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 sheâs 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 mistressâs âleadership,â (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 thatâs just means itâs 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 donât 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 âbook clubâ aspect of it is that people nominate RPGs theyâd 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 itâs 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 youâre 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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The electric eel at my aquarium has a voltmeter attached to his tank, and whenever he pumps out a burst of electricityâeither when heâs navigating his tank or getting fedâthe meter lights up and makes noise. Sometimes, Iâll walk past him when heâs snuggled up and totally motionless on his log, and see the voltmeter going crazy.
I am left to assume that he is dreaming, and is sleep-zapping at the things in his dreams.
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 doesnât 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 canât âforgeâ it, and the other characters canât 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 playerâs character has particular Traits.
Tell this player not to do this again. As for what to do about it now that it has happened, thatâs 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 wasnât 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.
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 doesnât 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 canât âforgeâ it, and the other characters canât 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 playerâs character has particular Traits.
Tell this player not to do this again. As for what to do about it now that it has happened, thatâs 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 wasnât 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 itâs totally counter to the intended experience.
Itâs clever in the sense of expertly hiding aces up your sleeve at a poker game. Itâs clever and takes creativity and skill, but itâs still breaking the game and not fair to the other players.
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The really telling thing about how whenever I point out that "roleplaying focused" or "RP forward" are meaningless marketing terms in tabletop RPGs and a bunch of folks rock up in the notes to explain how it's actually obvious what they mean isn't how ill-considered and incomplete the definitions of "roleplaying" that get trotted out invariably are, but how many of them are flatly mutually exclusive of one another. Like, you're kinda proving my point there â "RP forward" can't exactly be a meaningful descriptor of a game when nobody in its ostensible target audience can even agree on what "roleplaying" is, let alone what mechanically emphasising it would entail!
Per a few messages and, like, âmessagesâ we have received in the past few months as well as like, general ways i sometimes get talked to, there is a frequent sorta.. current that a lot of people seem to think that A.N.I.M. is a much larger company/studio than it is. This warped perception of who theyâre talking to when interacting with anything A.N.I.M.-related tends to cause people to hold us to a level of scrutiny, ââprofessionalism,ââ and like general contempt that isnât particularly pleasant or deserved.
Obviously, to those who have already decided to view us with this contempt, this will probably be seen as more âunprofessionalismâ or just not be seen at all (probably for the best), but hopefully it might prevent more people from coming to such conclusions in the future.
I get the impression from quite a lot of interactions that people think theyâre talking to like, either a cigar-smoking CEO in a fancy office, or an unfeeling machine of bureaucracy that only reacts to as much force as a single customer can muster.
I must stress, thereâs like four of us and more than half of anything we do is handled by one single person, including all correspondence, and we are very open and transparent about communication. You really donât need to come out swinging to get us to hear you out, we have an email address ([email protected]), an open tumblr inbox, and two Discord servers. Like for instance, if you believe one of our projects needs a trigger warning for something that wasnât included, a 1-star rating on a the store page is not a necessary or appropriate way to inform us of this. In fact itâs pretty likely we wonât even see it, and pretty un-likely that youâll be checking back to un-do the rating if your issue ever gets fixed.
I know the pretty standard practice for conversing with business is âattack their wallet,â but thatâs like, Walmart. A.N.I.M. pulls in about $25,000 a year. Split between four people + freelancers, thatâs not a lot, and not all of us are financially stable enough for this to just be unnecessary supplementary income. Especially when it comes to trying as hard as some people do to cut off revenue (as opposed to just not buying themselves) because they have a complaint about the project or a personal gripe with a team member is a lot more like trying to get a minimum wage service worker fired by repeatedly calling place of work than protesting a billion-dollar corporation.
Huge A.N.I.M. Patreon Discount Running Until June 30th 2026
Patreon is empowering a new generation of creators. Support and engage with artists and creators as they live out their passions!
I am mostly on vacation this month and not expecting A.N.I.M. to make a lot of money because of that since I wonât be hitting the marketing as hard, but I and other members are not in immediate financial danger so instead of pushing an income quota and stressing about it while also not doing much to make sure it is fulfilled, Iâm just introducing a big patreon discount. The way patreon does this is a bit wonky but if youâre a free member/not a member and you go to the patreon page right now and hit âupgradeâ you should see some manner of discount on your first month between 50% and 89%(89%-off was the lowest it would let me go).
Anything Top Secret or above gets you access to all the most updated versions of all our projects every month, and is a consistent and reliable way to support us if you want to see us keep doing what weâre doing.
One thing that makes me kinda sad is seeing people who feel like TTRPGs just aren't for them because they bounced off of some element that is clearly just a symptom of them trying out D&D5e. Like people who have had a hard time with learning the rules would probably do well with any system where the rule formatting and play culture around learning them aren't a mess. One friend of mine didn't like waiting a long time for turns to come up in combat, not even knowing that many games don't even use a turn-based structure.
A lot of D&D5e defenders on here like to claim that asking someone to learn a new system is "gatekeeping" somehow, but I'd argue that acting like one game is emblematic of the entire medium to the exclusion of people who don't click with that one game is way more meaningfully a form of gatekeeping, even if it's fully unintentional.
I strongly believe that not all RPGs are gonna appeal to everyone, but there is an RPG out there for everyone, and I just hope that people who haven't clicked with the most common option to be introduced to can find something that works for them.
