Some Asshole: humans are just naturally inclined to selfish behavior because of evolution

Humans: *form social bonds with strangers*
Humans: *form social bonds with animals*
Humans: *form social bonds with plants*
Humans: *form social bonds with robots*

Hello, everyone! I've heard this is a cool place to hang out for tabletop gaming fans!

looking for articles in particular, bit messy to reference dice.camp toots :)

alright folks - any good written guide to how to make a kickstarter for ttrpgs? both in terms of promotion and management.

this is how most discuss playstyle: "oh, I'm going to pretend to respect what other people enjoy, but I, however, enjoy playing GOOD games! Different strokes I guess!"

we don't even know what we mean when we say playstyles, right? conscious player choices to act in a certain way becomes conflated with unconscious habits. importantly, one can be flexible and the other usually can't.

you can change your playstyle, and you can have fun engaging in other playstyles, ESPECIALLY if the game or group requires it

here's why I hate discussions of "playstyles" - it assumes that ttrpgs have one universal goal, and that there is are distinct way to achieve this supposed goal, and that an individual player is only capable of having fun in one distinct way

Scourge of the Slavelords. Everyone "wakes up" in slave pens. Welcome to the afterlife.

@EyeofPoseidon James Wallis wrote this supplement for when a PC dies. It may be of use to you.

rpgnow.com/m/product/89517

So what if, in Proxima, violence, theft and psionic powers had one value (it is extra costly to engage in those activities), while persuasion, perception and investigation was way cheaper. You only get 3 violence/theft/psionic coins, but you get 8 intellectual skill coins?

It's also the same sort of thinking that goes into thinking that hitting someone with a sword is roughly the same as convincing them to sell you beer cheaper

"Currency" as in money is a problem in the world because it makes all values equally interchangeable, so the same money that is earned destroying the rain-forest can be used to buy a can of coca-cola. Those obviously don't mean the same thing, but money MAKES them mean the same thing

Thinking of doing a duelling currency system for Proxima - based on the idea that all values are not equal

which DnD/other module would be a good "afterlife" for a total party kill? obviously planescape, but any others?

Currently designing more Eye of Poseidon (ofc) as well as a Philip K Dick PBTA game called Proxima

Oh wow I really haven't posted here in a while. Hi guys!

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