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elizabeth holmes has been spotted soaking lady fingers in a clear colorless liquid. sources close to the entrepreneur claim she is working to "revolutionize tiramisu" by using just a few drops of coffee diluted in water. early testers described the result as tasting "like shit." undeterred, holmes insists that a breakthrough is imminent. her company, theramisu, is currently valued at $150.
If you say that you wanna see estrogen sold in vending machines then everyone assumes that's a joke and would have like major societal implications and cause all kinds of problems etc if it were allowed, but in a bunch of countries you can legit just like buy estrogen at regular normal pharmacies without a prescription or anything and it's fine. It's no big deal. It isn't even newsworthy.
I think an important part of the "D&D is easy to learn" argument is that a lot of those people don't actually know how to play D&D. They know they need to roll a d20 and add some numbers and sometimes they need to roll another type of die for damage. A part of it is the culture of basically fucking around and letting the GM sort it out. Players don't actually feel the need to learn the rules.
Now I don't think the above actually counts as knowing the rules. D&D is a relatively crunchy game that actually rewards system mastery and actually learning how to play D&D well, as in to make mechanically informed tactical decisions and utilizing the mechanics to your advantage, is actually a skill that needs to be learned and cultivated. None of that is to say that you need to be a perfectly tuned CharOp machine to know how to play D&D. But to actually start to make the sorts of decisions D&D as a game rewards you kind of need to know the rules.
And like, a lot of people don't seem to know the rules. They know how to play D&D in the most abstract sense of knowing that they need to say things and sometimes the person scowling at them from behind the screen will ask them to roll a die. But that's hardly engaging with the mechanics of the game, like the actual game part.
And to paraphrase @prokopetz this also contributes to the impression that other games are hard to learn: because a lot of other games don't have the same culture of play of D&D so like instead of letting new players coast by with a shallow understanding of the rules and letting the GM do all the work, they ask players to start making mechanically informed decisions right away. Sure, it can suck for onboarding, but learning from your mistakes can often be a great way to learn.
I think this also hurts group dynamics as well.
When you have people that have actually done some reading on the rules vs. people that just coast and foist the majority of the game onto the GM, it makes it appear like the more knowledgeable players are sweaty power-gamers or rules-laywers.
Best example I've got with asking players to make informed decisions was when I ran the Wilderfeast Quick Start. The GM has the info about what ingredients can be gathered in any of the regions, but the party then has to cook it. They know what the ingredient does and just have to make the decision on how they want to combine their ingredients as a party.
#i just wanna play a silly game#i feel like. gatekept. while reading this#i donât have the drive to read a several hundred pg game manual i just wanna play a game w my friends#like. itâs a game. play it how u want#jeeze
My point is not to say that people who don't want to learn the rules shouldn't play, only that people who don't actually know the rules aren't necessarily engaging with the game to its fullest, especially in the case of a relatively rules-heavy game like D&D, and that as the previous poster mentioned it can actually result in a bad rules dynamic where the DM needs to do more work due to player unwillingness to learn the rules as well as casting players who actually know the rules and can engage with them in unfavorable light. All of these are negative elements of the culture of play surrounding.
Like, there isn't anything meaningfully gatekeepy about saying "players who don't know the rules of the game aren't as good at playing the game as the people who know the rules of the game." Because playing games is a skill that can be cultivated and knowledge of the rules is an important part of that skill.
And respectfully, if the idea of learning the rules of D&D seems like an insurmountable task, you don't have to learn them, but you might actually gain something out of actually making an effort because it can make engaging with the game more rewarding for you. Or if the idea of learning the rules of a game that has hundreds of pages is an insurmountable obstacle, there are lots of games with much more modest page counts! D&D is actually relatively heavy as far as RPGs go but it's not the only RPG, and you can get rewarding mechanical engagement combined with cool stories for a much smaller time investment.
