How convenient it is to attach small, useful objects to your clothes at waist level

bliss lane

Product Placement
Claire Keane

oozey mess
The Bowery Presents

Kiana Khansmith

blake kathryn
Aqua Utopia๏ฝๆตทใฎๅบใง่จๆถใ็ดกใ

pixel skylines
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Discoholic ๐ชฉ
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Monterey Bay Aquarium

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@we-are-ringmaster
How convenient it is to attach small, useful objects to your clothes at waist level

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So one of the things that you don't notice about D&D until you start playing other games is that by its very design (and despite the complaints of almost every single dungeon master,) D&D conditions players to be passive and uninventive.
Think about it this way...If a player wants to do something, they require:
the DM to allow them to do so (either in their role as referee or narrator)
the mechanics to be arranged in their favour (everything from class builds to environmental penalties to limited use abilities)
the dice to cooperate
If any one of these things isn't checked off, the player simply CAN'T do what they wanted to do. How many times have players come up with a solution for a challenge that SHOULD work, only to be foiled when either DM fiat or poor dicerolls said no?
Unless itโs something theyโve speccโd their character to be good at, players become pessimistic about the outcome of their actions, so they donโt try things.ย They donโt speak up in dialogue because they don't want their uncharismatic character to roll persuasion, they don't poke around the room because their afraid their unperceptive character will trigger a trap.ย They wait until the DM HANDS them the answer
DMs lament that their parties arenโt taking risks (because risks are supposed to be where the fun is), despite the fact that theyโve thoroughly punished players for taking risks in the past. This problemโs gotten so badย Iโve had completely new players start compulsively checking EVERY room for mimics because d&dโs โgotchaโ attitude has pervaded out into the cultural consciousness surrounding the game.ย
Compare this with something like blades in the dark, which uses a d6 system where 1-3 is a failure, 4-5 is a success with a drawback, and 6 is a complete success. Thatโs a 50% chance of the player getting to do (at least partially) what they want, and thatโs before we get into tossing multiple dice or expending resources to affect the roll.
Games like BitD train their players to be proactive about making moves in story/gameplay because those moves have a (mechanically incentivised) likelihood of paying off. It's one of the reasons that one of the best D&D hacks that I've ever used is the Tales of the Valiant's version of inspiration, which encourages players to make rolls by giving you rewards when you fail.
Summer cocktails | theblondielocks
Zuhair Murad -ย Haute Couture Fall/Winter 2016-2017

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"children's program room" (2006), thousand oaks library
Engraved hare with moon and stars on an antique glass bottle.
Do you hear it? Do you hear it? Can you hear it?
official dnd post
@we-are-spore-druid
embarrassment is the cost of entry.
if you aren't willing to look like a foolish beginner, you'll never become a graceful master.
getting rocks thrown at you until you die is just part of the process. you can walk it off
The Sun, the Moon, and the Stars, by Greg Mort (1999)

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OP: It's Spring festival holidy, let me show you a human firework display. (cr ้ฑผ่่)
Joli Poli Couture
Faerie Haven by Devajoy Gouss & Julie Jumper
-via Faerie Magazine

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I saw the skirt, got super excited, and was not disappointed
Prev tags via @lostlegendaerie because I am LOSING IT at this
Encounter: โhi, Iโm Guy Faerie, welcome to the Flavor Forest on Dungeons Dragons & Drive-Insโ
handwoven chainmaille jester collar with draping chain ๊ฉ
up on my depop now!