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#gming
untalentedfreak · 3 months
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200% legit and totally not fabricted Slay the Princess screenshots
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cyanomys · 5 months
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Hey TTRPG nerds
Anybody got recommendations for indie ttrpg youtubers? I'm looking for content that is broadly not D&D-specific, and not actual plays. So, video essays/reviews of games, how-to-plays, GMing/playing advice, game design, etc.
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mindstormpress · 6 months
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What can OVER THE GARDEN WALL teach us about creating adventures? A whole lot, it turns out! Let's break down the structure so we can use it for our own designs.
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First off, a link to the post:
While the narrative of a television show doesn't translate perfectly to RPGs, each episode of OTGW could be easily reworked to a great adventure.
If we deconstruct them, we end up with four foundational pillars:
A familiar, recognizable situation.
A mystery, question, or strange unexplained circumstance.
A twist on expectations.
A non-reliance on violence.
A FAMILIAR, RECOGNIZABLE SITUATION. If we start with something the players can easily grasp, we can leverage all the baggage and expectations that comes with it to our advantage.
A MYSTERY, QUESTION, OR STRANGE UNEXPLAINED CIRCUMSTANCE. Players are drawn in when there's a known unknown that they can try and solve. 
A TWIST ON EXPECTATIONS. This is where you bring your own special sauce to the idea and make it truly yours. Twist the expectations when you're figuring out the answers to the mysteries.
A NON-RELIANCE ON VIOLENCE. Don't conceive of specific solutions to the adventure. But ESPECIALLY avoid violence being the only way to solve the scenario.
The advice here works for all types of adventure, not just for the setting of OTGW or D&D. The post goes into more detail and provides examples. A bonus section talks about how to bring the vibes of OTGW to your game. Check it out! 
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the-ashen-gm · 11 months
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I don’t think magic items should be named after their function, but their story.
In Dungeon Crawl Classics, there’s a chapter on magic items that briefly mentions that magic items are rare and powerful to the point that any one magic item is probably quite famous. That fame usually comes with a name.
So a particular flame tongue sword might be called “Hellfire” or “The Sword of Durageddon’s Bane”. A particular bag of holding might be “Kingslocks” or “The Blinding of the Gorgon”. These items get their names from the adventures they were involved in, which to me is a lot more interesting than a name that is purely functional.
Those functional names make the items feel less magical and more mechanical to me. If a bag of holding is recognisable as such, it must be fairly unremarkable to just have a generic name - implying that a great many people own one. It’s like owning a Ferrari racecar (impressive, but you’re hardly the only one) versus owning “The Carriage of the Ninth Angel” that is famed for being blessed by three angels with three heads in preparation for its death race against Satan himself.
I bought a zine recently (Through Ultan’s Door: Downtime in Zyon) that has a simple system for making magic items:
Commission a master artisan to make you a masterwork (a sword, armour, or book)
Use that item in a quest in an interesting way (such as slaying a particularly powerful foe)
That item, by becoming part of a spectacular story, then takes on magical properties once given a suitable name
Lots of players find it boring to find a generic +1 sword or what have you in dungeons, so I think this is a good solution to make it more interesting. And suitably mythic!
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whereserpentswalk · 6 months
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Hey, I need a ptba (or ptba like) system to run for like two to six weeks between the end of one long campaign and the start of another. Please reblog with your favorite ptba game.
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thecreaturecodex · 21 days
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got any advice for new DMs? I've been playing as a PC for quite a while but I am nervous about running my first campaign
First order of business: don't panic.
Being a GM can be stressful. But at the end of the day, everyone around the table is there for the same reason; to have a good time playing pretend with their buddies.
