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Vixen's Dungeon

@vixensdungeon

I'm Vivian, a foxy gamer girl who likes talking about tabletop games. Sometimes I post about D&D and coming at me with “play a different game!” will get you blocked. 😊

Been getting a bunch of new followers lately so might as well do one of them pinned posts.

HI! I'm Vivian, or Miss Vixen if you're nasty. I'm a gamer girly from Finland and on this blog I post about tabletop games. Mostly various editions of Dungeons & Dragons, but also World of Darkness and whatever else catches my fancy.

Pronouns: She/her. They/them me at your peril.

I have a special interest in RPG history, moreso how specific games change over the years than general trends in the hobby. I like to come up with weird bespoke terminology to describe games, like “doing things vs doing stuff.”

My tastes lean more towards the traditional, though I enjoy other kinds of games too.

You can suggest games to me, but if you tell me to play a different game just because I'm talking about D&D I won't hesitate to banish you to the Shadow Realm.

I don't cuss but that doesn't mean I'll always keep things PG.

No DNI list, asks open. Come at me.

You know the thing that bothers me about them calling Will a sorcerer isn't even that the class wouldn't exist until the year 2000, it's that he's so obviously a warlock!

Or, as it was once called, a witch.

A class that already existed in the 80s.

Hecking amateurs.

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I've been thinking lately about how I might design an RPG set in a magic school, where the player characters are students advancing through the years, much like in the wizard books that shall not be named, and I've come up with a few basic principles.

  1. no character death. This is supposed to be a game about kids going through however many years of school, I'm not gonna make you introduce a new transfer student everytime one of the students eats a particularly heinous curse.
  2. your curriculum is your build. While characters would have varying base stats and background traits, advancement is made through classes. Want to learn a new magic skill? Hope you picked the right electives. There are no experience points, you level up as you study, although there would probably be special opportunities to learn extracurricular skills as well.
  3. turn structure. Your school year is divided into time units, much like your classic dungeon exploration turns, and you can only accomplish so much during each. School life is very structured, and so is the game, and you have limited time to engage in various shenanigans.
  4. random tables. You gotta have some random events happen at school, especially during holidays. And every turn there is a chance for something special to happen during class or whatever. Also you would be provided with tables to randomly generate students and faculty.
  5. the looming threat. Gotta have robust tools for the GM to build a sinister threat that advances its machinations while you're just trying to study for finals. Not only for what the threat is, but how it builds over the years, culminating in a big adventure just before summer holiday.

If I may, if the idea is sort of a Worst Witch, or Little Witch Academia type magic school... I've noticed there's this one big 'default plot' in a lot of these, which shows up a lot. It's hardly every story, and these series usually ramp up to big witch fights over the fate of the school by the end, but I notice a lot do stuff like this plot a lot. It goes something like this: - The class that week is teaching a specific magic spell, potion, or what have you - The main characters learn that spell - That spell ends up either blowing up in their faces through misfire, or they misuse it to solve an unrelated problem and end up in a new problem. This is the crux of the adventure. For example, "Oops I accidentally turned myself into a mouse and have to fix it but no one can understand me" or like "I'm going to abuse this invisibility potion to spy on the old-blood magician rival girl and now it wore off and I need to sneak out of this restricted area" sort of stuff - Eventually things work out and a lesson is learned, and the kids better understand magic and whatnot So, I think some kind of system which would incentivize you to play with magic you have just learned, in a way which will lead you into problems as much as get you out, could be appropriate.

Ooh, this does give me an idea for a system of spell fumbles, where you're much more likely to have one the more recently you learned the spell. I don't know if I'd bake it into the system as a mandatory part of learning spells, but it's certainly something that has a place in this kind of game!

Let’s talk incentives.

  1. Magic, whether spell, potion, or artefact, must be the primary method for solving problems. If you can build a character who relies mostly on mundane skill because it’s more reliable, the game has failed.
  2. Magic should become more reliable with use.
  3. You need to be encouraged to use your magic in non-critical situations. Perhaps you’ll want to practice your levitation spell by using it for a prank because you don’t want it to go off weird when you need it to escape a manticore.

