Rysk/Fable π They/Kit π 2001 π TTRPG sideblog!! Because my campaigns are all I've been focusing on for months save me π Main isΒ @psikind, icon by KaziKreatures!
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Did you play AD&D? I can't remember how old you are, so hopefully that's not too offensive. If so, was a typical game really as hostile as people say it was?
That's one of those question where the answer hovers somewhere between "no, with a couple of massive caveats" and "yes, but not in the way most people think".
A lot of AD&D 1st Edition's GMing practices are pretty hardass by modern standards; however, they need to be understood in the context that the game's authors were writing for a target audience who mainly played the game in college wargaming clubs, where players would frequently transfer between groups and group sizes tended to be very large β six players per GM was considered a bare minimum, and up to a dozen player characters in a single party was by no means unheard of!
In particular, players would often bring their character sheets with them when hopping between groups, and it was considered a faux pas for a GM to reject an incoming player's existing character or request any substantive changes be made, so managing expectations could be quite challenging; even as late as 2nd Edition, the Dungeon Master's Guide contains extensive discussion of how to gracefully handle players bringing existing characters with them who aren't necessarily a good fit for the present game's tone or resource economy.
The upshot is that the culture of play these iterations of Dungeons & Dragons are targeting inherently obliges the GM to take a much firmer hand to keep things on track than a pickup game that draws players exclusively from within the GM's established friend group might β and to be sure, some GMs abused these expectations to act like petty tyrants, but some contemporary GMs do that, too.
A big part of the modern perception that 1E and 2E were extraordinarily player hostile, meanwhile, has nothing to do with the previously discussed GMing practices; rather, it emerges from the transition away from that culture of play in a slightly unexpected way.
In brief, back when D&D was mainly played by wargaming clubs, it was fashionable to run pre-written adventure modules competitively at conventions; the competition wasn't between players, but between parties, with multiple groups running the same adventure in parallel to contend for prizes. Tournament play sometimes chose its winners based on the fastest real-time completion of the module in question, or set specific objectives within the module which would award points when completed, a bit like speed-running or achievement-hunting in a video game (though neither practice existed yet at the time).
It was the survival module, however, that quickly emerged as the most popular tournament format. In a survival tournament, each player would provide or was furnished with a binder containing a fixed number of pre-generated character sheets, switching to the next character sheet in the set as each preceding character died; the winning group was the one whose last surviving character's corpse hit the dirt furthest from the dungeon entrance.
Many of 1E's most popular adventure modules, including the infamous Tomb of Horrors, were originally written as survival modules to be run at tournaments in conventions. As such, they were designed to kill off player characters both quickly and efficiently, so as to reduce the likelihood that the tournament would run overtime and get kicked out of the convention venue. When they were later cleanup and repackaged as commercial adventure modules, their text rarely bothered to explain any of this β who doesn't recognise a survival module when they see one?
The answer to that question, of course, is kids who didn't come up through the mentorship system of the college wargaming clubs, but taught themselves how to play D&D from first principles using books they bought at their local hobby stores β and when D&D's popularity unexpectedly exploded in the early 1980s, there were suddenly rather a lot of them!
These kids purchased the repackaged survival modules along with all their other D&D books; having no frame of reference, they assumed that these represented what a "standard" D&D adventure was supposed to look like β and since they weren't experienced players with whole binders full of pre-generated backup characters at their fingertips, the result was a lot of seemingly unfair total party kills, and a lot of kids concluding that the previous generation's GMs must have been objectively insane.
There is an additional amusing point of order here, which is the answer to the following two questions. I once had a discussion with someone in Gary Gygax's gaming group, who was involved in early TSR work a bit. Allow me to paraphrase my questions and his answers.
Why publish survival modules as your primary format of published adventure?
"Because that's what we had -- they were already laid out for publication. Why not publish them and make some money off it?"
Did it ever occur to you at the time that publishing adventures like these would shape the larger D&D culture's expectations of what play was supposed to look like?
One of my favorite anecdotes about early D&D, from Blog of Holding:
"Itβs hard to get that context just from reading the original Dungeons and Dragons books. If nine groups learned D&D from the books, theyβd end up playing nine different games.
"Mornard told us about an early D&D tournament game β possibly in the first Gen Con in Parkside in 1978? Gary Gygax was DMing nine tournament teams successively through the same module, and whoever got the furthest in the dungeon would win. Youβd expect this to take all day, and so Mike was surprised to see Gary, looking shaken, wandering through the hallways at about 2 PM. Mike bought Gary a beer and asked him what had happened β wasnβt he supposed to be DMing right now?
