Amazing Work From @mimles On Insta

Amazing work from @mimles on insta

More Posts from Bungeonsandbagons and Others

1 week ago

OP: When demonstrating dance moves, it's crucial to execute the actions precisely. (cr 爵士舞柳柳老师)

5 months ago

hi i found your page cause of your Masks art!!

imma be running a game of masks and was wondering if you have any tips

Oh hello! Very cool you're gonna run a MASKS game, it can be a lot of fun!

I'm not sure how helpful my advice will be since I'm still learning and am not sure how well I actually run the game haha, but for starters there's a whole lot of great advice on Reddit that will help with the mechanics and the structure of the game. In my opinion, the Principles section in the GM part of the core book is critical and succinct and is great advice for running ttrpgs in general.

my top advice is:

"We play to get the next issue picked up!"

Play the game like we want people to buy the next issue and not put the series down! Take chances! Make big choices! Make it interesting! Be bold!!

other things:

Theme. Establish the themes of your story early on. This will help you understand how the world and story should respond to the PCs. And make the themes interesting to you! For example, beyond the general coming-of-age story themes already built into the character arcs, I lean heavily into the concepts of fame, celebrity, and the 24-hour news cycle. And all the things that were going on in the early 2000s.

Be a Fan of the PCs. This is my favorite rule from The Principles. Make sure all your players soak this rule in. The MASKS mechanics mean characters will often make less-than-optimal decisions, so players must feel supported in their character choices. You should be a fan of the characters, and so should your players! They should want to help bring out every character's arc, not just their own.

Treating Human Life as Meaningful is what Makes Threats Real. This is another principle, but yeah, make the world's NPCs feel like they matter, and that will make the world worth protecting. Treat them as people. Give everyone Drives, not just your Villains. Mentally treating even non-villain NPCs as having Conditions can do a lot to help with characterization.

Condense. Condense your world, your NPCs, make the world feel smaller. In our game, for example, having the Protege's mentor also be the same superhero who saved the Delinquent years ago was a great decision.

Playlists. I have a bunch of different playlists for the campaign, from a big one of music of the time (our game is set in 2004) to playlists for important NPCs, to playlists I asked my players to curate for their characters. Music inspires me a bunch, a song can help create a villain for me, and I also like choosing a different "ending" song for every episode based on whatever happened.

Stories. Okay, here's the thing. I don't really care much for superhero stories. Why did I choose to run MASKS, you ask? Because of the emotion-based mechanics. That's my shit. But anyway, I don't take in much superhero media... But I do LOVE movies and television and stories in general, and I think taking in a lot of "short stories" is helpful to develop an instinct on how to pace a story, make a character or moment memorable, etc. And because MASKS has an episodic nature, this is extremely important! The sheer amount of movies I've watched has helped me a whole bunch, since they have to get the Beginning, Middle, and End done within such a short time frame.

Don't Wait. This is an instinct I've picked up from some of my favorite media. Don't wait for The big important moment. Make a lot of big important moments, and make the characters have to make a lot of important choices, and keep the momentum going. Paint yourself into a corner and then force yourself to think of ways out! It makes the story more interesting. (this may not apply to everyone, I get this kind of mindset from shows like Breaking Bad and Succession, which for your story could be too much haha)

Everyone Works. Okay, I am not a benevolent, sweet GM, I will not smile with tears in my eyes and quietly work away and accept that without complaint. no way. I make my players help me a lot. I'm gonna whine. Guys I'm doing so much work! Guys this is hard! Weeehhh! MAKE THEM HELP YOU. RUNNING A GAME IS SOOOOO MUCH WORK OH MY GOD IT'S SOOOOOO MUCH WORK!!! Ask them to take notes! Ask them to treat the world with sincerity! Ask them to make NPCs! Ask them to play NPCs! Ask them to help fill out the world! Ask them to tell you what their character wants to do next so you have extra time to consider it! Ask them to make playlists for their characters to help you figure out how to engage with them! Don't let them just show up on playday!! I'm a "you get what you give" kind of GM. You're a player too and you deserve to enjoy the game as well, and having the other players help you helps a BUNCH. PUT THEM TO WORK.

what else. uh. visuals help a lot with engagement so i subscribed to a bunch of modern battlemap patreons. i run using Foundry which lists the rules upon every roll which is great for me, someone with horrid memory. if you're lucky and favored by god, you'll have a benevolent player that will be the scribe for your sessions and log everything down so they can be referred back to (again, great for someone like me with a horrid memory). remember to give focus to the PC's out-of-costume lives as well. make NPCs in response to your PCs (superheroes, villains, touch on something of a PC in the creation process). be silly. be serious. be sincere.

i'm still figuring out how to run the game, maybe i'll have better advice on a later day, but i hope this can help some! sorry this is longwinded and more a stream of consciousness than it is succinct.


