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@weasterberry

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Ummm she's literally sensitive :/
its so corny and lame to see people advertising their work as "made by humans" like it's a selling point. like you are damning yourself with faint praise you realise that? bright (2017) was made by humans
Stephen King’s Fujo
yeah @sunderwight these tags are gold
you want to be mommy’s adjective noun, don’t you, pet name? you want to verb and verb for mommy like a good gender
you want to be mommy's weird potato, don't you, Brian? you want to skip and somersault like a good jester

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Disney's Hunchback of Notre Dame: Never judge people for how they look! It's not their appearance that matters, it's what's in their hearts!
Victor Hugo: Every man ever is an evil sex pervert. You understand me? Are you hearing me? All of them. Every single man. The bell freak? Evil pervert. The archdeacon? Evil pervert. That random guy you thought was hot? Yeah. You guessed it. Evil pervert.
I'm imagining a world where RPGMaker somehow made it as the de facto codebase for software and you have to navigate your banking app by walking around in a huge room full of NPCs named "make deposit" and "make withdrawal" etc and there's loud as fuck stock music playing
the dad kept buying it tho. #ally
these teenagers and their dog are trying ruin our money laundering business. no tony put the gun down were doing this the old fashioned way. were gonna dress up as monsters and scare them

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forcefem and forcemasc are OUT. we’re force-emoing tonight
reblog to make prev listen to my chemical romance and wear black ripped jeans and bad eyeliner. key word here is make. you WILL be emo
i was force-emo'd as a kid actually. when i was a young boy, my fa-
when i was younger i had a really bad fear of danny devito when i was going to sleep so my older brother gave me a watch that he set to like 8 hours ahead so that it was always daytime on the watch when i was asleep and he told me it would confuse danny devito and he would think it was daytime and get scared of the sun and leave me alon
Your brother is the best
Who the fuck changed this from vampires to Danny devito
the real question is why I was completely ready to accept that this person had a debilitating childhood fear of Danny Devito
World Heritage Post
*asks a question* *gets an answer* “im not reading that”
i love that it’s a carefully worded, well-written, non-inflammatory answer too. which asker wouldn’t know because they won’t read it. i love website
you are not going to believe what they did with Books
The amount of times that I've brought up how GMing is not a position that most ttrpgs treat as another player, but rather as a referee, and how I find that a problem, since you're forcing someone to skip playing for the other people to play, and Ive gotten the answer of "why dont you just rotate the GM position?"
THAT SOLVES NOTHING, sure, it makes it better. Its not the same friend skipping playing every week, but someone still has to skip playing.
Most modern ttrpgs ive seen either treat the GM as a referee that is supposed to follow the rules, or as an auteur that turns the game the players are going through into a performance. One is a computer and one is an artist, neither of them are gamers.
Older ttrpgs may treat the GM as an oppositional force to the players, but still gives them total power over the game, leading to the classic "rocks fall, everyone dies" situation.
GMs dont have a game to play, they don't have a win condition or lose condition, and they don't have obstacles set by the system to make reaching those conditions a game.
Draw steel and Daggerheart do have metacurrencies that serve as obstacles, which could be a great starting point. Draw Steel's Malice feels more to me like a difficulty dial players can shift, with the GM being only able to choose which Malice abilities to use, but Im also of the opinion that GMs shouldnt be left alone during combat, I make flowcharts for the monsters I make so that the GM can at least have a baseline of what the monster wants to do in every situation, and ideally Malice would be included there (the GM could always ignore it, but the flowchart is meant to mimic the decission process of a monster, even at the detriment of their combat skill if needed). Daggerheart's Fear does have a bit more variety, but its also very similar in its limitations.
Ideally the GM's game would be independent but entwined with the players' game, without being confrontational.
Right, ok, but you still haven't actually articulated a problem. You seem to assume that everyone wants the experience of "playing the game as a PC" and that this is the pure and true experience of TTRPGs that the GM roll exists as a necessary unpleasantness to facilitate but that's... wrong? actually? Like, if you have a group of people who want to PC a game and nobody who wants to run one then yes, absolutely, it is a problem. But only the same way that having a bunch of people who want to play sniper in TF2 without anyone wanting to play other classes is a problem.
A lot of people actually WANT the experience of GMing games. Of running them. Of designing and facilitating, or even just refereeing them. It's fun for us. I may sometimes want to PC a one to three shot type thing but by and large the experience I want from TTRPGs is the one provided by the GM role. Not the PC role. And no, you're right, the role is not the traditional gamer role. It's usually either referee, writer, or level designer but it turns out actually those are all fun and enjoyable experiences and none of them are a "problem".
