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@wrapping-rags
Should I pick up this blog where we left off three years ago?
Yes
No

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I want to make a dungeon game but I'm not sure how I should handle the settler-colonial implications of "going into an Unexplored location, killing its inhabitants and robbing them". Any tips?
If I'm being completely honest, I just don't think I'm the right person to ask about it because, while I do have a bunch of thoughts about the underlying political implications of the gameplay structure of dungeon games, I'm not particularly inclined to try to fix them.
I have accepted that a lot of the elements of dungeon games whose underlying implications I find to be ideologically questionable are the exact same elements that make dungeon games fun for me from a gameplay perspective. The entire shtick of PCs in a dungeon game is essentially "get rich by plundering Uncivilized places and bringing that wealth back to Civilized places", and some of the most fun gameplay happens when you lean into that job description. The entire dichotomy between "wilderness" vs. "civilization" where Civilized places are small havens of safety in a sea of untamed wilderness, which is dangerous and unexplored and waiting for brave adventurers to plunder it and extract wealth from it which they then bring back to a Civilized place is like. Dripping with settler-colonial implications no matter how you slice it, and yet it makes for a very satisfying baked-in gameplay loop.
Simply put, a lot of the things that make dungeon games fun for me as *games* come from things that, at the core, don't align with my real-world politics, and will never align with them even if I were to try to spend all my creative efforts trying to hammer them into that shape. And I'm fine with that. It's not even like dungeon games are unique in that regard. You could say the same about like. The vast majority of shooters. Or survival crafting games. Or like almost every single action movie I have ever enjoyed. I choose to simply acknowledge this and sit with that discomfort rather than spending my creative efforts trying to square that particular circle.
Now, if you *want* to try to square the circle of making a dungeon game with Good Politics I think the most I can give you is advice about what NOT to do: A surefire way to end up with a game that has just as (if not more) fucked up implications is to acknowledge the fucked-up amoral nature of the actions the a standard dungeon game has the PCs engage in, and go "okay but what if they were targeting all those fucked up actions at people/creatures who Deserve It". You will *not* solve the problem of making a dungeon game with Good Politics if you go the route of trying to find the correct Ontologically Evil target, all you're going to do is show your ass about your unexamined ideologically questionable politics. Whatever idea you can come up with on this front has already been tried and turns out it had equally (if not more) fucked up implications, and we know this because unfortunately this is the route that most people trying to square the circle of Dungeon Game But With Good Politics end up deciding to go.
the closest youâre gonna get to a dungeon game minus the colonialist vibes is like. âthere used to be a wizard and somebodyâs gotta go clear out their tower before the fucked up wizard experiments get looseâ. which is a perfectly fine premise, but also itâs one premise for a dungeon. and for a good dungeon game, you need lots of different sorts of dungeons.
but ultimately, youâre trying to find a woke version of breaking into somewhere in order to kill and rob the inhabitants. which uh. might be difficult. even if you cut out any intelligent or otherwise person-ish enemies, youâre still left with âbreak into a rare ecosystem in order to slaughter the local wildlife and plunder the resources availableâ.
One thing that makes me kinda sad is seeing people who feel like TTRPGs just aren't for them because they bounced off of some element that is clearly just a symptom of them trying out D&D5e. Like people who have had a hard time with learning the rules would probably do well with any system where the rule formatting and play culture around learning them aren't a mess. One friend of mine didn't like waiting a long time for turns to come up in combat, not even knowing that many games don't even use a turn-based structure.
A lot of D&D5e defenders on here like to claim that asking someone to learn a new system is "gatekeeping" somehow, but I'd argue that acting like one game is emblematic of the entire medium to the exclusion of people who don't click with that one game is way more meaningfully a form of gatekeeping, even if it's fully unintentional.
I strongly believe that not all RPGs are gonna appeal to everyone, but there is an RPG out there for everyone, and I just hope that people who haven't clicked with the most common option to be introduced to can find something that works for them.
5e is gods best gift to gatekeeping. It scares people away on its own, and holds the majority of the rest away from the actual hobby.

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"Games are art" doesn't just mean "games are good," to me it also means "games have meaning and deserve to be looked at as pieces created by people that actually reflect the circumstances of their creation." This means looking at games critically beyond a lens of "is it good on the scale of gameness?"