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2 years ago

Variant Classes Pt. 1

Variant Classes Pt. 1
Variant Classes Pt. 1
Variant Classes Pt. 1
Variant Classes Pt. 1
Variant Classes Pt. 1
Variant Classes Pt. 1
Variant Classes Pt. 1
Variant Classes Pt. 1
Variant Classes Pt. 1
Variant Classes Pt. 1

With the continued expansion of 5e through new subclasses and races, the ability to create new unique characters continues to grow. Though, in my mind, one of the faults to this is that, every time you make a new subclass or such, it's just 1 more character archetype, which can sometimes feel a little lacking in terms of new possibilities.

Now of course, there's the option to just make a lot of content, which was the style of older editions, but that eventually lead to the issue of content bloat, with there just being too much content for a single person to reasonably deal with.

Though recently in my own homebrewing, I've found what I feel is a pretty good solution for such a thing: Multiplicative, rather than additive content.

This was the idea behind my Prestige Classes document, with each single prestige class being designed to be applicable to a wide number of classes at any time, meaning that with each PrC, each would add a new potential character option for each class it could interact with (or even 1 for each subclass).

So, long rambling on thought processes, Variant Classes. The idea for this is to, by adding one new class, add new character options equal to the number of subclasses a class already had, essentially being a x2.

Variant Classes are new classes that modify an existing class to varying degrees, replacing some or many of their features with new ones, creating a whole new character option. It's sorta like a Tasha optional feature, but the optional feature messes with your entire class.

So above, there are the two Variant Classes of this post: The Archivist and the Eldritch Sage

The Archivist takes inspiration from a 3rd edition class of the same game. They are scholarly mages, though they focus on divine magic rather than arcane. As such, mechanically they are very similar to the wizard (Even having a spellbook equivalent in their 'Prayerbook'), but differing from them is their spell list: rather than the wizard list, they use the Cleric list.

In comparison to the Cleric, the way they interact with spells is a bit different. The Cleric has access to their entire spell list for free, alongside their domain spells. The Archivist however, needs to learn spells, only gaining 3 per level and needing to pay for more. To make up for this is their Domain Studies, in which they initially learn a set of Cleric domain spells of their choice. At later levels however, they can learn additional diving domains, and choose which set of domain spells to prepare from each day. Yet later they even gain the ability to prepare two domains at once.

As such, while a Cleric will often have to focus on a single theme when it comes to their spells, an Archivist is more a multi-tool, able to have a wide number of domains and prepare whichever they might need for a given day.

The Eldritch Sage is a researcher into the otherworldly. They like Wizards use their intellect to fuel their magic, but rather than from direct study of the arcane, their application of magic comes from the study of the extraplanar.

Mechanically, the eldritch Sage is a warlock, with their patron instead representing ehat type of otherworldly entity they focus their research upon. Unlike the regular warlock, they use Int instead of Cha. Most differently is that they use regular Spellcasting rather than the warlocks Pact Magic, making them more of a traditional long rest based caster.

The Eldritch Sage also interacts with Invocations differently. Rather than having a number of invocations at will they instead learn a number of invocations, and can prepare a few of them at the end of a long rest. This means that they will often have more total invocations, but less active invocations.

Woops yeah, lots of text today.

Ah, you may have noticed the Pt.1 at the top of the post! That's because I actually made 4 variant classes, it's just that the other 2 will be posted seperately (very much my own choice, totally not because tumblr didn't like me dropping 20 pages into here). So yeah, I guess look forward to seeing in maybe a few days time the Mentalist and the Mountebank.

Honestly imo they're more my favourite out of the bunch, being the more radical in their changes to their classes. (Or maybe it's bias, since I am in the process of playtesting both of them in campaigns I'm in x) )

Edit: oh hell I forgot to put in the art credits, since they were all part of the images originally, but they'd be on the last page of the second set. My bad

Art credits:

Archivist.

- Clever Distraction from Innistrad: Crimson Vow by Andrew Mar

- Conspiracy Theorist from Strixhaven by Svetlin Velinov

Eldritch Sage.

- Contact Other Plane from Adventures in the Forgotten Realms by Alix Branwyn

- Magus of the Moon MtG from Time Spiral Remastered by Milivoj Ceran

Edit: Part 2 is up, and can be found here

1 year ago

Pistol Dust

https://www.drivethrurpg.com/product/393309/Pistol-Dust

image

Pistol Dust is a Weird West meets High Fantasy Tabletop RPG with heavy emphasis on customizability. Pistol Dust forgoes class limitations in exchange for using experience to directly influence Talents, Abilities, and Skills.

https://www.drivethrurpg.com/product/393309/Pistol-Dust

2 years ago
Dungeon: The Shattered Garden
Dungeon: The Shattered Garden
Dungeon: The Shattered Garden

Dungeon: The Shattered Garden

“ Careful not to cut yourself on all this Pretty” 

Adventure Hooks: 

Seeking a precious artifact, the party is force to make a harrowing climb up freezing, alpine mountains to gain access to a castle that was said to have fallen from the sky. Finding the ruins of this structure deep within a mountain rift, they must explore a labyrinth of jagged shards and broken halls, hoping that the whole beautiful calamity doesn’t cave in. 

