have fallen to the Zombie virus - I think the whole concept would really hit hard.
Prompt 2159
A person survived the apocalypse alone for decades. They stumble upon a small community, but when they try to join, they realize they've forgotten how to speak.
I’m going to be the lead artist on an upcoming fantasy-mecha TTRPG! The Kickstarter should launch fairly soon.
I am by no means one of those people who are overly cautious about cultural sensitivity, and who does or does not have the right to write what, but boy howdy does pretty much every role-playing game seem to love presenting a weirdly-fetishized version of any non-European culture discussed. And/or basing fantasy cultures on aforementioned fetishized versions of non-European cultures.
Like, it is entirely possible to depict a people who live in harmony with nature without also being a thinly veiled noble savage trope.
At the same time, I'm so gosh-darn excited when I find games actually written by people who hail from these cultures because the perspective and the game design choices they have enrich the entire experience. I have a small sampling of fantasy game recommendations that I managed to cobble together that show how fucking fantastic it is when we look to people who have lived experiences with these cultures and genres to show us how to play with it. And we're not limited to fantasy! Coyote and Crow gives you a fully indigenous futuristic North America. Balikbayan presents you with a Filipino cyberpunk-magic blend that is evocative and challenging. There's a whole game jam dedicated to Vampire games from a BIPOC lens. Orichalcum is a fantastic imagining of reclaiming a land once it's Empire has been drowned. There's so much stuff out there and it's so so so worth checking out!
Rebellion and Panache
I made a thing.
This idea wouldn't leave my mind, so I typed it all out over the weekend and here it is.
Introducing Insurgent, a game about toppling tyrants and looking good while doing it!
Rebellion and Panache!
I wanted to capture the spirit of media such as The Matrix, Star Wars and others, with extraordinary protagonists fighting an oppressive force.
Here are some of the highlights:
SOLO OR COOP: Play by yourself or with your friends, without the need of a Game Master
ZERO-PREP AND LIGHTWEIGHT: Pick up and play, the core mechanic fits in one page
CUSTOMIZABLE SETTINGS: Create your own world, whether it be fantasy, modern, or futuristic, with the help of a myriad of random tables
FLAVORFUL SYSTEM: Experience an evocative game system that values colorful, cinematic descriptions of your actions. Look good while taking a stand against tyranny, showcasing your character's flair and panache in the face of adversity.
If that sounds like your jam, I'm running a *s a l e* on itch, so go ahead and grab it and show it to your fellow insurgents!
you can grab the pdf for Monster Care Squad and 450+ other games, books and art from hundreds of queer creators for just $60 with this Queer Games Bundle this month! Happy Pride!🌈
THEME: Anime
This week’s recommendations are all anime-inspired games! From Parasite to JoJo’s Bizarre Adventure, to Mew Mew Power, these games give you awesome powers, emotional turmoil, and the bonds of friendship!
Over Arms, by Rookie Jet Studio.
Over Arms is a rules-light tabletop pen-and-paper role-playing game designed to replicate media like JoJo’s Bizarre Adventure, Persona, FATE, Shaman King and more. Over Arms is set in a world where select people are able to develop an "Anima", a powerful psychic manifestation of their own psyche and will. These "Anima" are able to assist their "User" in a myriad of ways in and out of combat based on the strengths of their individually unique abilities. In Over Arms players can expect to weave stories of mystery and intrigue as they discover this new world around them and within.
Over Arms provides players with loosely structured play in order to help the table navigate different parts of the narrative, including investigation, combat and a Conclusion phase. Players will also control their Anima alongside their player character, with separate abilities and actions only available for the Anima. Character creation includes dice allocation to stats and character classes called Anima Type. An additional piece that you can include is called “The Mirage”, designed for a dungeon-crawling style of game, where you can fight strange and powerful foes. The fact that the Mirage is optional means that this ttrpg has a modular feel that allows you to determine exactly how you want to play.
If you want to check out this game before putting your money down, you can take a look at the Quickstart rules!
My Friends Are My Strength, by Peizur.
My Friends Are My Strength is a PbtA RPG where players use powers to overcome threats thrown at them, form meaningful bonds that serve as the foundation of their strength, and try to achieve a goal that means more to them than life itself.
If you like the idea of solving your problem with the power of friendship, this is the game for you. Rather than giving you pre-arranged playbooks, My Friends Are My Strength gives you the pieces and asks you to create a custom playbook for the character that you want to play. One of my favourite elements is a character element called Plot Armour. Your Protagonist gets 3 uses of Plot Armour, which allows you to turn any roll into a 12+ after the fact. Use up all of your Plot Armour? The Director is now able to end your storyline. It’s a powerful ability, so use it wisely!
