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#Urban campaign setting
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The "I know a Guy" mechanic, but you can't just make up a new npc to help. Instead, you can once per session point at an established npc and say, "aw, shit, that's my ex."
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oldschoolfrp · 3 months
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Another honest business in the City State of the Invincible Overlord: The Fear Shop on Hedonist Street sells the experience of being frightened. With the combined powers of magic and illusion, and an actual monster in a pit, the proprietors have multiple ways to guarantee you won't be disappointed. (City State of the Invincible Overlord, D&D campaign setting, Judges Guild, 1977)
The "Type A Demon" doesn't correspond exactly to one of AD&D's official demons so its description is up to the DM, just like the 2 NPCs. The column headings at the top of the page were: Class, Align, LVL, HTK (hits to kill = hit points), AC, SL (social level), STR, INT, WIS, CON, DEX, CHAR, WPN (weapon).
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puck1919 · 11 months
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"What is food if never on is fed, when with strange disposals, even death lies dead?"
Mr. Mulligan, I know you considered Call of Cthulhu for "Mice & Murder"-- Lovecraft season when???
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xoshepard · 10 months
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thinking about my future me5e campaign again. it’s so exciting and scary that i get to make an original story in the mass effect universe that doesn’t center around the og cast (although i’ll of course have cameos, even if they’re lost on around half the players ksdfjkd)
it is nice that i won’t have to struggle so much for environment design most of the time since the environments have been designed already. but i gotta think about what kinds of situations they’re gonna be in, which will be interesting since it could be Literally Anything bc i don’t have to follow the story of the game. but im excited about some details like how long space flight will take and how things will progress if they operate separately. i’m pretty worried about the fact that it’s shaping up to be like 6-8 people tho dsjkfhdsk. my bf also asked to join which would be hilarious as it would make him one of 2 Definitely Cis ppl and the only cis man so i told him The Council (the gc) would need to approve his entry sdkfshfkj but on the other hand, all his friends seem to be local and i’ve already started meeting them so it’s probably only fair that he get to join my campaign dsjkfhs also by the time we get to my campaign it should be very obvious to me whether it’s appropriate for him to meet Da Boys
v excited for the couple of you on here that have said you want to join tho bc it’ll be nice to have a couple ppl reacting appropriately when i make references to the games dsjfhdsj although i am also just very excited that the lads are letting me do this at all considering only one of them has played the games
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aceofwonders · 2 years
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the curse i have where i keep getting excited about new creative ideas more than my current projects
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yourplayersaidwhat · 3 months
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[context: its an urban fantasy setting, bard, druid and paladin are searching the hotel room of their dead friend when they realize that someone had snuck out of the room while they were searching. they run out into the hall and see that the elevator is going down.]
Bard, OOC: Is there anything we can do to stop the elevator? If we hit the button-
DM: It wouldn't stop immediately, no.
Bard: Is there an emergency button or something? A fire alarm?
DM: There isn't an em- ... /DEEP sigh./ ...Yes, there is a fire alarm.
Bard: I PULL THE FIRE ALARM!
[the elevator stops at the second floor. chaos ensues. people are running out of their rooms in a panic, the party is running down the stairs.]
DM: You're trying to make it down, pushing your way through the tens of people in the stairs right now-
Bard, OOC: I think I'm sliding down the rail right now, actually.
DM: ...
DM: ...Make me a dex save.
[bard rolls a 19]
DM: ...
[bard expertly slides down the rail, followed by druid and paladin. in the lobby, the lady who runs the hotel is confused and upset.]
DM, as lady running the hotel: What happened? Was there a fire?
Bard: ...Yes!
DM, OOC: Make a deception check.
[bard rolls a nat 20.]
DM: .../Sigh/.
[lady believes them. when they go outside, the bard speaks to as many people as possible, declaring herself as a friend of the person whose hotel room they were searching, then casting the friends cantrip on them, because if the target is hostile to the caster it fails, so the bard is trying to find someone hostile to them, but in the process is committing the crime of using magic on people unaware of magic. this does not work. a government agent shows up and is pretty pissed.]