The Call of Duty games are actually popular not just in spite of their quality, but they're actually well-crafted games. However, there is merit in critical analysis of them that goes beyond "how many graphics" and "how much gameplay," but also looking at them via their quite real connections to the US military and how they basically mirror the ideology of the US military. This doesn't mean that you should treat the Call of Duty games as infohazards which will turn anyone who interacts with them into drones for the US military, but as reflections of real ideologies that are larger than the players themselves.
And like, there's a lot of art that carries ideologies that when transplanted into the real world would be morally repugnant to me, but as works of art they are worth engaging to me. Old-school D&D doesn't actually describe a real world but the fictional folks and structures used to populate it still say something about the people who made it, their priors, and what concessions they were willing to make in the fiction for the sake of gameplay.
This is something you should keep in mind when someone makes a point like "well the orcs/bandits/cultists deserve it because they did bad things in the fiction." These are in-setting justifications, ultimately come up with to frame the narrative of the game as heroic. There's not a lot of interesting ground to be covered in discussions of "how do we find an enemy in D&D player characters can kill without it morally compromising players" because the game isn't a cursed tome that'll turn you evil for engaging with it. What's more interesting is "what kind of priors went unexamined to uncritically make bandits/cultists/orcs the default enemies instead of, say, the lord's soldiers?"
And an unwillingness to think about these things doesn't make anyone morally deficient; however, in my opinion an unwillingness to entertain these ideas or an aggressive and vitriolic rejection of these lines of thought may be indicative of intellectual incuriosity and ultimately I feel it emerges from a similar place as "D&D must be woke or it'll infect me:" D&D must be protected from evil criticisms because otherwise D&D may seem morally deficient. Which is like so far besides the point.
And at the end of the day, I enjoy D&D when it's basically fantasy cops and robbers, or robbers and other robbers: it's a game of accumulating power by killing creatures and stealing their stuff. It's a really fun and I would even dare say good game when played that way. The reason I caution against approaching D&D from the point of view of "we must find the right type of monsters our characters can kill with moral impunity" is because you might accidentally end up from going from one unexamined trope to another but more importantly part of the buy-in of D&D is accepting that D&D the game as it exists thinks certain classes of monsters (and as we know from earlier, more equal opportunity editions, Men are also Monsters) are okay to be kill. It's literally fine, you won't be morally compromised for engaging with the game as is: but also, if you're fucked up like me you might find joy in thinking about "hey isn't it weird how this medieval fantasy world looks more like the American frontier than an actual medieval society?"
Equiping an armor tutorial
i'll prob make more bc i love talking ab armors
Iâm glad that OP:
1) Figured this out.
2) Shared so others can learn from their mistake.
Looking through some old Judges Guild stuff, opened the Character Codex and was met with this absolutely phenomenal illusionist by Jennell Jaquays. Such flair!
That's it, that's the post. Just needed everyone to see the illusionist.
After enough posts on the nature of violence in D&D and how it's often racialized and even when it isn't (not orcs, bandits!) it still necessitates some class of being who it's okay to kill and how that has Implications, you start to wonder if The Underlying Problem Which Fixes Everything If Changed is just the assumption that the players are in fact literally killing everything they fight.
Like I was reading Fabula Ultima and they make a point that the players should be heroes, not hack and slash tourists, and explicitly make the point that 0 HP means "defeated" which can just as easily mean knocked out or disarmed or scared off or surrendered or dazed and falls into a garbage can as it can mean kill, and the players should not only consider if they should kill, but have to specify when they are killing someone. Which then gets me thinking about how Unknown Armies' chapter on combat opens with several paragraphs about how to de-escalate a fight or get what you want without violence. Both of which make it very conspicuous that in D&D the default assumption is that you're killing people unless you specify you're dealing nonlethal damage (or going for a knockout in editions without nonlethal damage), and that HP is some nebulous abstraction of literal flesh wounds and lucky dodges and morale and exertion from blocking and dodging, but hitting 0 still means lethal injury.
Obviously there would still be implications to violence both in how it's used and who it is used against, but I think one of the core snarls here is that a lot of D&D players operate under the assumption of pulpy lighthearted adventure heroes who beat up bad guys, while also indulging in gratuitous bloodshed and juicy depictions of killing ("how do you wanna do this"). A dissonance on par with "Looney Tunes but when Elmer shoots Daffy his brains actually get blown out". And that maybe shifting from "enemies killed" to "enemies defeated" like it's a SNES RPG that's not allowed to say "die" might preserve the "loveable rogues" angle you're going for.
