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worldanvil · 7 months
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Horror can be a really fun genre for a campaign, but it’s also tricky. It requires a very specific atmosphere and tone. So, now that spooky season is here, it's a great time to talk about how to run a terrifyingly amazing horror game! (P.S. - #DidYouKnow World Anvil has character sheets for Call of Cthulhu, Alien, and Vampire the Masquerade?)
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impsemporium · 2 years
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........and you have my bard
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factionaismartcity · 11 months
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𝐄-𝐆𝐚𝐦𝐢𝐧𝐠 𝐏𝐥𝐚𝐭𝐟𝐨𝐫𝐦
Provides an e-Gaming streaming platform that leverages AI to provide recommendations to gamers to enhance engagement, improve their e-Gaming skills, and monetize their online e-Gaming time
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I wouldn’t have believed it but I’ve seen it so many times!🤣 #gamemaster #gamemasters (at The Motherlode Escape Rooms) https://www.instagram.com/p/CkZspthLM9u/?igshid=NGJjMDIxMWI=
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keentyrantempress · 2 years
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For Writers and Future Writers
When I get bored out of my mind, I tend to write short fantasy stories. And to make a good fantasy novel, you must need to know the exact setting where your story is going to happen, whether it's in another world, a futuristic world, or perhaps a medieval world.
But why is setting important in fantasy novels or stories?
Setting is one of the most important aspects of fantasy—and fiction in general. Great fantasy settings do more than just provide a place for our characters to walk; they challenge them, help shape our narratives, and sometimes even inspire future works.It was also important to have a setting so readers could understand the story better.
But as a teenager, I need more knowledge and guidance to do this. So I spent a measly five minutes researching and, thank God, I found this website called worldanvil.com.
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World Anvil is a set of worldbuilding tools that helps you create, organize and store your world setting. With wiki-like articles, interactive maps, historical timelines, an RPG Campaign Manager and a full novel-writing software, we have all the tools you’ll need to run your RPG Campaign or write your novel.
WITH WORLD ANVIL YOU CAN CREATE… Buildings Characters Conditions Wars & Conflicts Countries Important Documents Ethnicities Geographic Locations Items Languages Materials Myths & Legends Natural & Supernatural Laws Religions Towns & Cities Spells Science & Technology Vehicles And so much more!
You can also design Interactive Maps. The maps feature will inspire you during the worldbuilding process, allowing you to quickly create articles you can flesh out later. Then, your readers and players can explore your world in an interactive way like never before!
The benefit of using World Anvil is that it is a free service. However, you can also pay for a subscription if you'd want access to more premium services. There is no need to pay monthly or yearly because it is a one-time price.
So what are you waiting for?
Come and join World Anvil's writers, gamemasters, roleplayers, and creative thinkers.
Below is the link in World Anvil
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https://www.worldanvil.com/
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azukailgames · 2 years
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What happened to the military force? Was it lost because of the natural hazards of the desert? Or did something more sinister happen to it? This is one of the encounters from 100 Encounters for a Fantasy Desert, available on DriveThruRPG. @azukailgames #5ednd #5thedition #dnd #dnd5e #dungeonsanddragons #dungeonsanddragons5e #fantasygame #gamemaster #gamemasters #gm #gms #pathfinder #pathfinderroleplayinggame #rpg #roleplayinggame #ttrpg #tabletoproleplayinggame #rpgencounter #rpgevent https://www.instagram.com/p/Ch72zbFrFiW/?igshid=NGJjMDIxMWI=
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sarioh · 1 year
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my favorite hermitcraft thing is when the entire server gets so obsessed with a game to the point where 1 week later they know the game a billion times better than the guy who literally spent 9 months straight in total isolation creating it. anyways its so fucking funny watching beef play tcg because he gets pathetically demolished by all the other hermits who know the meta 10x better than he does and then ALSO gets made fun of for vouching for certain cards that everyone in the room knows are complete fucking garbage
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enbysiriusblack · 1 year
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jegulily are nerds. huge, giant, nerds. but in very different ways.
lily is a nerd in the sense she spends most of her time in the library, planning her career and studying for classes, obsessing over fictional books, playing chess, reading lord of the rings a million times, practices potion making for fun and likes to make the same potion over and over, gets excited over quidditch stats and making types of plays but finds watching the actual game boring
regulus is a nerd in the sense he obsesses over classical music and relentlessly learns compositions, secretly loves classic romance books and uses them to work out how to socialise, spends all his time studying or on independent projects usually related to something in one of his classes, was ojce given a cigarette and his first thought was to dissect it open
james is a nerd in the sense he obsessively watched star wars over and over and then brought every piece of merch he could find, always gets top marks in everything, willingly reads extremely high level transfiguration books for fun all the time, spends all day working out quidditch stats, and had a map making phase as a kid (which he still has)
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sisterdivinium · 1 year
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Another thing (among many) that Warrior Nun gets absolutely right is its cast full of women and how they're treated throughout.
By gifting us with a diverse selection of female characters, each with their own backgrounds, looks, desires, virtues, flaws, we are treated to a wonderful mosaic of what women can be and effectively are. Proud, scared, selfish, hurt, strong, vulnerable, cunning, selfless, determined, evil, good... Each one of them can be individually and duly explored without making it look like a comment on some ideal sort of "Woman", without slipping into stereotype and the usual dullness that many other narratives reserve for their female characters.