DM, as agent: [listing the shit they've been doing in the campaign] -then you cast magic on a bunch of Veiled folks, and apparently you pulled a fire alarm?!
Bard: *I* didn't pull the fire alarm.
DM, OOC: Deception check. With disadvantage.
[bard rolls a natural 19 and 18.]
DM: Oh my God.
Bard, OOC: [gleefully] Fuck you, fuck you, fuck you!!!
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matan4il · 29 days
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Israel Has Created a New Standard for Urban Warfare. Why Will No One Admit It? | by John Spencer
The Israel Defense Forces conducted an operation at al-Shifa hospital in the Gaza Strip to root out Hamas terrorists recently, once again taking unique precautions as it entered the facility to protect the innocent; Israeli media reported that doctors accompanied the forces to help Palestinian patients if needed. They were also reported to be carrying food, water and medical supplies for the civilians inside.
None of this meant anything to Israel's critics, of course, who immediately pounced. The critics, as usual, didn't call out Hamas for using protected facilities like hospitals for its military activity. Nor did they mention the efforts of the IDF to minimize civilian casualties.
In their criticism, Israel's opponents are erasing a remarkable, historic new standard Israel has set. In my long career studying and advising on urban warfare for the U.S. military, I've never known an army to take such measures to attend to the enemy's civilian population, especially while simultaneously combating the enemy in the very same buildings. In fact, by my analysis, Israel has implemented more precautions to prevent civilian harm than any military in history—above and beyond what international law requires and more than the U.S. did in its wars in Iraq and Afghanistan.
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The predominant Western theory of executing wars, called maneuver warfare, seeks to shatter an enemy morally and physically with surprising, overwhelming force and speed, striking at the political and military centers of gravity so that the enemy is destroyed or surrenders quickly. This was the case in the invasions of Panama in 1989, Afghanistan in 2001, Iraq in 2003 and the failed illegal attempt by Russia to take Ukraine in 2022. In all these cases, no warning or time was given to evacuate cities.
In many ways, Israel has had to abandon this established playbook in order to prevent civilian harm. The IDF has telegraphed almost every move ahead of time so civilians can relocate, nearly always ceding the element of surprise. This has allowed Hamas to reposition its senior leaders (and the Israeli hostages) as needed through the dense urban terrain of Gaza and the miles of underground tunnels it's built.
Hamas fighters, who unlike the IDF don't wear uniforms, have also taken the opportunity to blend into civilian populations as they evacuate. The net effect is that Hamas succeeds in its strategy of creating Palestinian suffering and images of destruction to build international pressure on Israel to stop its operations, therefore ensuring Hamas' survival.
Israel gave warning, in some cases for weeks, for civilians to evacuate the major urban areas of northern Gaza before it launched its ground campaign in the fall. The IDF reported dropping over 7 million flyers, but it also deployed technologies never used anywhere in the world, as I witness firsthand on a recent trip to Gaza and southern Israel.
Israel has made over 70,000 direct phones calls, sent over 13 million text messages and left over 15 million pre-recorded voicemails to notify civilians that they should leave combat areas, where they should go, and what route they should take. They deployed drones with speakers and dropped giant speakers by parachute that began broadcasting for civilians to leave combat areas once they hit the ground. They announced and conducted daily pauses of all operations to allow any civilians left in combat areas to evacuate.
These measures were effective. Israel was able to evacuate upwards of 85 percent of the urban areas in northern Gaza before the heaviest fighting began. This is actually consistent with my research on urban warfare history that shows that no matter the effort, about 10 percent of populations stay.
As the war raged on, Israel began giving out its military maps to civilians so they could conduct localized evacuations. This, too, has never been done in war. During my recent visit to Khan Yunis, Gaza, and the IDF civilian harm mitigation unit in southern Israel, I observed as the army began using these maps to communicate each day where the IDF would be operating so civilians in other areas would stay out of harm's way.
