Erasmas Expeditions

Overview

The channel is primarily for Live Play roleplaying game sessions. This is the home of Rostfin, Caldera, Momentum, Chrome City, Dowrenland, Acid Reign, and Arrath. There is also an ever-growing collection of other one shots and triologies in a multitude of systems and settings. This is also the official birthplace of my own system, The Expedition Engine! So sit back, grab some snacks, hit play, and hold onto your butt!

Links

youtube.com https://www.youtube.com/c/erasmasexpeditions - Youtube channel ko-fi.com https://ko-fi.com/erasmasexpeditions - Ko-Fi page

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Mage: The Ascension
Tabletop Roleplaying Games

Mage: The Ascension

TTRPG
English
Complex
Mage: The Ascension is a modern-day supernatural roleplaying game created by Stewart Wieck and a team of designers at White Wolf Publishing, first released in 1993 as the third of White Wolf's original World of Darkness game lines, following Vampire: The Masquerade and Werewolf: The Apocalypse. It went through a second edition in 1995 and a Revised Edition in 2000, largely overseen by Phil Brucato, before Onyx Path Publishing released the 20th Anniversary Edition in 2015, the version most tables run today. Where Vampire is about hunger and Werewolf is about rage, Mage is about belief: player characters are ordinary people who have Awakened to the understanding that reality itself is negotiable, and the game is built entirely around the consequences of acting on that understanding.

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Safety tools 101: Why safe players are brave players
Guides & How-to

Safety tools 101: Why safe players are brave players

Guides
You have found a D&D group, your characters are ready and the players are hyped for the start of the game. However there is a thought that keeps cropping up in the back of your head: “What if they take the story in a direction I don’t feel comfortable with?” Tabletop roleplaying games are built on imagination and improvisation. Therefore setting boundaries might feel wrong or tricky. Perhaps you or someone else has a phobia of spiders, or some situations might make you uncomfortable. This is where safety tools come to play. Before you start thinking that these are borderline “censorship” methods - they are communication shortcuts that ensure everyone in your group is having fun, even if the story gets dark or brutal. What are safety tools? Think of safety tools as subtle “safe words” in a stunt show or a timeout in sports. It doesn’t mean that the show can’t go on, instead it allows for the participants to pause, edit or skip certain bits of content that might not be something everyone is comfortable with. It avoids the need for that awkward, long speech about themes and decisions while making some people feel uncomfortable with either expressing their creativity or feeling targeted in another way. When everyone at your group knows where the “emergency brake” lever is, players usually feel more comfortable with intense roleplay situations, as everyone feels more in control of the direction the story is going. /images/general-media/1778077472_okHsoUPF.gifIf the game goes in a direction that everyone is comfortable with - rewind. The big three Lines and Veils This is a list that is collaboratively created during Session Zero. Everyone agrees upon setting limitations regarding various topics and when to let the story progress in a “skip cutscene” manner. Lines: Hard boundaries. If a “line” is drawn at harming animals, these situations do not occur in your games. Veils: A soft boundary - this is more of a “fade to black” moment, where the story overlooks specific details and situations, but still acknowledges their existence. The X-card If a situation makes you uncomfortable, signaling (either with a physical card with an X on it, or writing it in the chat) the X-card means that whatever is going on is skipped or retconned. The game continues but avoids the specific direction it is currently headed. This is a no questions asked situation. You don’t have to explain why this situation bothers you, a healthy group will respect your choice and preference and move on. Open door policy In a situation, where you do not feel comfortable, you are permitted to simply get up and leave the table to either “take five” or stay away until the current situation is resolved. Or if the theme is simply overwhelming, you can excuse yourself for the rest of the session. It is important that the group agrees beforehand to respect the open door approach and will not judge the person choosing to opt out. “This will ruin the mood!” As a DM (or a player), you might fear that using safety tools will break the immersion. In reality, the opposite is true - players knowing that they and their preferences are respected will keep everyone on the same page. When a group has no discussed boundaries beforehand, players are likely to simply “shut down” during specific situations and simply disconnect either mentally or digitally from the game at hand. Since the story involves everyone in the group, everyone should feel like they want to be part of it. Knowing beforehand which themes and topics may be an issue for your players will help everyone in the group focus more on the game, and less on worrying or playing the “guessing game”, wondering whether the topic at hand is appropriate for everyone. How to react when a tool is used If you are the DM and someone uses the X-card or reminds of a “line”, here is a professional way to handle it: Stop. Pause the narration or situation immediately. Acknowledge. Say “Thanks for letting me know.” Don’t ask “Why” or try to downplay the situation. Respect the player and their decision Adjust. Change the scene. Feel free to “rewind” the scene and take it in a different direction. Instead of spiders in the room, there are goblins, wolves, mimics, dragons (okay lets not overdo it…), or nothing at all. Check-in. A quick “Everyone good?” to check whether the situation has been resolved. And continue the game. Why do we promote using safety tools? When meeting new people for the first time, you don’t have years of history to know what their triggers or boundaries are. And circling back to the “guessing game” - you shouldn’t be expected to know these. Instead clear communication will help your group in the long run. Using safety tools should be seen as a strong green flag. It tells others that you are a thoughtful player or a DM, who cares about the people behind the characters. You will turn the group of strangers into trusted players much faster. Be a brave player Great tabletop gaming stories are ones where players take risks, are vulnerable, come up with stupid plans (that somehow work) and defeat villains. Safety tools will guide your game in a direction where you don’t step on anyone’s toes and lets you focus on the game at hand. Ready to get into a game? Post your player profile on Groupfinder, or find a group where you can gather other like-minded, respectful, players.  If you know of a DM, who is looking to level up their group management - then share this article with them and help make the tabletop community a better and more enjoyable place for everyone. If you are ready to jump into a game, head over to our directory to find a D&D group looking for players right now.

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Vagabond // Pulp Fantasy RPG
Tabletop Roleplaying Games

Vagabond // Pulp Fantasy RPG

TTRPG
English
Rules-medium
Vagabond // Pulp Fantasy RPG is a d20-based OSR fantasy game designed by Taron "Indestructoboy" Pounds - an ENnie Award-winning designer previously known for third-party D&D 5e class content - and published through his own studio, Land of the Blind. It funded its development on Kickstarter in 2023, with a print run funded via Gamefound in 2024, and fans have taken to calling it "the Pathfinder of the OSR": an attempt to bring modern character-build depth to old-school-inspired dungeon crawling without losing the rulings-over-rules, low-prep philosophy that defines games like Knave, Cairn, and Into the Odd, several of which are explicitly credited as influences. Description Playing Vagabond means playing pulp-flavored fantasy adventurers - the kind of setting where a Goblin Gunslinger might delve a mummy's tomb alongside a Dwarf Witch hunting Excalibur - built specifically to keep GM prep and mental overhead low while still giving players a genuinely deep character-building toolkit. It's explicitly compatible with B/X-derived monsters, classic TSR modules, and Old School Essentials adventures, so existing OSR content drops in with little to no conversion. All rolls are player-facing, meaning players roll rather than the GM rolling against them, and creature stat blocks include a built-in "Action Gambit" describing exactly what a monster does in combat, aiming to strip improvised tactical decisions away from the GM entirely.

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