By having (many) more than only a single interesting, well-rounded woman, by allowing each of them to be complex and human rather than just a prop for some man or eye candy for a male audience, the world of WN seems to us a lot more like something we can recognise, something truthful, unlike many other stories we've seen before — and that is one hell of a breath of fresh air.
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oldschoolfrp · 10 months
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In the 21st century the United States perfected the "Star Wars" missile defense system, completely eliminating the threat of nuclear attack. The country quickly grew complacent and isolationist, allowing its conventional military to decline. This ended with the simultaneous invasion on three fronts by the Asian Peoples Alliance, the Euro-Socialist Pact, and the Central American Federation. (Fortress America, a Gamemaster Series big box game by Milton Bradley, 1986) Around 1987 the game was reprinted with the main figure on the right repainted with a beard and sunglasses to look less like Suddam Hussein:
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Both versions feature a lower Manhattan skyline with the WTC in front of Mount Rushmore as central images of US freedom, between the Golden Gate Bridge and Monument Valley.
Fantasy Flight Games released a redesigned version of the game in 2012.
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max-the-quack · 6 months
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HEY TUMBLR WHAT ARE WE GONNA CALL THIS ONE??
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probatiostudies · 6 months
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90% points for the egg event today… yeah cellbit was onto something with increasingly being forced to participate in the egg event!
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impsemporium · 2 years
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MY companion is blinged out.
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qcellbit · 7 months
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i love everyone unanimously agreeing that foolish would be fucking incredible in a ttrpg based on his improv skills and his unique approach to roleplay. will never forget the little smirk cellbit had on his stupid face when he suggested that foolish flip a coin to decide whether or not he's allowed to keep the drugs if he manages to break into the vault.. he knows what he's doing. Bastard
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xxmia0wxx · 11 months
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WHY IS NO ONE TALKING ABOUT THEM?!?
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lunarbard · 2 months
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A lot of "how to help the GM as a player" advice seems to come down to some amalgam of "take story hooks & don't be selfish when making a character," which is sort of more some basic gaming etiquette than actually taking on a helpful role.
I have been properly GMing my main group for six years now (though I've often assumed a similar role since my childhood, just without a proper ruleset) and am a player at another table with a campaign going on three years now. Knowing what issues I encountered when I GMed, I decided after a bit to take a more active role in the group and hopefully ease some of the inherent stress of running the game.
With that in mind, here are some things I do for my group as a player that are a general help for our GM & the table in general:
Take good notes & share them. I understand different people have different matters of notes & attention, but notetaking is just a basic skill you can bring to a table to the benefit of yourself, your fellow players, and the GM. The more notetakers at the table, the less likely information will fall down the cracks. I'm one of two notetakers in my second group, and between our two different styles it's typically easy to double check an event from real years prior in the campaign. The first ~15 sessions before we started taking proper notes? Lost to time, fuzzy memory, and context-free notebook lines in the single digits per session.
State your Plans. This applies to a lot of things, but basically boils down to "communicate with your GM." Give your GM a heads up if you have a course of action in mind for your next session (like wanting to visit a specific shop to get some new gear, wanting to investigate a haunted house, chasing down a specific lead in a mystery, etc).
Wrangle Your Fellow Players. GMing can be exhausting needing to run the game, manage the social group, and throwing time at prep that can get chucked down the drain. Again, each group & their needs & styles will be different, but you can ease some of this just by being a bit mindful. If scheduling's a problem, take the initiative on sorting out prime session time with everyone. Engage your fellow players openly on their plans heading into future sessions (and remember to State your Plans for the GM so they can focus their time where it will be of the most use). If your group can get a bit rowdy and/or the GM has trouble getting everyone's attention, give them a hand in returning the group to the game.
Provide Information as Necessary. This will entirely differ depending on group and game, but sometimes the GM might need help tracking a bit of information or looking up a rule (or, if you have good notes, looking up an NPC name or similar past encounter the group has had). GMing can be hectic what with managing the entire game beyond the party in many systems. You can respectfully bring up a forgotten mechanic or the text of a rule (especially if the GM asks for it). Importantly, strive to act as an impartial reminder of information and rules if you aim to perform this facet; you are arguing not to better your case, but to ease some load from the GM. A corollary to this that shouldn't need to be said, but sometimes does: strive to understand the game & how you interact with it. For D&D likes, this means "know your abilities & their functions; read your spells." If something's vague or unclear, ask your GM before or outside of game how they understand it (not that they're necessarily correct, but that you'll be on the same page).
Perhaps most importantly though: take an opportunity to GM if you can. A prime opportunity is if a portion of the group will miss a week or the GM is a bit burned out (or can't run due to not having prep time for a period of time), you can volunteer to run a one-shot or short side campaign until everything's settled. GMing may seem spooky at times, but it can easily be a ton of fun once you get into the vibe of it. Even if you don't enjoy it, taking some time to GM for yourself can give you excellent insights on how to be a better player from the other side of the screen.
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