Discover and read the best of Twitter Threads about #athousandthousandislands

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Playing #AThousandThousandIslands in #dnd5e :

Here's the house-rule document, in PDF- athousandthousandislands.com/download-5e-ho…

And that post *already* has long-ass notes. But talking shop about game design is fun, I guess? So, thread:

1/
My fave RPG rule texts are ones that trust players.

Games like Knave and Troika! set their ethos by what they *don't say*, as much as the rules they provide:

"You are sharing a cool experience with friends, here's a scaffold, climb all over it and build something together"

2/
PS: Troika! still has, in my estimation, the best "what is an RPG?" section ever written. Basically:

"Oh wow you are getting into RPGs for the first time, here's what it is, don't be scared, just go for it, I'm so excited for you!"

3/
Read 26 tweets
🦋HOUSE RULES FOR A THOUSAND THOUSAND ISLANDS🦋

Some light hacks of 5E for #AThousandThousandIslands. This is basically the first time we've thought about RPG-system stuff for the zines.

Yeah yeah, it's D&D -but hey, *I* play D&D, okay?

athousandthousandislands.com/download-5e-ho…

1/
I'm pleased with the tweaks to xp and skills. (These may seem like trivialities, but I'm the opposite of a rules-design guy, so ...)

Also: Mun Kao made a character sheet, inspired by the flow-chart-y excellence of #MothershipRPG . (Note the "Allies & Pets" column!)

2/
Also: remember that demon hunter who fell in love with one of their targets?

Here they are, as a D&D character class!

(I wrote most of their abilities / powers in natural language, so adapting them to any other ruleset *should* be painless?)

athousandthousandislands.com/download-demon…

3/
Read 5 tweets
🚨RPG DISCOURSE ALERT🚨

This has always been the most obvious thing to me:

"TTRPGs are a conversation; how you get people into the conversation is design. How you describe a particular place, how you’ve drawn a particular character are as important as mechanical rules."

1/
"TTRPGs are a conversation", particularly-

It feels like a useless thing to point out; every instance of RPG play (that isn't solo play) is obviously "people, talking".

But I've come to realise that this simple observation underpins everything I want do, re: RPG design.

2/
The idea that everything said at the table-

"They've left a key on the table. Do you take it?"
"My character hates dwarves ..."
"Yes, but what *direction* do we flee in?"

Is play. Is the heart of the game, working. Not just when conversation triggers resolution mechanics.

3/
Read 19 tweets

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