I actually want to dial in on the phrasing here, which seems - insidious isn't quite the right word - but really weasely to me. There's this reflexive attempt to position the writer as the victim, from the way things are phrased to the actual sentiment. "I feel gatekept" (note that its not "I have been gatekept") is a pretty transparent attempt to claim victimhood, and gain the reader's sympathies. Likewise "I just wanna" and such. But then you have the sentiment of "I just want to play a silly game" and this carries this, like, baggage that game design is *not worth* taking seriously. Same with 'play it how u want', it's working to undermine the idea that you could *care* about this stuff, and it positions taking the artform seriously as an act of aggression against the poor victim who just wants to *not think about things.* Which is to say its classic anti-intillectualism. "It's just a [song/tv show/book/game] don't take it seriously" is like classic anti-intellectualism, and generally comes from a fairly regressive infantalised place.
Which is a long way of saying fuck this person and fuck their slimy lowest-common-denominator bullshit.
D&D is easy to learn because people expect the GM to know all the rules. They don't need to learn anything, just let one person be the sacrificial scapegoat who heads into the DMG and figures out how fall damage works and whether encumbrance would be annoying.
They can set up the scenarios and build the maps and run the world. They already know the rest of the rules, so why not? They also know the stats for all the NPCs too, so might as well let them play everyone else
It's kinda their world and their game, too. So they can handle scheduling. My schedule is crazy, but they can figure it out.
What do you mean "learn a new game?" I don't have the time to learn a new game. I'm busy and D&D is so easy. We can play it how we want to.
I really don't have patience to the whole way of thinking the whole argument is based on. I'm just going to leave here this video by Matt Colville about the book Ellusive Shift
The gits of it is - no one EVER knew how to play this fucking game, people had arguments before the official first edition, the white booklets era. Most people played based on their own interpretation, then arguet about it in zines. All the crunch in the AD&D onward was Gary Gygax's attempt to make the rule for everything because he grew greedy and wished to kill the competition that built careers on explaining his crappy rules better than he did (also, he made AD&D to screw Dave Arneson of his due money).
In any other context I would agree with the proposed argument, but in D&D calling in question anyone's merit as conversation participant because they didn't memorize the useless numbers for useless rule that is only in this game to appease people waxing nostalgic over Gary's horrible, spite and greed-fueled design, is not only anti-intelelctual, it is openly spitting i nthe face of the history of the hobby to declare yourself as only one who knows better. Fuck that.
LBB D&D is only like that because it isn't a complete game: it assumes you already have and know Chainmail and Outdoor Survival at a bare minimum. Spiders LBB is an statistical outlier adn should not have been counted.
The first complete game - the Greyhawk supplement - is entirely straightforward and easy to pick up, and significantly simpler than modern D&D.
None of the early editions of D&D are hard to learn or obscure like you seem to think, so I assume you either have pudding for brains or are going entirely on hearsay rather than direct experience.
it is also fucking ridiculous for your argument to be "expecting people to read the source material is anti-intellectual".
Yeah, that response is a mess. Like, the initial thesis of this post was "people don't engage meaningfully with the rules of D&D and thus fail to cultivate important player skills," and people have since elaborated on how this is an issue with D&D's culture of play, and even articulated that framing this conversation as "gatekeeping" not only lets that culture fester but it's also extremely anti-intellectual. To try and frame the conversation that says "engaging with game texts is good and not bad actually" as anti-intellectual is such a clumsy rhetorical trick it's baffling.
Magic the Gathering is a game whose comprehensive rulebook is far, far, faaaaaaarrrrrrr bigger and more complex than the Dungeons & Dragons 5th Edition Player's Handbook.
I'd wager nobody in the entire world has ever read the full comprehensive rules of MtG as they exist today.
And nobody expects you to! If you go to a Friday Night Magic with a random deck you bought in a toy store, no idea what the rules are like, I'm sure you'll find people willing to teach you, even explain how to properly play your deck in particular.
If, however, you keep coming to FNM for weeks, if not months, and you keep asking basic questions, like what "Flying" means, or what a "+1/+1 counter" does, or how any of the cards in the deck you've been playing for months does, if you call someone who tells you you can't block with that creature because it's already tapped that they're a "rules lawyer" who's "gatekeeping your fun", if it becomes apparent that you're not making any effort to actually learn the rules of the game... nobody will want to play with you anymore. You'll be labeled annoying at best, an asshole at worst.
