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 she’s 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 mistress’s “leadership,” (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 that’s just means it’s 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.
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Eureka: Investigative Urban Fantasy
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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.
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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 “book club” aspect of it is that people nominate RPGs they’d 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 it’s 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 you’re a TTRPG designer, feel free to come in and nominate your own game!
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Muted Swallow Episode 7 - Eureka: Investigative Urban Fantasy Gameplay
Yvette should have been forced to make a Nasal Sensitivity Composure roll in this episode because she kept talking instead of holding her breath in the proximity of onions, but we will make up for that by rolling it retroactively next session. Luckily there are no rolls in between now and then that Yvette would not have succeeded on without being at full Composure, so it would not have changed any of the outcomes.
This is the seventh episode of our actual play of Muted Swallow, a module for Eureka: Investigative Urban Fantasy.
The first song, "Snack Break", belongs to @tinytablepodcast; the rest of the music was composed by @imsobadatnicknames2
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.
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 don’t have the drive to read a several hundred pg game manual i just wanna play a game w my friends#like. it’s 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!
"I just want to play a silly game" is such an insidious way to phrase a statement about a game that requires so much effort from the DM. You might as well say "I just want to have a hot dinner waiting for me when I get home, is that so much to ask? I feel like I'm being gatekept from eating dinner."
You may not like cooking dinner—I certainly don't—but I do know how to make cooking dinner easier for my partner. I can chop onions or grate cheese, I can grab things for them while their hands are busy, I can make a simple side salad, I can put away ingredients as they're used, I can set the table and pour the water, I can clean up the dishes after the meal is over. I'm aware enough of what's involved in making dinner happen that I know how to help even if I don't do the most difficult central activity.
Plus, if asked what I want for dinner, I don't respond 'ooh, let's have filet mignon! I want filet mignon!' when there's no steak in the house, because I maintain at least basic working knowledge of the ingredients we typically have on hand and I know filets are not among them.
I don't expect my partner to handle 100% of everything to do with dinner just because I don't like cooking. Why? Because having somebody make me hot dinners is better than the alternative, and I'm not an asshole who's going to take advantage of the fact that my partner would probably cook for us even if I didn't help. I can help, so even though I would rather have an extra 30-40 minutes of fanfic time, I get up and help.
This is the attitude you are being asked to bring to D&D. You don't have to have cooking skills or meal planning skills or hosting skills, but you do have to accept that those skills are important to making dinner. You don't magically become qualified to pronounce "making dinner is easy!" just because you know how to eat it.
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I don’t know what’s more detrimental to the health of TTRPGs as a medium, D&D5e players who think that TTRPGs are “collaborative storytelling” 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 “collaborative storytelling” but still think that the primary purpose of all TTRPGs is to be “collaborative storytelling” and that not being good for “collaborative storytelling” a satisfying narrative is what makes D&D bad. D&D5e is bad for other reasons but you’re complaining that a cheap toothbrush doesn’t 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. It’s 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&D5e’s 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. That’s 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 “stories” 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 “flex” 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 “flex” 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 don’t know any better. This is where the WotC/Hasbro marketing comes in. There is this marketing tactic called a “walled garden” 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 competitors’ products entirely. With no frame of reference for what your competitors’ products are actually like, customers will have no reason to be skeptical of anything you say or imply about your product or your competitors’.
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 WotC’s marketing machine says it is extremely flexible, well-designed, simple, and beginner-friendly. In conjunction with the walled garden, WotC’s customers hear that and think “if a ‘simple,’ ‘beginner-friendly’ TTRPG is this complicated and hard to learn (not to mention expensive), I don’t even wanna know what a complex and advanced TTRPG looks like!” 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.)
