AGON by John Harper
The GM advice in AGON, a game of Greek heroes and their legends, really hit home for me when I read it, particularly that first point. KISS - Keep It Simple, Stupid has been something I have said to myself many times.
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AGON by John Harper
The GM advice in AGON, a game of Greek heroes and their legends, really hit home for me when I read it, particularly that first point. KISS - Keep It Simple, Stupid has been something I have said to myself many times.

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it is funny to still occasionally see people complaining about "rollplaying" when in all my years gming those complainers were by far the least pleasant people to have at the table. like i was always happy to help people with rules, with character building, with retiring a character and seamlessly replacing it with a new one if it wasn't fun, anything to actually promote engagement with the game and keep my players happy. some people simply did not want to engage with the actual game under any circumstances though
it really is gleeblor to try and explain to a lot of people that no the GM did not covertly orchestrate every single element of my PC's victory, and when you try to say that, they get all like "oh you sweet summer child" at you like you still believe in Santa Claus
It completely robs you and your PC of absolutely any accomplishments.
I promise you this isn't Critical Role, plot armor does not have to be the default, and the alternative is not just adversarial GMing
It turns out that "the GM wants to see you succeed" is not actually the same as "the GM makes sure you succeed."
No, the GM wants to see you succeed, so they put obstacles in front of you for you to try and succeed against!
I'm always saying there can be no success without the risk of failure, you can't "win" if you can't "lose."
and some people don't like to lose, some people don't like to even have the possibility of losing. And in that case I think those people should not play games where the possibility of losing is baked into the rules and then go out of their way to remove it(and this is for their own enjoyment), and they especially shouldn't act like it never existed in the first place(for my enjoyment), that's the part where it really really becomes a problem.
This is a long story, I apologize, but it happened recently so it's top of mind and I think it's a great example of this.
The party in my pathfinder 2e campaign are currently competing in a tournament. (Sidenote: I would very much recommend tournaments as a structure to anyone running PF2e. This is a crunchy, combat-as-sport game with a ton of extremely situational but powerful items, spells, and abilities. In a structure where the characters are given the ability to research and prep for their opponents, the system absolutely sings.) It has been a long tournament, six rounds of qualifiers and then a 64 team double elimination bracket, but they are in the losers bracket in the top 4.
Their opponents are one of the teams they've tentatively made friends with over the course of the tournament, but the grand prize is a matter of life or death for both sides. No punches will be pulled. Over the course of the tournament, the party has faced opponents with a wide range of skills, synergies, and strategies. This team isn't the most powerful in the tournament, but they're in the top 4 because they are the smartest team in the tournament. That's how the characters became friends with them in the first place: when the party needed help analyzing their enemies and finding weaknesses, they went to this team. Now, they know that same analytical eye is going to be applied to them.
To ensure the players' expectations are aligned with what the characters would know, I am very frank with them. I tell them that I sat down and looked at every fight they'd done in the tournament, and any strategy, ability, or approach that they used repeatedly, the enemy had planned for. I didn't cheat, didn't give them anything they couldn't get access to in their prep time, but I had done all the planning the enemy would have, and I am very prepared to win.
The party decides their best approach is to do something new, something the enemy can't have seen coming. They buy scrolls of Water Walking for the whole party and bid their tournament currency on the flooded arena layout, one they haven't had to fight in yet.
This pays off massively for them. I hadn't had the enemy prep for that, and with only one of them having much skill in athletics, swimming is a weak point for them. This confines them to the few sections of platforms and bridges that are above the water, as well as a single raft. The party takes advantage of their superior mobility to split the enemy, and go after the softer targets. I'm forced to dig deep through their abilities and spells, narrowly managing through a few lucky misses to keep all the enemies alive and consolidate their position onto a single bridge.
Once everyone is on solid ground again, reflexively, the party falls into their old habits. And that, unfortunately, is just according to keikaku. The enemy knows just where to position themselves, has just the right consumables and spells on hand. Attacks of opportunity shred their attempts to heal. Dispels rip through their magical defenses. The inventor is forced to shatter his shield to survive a brutal critical, and in a panic, the party falls back onto the water and throws down a smoke cloud to protect themselves from the onslaught of arrows raining down. Just as they've done in a half dozen other fights. And, so, the enemy is prepared. Beads of Fireball, purchased with the same tournament currency the party used to buy this arena, are hurled into the smoke, blasting every one of the player characters down into critical health.