And that's the case in any dedicated gaming space. As an avid board gamer, there's nothing more infuriating to me than having to re-explain basic rules because someone doesn't listen, or explaining what certain cards/characters/units/items/whatever do because someone is too lazy to simply read.
And yet, somehow, in D&D, behavior like this is apparently not just accepted, but expected, nay, encouraged(!) by the player base!
And people wonder why we make fun of D&D players.
"I just want to play a silly game" is such an insidious way to phrase a statement about a game that requires so much effort from the DM. You might as well say "I just want to have a hot dinner waiting for me when I get home, is that so much to ask? I feel like I'm being gatekept from eating dinner."
You may not like cooking dinnerâI certainly don'tâbut I do know how to make cooking dinner easier for my partner. I can chop onions or grate cheese, I can grab things for them while their hands are busy, I can make a simple side salad, I can put away ingredients as they're used, I can set the table and pour the water, I can clean up the dishes after the meal is over. I'm aware enough of what's involved in making dinner happen that I know how to help even if I don't do the most difficult central activity.
Plus, if asked what I want for dinner, I don't respond 'ooh, let's have filet mignon! I want filet mignon!' when there's no steak in the house, because I maintain at least basic working knowledge of the ingredients we typically have on hand and I know filets are not among them.
I don't expect my partner to handle 100% of everything to do with dinner just because I don't like cooking. Why? Because having somebody make me hot dinners is better than the alternative, and I'm not an asshole who's going to take advantage of the fact that my partner would probably cook for us even if I didn't help. I can help, so even though I would rather have an extra 30-40 minutes of fanfic time, I get up and help.
This is the attitude you are being asked to bring to D&D. You don't have to have cooking skills or meal planning skills or hosting skills, but you do have to accept that those skills are important to making dinner. You don't magically become qualified to pronounce "making dinner is easy!" just because you know how to eat it.
I am genuinely very surprised how much support I see in this post. I don't want to descend into the histrionics of "you're gate keeping" / "you just want to play a silly game and can't bother to even read a rule!" just talk about the actual game.
D&D is, like at a theological level, about what is good for the table. If you've got wargamers who have read a dozen rulebooks about artillery rules, they can have fun together. If you've got five nine year olds who want to let out their inner id, THEY can have fun together (or complete adults with the attention span of a five year old.) You can bring your partner to the table if they're into it, or your mom who's never roleplayed before or your uncle who was never been the same since Afghanistan. They will all come at different skill levels, and D&D can easily handle them all.
It's a long rulebook people! Not everyone reads it before the first time they show up. You can roll either way.
Now, if you've got a table where everyone is happily at one level, but one person is sticking out like a sore-thumb at a different (lower or higher) skill level, AND they can't adapt to the situation, AND they're complaining a lot about it, well you have a problem player and you have to have some hard conversations. This is true as well for what content they want to see (the character wanting more sex, or less death), or general table talk behavior.
But I'm saying that means the big complainer at your table just might not be in the right place, not who is objectively write about rule books.
And when I read these posts, well I don't know your actual situation, but these posts sound like they're written by the person who doesn't fit in and can't stop complaining about it. (Which can even be the GM.)
The idea that D&D is ultimately about what is good for the table is one of those ideas that is trivially true but is also true of all other tabletop RPGs in existence and treating D&D as just a template that the group can mold into whatever shape they want is not neutral.
You're right in saying that if only one person in the group insists on knowing the rules and using them then yes, that person is likely the one with an issue with the table culture. But if that person is the GM my advice is that they emphatically should be running a game besides D&D, because D&D as the game that exists in the rules is clearly not the game for the group. This is where most GMs encounter resistance, because many groups want to play D&D in name and with the rulebooks there to grant the game legitimacy, but then because of the widespread culture of "the game is actually what's good for the table" often with the expectation that the GM will act as a game designer on the fly and alter the game the suit the group.
This is, ultimately, not a good dynamic to put the GM into in the long term and in my opinion it is a significant contributor to GM burnout.
The other manifestation of this is a group who does wish to play D&D with all the bells and whistles but who do not make an effort to learn the rules because an expectation is placed on the GM to be able to adjudicate all the rules on the fly.