βItβs over!β replied a stunned Gary Gygax.
"Gary described how the first group had fared. Walking down the first staircase into the dungeon, the first rank of fighters suddenly disappeared through a black wall. There was a quiet whoosh, and a quiet thud. The players conferred, and then they sent the second rank forward, who disappeared too. The rest of the players followed.
"The same thing happened to the next tournament team, and the next. Players filed into the unknown, one after another. And they were all killed. The wall was an illusion, and behind it was a pit. Eight out of the nine groups had thrown themselves like lemmings over a cliff; only one group had thought to tap around with a ten foot pole. That group passed the first obstacle, so they won the tournament.
"Gary and his players couldnβt believe that the tournament players had been so incautious. But, to be fair, none of those tournament groups had played in Gary Gygaxβs game. They had learned the rules of D&D, but they had no experience of the milieu in which the book was written. Of those nine groups that had learned D&D from a book, only one played sufficiently like Garyβs group to survive thirty seconds in his dungeon."
#ngl survival module sounds fun as fuck. maybe i gotta torture my current group a bit (via @nadaismus)
It's worth bearing in mind that tournament-style survival mode developed in the context of a version of D&D where you can create a new character and hit the ground knowing everything you need to know to effectively play them in just a couple of minutes. 5E isn't structurally terribly well-suited for the binder-full-of-backup-PCs approach, and it's definitely a recipe for disaster in 3E or Pathfinder unless your entire group consists of a very particular flavour of high-effort masochists.
I'm SO excited to finally share these pieces I created for D&D's Ravenloft: The Horrors Within.
This project was such a huge honor to work on. I remember as a kid looking through the players manuals & doing little studies of the artwork in there, so this feels a bit full-circle.
You can get a peek at higher-res versions of them on my insta!
ttrpg games are insane and make you insane in ways that are fundamental and irreparable. sometimes the best piece of fiction you will ever experience will happen to you and your friends over two to five years of your life. it will be your work and their work and yet somehow exist between and beyond you all. there will only be like three or five of you in the room and nobody else will ever be able to experience this in the way you did. it will be ephemeral and immediate and it will occasionally make you feel so bad you see hell. fuck. what a concept
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meet nezhiyi of the house of karait! my weird little dnd yuan-ti ranger ... he is unfortunately a stupid insecure loser who has 500 complexes and is tweaking out at all times due to the Disorders and also his general personality. i do love to make my little freaks
Ink/flat-color commission of the client's yuan-ti rogue fighter, Saya, enjoying some chazuke! She's just been told something a little surprising and is totally about to go deal with it, but tea-over-rice takes priority first. π΅
(I always get VERY hungry whenever I draw characters eating. Saya, please share your food with me...)
"Adopt don't shop" and "that's a 10 year commitment" style PSAs except instead of being aimed at would-be irresponsible pet owners it's for people who want to start yet another long-term ttrpg campaign
now I'm thinking about a petfinder type service where would-be GMs browse through lists of abandoned or surrendered campaigns with hopes of finding a loving but skittish party of adventurers and their bbeg to adopt
"Where did you come up with this convoluted plot?"
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[Image ID: Tweet from pea poopingirl @/PoopingIRL on 8/14/23 - i think the idea of a shady dwarven salesman selling "cheap" stuff to humans and laughing to himself like "heh it will only last one generation, those stupid idiots, how will they even pass it down to their kids" forgetting that one dwarf generation is like 4 human ones is funny. There's a black bar at the bottom with an iFunny watermark in the corner. End ID.]
Actually, I really like this idea as why elven and dwarven crafts are so good. Something thatβs merely acceptable is meant to last most of one of their lifetimes. So even a mediocre dwarven craftsman will make something a human can pass down.
And you can always sell what the apprentice makes while still learning to a human, letting them know it will merely last for the rest of their life.
The elven version of IKEA could be a human family heirloom.
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Fantasy trrpg players, are you playing a canonically left handed character? As in specifically established to be left handed
If you're not currently playing a character, answer for your most recent character(s).
yes, character is canonically left handed
my most recent character(s) aren't lefties but I've played canonically*
no, but canonically ambidextrous
no, canonically right handed
no, none of my recent characters have established handedness
my character doesn't have/use hands/has too many hands for handedness to apply
not a fantasy ttrpg player/results
Voting ended onDec 13, 2025
* left-handed characters in the past
I have a theory that there's a disproportionate number of left-handed ttrpg characters that are left handed because it's an easy no-stakes way to give them a little extra that makes them stand out, especially for martial characters