I wish tabletop RPG players would interrogate their use of the word "campaign."

#dc#dc comics#batman#batfamily#batfam#dick grayson#dc fanart#bruce wayne#tim drake

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I wish tabletop RPG players would interrogate their use of the word "campaign."
Oath of the Courier
A paladin subclass for 5e
Liberty. Reason. Justice. Civility. Edification. Perfection.
MAIL.
Tenets of the Courier
The Tenets of the Courier embody a paladin's commitment to delivering the mail with utmost integrity and professionalism.
Handle with Care: Treat anything entrusted to you as preciously as you would your own possessions.
Discrete Delivery: When others confide in you, do not betray their trust. Let none but the intended recipient pry upon what you carry.
Swift Postage: Do your best to fulfill your promises as promptly as possible. Punctuality is a virtue.
To the Letter: Strive to fulfill your oaths exactly as you pledged them. Your word is your promise.
Oath Spells
You gain oath spells at the paladin levels listed.
3rd Level: Expeditious Retreat, Illusory Script 5th Level: Animal Messenger, Arcane Lock 9th Level: Sending, Tongues 13th Level: Legally Distinct Secret Chest, Freedom of Movement 17th Level: Dream, Teleportation Circle
Putting these up on the shelf until a recurring type of numbskull's tiny worldview expands enough to actually contribute anything worthwhile to the conversation. Or can at least respect the boundaries of folks who share a table with them.
Clashing Antagonists
Something that I find extremely useful when running a long-form TTRPG is to have not only multiple antagonists, but to have those antagonists be at odds with each other in addition to the player characters.
And I don't just mean as an opportunity for "enemy of my enemy" type diplomacy, alliances, inevitable betrayals, or faction-based game play (although that can also be a bonus, it's not necessarily the function I'm getting at).
I mean as a narrative tool to help keep the story moving in a gratifying way.
Players get stuck while trying to figure out what to do about Villain A? Have them run into Villain B. It spurs motion back into the story, while carrying more narrative weight than a random encounter. Sometimes they'll even elect to switch priorities between villains all on their own if they feel like they've hit a dead end with one or the other; or just feel like it's been too long since they kept tabs on the other villain.
It allows you to change the status quo when things get stuck in a way that isn't just giving the players the answer or fudging dice rolls, and maintains the PCs agency in the game. Maybe once they've caught up with Villain B and foiled their scheme of the day, the issue they were having with Villain A just isn't even relevant anymore. Or maybe they learn something from V.B. they can use to get back on track with foiling V.A.
It creates opportunities for the players to learn more about the villains. Again, not just via "enemy of my enemy" diplomacy - if Villain A keeps tripping up Villain B, seeing that in action or even the aftermath of it can grant the players new insight into both V.A. and V.B. You made these cool bad guys, and you wanna show them off! This is another way of doing that that isn't having the antagonists monologue at the PCs.
This can also help diversify the types of enemies your PCs encounter, even if you don't want multiple groups of villains. You can still make this work by having infighting factions within one overarching group. In the Pokémon TTRPG I've been running, the two branches of the villainous team (a mad scientist branch and an occult branch) are supposed to be working together; but in practice, they mostly compete with each other to prove to their Big Boss that their version of the evil plan is better.
It also creates more opportunities for the PCs to see the effects their choices have on the story. Swat down V.A. hard enough and maybe V.B. has more opportunity to grow in power. Maybe if the PCs can keep both villains occupied fighting each other long enough, they can afford to turn their attention to some other important objective for a while. Sometimes there will be tough decisions over which antagonist to pay more attention to during a certain time period, at the expense of allowing the other to get away with more of their scheme.
It's such a generally helpful tool I've used it in basically every longform game I've run.
Zine Anniversary Sale
Heart Heist: The Zine turns 1 this Halloween 🥳🎃
To celebrate both, the zine will be 40% off for all of October 2024!
Your partners in crime are also your rivals in romance in this easy to learn, one-shot focused TTRPG. Carefully balance cooperation for successful heist against competing to win the heart of your monster patron. Intrigue, espionage, betrayal - anything to win your patron's affections, as long as you don't let them down by failing the heist!
