@my mutuals
Today's Document

if i look back, i am lost

ellievsbear

Origami Around
PUT YOUR BEARD IN MY MOUTH
let's talk about Bridgerton tea, my ask is open
Peter Solarz
Aqua Utopiaď˝ćľˇăŽĺşă§č¨ćśăç´Ąă

shark vs the universe

⣠Chile in a Photography âŁ
almost home
NASA
EXPECTATIONS

Kiana Khansmith
Jules of Nature
Sade Olutola
occasionally subtle
Claire Keane

blake kathryn

seen from Russia
seen from United States
seen from United States

seen from United States
seen from United States
seen from United States

seen from United States
seen from United States
seen from United States
seen from United States

seen from United States

seen from United States
seen from United States
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seen from Poland
seen from TĂźrkiye

seen from TĂźrkiye

seen from Brazil
seen from Brazil
seen from United States
@weshallrideatmidnight
@my mutuals

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How to talk to a âGamerâ
Consider asking the Gamer about their âSpecsâ, which is short for spectres. Gamers enjoy passing the time by discussing the various ghosts trapped within their âgamingâ contraptions. At this point, they will begin rattling off a long list of entirely meaningless numbers, letters, and phrases. This should give you enough time to prepare your sedative.
excuse me?

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You ever just think about something incomprehensibly massive and make yourself lightheaded and a little scared for no reason.
nah im used to it because of my enormous dick
Travis: *does a bit that doesnât exactly land*
Griffin:
Justin: *opens a beverage*
Griffin:
Griffin: *starts a yahoo*
Justin:

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Sorry if you've been asked this before, but what would your advice be to someone who wants to try out ttrpg development if they currently have no game design experience? Where should one start?
1. Start small. A lot of people want to write the next Dungeons & Dragons when theyâre just starting out, but⌠well, do yourself a favour and look at the page opposite the table of contents in your Playerâs Handbook. Even if you donât count illustrators, consultants, and the marketing team, thirty-four people are credited for that book alone â and the core rules span multiple books. A game of that scope is several yearsâ work for a team of dozens. Calibrate your ambitions accordingly.
2. Conversely, donât start too small. The other big mistake that folks make scope-wise is deciding they want to start with a one-page RPG. This is basically game design hard mode; itâs not impossible to write a one-page RPG that actually hangs together as a functional game as your first project, but you either have to be a very skilled editor or be prepared to do a lot of playtesting and revising to pull it off. Give yourself some breathing room.
I find a good starting point for your first game is to aim for something in the 4â16 page range â or 1000â5000 words, if youâre not aiming to publish in print. (For comparison, this response is about 850 words long.) If you find yourself exceeding that, reassess and see where things are getting away from you â youâve probably got a case of scope creep on your hands.
3. Start with premise. If youâre into mechanics, you might be thinking âhey, Iâve come up with a neat dice trick, I should try to build a game around itâ. Thatâs a good way to end up with a bunch of elegant math that doesnât actually add up to anything playable. Focus on what your game is about, in descriptive terms, and if you find an opportunity to slot in a neat dice trick, bonus.
4. Be specific. If you donât have a clear idea of what a typical session of your game is supposed to look like, thatâs going to come through in your writing, and people are going to look at it and go: âThatâs neat, but what do I do with it? What do player character actually do?â Your game should have an answer for them! D&Dâs core premise, for example, is a fantasy heist caper: 3â5 dysfunctional weirdos with complementary skill-sets break into a secure location and rob it blind. A narrow premise is better than a broad one when youâre starting out, and for heavenâs sake donât try to design a âgenericâ or âuniversalâ game on your first go; all game rules encode baked-in assumptions about how the game ought to be played, and if you try to get rid them, all youâre going to do is write a game whose baked-in assumptions you yourself donât understand.
5. Do your homework. Thereâs a phenomenon in tabletop RPG circles called the âfantasy heartbreakerâ, which is when somebody has a bright idea they think is going to revolutionise the hobby, but because their actual experience with the hobby consists of having read one specific edition of D&D, what they end up producing is just a very slightly modified version of D&D â and most of the âinnovationsâ they think theyâve come up with are just clumsily reinventing features that have existed in games that arenât D&D for thirty years, to boot. Itâs by no means restricted to fantasy â you see a similar trajectory in other genres when novice game designers start with some popular non-D&D game as their sole point of reference.
The only real thing to do for it is to expand your horizons, both to see how other games have tackled premises that resemble yours, and to expand your mental library of game design approaches. Actual play experience with a wide variety of games is best, of course, but if itâs not immediately practical for you to get it, you should at least read up. Iâve recently put together a reading list of free and pay-what-you-want titles I think are worth checking out if youâre not in a position to splurge on rulebooks at the moment.
6. Try for a game thatâs aimed at episodic or one-shot scenarios. Supporting long-form campaigns adds a whole extra layer of considerations and complications, and guidelines for advancing or levelling up are a stone bastard to get right even for experienced designers. Save yourself some headaches.
7. Donât spin your wheels endlessly iterating on refining the rules without actual play feedback to back it up. Playtesting is the most important part of the design process. If you donât have your own group, see if some of your online friends will volunteer to run a chat-room session or three and report back to you, or at least recruit some beta readers. The best time to start playtesting/beta reading depends on how fast you work, of course, but personally, I find that if a game has been in a vaguely playable state for a couple of weeks without any major overhauls, itâs time to stop tinkering and start listening.
Beyond that, thereâs not a lot I can say in terms of generic advice â anything further would depend on what particular sort of game youâre trying to write!
flower pride!!
also:
dumbass pride. youâre welcome
My bf walked in on me watching this and said, âwhy canât you like watch porn or something?â
Baby Firbolg Look Like Baby Yoda
BABY FIRBOLG LOOK LIKE BABY YODA
BABY FIRBOLG LOOK LIKE BABY YODA

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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Weird how opening spotify in a web browser with a decent ad blocker allows you to skip ads just like would happen if you had premium. Sure hope no one takes advantage of that.
Sure hope nobody modifies the hosts file in C:\Windows\system32\drivers\etc to block Spotify ads in the appâŚ
PSST! HEREâS A TUTORIAL ON HOW TO BLOCK SPOTIFY ON WINDOWS!
aw man I sure hope nobody learns to do that
thatâs so messed up that people would do that
in fact, letâs spread it everywhere so everyone knows not to do that
and everyone knows exactly what to do so that they donât do that
foolproof plan
I am an adult and a serious graphic designer