Maybe it's about a system, a specific mechanic, lore, builds, types of players, ttrpg-adjacent products - whatever they are, share them.
Maybe it's about a system, a specific mechanic, lore, builds, types of players, ttrpg-adjacent products - whatever they are, share them.
Any RPG game based around fighting opponents (or sneaking around and robbing their "dungeon") and taking their stuff as a reward is inherently and intrinsically colonialist. Recasting the antagonists from orcs to either "bad people" or undead or robots or whatever is just obfuscating the colonialist power relations. This extends to RPG video games as well.
Having collaborative world building or ways to grant players authorship is nice in theory, but often most players aren't actually that interested so things fall back to the GM or you end up with a self-appointed co-GM.
I think it's okay that game PDFs cost about as much as a print book (~$30 to ~$35) since the majority of the value is in the writing and artwork as opposed to the physical construction of the product. I'm just going to get it on sale anyways.
Generic systems like GURPs, FATE, Genesys or Cortex are just toolkits to design your own house system. They shouldn't be recommended to people looking to play a specific genre unless there are literally no decent games for said genre.
Trying to play music or have soundtracks, especially for online games, doesn't work and is only distracting.
When introducing TTRPGs to people, "rules-light" TTRPGs are less friendly compared to more traditional games since they are more open ended and can more easily confuse players who don't have this experience. On the other hand, D&D 5e is a terrible introduction as well. The are definitely good middle ground options.
TTRPG Kickstarters delays are generally okay. People who collect and kickstart games are never going to run most of what they own anyways, so if it comes even a few years late there's little difference.
Tables with only male-aligned individuals kinda suck.
If you have a group of 3 or more people and you post a LFG for an external GM, unless you plan to pay said GM then one of you should just bite the bullet and take that role. Asking for a stranger to cater to an existing group for free is cringe.
My hand-crafted campaigns started having the adventurers visit people that live there, help them with local trouble as guests, and the "treasure table" was gifts given by the people for whatever they did, combat or puzzle solving or otherwise. Once the players adjusted they started saying it was hard to go back to how weird it was to just break into "ruins" and loot them while intelligent beings still lived there that were being robbed.
OSR is the ideal middle ground in my opinion. Most people think of D&D fantasy when they think of TTRPGs, and most OSR systems have just enough rules to structure that type of game, but without being overloaded with simulations of every single little thing.
I generally agree. I also think some other straightforward trad games, like Call of Cthulhu, also work.