The official tumblr page for The Agency of Narrative Intrigue and Mystery, bringing you as much TTRPG material as you're authorized to see, including promoting the work of other creators and essays/discussion on TTRPG design. A five-person team comprised of lgbt and disabled individuals trying to make it in an industry dominated by D&D5e. Authors of Eureka: Investigative Urban Fantasy.
Welcome to tumblr page of The Agency of Narrative Intrigue and Mystery (A.N.I.M.)!
We are a small independent team of LGBT and disabled individuals who make innovative and well-polished tabletop roleplaying games that have a lot to say, best known for Eureka: Investigative Urban Fantasy.
Combined, our team has over 20 years of experience.
Continue reading for more information about us, our games, and more!
Our Games
Eureka: Investigative Urban Fantasy
A TTRPG for deep character roleplay, realistic combat, player deduction, and secret monster antics!
Eureka: Investigative Urban Fantasy is a groundbreaking TTRPG that revolutionizes mystery investigation of all kinds!
Leave behind the days of "We walk into the room and roll Investigate." Eureka: Investigative Urban Fantasy is a TTRPG all about investigation, and its purpose-driven mechanics let players take initiative, use their characters' unique strengths to find clues, and deduce conclusions themselves. We post about it in-depth a lot, so check out our blog for more info, or just read it yourself! Payment is optional!
We plan to support Eureka for many years to come through supplements and adventure modules. It comes with a short adventure module made specifically for teaching you, your players, and their characters the ropes, but you can also find the first set of higher-stakes adventures right here!
The Eye of Neptune and FORIVA: The Angel Game
Two brilliant mysteries for Eureka: Investigative Urban Fantasy
Two adventure modules for use with Eureka: Investigative Urban Fantasy!
Eureka: The Fanservice Files
A comical expansion for Eureka: Investigative Urban Fantasy.
A mini-expansion originally intended to just be an April Fools thing, but then turned into a real expansion! This features several new character Traits and powers!
Eureka: The XXX-Files
Erotic Traits for you urban fantasy adventures!
Another mini-expansion, featuring several new character Traits and optional rules!
"Eureka: Cold Open"
A short story set in the world of Eureka: Investigative Urban Fantasy.
Not actually a game, rather a short-story set in the world of Eureka: Investigative Urban Fantasy.
Silk & Dagger: A Sensible Drow RPG
Navigate a deadly social gauntlet in this satirical TTRPG about Drow and their underlings.
An asymmetric comedy game of drama and drow. Players either take the role of a brutal mistress whom everything she says goes, whether she understands what sheās talking about or not, and whose position of dominance is maintained by the respect of her peers, respect that hinges on how brutal and controlling she is to her subordinates; or an array of pathetic servants who are helpless without their mistressās āleadership,ā (and maybe even be more so with it).
Edge Hedge Arena
A party game where your name is tied to an edgy hedgehog OC of immense power. Fight.
This goofy omage to the Sonic the Hedgehog fanbase of the 2000s and 2010s is more of a party game than a conventional TTRPG, but thatās just means itās fast to play and play again. The game will pair you with a real Sonic OC, so you can stat them out and battle them against others in the ultimate blood sport.
Our Mission Statements
1. To provide a source of income for those of our team who cannot support themselves by any regular means through disability.
To this end, we ask for your support as fans, if you want us to be able to continue to create more of the work you love. We put our games up in beta for feedback and extra publicity/support while we work diligently on finishing them, and as a completely independent and unsponsored studio, we are entirely dependent on word-of-mouth from fans like you to bring our projects in front of new eyes and keep us afloat through sales and patreon subscriptions.
What you can do to ensure that we can support ourselves and continue operations:
Follow us on tumblr and bluesky
Reblogging/retweeting/whatever our posts on these sites, even if you don't have many followers, makes a huge difference and is actually how we get most of our new fans and patreon subscribers.
Talk about us!
Play our games, tell your friends about them, make posts about your adventures or characters from our games, make homebrew stuff, etc. Like with the social media posts, this is the only way the word gets out about who we are and what we do! Without word-of-mouth, we're dead in the water.
Subscribe to our Patreon!
You get monthly rewards such as Eureka updates, adventure modules, short stories, previews of new games, etc. It also gets you into our patron-exclusive discord server!
Buy, or just download, our games on Itch.io
Eureka: Investigative Urban Fantasy
Eureka Adventure Modules Vol. 1
Edge Hedge Arena
Money helps a lot, but even just downloading them for free gives us a boost in the algorithm and gets more eyes on us!
Donate on Ko-fi
How this helps is pretty obvious.
Buy our snoop merchandise
We only get a small cut of this, but the stuff is pretty cool, and they're good conversation starters!
2. To fight back against the overwhelming hegemonic monopoly held over the TTRPG artform by Wizards of the Coast. This goes deeper than you think.
We donāt just promote our own games, we promote the games of others, and healthy play habits as well through the A.N.I.M. TTRPG Book Club!