If this were only a case of an individual player in a group who doesn't fit the table culture I would still ultimately suggest "that group should play another game," because games as they exist in the rulebooks do matter and game design matters, and a different game would with near certainty be a better fit for both the players who care about the rules as texts and the players who don't. To this end it is important for me to push against the notion of D&D as the default game and in fact promote the idea that D&D, the game as it exists within the rulebooks, is a very specific kind of game. In an ideal world this would be beneficial to both D&D and other games.
And of course different skill levels do exist and expecting a player to learn all the rules beforehand is a different kind of unreasonable, but that is largely besides the point. The point is that D&D, the game as it exists in the rules, is the type of game where there are quite a lot of rules and there are some obvious benefits in the form of being able to express system mastery to learning those rules. If a given group does not wish to engage with that side of the game that's not really to my personal detriment, but the fact that most groups treat D&D as the default game combined with people not treating it as a specific game with specific rules only serves D&D (not D&D the game, but D&D the property owned by Wizards of the Coast) to the detriment of the rest of the hobby. This is why I feel these ideas are worth pushing against. :)
I want to quickly argue against the conflation of "skill level" and "knows the rules".
I know the rules of soccer pretty well. Not all of them, but I know the basics; don't grab the ball with your hands unless you're the goalie, fouls can mean the other team gets a free kick, I even know about the offside rule.
I am not skilled at soccer. I played it regularly in elementary and middle school, but it's been close to 20 years since I practiced. And I was never that good to begin with; I just played for fun, mostly.
And that's fine, because I knew the rules.
It would be unreasonable to ban me from playing soccer at the park because I suck at soccer. It would be reasonable to ban me if I kept running to the other end of the pitch and arguing with the referee about offside, every week, for months on end.
And in my experience, quite a few people trying to play D&D are doing the equivalent of grabbing the ball with their hands.
It would be unreasonable to ask someone to perfectly optimize their character build and memorize the best ways to use their character's abilities in any given situation. But asking them to remember how their abilities work? That's just common courtesy.
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every political scandal has to be called ____gate now because 54 years ago a guy named blowjob told reporters there were bugs in the democrat offices
amazing things happening in late series columbo episodes
crossposting this meme from a discord server lol
Before influencers were a thing teenagers would base their entire personalities around Strong Bad emails

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How the hell are all the "play something other than dnd" people finding people to play these games with, especially irl? I have a collection of various indie ttrpgs but finding someone even interested in playing something other than 5e is pulling teeth (and i don't even mind 5e all that much, would just like to explore new systems)
Getting someone to play anything else but D&D5e is usually like pulling teeth yeah, and especially IRL you might be out of luck if you want it to be anything other than a grueling battle of attrition, depending on the pool of people you have access to at least.
I can invite you to the A.N.I.M. TTRPG Book Club where the whole point is to play things that are not D&D5e, but as for how to convince your friends to play other games, I might have a strategy I can offer. Granted, pure logic arguments are not often likely to have immediate effect if these were people you already tried and failed to convince, but that doesnât mean they wonât work ever. Changing someoneâs mind takes a lot of time, sometimes exponentially more time if they donât know what theyâre talking about (like talking TTRPGs with someone who has only played one single TTRPG).
The Two-Pronged Approach to D&D5e Extraction
Which one of these âprongsâ should come first is something youâll have to figure out for yourself based on the friend.
There is also a little mini-spike at the end you could also try but Iâm assuming that if you have to come to me with this message that that already hasnât worked.
The âAppeal to Funâ Prong
Ask them what they like about playing D&D5e. People who stubbornly only play D&D5e will usually have one or more of the following answers, paraphrased.
âI like that you can play a character and be anyone you want and tell a story in a fantasy world.â
As anyone who has played more than one TTRPG will tell you, this describes almost every TTRPG in existence.
Tell them playing a character and playing a game resulting in a story is not something unique to D&D5e, it is the case for just about every TTRPG and certainly the one youâre trying to get them to play.
In fact, different TTRPGs support kinds of characters and stories that D&D5e doesnât.