The enemy front liners leap down onto the raft to pursue and finish off the rapidly depleting party healer. The martials rush in to stop them, and the players' dice betray them while mine do not. In a brutal exchange, both of the party martials are dropped, leaving only the healer and the bard on critical health. Neither of them are capable of dealing any significant damage.
We all realize that the fight is as good as over. I'm disappointed. The drama of the tournament had been building, and I was excited for the climax. But, apparently, that's not what this story is. That's okay, I can roll with it. I just have to finish off this fight.
The party healer, a divine sorceress, realizes that after charging in and getting on the raft, all the enemies are, coincidentally, standing in a line. She starts casting a spell.
Inner Radiance Torrent is one of my favourite pathfinder 2e spells. It's basically just a big dumb line AoE damage spell, but what makes it special is the fact that the caster can spend an additional turn charging it to really crank the damage up. This is almost never practical to do. Unlike in Dragon Ball Z, the enemies do not stand still while you charge up your beam attack. But in this one case, the enemies mobility was limited, they had a single target to pursue, and they couldn't see what she was doing in the smoke. They had no reason to break from their positioning, and she had nothing left to lose. I play their turns as optimally as I can without using information they don't have. They blast bombs into the smoke, and she nearly goes down. They refresh their buffs. They row the raft forward, weapons at the ready.
The smoke clears. Bloodied and burnt, standing atop the water's surface, the sorceress has a fully charged Inner Radiance Torrent gleaming between her palms, giving the enemy just a split second to realize the mistake they'd made before she unleashes a desperate, last chance kamehameha wave through them.
We all know the DC of the saving throw. I roll the dice openly. Fail. Critical Success. Fail. Fail.
It's the enemy alchemist, the mastermind of the group, who succeeds. I describe him throwing himself aside as the beam rips through the rest of his team, dropping all of them, ripping through the bridge behind and sending a storm of debris raining across the arena. By delightful coincidence, drawing the line across the map, the beam keeps going and hits the box where the BBEG is watching the tournament from. I roll a save for her as well. She critically succeeds. I describe her calmly raising her hand and stopping the beam, the massive wave of energy dispersing harmlessly around her. This is not going to help with how much they want to fuck her.
The alchemist gets back up and fights to win, but at this point, high on their comeback, the PCs are unstoppable, and this weak fucker can't row very well so they rip him apart from range and secure the win.
It was an absolutely incredible fight, an amazing session, a memory that I'm sure will last ages, and it could never have happened if we hadn't all been sure that the player characters had lost, that the fight was over, if we hadn't known that I, as GM, was playing as hard as I could to beat them. It's the kind of win you can only get when you came so close to losing, and the idea that I would give that up for something that I planned? Unthinkable.
the 4 types of hot new indie ttrpg
im curious, whats the line between wild blue yonder and wysemen
wysemen has an extremely detailed subsystem for determing the succession of the holy roman empire according to the dominant humours of the electors. when you meet a dragon in the eponymous insurrection wild blue yonder you roll on a d66 table to determine its Grief Mark
Looking for a new d20-based TTRPG?
The public playtest edition of Thunderfort is out now!
This 450+ pg. roleplaying game rules book is inspired by fellow d20 games Dungeons & Dragons and Pathfinder. It provides entirely new classes, combat, and downtime rules designed to be played asynchronously via online chat programs; no matter how far apart your real-time sessions are scheduled, the gameplay of Thunderfort never stops!
Download for free off both DriveThruRPG and itch.io!
(Book cover by @gnarlyghost)

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Death Bed: An Impenetrably Medieval Dungeon Game is a new game from A.N.I.M., the makers of Eureka: Investigative Urban Fantasy. This game is a new look at an old world, set in a historically grounded medieval setting that has been twisted by a great apocalypse. Now, the player characters, or "strugglers," fight to maintain their humanity in the face of their undeath, crawling through dungeons and building up settlements with what they found. Not all characters will be fighters, either -- support and ministry form vital roles, and troupe play encourages exploring the lives of different kinds of strugglers. Like in real medieval life, Catholicism governs the rhythms of their lives, and like in Dark Souls, they can die and return again and again at the cost of losing themselves.
