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@thydungeongal
New post, gonna use this to document my journey as a trans woman
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Would your Escape from Terminus fangame be spooky-and-or-dooky to play, emphasizing the source material's status as a ghost story, or would it just have general dungeon crawler vibes, it just being a board game from the 60s?
I think it would probably have general dungeon-crawler vibes, although skewing towards sci-fi flavored (while the source material doesn't explicitly satet it, something about the name, the fake game cover, the megastructure nature of the labyrinth, and the general vibe of the story make me feel like it's more of a sci-fi than fantasy game)
The only thing where I see myself leaning toward the spooky-dookies is maybe leaning into a weird an intentionally inconsistent tone? Like my idea would be to have the way the mechanics are described range from standard military wargame tone to coldly clinical to occassionally subtly ritualistic.
I think more than anything the spooky atmosphere is something that, ideally, I would seek to have emerge through the feeling of isolation and the lack of combat mechanics.
Althought another subtly spooky idea I can see myself throwing in there would be to occassionally slip in some unsettling but mechanically plausible tables that the mechanics never explicitly ask you to roll on and are never referenced by anything else.
Like e.g. I imagine something like a "Reaction following accidental eye contact" table, but there's no explicit indication for when a roll on this table would ever be triggered, or even that it can ever be triggered at all.
Maybe also I would do the same with modifiers. Like having an otherwise normal table have a footnote like "add 5 to the roll if the Explorer is being followed" but there exists no explicit reference to the state of "being followed" anywhere else in the game mechanics.
So I guess after thinking it through on these reblogs, my answer would be that like. I would probably want it to be spookie dookie to play but the spookiness should exist primarily in the rules text as an artifcat, and not in the actual events happening inside the fiction of the game. Like the rules themselves would feel creepy but following them would result in a pretty standard (although extremely convoluted and cumbersome) dungeon crawl experience from an in-game perspective
One of my longest-standing "maybe someday" projects has always been trying to make an as-faithful-as-possible recreation of the titular ttrpg from one of my favorite modern creepypastas, Escape from Terminus.
I haven't really given it much thought beyond the "I wanna do this someday" level until recently, but I kinda have some ideas about it.
The end result would be more of an art-project than an actual thing you'd probably want to olay, it should be playable but it's explicitly meant to be an extremely archaic ttrpg from 1965 and The text explicitly mentions that Rolemaster was a "simpler" game to play by comparison (although this might be a tongue-in-cheek remark from our point-of-view character and not completely literal) so it should be overcomplicated, overengineered, and extremely cumbersome to actually play.
It should also eschew not only modern design sensibilities, but also a lot of *traditional* design sensibilities. Since it's supposed to be a game that predates the original edition of D&D by almost a decade, any concepts invented by D&D should be either entirely absent (preferrable), or visibly independently invented from first principles.
It should be almost entirely table-driven, with most actions resolved by rolling on a table, and probably with most tables directing you to a different table. The text explicitly mentions "hundreds" of tables modified by bonuses from everything from surrounding rooms to recent player actions, so that's going to be fun to figure out.
The creepypasta mentions that the game uses a 6d7 roll plus a coin flip to generate results with an "inverted bell curve" probability distribution. My first idea for this was something like rolling a 6d7 and flipping a coin, on heads keep the highest result, on tails keep the lowest result, but I realized this was probably going to be hard to work with, because it would result in the roll *very rarely* showing anything other than 1 or 7, and a probability space of 1-7 is kind of limiting for a table-driven game. So my idea rn is doing the same but instead keeping the 3 highest or 3 lowest dice depending ok the coin flip, with maybe some special effects for special results such as matching numbers (1 1 1, 2 2 2, etc.) and consecutive numbers (e.g. 1 2 3)
The thing that I think is going to be hardest to pull off is the spawning of the "exit hex", the story explicitly mentions that there are strategies for maximizing the chance of generating it, but that the reason no one has been able to do it is because any attempt to optimize for it also increases the chance of intervention from a sabotaging presence that the game's play culture has collectively personified (and probably unintentionally brought into existence by themselves through decades of houserules) as "the minotaur".