I saw that the IDF even tracked the population in real time down to a few-block radius using drone and satellite imagery and cell phone presence and building damage assessments to avoid hitting civilians. The New York Times reported in January that the daily civilian death toll had more than halved in the previous month and was down almost two-thirds from its peak.
Of course, the true number of Gaza civilian deaths is unknown. The current Hamas-supplied estimate of over 31,000 does not acknowledge a single combatant death (nor any deaths due to the misfiring of its own rockets or other friendly fire). The IDF estimates it has killed about 13,000 Hamas operatives, a number I believe credible partly because I believe the armed forces of a democratic American ally over a terrorist regime, but also because of the size of Hamas fighters assigned to areas that were cleared and having observed the weapons used, the state of Hamas' tunnels and other aspects of the combat.
That would mean some 18,000 civilians have died in Gaza, a ratio of roughly 1 combatant to 1.5 civilians. Given Hamas' likely inflation of the death count, the real figure could be closer to 1 to 1. Either way, the number would be historically low for modern urban warfare.
The UN, EU and other sources estimate that civilians usually account for 80 percent to 90 percent of casualties, or a 1:9 ratio, in modern war (though this does mix all types of wars). In the 2016-2017 Battle of Mosul, a battle supervised by the U.S. that used the world's most powerful airpower resources, some 10,000 civilians were killed compared to roughly 4,000 ISIS terrorists.
And yet, analysts who should know better are still engaging in condemnation of the IDF based on the level of destruction that's still occurred—destruction that is unavoidable against an enemy that embeds in a vast tunnel system under civilian sites in dense urban terrain. This effects-based condemnation or criticism is not how the laws of war work, or violations determined. These and other analysts say the destruction and civilian causalities must either stop or be avoided in an alternative form of warfare.
Ironically, the careful approach Israel has taken may have actually led to more destruction; since the IDF giving warnings and conducting evacuations help Hamas survive, it ultimately prolongs the war and, with it, its devastation.
Israel has not created a gold standard in civilian harm mitigation in war. That implies there is a standard in civilian casualties in war that is acceptable or not acceptable; that zero civilian deaths in war is remotely possible and should be the goal; that there is a set civilian-to-combatant ratio in war no matter the context or tactics of the enemy. But all available evidence shows that Israel has followed the laws of war, legal obligations, best practices in civilian harm mitigation and still found a way to reduce civilian casualties to historically low levels.
Those calling for Israel to find an alternative to inflicting civilian casualties to lower amounts (like zero) should be honest that this alternative would leave the Israeli hostages in captivity and allow Hamas to survive the war. The alternative to a nation's survival cannot be a path to extinction.
John Spencer is chair of urban warfare studies at the Modern War Institute (MWI) at West Point, codirector of MWI's Urban Warfare Project and host of the "Urban Warfare Project Podcast." He served for 25 years as an infantry soldier, which included two combat tours in Iraq. He is the author of the book "Connected Soldiers: Life, Leadership, and Social Connection in Modern War" and co-author of "Understanding Urban Warfare."
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deconstructthesoup · 5 months
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I think the reason that Dimension 20 really scratches all those itches in my brain is that it really shows what you can do with D&D---and TTRPGs as a whole.
Fantasy High, by itself, is an incredibly compelling concept. What would D&D look like in a semi-modern setting? What would a high school that's all about teaching teens how to be adventurers look like? And the way it's done is beyond inventive, especially if you look at all the encounters in the first season---we've got a literal food fight, a high-speed road chase with tiefling greasers, a nightclub brawl with zombies, vampires, and werewolves, a skating match with a bunch of dwarven middle schoolers and a concrete golem, a high-stakes game of football (ish) with undead jocks that give off major teen slasher vibes, a fight done in an arcade where characters can get trapped in the consoles, and the final battle is done at prom. PROM! How cool is that?
And then we get to the Unsleeping City, which takes the urban fantasy elements that Fantasy High already had and elevates it. The way the D&D lore and magic is interpreted in a modern New York setting is excellent, as is the whole take on the "American Dream," magic literally coming from dreams, ideas, and the imagination. I know that I need to actually finish the UC saga, but from what I've seen and experienced, it is truly fantastic.
