
Sheffield Uni's TTRPG & LARP Society
18 posts
Noddsoc - NoDDSoc - Tumblr Blog
A lot of people talk about Actual Play podcasts giving unrealistic expectations for TTRPGs (Surprise! Trained Actors improv differently from your average player, and even for indie APs, playing for an audience is completely different from playing among friends)
But I absolutely think that watching other people play CAN inspire new ways to play, in a way you can’t really get elsewhere.
It wasn’t until I listened to Friends at the Table and listened to how Austin Walker narrates the games they play that I considered the potential of treating a TTRPG less like the kind of collaborative improv we normally treat it as, and more like storyboarding.
The major difference being: Austin regularly talks about ‘the camera’. It is practically its own character with how much attention it gets.
“So I’m imagining this like one of those shots where everything kinda freezes in place, and the character is still moving to show the out of body experience they are having right now, and when the scene cuts back, these are the parts that are different.”
“Oh yeah, you open the box, and it’s like that scene in Pulp Fiction. Where we just see this golden glow from what’s coming inside. Your characters know what’s in there now, but I have no idea, we haven’t gotten to that point yet. We will come back to it.”
“Okay you see this symbol, and your character wasn’t there for it so they don’t know what it was, but we the audience can immediately connect it back to this one cult we were dealing with.”
At one point just blatantly goes “Oh man, actually should we change it to this, for a better thematic parallel to what happened in that other session? That might be a really good resolution for your character.”
It’s such an INCREDIBLE example of what you can do by treating the fiction so casually, and like the work in progress it actually is. Genuinely one of the best GM practices I have ever seen, and something that very quickly became a tool I make heavy use of in my campaigns.
The story isn’t a finished product, and it turns out treating it like a draft instead of a finished product makes the game able to do SO MUCH more cool shit.
I have asked around and these are some of the biomes that people feel are missing from fantasy, mostly tabletop RPGs but general fantasy too. Names in the descriptions.


























One thing I’ve learned about writing is ”give everything a face”. It’s no good to write passively that the nobility fled the city or that the toxic marshes were poisoning the animals beyond any ability to function. Make a protagonist see how a desperate woman in torn silks climbs onto a carriage and speeds off, or a two-headed deer wanders right into the camp and into the fire. Don’t just have an ambiguous flock of all-controlling oligarchy, name one or two representatives of it, and illustrate just how vile and greedy they are as people.
it’s bad to have characters who serve no purpose in the story, but giving something a face is a perfectly valid purpose.
Problem with making sci fi dungeons is coming up with places that aren't just military tech bases, research facilities, mines or abandoned space stations.
I have the entirety of modern life to pull from and I come up blank somehow.
TTRPGs for Trans Rights in Florida
y'all there is an absolutely bonkers deal going on at itch.io right now

You can get over 500 rpgs for only *five dollars* right now. That's right, over $2000 worth of games for only five fucking dollars. It's insane. It's unreal. It's totally worth more than any dollar amount you're going to throw at it. And it's all going towards charities that work with trans folx on the ground: specifically Zebra Youth and Transinclusive Group. If you donate more than $10 you get a special bonus - the creators of Action Fiction will send you a PDF copy of the 5E supplement "Monsters of Murka: Chromatic Gamut." Go check it out now!!! Offer lasts until April 6!
More people need to know about We Are But Worms; A One Word RPG (free on itch by riverhouse games). I am constantly thinking about this. (desc in alt)


Made another quiz! this one's for the tired people with no time to prep a game

“I think there’s a rich ream of horror, from The Haunting of Hill House to Ghostwatch, that delves into the idea that certain places can simply go wrong – and once these bad environments have been established and ostracised by society, they can’t be exorcised. They simply keep accruing power through the individual stories that play tragically out in their shadow.
“I mention a real-life example of that kind of bad architecture in one episode; the Pope Lick Bridge in Kentucky, a place that looks and feels so sinister that it developed its own local folklore about a goat-man who attacks people who stray too close to the edge – and which has ended up resulting in deaths as visitors peer over the side trying to get a peek at the monster.
“I find this kind of stuff fascinating, because it plays into my own paranoia about environments, and my dislike of ghost stories with explicably human antagonists. Like David says in the first episode, people aren’t frightening. Places are frightening.
“If I’m sitting alone at home on a dark and stormy night, and I glance nervously up towards the bedroom doorway, my fear is not that my house is being haunted by a spirit called Mabel who died in the 19th century at the age of fourteen and is constantly seeking her favourite teddy bear… because all of these details both humanise her and make her ridiculous.
“My fear is that there will be something standing in the doorway, because the doorway is where things come to stand.
“Because unoccupied spaces, in our imaginations, must find something to fill them.”
— Jon Ware, from “The Saturday Interview: ‘I Am in Eskew’ podcast”
how to build a world so you all have fun
The cardinal rule for building an entire game world from scratch is very, very simple:
Don’t waste your time.
Now, what that advice means in practice varies dramatically between gaming groups and even between PCs. To help address some of that, I’ve broken my advice into two categories: Friends Playing Together and Meeting Strangers.
Friends Playing Together
The most important thing about this type of worldbuilding is that as the DM, it is not only within your power, but it is your responsibility to take into account the characters your players are inventing. But that’s not the first step, so we’re breaking it down.
Keep reading
Non-Boring Environments that need Fantasy Representation
Tropical Rainforests

Scrubland/Dry Forests. For extra effect make them the sort that burn very often; some native plants never germinate until after a fire, and some animals not only rely on fire to smoke out prey, but may even start them themselves.