“D&D5e/TTRPGs can be whatever you want them to be” is a marketing slogan for WotC and Hasbro, meant to tell you that the TTRPG you pick for your campaign doesn’t matter at all, so why not just settle for the one you’ve 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 “Rule 0” 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. It’s a little less dramatic than that in the context of D&D5e of course, they aren’t 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 “I 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 ‘TTRPGs can be whatever you want them to be’.” They try and try, but are eventually worn down until they go “Alright 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..” 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 “fix” the rules of games that are actually well designed and don’t need to be fixed - or, topically, trying to squeeze “collaborative storytelling” out of games that were not meant to support such a thing, because WotC/Hasbro marketing taught them that when D&D5e doesn’t natively give you what you and your group want, it’s your fault because “a good GM could make it work.” 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 competitors’ products. WotC/Hasbro tells players “TTRPGs are whatever you want them to be” to make their product, the design of which only supports one thing, appeal to customers who want many different things. They keep these customers they’ve 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 don’t 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: “Collaborative Storytelling”
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&D5e’s design that are important about this discussion is that it is s very “traditional” TTRPG, and thus very much built by the way its rules interact with each other to be a “challenge game.” A “challenge game” 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 “game over” 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 “collaborative storytelling,” they are almost always referring to a desire for conventionally satisfying narratives and character arcs.
And if this structure of game is bad at “collaborative storytelling” a conventionally satisfying story, and the point of TTRPGs as an artform is “collaborative storytelling,” then “challenge games” 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 “collaboratively storytelling” 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 “collaborative storytelling” 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 “Rule 0” puts a gun to your GM’s 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 “story games” 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 “challenge games,” 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 doesn’t 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 I’m talking about.
💬 30 🔁 388 ❤️ 524 · Post by @anim-ttrpgs · 2 images · Yes, TTRPGs are mechanics-driven games, even the ones where the mechanics are actual
The part about not being able to try other games because of the people you were playing with is SO true and real. Got stuck as a forever GM in D&D for aaaaages until I met some friends willing to play other systems, and now I hardly touch D&D just because there’s so many systems that do actually support the kind of stories I want to tell and games I want to play in!
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I was just reading the ask about modifying eureka to have a masquerade and it got me thinking, does the team have any license or interest in licensing for expansions? I tend to think the OGL ended up being kind of a disaster, but I think it would be cool to be able to be able to a) be able to add extra options for settings/groups/etc and b) support y'all with it and c) be able to see a metaphorical stamp of approval that this splat doesn't fuck up the base game
Legally, we own a copyright for Eureka but practically speaking we don’t have an army of lawyers to enforce that and don’t love most copyright laws even if we did. The most serious thing is that like, we ask that nobody that’s not us host any official A.N.I.M. product for download anywhere. (There’s no point in pirating it, you can get it for free on itchio.)
We do allow people to make their own Eureka stuff, and in fact we especially encourage it when it comes to adventure modules. More adventure modules is something Eureka will always need. We even have a semi-formal approval process where we read, consult, and edit on people’s Eureka stuff to make sure it is up to our standard and if it is we will even link to it on our itchio page and in the rulebook itself. We don’t get any profits from this, you keep any money you make, but it still benefits us because having more adventure modules increases the overall playability of Eureka and it lets us play our own game.
(We are actually running a mystery module jam right now.)
This is a lot of extra work for no direct pay though, and that is part of why Trait supplements and stuff like that get much lower priority than adventure modules. I am personally much, much more anal about what is allowed in terms of Traits and stuff. (And I don’t think Eureka even needs any more Traits, a bunch of the existing official Traits have barely even been used.) If anyone wants to do any extra Eureka thing, I urge it to be an adventure module. There is a very comprehensive guide on how to make a good Eureka adventure module in Chapter 5 of the rulebook.
If anyone was interested in doing a, like, alternative setting, like one where there is a VtM-esque “masquerade,” or one where there is still no “masquerade” but monsters are relatively known to science, then actually I recommend that this be part of an adventure module too. Because well, like, there is little point in an alternative setting if there is nothing setting-specific for the PCs to do in this setting.
Such a supplement would introduce itself, explain the differences in setting and subsequently game rules, explain how this would likely affect the types of characters or types of behaviors and attitudes they would have, etc., and then it would give you the adventure module taking place in that alternative setting below that.
If we don’t like your Eureka project, we won’t sue you, we’ll just not acknowledge or promote/approve it. Granted, making Eureka supplements or whatever that go against the design principles, themes, intentions, etc. of Eureka will personally probably really upset me, but it’s not illegal.