I would also argue you're also wrong to say we don't have obstacles or win/lose conditions. We have both in spades from the players. You think designing puzzles and scenarios that are difficult enough to be challenging but not SO difficult to be unfair isn't a challenge? You think accidentally creating a TPK or roadblock is not a lose condition? That having the pieces you set up all fall into place isn't a win? That players do not love throwing obstacles at you every chance they get?
Like, if you don't personally enjoy the GM role that's totally fair. There are GMless games that are fun and interesting and worth checking out if that is your jam, but that doesn't actually a make the GM role a problem to be solved. There are tons of problems with the culture around GMing: how much burden and responsbility and work is heaped on their shoulders; how little the community sees THEIR enjoyment of the game as important; that fact that people DON'T see us as a player at the table but rather think of us as JUST a referee or JUST a computer or JUST an opposition to be waylaid and subverted. But the fact that the GM's experience with the game is different from the PCs is not one of these problems.
I think what youre saying very interesting. And youre right, some people like being the GM and not playing, but Im looking at this problem like a designer.
Im not saying the GM should play like a PC, what Im saying is that a game system should be able to provide an engaging experience to everyone on the table. Another reason Id want to gamify the GM position is because it helps with the learning curve of how to GM the specific system. Its a good way to tell the GM what they are expected to do.
In another post Ive also talked about how the figure of Game Master and Game Designer can be two different roles. You can design a whole prewritten adventure without running it, and you can run a prewritten adventure by the book without having to create anything. I really value the power to take decisions, and the fact is that if the Game Designer took their time to come up with a good adventure path, the Game Master doesn't need to make a single decision during the game.
As for the roles of writer and referee, I find that having a writer GM tends to overwrite the type of emergent stories the system itself provides, which may be a fun way to spend your time with friends, but I dont think counts as playing the game. It's a bit of a controversial opinion but Im willing to expand on it further if needed. The role of referee is something I also take a bit of issue with as a designer. If you step out of the ttrpg scene you can find similar figures in MtG judges, football referees, boxing referees, etc. But the thing is that those only become necessary during high-stakes games. Playing a casual game with your friends doesnt demand a referee, you and your friends can probably reach a consensus on how to interpret a rule if needed.
Ive spent a lot of time thinking about the role of the GM, and I feel like as a designer, that figure isn't needed at all, and that having one person for every five that want to play the game, having to miss out on playing its not fair for them as an expectation. Some people will do it happily, but I dont think its something i can ask as a mandatory requisite for playing.
Im aware my position is very extremist, but after being mainly a Game Master and Game Designer for years Ive suffered burnout over and over again. I love prepping encounters, designing npcs, coming up with cool adventure premises. But the thing that burnt me out everytime was running the game. I noe realize it was because I was fighting against the nature of the game and tried to force stories to happen instead of trusting the game, and when I tried to fix that as a designer I found myself struggling to find a goal for the GM.
I really think that this a very interesting discussion, and that there are people who enjoy GMing, and maybe once the role isn't required for most ttrpgs I can take a new look at the role and figure out what makes people enjoy it, but right now I feel like the need of a GM is an absurd requirement for any game to have.
Firstly I don't think you come across as rude. I just think you come across as trying to solve a problem of personal taste (you don't like GMing and don't think enough people do to sustain a gaming space) as if it was a fundamental problem with the nature of game design (that the GM role is somehow, de facto, bad) and I don't think that's going to get you the best outcomes because you're not looking at the problem from the right angle.
Trying to gamify the GM role, like you describe, is probably one of the worst options in my experience. Firstly, it already exists in a lot of systems. There are the ones you mentioned but FATE and FAE have been using metacurrencies to some degree for decades now (though they're more for making faustian bargains with players than limiting GMs outside of the number of times they can do it per session), I've played games with clocks that limit the GMs options based on them, and I'm sure I've played others but the outcome of these, in my experience, is not a great time as a GM because the role of a player and the role of a GM are often in conflict. Making a GM have to follow meta rules and have their hands tied often makes you feel MORE like just a computer adjudicating the game system's rules than when you have free reign because you're more constrained. I don't think that if don't enjoy GMing, creating a gamified GM role will make you enjoy it as often as it will just make the people who like GMing NOT enjoy it. Ruining the role for everyone. Often you're just effectively making the mtg judge perform a dice rolling minigame before making a rules call which still isn't letting them play MtG if that's their goal. it's just making judging more difficult.
