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By the way, always in or around , :)

Will role-play/GM in French or English.

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Time for an . Hi, I'm a guy/he from France. As a hobby, I'm
a Role-player (mostly GM), Storyteller, Improv actor. Also, GM-ing for children.

I'm quite on the narrative side.

I have recently published my first DriveThruRPG product and I'm working on two more. More self-promotion later :)

Onym just happened to cross my radar: ostensibly a curated list of tools and resources for naming things, but it contains a wealth of links to numerous sites of interest to linguists and language-freaks in general:

I've got three weeks to find a job before I lose my backup plan to foreclosure, and another month past that before I lose my home. I need gas money to get to job interviews. I'm eating the shipping on these bracelets to try and cover that. If you don't wear or these aren't your style, please boost. They're anodized aluminum, brass, bronze, and stainless steel, all 7 inches, and all $15 to or$tarlimanjoppos

Unemployed, week 10, electricity is out in the kitchen, no $ to get it fixed. votive candle lantern, phosphor bronze and stainless steel. Asking $150, will take best offer plus shipping. or$tarlimanjoppos Please Boost

On an unrelated note, now that has burnt down, where will Club Pythagore meet?

(yes, I remember that is set around 1905 :) )

@ossifog @dapperbear I like the idea of Robo Rally-style, with bumbling heroes advancing essentially randomly in the dungeon :)

But my idea is to start from the heroes already at the dungeon heart, and the last few monsters attempting to push them back. I believe that this would make for a much simpler/faster game.

Random idea: roaming monsters launching themselves at the heroes, attempting to last as many rounds as they can while snotlings building walls while Heroes look away.

First catch: they Heroes can't die. They're just that powerful.

Now, your last hope is to summon roaming monsters and somehow use them to push back the heroes away from the Dungeon Heart, level by level.

Second catch: as the Heroes are pushed back, they are reinforced by the side-kicks they had left throughout the dungeon, which makes them progressively stronger.

You win by kicking the Heroes out of the Dungeon, locking the door and teleporting the Dungeon away from the Heroes.

Any ideas?

I just had the vague idea of a single-player/coop board (card?) game. It would be called _Dungeon: The Last Stand_.

The Heroes have reached the Heart of the Dungeon. The Big Boss and its Acolytes are dead. The Heroes are victorious, aren't they?

You play the Dungeon Heart, btw.

The time has come!

Ever had your players unexpectedly talk to a background NPC who didn't have a name, or even a gender or species, and you had to bullshit them on the fly?

No more!

Check out the Deck of Many Names on Kickstarter!

(Boosts appreciated!)

They tell me a & -related workshop is to take place at (Designing Interactive Systems) conference in California.
It's called "Larping (Live Action Role Playing) as an embodied design research method" and some of the names involved ring bells for me:

Hey friends,
I'm still working on the upcoming Kickstarter for my , and I'm trying to get reward tiers settled.

Anybody up for having a look at the rewards and offering some feedback?

pocket watch chain in half-Byzantine weave, handmade, actual brass cogs for the fob, US$40 to or free shipping within USA Unemployed IT guy needs groceries Please Boost

I wrote that thing about the triad of game design! Maybe give it a hecking read if you like games and stuff! ✨​:slime:

Would someone mind giving the Grimoire section of my GUTS+ rule book a read through and give me some on how certain skills could be clearer or what I can/should expand and explain more?

The whole thing relies on the concept of "Essence", and the skills listed are more intended to be reflections of a character's growth of and mastery over their Essence rather than discrete skills they can perform.

Thanks for your !

I may well have stolen the idea from dragonlance, but i prefer the idea of goblins not as a society of thieves, but as one that just... doesn't really have a concept of 'ownership'. They take what they need whenever they want and assume others will do the same to them

Also, because none of us hear it often enough:

I like you my friends, just the way you are. There's no one else in the world just like you and that makes you special and unique, just the way you are. I like you, friend.

(Boosts appreciated!)

I've reshuffled some parts of the project description for my "Deck of Many Names" Kickstarter that I'll be launching soon, and I'd love some feedback!

I still don't have images yet; those will be added later. Don't forget to tell me what you'd like to see for pledge reward tiers!


So, as mentioned I'm looking for a title.

A few ideas so far (hoping that none are taken yet):

- Realms of Immateria;
- Et In Arcadia;
- Things in Heaven and Earth;
- Speculum Mentis.

Interested in feedback and suggestions :)

Rulewise, it's based on .

Every promise you make, every alliance you enter, every favor you owe, your philosophy, the relationship between your mundane identity and your spiritual one, etc. – all of this is represented by free-form .

Also, I'm of course planning to use my for :)

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