What a miserable place for a heist. What treasure is so grand that it could make a self-respecting thief leave the poorly guarded vaults and easily duped nobles of the city, trudge halfway up a mountain, and risk freezing their precious lock-picking fingers off in the process? How about the Hyborian Stylus, a weapon of such power that any warmage worth their salt would pay out the nose for the chance at wielding it.  To get their hands on this treasure, the party will need to outwit an ostentatious but heinously bloodthirsty oni by the name of Banehail, who treats the dungeon as her own personal gallery/art instillation.

Sometimes things in the life of an adventurer are simple. You hear rumors that someone saw a castle made out of clouds crash-landing on a mountainside, you grab some friends, go on a hike, and investigate. Maybe you get eaten by wolves, maybe you grow as a person by confronting the unkown, it’s not that complicated. 

Challenges & Complications: 

Situated at the bottom of fissure high up in an alpine mountain range, the party will have to battle through harsh conditions to even get to the dungeon site, and then figure out a reliable way of getting down into the dungeon, ascending up with their prize, and finding their way back down the mountain. This may not prove too challenging to a party only interested in stealing one or two items from the dungeon, but the Garden is filled with numerous, weighty treasures, all of which can slow the party’s escape. 

While some rooms and pockets of surrounding architecture survived the impact unscathed, most were either reduced to reduced to piles of jagged detritus or so structurally compromised that they might as well be uninhabitable. The party must test their caving skills, managing tight squeezes through once beatific galleries or prepare descents into wings that now slope at treacherous angles. Delicate floors crack like glass under the party’s treasure-laden footstep, and ceilings may at any time collapse into razors if too much damage is done to the surrounding rooms. 

Entering the Shattered garden is no protection from the chill outside, as harsh boreal winds surge through particular hallways and seek to rip the life-giving heat from a potential explorer’s bones. THe greatest of these dangers is gallery which contains the Hyborian Stylus itself, which may freeze characters solid if they linger in it too long. If the alarm is sounded, the elemental denizens of this dungeon may paradoxically open the doors to this most valuable of treasures, transforming the Shattered Garden into an indoor blizzard in the hopes of flushing out the warm-blooded intruders. 

This dungeon is part of a larger adventure path “A Kingdom Washed Away”, which you can find the rest of @dailyadventureprompts​

2 years ago

sixty-nine more questions for your ttrpg characters!

(i originally made one of these on a defunct sideblog; i thought it was about time i made a new one! send an oc’s name and a number, go wild!)

-

1. what drives them? what’s their ultimate goal?

2. what was your original concept for this character? how did playing them change that concept?

3. can they accept failure?

4. what one person, place, or thing do they love more than anything else?

5. is there something they want to be known for?

6. how have they changed in the last year? how about the last five years?

7. there’s a magic item (or technological innovation, or special resource) made just for them—what is it?

8. what songs remind you of them? if there are specific lyrics or movements, list ‘em!

9. when in their life were they most scared?

10. what inspired this character’s creation?

11. if they have a pet or animal companion, how do they spend time with them? if they don’t have one, what sort of animal would they be interested in raising, if any?

12. how have they altered their body? piercings, tattoos, biohacks, or other modifications—anything. why (or why not) did they (or someone else) make those changes?

13. what are some motifs you associate with them? did you intentionally bring in those motifs, or did it happen over time?

14. what keeps them up at night?

15. is there something that never fails to make them laugh?

16. do they value their appearance?

17. they’re crying—what did it take to make them cry?

18. what dish brings back the best memories for them?

19. what sparks genuine, unadulterated rage in them?

20. what attracts them to someone—platonically and/or romantically, anything counts.

21. do they have an idea about how they’ll die? do you?

22. how would they decorate their living space, if they had a chance?

23. in what moment did they consider themselves to be “grown up”?

24. are they close to any family members?

25. who is their best friend?

26. what type of person pisses them off?

27. how do they usually dress? why do they dress the way they do?

28. do they collect anything?

29. what feelings do they internalize?

30. how do they handle confrontation?

31. do they respond well to praise? how about criticism?

32. which of your decisions led to their voice being the way it is?

33. what artistic medium are they most drawn to?

34. what languages do they speak? how did they learn them?

