FUCK. honestly just FUCK. We missed a very important day yesterday.
what was yesterday, cat?
I’m not missing it this year.
Happy Birthday buddy!
NOT THIS TIME.
Keni
Today's Document

Kaledo Art

PR's Tumblrdome
2025 on Tumblr: Trends That Defined the Year
Lint Roller? I Barely Know Her

tannertan36
taylor price
One Nice Bug Per Day
Acquired Stardust

JBB: An Artblog!

Product Placement
$LAYYYTER
🪼
Claire Keane

ellievsbear

blake kathryn
h

⁂
YOU ARE THE REASON
seen from United States
seen from United States
seen from United States

seen from United States

seen from United States

seen from United States

seen from United Kingdom
seen from United States
seen from United Kingdom
seen from United States
seen from United States
seen from Canada
seen from United Kingdom
seen from United States
seen from United States
seen from South Africa
seen from Uzbekistan
seen from South Africa
seen from United States
seen from Singapore
@the-princeps
FUCK. honestly just FUCK. We missed a very important day yesterday.
what was yesterday, cat?
I’m not missing it this year.
Happy Birthday buddy!
NOT THIS TIME.
The development on the next edition of Irregulars has loosely started, I might start posting a tad more for this, but it'll take a while for proper devving to start so we'll see where it goes.
I'm probably gonna revamp routines a bit and streamline NPCs since they're a bit overcomplicated and star wise loose ATM.
Ides of march
Never shall I understand how anyone, anyone, could hurt my sweet, doe-eyed, innocent, never hurt any person (the french don't count), darling, boy Julius Gaius Ceasar. Such hideous violence, tsk tsk tsk
Having vague historical crafts as a special interest is great sometimes, because you'll discover that it's surprisingly easy to make x yourself and now you can just straight up do that.
And then sometimes you discover something that's really fucking cool (read: plume making) which is effectively dead and there's no way to learn it except joining the single company that does it.
PAIN
Making art that might turn into a ttrpg, though no idea, it just gives me : ✨ vibes ✨
I have just started making my fantasy world TTRPG, and I already have the urge to take on a different project (a modern magical girls TTRPG system...)
Lord help me manage all this creativity.
The world could probably use more magical girl ttrpgs by people who like magical girls
Every ttrpg is a magical girl ttrpg, if you're brave enough.
11 Days To Go!
Hello friends!
I am pleased to announce that our upcoming Mausritter project, The Devil in the Glass City is well and truly underway!
From The Rotten Pixie - Get Ready for The Devil in the Glass City
The preliminary artwork is nearly complete, and we anticipate the zines to completed in 2026.
We will be offering the follow rewards:
Digital Zine
A PDF copy of the 20-page adventure.
Physical Zine
A physical copy of the 20-page adventure.
We will have more updates in the next two weeks as we get closer to our launch on November 4th. If you are interested, we hope to get your support!
Thank you to everyone who has following our project! Cheers!
So these are some of the first sketched class ideas for my pseudo system, they're very simple since I haven't had a lot of time (or energy, bit of a writers block) to develop the adventure further. They're meant to incentivize a sort of collective storytelling experience within the harsh lines of a prewritten adventure.
Story based inktober prompt list
Eldritch horror pseudo-system SRD?!?!?
So recently I've started developing a new eldritch horror themed pseudo-system. I call it a pseudo-system because rather than it being a system to be run, it is rather a sort of half-system which clicks onto adventures made for it, unlike most systems which should be solid on their own merits. My main design goals with this are making it easily learnable, thereby making getting into it and mroe importantly introducing new players easier. It is meant to incentivize rp, as I feel a lot of eldritch horror-esque adventures occasionally strip away the part where the "normal" roleplay is supposed to go and with it a part of the narrative impact of the players. An important aspect is also allowing as much flexibility about it, which will make it so that I shan't make classes for it that are universal, though I might make a list which people can take inspiration from/pick options from. This means that I'll most likely make a level up system, a round structure and attempts. So yeah, wish me luck
It's really funny to see al the dnd youtubers go "OH gods, interesting mechanics" at Draw Steel at stuff that has existed for years in Indie
Like draw steel seems cool, but most things do not appear out of thin air, this just shows that most DND youtubers know nothing about contemporary ttrpgs.
The mask by Chambers, another tragedy that could've been saved by polyamory. (not really tbh since the events would've probably unfolded similarly)
Dungeon tips
So, just for fun and as a design excercise I'm gonna be making a system agnostic dungeon. So I wanted to ask you all, what are your tips or favourite tips about designing above ground dungeons, the more esoteric the better. PS: I'm aware dungeons need multiple avenue's of navigation, have strong exploration elements and ideally shouldn't be beatable by waltzing through.
