Howdy
I'm Making Garbo, as the name would imply. Here I'll be trying to post regularly about the tabletop RPGs I'm working on. I don't know this website, nor do I know anything of import. Hopefully I can cook.
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@makinggarbo-blog
Howdy
I'm Making Garbo, as the name would imply. Here I'll be trying to post regularly about the tabletop RPGs I'm working on. I don't know this website, nor do I know anything of import. Hopefully I can cook.
Itch.io Link:

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Have you looked at the V6 playtest? If so, what do you think?
I have, and I am Not A Fan.
It's less about the specifics and more about the broad general approach.
Let me explain: I liked v5. Not as much as I like v20, but I think that's an unfair comparison. v20 was essentially the fourth iteration on its framework, right? where they had been able to refine the vampire 1e mechanics over three more editions to get the very fine tuned end result that is v20, because they had the benefit of a lot of hindsight after seeing it in play. And, of course, material from 1e is still basically compatible with v20, as is material from the other wod gamelines up until that point.
So. v5 came out, and v5 is very much a break from this iterative process that lead from 1e to v20, right? It creates a new game engine with new structures. It's got some really interesting ideas, but it's also got some very heavy flaws. So, I like v5 a lot, but unlike v20 there's a lot of things in it that I think are obvious fixes in a new edition. So for a long time, my stance on v5 was "I look forward to the better version of this we'll get in sixth edition."
And sixth edition comes along, and I have been really excited to see how they'll build on the foundations v5 laid down, and...
instead, no, they're starting over from scratch all over again, with a system that's even more divergent from either v20 and v5 than those are from each other.
I am upset about the v6 previews less for what they are, and more for what they are not; they are not the iteration on v5 I have wanted.
But, okay, here's the thing. People talk about the lore changes v5 made, and I think that they massively overstate how much v5 changed the setting. The changes to the setting in v5 take basically 3 forms:
moving the timeline forward from the end-point at the end of Revised, and the result of events that happened in that extra timeline. The formation of the Hecata is the result of an in-fiction event that unified the various scatted Cappadocian bloodlines (and also the Nagaraja are here). The tremere's changed clan weakness is the result of the Vienna chantry getting blown up. Et cetera.
Consolidating things together. Most notably, with disciplines. Things like Serpentis being a form of Protean, Dementation being folded into Dominate, and so on. The one that makes people most angry is folding Obtenebration and Necromancy together into Oblivion, but I actually think this makes sense; both are overtly magical disciplines drawing power entropic from the dark umbra and the spaces below it (if they had included Daimonion in v5, it would also be a variation on Oblivion, because it likewise draws power from Spiritually Below). Likewise, rolling various bloodlines back into their parent clans and so on.
Expanding on things hinted at in earlier editions of v5 but not fully explored. A good example of this is Thin Bloods; there had always been talk about the very high generations being semi-mortal and having the ability to use the blood to create new vampiric powers; the thin-bloods in v5 are simply building on that.
So v5 is not actually that divergent in its setting from earlier editions; no more than the divergence between 1e and 2e, say. It exists in a continuity with them. Yes, the Giovanni have a new discipline spread now; this is the result of an in-setting event that shifted the nature of the Giovanni, similar to events like The Great Prank for clan malkavian or the Giovanni themselves becoming a clan and shifting away from the Cappadocian disciplines. Yes, vicissitude is part of protean now, but the vicissitude powers are still there.
Where I like v5, I like it because it's ultimately an extension of 1e-v20, just with new mechanics. The mechanics could use a new edition to tighten them up, but when I run a v20 game in the modern day, I use v5 fluff.
As much as the mechanics were new, the setting was still an iteration. Translating from 1e-v20 into v5 and visa versa took a little effort, but was doable.
Now. From what I've seen of v6, this is far less the case. From the - admittedly limited - preview materials, it seems like they're much more willing to play fast and loose with the setting and to change things for the sake of changing them.
I could list a bunch of specific changes they've made that seem incredibly stupid (eg: why do they imply that koldunism and chimerstry are the same discipline?) but that's not the point. No one change is the problem here, and some of their mechanical ideas seem good. Not all of them - doing an anti-wassail if your humanity goes too high is Fucking Stupid - but some of them could be interesting.
No, my problem is that they seem to be changing a lot of things extremely recklessly, meaning that I don't think v6 will exist as a continuiation of 1e-v5; the basic facts of the setting will be too distorted with little in character justification, meaning its setting is not compatible with the setting described in the earlier editions.