It might also make other aspects of the game better in that if players aren't always angling to murder people, NPCs are also not always angling for murder, and so the players losing one single combat encounter doesn't necessarily mean the campaign needs to end or radically shift gears to an entirely unrelated cast of characters. In the same way that PCs should bloody the bandits noses and drive them off, the bandits should be trying to knock you out and steal your coins, not kill you for no reason.

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oh my goodness, one of dian fosseyâs first close up observations with gorillas happened when she was trying to climb a tree to see them better, but so badly that by the time sheâd gotten up the entire group had come out of hiding to look at her: âNearly all members of the group had totally exposed themselves, forgetting about hiding coyly behind foliage screens because it was obvious to them that the observer had been distracted by tree-climbing problems, an activity they could understand.â
hello, fellow apes
The lead up to that sentence is gold:
[Image transcript: porch. The group had been day-nesting and sunbathing when I contacted them, but upon my approach they nervously retreated to obscure themselves behind thick foliage. Frustrated but determined to see them better, I decided to climb a tree, not one of my better talents. The tree was particularly slithery and, try as I might, no amount of puffing, pulling, gripping, or clawing succeeded in getting me more than a few feet aboveground. Disgustedly, I was about to give up when Sanwekwe came to my aid by giving one mighty boost to my protruding rump; tears were running from his eyes as he was convulsed in silent laughter. I felt as inept as a baby taking its first step. Finally able to grab on to a conveniently placed branch, I hauled myself up into a respectful semislouch position in the tree about twenty feet from the ground. By this time I naturally assumed that the combined noises of panting, cursing, and branch-breaking made during the initial climbing attempts must have frightened the group on to the next mountain. I was amazed to look around and find that the entire group had returned and were sitting like front row spectators at a sideshow. All that was needed to make the image complete were a few gorilla-sized bags of popcorn and some cotton candy! This was the first live audience I had ever had in my life and certainly the least expected.]
imagine some freakish not-a-human alien THING has shown up out of nowhere and is trying to get into your office building to study you. but it has no idea how to get past a revolving door. it tries for three hours. by the time it finally understands the concept of a revolving door and squeeze into the building everyone in the office is crowded into the lobby to watch and call helpful suggestions. itâs conclusively determined that the alien is definitely not a threat, except maybe to itself.
Addition approved
Fatigue and Combat Basics in Death Bed: An Impenetrably Medieval Dungeon Game
Combat is just one thing that some Death Bed characters might engage with, but Fatigue is involved in almost everything physical the PCs do.
So, while NPCs in Death Bed do have conventional âHP,â Death Bed PCs do not. Instead of a number that goes down, they have a track of squares that get filled in from right to left when they take damage and gain Wounds. When they exert themselves, they gain Fatigue, which fills in the same squares from left to right. If all squares are filled, the character dies. (Yeah I stole this from the Dark Souls Board Game but thatâs because itâs a genuinely good way to represent a âstaminaâ system in turn-based combat.)
Fatigue is gained from any action that the performance of - once or repeatedly - would be considered âexercise.â
Wounds are relatively difficult to remove from the track, but Fatigue is removed from the track gradually over time at a rate determined by how much Weight the PC is carrying.
Fatigue also gradually starts building up when the PCs have gone too long without eating or sleeping.
This system overall provides a gradual attrition to overexertion in the dungeon (even though just walking around the dungeon outside of combat does not cause Fatigue in and of itself) and while long-distance traveling. In a long hike, the pace is usually going to be set by whoever in the party has the lowest tolerance for Fatigue accumulation.
The Fatigue system is really interesting in combat, because movement and actions cause Fatigue, which fills in and shortens a PCâs health bar. At the same time, the more Wounds a PC gets, the less Fatigue they can afford to accumulate.
Finally, with very few exceptions, there is no actual limit on the amount of movement and actions that a PC can do on their turn. If a PC has 20 squares on their health track, and an attack with their weapon causes 3 Fatigue, they could attack 6 times in a single turn. The obvious tradeoff to this is that with each attack they are essentially reducing their HP, and making 6 attacks will leave them with the equivalent of 2 HP until their next turn when their Fatigue reduces by 1-4 points (depending on Weight carried), at which point they will then have the equivalent of 3-6 HP. (It is also worth noting that an âattackâ in Death Bed represents many consecutive swings because rounds in Death Bed are more like a full minute instead of a few seconds like rounds in Eureka.)