This necesitates that 1) the chance of spawning the exit hex is influenced by a complex web of factors affected by player actions, and 2) that the same web of factors also influences the "minotaur"'s activity.
Idk just putting some ideas down, probably a project that would take me a few years if I actually decided to commit to it, but I'm at least trying to outline the shape of what I'm aiming for.
Tables should probably have overly technical names such as "Ceiling integrity index", "Internal obstruction matrix", "Door hinge noise severity" or "Footwear degradation speed"
Actually if anyone's got ideas for table titles that would be fun. The higher grade of implied needless granularity the better. Shit like "vermin migration table" or "light source reliability" or "writing instrument failure" or "mold growth severity" or "water contamination index"
Another thing about the "actions that optimize for spawning the exit hex also increase minotaur activity" part is that, if I'm aiming for accuracy, this connection would need to be achieved through some obscure and roundabout means (e.g. not simply through stacking modifiers that add to the chance of both things) because it textually took the playerbase years to figure out there was a statistical link between the two things.
A couple thoughts on the creepypasta itself that I've had for a couple years. The author has noted in the discussion section that the "Once you died" and "before the last player vanished in 2008" lines are meant to be taken literally to imply a "if you die in the game you die in real life" thing, but I actually think the whole thing is more interesting without that idea.
Both because if that was meant to be the case I find it hard to believe that the pov character wouldn't be more explicit about the most directly paranormal aspect of the whole thing, because I think that's kind of a cliché sp00ky twist that very rarely comes off as anything other than extremely silly, and because I think that "there's a hostile presence inside this game that was not part of the original rules, makes the game essentially unwinnable, and no one really knows where it came from because the full text of the original release is essentially lost media and the versions people play nowadays have been filtered through decades of reconstructions of missing mechanics and houserules being mistaken for part of the original text" is an interesting and unnerving enough premise on its own.
The first thing that comes to mind for how the connection between the exit and the minotaur could be obscured is that if most tables call other tables, rolling the exit hex might require hitting a particular path through the hex-generation tables (or one of several) and near-misses on that path could be filled with "minotaur" effects. This could even entail parallel paths that would further obscure the connection.
E.g. to get the exit you might need to roll a 24 on the Primary Hex Generation Table, which takes you to Hex Generation Sub-table x on which you need to roll a 19 to get to the infamous d777 Special Hex Table (which gives you an unmodified 1-in-343 chance of getting the exit). In order to maximize your odds of getting a 24 on the PHGT and then a 19 on HGS-T x, you need to get as far from the entrance as you can, collect a trinket from each hex-row you've visited, play a reed pipe before you open the door, etc.
But if you get a 23 on the PHGT, you go to HGS-T w, which is likely to lead to a trapped hex if you're far enough from the entrance. And if you roll a 17 or a 11, you go to HGS-T q or k respectively, which both have rooms with a chance of being dead-ends because of a locked door or blockaded passageâmore likely every time you collect a trinket. And if you roll a 28 you go to HGS-T ÎČ, which is pretty safeâunless there's food scarcity in too many map sectors, in which case it's likely to generate a hex with a frayed rope bridge over a deadly chasm or with every surface covered in broken glass. And of course each time you play the reed flute, there's a small chance to increase Rodent Disturbance in that sector, which increases the likelihood of generating food scarcity when you roll on the Vermin Migration Table you mentioned.
You know, that sort of thing.
Okay that's badass. Writing that down hell yeah.
you could use the inverted bell curve it mentions to your advantage here. some of those deeper tables could have "helps exit generation" results more common in the middle and "minotaur shit" results more common on either end. you can obfuscate that by having things that cause the minotaur be pretty esoteric and nonsensical but conveniently are also things that make the minotaur more fun. what that means exactly depends on the design and implementation of the minotaur. rough example: increased rodent disturbance leading to more food scarcity due to vermin migration makes it more likely to generate a Failed Hunting Party which can generate an Empty Kitchen which has a chance of generating a Lifeless Tavern (Cannibal) which increases the odds of the minotaur spawning, and the Empty Kitchen conveniently has a bunch of cupboards and pantries and counters to hide in or behind. If you're really lucky, you might roll Failed Hunting Party (Betrayal), where the hunting party failed because they fought over some random unimportant bit of treasure, which wouldn't matter at all except for how finding that specific Failed Hunting Party variant makes it more likely for one of the exit's prerequisite rooms to generate. The cannibal tavern can be something that generates on the upper or lower end of the distribution, and the betrayal hunting party can be something that generates on the center of the distribution. and just fill it with shit like this.