The zine has everything you need to get started, including a ready-to-play example heist. Get it now for just $3 USD! Work on the full version of Heart Heist is still ongoing. If you get the game, please consider leaving feedback at the link provided at the end of the zine and leave a review on itch!
A sale by Cerin's Lair, 40% off Heart Heist: The Zine
Heart Heist's Inspirations
The following is a (not at all complete) list of media that inspired my debut TTRPG: Heart Heist - a game about a crew of sexy thieves collaborating on a heist while competing to date their beloved monster patron. The zine edition of Heart Heist is available now, with a full release in development!
Some of these were inspirational to me in the traditional sense, while others were more in the "do the opposite" sense. And some were somewhere in-between. I'm sure I'll add more to this list as I remember more.
TTRPGs
Honey Heist / Lasers & Feelings
Monster Hearts / PbtA
Dungeons & Dragons [vague disgruntled edition noises]
Films / Shows
Baby Driver
Die Hard
Heat (1995)
Heist (2001)
Lupin the Third (various)
Mission Impossible I - IV
National Treasure
She Ra and the Princesses of Power
Shrek
The Bad Guys
Video Games
Hitman
Mario Party
Monster Prom
Other
My partner, @lunchboxart. Resident monsterfucker consultant. Their love for this game makes it all worth it.
Brandon Sanderson's BYU lecture on the heist plot archetype
Many games of Werewolf/Mafia played as a child
Hours of research into various real-world heists
Stuff on my "To-Watch/Read" List
Before you say "how could you make a game about heists without watching/reading [X]!" There's so much stuff in the world to enjoy and I've yet to find time to enjoy it all!!
Blades in the Dark
Leverage
More Lupin the Third
The other Mission Impossibles
Ocean's 11
If I see one more bad TTRPG take that boils down to "the game system you use actually doesn't matter at all," I am going to become some sort of creature.
"The ingredients of the food don't matter as long as you're having fun!" You would serve your friend w/ a nut allergy peanuts then blame them for ruining the vibes at dinner. Or eat actual garbage just bc ur friends are doing it. Or not serve anything at all & wonder why folks left ur freefom RP hungry.
Or invite ur friends over for tea & biscuits only to serve beer & nachos instead. Beer & nachos can also be a good time, but you'd be crazy to try & convince someone those are the same thing! Your friends showed up overdressed w/ finger sandwhiches & are getting cheese dip on their nice clothes!
Imagine saying "I love cake but wish it wasn't so crumbly. I always make it with extra salt + cheese spread instead of icing bc I prefer that over something sweet. I wish it was easier to eat on-the-go. Also I'm allergic to eggs." ...then getting angry when someone suggests trying a pretzle with cheese dip.
Game design MATTERS! Games have mechanics that allow them to deliver on their premise! Games are designed around an intended experience! Games have baked-in assumptions on how they will be played, often made explicit in the text! Not to restrict you, but to excite you about what that game offers!
d66 Ways to Explain This Player Character’s Brief Absence
Aw beans, one of your players couldn’t show up to tonight’s game. Here’s 36 ways to explain why their character is missing just for this session! Roll a d66 (rolling one d6 for the tens-digit and another d6 for the ones-digit) or choose an option that makes sense for your situation.
For brevity, “PC” will be used in place of the missing player character’s name.
11: PC had previously sworn an oath to a wizard they were indebted to, granting the wizard one-time power and authority to temporarily summon PC to them whenever they require their aid. The wizard is cashing in right now.
12: PC found a cursed scroll which temporarily turns them into an incorporeal spirit, forced to haunt the other player characters undetected until they learn some moral lesson the scroll wants them to learn.
13: A faerie spirit on a quest for revenge mistook PC for someone else and stole them away in the night. They’ll return PC once they realize their mistake.
14: The battle of two quarreling chronomancers blew through your location, and PC fell into a time-rift left in the wake of one of the wizard’s attacks, sending them into the (near) future.