Hopefully these factors will cause spell fumbles to occur when it’s merely a spot of bother for the players to solve, or just really funny.

I've been thinking lately about how I might design an RPG set in a magic school, where the player characters are students advancing through the years, much like in the wizard books that shall not be named, and I've come up with a few basic principles.

  1. no character death. This is supposed to be a game about kids going through however many years of school, I'm not gonna make you introduce a new transfer student everytime one of the students eats a particularly heinous curse.
  2. your curriculum is your build. While characters would have varying base stats and background traits, advancement is made through classes. Want to learn a new magic skill? Hope you picked the right electives. There are no experience points, you level up as you study, although there would probably be special opportunities to learn extracurricular skills as well.
  3. turn structure. Your school year is divided into time units, much like your classic dungeon exploration turns, and you can only accomplish so much during each. School life is very structured, and so is the game, and you have limited time to engage in various shenanigans.
  4. random tables. You gotta have some random events happen at school, especially during holidays. And every turn there is a chance for something special to happen during class or whatever. Also you would be provided with tables to randomly generate students and faculty.
  5. the looming threat. Gotta have robust tools for the GM to build a sinister threat that advances its machinations while you're just trying to study for finals. Not only for what the threat is, but how it builds over the years, culminating in a big adventure just before summer holiday.

If I may, if the idea is sort of a Worst Witch, or Little Witch Academia type magic school... I've noticed there's this one big 'default plot' in a lot of these, which shows up a lot. It's hardly every story, and these series usually ramp up to big witch fights over the fate of the school by the end, but I notice a lot do stuff like this plot a lot. It goes something like this: - The class that week is teaching a specific magic spell, potion, or what have you - The main characters learn that spell - That spell ends up either blowing up in their faces through misfire, or they misuse it to solve an unrelated problem and end up in a new problem. This is the crux of the adventure. For example, "Oops I accidentally turned myself into a mouse and have to fix it but no one can understand me" or like "I'm going to abuse this invisibility potion to spy on the old-blood magician rival girl and now it wore off and I need to sneak out of this restricted area" sort of stuff - Eventually things work out and a lesson is learned, and the kids better understand magic and whatnot So, I think some kind of system which would incentivize you to play with magic you have just learned, in a way which will lead you into problems as much as get you out, could be appropriate.

Ooh, this does give me an idea for a system of spell fumbles, where you're much more likely to have one the more recently you learned the spell. I don't know if I'd bake it into the system as a mandatory part of learning spells, but it's certainly something that has a place in this kind of game!

Did someone say spell fumbles?

Jesus Wizard, Kiki, these are children we’re talking about here!

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Reblogged

Does rolemaster have rules for chariots? I've been on a big bronze age kick recently.

Avatar

Sadly, after a brief perusal of the Rolemaster Companions, any mention of rules for chariots in Rolemaster yet eludes me. I think there might be some in one of the historical fantasy supplements like Mythic Egypt, but I'm not a 100% certain on that either.

Avatar

Thank you for answering (and your blog is really cool)!

Perhaps I've just been in the right corner of the internet recently but I'm enjoying a resurgence in interest in... crunchier? Jankier? More table-obsessive? TTRPGs. This year I got to generate a character (and her family history) for Runequest (an Elmali Sartarite, she ended up with the Coolest Humakti Uncle Ever), play in a Hârnmaster campaign, and I'm probably running some GURPS in a homebrew bronze age setting soon.

Started as a joke, but I'm genuinely considering a taxonomy of TTRPGS based on how they try to model operating a chariot.

I think we need @literalcatpod as a third arm reaching in for the shake here

What im hearing is that we need a game about foxgirls and cats having chariot races,

The foxgirls ride the chariots, the cats pull them. You have to roll just to get the cats to, like, go, never mind cornering and dealing with opponents.