And maybe if I was more inclined to view it charitably, I'd be more open minded about the sledgehammer being taken through the setting. But on a fundamental level, I was never inclined to view it that charitably, because by being what it is, it actively shuts of the possibility of an improved v5, which is something I'd been actively looking forward to for a while. Conclusively shutting down that possibility gave it a much higher bar to clear for me to like it, and it didn't clear that bar.
Like in the vamp community, you see this talking point where because the vamp playerbase is split between v20 and v5, they had no option they could pick that would please everybody, which isn't untrue. But I like v20 AND v5, and building on either of those would have made me happy, and instead they've picked the secret third option which makes nobody happy.
and nobody IS happy, really. The only people I've seen who seem to have positive thoughts about it are people who, frankly, don't play World of Darkness and do play stuff like Daggerheart.
These are also my thoughts exactly. When I heard v6 was in the works, I was hoping it would be an iteration on v5 (which I actually prefer to v20 as a framework, but as you say needs more polish), and I was particularly looking forward to a new corebook because the v5 corebook is laid out so bad it pisses me off every time I try to use it. Instead we're getting something that I genuinely don't understand who asked for.
On the lore thing I also totally agree, I genuinely struggle to understand how the changes they're making for v6 can be reconciled with the existing setting. This feels like as much of a reboot as CoD was compared to the WoD, in that they're using some names and concepts but doing new things with them that seem unrelated to the old, or at least I can't see how they'd fit given what info we have on v6 lore as of now.
Also, why are the Giovanni back??? What did they do to my dear beloved Hecata?
"Who is this for?" is the big question I keep seeing asked.
I think the answer is that it's for people who like when things are new. Shareholders, idiots, and people not invested in the setting. The same audience they made the live-action moana film for.
I feel a bit silly saying it because I know there are obviously still good things being made, but I increasingly feel like the target audience for most new things is idiots yeah
I think we have to accept that White Wolf are firmly in the "completely lost the plot" era, alongside things like Magic The Gathering, Warhammer, Middle Earth, et cetera.
I kinda no longer want new things. When a new thing comes along, I probably won't like it, and it probably displaces something older that I did like, so I kinda just want things to Stop.
Maybe I'm just getting old.
I hate metacurrencies
I keep noticing parallels between how guitar players talk about theory and how TTRPG players talk about learning systems. "It'll stifle my improvisation" buddy you play the same 3 licks over and over.
I would love to know more about what you are talking about. Don't talk to many guitar people.
I've found both in teaching guitar and just talking to other guitarists while gigging that there's a reflex to call any suggestion of learning basic music theory elitist. This is in part a correct reflex. Music as a profession and hobby is rife with elitism. Still I'm always frustrated when I'm trying to learn a song from someone and they can't communicate their ideas beyond saying what fret the root note is.
This is much more of a problem with non-professional guitarists but it is everywhere.
Random anecdote but one time I was talking with this guy and I told him about a modal change I was practising. He kept insisting that modes weren't real and were made up to make people feel better than others. It was bizarre.
I keep noticing parallels between how guitar players talk about theory and how TTRPG players talk about learning systems. "It'll stifle my improvisation" buddy you play the same 3 licks over and over.

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now i can finally play as a vampire: the masquerade character in a tabletop roleplaying game
Nottinghamshire tree, one of Europe’s oldest and largest, fails to produce leaves after being stressed by series of hot, dry summers
Well-intentioned historical interventions have not helped its longevity. In 1904, props and metal chains were installed to support its branches. In the 1960s, hollow parts of the tree were filled with concrete to support it, while limbs were clad with lead, then fibre-glass and even treated with fire-retardant paint.
well that'll do it
or to be a little less pithy, groundedness means a sense of internal consistency, the idea that events and traits of a story or world are grounded in a coherent set of logics.
while realism means--exactly that, adherence to the specific logics of actual reality and its physics, logistics, etc.
there is of course nothing wrong with wanting realism in a story, but 99% of the people who say they do really want groundedness. like the vast majority of dumb arguments about asoiaf/got are its fans saying "its realistic" when they mean "its grounded" and people ridiculing them because it is in fact not very realistic (and not just because of the overt fantasy elements)
In my experience, another big part of the problem with talking about "realism" in fictional milieux is the product of a specific Type of Guy employing the term as a sort of semantic bait and switch, sometimes without consciously realising that this is what they're doing.
There's a particular recurring discussion of "realism" in media that goes something like this: "okay, but realistically the heroes would always win because they'd just shoot the villain while they're monologuing" – while refusing to acknowledge the obvious follow-up question: "wait, but if monologuing reliably gets you shot, where do all the monologuing villains come from?"
i.e., what we're really discussing is not a milieu which has adhered to some notional model of "realism" ab initio, but one which was apparently governed by the conventional tropes of its genre right up until the moment the character the person framing the scenario wants to win walks into the room, whereupon "realism" asserts itself.
