this is my gaming (? if i can call what i do in games gaming) sideblog. he/her, 20s. main is @oldblood, art blog is @citronellals
no minors, please. pfp by @/plastiboo

❣ Chile in a Photography ❣

titsay

Love Begins
No title available
Show & Tell

if i look back, i am lost
sheepfilms
taylor price
Cosimo Galluzzi

@theartofmadeline
★
No title available
Cosmic Funnies
YOU ARE THE REASON
occasionally subtle

Kiana Khansmith

Product Placement
let's talk about Bridgerton tea, my ask is open
Not today Justin
macklin celebrini has autism
seen from China

seen from Colombia

seen from Bangladesh
seen from Uruguay
seen from China

seen from Türkiye

seen from Australia

seen from India
seen from United States
seen from Netherlands
seen from Indonesia
seen from Ukraine
seen from Canada

seen from India
seen from United States
seen from United States
seen from Indonesia
seen from Ecuador
seen from United States

seen from United Kingdom
@thefreemarches
this is my gaming (? if i can call what i do in games gaming) sideblog. he/her, 20s. main is @oldblood, art blog is @citronellals
no minors, please. pfp by @/plastiboo
our age of dragon is collapsing
Like I said, you're better than me. You will connect us all into a new whole.
METAL GEAR SOLID Δ: SNAKE EATER (2025) dev. KONAMI
this is the bioware writing team i fear
It’s not a good story unless the hero dies
Finished my second playthrough of pentiment
(source) (kickstarter)
let's fucking gooooooooo
Maria kaina
new york freakin city baby
Baldur's Gate 3 is a really great example of how the ideal D&D 5E experience is one that makes several balance adjustments, includes a bunch of stuff that's not supported by the rules as written, and has world-class story, level and encounter design
So like. D&D itself does very little of the work
(A ttrpg that needs this much work done by the game master has a design problem, by the way. This is a bad thing.)
One thing that struck me way back when I tried running Curse of Strahd is like.
If you look at the Death House introductory adventure, there are so many rooms that make perfect sense for a house, but also, contain absolutely nothing that helps drive the game forward.
And, because you're responsible for narrating each room as the GM, the burden of communicating "no, but for real, this room isn't for anything" is entirely on you.
Which is made worse by how there are actually relevant bits of the house that can be missed quite easily. There are even prompts that specifically say "if the players look for secret doors."
Extremely minimal advice for new GMs on what to do if, for example, the players fuck around the house for hours on end without figuring out what they're supposed to be doing. Sure, you can give the GM that advice online, but the module should also do that.
Asides like "if the players burn the house down, it rebuilds itself after 2d6 hours" do exist, though. This because the one player behavior that 5E is interested in engaging with is "player has a weird solution to the problem"
the cadence of this fuckedelf post was so compelling to me it felt just like a patho voiceline
XIII. DEATH
don't worry about which version of the characters this is based on, it's basically whichever i think is doing worst psychologically. options
🫵 Take my uquiz.