The idea that different TTRPGs (and D&D5e as well) has a lot of say over what type of character and story they produce and it is best to make characters tailored to the setting rather than just drop a blorbo in with no consideration for the situations the rules support might be a little bit advanced for them right now but you should try to get there gradually if you want to make sure they have a good time playing other TTRPGs.
âI like that you can problem-solve in creative ways that are not constrained by the limitations of programming like a video game.â
Same answer as above, just about all TTRPGs are like this.
âI like that it is a social activity you can do with friends.â
Same answer is above, just about all TTRPGs are like this.
âI like the tactical combat and character building.â
This is the first one that is not completely universal to all TTRPGs, and something D&D5e actually focuses very hard on. Ordinarily I would say that Pathfinder does the same thing just a little better, but it is absolutely imperative that a stubborn D&D5e holdout not play Pathfinder as their second ever TTRPG.
The fact that Pathfinder is just a tuned up version of modern D&D will often teach people that all TTRPGs are basically the same. Theyâll just get stuck in Pathfinder the same way they were stuck in D&D5e and it'll be considerably harder to pull them out the second time.
Iâd really strongly suggest a game that has tactical combat to some degree or another but in a very different way and/or setting.
Not all of these are âindie,â nor do they all have a significant focus on tactical combat, but my suggestions off the top of my head are:
Call of Cthulhu
Delta Green
Eureka: Investigative Urban Fantasy (we made this one)
Mothership
Lancer
âI like that itâs a game that is not just combat.â
You and I know that D&D5e actually is almost exclusively just combat because the rules, character abilities, and the situations the combination of these things incentivize are almost entirely consisting of combat, but donât say this right away, youâll lose them, because if theyâre saying this then theyâre probably having a D&D5e experience that at least partially ignoring/avoiding the rules in favor of, like, running a pizza shop or something and donât realize that this is an at-best inefficient use of a game with such a heavy focus on combat.
What you tell them instead is that many TTRPGs are not just combat and in fact many even have no combat at all or otherwise primarily support scenes/stories/adventures with minimal combat.
Iâd recommend off the top of my head:
Delta Green
Eureka: Investigative Urban Fantasy
Silk & Dagger: A Sensible Drow RPG (we also made this one)
Burning Wheel (this one might be a little scary for them actually but Iâm still mentioning it)
Monster Hearts
Apocalypse World
HOWEVER, before you make the above argument, make sure you ask them some questions about what exactly they mean by âcombat.â Many people, especially people who only play D&D5e, say âcombatâ not to mean âthe PCs engage in physical violenceâ but to mean âany situation where gameplay directly intersects with any rules at all,â and consider the opposite to be âroleplay,â meaning (to them) âthe parts of the gameplay that do not directly intersect with the rules." They learn this false dichotomy because âcombatâ AKA violence is the main time the rules intersect with gameplay in a combat-focused game like D&D5e and thatâs all they know.
If by âcombatâ they mean âthe PCs engage in physical violence,â go with the above argument. If by âcombatâ they mean âany time the rules directly intersect with gameplay and they gotta start rolling dice,â well, this is a problem and itâs going to often affect their ability to appreciate, well, almost any game, but immediately trying to tell them them engaging with the rules is roleplay will usually lose them.
Thereâs a few ways to approach this problem while trying to get them to play other games with you. The first is well, again the fact âthere are some times where the gameplay directly intersects with rules and you gotta make a bunch of dice rolls but other times where the PCsâ actions do not directly intersect with rules and you donât roll diceâ describes 99% of all TTRPGs.
The other thing is to ask them if they like âcombatâ or if they actively dislike and dread that part of the game. If they say they like âcombat,â you're golden, return to the beginning of this argument.
If they say they donât like âcombatâ - well, they probably would like rules-adjudicated gameplay that has rules that adjudicate situations they actually enjoy playing through, in which case return to the top of this section, but that is also just as likely to lose them. If you think it will lose them, I suggest trying to get them into a PbtA game.
I donât like them myself, and (good) PbtA games are pretty rules-adjudicated in their own way, but in such a way that doesnât usually feel like it is to the kind of people who have been conditioned by D&D5e to hate rules.