Also since I mentioned combat, âhitâ and âdamageâ rolls in Death Bed are the same roll, and based on the weapon being swung, with modifiers based on the PCâs skill and advantage/disadvantage based on the circumstances.
PCs use rolls for their attack and defense, most NPCs use flat numbers. Armor is damage reduction vs attacks, and HP values are overall very low. Most human-sized enemies will have only 1 HP, meaning their Armor(which often also has their skill at fighting wrapped into it) is just a number that the attacker must roll above to defeat them.
I want Death Bed to be really strategic in this way, where, pretty often a kill on any given individual enemy can be guaranteed (like if a PC has a sword with an attack power of 1D8 and +4 from their combat skills against a weak enemy that only has an Armor of 3 against the damage type of the weapon), but there will never just be one weak enemy. Does the warrior take as many of the guaranteed kills as possible in a single turn, causing a lot of Fatigue and potentially leaving him vulnerable from exhaustion, or does he fight defensively and pace himself? What if there is an enemy whose armor has a chance to protect against a light attack, but would have no chance against a heavy attack which does more damage but also causes much more Fatigue?
chuubo's marvelous wish-granting engine
It is funny thinking about my old art and thinking about how much I defined myself by other art that I was into. I really matured past that I think. All of my inspirations have been blended up into a nasty drink I have every morning. And it doesn't taste good. There's oil paint and turpentine in there
I wonder if it's contrary to what you said or, in fact, inspired by you (and other people) saying it, but I've spent a lot of time brainstorming way to adapt rules from other games to a D&D setting. I actually like the setting and the feel, but I wanna play with different rules.
Is that anything?
One of the dirty secrets of tabletop RPG design is that setting per se is almost entirely meaningless from a rules perspective. The rules have opinions about what player characters do; the setting only matters insofar as it imposes descriptive constraints on the answer to that question. That's how self-proclaimed "universal" RPGs get away with it: they're just as opinionated as any other game about what sorts of shenanigans player characters ought to be getting up to, but they take care to provide a game-mechanical model of those shenanigans that's compatible with a wide variety of settings.
(On the flip side, it's also how you end up with a lot of really shitty licensed RPGs. The fact that a given set of rules can construct a game-mechanical model of the characters and setting of a particular piece of media doesn't inherently mean that those rules have anything interesting to say about what those characters spend their time doing. I could very easily construct the cast of Pride and Prejudice in D&D, but the player-facing affordances of D&D's rules would never produce Darcy's proposal!)
So the short answer to "is adapting D&D setting(s) to other games' rules anything?" is that it ought to be business as usual. Pick your system based on what you're interested in having player characters do, not on where you're interested in having them do it.

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You and several others I follow have written extensively on how actually reading and developing a firm understanding of a game's rules is fundamental, especially in the current ttrpg landscape where the biggest games on the market rely on deceptive advertising, second-to-thirdhand fandom folklore and the voluntary labor of GMs to paper over its flawed design.
I was wondering if you have any suggestions or advice on how to approach and digest a dense rules text to better internalize it. I'm very used to just treating the game like an open-book test, referencing it to find specific rules as they become relevant, but I feel like if I want to GM (if only because that may be the only way I can play some of these games AT ALL), that isn't gonna cut it.
Thank you for your work, regardless! I appreciate RPGs as an art form much more thanks to your posts. :)
No, youâve pretty much got it, and if anyone thinks that makes you a bad GM, theyâre the wrong ones.
Whenever I play any TTRPG, even ones I wrote myself and am therefore intimately familiar with, I also treat it like an âopen book test.â I read the material all the way through beforehand, then keep the book open and reference it any time I am not absolutely 100% sure of a ruling. Not only does this make sure I get the rulings right in the moment, but it helps me memorize the rulings better too (this is why open book tests are actually better for learning than convention school tests too) and so the more I play the less I need to look things up.