I think a lot of people in the indie TTRPG spaces who think of their TTRPGs as art kinda have a David Cage approach to the idea that TTRPGs are art, in that they don't actually think ordinary mainstream TTRPGs like D&D, Pathfinder, Call of Cthulhu, etc. are art. They think TTRPGs could be art, but only if somebody who never lowered themselves to fully engage with the mainstream entries in the medium came in and showed them how to be art - everything before that point being just mindless waste.
The result is that they try to make some really deep and meaningful shit without knowing that it's been done before and done better by entries just barely below the surface level, and without knowing basic things about the inner workings of the engines of the medium itself that make them function.
If I want to make this observation into something actually constructive, I might say, like, instead of making your first very TTRPG something that you think has never even been attempted before and will blow everyone's fuckin minds instantly, your first TTRPG should probably be a really basic remake of Basic D&D (like, D&D1e) from the ground up with your own tools and knowledge. When they teach you video game design in college, they don't sit 101 students down and tell them to make something completely original, they tell them to make, like, really basic platformers and shit. You have to know how to make Super Mario Bros. before you can make The Game That Changes The Way You Think of Video Games Forever.
(The one small problem with the comparison is that entering the hobby of TTRPGs through D&D5e and its fucked up play culture as your first game actually really demonstrably makes you a worse player, game master, and designer with a ton of really bad habits to unlearn. I don't think the same could be said for, like, Super Mario and Fortnite in video games.)
Every “True Crime” story (that isn’t just complete sensationalist fearmongering) is always like
“Ashley Jones was found murdered in her apartment in 1986, but police couldn’t seem to find any leads. Police were baffled. The case.. went cold. In 2005, a deputee at the Cantalope County Sheriff's Department realized that one of the napkins in the break room was actually a signed witness statement claiming to have seen Bob Smith commit the murder. This witness statement came just days after the killing, but had never been followed up on. Police tracked down the witness, and Bob Smith, now aged 65, was arrested and, accepting a plea deal, was found guilty in January 2007. In 2024, he was released on parole after serving just 17 years of his 20-year sentence. Ashley Jones’s family.. were outraged.. In response, the governor of Mississippi passed ‘Ashley’s Law,’ requiring all prisoners in the state convicted of a felony to serve the maximum sentence possible without the possibility of parole.”
Also there is always a polygraph test even though those have been denounced by the scientific community basically since their invention and don't even count as evidence in court.
After the brutal rape and murder of Jane Woods, two suspects were immediately arrested, Dan "Killer" Douglas, whom Jane had a restraining order against and had left her multiple threatening voice mails, and Amy McDonald, a woman.
Detectives immediately zeroed in on Amy's suspicious behavior. When police responded to her call after finding the body of Jane Woods, they noticed she was only crying, not wailing hysterically or fainting as would be typical for a woman in any mildly stressful situation. Police did some digging and made a shocking discovery: Amy wasn't a virgin. With this piece of evidence uncovered, the picture was starting to become clear. Amy was jealous of Jane's looks (like a woman), so she hatched a plan to seduce Dan and have him murder Jane while she watched as part of a perverted sex act. Dan pled guilty, confessing to the rape and murder of Jane Woods and, when asked, said he had no idea who Amy McDonald was. This kind of loyalty was to be expected from a man who was so thoroughly wrapped around the finger of a promiscuous female. Dan and Amy were both sentenced to 25 years, with Amy receiving 1 extra year for being a bitch.
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Hey @changes do you want to do something about the overwhelming majority of transfem users' posts and profiles being summarily marked as mature before applying any version of this policy to TERF island?
This once again harms your creators. Be they authors, self-help blogs, or even LGBTQ+ blogs that discuss topics or answer anons on difficult and/or serious stigmatised topics. Limiting accessing to this content is harmful in the long run.
More worryingly, partnering with a company that had a major data breach? 😐
But oh no, not for us... Although, how do we know that the data we supply is deleted? Do we get confirmation that it gets deleted? If so... how do we know that for sure?
