I've noticed that I really enjoy this aesthetic.

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I've noticed that I really enjoy this aesthetic.

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.
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āA Call to Adventureā David Petersen and Mouse Guard
Weasel warrior riding a fox mount.
Mouse Guard comic by David Petersen.
Mouse Guard by David Petersen
OC

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.
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This crew has serious intentions. Once in the crypt, failure isnāt an option.
a mouse... credit card...?
ttrpg session doodles
One of the most recent issues I've realized in ttrpg design I'm seeing when I look into new systems is the idea of Goals. This isn't to say games like Mouse Guard and Shattered Neon aren't good, but moreso that they have a glaring issue with Goals: people do NOT know how to write a goal to save their life. And like, I can't blame anyone for that. We live in a world its hard to think of what you'll eat tomorrow, much less what Leo the Serpenteater is wanting to do.
I'm not sure what solution to this is best. OSR stuff and AD&D tend to map goals to character levels so players know roughly what their character should want to do at any one time, ie "At level 9 a fighter can expect to try to make their own castle or barony". Mouse Guard notes very specifically that Goals are things that you could complete in one session. In Shattered Neon I did the opposite. Goals are instead Ambitions. Things your character strives towards but knows they may never actually achieve.
I don't think any of these approaches are perfect, but it is interesting to see how each approaches "how do you set a goal?" question people will have differently. Yet another example of why you need to play or read multiple games to make a good ttrpg.