Check out the A.N.I.M. RPG BOOK CLUB community on Discord - hang out with 443 other members and enjoy free voice and text chat.
This is a welcoming and diverse space for fans of TTRPGs to discuss and play them. Plenty of different games will be running at any given time, but the main ābook clubā aspect of it is that people nominate RPGs theyād like to play, then the nominations are voted on regularly. Whatever wins, we all read and play. People are sorted into play groups based on schedule compatibility, so itās very flexible.
Players are strongly encouraged to buy the RPG themselves to support the authors, but if you cannot for any reason, a PDF will always be provided for you. We have raised hundreds of dollars for indie and small press RPGs this way, and the community just keeps growing! If youāre a TTRPG designer, feel free to come in and nominate your own game!
Contact Us
Come talk to us in the A.N.I.M. TTRPG Book Club or our patreon-exclusive discord server, or send us an email at [email protected]!
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got a crick in my neck and a frog in my throat and a chip on my shoulder and a stick up my ass and now you're gonna stand there puttin words in my mouth? haven't I been through enough?
I donāt know whatās more detrimental to the health of TTRPGs as a medium, D&D5e players who think that TTRPGs are ācollaborative storytellingā and that D&D5e does this great if you just ignore all the rules that make it not do that, or non-D&D players who realize that no edition of D&D5e is good for ācollaborative storytellingā but still think that the primary purpose of all TTRPGs is to be ācollaborative storytellingā and that not being good for ācollaborative storytellingā a satisfying narrative is what makes D&D bad. D&D5e is bad for other reasons but youāre complaining that a cheap toothbrush doesnāt keep you warm at night.
An expectation is being placed on all pieces in this artform to do something that the majority of them were never meant to do in the first place.
I've only played solo journaling RPGs with the exception of video solo RPGs so apologies in advance. From what I understood from people who play D&D is that it's a flexible game. While I haven't played D&D so I don't know how different it may be from what I had in mind, if a game is flexible enough with rules defined per playing group (?), wouldn't it make sense that some groups believe collaborative storytelling to be a primary purpsoe? Or is the 5th edition meant to be something different?
Thank you for asking in good faith. There is a whole lot of WotC D&D5e marketing propaganda to scrape away at here so bear with me. Itās a two-part answer, and both parts are long and require a lot of context.
Part 1: Marketing, and How Hasbro Sells You Your GM's/Your Own Labor
D&D5eās flexibility is a marketing lie. The only people who think D&D5e is relatively flexible are people who have little to no experience with any other TTRPGs besides D&D5e (and sometimes Pathfinder). It is in fact a very specific game (as the vast majority of TTRPGs are). Its rules adjudicate high fantasy heroic warriors and wizards with swords and spells engaging in tactical battles with monsters in a high fantasy world of some kind and becoming stronger and better at battling by doing so. Thatās the only kind of game D&D5e can support. This premise is of course somewhat flexible in that it can support high fantasy battles in a variety of contexts with a variety of different types of warriors and wizards and for a variety of different reasons, but as soon as the occupations of the characters in your campaign do not primarily consist of high fantasy battles and preparation for more high fantasy battles, D&D5e is no-longer supporting it. In fact, D&D5e will quickly start to hinder it, at great strain to the GM.
As you can see, D&D5e is actually quite narrow in what campaigns and/or āstoriesā it supports. This narrowness/specificness is not, however, what makes D&D5e a bad game. Tons of very good TTRPGs are just as narrow or even more narrow. The people who force D&D5e to āflexā despite its relative inflexibility are doing so with a great deal of unnecessary effort, particularly on the GM side of things. This effort is unnecessary because for any given campaign/adventure premise, there are likely dozens of other TTRPGs which are either laserfocused on supporting that exact premise, or something much closer to it such that it takes less effort to āflexā them into it.
Despite it being difficult and unnecessary, they keep straining themselves to bend D&D5e into shapes it was never meant to be (and holds badly) because they donāt know any better. This is where the WotC/Hasbro marketing comes in. There is this marketing tactic called a āwalled gardenā that basically only monopolies with money to burn can pull off. Rather than competing with your competitors to have the better product, or even just hype up your product, to attract more customers, you build an enclosed ecosystem for your customers by obscuring their view of your competitorsā products entirely. With no frame of reference for what your competitorsā products are actually like, customers will have no reason to be skeptical of anything you say or imply about your product or your competitorsā.
D&D5e is actually very narrow, very poorly designed (but again, narrowness is not an element of this poor design), not simple, and not beginner-friendly at all. But WotCās marketing machine says it is extremely flexible, well-designed, simple, and beginner-friendly. In conjunction with the walled garden, WotCās customers hear that and think āif a āsimple,ā ābeginner-friendlyā TTRPG is this complicated and hard to learn (not to mention expensive), I donāt even wanna know what a complex and advanced TTRPG looks like!ā This makes them scared of other TTRPGs without ever having seen them, and makes them very unwilling to step foot outside the walled garden and see for themselves. (This is also somewhat relatable to how the US government keeps US citizens perpetually afraid of foreign nations and alternative economic frameworks, and how cults and abusers keep their victims from just walking out on them.)