although. my conception here is probably a bit difficult to manage with the player physically rolling tables. wouldn't be too crazy to have a system of rolling on a bunch of tables to generate the dungeon as you go, but doing that in a way that prevents the player from just looking through the tables to find what generates the exit is the hard part. obvious answer there is that it could be a game with a GM. but that's a bit of a standard design convention, so i have a second proposal:
Take all the duties normally assigned to a GM and distribute those duties between several players. I don't mean "you run the monsters, i'll roll the tables, you play the NPCs" type shit. I mean like "you own this batch of tables, i own this batch of tables, you own this batch." each facet of GM stuff gets divided between all the players, so that no one person is always in charge of the same sort of thing. in a fight, the players are playing both their characters and a monster each sorta thing. when it comes to tables, i think you could maybe even let each table have its own rules for what about that table is and isn't allowed to be shared with the other players.
another idea is copying the NPC emotions and roles system from Exanima. in that video game every npc has a current emotional state and a bunch of 'roles' assigned to them, both of which effect each other. the roles come together to dictate behavior. its conceptually pretty flexible. roles can be pretty simple or they can be more complex. so you could, in theory, have NPC behavior be entirely dictated through a series of enormous tables where various roles determine where 1 on that table starts. or maybe just add or subtract from your final result but they often have really big numbers so like a d100 table has results going all the way to 1264 or something. For example, in the Combat Decision Matrix (Ready) (ready being their current dominant emotional state), the lower end of results could have stuff like "flee" and "avoid the fray" be more common, and the NPC role "Coward" lowers your result on the CDM(R) table by some amount. But if that NPC also has the Knight role, maybe that increases the result, so that NPC usually winds up with results that show a more average amount of bravery.
maybe that's a bit much. that specific idea would require a lot of tables, but something in the general vein could be the move. You could even tie various roles into other tables in some way, even roles that normally wouldn't really impact much of anything but they still have just so that those roles can be used for other tables.
Much to consider here. I really like the main gist of what you're putting down, and I had something similar in mind to use the uniqueness of the probability distribution to my advantage. Not exactly the same things you're proposing ofc, bc I'm still not sure if I want the minotaur itself to actually ever *show up* as a thing the player may encounter instead of being an implied presence sabotaging the player from the sidelines, and I'm not sure if I want to have NPCs either, since the source material implies the game itself is kind of an extremely lonely survival experience.
I do want to say that things such as "being difficult to manage with the player physically rolling" or "requiring way too many tables" are not dealbreakers for me for any idea I might implement in this project, I'm walking into it with the idea that the end result of this project won't be anything other than *very* intentionally cumbersome to play, and I fully intend to take the "several hundred reference tables" part of the source material extremely literally (to the extent that, rather than having any centralized resolution mechanic, I intend for any action the player character might attempt to be resolved through its own specific dedicated table).
Tho if I wanted to make a version that's actually like. Playable in a more frictionless and unencumbered way I'd probably at some point automate all tables in the game using something like Chartopia (I already have some experience with this, since the dungeon and hexcrawl generators I set up for my other project are already an exercise in Automating A Complex System Of Procedures and Interlinked Tables. So once I have the tables written down for Terminus it would just be doing the same thing I did for those generators but with hundreds of tables instead of dozens)
i think the hardest part of managing all these interconnected tables is less the rolling itself and is really gonna be keeping track of all the variables that might send you to different tables based on what youâve done previously.
as far as the NPC thing goes, the roles thing i was talking about can be applied to anything which make decisions, not just traditional humanoid NPCs. you could have like a wolf with the a series of roles defining its behavior. hypothetically its list of roles could be something like Canine, Tracker, Predator, Cooperative, Starving, and Injured. some of those impacting the way it rolls on tables, some of those giving it access to new tables to roll on. you may not necessarily want to have things like animals and monsters, either, in which case iâll eat shit, but yeah.