35. when did they feel loneliest?

36. how do they fidget?

37. if they’ve had one, what was their first kiss like?

38. do they see themselves as an important part of their party?

39. are they insecure about their appearance? how about their personality? what aspects specifically worry them?

40. if you had to remake this character right now, how would you change them?’

41. how do you keep notes for this character, if at all?

42. can they dance?

43. how much do they know about the world they live in?

44. what lies do they tell others?

45. what lies do they tell themselves?

46. have they taught themselves any skills just for fun?

47. what could they talk about for hours on end?

48. do they relate to anyone in their group? conversely, which person do they relate to the least?

49. how often do they cut their hair, if at all?

50. do they have a go-to beverage, alcoholic or nonalcoholic?

51. what element of their backstory are you proudest of?

52. how would they dress themselves up for a formal event?

53. do they keep their plans close to their chest?

54. how important is money in their life? do they save up for ages, or spend quickly?

55. they’re seeing their greatest wish come true—what’s happening?

56. who would they trust with their life, unequivocally?

57. do they see value in the laws of where they live?

58. how often do they swear? do they mind when others swear?

59. what’s an element of their philosophy that you disagree with?

60. what do they have faith in? what keeps them believing?

61. is there an in-game moment of theirs you think about and just laugh?

62. do they believe in good and evil?

63. what’s a meme or tiktok or vine (or whatever) that you associate with them?

64. how would a party member describe them?

65. what would their go-to karaoke song be?

66. which fruit do they like most?

67. do they consider themselves to be special?

68. where’s their home?

69. what’s one secret they don’t want getting out?

3 years ago
Deity: The Walker Of The Wheel

Deity: The Walker of the Wheel

“ Traveler! Why don’t you pull up a stone and rest your weary self, Come share a tale, join me in a song.  Between us there are as many miles to go as there are stars uncounted, but maybe we can number a few of them before we’re through”. 

Setup: There are some gods that demand the worship of all, who seek to spread their gospals to the four corners of the earth. Then there are the small gods, the humble guardians who preside over their little corner of reality and ensure those who journey through it are well taken care of. 

The Walker of the Wheel is one of the latter, a guardian god of roads, travelers, and the infinite horizon who protects those who venture far from home. Appearing as a broken down tramp, a traveling mapmaker, or an adventurous youth, the Walker eschews a concrete identity or even a name, preferring to intercede in the guise of a fellow wanderer rather than act through miracles or celestial agents. 

Holding no temples save for the small roadside shrines erected by fellow travelers, the existence of the Walker is lore held only by those who live their lives on the road, cobbled together out of scraps of road-lore and tales of secondhand encounters. 

Astral travelers are also known to draw the attention of the Walker, who holds stewardship over forgotten gateways between the realms. 

Adventure Hooks: 

Exhausted and woefully lost with darkness closing in, the party hears the plucking of an old guitar drifting across the landscape, leading them to a small campsite and the hermit who presides over it. The old codger offers them hospitality and a drag off his jug of barleywine, in exchange for their tales of adventure and woe.   When the party awakes in the morning, they’ll find the Walker gone and themselves a stonesthrow from their destination, having crossed valleys and rivers in the span of a single night. 

Those that impress the Walker are likely to be rewarded with good luck charms touched by a bit of his divine grace. Dented compasses that point the way home, guitar picks that conjure visions of the past when used to strum a nostalgic song, well worn walking sticks that allow for tireless travel over harsh terrain. These items all show evidence of having many owners in the past, as well as handetched patterns of stars and constellations. 

While generally a god of good spirits, the Walker cannot stand those who prey upon travelers, and woe to any robber or highwayman who draw his attention.  The party bears witness to this wrath when bandits attack their inn, hoping to kidnap and ransom a merchant who also happens to be staying there for the night. The Walker appears partway through this standoff, and with a strike of his stick dissolves the bandit’s leader into a pile of road dust. 

Titles: Our Old friend, Master Dust, The Starry Hermit, Wornboot Bill, The Roadwarden

Signs: Whirling Stars and Nebulas, music on the edge of exhaustion, dreamlike landscapes.  

Symbols:  Hobo Marks, Migratory birds, A long road beyond a gateway. 


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2 years ago
Nadier’s Nightblade By Randy Vargas

Nadier’s Nightblade by Randy Vargas

2 years ago
Cleric: Domain Of Black Powder

Cleric: Domain of Black Powder

“Hoar show no mercy to my enemies, as thy enemies would show no mercy to me.” ~Reverend Colton

For more make sure to join my Patreon, link in the reblog and comments.

2 years ago

standing on the deck of a ship while all the dead men's eyes look down on you from the rigging. just sailing things

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bungeonsandbagons - i keep all the stuff here that i like
i keep all the stuff here that i like

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