āD&D5e/TTRPGs can be whatever you want them to beā is a marketing slogan for WotC and Hasbro, meant to tell you that the TTRPG you pick for your campaign doesnāt matter at all, so why not just settle for the one youāve seen marketed the most? This is how WotC and Hasbro keep D&D5e players perpetually overpaying for undercooked products or, at the very least even if they pirate all their D&D5e books, not supporting any of the competitors. This facade is propped up by the unpaid labor of hundreds of thousands of overworked GMs, who are the ones tasked by the wretched and insidious āRule 0ā with painstakingly bending D&D5e into all these different crude shapes (that another game would hold better) for the convenience of players.
That last part especially is where the cult comparison comes in. Those who do want to explore the world outside the cult and/or have seen through the lies are often trapped there still by their only relationships being within the cult. If they leave the cult, they can only do so by cutting all of their relationships and support networks off and entering the wider world with nothing. Itās a little less dramatic than that in the context of D&D5e of course, they arenāt literally losing their friends entirely, but they often are losing their gaming group, A.K.A. the big social activity they do with their friends. It is beyond count how many times I have heard someone say āI want to try out other TTRPGs, but my group only wants to do D&D5e because they think learning another game is too hard and also pointless because they think āTTRPGs can be whatever you want them to beā.ā They try and try, but are eventually worn down until they go āAlright fine we can do a cozy farming game about reconciling with your past trauma in D&D5e. Roll Strength to pull up the carrots, I guess..ā Dozens, possibly hundreds, reading this very post will be able to testify to being in this exact situation (and I urge you to do so in the tags or reblog comments).
(Also much like abuse victims and people who grew up in insular cults, many who do leave have great difficulty adjusting to the normal world, because they only know how to behave in the context of the bad situation they just left. This often manifests in TTRPGs as GMs reflexively trying to āfixā the rules of games that are actually well designed and donāt need to be fixed - or, topically, trying to squeeze ācollaborative storytellingā out of games that were not meant to support such a thing, because WotC/Hasbro marketing taught them that when D&D5e doesnāt natively give you what you and your group want, itās your fault because āa good GM could make it work.ā The difficulties these maladapted behaviors result in even often lead them to giving up and returning to their bad situations.)
To summarize thus far, WotC/Hasbro marketing obscures other TTRPGs from the vast majority of TTRPG players, which allows them to imply those TTRPGs are not worth exploring by projecting the flaws of their own product onto the imagined conception of the competitorsā products. WotC/Hasbro tells players āTTRPGs are whatever you want them to beā to make their product, the design of which only supports one thing, appeal to customers who want many different things. They keep these customers theyāve lied to by encouraging GMs to do free labor contorting and rebuilding D&D5e on the fly to keep up the illusion as long as possible. People within these spaces who donāt buy into this illusion are shunned and only given the choice between continuing to prop up the lie or abandoning their social activities. People within these spaces who do buy into the illusion are liable to get very defensive-aggressive when the walls of the garden are shaken.
Part 2: āCollaborative Storytellingā
I described way up at the top of this comment that D&D5e has rules that basically only support fantasy warriors and wizards doing battles and getting stronger so they can do more battles. This is not inherently a bad thing, there are many good TTRPGs that support nothing but this same thing. (What makes D&D5e bad as a game is that it does its core premise very poorly. What makes it bad as a cultural force is how its dishonest marketing is choking and killing the industry and culture of TTRPGs.)
The other thing about D&D5eās design that are important about this discussion is that it is s very ātraditionalā TTRPG, and thus very much built by the way its rules interact with each other to be a āchallenge game.ā A āchallenge gameā in this context is a game that challenges the cleverness and skill of both player and PC alike. The PC must overcome obstacles in their path through their cleverness and skill, and the player must use their cleverness and in-depth understanding of the rules to build a PC who can overcome those challenges and play them accordingly. If either is not up to the challenge, they fail, often with severe consequences to the PC. In video game terms, it is possible to get a āgame overā when playing this type of game.
Where this becomes a "problem" is that challenge games are typically very, very bad at producing conventionally satisfying narratives and character arcs through the default gameplay that their rules support, which is one of the main points of the original post. When people say they want/like ācollaborative storytelling,ā they are almost always referring to a desire for conventionally satisfying narratives and character arcs.
And if this structure of game is bad at ācollaborative storytellingā a conventionally satisfying story, and the point of TTRPGs as an artform is ācollaborative storytelling,ā then āchallenge gamesā must be bad TTRPGs, right? Well, wrong; but that attitude is what the original post is criticizing.
They are calling a game bad because it fails to do something its rules were never written to support in the first place. D&D5e is lazily designed, but by calling it bad for failure to accomplish something that it was never built to do in the first place, they are completely writing off hundreds of much more effortfully and intentionally designed games which also fail at ācollaboratively storytellingā a conventionally satisfying story because they were never meant to. This, indirectly, also only helps WotC and hurts smaller studios and designers, as well as closing the players off to experiences they might end up actually really enjoying.