I don't know how many GMless games you have actually played. It doesn't sound like, from this post, that it is a large number. If I'm wrong then disregard this section, but I really think you should go seek some out. The Job is my personal favourite (though admittedly that's partly because I love heists and short one shot type games) but Fiasco is probably the most famous and well tested/loved by the RPG community, followed by The Quiet Year among the more artsy/high concept types.
Fundamentally though I would say that the experience of a GMless game is different from that of a GMed game in a way that renders them different beasts. I don't think people who enjoy the experience of D&D/Pathfinder/World Of Darkness will be able to get the same outcome from a GMless game so the GM role still doesn't work as a thing to "solve".
Also, to address the "you can design without running and run without designing". While this is true, there are also people who like character creation and theorycrafting far more than actually playing some systems and people who have no interest in character creation or enjoy roleplaying and problem solving but not combat who will only do the section they like and then hand over their character to someone else to pilot through combat or just let the other person make their character for them and just start playing. Only engaging in one part of a role is not unique to GMing, even if it is generally more common.
northernlion was reading out a sweet note his daughter wrote him in kindergarten that said "i know my dad loves me because he's my favorite person and i'm his favorite person" and someone commented "circular reasoning"

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The most basic, intractable fact about mental illnesses is that you simply cannot willpower your way out of them. The only exceptions to this rule are the ones I have, which continue to disable me due to lack of determination and other grave personal flaws
Did you play AD&D? I can't remember how old you are, so hopefully that's not too offensive. If so, was a typical game really as hostile as people say it was?
That's one of those question where the answer hovers somewhere between "no, with a couple of massive caveats" and "yes, but not in the way most people think".
A lot of AD&D 1st Edition's GMing practices are pretty hardass by modern standards; however, they need to be understood in the context that the game's authors were writing for a target audience who mainly played the game in college wargaming clubs, where players would frequently transfer between groups and group sizes tended to be very large – six players per GM was considered a bare minimum, and up to a dozen player characters in a single party was by no means unheard of!
In particular, players would often bring their character sheets with them when hopping between groups, and it was considered a faux pas for a GM to reject an incoming player's existing character or request any substantive changes be made, so managing expectations could be quite challenging; even as late as 2nd Edition, the Dungeon Master's Guide contains extensive discussion of how to gracefully handle players bringing existing characters with them who aren't necessarily a good fit for the present game's tone or resource economy.
The upshot is that the culture of play these iterations of Dungeons & Dragons are targeting inherently obliges the GM to take a much firmer hand to keep things on track than a pickup game that draws players exclusively from within the GM's established friend group might – and to be sure, some GMs abused these expectations to act like petty tyrants, but some contemporary GMs do that, too.
A big part of the modern perception that 1E and 2E were extraordinarily player hostile, meanwhile, has nothing to do with the previously discussed GMing practices; rather, it emerges from the transition away from that culture of play in a slightly unexpected way.
In brief, back when D&D was mainly played by wargaming clubs, it was fashionable to run pre-written adventure modules competitively at conventions; the competition wasn't between players, but between parties, with multiple groups running the same adventure in parallel to contend for prizes. Tournament play sometimes chose its winners based on the fastest real-time completion of the module in question, or set specific objectives within the module which would award points when completed, a bit like speed-running or achievement-hunting in a video game (though neither practice existed yet at the time).
It was the survival module, however, that quickly emerged as the most popular tournament format. In a survival tournament, each player would provide or was furnished with a binder containing a fixed number of pre-generated character sheets, switching to the next character sheet in the set as each preceding character died; the winning group was the one whose last surviving character's corpse hit the dirt furthest from the dungeon entrance.
Many of 1E's most popular adventure modules, including the infamous Tomb of Horrors, were originally written as survival modules to be run at tournaments in conventions. As such, they were designed to kill off player characters both quickly and efficiently, so as to reduce the likelihood that the tournament would run overtime and get kicked out of the convention venue. When they were later cleanup and repackaged as commercial adventure modules, their text rarely bothered to explain any of this – who doesn't recognise a survival module when they see one?
The answer to that question, of course, is kids who didn't come up through the mentorship system of the college wargaming clubs, but taught themselves how to play D&D from first principles using books they bought at their local hobby stores – and when D&D's popularity unexpectedly exploded in the early 1980s, there were suddenly rather a lot of them!