Savannas/Tropical Grasslands

Temperate Rainforests. I almost didn’t include this bc New Zealand is covered in them, and that’s where they filmed Lord of the Rings. But tbh, no one really knows about them, so it belongs here

Taiga Forests

Barren Tundra, perfect for some extreme seasonal dichotomy


Polar Ice Sheets

Desert-Grasslands (arguably the same as Scrubland but Australia’s good at adding its own twists)

Barren Desert

If you like Cacti, look at American Deserts like the Sonoran

Salt Flats

Soda Lakes and Alkaline Lakes

Madagascar’s Karst Limestone Formations

Madagascar’s Spiny Forests

Madagascar’s Baobab Forests

Madagascar’s Subhumid Forests (Madagascar is cool as hell ok)

Danxia Landforms

Badlands/Mountainous Deserts

Steppes and Highland Prairies

Flood Basalts


Newly-Formed Islands, still rife with Volcanic activity


Now for Underwater Environments, sure Coral Reefs are cool.

But there are SO MANY other kinds of environments for aquatic settings, it’s unbelievable:
Seaside Cliffs

Archipelagos. Not just Tropical Island chains like Polynesia (Moana anyone?) but also Coldwater Archipelagos like the Aleutians.


Tidal Flats

Bayous/Cypress Swamps


Tropical River Basins, AKA Seasonally Flooded Rainforests

Mangrove Swamps/Deltas/Beaches

Kelp Forests

The Open Ocean

Coastal Seabeds

Rocky Beaches with Tidepools

And there are a LOT more I could name but this post is already obscenely long as is, if you’d like to toss in your own go right ahead, but my point is if you limit yourself to European Deciduous Forests you’re a wimp.
ttrpg players, reblog with an out of context quote from your current campaign

Internet is back up and I’m running the first session of my Blades in the Dark final arc tonight.
What's your favourite dice? I really like the d4. I love my caltrops
Probably the d6 honestly, it's respectable, hard working and most people have access to one.
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!)
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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?
hi marn!!! im gonna try to convince my friends to start a ttrpg campaign but none of them have really done any rpgs before, do you have any games you would recommend for a batch of newcomers?? probably something more rules light + gmless but pretty much any genre should work
claps my hands yes i doooooo
i'm sorry did you say street magic is a gmless game where you work together to create a magical city, its landmarks, and the people who live there! it's really fun for kicking off a campaign by spitballing and building a setting you're all excited to explore
stewpot is a gmless game where you play a series of minigames as retired adventurers settling down and running a tavern together! it also has a hack called wishing well that's about moving out of the big city and joining a small rural community, inspired by stardew valley and harvest moon
if not us, then who? is a card game where you create your own episodic tv show about a team of heroes fighting villains, inspired by power rangers, sailor moon, animorphs, etc! it's fun for multi-session play because you're essentially writing your own season-long arcs of the show
sleepaway is a gmless belonging outside belonging game where you play as summer camp employees trying to protect the kids you're in charge of from an ominous cryptid. it has rules for one-shot and multi-session play, and some bonus expansions! it is a horror game though so you should make sure your group is into that
tendencies is not gmless but it's one of my favorite campaign games of all time. it's a pbta game based on hunter x hunter and jojo's bizarre adventure and it lets you level up and unleash cool new powers in the middle of battle. it fucking shreds AND it has collaborative worldbuilding mechanics baked into its setup
bell songs is a gmless game where you play small animals on a redwall-style adventure! it's a game that feels very homey and warm, and lets you create interesting characters and experiment with the scope of the stories you want to tell with them at the table
i am gonna stop myself here lol but yeah here are a handful of recs!
What is up gamerz, We are NoDDsoc, (Not Only Dungeons and Dragons), the University of Sheffield’s TTRPG society. We run both campaigns and one-shots, both online and person, and also run a social discord sever and other social events, all of which are available to both students and not students, including those outside of Sheffield. Link to our social server: (which includes links to most of our other sites) https://noddsoc.co.uk/SocialDiscord
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thank you very cool
A piece of advice that I THINK comes from the Blades in the Dark rulebook (but I'm not sure because I've read so many TTRPG rulebooks in the last year or so) but that I think could be applied to a lot of other TTRPGs is that a roll shouldn't make a competent character look incompetent.
Like, I think most players and GMs (especially those of us that come from the D&D paradigm) tend to think of the dice roll as representing how well the character does the thing. This seems intuitive, but it tends to make a character's perceived level of competency at the things they're supposed to be good at weirdly swingy, which might be undesirable unless you're aiming for a slapstick tone.
Like, your stats/skills/modifyiers/whatever the hell the game you're playing has/ already represent how good/bad your character is at doing certain stuff. So the die roll, being a luck-based number unrelated to these skills, probably shouldn't ALSO represent how well your character does the thing, but instead represent outside factors that influence the outcome of your action, such as something distravting your hero, the enemy jumping away to avoid the swing, or the lock you're trying to pick having a bit of rust that's giving you trouble.
In practical terms, what I'm saying is that if your thief with a decent sneak skill is trying to stealthily follow a guard, but you get a disastrous dice roll that causes you to be discovered, that dice roll probably shouldn't represent your thief suddenly stumbling over and making a lot of noise, but the guard suddenly remembering he left something in his quarters and turning around at the worst possible moment. Mechanically both get you the same result, but one of them doesn't have the unintended of effect of making it seem like your thief suddenly forgot how to sneak.