The reality is ācollaborative storytellingā a conventionally satisfying story with a plot and character arcs is not the only reason to play TTRPGs. Like many other artistic mediums, different TTRPGs have different experiences they are trying to present to the audience, and if the audience goes in expecting one and gets another, they will typically not enjoy the experience. It is only in TTRPGs however (due largely to the deceptive marketing described in Part 1) that there is such a pervasive acceptance of going to works within the artform expecting something they were never meant to be, and, instead of going and finding another one that actually is what you want, pushing forward stubbornly, as if trying to squeeze a novel full of twists and turns out of a math textbook.
Playing a challenge game expecting a conventionally satisfying narrative and character arcs will leave you frustrated and disappointed (unless of course the insidious āRule 0ā puts a gun to your GMās head or brainwashes them and makes them take on the work of pulling thousands of strings behind the scenes to contort the game in real time so that that frustration never touches the players, only them). Likewise, if you play āstory gamesā or similarly structured TTRPGs expecting a challenge, you will be frustrated and disappointed. Even if you put in the effort to "make it work," your experience with the result is significantly worsened and hindered compared to what the experience would be if you had just played a TTRPG that was built from the ground up to give that experience rather than trying to mod the game into something it's not. And here is a link to a post you (general "you," not specifically the person I am replying to, I mean anyone reading this) can click if you interpret the above passages as me saying "nothing should ever be homebrewed ever."
Part 3: I'm Kinda Just Rambling Now
I love āchallenge games,ā and many others do to, both for the in-the-moment thrill of them and for the unique (not usually conventionally satisfying) stories they produce as a secondary byproduct.
All TTRPGs (that I can think of) produce some kind of story as a byproduct of gameplay. Hell, most games in general do. However, just because it may produce it doesnāt mean the story is the primary purpose. It is the primary purpose of some games, but not others.
Actually I was going to go on, but I remembered I already said what I was about to say much better in a previous thread on this same post, so I am just going to link that here instead. This will explain different purposes Iām talking about.
š¬ 30Ā Ā š 388Ā Ā ā¤ļø 524Ā Ā·Ā Post by @anim-ttrpgs Ā· 2 imagesĀ Ā·Ā Yes, TTRPGs are mechanics-driven games, even the ones where the mechanics are actual
Completed another comission for the delightful @paladin-official ! You may be charmed by Livia's sunny disposition and wooed incredible strength but Watch Out! She gets pretty scary when she's hungry...
Hiya, you might not know me but I go by Dagger/Damara on much of my socials and I'm personally in a bit of a financial bind at this moment. I'll give a bit of background, in July of 2025 I quickly lost my apartment, had to move 4 - 5 times, stayed in different (albeit expensive as shit) motels and most recently I've been having to stay in one of those extended stay motels and I've been struggling to make ends meet, and any financial assistance is greatly apricated, all money goes either to myself/food/utilities for myself or my two cats (My boys) Ash and George/their food/liter/well-being
Goal: $500/$895
Payment methods (All of these in some way use my dead name) Cashapp: $TristonDady Paypal: [email protected] OR @/DaggerMouths Zelle: 217-729-2591 OR [email protected]
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Since RPG Trader just opened for business I'm going to take a minute to talk about some of my stuff that doesn't get as much attention as my play treatises.
Haunted dates back to about 2011 when Ron Edwards was still doing "The Ronnies" on The Forge. "The Ronnies" were a game jam like event judged solely by Ron using 2 out of 4 terms he selected for each event. I don't remember all four terms but mine were "whisper" and "murder". Haunted ultimately came in as a "Runner Up" and only didn't place because I over engineered who the police were most suspicious of. I've since removed that element from the game such that including police is entirely optional and even if included they function like any other supporting character.
Fundamentally, the game is a ghost story. It's about a murderer being stalked by the ghost of their victim. One player always plays the murderer and another player always plays the ghost. Everyone else plays any of the other characters whenever it's appropriate. Only the murderer can see and hear the ghost and the ghost can't really interact with anything except through indirect supernatural means. It's a fun dynamic.
It's a GMless game but I've carefully constructed a set of "right of way" rules regarding decision making so nothing ever breaks down into story conferencing. I actually really hate purely collaborative/consensus based rules and have been careful to avoid them here.
Another features that may likely jump out to gearheads upon reading is that the math behind the mechanics is intentionally "broken". If every player simply maximizes their odds of success at every instance of play the dice will rapidly become a death spiral against the murderer and they will be crushed under an avalanche of opposition. This is because I want selfish players to end their games quickly and hopefully never play it again because it's "broken". I'm tired of designing around "the worst player at the table."
The path around the "broken" mechanics is empathy. Treating the characters as real people, with real concerns, and most importantly, capable of change and growth will avoid invoking the death spiral, at least immediately. You see, the murderer still is at a horrible mechanical disadvantage out of the gate and about 90% of games play out like a supernatural episode of Columbo. Even when not directly dog piling the murderer, pressure tends to circle in until the murderer breaks and goes mad, goes to jail, or commits suicide. And that's.... fine. That's one way the game can go and it's fine that it's also the most common.