There looks to be a Kickstarter in the works for this game, but for now, the Itch.io page for this game is Pay-What-You-Want.
Never Knows Best, by Fraser Simons (Samjoko Publishing).
Never Knows Best is inspired by an anime called FLCL (Fooly Cooly) and wears this influence on its sleeve. This game and its rules focus on my own interpretation of the source material, rather than attempting to emulate the anime as closely as possible.
Never Knows Best (NKB) is a roleplaying game about middle school kids facing impending adulthood, growing up, and society’s—sometimes nonsensical—expectations and obligations. It’s designed for three-five players plus a game master (GM) who facilitates the game.
While this game is still technically in ashcan edition, it certainly doesn’t look like it. The playbooks immediately communicate the emotions sitting inside each archetype, and the rulebook is just over 50 pages long. The core concept of this game is that your children have the ability to transform into robots that reflect their unique personalities and skills, which enable them in fighting monsters that represent society’s obligations. There is also still room for the table to define exactly what they’re fighting against, and how their counter-culture manifests. The rules are Powered by the Apocalypse, which I think makes so much sense considering the heavily emotional themes of this book. If you’re interested in stories about pre-teens grappling with an adult world that expects them to simply fit in, paired with giant metaphorical action scenes, this game is definitely worth checking out.
This World Summons Too Many Heroes!, by Nick Duff.
This World Summons Too Many Heroes!! is a tabletop rpg about regular people being pulled into a fantasy world to become heroes, demon lords, goblins, talking swords, or any kind of adventurer you could think of! Go on an isekai adventure in the Kingdoms of Ceria, where summoning scrolls have been scattered across the countryside and people are recklessly using them to steal people from other worlds and bring them into this one with new powers gifted to them by a goddess of reincarnation.
Built on LUMEN, this game’s main focus in power-fantasy combat, with unique abilities for each class and a modular weapon-building system that allows you to create the anime protagonist of your dreams. Your party also has a clearly defined quest - collecting summoning scrolls - that fills in the awkward part of trying to sort out what it is you actually want to do in this game, while also giving you the ability to play each session like the episode of an anime, with each summoning scroll potentially being related to a unique villain or NPC. If you love fantastical anime, you should take a look at this game.
Empty Cycle, by Rookie Jet Studio.
EMPTY CYCLE focuses on the mental and existential issues of being a teenager and growing to maturity in a boring town where there is nothing to do. EMPTY CYCLE draws heavily upon the melancholy and existential crises we face as teenagers in such a place and uses these focal points of loneliness, uncertainty, and sadness in order to craft a meaningful and action-packed journey.
Suddenly, everything changes when otherworldly beings known as "Parasites" arrive on earth and begin to affix themselves to our protagonists in order to survive. Parasites are humanoid, planet-hopping alien beings that are able to take on a new human form based on their hosts Complex, Emotions and Desires, often using an attractive appearance to persuade and influence their hosts for a mutual gain between the two life forms.
Another game by Rookie Jet Studio, Empty Cycle also gives your characters unique and fantastic powers, but places the game in a much more terrifying setting. The stakes are big, and the monsters bigger. I can see a character being forced to grapple with changes in their bodies that they might appreciate and despise at the same time.
Mew Mew Magic, by Alice V.
Mew Mew Magic is a collaborative storytelling game for 2-6 people using the No Dice, No Masters system. It is a game about young magical heroes who have to worry about school, saving the day, and their magical destinies. Inspired by shows like Sailor Moon, Tokyo Mew Mew, Winx, and Pretty Cure.
Speak directly to the young child watching Saturday morning cartoons with this game. If I remember correctly, No Dice No Masters is another term for the Belonging Outside Belonging system, by Avery Alder. This means that this game is designed to be played without dice, but also as the option to play without a GM. This means that the setting elements of the world are co-designed and co-directed by the group, rather than sitting solely on the shoulders of one person. I love the colour-themed playbooks in this game, it vividly reminds me of Tokyo Mew Mew and other similar Magical-girl themed shows I watched in my youth.
If you're interested in more Magical Girl-themed games, you can also take a look at my Magical Girl ttrpg recommendation post!
You are as adorable owlbear cubs on a mission to fill your bellies before the long cold winter.
A quick, simple, and fun game for free or pay what you want.
We've officially made the jump to Youtube! Check out the video version of my first ever review, Ironsworn Starforged