I definitely want there to be Creatures at the very least, and this is definitely not a bad way to handle it. The one thing I wouldn't want to do with creatures would be an explicit combat system (both because the lack of such is explicitly noted in the source material, and because even if it wasn't explicitly mentioned, I don't really think this kind of extremely archaic early survival ttrpg would have a set of standardized combat procedures). I probably would make it so that any situation where a violent confrontation is unavoidable automatically results in the death of the player character, but your procedures are a solid idea for how to handle things *before* they get to that point :p
Dragonball: Evolution (2009) BEST SCENE
Hello miss ntrose, girlfriend and I are both huge fans of your posts. We were first hiding it from each other for understandable reasons but she caught me a while ago scrolling your blog. One thing led to another, we decided to include you in some way but because we don't know what you look like we got a lego mclaren from ebay tht we keep in the bedroom till we actually fuck then we lock it outside. I just thought you'd want to know. Keep it up!
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About a week ago we found a 5cm (2 inch) tumor in the motor cortex of my eldest child's brain
It's almost certainly benign and it is operable, we have a surgery booked in for a couple of weeks from now, but it's a miserable time and they've lost a lot of their mobility and can't do much for themselves any more
We also have reasonable health care so it's not like we're now hundreds of thousands of dollars in debt, but the three adults took a week off work each, we spent a few hundred on a wheel chair, a couple hundred on a walker, a couple hundred on other mobility aids, a couple hundred on takeout because the hospital is a few hours from home, a couple hundred on fucking parking, and so on. And we have to do it all again in a couple of weeks.
Which adds up to a huge hole in our normally fairly stable budget
I want to be clear that we probably don't need help, we can probably call in enough favours, eat two minute noodles for a few days, maybe borrow money to make rent, we could survive. But it's just another wildly stressful thing that we don't need whilst trying to support our newly disabled child and help them through the worst few weeks of their life
So if you can help, if you want to help, we would really appreciate it
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Eureka, by A.N.I.M, is a ttrpg that lets the players take actions as various mystery solving detectives, finding their own clues to deduce conclusions themselves!
This was a great video, and I think something Eureka really needed right now, not even counting the fact that it's going up in front of thousands of subscribers. It explains most of the game's core concepts accurately, concisely, and more charismaticly than I couldâve ever done myself, intercut with relevant scooby-doo clips and stuff and art from the rulebook. I'm going to be showing people this video a lot when they ask me about Eureka going forward, it's going to be such a useful tool. Thank you so much for covering our game!
I think an important part of the "D&D is easy to learn" argument is that a lot of those people don't actually know how to play D&D. They know they need to roll a d20 and add some numbers and sometimes they need to roll another type of die for damage. A part of it is the culture of basically fucking around and letting the GM sort it out. Players don't actually feel the need to learn the rules.
Now I don't think the above actually counts as knowing the rules. D&D is a relatively crunchy game that actually rewards system mastery and actually learning how to play D&D well, as in to make mechanically informed tactical decisions and utilizing the mechanics to your advantage, is actually a skill that needs to be learned and cultivated. None of that is to say that you need to be a perfectly tuned CharOp machine to know how to play D&D. But to actually start to make the sorts of decisions D&D as a game rewards you kind of need to know the rules.
And like, a lot of people don't seem to know the rules. They know how to play D&D in the most abstract sense of knowing that they need to say things and sometimes the person scowling at them from behind the screen will ask them to roll a die. But that's hardly engaging with the mechanics of the game, like the actual game part.
And to paraphrase @prokopetz this also contributes to the impression that other games are hard to learn: because a lot of other games don't have the same culture of play of D&D so like instead of letting new players coast by with a shallow understanding of the rules and letting the GM do all the work, they ask players to start making mechanically informed decisions right away. Sure, it can suck for onboarding, but learning from your mistakes can often be a great way to learn.