But it doesn't have to be that way. The game has a kind of restorative justice path mechanically built into the rules. What's really fascinating to me, is how people don't seem to really know how to engage them. They're right there. They're not hard to understand. But they do require treating the characters as real people, with real concerns, and most importantly capable of change and growth.
Haunted has taught me that role-players are WONDERFUL at portraying one note characters and DRAMATIC CONFLICTS! But they seem real bad at reflection and change without some kind of cue card telling them to do so. So, if you want to develop the art of subtle character development without hand rails just keep playing games of Haunted until they stop playing out like supernatural episodes of Columbo.
But in the mean time, supernatural episodes of Columbo are kind of fun.
One thing to note is that Haunted is not really good for single session games. These days I prefer to play it over about 3-5 sessions. Take your time, do some reflecting between sessions. Give the game some room to breathe. It's lovely at a leisurely pace.
I guess I will ask a random question. What is the general tone of game that your game supports?
At first glance, I assume its meant for more serious games. Ones where the players are supposed to take everything seriously, and have serious consideration for their characters.
I am curious if it can handle more comedic or lighthearted tales. Things like the threat feels more like a captain planet villain, or the ending is kept more lighthearted. (A clear āgood endā vs a morally ambiguous, or bittersweet ending.) Have people ever attempted joke/lighthearted campaigns with your system?
Since we have multiple released games in various stages of development, Iām taking a guess that youāre talking about Eureka: Investigative Urban Fantasy. If so, yes, Eureka can support a wide variety of tones.
It definitely trends towards darker, more high-stakes adventures, but one of the adventure modules, Horror Harryās Haunted House, is for-sure on the light-hearted side.
What is Eureka For?
Eureka is for running mysteries.
Most of the tools in this book have a specific setting in mind, but we feel that the core mechanics have a very broad application. Though Eureka is written in such a way as to guide the story towards a more ānoirā feel and tone, it can handle scenarios as light-hearted as āwho ate the last slice of pizza?ā to as grim as catching a demented serial killer before he murders his tenth victim. Sometimes, solving the mystery may even take a back seat to the investigators just trying to get out alive.
Whatever adversity protagonists could conceivably face in a modern setting can be the villain of a Eureka adventure, or even, sometimes, the hero. Though it does have its own original lore, discussed in Chapter 8, Eureka deliberately maintains a degree of setting-agnosticism to easily allow for whatever adventure someone would want to run with it.Many specific design elements are based specifically on 21st century life in the American South, but the core of the gameplay will work perfectly for essentially any adventure a party comprised entirely or mostly of normal non-superhuman people could have on the planet Earth between about 1850 and the present day.
Eureka itself, unmodified, should be considered āRated R.ā This rulebook contains references to murder, gun violence, relational violence, people getting eaten by monsters, police brutality, economic struggle, self-harm, and sexual abuse, just to name a few.[1] Investigators may face Lovecraftian horrors, zombies, witchcraft, aliens, malevolent spirits, or even just the plain everyday darkness of what people are capable of doing to each other.[1 off to the side in the final formatting] That said, a lot of this content is not strictly necessary for the game to function. Eureka could easily be used to run lighthearted Scooby-Doo-esque mysteries with almost no modification - and has been!
The sheer resistance in certain circles to the idea that most big-name D&D podcasts are at least partially scripted is perplexing to me because, like, look at the fucking production values. Yeah, it was cool when the party leader biffed that last-ditch Diplomacy check to prevent a battle no-one wanted, but when the GM proceeded to wheel out $1800 worth of Dwarven Forge terrain and a custom 3D-printed minifig for their reluctant foe, it's crystal clear there was no way that fight wasn't happening.
Exercise a little reading comprehension, folks. This post isn't saying "D&D liveplay podcasts are 100% scripted". It's remarking on the tendency of certain D&D liveplay fans to get tetchy about the idea that they contain any scripted elements at all. Whether your home game also contains planned scenes isn't relevant.
Staying at my gorgon friendās 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)
Youāve probably seen several posts on here about how Iām going to be on Storyteller Conclave talking about Eureka. If you havenāt, youāre going to, because thereās still some in the queue and Iām not going to remove them.
But, that happened, and it was a great time! You can listen to the episode here, here, here, or here!
Running a tabletop roleplaying game like Dungeons & Dragons can be a daunting task, even for experienced players. Rob and Sara share their c
I wasnāt on my A-game the whole time unfortunately, I had some mic trouble for about the first 20 minutes, along with some other distractions on my end that kept me from focusing early on, but luckily I had team member @ashweather to support me and help me out.
If you can bear with the rocky start, thereās a lot of good insight into the design of Eureka: Investigative Urban Fantasy in this podcast, and a lot of it goes into stuff that we havenāt really covered on this blog, especially the themes.