I started GMing in a completely different age. Literally 25 years ago this year. So I imagine that some of the stresses and expectations that are on GMs now are different than they when I started. Like, I started running the Dungeons and Dragons in the 3.0 era for power hungry teenagers, who were often trying to see what mechanical tricks they could get away with to deal 500 damage in a round by level 10. Nowadays, for running D&D at least, one of the biggest worries I see from novice DMs is that their game won't live up to the expectations set by Let's Play series like The Adventure Zone, Dimension 20 and Critical Role.
Your game is not Critical Role. And that's okay. The high profile Let's Plays are scripted series made by entertainment professionals to appeal to a wide audience. Your game just has to make the 4-7 people around your table happy, including you.
So my first piece of concrete advice? Manage your expectations. My second piece of advice? Stick to 6 players max.
My third piece of advice is to figure out what you want from your game. Figure out what the overall tone of your game is, and what you want to accomplish with it. Do you want your game to be combat heavy? RP heavy? Lots of exploration and puzzles? A story with specific narrative beats? A more casual hang-out vibe sort of game? Should the characters come to the table with goals and backstories, or is this the sort of game where "Carric the Cleric; they heal people" is enough?
And then let your players know. One of my least pleasant recent GMing experiences was for a Pathfinder game where none of the players really knew what they were getting into. It was Ironfang Invasion, and the players voted to go for it, when I told them that it was going to be combat heavy, exploration medium, RP light. And then they proceeded to be unhappy with how much combat there was compared to RP. I tried to rebalance things, to some success, but that game fell apart anyway. In large part due to a player who refused to learn the Pathfinder 1e rules and resented that they weren't those of their preferred gaming system.
Some people just like to complain. So try to screen for those folks ahead of time. Personally, I prefer to be friends with someone first before running a game for them, because the vast majority of the player/GM conflicts I have had have occurred with people who I only sort of knew.
Also, on a related note, check for specific triggers, especially if you're running a published Pathfinder AP, because those tend to be Hard R content. One of the players in that Ironfang game I had been playing with for like two years at that point, he loved violent combat... but had a very specific trigger about skinning that I didn't know about. Running a module where the main villain's gimmick is that he skins his enemies. Whoops.
My last piece of advice is don't go into every game expecting it to be a long running story, especially if you're a brand new GM. Start with a one or two shot. If the players like it, figure out what they especially liked and lean into it. If they didn't, pivot.
GMing is absolutely a skill that develops with practice. So don't be afraid to practice! Have fun, and good luck.
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dakotaworldsketch · 16 days
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Hey everyone! It’s my first time on Tumblr. Here’s a few of my favorite recent drawings in my sketchbook while I tell you what I’m all about!
I’m Dakota, a game devleloper, artist, writer, and TTRPG lover! I’m going to be posting my art, as well as probably some WIPs of TTRPG stuff I’m working on!
I’d love to find some other TTRPG creators so introduce yourself in the comments!
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master-of-47-dudes · 9 days
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The hard part about GMing Lancer all the time is I've gotten good at figuring out how to make interesting builds (because I have to understand all of the game's systems and understand player builds as well as give advice) but I never actually get to PLAY the fun builds I come up with...
Such is the curse of the forever gm
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ladysapling · 3 months
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I have the great honour of being the cover artist for the recently released book "The Best-Delayed Plans: The Game Master's Guide to Adventure Prep!", by the incredible J. Alan Henning. It's full of great advice for the aspiring GM, from an experienced and versatile master of the craft!
Check out their page down below, and get your FREE copy at the itch.io link provided there! https://troypress.com/the-best-delayed-plans-the-game-masters-guide-to-adventure-prep/ Alt text:
Book cover, title: "The Best-Delayed Plans: The Game Master's Guide to Adventure Prep."
A young woman, book in hand and raising a pen aloft, stands triumphantly in front of a bulletin board covered with red string and clippings full of notes and other useful things meant for a tabletop RPG campaign. In front of her, a table atop which her foot is violently planted, littered with more RPG materials, dice, and a half-finished lunch.
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anxiousbisexualwizard · 5 months
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TTRPG DM/GM year in review questions.