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9 out of 10 times I see people on here celebrating a new "landmark piece of anti-AI legislation" the legislation in question is inevitably some variation of "we propose making IP laws more restrictive but presented through the language of opposing AI". But that one from germany about holding google liable for the words of its AI overview feature is legitimately good I think. If they actively choose to shove that thing in everyone's face as the first thing they're going to see when they make a google search then they shouldn't be able to dodge accountability for the information it provides with a little "gemini AI can be inaccurate, please remember to double-check information teeheehee" disclaimer.
New Age people just lying about the history of everything makes it so fucking difficult to research what people actually believed in historical folklore
The really telling thing about how whenever I point out that "roleplaying focused" or "RP forward" are meaningless marketing terms in tabletop RPGs and a bunch of folks rock up in the notes to explain how it's actually obvious what they mean isn't how ill-considered and incomplete the definitions of "roleplaying" that get trotted out invariably are, but how many of them are flatly mutually exclusive of one another. Like, you're kinda proving my point there â "RP forward" can't exactly be a meaningful descriptor of a game when nobody in its ostensible target audience can even agree on what "roleplaying" is, let alone what mechanically emphasising it would entail!
I especially enjoy the ones who seem to define "roleplaying" in opposition to Dungeons & Dragons specifically, so if you ask what makes a particular game "RP forward" they just start listing prominent features of Dungeons & Dragons which the game in question lacks.
i knew this woman who said she was making her own rpg because she hated dnd and i got excited because thats an interesting thing to do
then she described dnd with the serial numbers filed off and had a bit of a breakdown when i asked her why there needed to be an initiative roll or "combat rounds"
@shaggymemes has a heat-seeking-missile lock on toes all day every day, especially for toes made of stone, but then the one time I need her help to find some very important stone toes, she abandons me in Spain.
I donât know whatâs more detrimental to the health of TTRPGs as a medium, D&D5e players who think that TTRPGs are âcollaborative storytellingâ 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 âcollaborative storytellingâ but still think that the primary purpose of all TTRPGs is to be âcollaborative storytellingâ and that not being good for âcollaborative storytellingâ a satisfying narrative is what makes D&D bad. D&D5e is bad for other reasons but youâre complaining that a cheap toothbrush doesnât 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. Itâs 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&D5eâs 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. Thatâs 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 âstoriesâ 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 âflexâ 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 âflexâ 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 donât know any better. This is where the WotC/Hasbro marketing comes in. There is this marketing tactic called a âwalled gardenâ 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 competitorsâ products entirely. With no frame of reference for what your competitorsâ products are actually like, customers will have no reason to be skeptical of anything you say or imply about your product or your competitorsâ.
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 WotCâs marketing machine says it is extremely flexible, well-designed, simple, and beginner-friendly. In conjunction with the walled garden, WotCâs customers hear that and think âif a âsimple,â âbeginner-friendlyâ TTRPG is this complicated and hard to learn (not to mention expensive), I donât even wanna know what a complex and advanced TTRPG looks like!â 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.)
âD&D5e/TTRPGs can be whatever you want them to beâ is a marketing slogan for WotC and Hasbro, meant to tell you that the TTRPG you pick for your campaign doesnât matter at all, so why not just settle for the one youâve 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 âRule 0â 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. Itâs a little less dramatic than that in the context of D&D5e of course, they arenât 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 âI 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 âTTRPGs can be whatever you want them to beâ.â They try and try, but are eventually worn down until they go âAlright 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..â 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 âfixâ the rules of games that are actually well designed and donât need to be fixed - or, topically, trying to squeeze âcollaborative storytellingâ out of games that were not meant to support such a thing, because WotC/Hasbro marketing taught them that when D&D5e doesnât natively give you what you and your group want, itâs your fault because âa good GM could make it work.â 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 competitorsâ products. WotC/Hasbro tells players âTTRPGs are whatever you want them to beâ to make their product, the design of which only supports one thing, appeal to customers who want many different things. They keep these customers theyâve 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 donât 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: âCollaborative Storytellingâ
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&D5eâs design that are important about this discussion is that it is s very âtraditionalâ TTRPG, and thus very much built by the way its rules interact with each other to be a âchallenge game.â A âchallenge gameâ 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 âgame overâ 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 âcollaborative storytelling,â they are almost always referring to a desire for conventionally satisfying narratives and character arcs.
And if this structure of game is bad at âcollaborative storytellingâ a conventionally satisfying story, and the point of TTRPGs as an artform is âcollaborative storytelling,â then âchallenge gamesâ 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 âcollaboratively storytellingâ 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 âcollaborative storytellingâ 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 âRule 0â puts a gun to your GMâs 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 âstory gamesâ 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 âchallenge games,â 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 doesnât 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 Iâm talking about.
đŹ 30  đ 388  â¤ď¸ 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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Eureka, by A.N.I.M, is a ttrpg that lets the players take actions as various mystery solving detectives, finding their own clues to deduce conclusions themselves!
Playing @anim-ttrpgs' Murder at the Belle Nuit right now and my character is so deeply miserable. Worst night of her life since her sad backstory's inciting events. She didn't succeed on a single roll this entire past session. She's lost some of the only friends she made.
I am having SUCH a blast with this game right now, genuinely some of the best investment I've had as a player in a game of this scale and the mechanics have complimented everything perfectly.
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