We talk about the realistic and simulationist nature of Eureka and how this serves its gameplay and themes, we talk about how it takes inspiration from John Woo films such as Hard Boiled, its pretty unique approach to the concept of HP, how it approaches and flips the concept of "winning", and its deeply character-driven nature.
Of course we also talk about Eureka's unique and awesome rules for investigative gameplay, and how it improves upon games that did investigative gameplay before it. How it trusts the players' intellect, but also won't leave them totally twisting in the wind after a bad roll or two!
My favorite thing we talked about, near the end of the show, was Eurekaās approach to monsters, disability, and its sympathy towards ābad people.ā Iām actually going to be writing a whole essay on this topic hopefully before the Kickstarter ends on May 10th, but you can get a really good gist of it just from listening to this episode of the podcast.
Oh and on that subject, the hosts, two veteran Vampire: The Masquerade players, said in the show that in many ways, Eureka does vampires better than VTM. Like, wow, thatās high praise..
Hereās a reminder also that Eureka: Investigative Urban Fantasy is kickstarting from right now until May 10th, 2024. Back it and get yourself a copy plus custom artwork or the chance to get your blood sucked by vampires as an entry on the random victim tables for playable monster PCs! With every stretch goal we meet, the game gets better and better. Tons of beautiful new artwork, new options for gameplay, and even two entirely new playable Monsters could be added to the book, so visit the Kickstarter and secure your copy today!
If you want to try before you buy, you can download a free demo of the prerelease version from our website or our itch.io page!
If youāre interested in a more updated and improved version of Eureka: Investigative Urban Fantasy than the free demo you got from our website, subscribe to our Patreon where we frequently roll our new updates for the prerelease version!
You can also support us on Ko-fi, or by checking out our merchandise!
Join our TTRPG Book Club At the time of writng this, Eureka: Investigative Urban Fantasy is the current game being played in the book club, and anyone who wants to participate in discussion, but canāt afford to make a contribution, will be given the most updated prerelease version for free! Plus itās just a great place to discuss and play new TTRPGs you might not be able to otherwise!
We hope to see you there, and that you will help our dreams come true and launch our careers as indie TTRPG developers with a bang by getting us to our base goal and blowing those stretch goals out of the water, and fight back against WotC's monopoly on the entire hobby. Wish us luck.
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Iāve been reading the rule book and I really love Eurekaās mechanics, especially for investigation and combat. However, Iāve been wanting to run a home brew game that includes a kind of Masquerade and Iām not sure if I can remove it from my story. I know Eureka isnāt designed for it, but how hard would the game work against a Masqerade/what forms of a Masquerade would work best for what Eureka is trying to do? Thank you!
This is an interesting question. I think the absence of any kind of VtM-esque āmasqueradeā is important to Eureka in several ways. I think itās important to the themes as a game about solving āmysteriesā with evidence-based conclusions in a realistic world where evidence is not always cut and dry. The fact that vampires and whatever else can have existed for at least a thousand years yet still be without consistent or widely accepted scientific documentation in the modern era, and how that can be the case even without a powerful systemic force actively suppressing this information - themes of confirmation bias, rigidity of worldview, academic arrogance, etc.. This is all very important to Eurekaās ideas of evidence-based discovery and particularly important in the context of crime investigation and the judicial system.
I also think it is important to the themes represented by most of the monsters, that there is no monster society or support network, thereās no one they know like them, no instruction manual for being what they are, officially they donāt even exist. Mundane normal people who donāt intrinsically understand their perspectives and yet still have the capacity to be there for them are all they have.
Going off that last point I think itās important to the fact that their needs are not being met by conventional society. This makes it frequently necessary for them to meet their own needs by deception, force, aggression, and even sometimes outright violence with a real human cost in pain, suffering, and even death - and this in turn meaning they cannot often even (safely) talk about their situations to ask for help from anyone, itās already too late to do so without confessing to a crime and facing the full sadistic force of the law. There is no community of people with similar situations and experiences. They are unknown, and if they were known they would be reviled.
I think the absence of a masquerade is important because despite all of this pain, suffering, and death, these monsters are inarguably not invaders/infiltrators, nor are they part of a shadowy secret flesh-eating cabal that antisemetic conspiracy theorists find comfort in blaming all their problems on and to whom mundane people are just ignorant livestock animals. They were born in this society or arrived to it in some way with no malicious intentions.
But all of the above is just me talking about why the āno masqueradeā element is there in Eureka RAW; youāre asking if the game can still be played with this element altered, and I think ultimately the answer is yes, it would still be a functional mystery solving game and most of the Paranormal Traits themselves could still be used without a complete overhaul.
If I were to mod Eureka for a setting with a masquerade, here are a few things I think I would do or things I would at least consider.
Firstly, this is going to change who the Monster Trait characters are first and foremost. They go from.. all that shit I just said, to being the opposite of that. There is an āinstruction manual,ā there are people in their circles who share experiences with them and who have their back. The power dynamic between them and a mundane character even within a genuine friendship is at least slightly different because they would all the more so necessarily be approaching the relationship from a position of being a monster rather than a person who happens to be a monster. Fairies are already kinda like this in default Eureka but this mod would make it the case for like most or all paranormal characters.