Heck, there were folks doing this song and dance in the notes of the post this one is following up on, trotting out hypotheticals like "in a realistic fantasy setting the twelve-year-old chosen one would always lose because experience trumps skill and the power of friendship isn't real", implicitly taking it as given that in a milieu where this is true, people would still be handing out magic swords to twelve-year-olds.
It's basically treating those silly "How [Media] Really Should Have Ended" YouTube videos as a legitimate critical lens, and in circles where this song and dance is common, it leads to a lot of people reflexively shutting down the moment they hear the word "realism" because they assume (often quite reasonably!) that oh great, it's That Guy again.
Predictions for Dungeons & Dragons under Hasbro's management in the coming years:
Uma Musume style horsegirls introduced to the Forgotten Realms; setting's lore revised so that they've always been there.
Advancement rules now stipulate per-session XP bonus based on lifetime D&D Beyond purchase history.
Compendium of exclusive feat trees for specific gender and sexual identities. Bisexuality receives no feats of its own, being mechanically implemented as "half gay"; the resulting synergies are disgusting.
Editorial error in revised Dungeon Master's Guide accidentally refers to Dungeon Masters as Hasbro's employees.
"Noble savage" coding of barbarian class walked back, refocused on European folkloric touchstones such as the Ulster Cycle; all barbarian characters become Irish stereotypes.
AI-based DM service trained exclusively on work of Ed Greenwood launched; withdrawn a week later citing "guiderail issues".
Expanded discussion of navigating player expectations frames "not showing up at all" as a valid playstyle.
Dragon-blooded sorcerer subclass revised to state that one of the character's ancestors was "very good friends" with a dragon.
Didn't that last one actually get implemented into canon?
More TTRPGs need to come with a director commentary pdf, or dvd if we're feeling spicy.

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This is another experimental type thing, where I do a less structured (still structured!) more review-ey type thing. I know TTRPG reviews ar
Lengthy Ruminations on a mediocre tabletop rpg about vampires, nazis, and despite its objections, the Holocaust
I made a zine for bungie's Marathon, the extraction shooter released this year! It's an essay/exploration of the game and the girl playing it. It's 48 pages and features a ton of virtual photography of the maps and stuff. The essay is very lyrical and analytical and yeah yeah yeah.
Go check it out!!!
I said to a friend of mine that there aren't a lot of horror RPGs out there. And that might seem like a weird thing to say since it seems like there's games about vampires and werewolves coming out every other day. But let's really break those down. Most of them fall into one of three categories.
Dark Fantasy. This is just regular old adventure stuff with gothic or death metal aesthetics.
Urban Fantasy. This is just romance and action movies with werewolves and vampires.
Monster Hunter/Occult Investigators. Scooby-Doo mysteries with varying dials of grittiness.
When was the last time you picked up a plain old regular horror novel? Something by Barker, King or Koontz? They don't really resemble any of those things. Like what RPG would you play The Shinning With? Especially if you consider that Jack Torrance might be a player character?
My thoughts around this started when I re-read Dracula and couldn't help but notice that Dracula is hardly in the novel. After Harker's experience in the castle which is practically it's own novel, about 3/4s of the book is taken up by his assault on Lucy and everyone attempting to deal with it. And they deal with it mostly by trying to keep her alive while also coping with like their own problems (Arthur's dad dies, Seward trying to deal with Renfield (which for most of the book is treated like a medical case), Mina fretting about Jonathan's obvious PTSD). They aren't really doing anything about Dracula at all. But they're INVESTIGATING! Aren't they? Actually no, not really. The only one investigating anything is Van Helsing and he does it entirely elsewhere. In fact, Van Helsing kind of drops the ball because he refuses to tell anyone what he's up to because he's NOT the "seasoned monster hunter" some interpretations would make him out to be. He's just a guy with some solid folk lore background an he can't quite bring himself to believe what he suspects and he certainly isn't going to tell anyone else because that would be CRAZY. He doesn't tell anyone what he thinks until it's too late and Lucy is dead. He just uses everyone for proxy experiments. "Hang garlic everywhere and see what happens." And everyone else just does it assuming it's just strange folksy medical advice.
It's only the last quarter of the novel where everyone kind of gears up and goes on this "monster hunting" thing that so many RPGs basically model their gameplay on. (If fact, I think a lot of problems with RPGs is that they tend to model their rules on capturing the climatic feel of the last act of pop media instead of the dynamics of the middle act where all the interesting uncertainties are, but I digress). My point is every "Monster Hunter RPG" is just the last 50 pages of Dracula over and over again.