And the same energy carries through to the other seasons---my personal favorite outside of Fantasy High being A Court of Fey and Flowers, just because I'm a sucker for any Fey Realm content and I've been raised on Jane Austen---where the genre mashups shine through in the best way possible. I'll admit, I haven't seen A Crown of Candy, purely because I know how heartbreaking and devastating it is and I don't think I can physically handle it, but the concept of Candyland Game of Thrones is so beautifully bizarre that I totally get why people love it so much. Escape from the Bloodkeep hitting that workplace comedy vibe that we love to see in villains. Misfits & Magic being a love letter to the "magical boarding school" genre while also calling out all the weird contradictions inherent in it. A Starstruck Odyssey literally being an homage to Brennan's mom and exactly the kind of madcap and unhinged energy I need from my sci-fi. Neverafter perfectly encapsulating the true horror of fairy tales. Mentopolis hitting my noir-loving heart and personifying hyperfixation in the best way possible.
I'm not even kidding when I say that, if it weren't for Dimension 20... I probably wouldn't have even started my own campaign. I'd had snippets and ideas ever since officially getting into D&D and joining a game with some old friends (and getting back in touch with them in the process), but after I saw the Mentopolis trailer, I realized just how much variety TTRGPs had to offer. I could do a time-blending, history-meets-future campaign. I could go out-of-the-box. I could have endless amounts of options available to my friends and still tell the story that I wanted to tell. And when I sat down and watched Fantasy High---and when I got that Dropout subscription so I could consume whatever I wanted---it felt like the show was actually giving me advice. It's fantastic.
Also it helps that the episodes are usually only roughly a couple hours instead of being, like, an entire afternoon long. And that each season is 20 episodes, tops. No offense to Critical Role, but the sheer amount of content literally makes it impossible for me to get into it.
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bogleech · 11 months
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why was 90′s media SO into Jungle Tribes as a trope? The generic internet answer is “it was the racism” but there was a huge volume of it from a relatively “well intentioned” place as well, and even some genuinely respectful depictions, decent documentaries, an influx of children’s books about just how people live in rainforests, it was just this huge overall obsession with the whole idea, so saturated that it became background noise and nobody even noticed that it was an odd trend. Was it a by-product of all the conservation campaigning? Was it just the Lion King and then Jumanji that set it off? Or was it an increasing romanticism of those who still live connected to nature as white urban society became collectively more aware of the bleak hell it had created for itself?
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theresattrpgforthat · 1 month
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Do you have any games that involve urban fantasy with less focus on fighting than something like Dresden or Shadowrun?
THEME: Urban Fantasy (Minimal Fighting)
Hello there! What I've got here is quite a mix, I wasn't sure how much violence you wanted (or didn't want) so I have a little bit of romance, a little bit of nostalgia, and a little bit of horror!
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City of Mist, by Son of Oak Games.
City of Mist is a role-playing game of film-noir investigation and super-powered action. It is set in a modern metropolis rife with crime, conspiracies, and mysteries. The protagonists are Rifts, ordinary people who became the living embodiment of a legend, their Mythos. While your Rifts may seek to strike a balance between the mysterious nature of their Mythos and their mortal aspirations, the powers within them always threaten to tear their lives apart. They have unwittingly become a part of a secret world of clashing stories, and soon other legends will come looking for them with demands.
City of Mist is a combination of PbtA and FATE, giving your characters descriptive tags to use for both their benefit and their detriment as they go about solving mysteries in a supernaturally-saturated city. The primary theme of the game is mystery, and thus more than anything your characters will be primed for investigation. That’s not to say that there isn’t violence - but violence and fighting can be de-emphasized if the group is more interested in the mystery side of things.
Character Creation involves a combination of mundane and supernatural themes, as your character is endeavouring to strike a balance with the parts of themselves that they recognize (student, parent, office worker, ex-partner) and the parts of themselves that are hard to understand (mythical beast, deity, folktale, urban legend). What’s important to define is your daily routine, your personality, and what kind of supernatural powers you have.