It would change the way monstrous investigators approach seemingly paranormal evidence in-game. It would go from āYes Iām a vampire but that doesnāt mean I can just know this is a vampire attack - I know what my attacks look like but Iāve never really seen another vampire do it.ā to āYeah this is exactly what a vampire attack looks like when you donāt clean up after yourself like we all agreed! When we find this guy Iām going straight to the council.ā In light of this I would probably alter the usage of the Blacked Out Skill to actually be a straightforward Knowledge Skill involving knowledge of paranormal society and creatures.
The Heat rules might be adapted to involve more than just mundane police, and instead start getting monster hunters on the partyās asses, more knowledgeable, organized, and possibly justified monster hunters too. Maybe it could be a separate mechanic that works almost exactly the same except called āParanormal Heatā or something that has similar effects but only tracks actions that threaten to expose the existence of monsters to regular society. Regular Heat gets police attention, Paranormal Heat gets the attention of organized monster hunters and/or agents from the monster society trying to rein them in before they blow everyoneās cover.
There are some things I think wouldnāt change even with the masquerade setting if certain rules stayed in place. Like, well, in Eureka a Trait is not supposed to imply specific connections or relationships with certain characters or, like, let a character āknow a guyā who then has to be played by the GM. That would include the vampire council. Like yes they can know the vampire council, but they would not be supposed to be able to call them up on the phone and get information about all the vampires living in this town or anything like that.
This could be an aspect of a particular adventure where the vampire council or whatever is supposed to be a group of NPCs with specific information, but that goes into, well, that.
Of course if you want to waive that rule in this āmasquerade mod,ā go ahead, but do so at your own risk. There is a reason this is a rule in Eureka. Oh and also none of the existing adventure modules are in any way built to engage with such a setting so it would have to be a fully original adventure if you wanted any of this to matter in the context of the gameplay.
If weāre doing that, we might as well also at least partially waive the ādonāt share character sheetsā rule too, so that players can coordinate to like, make their paranormal characters know each other in the context of a secret paranormal society (thus necessarily knowing lots of otherwise secret information about other playersā PCs) and solve mysteries in the context of a secret paranormal society. It would probably make the most sense for them to be the same type of monster but that might depend on what exactly you consider the masquerade setting to entail.
(This also gave me some funny thoughts for various party compositions involving a single mundane character in this context. The Three Fucked Up Vampire Brides and Normal Steve. The Three Mostly Good-Natured if Mischievous Fairies and Someone For Whom This Could Be a Lot Worse.)
One more thing I donāt have time to get deeper into is that, like, certain weaknesses for the Vampire Trait may make a lot less sense without the context of being isolated monsters with no community or acceptance. The context of total rejection is pretty intrinsic to the Vampire Trait as-is. The parts Iām talking about are, like, the thing about entering homes uninvited and being repelled by holy symbols and prayer. The first one could probably be justified some other way, but the second one Iām not sure. I would be very loath to say that, like, this works because vampires are actually "abominations" even in such a setting. As a Christian myself I would not want to write anything implying that any sapient person is āunholyā or so hated by God that a holy symbol actually harms them. (And also treating holy symbols like they have literal magical power is, like, heresy/idolatry.)
And also like, TFBs just could not be part of a masquerade at all even if there was one. The vampire council would still be just as freaked out by them as anyone else.
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help. one of my players has pulled a masterclass of a manuever and i do not know how to deal with it.
they "accidentally" shared their character sheet, reavealing that they were a "vampire"
they are not a vampire.
they have the poseur trait.
it was a forged character sheet, which makes sense, because the character is a white collar criminal with +3 forgery.
a detail that was, again, conspicuosly also removed from the character sheet in question.
they deleted it, as soon as everybody saw it, and went "woopsie" but i know what they did.
in short, what the hell do i do about this?
Yeah this is not at all within the spirit of the game. It goes against all the states reasons to keep character sheets secret and not telling people.
The player doesnāt have a +3 in forgery, the character does. These are not the same people and the player should not act as such.
The character sheet here is being treated as an in-game object even though it is not something that exists in-game, so the character canāt āforgeā it, and the other characters canāt see it.
This is just a player lying to the other players and depriving them of the conventional guesswork or lack thereof(which is itself a different thing) that would be associated with wondering if another playerās character has particular Traits.
Tell this player not to do this again. As for what to do about it now that it has happened, thatās a social thing not really something that can be covered by game rules or my advice, not knowing your group. You could make this player admit that the character is not in fact a vampire, without revealing anything else, but you know how anyone in the group is going to react to anything better than I do. The only thing you have to do is say that that wasnāt cool or within the spirit of the game so that this does not become a repeat thing. Anyone reading the rules of the first part of Chapter 1 and the first part of Chapter 2 should be able to understand that.
The thing is it is clever, and in a different TTRPG I might think it was a lot cooler, but for Eureka specifically itās totally counter to the intended experience.
