jhdale
jhdale.bsky.social
jhdale
@jhdale.bsky.social
RPG and LARP enthusiast, keeper of koi.
Personally, I think muddling campaign style with game mechanics is a bit iffy. And "culture of play" implies that a group will stick with a culture, but that isn't true either. I move from narrativist to sandbox campaigns in the same system, mostly same players. Just different approaches.
December 11, 2025 at 6:48 AM
The whole theme of his work is that humans are too small-minded to comprehend the universe. So doesn't his own small-mindedness simply reinforce that point?
December 11, 2025 at 6:32 AM
Our DM ran Return to the Tomb of Horrors from his phone. I don't understand how, but he did.
December 11, 2025 at 6:19 AM
The terminology is asking for confusion. For example this definition: www.modernmythology.net/articles/rul...

"the clearest exemplars of the Traditional style came from ... WOD ... expressly pushed for a story-first agenda."

So, "Trad" means "story-first" which differs from "storygames."
December 11, 2025 at 6:08 AM
But... but... how do you know when to stop if you don't hit the back cover?
December 10, 2025 at 8:54 PM
Doesn't seem like a big jump to say that a game of imagination needs to do everything it can to spark feelings in the viewer.

Of course the most successful games also have the most budget for art and layout, reinforcing their status.
December 10, 2025 at 5:52 PM
Gotta hand it to you, that's a nice map.
December 10, 2025 at 4:45 AM
All I can tell you is that I made *so* many characters.

I bet if they packaged it as a card game instead of tables, with a final round that sums up how the characters perform in their actual adventure, it would totally work.
December 9, 2025 at 11:53 PM
Getting all the players scheduled is definitely the hardest part of ttrpg. But it's so great when you pull it off!
December 9, 2025 at 11:48 PM
If you think of it as a push-your-luck mini-game, it makes sense. You accumulate a certain value and can either muster out and take it, or push your luck to try to get even more. The more dangerous paths gain more value (i.e., skills, rank, etc), but if you pushed too hard you lose everything.
December 9, 2025 at 9:55 PM
For Traveller, it also creates a fun mini-game. I can't count how many characters I made and never played.

Even without the full life path, you can define a little history, e.g. D&D's backgrounds or Rolemaster's training packages. Where did you apprentice? Where did you grow up?
December 9, 2025 at 8:53 PM
It's a very interesting tension, bringing two sets of opposing design goals. The current D&D PHB is an interesting example of optimizing reference without doing a good job of providing the reader with the big picture. But there are many rulebooks that are challenging for reference purposes.
December 9, 2025 at 8:48 PM
I like my narrative. :)

But also, their advice is diametrically opposed to the way I work as a GM, and what I want as a player. I want a well-defined world to be explored, not just a series of episodes creating the illusion of one, even if it's a good illusion.
December 9, 2025 at 8:43 PM
Best for small hands.
December 9, 2025 at 4:56 AM
...I might be suffering from a terrible dessert deficiency myself...
December 9, 2025 at 4:55 AM
Seems like a good way to discourage GMs from becoming creators who might compete with the authors. "No, no, actually writing material is a waste of time. No one wants that."
December 9, 2025 at 4:53 AM
Username checks out.
December 9, 2025 at 4:48 AM
This part seems more important: more interaction, more roleplay, maybe more politics, negotiation. Could be more puzzles, information gathering, mysteries.
December 9, 2025 at 3:15 AM
So not dungeons per se. Quests, combat, and treasure.

Boiled down that way, it's not surprising that the tropes are about having 1) objectives, 2) danger, and 3) rewards. Those requirements arise pretty naturally.

Even if you stay in your home city, you tend to "go to a place" to do things.
December 9, 2025 at 3:12 AM
What does "dungeon" mean when you say "dungeon fantasy"? Because there were hardly any dungeons in LotR. Underground places seem natural for creatures that avoid the light, but dungeons seem like a minor element in every campaign I've run.
December 9, 2025 at 2:43 AM
Glossy tends to be sharper and better contrast. Matte is better if it's going to be used where glare might be a problem, but I don't know how common that is for maps.
December 8, 2025 at 10:59 PM
I use Poser myself. Daz Studio is better supported though. Poser does use the basically the same shader system as Blender, so that's a learning short-cut. There are other tools, too, those are just the ones I know. I think you can also just work in Unity if you are using game models anyway.
December 8, 2025 at 9:26 PM
I don't know that particular system, but it definitely sounds to me like you should check out HARP! I think it may be what you are looking for.
December 8, 2025 at 7:44 PM
Consider this a friendly kick! Go!
December 8, 2025 at 7:42 PM