By shear coincidence I happen to read some Ray Garton novels right after Dracula and I noticed the same thing in play. Very normal people encountering something very weird and really only turns into "investigation and fighting" after someone close to them gets horribly victimized by whatever threat the book was about. If you like B-Horror movies I recommend Ray Garton because he never saw a horror film he didn't think he couldn't crank up to 11.
Around that time I started I started noodling around with an RPG idea I half jokingly refer to as "Middle-Class Professionals vs. Evil". Because that was something most of these books also had in common, including Dracula. They're about doctors, teachers, lawyers, graphic designers, real-estate agents, prison guards and so on. These are not Fearless Monster Hunters and Intrepid Investigators. These are guys having the worst lunch hour of their careers.
Then I had the chance to play @anim-ttrpgs's Eureka! Although Eureka still frames itself as an urban fantasy investigation game, it's really not in the way say Candle Obscura or Vaesen are. It's much closer to a Ray Garton novel or at least it can be. I got to play James Wakefield a high school teacher in their FORIVA scenario. And no point did I ever feel like I stopped playing "just a high school teacher". And no point to James become a Monster Hunter or Occult Investigator. He was just a high school teacher who wanted to know why bad things were happening to some kids at his school and that turned into the worst long weekend of his career.
I realized that Eureka was probably already about 90% of what I wanted "Middle-Class Professionals vs. Evil" to be, so I kind of stopped thinking about it for a while. Then for unrelated reasons I was reading up on Romance Scams and how difficult they are to stop once the victim is pulled in because the perpetrator is so remote and the victim quickly comes complicit in their own victimization. I was struck by how much it reminded me of the Lucy portions of Dracula (again 70% of the book). I thought, "This is what it should feel like to fight a vampire in real life. It should be this unknowable, mysterious presence you can't ever confront directly and all you can do is tirelessly attempt to shield the victim but you can't ever pull the victim out either."
And then last night I had a horrible bought of insomnia. Like, didn't got to bed until 5am insomnia. And in that sleepless fit a whole game just arrived in my head all at once (this is common for me). It's a GMless game about ordinary people desperately trying to defend a mutual connection from an assault by a supernatural creature they don't understand and can't ever confront.
It's literally the scariest game I have designed. Just imaging the procedures in action was seriously giving me a low-key anxiety attack which wasn't helping the insomnia. I managed to get it all down in the notes app on my phone and am working on transferring it to my computer properly. It requires a custom deck of cards which I threw together this afternoon and ordered a prototype off a POD card printing service so I can play this thing as soon as possible.
I call it, "God's Madmen" from a line Van Helsing says in Dracula. I have often said that good horror RPGs don't need "Sanity" mechanics because rational people acting under irrational circumstances will look like madness to any outside observer. The main characters of Dracula do wild things trying to save Lucy. They engage in experimental blood transfusions. They lie to Lucy's mom. They hold all night vigils. They decorate bedrooms in garlic. They hide things from each other and violate sacred trusts with one another. And that's what this game is designed to do. Turn ordinary people into "God's Madmen".
I think the FoundryVTT devs would be horrified if they knew the terrible violence I am doing to their interface. I'm sorry but my game doesn't use "Combat Encounters" with "Initiative". It has conflicts with simultaneous resolution so I'm just going to have to take a chainsaw to all this UI.
My little sister's new boyfriend got a tattoo for her about a month ago and he wanted matching tattoos so he decided to get uh. The tattoo on her ankle of her ex boyfriend's name that she hasn't gotten covered up yet
She broke up with him but I also just got the same tattoo
OK my dad also got it
DYLAN!
It took five months but we finally convinced my stepmom to also get it
My fucking manager got it

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for whatever reason tumblr has flagged this post from a deleted blog as explicit so I can't even reblog it anymore which is a shame because it's one of my absolute favorites
I’m not going to reblog the source because I don’t want to bring negative attention to someone but I just read that “the most important skill of a GM is pretending what happens is what you were planning all along.”
Absolutely not. This pressure to “be in control”, “‘maintain the illusion” and “be a magician” style advice is precisely why people are terrified to GM.
You have one job as a GM at the table. ONE. Play your NPCs and other situation elements with the same earnestness as the players play their PCs. That’s it.
The “plot” is what happens when your toys and their toys meet and uncertainties between them are resolved via the game at hand.
You are not responsible for anyone’s fun.
You are not responsible for anyone’s entertainment.
You are not there to stroke the players egos or service their fantasies or “story beats” or whatever self-insert wish fulfillment BS they have projected onto their characters.
Stop making GMing harder than it needs to be. Just play the damn game.