Itās clever in the sense of expertly hiding aces up your sleeve at a poker game. Itās clever and takes creativity and skill, but itās still breaking the game and not fair to the other players.
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We had to move the changelog for the main Eureka rulebook out of the main document and into its own separate document for reasons. You can s
Sorry this is a bit late, Iām supposed to be on vacation.
The biggest thing in this update for Eureka is that we have finished editing and revising the Witch Trait, though we are not strictly done with the Witch Trait. We plan to add a few more elements to it in the next work session that will flesh it out some more, give it some more unique character, and give it more options like the other Monster Traits.
Also, we had to remove the changelog from the main Eureka rulebook document and put it in a separate document. This separate document also includes some of our working notes as a bonus peak at what weāre working on.
The full changelog will still also be posted below in this post.
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Full changelog below
CHANGELOG June 13th 2026
WHOLE BOOK
Copy-editing Progress: Thoroughly copy-edited up to p. 625.Ā
Made a lot of art smaller - this has resulted in some snoops looking a little crunchy with the lines aliasing a little, but that will be fixed in the final release - we just need to convert them all to vectors.
Apparently we hit the character limit for our word processing software, which is something none of us even knew existed. This isnāt the end of the world, we freed up about 30,000 more characters by changing every instance of [off to the side in the final formatting] to [sidebar].Ā
CHAPTER TWO
Fixed that there was no Blood/Gore fear listed for one of the example Tiers of Fears.
Added sidebar in Chapter 2 saying not to share false character sheets or otherwise lie about what is on your investigatorās character sheet.Ā
CHAPTER THREEĀ
Changed Splash Explosives to work with the new (old, but we somehow forgot to freaking put them in in their own section until now) fire damage rules.Ā
CHAPTER FOUR
Better clarified Reactions.Ā
Made āSeizing the Initiativeā (the thing where a character who is being attacked as the first attack of an instance of combat can make a Full Success on a Reflexes roll to instead take a turn before their attacker) into a proper keyword and its own heading. Also clarified that it is not a Reaction.Ā
Better clarified Speed and when and why it is calculated.Ā
Added Fire, Hazardous Chemicals, and Damage Over Time to Irregular Forms of Damage, which we somehow did not have in there until now.
CHAPTER SIX
Started working on the Witch Trait.
Changed the name from Fairytale Witch to just Witch.
Better codified Curses.
General cleanup and editing.Ā
Changed Simple Curse to Hex.Ā
Better clarified exactly how curses work.
Multiple witches can participate in casting a curse.Ā
There is now a possibility of a witch curse backfiring on the witch.Ā
Added a roll to identify the curse and certain āsignaturesā when defending against a curse being cast on the witch.
Altered the default duration of a witchās curse and how many days they can change it by.
Added a sidebar clarifying that the Curse of Death is not a ānaturalā death.
Added Curse of Liquification for witches. Fairies do not have access to this curse.
Added donkeys and hares to the options for Curse of Transformation for witches.Ā
Placing a curse on an object can also backfire.Ā
Added Potion of Undoing to Witch Trait. This is exactly the same as the existing rules for curing a curse/effect by making that same potion + a Table 3 Ingredient except we reworded it to make it its own thing for rules clarity.Ā
A Potion of Undoing Petrification can actually now work, it just has to be gotten into the statueās stomach somehow.Ā
Added Curse of Vermin for Witch Trait. Fairies do not have the ability to do this curse.Ā
Added Curse of Insomnia to Witch Trait. Fairies do not have the ability to do this curse.Ā
Added Curse of Starvation to Witch Trait. Fairies do not have the ability to do this curse.Ā
Added Curse of Impotence and Infertility to Witch Trait. Fairies do not have the ability to do this curse.Ā
Added Faeriedaeās Curse to the Fairy Trait (not the Witch Trait).Ā
Better clarified how mirrors work with the Witch Traitās special version of the Remote Viewing Mage Power.Ā
Potion ingredients now get locked in per adventureĀ
Witches and fairies can now fine-tine the duration of curses down to number of Ticks not just days.
Potions can now be made into vapors or aerosolsĀ
Potions can be made to have multiple doses.Ā
Potions can be bought with WP with multiple alterations.Ā
Removed duration limit on invisibility potion.Ā
Fixed a typo in the Juice that Makes You Explode
Changed the Juice that Makes You Explode to Potion that Makes You Explode to make it slightly less meme-y.
Fixed a few typos in the wolfman trait.
Clarified that witch potions are āsafeā to consume.Ā
Added potion of liquifaction.
Added potion of clarity.Ā
Added potion of empowerment.Ā
Reordered the list/table of potions.Ā
Witches can spend 2 Eureka! Points to use two Mage Powers at once for a single Scene.
Better clarified mirrors regarding characters with the Witch Trait using Remote Viewing.
Completely rewrote the flying vehicle rules.Ā
Finished editing the Witch Trait but it is not DONE, we still have the Origins and Traditions ideas we wanted to add to it left to do.Ā