I Think The Near-extinction Of People Making Fun, Deep And/or Unique Interactive Text-based Browser Games,

i think the near-extinction of people making fun, deep and/or unique interactive text-based browser games, projects and stories is catastrophic to the internet. i'm talking pre-itch.io era, nothing against it.

there are a lot of fun ones listed here and here but for the most part, they were made years ago and are now a dying breed. i get why. there's no money in it. factoring in the cost of web hosting and servers, it probably costs money. it's just sad that it's a dying art form.

anyway, here's some of my favorite browser-based interactive projects and games, if you're into that kind of thing. 90% of them are on the lists that i linked above.

A Better World - create an alternate history timeline

Alter Ego - abandonware birth-to-death life simulator game

Seedship - text-based game about colonizing a new planet

Sandboxels or ThisIsSand - free-falling sand physics games

Little Alchemy 2 - combine various elements to make new ones

Infinite Craft - kind of the same as Little Alchemy

ZenGM - simulate sports

Tamajoji - browser-based tamagotchi

IFDB - interactive fiction database (text adventure games)

Written Realms - more text adventure games with a user interface

The Cafe & Diner - mystery game

The New Campaign Trail - US presidential campaign game

Money Simulator - simulate financial decisions

Genesis - text-based adventure/fantasy game

Level 13 - text-based science fiction adventure game

Miniconomy - player driven economy game

Checkbox Olympics - games involving clicking checkboxes

BrantSteele.net - game show and Hunger Games simulators

Murder Games - fight to the death simulator by Orteil

Cookie Clicker - different but felt weird not including it. by Orteil.

if you're ever thinking about making a niche project that only a select number of individuals will be nerdy enough to enjoy, keep in mind i've been playing some of these games off and on for 20~ years (Alter Ego, for example). quite literally a lifetime of replayability.

More Posts from Bungeonsandbagons and Others

2 years ago

My latest Terrible* DnD Campaign idea:

Scaling Hard "Nuzlocke" Mode.

We're gonna take the entire XP mechanic and through it out the fucking window.

Everyone starts at level one, but they make a backup character at the next level. They play that first character at level one until shit gets too hard and they die. No rezzes. Next available opportunity, bring in the backup level two character. Player makes a new backup, at level three.

So on, so forth.

The only way to level up is to die. The core goals/challenges are:

be the lowest level character to make it to the end of the campaign

get to explore a whole lot more classes and characters than you would normally

conversely, deal with the gritty reality of how dangerous this life of adventure is as so many of your party keeps falling

meta-wise, built in scaling system for less skilled players: die a lot? wind up stronger and stronger more quickly to balance it out

something something Ship Of Theseus adventurers guild?

5 months ago

NO ONE knows how to use thou/thee/thy/thine and i need to see that change if ur going to keep making “talking like a medieval peasant” jokes. /lh

They play the same roles as I/me/my/mine. In modern english, we use “you” for both the subject and the direct object/object of preposition/etc, so it’s difficult to compare “thou” to “you”.

So the trick is this: if you are trying to turn something Olde, first turn every “you” into first-person and then replace it like so:

“I” →  “thou”

“Me” →  “thee”

“My” →  “thy”

“Mine” →  “thine”

Let’s suppose we had the sentences “You have a cow. He gave it to you. It is your cow. The cow is yours”.

We could first imagine it in the first person-

“I have a cow. He gave it to me. It is my cow. The cow is mine”.

And then replace it-

“Thou hast a cow. He gave it to thee. It is thy cow. The cow is thine.”

4 months ago

What are some ttrpg's on your game wish list? Ones that you'd want to play or plan to play (or maybe don't have time to). also as a side note your love for ttrpg's fills me with a lot of joy and reminds me why they're so special! : )

Inevitable: COWBOY KNIGHTS TRAGEDY this is number one i wanna play this so bad with a crew who will watch a few anti-westerns and arthurian films beforehand and fully commit to the tragedy aspect (big bold decisions if you know it ends in tragedy!) oh my god this specific flavor of game appeals to me a little too specifically

some kind of horror game. VTM, Curse of Strahd, Shadow of the Demon Lord, Call of Cthulhu, whatever lends itself to horror well. the horror genre is one of my favorites and i would so be down to play some good horror!!

MASKS as a PC!

and always more dnd.

uhhh I'm sure there would be other things but I don't know many ttrpgs off the top of my head. quite like ttrpgs. would very much like to play more. especially with a group of artists who will post dodoles and songs that remind them of characters and talk about them throughout the week and do psychological deep dives and theorize about the story and themes and and and

2 years ago

Fantasy Names Bank

These are just regular human-ish girl and boy names but a bunch of them could be unisex. The lists came pre-alphabetized and girl-boy sorted from my old writing blog so that’s how they got copy/pasted here. There are about 50 names for each.

Also, I didn’t even come up with all of these. I got some from other places that I can’t remember, doctored some from names I read in book, and had my friends and family help with others (back when I was neck deep in a high fantasy world-building extravaganza)

Tell me if you use one so I can feel like 17 year-old me didn’t waste my time (I totally did) and also have new stories to follow!