This game isn’t explicitly anti-violent, but it absolutely provides you with ways to solve problems that aren’t violent, so I think City of Mist is worth checking out.
Scary Monsters & Nice Sprites, by Pammu.
Scary Monsters and Nice Sprites is a narrative RPG about spending your night in one of the only clubs in your city that’s safe for creatures of the night like yourself. All you want to do is have some fun just like the humans do. Play a supernatural creature of choice, put some sick EDM on the speakers and get your game on!
This game works best for an even number of players, up to 6, and is GM-less. It combines urban monsters with flirting, dark clubs and hookups. Each of your characters will look for a partner by doing things that will appeal to the other players. If they like what you do, they’ll reward you with tokens, which you can spend to improve the atmosphere of the club. Fill another player’s intimacy meter, you’ve won them over, and the two of you decide how the night ends for both of your characters.
If you want a game about flirting and the magic of a nightclub, this is your game.
The Far Roofs, by Jenna Katerin Moran.
The Far Roofs is an original role playing system and bundled campaign using pens or pencils, paper, six-sided dice, ten-sided dice, playing cards, and a bag of letter tiles. It's complete in one volume: with this one book and the equipment above, you'll have everything you need to play. 
As the story progresses, your characters will gain access to over 150 unique, narrative-focused powers developed and refined over the course of a decade for the Chuubo's Marvelous Wish-Granting Engine RPG before being simplified and adapted for use herein.
The Far Roofs is still being Kickstarted, but Moran’s work on Chuubo’s Wish-Granting Engine produced a game that emphasizes wonder and emotional experience. The Far Roofs looks to deliver along the same lines, and the examples of play point towards investigation, social interaction, and magic powers. Jenna Moran is also known for her unique and evocative storytelling in her work, so I think it’s definitely worth checking out.
Lighthearted, by Kurt & Kate Potts.
Welcome to the magical 80s dream world of Lighthearted. You are a Prep, Jock, Geek, Rebel, or Outcast, like those kids in The Breakfast Club, except you are just about to start magic community college. Through play, we'll explore how you grow out of your high school cliques all while dealing with magical mishaps, college parties, vampires, and worse—finals!
Lighthearted is a complete tabletop roleplaying game that uses the language of film and television to reimagine the coming of age stories popular in 80s teen movies like Weird Science and Sixteen Candles, but with a modern fantasy spin. It's set in an alternate 1980s with fantasy elements weaved into the most outlandish bits of 80’s pop culture. There are fantasy religions mixed in with mall culture, dark magic cold wars, and magical glamours instead of plastic surgery.
This is a game of magic and coming-of-age, as you play first-year students at a magical community college. You’re off to the big city, and the big world - will you survive your first college party? Your first vampire?
The whole game feels like the neon lights of a vibrant night-life combined with the nostalgia of an 80’s film. Your magic is attached to how you feel, so as your emotions change, so will your effectiveness at certain actions. If you want a game that’s as light as its name, and you are seeking out rosy-tinted nostalgia, this might be your game.
Changeling: the Lost, by Onyx Path.
Once upon a time, they took you from your home. They promised you a place at their side, and meaning in your life, and they surrounded you with beautiful things. But the beautiful things were oh so sharp, and they laughed when you bled.
Day by day, they changed you. But day by day, your will grew stronger. On the last day, you smashed your way through the beautiful things and ran, not noticing as you bled or feeling as you cried.
You fought with courage and cleverness and took yourself home. Now the beauty and the horror are yours, to have and to hold and to live.
Welcome to once upon right fucking now.
So I’m familiar only with the 1st edition of Changeling, but as far as I understand, the setting and core premise of the game is the same in the 2nd edition. Changeling: the Lost is a game of fairy trauma. Your characters are survivors of a fae horrorscape, a place both wondrous and terrifying all at once. This game is solidly in the horror genre, but it contains within it a taste of the magical, and it’s also the reason I got into roleplaying in the first place.
