Meet Ball Bearing. A halfling priest of St Slim: godling of travel, song, and tight spaces. He died in the second session.
His companion, @PrismaticWastes 's wizard, was paralyzed by slimes. Ball Bearing prayed to St Slim to intervene.
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Ball Bearing prayed so hard he exploded.
It's a thing, in @yungdumbitch 's Errant ruleset. Zealot characters can call on their god for miracles, but there's always a chance they roll the "Apotheosis" result:
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"Your body erupts, giving birth to a physical manifestation of your covenant; an avatar of a deity, or belief otherwise made manifest. You are dead."
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Death by roll of the dice is a part of old-school-style RPGs. Because:
(a) player-characters are pretty ordinary; and
(b) you only make dice rolls in risky situations, and dice-result tables reflect that.
So: Ball Bearing now stained the walls and ceiling of the cavern.
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In his place: a singing, shining figure of indeterminate gender, wearing slippers, a sarong.
This was St Slim. St Slim is a chill god; he fills creatures that meet him with a sense of peace. He + his entourage of stoner kobolds have been a faction our dungeon campaign since.
5/
Meanwhile: I had another roll to make.
Ball Bearing had called St Slim to rescue his friend, @PrismaticWastes 's buff-but-currently-paralyzed wizard. But would St Slim do so? Or would his divine manifestation leave no survivors.
I rolled 2d6, my miracle dice, once more.
6/
St Slim touched @PrismaticWastes 's Benvolio (the wizard)- freeing him, closing his wounds, delivering him from darkness.
Benvolio, witness to divinity, devoted to St Slim, now delves dungeons barechested in sarong.
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My first dice roll, the one to which Ball Bearing died- pretty neat!
I mean: considering all the ways dungeon-crawling PCs can die, this was a pretty metal way to go.
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My second dice roll- now, *this* was the important roll, for me.
*Everything* rode on this roll. Would Ball Bearing's act save his friend? Would stories of his god's appearance be told, or would that apotheosis go unnoticed, witnessed by none but invertebrate slimes?
9/
Ball Bearing's death was the most fun I had in RPGs, recently.
Possible because:
(a) we were playing an old-school game. Players leaned into that;
(b) @yungdumbitch 's GM-ing, collaborative in the sense that she was always as surprised as us, at how things turn out;
And:
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Arguably the most important bit:
(c) the sense that what drove this group of people having fun together was -above the Rules or System or Consequences or Story- everybody's care for everybody else's sense of fun.
High-trust RPG play = best RPG play.
11/11
Damn, glossed over something crucial:
The *reason* why that 2nd roll -to save Benvolio- was such a moment for me. There was a chance I could fail. We could've both perished, nobly but unknown.
It wouldn't have been a moment if Ava had just handed that to us.
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No idea what the latest TTRPG discourse is. Am guessing it is something tedious?
Look:
Text (writing, art, fiction, vibe etc) and game design (rules, procedure, mechanics, system etc) are the same thing.
Just make sure you actually have something to say.
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And that you are actually saying it.
If you view text and game design as separate categories you are at risk of saying stuff you didn't mean, and not be aware that you are doing so.
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Now: I make adventures.
(It is what I like to do, and find most rewarding, and the facet I enjoy most about TTRPGs. I love stories at heart, and adventures have the most actual "story".)
Two weeks ago I ran a roleplaying game for a teenager. Somebody totally new to RPGs.
Context: this was the evening Sharon's #ilikethisplace / #sayasukatempatini exhibition flooded. Sharon, Audrie (the show's producer), and I were wet, tired, and somewhat in shock.
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We had to cancel the film screening we'd planned for the evening. (Sharon wanted to show "Princess Mononoke". Given the circumstances "Ponyo" would've been more on the nose.)
Lisa, our 14-year-old neighbour, was pretty disappointed.
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So Sharon -feeling bad because of the flood, and for disappointing the kids who were meant to turn up for movie night- figured:
Hey, Lisa's just next door, she can hop over and hang out?
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."
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"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.
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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.
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