joined a vtm game recently and my first action once arriving to the city was get into a flailing slapfight with another neonate on elysium grounds and call the keeper Mr. Clean, my toreador is over here making good first impressions
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@therpgconnoisseur
joined a vtm game recently and my first action once arriving to the city was get into a flailing slapfight with another neonate on elysium grounds and call the keeper Mr. Clean, my toreador is over here making good first impressions

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Dungeon crawling game set in a domain where the law of the land states that all hoards, troves, sacred relics, cursed rings, talking swords, and other unclaimed treasures are the property of the Crown, with the retrieving party being entitled only to a modest finder's fee, and also it uses XP-for-gold advancement specifically pinned to the percentage of retrieved articles' value the character in question is able to legally claim; much of play thus consists of fabricating legitimate-seeming provenances for retrieved treasures in order to obscure the fact that they were pried out of a dungeon and thereby defraud the King.
(No, this is not "yet another tax fraud premise". Circumventing state ownership of unclaimed hoards is a different thing – more forgery and less math, for one!)
Sometimes I feel like just putting actual Cthulhu in D&D kinda waters down the more "native" Lovecraftian elements of the game, like aboleths, slaadi, gibbering mouthers, Tharizdun, etc.. And no offense to Bruce Cordell, but I feel like the Far Realm has done a good bit of damage by sort of isolating cosmic horror from the regular multiverse and putting it all in one big impossible box. Have we truly lost the sense of wonder that going to other planes should evoke in us?
What are some of your favourite Lovecraftian elements of D&D that aren't just stuff directly from the Cthulhu Mythos?
The lady of pain i feel is kinda lovecraftian and can be preddy cool at times when left mostly mysterious
I think the "joke superboss that looks exactly like a tutorial mob" trope from JRPGs could be productively adapted to all tabletop RPG settings. D&D campaign setting where the highest-level character in the world is a random goblin living in a fishing hut on a river just outside the player characters' home town. There's no complicated backstory explaining why this random goblin is like a 25th-level ranger – they just are.
hey so we added an option to this game. it's a weapon that's stronger than other weapons but it comes with a big drawback. not to worry though! if you get this build option, you can ignore the drawback entirely. wait. actually we have to balance the weapon around ignoring the drawback, so we're making it less strong. wait. now the ability to ignore the drawback is just an arbitrary tax for using a weapon that isn't meaningfully better than alternatives. wait---
This is weirdly common for crossbows in particular

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Discussion about Types of Guy in tabletop roleplaying groups is always "the Rules Lawyer", "the Method Actor" and never "Guy Who Always Plays A Human And Invents New Setting-Specific Slurs For Their Character To Call A Specific Type Of Nonhuman Characters" even though I see the last one a lot more.
Snake Eyewear by GuiFou
Albert Wesker drip
This is the type of shit followers of set wear in vtm art
The sheer resistance in certain circles to the idea that most big-name D&D podcasts are at least partially scripted is perplexing to me because, like, look at the fucking production values. Yeah, it was cool when the party leader biffed that last-ditch Diplomacy check to prevent a battle no-one wanted, but when the GM proceeded to wheel out $1800 worth of Dwarven Forge terrain and a custom 3D-printed minifig for their reluctant foe, it's crystal clear there was no way that fight wasn't happening.
Exercise a little reading comprehension, folks. This post isn't saying "D&D liveplay podcasts are 100% scripted". It's remarking on the tendency of certain D&D liveplay fans to get tetchy about the idea that they contain any scripted elements at all. Whether your home game also contains planned scenes isn't relevant.