I think this also hurts group dynamics as well.
When you have people that have actually done some reading on the rules vs. people that just coast and foist the majority of the game onto the GM, it makes it appear like the more knowledgeable players are sweaty power-gamers or rules-laywers.
Best example I've got with asking players to make informed decisions was when I ran the Wilderfeast Quick Start. The GM has the info about what ingredients can be gathered in any of the regions, but the party then has to cook it. They know what the ingredient does and just have to make the decision on how they want to combine their ingredients as a party.
#i just wanna play a silly game#i feel like. gatekept. while reading this#i donât have the drive to read a several hundred pg game manual i just wanna play a game w my friends#like. itâs a game. play it how u want#jeeze
My point is not to say that people who don't want to learn the rules shouldn't play, only that people who don't actually know the rules aren't necessarily engaging with the game to its fullest, especially in the case of a relatively rules-heavy game like D&D, and that as the previous poster mentioned it can actually result in a bad rules dynamic where the DM needs to do more work due to player unwillingness to learn the rules as well as casting players who actually know the rules and can engage with them in unfavorable light. All of these are negative elements of the culture of play surrounding.
Like, there isn't anything meaningfully gatekeepy about saying "players who don't know the rules of the game aren't as good at playing the game as the people who know the rules of the game." Because playing games is a skill that can be cultivated and knowledge of the rules is an important part of that skill.
And respectfully, if the idea of learning the rules of D&D seems like an insurmountable task, you don't have to learn them, but you might actually gain something out of actually making an effort because it can make engaging with the game more rewarding for you. Or if the idea of learning the rules of a game that has hundreds of pages is an insurmountable obstacle, there are lots of games with much more modest page counts! D&D is actually relatively heavy as far as RPGs go but it's not the only RPG, and you can get rewarding mechanical engagement combined with cool stories for a much smaller time investment.
I actually want to dial in on the phrasing here, which seems - insidious isn't quite the right word - but really weasely to me. There's this reflexive attempt to position the writer as the victim, from the way things are phrased to the actual sentiment. "I feel gatekept" (note that its not "I have been gatekept") is a pretty transparent attempt to claim victimhood, and gain the reader's sympathies. Likewise "I just wanna" and such. But then you have the sentiment of "I just want to play a silly game" and this carries this, like, baggage that game design is *not worth* taking seriously. Same with 'play it how u want', it's working to undermine the idea that you could *care* about this stuff, and it positions taking the artform seriously as an act of aggression against the poor victim who just wants to *not think about things.* Which is to say its classic anti-intillectualism. "It's just a [song/tv show/book/game] don't take it seriously" is like classic anti-intellectualism, and generally comes from a fairly regressive infantalised place.
Which is a long way of saying fuck this person and fuck their slimy lowest-common-denominator bullshit.
D&D is easy to learn because people expect the GM to know all the rules. They don't need to learn anything, just let one person be the sacrificial scapegoat who heads into the DMG and figures out how fall damage works and whether encumbrance would be annoying.
They can set up the scenarios and build the maps and run the world. They already know the rest of the rules, so why not? They also know the stats for all the NPCs too, so might as well let them play everyone else
It's kinda their world and their game, too. So they can handle scheduling. My schedule is crazy, but they can figure it out.
What do you mean "learn a new game?" I don't have the time to learn a new game. I'm busy and D&D is so easy. We can play it how we want to.
I really don't have patience to the whole way of thinking the whole argument is based on. I'm just going to leave here this video by Matt Colville about the book Ellusive Shift
The gits of it is - no one EVER knew how to play this fucking game, people had arguments before the official first edition, the white booklets era. Most people played based on their own interpretation, then arguet about it in zines. All the crunch in the AD&D onward was Gary Gygax's attempt to make the rule for everything because he grew greedy and wished to kill the competition that built careers on explaining his crappy rules better than he did (also, he made AD&D to screw Dave Arneson of his due money).
In any other context I would agree with the proposed argument, but in D&D calling in question anyone's merit as conversation participant because they didn't memorize the useless numbers for useless rule that is only in this game to appease people waxing nostalgic over Gary's horrible, spite and greed-fueled design, is not only anti-intelelctual, it is openly spitting i nthe face of the history of the hobby to declare yourself as only one who knows better. Fuck that.