A follow up to my player year in review questions. Some fun questions for DMs and GMs to answer about their games this year.
What has been the biggest challenge you've faced while DMing/GMing this year?
What are you most proud of doing in one of your games this year?
Has anything that's happened in one of your games surprised you? If so what was it?
Have your games gone the way you expected them to or have they gone a different direction?
What is your favourite encounter you've ran this year?
What has been your favourite roleplay moment at your table this year?
Have you made any homebrew this year? If so what was it?
Without spoilers (in case your party follows you) what is something you are looking forward to DM/GM in your games next year?
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magicturtle · 6 months
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The Everest ||LANCER RPG|| Mech Review
Hey guys, I made a video about The Everest from Lancer. If you could watch/like/comment that would me super mega great!
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If you're GMing a tabletop RPG, and want some cool unique fauna, do dinosaurs. And I mean, real dinosaurs. Look them up. Try to describe them using modern fauna as comparison, and it will sound like the most creative, yet plausible beast ever.
For example, I plan to introduce basilisks as legendary (meaning rare but otherwise normal) animals. They're said to be serpent-birds, which is kinda fitting, because if you look at a real-life one, with its long tail you can kinda see how one would compare it to a snake, and also it has teeth, which is a much more serpent-y than bird-y quality, but otherwise it does look like a really large bird.
And I show them this picture:
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And it fits. In reality? It's art of a Utahraptor (here's the original).
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So I'm officially five sessions into the Pathfinder campaign I've been running since September... Today's session was very fun. The rogue and the cleric both had valuable gems in their mouths for the majority of the session, and the party successfully avoided a Gelatinous Cube I had as a trapped room. They had an encounter with a few magical flaming skeletons, which Create Water did nothing against. They are now deathly afraid of skeletons and metal doors, and they also throw rocks into every single room before they enter.
On a positive note... They are going to leave this dungeon with an ungodly amount of valuable treasure that will make the PC Wealth by Level chart quiver and shake at the thought of this treasure. It is a good reward for them thinking creatively though, they're way better at actually thinking before doing things than I would've expected (no shade intended, I just really figured y'all be a lot more gung-ho)
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mindstormpress · 5 months
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Somewhere, anywhere, in North America lies the town of Gulch. This fully made starter town slots easily into horror millieu, urban fantasy, or magicless modern settings. Use it stand-alone or as a pit-stop on a psychedelic roadtrip, compatible with any RPG that has credit cards and cellphones. 
First up, a link to the post so you can get right to it: https://www.mindstormpress.com/gulch
Gulch is a collaboration between @speedballhippie and I, with both of us developing ideas for the town, Norn illustrating NPCs, and me slinging words.
All of the Major NPCs, like the eccentric Magpie Merriweather, come with easily adaptable quest hooks and atmospheric locations. This is the beautiful fusion of Americana, Canadiana, and eldritch curiosities.
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Gulch is not without tension, however. Two gangs vie for control of the town. On one end the Ivory Owl Radicals think they can build the perfect utopia from horseback. Opposing them are the Midnighters, led by The Ragman, riding their dirt bikes and sowing chaos.
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Gulch is a living blog post, with more updates coming soon. Check it out, sign up for the mailing list, and leave comments with your thoughts. We poured everything into this and it really shows.
https://www.mindstormpress.com/gulch
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pongpongpong · 4 months
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People talk about "poker face" and whatnot, but what about the "GM face"? When the NPC you're currently controlling fucking crits and are about to steal a kill from one of your players and you have to draw the strength of a thousand suns to act like nothing happened and fake fumble your rolls so they can have their moment of glory...
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whereserpentswalk · 1 month
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Decided to add this npc to my new campaign who's a famous GM in universe. She's also part of the leadership of an empire of space nomads for unrelated reasons (or semi related, due to the mystical nature of games in their culture).
Reblog to say hi to her.
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