Some ways ive seen ttrpgs handle aging and my take on it:
1- no mechanics given, characters are implicitly asumed to be young adults with little life experience prior to the games events (boring, do more)
2- no direct mechanics but the system has enough to it that the effects of aging can be represented through chargen choices, characters not asumed to be of any particular age (fine i guess, really baseline expectation)
3- young adult is default but you can take being a teen or old as specific hinderance conditions with particular effects (not great, better than 1 for giving the option but having age, young or old, be portrayed in purely negative terms is obviously problematic)
4 - varying stages of age are represented in mechanics with both positive and negative aspects to each, players can freely choose among them, usualy the stages are young (teen), mature and old but in some cases ive seen a game give 7 age group ranging from toddler to at constant risk of dying of old age at a moments notice (love this, having this options rocks)
5- not only there arent mechanics but the author got really into fitness in his 50s and now doesnt belive in the concept of aging and will spend a few paragraphs of an already bloated book talking about how ripped he is as an old man (shut the fuck up Phil, hire an editor)
How to modify D&D 5E to play just about anything
Go to a game store
Navigate to the dungeons and dragons section
Turn your head approximately five degrees either to the left or to the right
The books on these shelves are also tabletop roleplaying games. Many of them already have exactly what you're not getting from D&D 5E
In online stores, simply uncheck the "Brand: Dungeons and Dragons" box instead of turning your head approximately five degrees

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I feel like some people are gonna use monte cooks world of darkness as justifying precedent for that dnd 5.5 vtm thingy thats comming up and i dunno i feel like mcwod had some creative intent behind it, being an entire playable game and world that was barely compatible if at all with 3.5 while the new thing seems cynical in intent
One definetly wrong opinion i have on rpgs but i cant quite shake is that superheroes are a genere thats nearly imposible to do on ttrpgs well.
I dont know if its because of fundamental issues with the genere or if it comes from having played a lot of Superheroes inc. first edition in my formative years. A game that, to put it lightly, kinda sucks
Everyone touts masks as the good super rpg but i got a lot of the same bad feel from it as with other more traditional ones like mutants and masterminds
There was a world war 2 game that kinda worked, name escapes me, but the thing about that one is that it was esentially more a game about being a ww2 dnd adventurer rather than a superhero
City of mists is the one id argue works the most but only when played as a weird noir type thing rather than a proper superhero game
My conclusion is that the problems with superhores as a genere just get magnified when applied to an rpg
Or maybe i just dont like superheroes
Off the top of my head issues that get in the way of supers games being played straight:
Power disonance between characters, this can be solved by making the game more "narrative" for lack of a better shorthand. Masks does this, but i think this in turn makes something to be lost from the genere as power/utility gaps often can drive interesting situations
The "why dont they do this?" Problem, it hard for a lot of players not to act outside of the very narrow behaviour that makes up supers fiction, this fucks up the tone and youre no longer playing the intended experience. I get the temptation of going all black summer on the game but its more than half of the games ive seen go to
Deflated stakes as it was pointed out in the notes, some supers game feel really foam swordy in the fights to preserve the inocence of the genere and that has its own issues
Established universes can be a bitch to run for supers because of how bloated they are
That interview with alan moore where he says supers are inevitably kinda fashy
One definetly wrong opinion i have on rpgs but i cant quite shake is that superheroes are a genere thats nearly imposible to do on ttrpgs well.
I dont know if its because of fundamental issues with the genere or if it comes from having played a lot of Superheroes inc. first edition in my formative years. A game that, to put it lightly, kinda sucks
Everyone touts masks as the good super rpg but i got a lot of the same bad feel from it as with other more traditional ones like mutants and masterminds
There was a world war 2 game that kinda worked, name escapes me, but the thing about that one is that it was esentially more a game about being a ww2 dnd adventurer rather than a superhero
City of mists is the one id argue works the most but only when played as a weird noir type thing rather than a proper superhero game
My conclusion is that the problems with superhores as a genere just get magnified when applied to an rpg
Or maybe i just dont like superheroes
One definetly wrong opinion i have on rpgs but i cant quite shake is that superheroes are a genere thats nearly imposible to do on ttrpgs well.
I dont know if its because of fundamental issues with the genere or if it comes from having played a lot of Superheroes inc. first edition in my formative years. A game that, to put it lightly, kinda sucks
The really funny part about these interminable "why does the game's culture of play MATTER if everybody is HAVING FUN" arguments is that they always ultimately boil down to dismissing the fact that being treated as a human Xbox is miserable for the GM by framing the GM as a lone malcontent in an otherwise-harmonious group – yet if the GM in question actually followed the thread of that argument to its logical conclusion and removed themselves, in a culture of play that expects the GM to do all the work, there is no game.
You phrased it so much better than I ever could!