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Reblogged

Woodland critters! Recommend to me some good and affordable generic 15mm medieval or fantasy miniatures lines!

My recommendation would've been Wargames Atlantic's Classic Fantasy Battles, but turns out it's 10mm (grand battle) scale instead of 15mm. However, I was able to find Alternate Armies:

These guys are awesome

Alternative Armies actually has multiple different 15mm ranges as it turns out!

These are so cool actually

Now that gent on the left end of the center row is a wizard!

Oh boy, I did think that wizard was quite grand, but turns out he might be bit of a grand wizard. 😞

Avatar
Reblogged

I've been thinking lately about how I might design an RPG set in a magic school, where the player characters are students advancing through the years, much like in the wizard books that shall not be named, and I've come up with a few basic principles.

  1. no character death. This is supposed to be a game about kids going through however many years of school, I'm not gonna make you introduce a new transfer student everytime one of the students eats a particularly heinous curse.
  2. your curriculum is your build. While characters would have varying base stats and background traits, advancement is made through classes. Want to learn a new magic skill? Hope you picked the right electives. There are no experience points, you level up as you study, although there would probably be special opportunities to learn extracurricular skills as well.
  3. turn structure. Your school year is divided into time units, much like your classic dungeon exploration turns, and you can only accomplish so much during each. School life is very structured, and so is the game, and you have limited time to engage in various shenanigans.
  4. random tables. You gotta have some random events happen at school, especially during holidays. And every turn there is a chance for something special to happen during class or whatever. Also you would be provided with tables to randomly generate students and faculty.
  5. the looming threat. Gotta have robust tools for the GM to build a sinister threat that advances its machinations while you're just trying to study for finals. Not only for what the threat is, but how it builds over the years, culminating in a big adventure just before summer holiday.

If I may, if the idea is sort of a Worst Witch, or Little Witch Academia type magic school... I've noticed there's this one big 'default plot' in a lot of these, which shows up a lot. It's hardly every story, and these series usually ramp up to big witch fights over the fate of the school by the end, but I notice a lot do stuff like this plot a lot. It goes something like this: - The class that week is teaching a specific magic spell, potion, or what have you - The main characters learn that spell - That spell ends up either blowing up in their faces through misfire, or they misuse it to solve an unrelated problem and end up in a new problem. This is the crux of the adventure. For example, "Oops I accidentally turned myself into a mouse and have to fix it but no one can understand me" or like "I'm going to abuse this invisibility potion to spy on the old-blood magician rival girl and now it wore off and I need to sneak out of this restricted area" sort of stuff - Eventually things work out and a lesson is learned, and the kids better understand magic and whatnot So, I think some kind of system which would incentivize you to play with magic you have just learned, in a way which will lead you into problems as much as get you out, could be appropriate.

Ooh, this does give me an idea for a system of spell fumbles, where you're much more likely to have one the more recently you learned the spell. I don't know if I'd bake it into the system as a mandatory part of learning spells, but it's certainly something that has a place in this kind of game!

Deadvent Calendar '25, part the twenty-fourth

Lavinia

Race: Half-Vistani (Canjar) Class: Mage Level: 19th Alignment: Neutral

Strength 10 Dexterity 14 Constitution 13 Intelligence 11 Wisdom 12 Charisma 14

Notable Possessions: Apparatus of Kwalish, sweet water, bag of devouring

Cause of Death: Devoured

I've been thinking lately about how I might design an RPG set in a magic school, where the player characters are students advancing through the years, much like in the wizard books that shall not be named, and I've come up with a few basic principles.