LBB D&D is only like that because it isn't a complete game: it assumes you already have and know Chainmail and Outdoor Survival at a bare minimum. Spiders LBB is an statistical outlier adn should not have been counted.
The first complete game - the Greyhawk supplement - is entirely straightforward and easy to pick up, and significantly simpler than modern D&D.
None of the early editions of D&D are hard to learn or obscure like you seem to think, so I assume you either have pudding for brains or are going entirely on hearsay rather than direct experience.
it is also fucking ridiculous for your argument to be "expecting people to read the source material is anti-intellectual".
Yeah, that response is a mess. Like, the initial thesis of this post was "people don't engage meaningfully with the rules of D&D and thus fail to cultivate important player skills," and people have since elaborated on how this is an issue with D&D's culture of play, and even articulated that framing this conversation as "gatekeeping" not only lets that culture fester but it's also extremely anti-intellectual. To try and frame the conversation that says "engaging with game texts is good and not bad actually" as anti-intellectual is such a clumsy rhetorical trick it's baffling.
Magic the Gathering is a game whose comprehensive rulebook is far, far, faaaaaaarrrrrrr bigger and more complex than the Dungeons & Dragons 5th Edition Player's Handbook.
I'd wager nobody in the entire world has ever read the full comprehensive rules of MtG as they exist today.
And nobody expects you to! If you go to a Friday Night Magic with a random deck you bought in a toy store, no idea what the rules are like, I'm sure you'll find people willing to teach you, even explain how to properly play your deck in particular.
If, however, you keep coming to FNM for weeks, if not months, and you keep asking basic questions, like what "Flying" means, or what a "+1/+1 counter" does, or how any of the cards in the deck you've been playing for months does, if you call someone who tells you you can't block with that creature because it's already tapped that they're a "rules lawyer" who's "gatekeeping your fun", if it becomes apparent that you're not making any effort to actually learn the rules of the game... nobody will want to play with you anymore. You'll be labeled annoying at best, an asshole at worst.
And that's the case in any dedicated gaming space. As an avid board gamer, there's nothing more infuriating to me than having to re-explain basic rules because someone doesn't listen, or explaining what certain cards/characters/units/items/whatever do because someone is too lazy to simply read.
And yet, somehow, in D&D, behavior like this is apparently not just accepted, but expected, nay, encouraged(!) by the player base!
And people wonder why we make fun of D&D players.
It's also deeply disingenuous to present the argument of "not having read the rules and foisting it onto other people to guide you through it" as equivical to "no one knew how to play it, they were arguing about it in zines" as the same thing. There is a vast, vast difference between the way that the current D&D culture of play articulates its relationship with the text, which is to contemptuously dismiss it without often ever even attempting to read let alone understand its contents, and arguing over unclear rulings in order to inform the manner in which a game is run. And even by the argument presented, and it is a fair and true argument, that the treatment implied with regards to Gygax's own attempts to own the medium are in fact identical to WotC's and the same arguments with regards to *playing literally anything else in order to get out of the walled garden* still stand as well. Games, especially complex ones, always have ambiguities. Even chess spent centuries getting what amount to bug fixes rather than springing free formed from some genius premodern game designer's head. Arguing over game text, game rules, how they function, how to interpret them is a long and storied history of literally all games. But it has a particularly unique texture amongst the D&D culture of play in particular because it exists not to illuminate the rules and understanding of the game so play is clear and focused but rather exists primarily to avoid both learning and playing the game because they desperately wish to be playing a different game which does not exist and so must be made by someone at the table in order to facilitate it.
It is, rather than a series of discussions and ongoing conversations about a text and its implications and what it does, a massive divide between people who are attempting to have the latter and a second group who look at the text as a suggestion and are, in effect, expecting a sort of Calvinball where the ball is a d20 and it is a social faux pas to have done anything other than swear on the book unless you're the ref.
Even then if we are to talk about those rules as merely the result of waxing nostalgic over a bygone era, then again and again comes up the question of "Why are you playing *this* game then?"