The only reason this would be considered a bad thing is if youâre poisoned by toxic D&D5e and âactual playâ play culture and expect the GM to be what @jburneko would call a âmagician,â an entertainer more than a player or referee who is taking it upon themselves to be the game more than the game itself, and âkeep the story movingâ even at the expense of the gameplay. The magician never lets you see the strings, never pauses the âact,â and performs for an audience more so than plays a game with friends. The magician never expects the audience to commit to any participation beyond standing there and being amazed. The term A.N.I.M. usually uses for this kind of GM is âservitor GMing.â
âWell wonât that slow the game down and make it boring if you have to stop and look something up every five minutes?â
I have several answers to this question.
1: Imagine youâre playing a video game instead of a TTRPG for a minute. Would you rather have 15-30 seconds of loading screens every once in a while for a game that works perfectly, or would you rather have no loading screens but every time you pass a point that would normally be a loading screen, nothing is loaded and the textures are blurry and the collision bugs out and items despawn and so on? The game might even crash (this is your GM burning out and not being able to continue). Rulings made on the fly just because you donât want to look something up (Iâm not talking about when the rulebook doesnât account for an edge case or something) can really screw the game up and lead to outcomes that really shouldnât have gone that way, and makes it harder for players and GM to develop the ability to make informed decisions in play because the rules will not be consistent.
2: The more you look things up, the faster you are at looking things up, and often the more concretely you memorize the things you have looked up a bunch of times. So yeah maybe the first few sessions will have some stumbles and long pauses, but it wonât be like that forever.
3: Hereâs the real secret. That thing I said about how I always keep the book open during a session and reference it constantly? I donât GM that often. Thatâs me as a player. I know that the toxic play culture of the magician/servitor GM has deeply ingrained that only the GM needs to know the rules, but thatâs not true. Players should know the rules, players should know the rulebook, and players should look up the rules. This spreads the burden of knowing the rules out around the entire table rather than relying on just the GM (who is already usually doing the most work out of the whole group).
If your players are adverse to learning the rules, try to convince them with the following arguments:
1: Itâs just courteous. Like, the GM is already doing the most work, and the GM is presumably your friend, if reading a few chapters of a book would make it significantly easier for your friend to do something theyâre doing for you, why wouldnât you do that for them?
2: Even if theyâre so selfish as to not want to read like 10-100 pages of text to make it easier for a friend to do something for them, in the vast majority of TTRPGs, players knowing the rules gives them much greater agency in the game. When a monster attacks, knowing the rules can save their PCâs life! If the PC is likely to get shot at, and the player knows how to identify âCoverâ and being in Cover makes their PC less likely to die, they can position their PC in Cover before the bullets even start flying.
Of course both of these arguments rely on the players understanding that rules matter and make a difference to the play experience in the first place, and that the GM will actually enforce the rules rather than always bending them last minute to stop PCs from dying, both of which are counter to the zeitgeist of much of the hobby right now, but if youâve got them to the point where theyâre even going to consider another game at all, you probably already have a foothold there.
Oh and finally, for anyone who doesn't already know, there is a "tick" for more quickly navigating PDFs (that is not just CTRL+F).
đŹ 1  đ 164  â¤ď¸ 84 ¡ How to Navigate the Eureka: Investigative Urban Fantasy Rulebook (or any large PDF) More Efficiently ¡ It came to my att
I donât know whatâs more detrimental to the health of TTRPGs as a medium, D&D5e players who think that TTRPGs are âcollaborative storytellingâ and that D&D5e does this great if you just ignore all the rules that make it not do that, or non-D&D players who realize that no edition of D&D5e is good for âcollaborative storytellingâ but still think that the primary purpose of all TTRPGs is to be âcollaborative storytellingâ and that not being good for âcollaborative storytellingâ a satisfying narrative is what makes D&D bad. D&D5e is bad for other reasons but youâre complaining that a cheap toothbrush doesnât keep you warm at night.
An expectation is being placed on all pieces in this artform to do something that the majority of them were never meant to do in the first place.
I've only played solo journaling RPGs with the exception of video solo RPGs so apologies in advance. From what I understood from people who play D&D is that it's a flexible game. While I haven't played D&D so I don't know how different it may be from what I had in mind, if a game is flexible enough with rules defined per playing group (?), wouldn't it make sense that some groups believe collaborative storytelling to be a primary purpsoe? Or is the 5th edition meant to be something different?
Thank you for asking in good faith. There is a whole lot of WotC D&D5e marketing propaganda to scrape away at here so bear with me. Itâs a two-part answer, and both parts are long and require a lot of context.
Part 1: Marketing, and How Hasbro Sells You Your GM's/Your Own Labor