As in many Chronicles of Darkness games, fighting is an option in here, but it’s not a wise option. Getting into fights pulls at your characters’ ability to understand the difference between our world and the world of Fae, it’s very easy to sustain supernatural damage that is hard to heal, and, well, sometimes it’s hard to tell who your real enemies are in the first place.
I’d say that Changeling is more of a political game than anything else. Your characters will have to dance through the highly literal wording of faerie pledges, and untangle difficult relationships between Courts that are both safe havens and potential beds of sedition. This is a violent game, but much of the violence possible in Changeling isn’t physical - it's emotional.
This Night On The Rooftops, by C.M. Ruebsaat.
This is a game about gazing out over the smokestacks after dark, with the wind in your hair and a friend at your side and a thousand lights of progress on the streets below. 
This Night on the Rooftops is a collaborative storytelling game for 2-5 players about friendship, growing up, and revolution. You will play members of a gang of children in The City, a fantastic world of industry and dying magic, where witches labour alongside factory-workers to make ends meet.
This game looks slightly less modern, but it takes the fantasy aspect of witchcraft and places it inside an industrial city. The game uses a modified version of the No Dice No Masters rule set, which is excellent for stories that have an ebb and flow to them, managed through the use of token expenditure. This game is also GM-less, giving everyone at the table the same amount of control over what happens next.
Since the characters are a gang of teenage witches looking to make ends meet, this game doesn’t strike me as one that prioritizes fighting or violence. The city looks big enough to grind up the characters if they’re not careful, so they’ll likely have to find solutions to problems that don’t get them (or their dependants) in trouble. If the game is like other No Dice No Masters games that I’m familiar with, the group will also have a big say over which elements of the city are the most intriguing to them.
Partners: The Urban Fantasy File, by Tin Star Games.
Some murders are just elf defence…
Vampires are real, magic is real, elves are real - and murder is still very very real. This expansion takes you and your Partner down the moonlit streets of urban fantasy, where the dead sometimes get back up again but crime is still a mystery needing two heads to solve.
The base game for this, Partners, is a two-player mystery-solving game about a pair of detectives, a straight-shooter and a wildcard. You’ll need the base rules to play, but this supplement brings in dead elves, suspicious vampires, and other common characters in any urban fantasy genre. It can work as a one-shot, or as a series of episodes. If you want a game that's primarily about solving a mystery more than anything else, this is is for you.
Solacebound, by Sascha Moore.
Young monsters played at the boundary between the worlds. They slipped and stranded in a human city. Isolated and unwelcome, they search for each others help and a way back.
Solacebound is a GM-less Game for 3-5 people to play over a few hours. Search a sprawling, oppressive city for your friends, find out who is willing to give you a roof, bash back against authorities, cook together and console each other. Will you find a way back home before all passages close?
You are teenage monsters trying to find their way through an urban environment, in a place that is hostile to them. You survive by hiding out, finding each-other, and do things together to make sure you keep each-other healthy. Cards from a deck act as resources, but also as an oracle to help you describe the fallout of any given action, and the emotions that are attached to it. This is a game about metaphors, about what it is like to live in a place that fears you, so I definitely recommend making sure the entire table knows what this is about before starting a game.
You Might Also Want to Check Out
Subway Runners, by Gem Room Games.
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anim-ttrpgs · 2 months
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The Eureka Kickstarter Pamphlet
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It’s not much of a secret that my career and future financial stability is riding on the upcoming Eureka: Investigative Urban Fantasy Kickstarter (April 10th-May 10th) being successful and hitting as many stretch goals as possible.
If you would like to help a disabled person have a viable career, and see more work from myself and A.N.I.M. in the future—well, first of all, back the Kickstarter on April 10th, but secondarily, spread the word so that others can at least know about it and may back it themselves.
