D&D warlock who’s literally just Fortunato from “The Cask of Amontillado”, having survived his immurement by making a deal with something in the dark, and the costume he was wearing the night he “died” has become the sign of his pact, so basically you’re playing as a depressed, alcoholic jester who sometimes has to run errands for He Who Waits Behind the Walls.
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Rewatching Danny Phantom again and @howtotrainyournana and I are having completely normal conversations.
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It was sweet that Astarion was under the belief that no one would figure out he was a vampire before his big reveal. Most of us took one look at him and said "yep, that sure is a vampire right there." Most, however, doesn't include the party members. Some of these characters are supposed to be perceptive and intelligent, and I'm still convinced that if you press your ear against theirs you'd hear elevator music.
Over at Patreon, society6, and redbubble we don't let intellect devourers starve.
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it’ll make whatever i say sound like poetry
lipstick covered magnet // the front bottoms
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My doodles of foal!dream from the HGAU. A serious little guy.
Dream: *mumbling his problems out loud as kids do* "Desire says my laugh is stupid, what do you think?"
Random bird: *shrug*
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I kinda wanna know who it was that started the idea that Powered by the Apocalypse games have few mechanics, because I feel like even the more middle of the pack PbtA games are awash in mechanics.
I wonder if that's maybe the perception because the rules tend to act on less concrete elements (as in, rules that are more directly interfacing with, interacting with, and changing the narrative, which itself is such a fluid concept)?
All the PbtA games I've sunk time into (and have enjoyed!) reward a deep understanding of;
What even is PbtA (not all PbtA games have an equal understanding of this).
System mastery of the game you're playing right now.
A good PbtA sings when you play with the rules, and it feels like the game is lifting up whatever sort of scene or story you're telling.
I think PbtA (and to a similar but slightly different extent Forged in the Dark), have a false reputation of being easy to just pick up and play, when I think you really need to spend some time understanding the rules of the game, and the designer needs to spend time understanding how PbtA works.
Having been involved in some PbtA projects now, good PbtA design is hard. Worthwhile, and rewarding, but hard.
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The Miller House by Eero Saarinen (interior collaboration with Alexander Girad and Charles Eames), Columbus, Indiana, 1957
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