I apologise for not wanting to put my faith in a data company I have never heard of - even if I ignore the downright insult it is that once again, instead of supporting creators and building community, you are actively killing it.
I've had my account since 2014 so I am wayyy past verifying my age. I think it's important to do so, just not with k-ID or government ID. Besides, Tumblr's own guidance is that you must be 13 to have an account. I don't know many 13 year olds with ID other than a passport but I also know that if I had a child of that age wanting to make a tumblr - I wouldn't want them uploading a selfie or their passport information to get one.
As a final remark before I jump off my soapbox is this:
As a whole, Tumblr users have been asking for years to fix the issue with the reblogging function. Do it. Listen to your users. Listen to your customers. Listen to your community.
We want our voices, our work, our art to be heard and you're hindering it again.
Please listen and please stop doing this.
-----------‐-----------
If anyone would like to copy the above into reblogs please do so.
The disability metaphor with the monsters in Eureka (just one lens they can be viewed through) isn't “they can’t do things”(clearly the monsters can do things), it’s “they need something valuable that most people will be angry with them if they take and think they should choose to die instead.”
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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 don’t know what’s more detrimental to the health of TTRPGs as a medium, D&D5e players who think that TTRPGs are “collaborative storytelling” 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 “collaborative storytelling” but still think that the primary purpose of all TTRPGs is to be “collaborative storytelling” and that not being good for “collaborative storytelling” a satisfying narrative is what makes D&D bad. D&D5e is bad for other reasons but you’re complaining that a cheap toothbrush doesn’t 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. It’s 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&D5e’s 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. That’s 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 “stories” 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 “flex” 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 “flex” 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 don’t know any better. This is where the WotC/Hasbro marketing comes in. There is this marketing tactic called a “walled garden” 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 competitors’ products entirely. With no frame of reference for what your competitors’ products are actually like, customers will have no reason to be skeptical of anything you say or imply about your product or your competitors’.
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 WotC’s marketing machine says it is extremely flexible, well-designed, simple, and beginner-friendly. In conjunction with the walled garden, WotC’s customers hear that and think “if a ‘simple,’ ‘beginner-friendly’ TTRPG is this complicated and hard to learn (not to mention expensive), I don’t even wanna know what a complex and advanced TTRPG looks like!” 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.)
“D&D5e/TTRPGs can be whatever you want them to be” is a marketing slogan for WotC and Hasbro, meant to tell you that the TTRPG you pick for your campaign doesn’t matter at all, so why not just settle for the one you’ve 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 “Rule 0” 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. It’s a little less dramatic than that in the context of D&D5e of course, they aren’t 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 “I 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 ‘TTRPGs can be whatever you want them to be’.” They try and try, but are eventually worn down until they go “Alright 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..” 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 “fix” the rules of games that are actually well designed and don’t need to be fixed - or, topically, trying to squeeze “collaborative storytelling” out of games that were not meant to support such a thing, because WotC/Hasbro marketing taught them that when D&D5e doesn’t natively give you what you and your group want, it’s your fault because “a good GM could make it work.” 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 competitors’ products. WotC/Hasbro tells players “TTRPGs are whatever you want them to be” to make their product, the design of which only supports one thing, appeal to customers who want many different things. They keep these customers they’ve 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 don’t 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: “Collaborative Storytelling”
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&D5e’s design that are important about this discussion is that it is s very “traditional” TTRPG, and thus very much built by the way its rules interact with each other to be a “challenge game.” A “challenge game” 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 “game over” 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 “collaborative storytelling,” they are almost always referring to a desire for conventionally satisfying narratives and character arcs.
And if this structure of game is bad at “collaborative storytelling” a conventionally satisfying story, and the point of TTRPGs as an artform is “collaborative storytelling,” then “challenge games” 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 “collaboratively storytelling” 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 “collaborative storytelling” 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 “Rule 0” puts a gun to your GM’s 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 “story games” 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 “challenge games,” 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 doesn’t 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 I’m talking about.
💬 30 🔁 388 ❤️ 524 · Post by @anim-ttrpgs · 2 images · Yes, TTRPGs are mechanics-driven games, even the ones where the mechanics are actual
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