Besides just telling people about us and reblogging our posts, a really helpful way for you to spread the word would be to go to this link here (it’s the same link as the one for downloading the free demo) and download the EurekaPaphlet3pg-1 PDF. It’s a foldable pamphlet you can print out and give to anyone who has an interest in TTRPGs at school, at work, at a con, etc. You can even print out a bunch of them and leave them at your local card&hobby store. These pamphlets even include QR code that will give anyone scanning them access to the free Eureka demo. Also, since it’s a PDF, you could also just send it to people online without actually having to print it out.
(Make sure when you do print it out, that you print it out double-sided!)
It’s a nice pamphlet with some of our best art on it, and does a good job of getting right to the point of what Eureka is.
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If any of y’all could hand this out and/or show it to people, it could mean a world of difference for making Eureka and A.N.I.M. a viable career path for someone who struggles to hold down any “normal” job.
Set a reminder for the Kickstarter launch here.
See a preview of the Kickstarter campaign here.
Join our Patreon for just $5 and get perpetual updates on the in-progress prerelease version of Eureka: Investigative Urban Fantasy and several adventure modules.
Visit our website or go to our itch.io page (follow us there too so you'll get notified when the game fully launches) for more information and a free demo! Also, in case anyone didn't know, the free demo isn't just a small chunk of the game anymore, it's almost the full game. Like, everything. If you previously downloaded the demo that kept most of the game hidden, go download it again to get access to all of that hidden stuff and more!
Interested in actually playing this game, and many others, with the developers? Check out A.N.I.M.'s TTRPG Book Club, a club of nearly 100 members at the time of writing this where we regularly nominate, vote on, and then play indie TTRPGs! At the time of writing this, we are playing Eureka: Investigative Urban Fantasy, and sign-ups are closed for actually playing it, but you can still join in to pick up a PDF club copy of the rulebook to read and follow along with discussion, and sit in on and observe sessions! There is no schedule obligation for joining this club, as we keep things very flexible by assigning multiple GMs with different timeslots each round, to try and accomodate everyone! This round, we had over thirty people sign up, and were able to fit in all but one! Here is the invite link! See you there!
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probablybadrpgideas · 5 months
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The bbeg is not actually evil they just are trying to fight the party to stop them from committing anymore warcrimes
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oldschoolfrp · 3 months
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The Balor's Eye on Barter Street is always a happening place. Lots of cash flows through there so it might seem like a tempting place to rob, but I heard the proprietor is a retired wizard with a wand of fireballs and a scroll of disintegrate. (City State of the Invincible Overlord, D&D campaign setting, Judges Guild, 1977) Almost every named townsperson in the city has a character class. Most are fighters, with a few magic-users, clerics, thieves, bards, or rarely other subclasses; the other four proprietors are ogres and trolls.
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crossdreamers · 1 year
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Nevada passes most inclusive equal rights amendment in the US, protecting queer and trans people
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Nevada is set to become the first US state to  to include protections for historically marginalized people, including trans people,  in its constitution.
Advocate writes:
The measure, Question 1, was supported by 57.5 percent of Nevada voters, while 42.5 percent opposed it at the time of publication, with 83 percent of the vote counted.
A wide-ranging amendment to the Nevada state constitution that would include antidiscrimination protections covering gender identity and sexual orientation was on the ballot on Tuesday. Voters could adopt or reject the most comprehensive state version of the Equal Rights Amendment.
When this post is written 90 percent of the ballots have been counted, and the numbers are roughly the same. 
No other state has explicitly prohibited discrimination on the basis of sexual orientation, gender identity or gender expression, says Nnedi Stephens, the campaign manager for Nevadans for Equal Rights to Nevada Current.
The cities voted yes, the rural areas no. Urban areas are more diverse, which means that people are exposed to real LGBTQA people as opposed to the feverish scaremongering images produced by those who have never met one.
In general the US midterm elections represents a big setback for extremist anti-LGBTQA MAGA Republicans. There is still hope for America. 