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continuously wild to me that “you will be better at a game if you know the rules” and “if you hate the rules of a game, you might better enjoy playing a different game” always seem to make people so mad.
It's a bit weird yeah.
Wait, so...Why DID 4E underperform? Or is that outside your expertise here? (No shame if so, you're a game designer, not a market analyst. You can tell by the having a soul).
(With reference to this post here.)
There were a couple of major factors in play there.
First, a big chunk of Dungeons & Dragons 3rd Edition's popularity had come about due to robust third-party support, published under the auspices of Open Game License (OGL). Dungeons & Dragons 4th Edition, however, was not licensed under the OGL, being subject to a much more restrictive license imaginatively titled the Game System License, or GSL. Hasbro reportedly refused to negotiate with existing third-party publishers to get them on board with the GSL, or to offer transition support of any kind; instead, they simply demanded an immediate halt to the publication of all 3E material, and attempted to bludgeon publishers into compliance by threatening to yank their trademark authorisations (i.e., the agreements which allowed them to put the "D&D compatible" logo on the covers of their books).
Predictably, this approach was not well received. The largest of 3E's third-party supporters, Paizo Publishing (now Paizo Inc.), elected to produce their own game which was statblock-compatible with 3E in order to provide a venue for other publishers to continue producing OGL material; many of their peers decided to gamble on Paizo's plan rather than play ball with Hasbro, and this is how we got Pathfinder. Hasbro's behaviour thus caused D&D's third-party support to crater nearly to zero with the publication of 4E and created D&D's largest competitor.
Second, 4E was badly behind the curve on digital availability. Shortly before 4E was scheduled to drop, the digital masters (i.e., the files provided to printers in order to manufacture the books) were leaked on file sharing networks. Hasbro responded by panicking and ordering an immediate and indefinite halt to e-book publication of D&D material (in spite of the fact that the leak had demonstrably originated from their print production arm rather than their e-publishing arm), even going so far as to refuse to honour pre-orders for 4E's now cancelled e-book version.
Combined with a series of mismanagement-induced delays which caused 4E's virtual tabletop tools to miss the game's publication date entirely, and a decision to paywall what few first-party resources did manage to hit their target behind a monthly subscription, this resulted in 4E being available exclusively in print for the first two full years of its lifespan, at a time when D&D's competitors – including the aforementioned Pathfinder – were literally giving their core rules away in digital form for free.
As you say, I'm no market analyst, but I have a strong suspicion that "alienating practically all third-party publishers for a game line which was critically dependent on robust third-party support", "being the first edition of the game ever to face significant direct competition", and "making a game which dropped in the middle of the worst economic recession in thirty years available exclusively as an expensive printed set" resulted in the 4E stepping up to the plate with three strikes already against it. Add to that the almost comical ineptitude of Hasbro's advertising for 4E, and the usual drama of any major edition turnover, and... well.
"But what about the rules" sure, there were some issues with 4E's mechanics, but you need to understand that "4E underperformed because people hated the rules" isn't just a convenient narrative for edition-warring grognards; it's also a fiction which Hasbro itself has tacitly embraced, because the alternative is acknowledging that their publishing department repeatedly shit the bed on 4E's rollout.
@crashional-thinker replied:
this kind of thing sounds like something that would kill d&d as a franchise entirely with how badly hasbro fumbled it, so i'm surprised to see 5e not only still kicking, but also still the primary force to the point that people will say "homebrew 5e" for anything. what's up with that?
"Commercially underperformed" doesn't mean "failed". Dungeons & Dragons 4th Edition was still the single best-selling tabletop RPG on the market every year of its lifespan. The idea that nobody bought it at all is another of those edition-warrior myths.
#The lead for 4e committing murder/suicide ddidn't help. Killed the project and the other tools supposed to support it got abandoned. (via @kalianos)
I've touched on this elsewhere recently, but that's a myth based on misreporting of the murder of Melissa Batten. The killer, Melissa's husband Joseph, was lead developer for Gleemax, a planned walled-garden social networking site for Dungeons & Dragons and Magic: the Gathering players; however, he was never on the D&D Insider team (i.e., the one responsible for 4E's online tools), nor were his actions a precipitating factor for the cancellation of the Gleemax project, said cancellation having been publicly announced the day before the murder.