It's amazing how writing a TTRPG can take you from writing rules to suddenly watching a bearded man explain 1700s repeating firearms.
I once spend two hours in which my playtesting platet explained how some kind of hun worked and how they can make it in a caravan in the 19th century.
I implemented it as an option after for them
I'm more and more starting to realize that instead of a devil on my shoulder there's just sir Ian Mckellens character in Vicious tempting me.
It is really flabbergasting how often and how hard I always end up having to go to bat for extremely significant and foundational elements of the TTRPG artform such as “adventure modules” and “rules.” It feels like if I were in a visual artist and I had to advocate for, like, pencils or the color green.
I'm not sold on the adventure module thing but I'd rather focus where we agree which is that the anti-rules people make my headache.
Its so hard to explain to casual members of the hobby that there was a prominent group of people in the indie scene that up until half of them got booted from the public eye for plagiarism were preaching that writing rules for a game was a nefarious form of mind control.
Eh? I legit thought the "anti-rules" thing was entirely a "players* having shitty opinions thing". You're telling me there are/were actual-ass designers who thought that way?
How!?
*: which in this context includes GMs
Tragically, this is a 3-hour video and I can't say you will enjoy it, but it's basically the steelman of this point. The rest of this post is me being mean to this position, but I've never seen it demonstrated better than this video, which I have inexplicably watched twice. https://www.youtube.com/watch?v=EpbZBS2GcN0&ab_channel=CollabsWithoutPermission To be uncharitable, and this position is exceptionally uncharitable to game designers, so perhaps being uncharitable isn't exactly uncalled for. Going off memory of this fucking epic (derogatory): -There was this forum called the forge where people talked about design stuff. -One person on the forge was really into Applied Behaviour Analysis. -An idea that "came out" of the forge is that games should encourage and reward you to do the things in them that are fun or support the game's vision of itself. -Draws a connection that because ABA is used to abuse autistic children sometimes, and "the forge" is "encouraging designers to think about player incentives," that game design is mind control, ESPECIALLY if it comes from "forge ideology." -All story games are wrapped into this as a part of "forge ideology." -The only thing designers should make are scenarios and modules* not rules, because rules encourage or discourage different behaviours and are thus ABA and are thus mind control abuse. Throw in a wild number of personal attacks to a bunch of different designers along the way, and them inexplicably getting the excellent C. Thi Nguyen to talk to them, and that's the video. Also, a review of Root and kind of Severance I guess. There's a lot. It's a 3 hour video. *I remember when I got to this, I nearly lost my mind being like "MODULES FOR WHAT?!?" because at this point they had thrown the entire field of game design off the cliff, so presumably just like... original Dungeons and Dragons? I don't know. They have reviewed other games positively, which have incentive structures... so is it only ABA if it comes from the forge region of France? The creator of this video is or was pals with a crew of Twitter TTRPG designers: Micah, Jared, Monkey's Paw, and a couple of others. They were infamous for brigading a lot of people online, often weaponizing social justice language to justify their brigades. One position they commonly advocated for, but tbh it could have just been provocative trolling, was "system doesn't matter," a position I so thoroughly disrespect I couldn't begin to present it in a positive light. Monkey's Paw and I think another one of them, I genuinely can't remember who got accused of plagiarism, and they more or less deleted themselves from Twitter, they aren't really a thing anymore as a group, at least not in public. They were only really a 'threat' as a group, individually, I don't think any of these people ever had more than 10k followers, and most of them these days seem to be like 500. Tbh these fuckers made me become a hermit after releasing Valiant Quest, seeing just how little it took to get yourself on the wrong end of a brigade. It wasn't just spontaneous internet cruelty either, but like coordinated attacks, they would brag about.
So to answer your question, yeah, there was a group of people very vocal and often abusively vocal in the indie ttrpg design scene who argued system doesn't matter. There is a rich irony in that what they suggested instead was useful scenarios and random tables and stuff and one of them got caught plagiarizing a random table.
Disclaimer: Don't attack anyone I've mentioned, their all long past relevant.
Went back and found this gem from when this was a thing I was only willing to talk about in private.