These kids purchased the repackaged survival modules along with all their other D&D books; having no frame of reference, they assumed that these represented what a "standard" D&D adventure was supposed to look like – and since they weren't experienced players with whole binders full of pre-generated backup characters at their fingertips, the result was a lot of seemingly unfair total party kills, and a lot of kids concluding that the previous generation's GMs must have been objectively insane.
There is an additional amusing point of order here, which is the answer to the following two questions. I once had a discussion with someone in Gary Gygax's gaming group, who was involved in early TSR work a bit. Allow me to paraphrase my questions and his answers.
Why publish survival modules as your primary format of published adventure?
"Because that's what we had -- they were already laid out for publication. Why not publish them and make some money off it?"
Did it ever occur to you at the time that publishing adventures like these would shape the larger D&D culture's expectations of what play was supposed to look like?
"No, why would it?"
One of my favorite anecdotes about early D&D, from Blog of Holding:
"It’s hard to get that context just from reading the original Dungeons and Dragons books. If nine groups learned D&D from the books, they’d end up playing nine different games.
"Mornard told us about an early D&D tournament game – possibly in the first Gen Con in Parkside in 1978? Gary Gygax was DMing nine tournament teams successively through the same module, and whoever got the furthest in the dungeon would win. You’d expect this to take all day, and so Mike was surprised to see Gary, looking shaken, wandering through the hallways at about 2 PM. Mike bought Gary a beer and asked him what had happened – wasn’t he supposed to be DMing right now?
“It’s over!” replied a stunned Gary Gygax.
"Gary described how the first group had fared. Walking down the first staircase into the dungeon, the first rank of fighters suddenly disappeared through a black wall. There was a quiet whoosh, and a quiet thud. The players conferred, and then they sent the second rank forward, who disappeared too. The rest of the players followed.
"The same thing happened to the next tournament team, and the next. Players filed into the unknown, one after another. And they were all killed. The wall was an illusion, and behind it was a pit. Eight out of the nine groups had thrown themselves like lemmings over a cliff; only one group had thought to tap around with a ten foot pole. That group passed the first obstacle, so they won the tournament.
"Gary and his players couldn’t believe that the tournament players had been so incautious. But, to be fair, none of those tournament groups had played in Gary Gygax’s game. They had learned the rules of D&D, but they had no experience of the milieu in which the book was written. Of those nine groups that had learned D&D from a book, only one played sufficiently like Gary’s group to survive thirty seconds in his dungeon."
#ngl survival module sounds fun as fuck. maybe i gotta torture my current group a bit (via @nadaismus)
It's worth bearing in mind that tournament-style survival mode developed in the context of a version of D&D where you can create a new character and hit the ground knowing everything you need to know to effectively play them in just a couple of minutes. 5E isn't structurally terribly well-suited for the binder-full-of-backup-PCs approach, and it's definitely a recipe for disaster in 3E or Pathfinder unless your entire group consists of a very particular flavour of high-effort masochists.
It also bears mentioning that the current culture of RPGs encourages a separation of player knowledge and character knowledge. I, as a player, know that the big cat with tentacles out the back is a displacer beast, but my character doesn't, and the character that replaced the one the displacer beast killed. That separation, particularly with Survival Modules, was not the case back in the day. Characters had full knowledge shared between them, so if Dave the fighter got disintegrated by a beholder, Dave's identical twin brother now knew beholders have disintegration attacks. This is part of the reason why it was considered bad form for players to read monster books.
It's broadly untrue that the idea of separating player knowledge from character knowledge is a modern development. The practice descends to tabletop RPGs from the historical wargames they splintered off from; tabletop wargames which focus on accurately re-creating historical battles often operate on a gentleperson's agreement to refrain from acting on strategic information that your side's commanders couldn't reasonably have been aware of, or employing tactical doctrines which had not yet been developed when the re-created battle took place, and many early tabletop RPGs adopted similar conventions, to greater or lesser degrees. Heck, games like Paranoia were parodying those conventions as early as the mid 1980s! It's come in and out of fashion in mainstream RPGs over the past half-century, but it's not a recent thing.
It is, however, correct that there typically was no expectation of observing these conventions when playing survival modules in particular.
Oh, so that's where Munchkin got the idea of your identical twin turning up when you die in game.
Yeah, having your previous PC's identical cousin randomly come rocking up five minutes after you died is totally a thing that happened, largely as a response to the awkward transitional period where survival play was still in fashion, but the game's rules had become too fiddly for rolling up a new PC on the spot to be a pain-free process, so folks would just recycle their existing character sheet instead. You saw a lot of it in the 2E era!