Guy who has only seen The Boss Baby, watching his second movie: I don't know if non-baby stories can work in film
Guy who has only seen The Boss Baby, watching his second movie: How can you do horror in movies? It just wouldn't work with the babies?
Guy who has only seen The Boss Baby, but has also heard of Hotel Transylvania: Sure, horror can work in movies. Hotel Transylvania has vampires in it.
Guy who has only seen The Boss Baby, and refuses to watch another movie: Why do you need other movies when you can write Boss Baby fanfiction?
Guy who has only seen The Boss Baby, and has been forced to watch Rear Window: I wrote Rear Window fanfiction where Jimmy Stewart is a baby, and it wasn't very good. I just don't think this movie works.
Guy who has only seen The Boss Baby, and has also watched Storks (2016): The Boss Baby sucks, watch Storks.
Have you played The Zantabulous Zorceror of Zo ?
By Chad Underkoffler
As the name implies, enter a fairy tale word heavily informed by Baum's Oz stories and the collected dreams of Basile, Perrault, and the Grimms. Talking animals, wizards, seventh sons, princesses, and above all, adventure. Using a simplified form of the Prose Descriptive Qualities (PDQ) system, "damage" is taken as penalties to attributes which in turn mark those tags as being foregrounded in the next session. Includes a full campaign after-action report as a worked example of several elements including keeping a through-line on the campaign going.
Have you played ?
Yes i have played it
No but i've read it
no but i've heard of it
never heard of it
inspired tactic from our gm:
2027: Wizards of the Coast and the American Psychological Association collaborate on the D&DSM, 6th Edition, widely regarded as the worst thing ever published

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as a pathfinder 2e player my daily routine consists of beating up random d&d 5e players i see on the street for being wotc bootlickers and then i go home to my tgirl dom who plays exclusively avantgarde indie ttrpgs where you dont even roll dice and she calls me a good girl for sucking on her strap. and she says ill get an experience point (1) if im really really good
playing a ttrpg is like being in a very exclusive fandom of, like, six people
shout out to blorbo from my mind
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gnomes in a tree stump weeping with guilt as they turn their lollipops in the keyholes to arm and launch the intercontinental ballistic thistle
their commanding gnofficer standing behind them with a pine needle saying he won't hesitate to gnexecute them for defying a direct gnorder
official dnd post
no the fuck it isn't. go away
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Art by Tony DiTerlizzi
Planescape, Advanced Dungeons & Dragons setting

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"The GM is the ultimate arbiter of the rules and can modify rules at will to suit their table" is a useful principle to have in mind and apply to your table on a personal basis, but it getting informally codified by the D&D community as the maxim of "Rule 0" has been a complete disaster for anyone who wants to publicly engage with tabletop rpgs on a game design level. No other single concept has been as destructive as it to the very existence of tabletop game design discussion.
It's genuinely amazing how D&D culture changed from effectively the equivalent of 'the ref is always right, and should enforce rules to support good play' a principle common to a lot of sports...into 'the ref is entirely responsible for creating a brand new set of rules, and functionally inventing a new game for maximal enjoyment' which is straight up nuts.
Fantastic marketing, and full credit to Hasbro for somehow managing to convince everyone that this is in any way normal or desirable...but also holy fuck so many people seem to be so damn keen to help Hasbro do that
Ok, thought experiment:
You have two TTRPGs, Adventures & Aberrations, and Brigands & Bloodshed.
A&A has a well-known, glaring flaw in its rules as written, which results in critical hits being worse across the board for every player character, always, despite the rules presenting critical hits as particularly damaging. The solution is well-known and a standard house rule the entire community knows about.
B&B has the exact same rules, except that the critical hit rules have been fixed.
In both games, you are instructed that you can change the rules if you wish.
Is B&B a better game than A&A, or does the fact that you can houserule away the difference mean that they are equally good games?
Suppose, for the sake of the thought experiment, that "I like when critical hits suck" is an incorrect opinion for these games.