Iâd recommend off the top of my head:
Apocalypse World
Monster Hearts
Dungeon Bitches
Monster of the Week
The âWhy Not Play Something Else?â Prong
Ask them why they donât want to play any other TTRPG than D&D5e. They will usually have one of the following answers.
âI canât afford it.â
D&D5e is actually a uniquely expensive game, but they wouldnât know that if itâs the only one they've bought into (and thatâs one of the reasons WotC wants to keep it like this). Show them that the vast majority of non-D&D5e TTRPGs are less than half the price of D&D5e, and many are even completely free. Those that arenât free, if they literally canât afford it, they can usually be easily pirated although I strongly urge you to support TTRPG creators financially whenever possible.
âI donât want to/have time to learn a whole new game.â
D&D5e is actually a particularly complicated and difficult-to-learn game compared to most others, but they wouldnât know that if itâs the only one they've played. Whatever youâre trying to get them to play, it will take less time and effort to learn than D&D5e unless itâs, like, Shadowrun or something. I wouldnât recommend starting them out with anything seriously sparse on rules, though, as this can often cause people to flounder a bit. Try something with a mid level of complexity and a clearly written rulebook.
âD&D5e can already be adapted to anything.â
This is obviously wrong but just saying ânuh-uhâ isn't going to cut it unfortunately. I donât know if I have the time right now to write out an argument against this particularly snarled piece or D&D5e marketing propaganda, but just about any of the âgame design is realâ type of arguments i or others in the same circles have posted over the years should at least be a start.
âI am attached to the specific setting/characters/campaign my D&D5e group is already playing.â
The great news is that because of the above arguments about other TTRPGs not being designed to consume your entire life and bank account, they donât have to completely abandon D&D5e or their campaign to try out a few other games! You can play a variety of TTRPGs, you donât have to stick to just one forever. That would be like only watching one movie or only reading one book.
âI just donât want to.â
This is what youâll usually arrive at once you have exhausted all of the above arguments, the admission that they are just refusing to step outside their comfort zone. At least they are finally being honest with you. This is when you hit them with the friendship spike.
The Friendship Spike
You tell them youâre their friend, you really want to play a particular game with them because you think youâd enjoy it and think they might enjoy it too. You would really appreciate it if they would be willing to step outside their comfort zone and approach this activity that their friend wants to do with them with an open mind. If this doesnât work then, like, I dunno show them a few episodes of a cartoon for babies that has lessons about sharing and sometimes letting other people pick the activities.
*sigh* fine, fine, i'll be the new doctor who showrunner. bring me two twinks, britain's tallest woman, and 1000 pounds worth of alumininamian foil
Fan content idea for Eureka: Investigative Urban Fantasy: posting discourse about Yvette's streamer persona as if she was real, going so far as to make a YouTube channel dedicated entirely to drama related to Yvette.
5 hour long video essay detailing the one-sided grudge that minor league gaming streamer Gregory Penis (known for starting his streams by saying "What's up Penis nation,") held on Yvette because he felt that Yvette was snubbing him by refusing to collab with him
Me: Yeah so I've started a new sport, I got my first tattoo, I like the way I look and there's a lot for me to look forward to. It feels like since I started transitioning I've achieved more than in all the nearly forty years before put together.
Shadow the Hedgehog: Interesting. It's as if you've been wearing limiters this whole time and you realizing you wanted to live as a woman was what broke the limiters.
Me: Yeah, it's a lot like that.
Shadow the Hedgehog: Hmmm... tell me about this "estrogen."
Me: This is why I fuck with you Shadow
A.N.I.M. Patreon Rewards June 13th 2026 + 89%-off Subscription Discount on First Month
We had to move the changelog for the main Eureka rulebook out of the main document and into its own separate document for reasons. You can s
Sorry this is a bit late, Iâm supposed to be on vacation.
The biggest thing in this update for Eureka is that we have finished editing and revising the Witch Trait, though we are not strictly done with the Witch Trait. We plan to add a few more elements to it in the next work session that will flesh it out some more, give it some more unique character, and give it more options like the other Monster Traits.
Also, we had to remove the changelog from the main Eureka rulebook document and put it in a separate document. This separate document also includes some of our working notes as a bonus peak at what weâre working on.