  1. no character death. This is supposed to be a game about kids going through however many years of school, I'm not gonna make you introduce a new transfer student everytime one of the students eats a particularly heinous curse.
  2. your curriculum is your build. While characters would have varying base stats and background traits, advancement is made through classes. Want to learn a new magic skill? Hope you picked the right electives. There are no experience points, you level up as you study, although there would probably be special opportunities to learn extracurricular skills as well.
  3. turn structure. Your school year is divided into time units, much like your classic dungeon exploration turns, and you can only accomplish so much during each. School life is very structured, and so is the game, and you have limited time to engage in various shenanigans.
  4. random tables. You gotta have some random events happen at school, especially during holidays. And every turn there is a chance for something special to happen during class or whatever. Also you would be provided with tables to randomly generate students and faculty.
  5. the looming threat. Gotta have robust tools for the GM to build a sinister threat that advances its machinations while you're just trying to study for finals. Not only for what the threat is, but how it builds over the years, culminating in a big adventure just before summer holiday.

Deadvent Calendar '25, part the twenty-third

Floriana Manlayer

Race: Half-elf Class: Bard Level: 28th Social Class: Upper middle class (Amazon) Alignment: Neutral Good

Strength 10 Stamina 12 Muscle 8 Dexterity 16 Aim 16 Balance 16 Constitution 10 Health 11 Fitness 9 Intelligence 13 Reason 12 Knowledge 14 Wisdom 8 Intuition 6 Willpower 10 Charisma 18 Leadership 18 Appearence 18

Notable Possessions: Broadsword +5, wand of magic detection, oil of acid resistance

Cause of Death: Elf syphilis

Avatar
Reblogged

Does rolemaster have rules for chariots? I've been on a big bronze age kick recently.

Avatar

Sadly, after a brief perusal of the Rolemaster Companions, any mention of rules for chariots in Rolemaster yet eludes me. I think there might be some in one of the historical fantasy supplements like Mythic Egypt, but I'm not a 100% certain on that either.

Avatar

Thank you for answering (and your blog is really cool)!

Perhaps I've just been in the right corner of the internet recently but I'm enjoying a resurgence in interest in... crunchier? Jankier? More table-obsessive? TTRPGs. This year I got to generate a character (and her family history) for Runequest (an Elmali Sartarite, she ended up with the Coolest Humakti Uncle Ever), play in a Hârnmaster campaign, and I'm probably running some GURPS in a homebrew bronze age setting soon.

Started as a joke, but I'm genuinely considering a taxonomy of TTRPGS based on how they try to model operating a chariot.

I think we need @literalcatpod as a third arm reaching in for the shake here

Avatar
Reblogged

Does rolemaster have rules for chariots? I've been on a big bronze age kick recently.

Avatar

Sadly, after a brief perusal of the Rolemaster Companions, any mention of rules for chariots in Rolemaster yet eludes me. I think there might be some in one of the historical fantasy supplements like Mythic Egypt, but I'm not a 100% certain on that either.

Avatar

Thank you for answering (and your blog is really cool)!

Perhaps I've just been in the right corner of the internet recently but I'm enjoying a resurgence in interest in... crunchier? Jankier? More table-obsessive? TTRPGs. This year I got to generate a character (and her family history) for Runequest (an Elmali Sartarite, she ended up with the Coolest Humakti Uncle Ever), play in a Hârnmaster campaign, and I'm probably running some GURPS in a homebrew bronze age setting soon.

Started as a joke, but I'm genuinely considering a taxonomy of TTRPGS based on how they try to model operating a chariot.

Drizzt’s hometown is now called Womenzoberranzan. Because of woke.

Deadvent Calendar '25, part the twenty-second

Renarde the Bastard of Roesone

Race: Half-elf Class: Ranger (Falconer) Level: 15th Bloodline: Minor Azrai Alignment: Neutral Good

Strength 16 Dexterity 17 Constitution 14 Intelligence 10 Wisdom 16 Charisma 10

Notable Possessions: Axe of hurling +3, dagger +3, shield +1, staff of thunder and lightning, ring of contrariness

Cause of Death: The Gorgon

Deadvent Calendar '25, part the twenty-first

Vorelornmiirik

Race: Silver dragon Class: Dragon Level: Hatchling Alignment: Lawful Good

Strength 20 Dexterity 5 Constitution 14 Intelligence 10 Wisdom 13 Charisma 10

Notable Possessions: Fabulous hoard of treasure

Cause of Death: Adventurers

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