Illustration:  Vlatko Radovic
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workingclasshistory · 10 months
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On this day, 21 June 1964, three civil rights workers were murdered by police and Ku Klux Klan members in Mississippi. James Earl Chaney, a 21-year-old Black former union-plasterer and organiser with the Congress of Racial Equality (CORE) from nearby Meridian, Mississippi, Andrew Goodman (pictured bottom, left), a 20-year-old Jewish anthropology student from New York, and Michael 'Mickey' Schwerner, a 24-year-old Jewish CORE organiser and former social worker from New York were lynched on the night of June 21–22 by members of the Mississippi White Knights of the Ku Klux Klan, the Neshoba County's Sheriff Office and the Philadelphia Police Department located in Philadelphia, Mississippi. The three had been working on the "Freedom Summer" campaign, attempting to register Black people to vote. While seven of the killers ended up being jailed on federal charges of civil rights violations, the state of Mississippi didn't prosecute anyone for the murders until 2005, when they eventually charged one of the killers with manslaughter. He was then convicted and sentenced to 60 years imprisonment. Chaney's younger brother Ben later joined the Black Panther Party and the urban guerrilla group the Black Liberation Army, for which he ended up serving 13 years in prison. For this and hundreds of other stories, get hold of a copy of our first book: https://shop.workingclasshistory.com/products/working-class-history-everyday-acts-resistance-rebellion-book https://www.facebook.com/photo.php?fbid=648220290684523&set=a.602588028581083&type=3
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horizoneffect · 9 months
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2d6 table for law enforcement methods in D&D
So recently I've been thinking about how to portray dystopias in D&D, which is something that's harder for me to do well than it sounds. Most of the cruelly authoritarian governments I'm familiar with existed post-1900, which doesn't vibe with D&D's fantasy setting... So I've been dredging up my historical knowledge of awful governments, and as someone working on a thievery campaign, this has made me think of different methods of law enforcement.
Feel free to use the table below either as a 2d6 table, or simply as a list of ideas. Something I realized while making this is that methods of law enforcement are intricately connected with details about the town in question: who lives there? What kind of life do they live? Urban or pastoral setting? Large town or small town? What is the town like, socially -- do people put a lot of credence in religion, their neighbors, their in-group or family, the law, reason, or technology? For this reason the table below is intentionally generic.
If anyone has recommendations for other possible methods of fantastical law enforcement (trial by ordeal involving a dark cave and a dragon?), please add them below. Also please share if you have historical inspiration for awful governments (1700s Britain, 1500s Italy, the entire history of colonialism -- seriously, the concept of the existence of a company given monarchical and therefore divine right to rule over an entire nation is ripe for inspiration imo.)
In this town, lawbreakers are detected and apprehended in the following way (roll 2d6):
2 - Everybody knows and likes everybody. There's no need for any sort of law enforcement.
3 - When a crime is committed, the members of the victim's family are honor-bound to discover the perpetrator.
4 - A religious order divines information about criminals in cases of particularly heinous or sacrilegious crime. Then, the order's knights are sent to apprehend the suspects.
5 - Wealthy noble families, who have taken on the role of steward of the town, court mercenary groups to provide security as a favor to the public.
6 - The town is policed by members of the military, who are taken from the ranks of the imperial army, or the army of an occupying power.
7 - Town guards patrol the city. In smaller towns they simply keep an eye out for trouble; in larger towns they are given a set beat; in still larger cities they are assigned to separate locations and perhaps assisted with magical defense systems.
8 - Any citizen who has been wronged can submit an appeal for aid to their lord, who, in exchange for fealty, is in charge of marshaling forces to catch the perpetrator.
9 - Roll again, ignoring other rolls of 9. One of the other systems here is in place, but has gone wrong. Citizens often rely on hiring adventurers to solve crimes, and they must contend with the danger that a corrupt form of justice poses.
10 - Vigilante organizations have formed, which keep order in return for the citizens' respect. Whether or not those organizations themselves are legal is an open question.
11 - There is no real law enforcement to speak of, because no one follows the laws. Citizens pay protection money to the city's emboldened crime syndicates, which compete for territory, subjects, and power.
12 - Crime? What crime? Under the Dread-queen, all is peace.
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