Keep reading


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2 years ago
Wilderness: Roads Of The Coldhearted
Wilderness: Roads Of The Coldhearted
Wilderness: Roads Of The Coldhearted

Wilderness: Roads of the Coldhearted

Your party presses through the veil of sleet, and every step you take feels like a struggle. You are fighting the very wind itself, and the frost covered bones and crumbling ruins you’ve passed serve to remind you that standing still in such weather is a death sentance. How did you get here? What need could be so great as to climb these perilous peeks? The hole in your memory shocks you enough that you nearly lose your friends around a bend in the path. Catching up to them, you see it, battlements only visable against the rock and the migrane colored sky by their sheer scale.   A castle, and perhaps a chance to get out of the cold you’ve been trapped in for so long. 

Setup:  There are many dread domains, each one a nightmare prison built to contain a great evil. This one is a labyrinthian tangle of pathways through a jagged mountainside, reflecting the final hours of a bloodthirsty margrave who spent hours fighting though a winter storm to return home, only to discover that all his cruelty had been in vain. 

Sorrow, war, and misfortune are the ruling elements here, along with the horror of exposure and a chilling wind that hunts the party with it’s own malicious will. 

Challenges & Complications: 

Wretched beasts ride the skies of this domain, striking without warning or circling like stormbitten buzzards. The remnants of soldiers mummified by the cold shamble their way through patrols or wait in ambush, and always return to their station after some time after their clashes with the party. Those that wear tattered officer’s uniform even manage to remember previous encounters, and will plan their defenses accordingly. 

Leaving the domain will require the party to trace a shifting maze of claustrophobic caverns, icy canyons, crumbling bridges and narrow switchbacks that what. as the “roads” of this domain. They possess their own sinister intelligence, seeming to know the exact right time to close or fail and drop the party into a new form of peril.  Scaps of maps may be found hidden along the road like treasure, but these too are full of misdirections, showing no true path and seemingly only able to agree that the mountains they depict are called “The Sorrows”. 

The castle in the heart of the ragged web of pathways is no shelter from the blizzard, as the cold winds pour from its open windows and echo through it’s echoing halls. This fortress is home to many terrible beasts, none more so than a screaming windstorm known as the Resounding Agony, which prowls the domain the way a shark might a reef. While not exactly intelligent, it will harry interlopers by alerting their pursuers, causing avalanches, and causing maddening fatigue. 

Sorrowsworn and other shadowfell beats are drawn to the Roads of the coldhearted en-masse, and can frequently be seen clashing with the soldiers. This is quite unusual for a dread domain, but whatever unseen architect is at work here seems to allow it. 

Keep reading

6 months ago
The Gardens Of Ynn Is A Point-crawl Adventure Set In An Ever-shifting Extradimensional Garden. Each Expedition

The Gardens of Ynn is a point-crawl adventure set in an ever-shifting extradimensional garden. Each expedition randomly generates a new route as it explores, resulting in different vistas being unlocked with every visit.

The adventure is a perfect zero prep session or campaign for any party of fantasy adventurers, no matter the system or the sub-genre. We found most ‘zero-prep’ adventures to be bland and lacking in colour, so in Gardens of Ynn every room, encounter and monster is popping with vibes. It's a big garden full of whimsy and delight and surreal perils.

Gardens of Ynn is statted generically for Old School Systems, but you would have absolutely no trouble using it in a game of 5E if you were comfortable statting up some weird monsters.

Pre-order Gardens of Ynn on BackerKit
BackerKit
A point-crawl roleplaying game adventure set in an ever-shifting extradimensional garden.
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?

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
Cursed Jewelry! Remember, Canonically Identify Doesn’t Pick Up Curses, So Have Fun Tricking Your Players

Cursed Jewelry! Remember, canonically Identify doesn’t pick up curses, so have fun tricking your players into getting cursed. <3

2 years ago

i think reframing 'writing a campaign' or 'writing a plot' as writing beats has dramatically changed the quality of my dming. for me personally, i work best when i have a world with pieces that would be moving (regardless of whether the players would be there but obviously, you put the players in the crosshairs to effect change) and plan each 2-4 sessions as its own small story and i've developed a method that really works for me that i use for oneshots, mini campaigns, and in arcs for longer games.

I Think Reframing 'writing A Campaign' Or 'writing A Plot' As Writing Beats Has Dramatically Changed

[ID: a screenshot of a bullet point list with template headers: Location, Framing Plot (subheaders Social, Exploration, and Combat), Key NPCS, World Plot Progression, Player Hooks (subheaders repeating Player to be replaced with a PC's name)]

to further explain:

Location(s) — where the sessions will likely take place, so I have a manageable list of places to develop further in terms of worldbuilding.

Framing Plot — What is happening, what is the inciting the incident and what are the things the players cannot control. Then the subheaders are the three tiers of play. I think it's important to have an idea to tap into all of them or lean heavier into what your party is interested in but consider all of them for fun and exciting Mechanical gameplay as well as story and roleplay.

Key NPCS — Who are the NPCS that are going to be important to the framing and to the players. This is usually just a handful.

World Plot Progression — How does / how will the events of this scenario push forward what your players are working towards?

Player Hooks — Specific thoughts for how to connect the framing plot to each player character and make each player feel invested and like their choices matter.

and that's what I do to plot out my games. It's never "this is how things will resolve" it is, "this is what the situation is and this is how i want to connect my players to it and see what they do"

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