The argument that ttrpgs have somehow evolved beyond the text never has meat. The idea that it's fine to use it and change it as you please Because Capitalism never involves ceasing to give money or homage to these people and corporations who, out of greed and a desire for control of the medium. Arguments over the meaning of the text are equated to arguments *about not caring about the text at all*. And any questions about why an inordinate amount of effort is put into continuining to interact with it with regards to any and all of these points are met with accusations of gatekeeping and being the fun police. When discussing an activity which, ostensibly, involves a large series of rules being expected to at least *attempt* to know them is a very basic expectation. And if anyone is spitting in the history of the hobby, it is coming to the defense of the continued legacy of a game that exists solely to deprive the rest of the medium of any amount of diversity and which does this by reproducing purposeful ignorance so that no understanding of the game or even of the medium around them in order to sell, as Gygax did less considerably and with far less success than WotC continues to do now, more books to marks.
how it feels to be anything at all
Why did you (an indie rpg) reblog an image of a catgirl undoing her bra ?
Eureka (an indie rpg) has catgirls with big boobs (usually wear bras).
A comical expansion for Eureka: Investigative Urban Fantasy.
Dire Straights
I really really really really didnât want to go back to doing this as regularly, but A.N.I.M. really needs money. The past few months for us have been pretty bad, and Iâve been making less than minimum wage with my cut of the profits for a while.
We make sure not to paywall the majority of our project so as not to bar them from people who canât afford them, but that means weâre reliant on the good will of those who can afford them to choose to pay.
If you like what we do, want us to keep doing it, an want to keep a disabled game designer who canât do other work able to pay their medical and food bills, please consider paying for one of our games on itchio, and/or subscribing to our patreon for more regularly updated versions of all our projects.
Patreon is empowering a new generation of creators. Support and engage with artists and creators as they live out their passions!
If you canât do that, rating them 5-stars on itchio, downloading them, and playing them/talking about them/sharing them is a huge help too. Like, it really canât be overstated how reliant we are on word-of-mouth.
I am going to have to reinstate the Income Goals to make sure we make an income of at least $2,000 every month across both itchio and patreon, gradually increasing that goal probably until we are making at least $3,000 every month.
I am personally biased in favor of A.N.I.M. on account of liking their games, including Eureka, Silk and Dagger, and Death Bed, but their RPG work is also the primary source of income for one of them and they have bills to pay.
Staying at my gorgon friendâs place and she is walking around the house completely bare-eye naked (full length ruffled skirt that matches her scales, modest pastel blouse, no fucking eyewear)
She ate a guy
that post about âyou get bandits when you cut soldiers loose without payâ reminds me of the Thirty Years War, because one could say that beneath all the religious schisms and diplomatic jockeying, the heart of the thirty years war was âwhat happens when you have a state with just enough capacity to raise massive armies but without enough financial capacity to actually pay those armiesâ and the answer is that the line between professional armies and roving gangs of bandits disappears and every time you try to raise an army it just becomes another independently acting wildfire devouring the countryside. No matter how bad things get, every day I wake up and thank my lucky stars that I do not live in 17th century Europe. Or 17th century China. Or the 17th century Americas. Or basically anywhere in the 17th century.
One thing that makes me kinda sad is seeing people who feel like TTRPGs just aren't for them because they bounced off of some element that is clearly just a symptom of them trying out D&D5e. Like people who have had a hard time with learning the rules would probably do well with any system where the rule formatting and play culture around learning them aren't a mess. One friend of mine didn't like waiting a long time for turns to come up in combat, not even knowing that many games don't even use a turn-based structure.
A lot of D&D5e defenders on here like to claim that asking someone to learn a new system is "gatekeeping" somehow, but I'd argue that acting like one game is emblematic of the entire medium to the exclusion of people who don't click with that one game is way more meaningfully a form of gatekeeping, even if it's fully unintentional.
I strongly believe that not all RPGs are gonna appeal to everyone, but there is an RPG out there for everyone, and I just hope that people who haven't clicked with the most common option to be introduced to can find something that works for them.