The full changelog will still also be posted below in this post.
Oh also, until June 30th we are having a huge huge discount on the first month of patreon subscriptions. 89% off.
If you were on the fence about subscribing then now would be a good time.
Full changelog below

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Playing a Persona game where they force you to be male is a perfect simulator for the boymoder experience because guys act way too familiar with you and girls all keep their distance and everybody expects you to be a pervert and you just wanna get through the fucking day so you can rank up your social links and kill shadows and mothman is there
Eureka: Investigative Urban Fantasy August 13th 2026 Major Public Update
A TTRPG for deep character roleplay, realistic combat, player deduction, and secret monster antics!
This is an absolutely massive update to the public available itchio version of the game that is coming way too long after the last update considering especially I had wanted to start doing more frequent public updates.
This is possibly our largest update ever and there are so many improvements that Iâm going to be hard-pressed to figure out which ones to highlight in this post.
Due to issues with our word processor, we had to move some things, including the changelog, to separate documents. You can download them at the same place you download the rulebook theyâre just separate documents now.
Please, if you can afford to do so, pay at least a few dollars when you download the latest version of the rulebook. As an independent TTRPG studio we donât make a lot of money in the first place but itâs been especially dire the past year or so and weâre really counting on this update to get us some attention and income.
Since thereâs so much to cover Iâm gonna try to pick three things from each chapter of the rulebook to highlight. You can find the full unabridged changelog under the Read More at the end of this post.
CHAPTER ONE
1: Better clarified the Ticking Clock mechanics, again. This time it was to clarify that it isnât meant to create a timeline so much as it is meant to simplify time into a consumable resource.
2: Added a quote that really resonated with me to the Foreword. I felt this quote was very relevant to a lot of Eurekaâs theming. âEl con alas lleva al sin alas, y el sin alas bendice al con alas.â - Megalobox 2: Nomad.
3: The What You Need To Read section is now actually functional! If youâre just starting out and have limited time to read the entire rulebook, check this section for a breakdown of what the most important sections are.
CHAPTER TWO
1: We better codified how to determine when an Interpersonal Skill roll is needed in a conversation, based on the way the investigator is dressed, looks, and is acting. This means those things do make a difference!
2: Investigators can be roommates with each other now!
3: It is now generally easier for investigators to get food due to a few small updates here.
CHAPTER THREE
1: Rewrote how flashbangs work even though I donât think I have ever seen these used it was still a thing that really needed to be written better.
2: We updates Splash Explosions.
3: Better clarified armor.
CHAPTER FOUR
1: Consolidated the firearm attack penalties all into one place so that itâs much easier to reference now.
2: Added explicit rules about how characters can âhold their turnâ and also better clarified Reactions for like the fifth time. Reactions are something kinda hard to articulate but hopefully this time the rules text explains it well enough.
3: Overall much better balanced some stuff especially in regards to Knock-out Blow which is an ability that has given us constant trouble when trying to make it not be the very best option in every situation.
CHAPTER FIVE
1: Thereâs only one change here and itâs that thereâs a new adventure module: A Horror New To This World. (Link)
CHAPTER SIX
1: One I am personally really excited about is how we finally made a distinction in the mechanics themselves for how damage reduction works differently for vampires than it does for wolfmen. Vampires now start taking Injury Rolls earlier in their HP track to represent how they arenât actually any more durable than a normal person. This means that unique Grievous Wounds like decapitations and things like that are able to actually come into play more often.
2: The Witch Trait has been completely overhauled to include a ton of optional features for different origins of where the witch learned her magic and what other witches she has associated with. Each gives slightly different True Natures and different bonuses and penalties to certain things witches can do. Witches also optionally have âagendasâ which are additional goals set for them usually by the other witches they know. Completing these gains them Eureka! Points. They are randomly rolled, and the rulebook explicitly gives the Narrator a lot of leeway for contextualizing them within the adventure module being played. The Witch Trait also has a lot of new curses and potions.
3: The Mage Powers have also been totally overhauled with most of them getting a complete rewrite for better codification as well as additional Eureka! Point abilities.
Full changelog below including a lot of stuff I didnât mention before!