So. I think I’m going to consolidate my rpg stuff back to the main InfiniteMachine blog.
And maybe start posting more there again.

Today's Document
styofa doing anything

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Alisa U Zemlji Chuda
sheepfilms
Show & Tell
Keni
Acquired Stardust
Sade Olutola

Product Placement
trying on a metaphor
d e v o n
Peter Solarz

Andulka

blake kathryn
tumblr dot com

shark vs the universe
KIROKAZE

seen from Canada

seen from Hong Kong SAR China
seen from Vietnam
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seen from United States
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seen from Malaysia

seen from Malaysia

seen from Romania

seen from Malaysia
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@infinitemachinegames
So. I think I’m going to consolidate my rpg stuff back to the main InfiniteMachine blog.
And maybe start posting more there again.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
The difference between S&W: Core and S&W: Complete was confusing to me when I set out to buy a retroclone; in this post Martin Ralya provides a good snapshot of what sets them apart.
This is a pretty cool little language generator...it doesn’t generate a complete language, of course, but gives you enough to start with/work from. Check it out!
Today's guest post is by Kira Magrann, who talks about obsessions and how to use them to fuel your creative desires. - John "Bookhouse Boy" Arcadian I get obsessed with things pretty easily. It's part of being an artist, or at least so I hear from other creative types and all those silly huffpost articles about how creative brains work. I guess its also part of being a dreamer and imaginer: my brain doesn't stay on one thing for very long, it likes to be stimulated and imagine new things. It's good to have healthy obsessions, as an artist, and a game designer. They help me channel my feelin
Kira Magrann with an excellent exercise for turning your obsessions into your muses.
A couple of years ago I went into great detail about how, and more importantly why, a Harry Potter tabletop roleplaying game could and shoul...
Dave gives a complete overview of what he thinks would be a good direction for a Harry Potter RPG to go. Lots of thought put into it!

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Arnold says you should attack every part of the character sheet. I think it's a great idea. Here are the obvious examples: Most creatures...
Some excellent advice to take to heart.
It’s bizarre so few games revolving around Filipino myths have been produced. Project Tadhana changes that.
I can’t speak to the game itself, but I’m in favor of any fantasy rpg that leaves “generic renfair Europe” behind as a setting.
Let's Play Kingdom Death: Monster - Lantern Year One This is the first episode on the best Let’s Play I’ve found of Kingdom Death: Monster, the survival horror civ-building game. I’ll probably never own KD (it is, for me, prohibitively expensive and I’m not sure who I would play it with), but I think it’s a really interesting game and has ridiculously cool monsters, so it’s good to have a taste of what it’s like, vicariously. (For another look at KD, try Shut Up and Sit Down’s excellent review.) Beasts of War has a bunch of Let’s Plays on their channel, covering a whole host of tabletop games.
It was early in November 1979: the publication of the Dungeon Masters Guide had recently completed the core Advanced Dungeons & Dragons tr...
This is inspired by The Final Fantasy Legend ( Makai Toushi Sa·Ga in Japan), the Dark Tower series by Stephen King ( and related stori...
Interesting campaign idea!

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Welcome to the first of a series of conversations between Alex Roberts (our Production Assistant, who you may have heard on her interview podcast Backstory) and various members of the Bully Pulpit …
Brennen Reece interviewed on RPG book design.
A discussion forum about roleplaying games and other entertainment, powered by vBulletin.
This is an RPG.net thread (yeah, I know, I’m sorry), with some interesting options for alternate Fighter class rules for OSR games.
Class: Summoner Lost Crystal, Jakub Rebelka Starting Equipment: robes, dagger Starting Skill: [d3]: 1. Cultist, 2. Religion, 3. His...
An interesting OSR summoner class. Ever since playing Final Fantasy VII in highschool, I’ve always been drawn to summoner characters, and this one has some good stuff on offer.
I made a big map for my D&D game and turned it into a poster for use during the game. It’s easily the most detailed thing I’ve ever drawn; it took me about a year working on and off on it in my spare time, mostly as a break from my dissertation or as a way to wind down in the evening. It’s entirely hand-drawn except for the lettering; I scanned a lot of 8-1/2″x11″ pages together, then edited them.
(Follow the link for more images. This is a truly impressive work of art.)
OSR RPG blog with a focus on mechanically reinforcing immersion and thematic elements of story.
An interesting take on Clerics as belonging to a single faith.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Reference index of 290 Sigil venues culled from official Planescape material.
A very excellent map of Sigil, from the AD&D Planescape setting.
if u could make any spell from any previous edition for d&d 5e what would it be
My top five:
1. The one that squares circular areas of effect, letting you cast cube-shaped fireballs and such.
2. The one that causes the targeted object to randomly exist or not exist from the perspective of any given observer.
3. The one that conjures a tiny duplicate of the caster which perches atop her head and shields her from harm.
4. The one that renders a doorway or other person-sized portal absolutely impassable, but only to other wizards.
5. The one that summons but explicitly does not control werewolves.
(No, I didn’t make any of those up - bonus points to anyone who can name them!)
@splinteredstar replied:
I feel like a large amount of older d&d is figuring out new and novel ways to fuck with people
Yes and no. It’s true that that’s often what it boils down to in practice, but that’s an emergent property of having a different attitude toward what a dungeon crawl is supposed to be.
You can draw the lines in any number of places, and certainly, it’s rare for a game to adhere exclusively to one particular mode of play, but one possible breakdown is as follows:
1. A dungeon is a logistical puzzle. Your goal is to get in, obtain some particular prize, and get out as quickly and efficiently as possible.
2. A dungeon is an obstacle course. Your goal is to successfully travel from point A to point B, often on a strict time limit, overcoming a series of essentially unconnected roadblocks along the way.
3. A dungeon is story. Each location or encounter is a discretely framed scene that affords the opportunity to make one or more narrative choices.
4. A dungeon is a simulated environment. Play focuses on discovering and exploiting the rules that govern the adventure’s locale, and frequently the walls have hit points.
5. A dungeon is a series of tactical set-pieces. If you’ve played Dungeons & Dragons 4th Edition - or, for that matter, Fire Emblem or Final Fantasy Tactics - then you know what this looks like.
Old-school D&D tends strongly toward modes 1 and 2, which is where a lot of the really oddball spells and magic items come from. Getting into actual combat is basically a failure mode - high risk, low reward, and immensely time-consuming in an environment where time is at a premium - so tossing out some utterly bizarre countermeasure and running like hell while the baddies are still confused is often the preferred tactic!
…I am now thinking about GDQ: Greyhawk edition. And if I have to think about it, you do too.
I imagine it’s like three hours of people bitching about the RNG and how they can use canvas and a summoned bee to clip through three floors.
Amusingly, the tabletop roleplaying community actually did hit upon the concept of speed-running some years before the video game version rolled around. I’m sure that most folks reading this have heard of tournament games; that is, multiple teams running through the same adventure simultaneously at conventions to compete for prizes. In their modern incarnation, survival tournaments - the winner being the party whose last surviving character’s corpse hits the ground furthest from the dungeon entrance - are by far the most popular, but back in the hobby’s early days, tournaments that had the parties compete for shortest completion time weren’t unheard of.
(The format never achieved major success owing largely to judging controversies; a team with a quicker-witted GM would have an unfair advantage simply because it would take her less time to respond to whatever unlikely horseshit her players tried to pull!)