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Topics - Doc Sammy

Pages: 1 [2] 3
16
Cross-posted from RPG Pub

So, I've been preparing a chronicle for my college's gaming club that is set to debut this Friday. Originally I was going to set the game in Chicago (1E style with the 1E rules) but I talked it over with my two prospective players so far and they aren't interested in Chicago (neither of them are familiar with VTM though).

I am thinking I could base a chronicle right here in the Roanoke Valley, but with a population of less than 400,000 in the combined metro area, that may be too small for a decent Vampire game, even if I don't adhere to the 1:100,000 Kindred-to-Mortal ratio (which I don't). I also had ideas for Los Angeles, most likely using 1E for the tabletop rules.

However, I'm going to ignore the whole "Anarch Free State" storyline from 2e and Revised, and instead design L.A. as a Camarilla stronghold with a heavy Anarch presence, similar to Chicago. I may or may not include characters from VTM: Bloodlines, I'm not sure. Rules will still most likely be done with First Edition and the campaign run in the First Edition style.

I've been doing research into what Southern California was like in the 1980's, particularly in terms of gang culture as well as the Punk Rock and Heavy Metal scenes in the area. Apparently, there were a lot of Punk gangs and even a few Metalhead gangs. Most notably, MS-13 originally started out as a gang of Salvadoran Metalheads (many of them came over as refugees from the Salvadoran Civil War in the 70's) in the early 1980s before they grew in number and became what they are today. Other examples include Venice 13, a Hispanic punk gang based in Venice Beach, the Suicidals, La Mirada Punks, and before they adapted a Far Right ideology, Public Enemy No. 1 was originally a punk gang (and we'll leave it at that, as I don't want this thread to get political).

While there is a rivalry between the Punk and Heavy Metal scenes today, my research has indicated that in parts of Southern California, the Punks and Metalheads were on friendly terms and in some cases, were outright allies in the early-to-mid 1980's (it helps that both were rooted in anti-establishment ideology and rebellious rock music), though this was not universal and varied from place to place. And given the fact that early Vampire was heavily influenced by the Goth, Punk, and Heavy Metal subcultures, this would be fairly important to a L.A.-based 1E Chronicle, especially one set in the 1980's or very early 1990's.

Anyone else have information on 1980's Southern California, or even just 1980's youth culture in general? I'd particularly like information on the Punk, Metal, and Goth scenes of the 80's. Being born in 1993 in rural Virginia, I can safely say that secondhand sources and online research can only get me so far.

17
Okay, I have an idea for a campaign or one-shot to run with my youngest brother in the near future and I may also run it as a Play-By-Post as well, and I want to run it in an old-school style but with 3.5 as the system. Before I get further into detail on that, let me provide a little background first.

I started becoming a true RPG gamer in February of 2007 and I started with D&D 3.5 in its final days. I was thirteen years old and my father was our DM. He was more familiar with AD&D (2E is his favorite system), so we house ruled a lot of stuff and ignored or de-emphasized a lot of the finer details such as Challenge Ratings, Skills, and the miniatures system. We also only had the Players Handbook as that's all I could afford with the allowance money I had saved up at the time. So the end result was a somewhat old-school game in its presentation, even if the system was the same system that heralded the beginning of the New School.

Now it's ten years later and I feel old now, even if I'm only twenty-four. I want to go back to my gaming roots. I want to do something I wanted to do as a young teenager yet was too afraid to do. And that is run a game of Dungeons & Dragons 3.5, the same game I started with.

I'd only use the Players Handbook for now, as I own it on hard copy AND that was all I had back when I started gaming. I wrote all sorts of characters back then, many of which I never got to play. I wrote my own campaigns and settings when I was thirteen, but they never saw the light of day as I was too afraid I'd screw up as a newbie DM. Ten years later and I have yet to run a long-term D&D campaign. Now it's time to stop dawdling and do it.

I want to use the core character classes and races of 3.5, and I want to run the campaign as a wide open sandbox game in the old-school style.

Some tropes I consider to be "Old School" include the following...

1. Sandbox instead of Railroading

2. Character immersion and an emphasis on role-playing over "roll-playing"

3. Rulings taking precedent over hard rules

4. A custom setting instead of published settings, though you can include crossover elements from other settings and sources.

5. Interesting characters and stories, but not resorting to a domineering railroad narrative or giving characters plot immunity.


So, should I go through with this. I was intending to run Microlite74 over at RPG Pub, but I may take the same ideas and settings and retool them for house-ruled 3.5 instead.

18
Okay, White Wolf has just started a new program for WoD called the Storyteller's Vault where fans can submit their own content (fiction, adventure modules, campaign settings, supplements) to White Wolf to be published and you can even set your own price on the products and get paid for them (White Wolf still owns the property and keeps a 50% cut).

The best part is that the material in the Storyteller's Vault is officially non-canon, so you don't have to follow the metaplot and you can publish for all four editions of Vampire (1st, 2nd, Revised, V20). Right now it's just Vampire: The Masquerade but they have announced they will do material for Dark Ages, Mind's Eye Theatre, and the other gamelines such as Werewolf and Mage in the future.

Link below.....

http://www.storytellersvault.com/

19


(Cross-posted from RPG Pub)

I've been watching the classic 1990's Ken Burns documentary "The Civil War" and it got me thinking about the American Civil War in gaming. I know of several wargames set in the Civil War. In fact, one of Gary Gygax's earliest works was a Civil War-themed wargame named "Hardtack", which was a collaboration between Gygax, Don Lowry, and Lou Zocchi and was published in 1972 by Guidon Games (the same company that originally published Chainmail).

I am well aware of Deadlands incorporating an Alternate History take on the Civil War, but what I am seeking is an old-school style game set during the actual Civil War. Something like Recon (only the American Civil War instead of Vietnam) or something like Original Dungeons & Dragons if it were derived from Hardtack instead of Chainmail.

It would focus on survival and one-on-one skirmish combat. Player parties could consist of small squads of soldiers, either Union or Confederate, ranging from light infantry, militia, and cavalry all the way to lesser-known Civil War units such as engineers or marines.

If I were to create a Civil War old-school RPG, it would also have a supplement or an appendix that covers Reconstruction, Civilian PC's, the Wild West and Victorian Britain, as well as guides on incorporating Steampunk, Gothic Horror, and Gaslamp Fantasy in a Civil War-themed game.

Do any of you find this idea interesting?

20
So, I know plenty of others have probably discussed this to death already but I am curious to know what the early days of tabletop role-playing games were like for those who actually played back then. I'm specifically wanting to focus on the era from 1974-1981, and while D&D is my primary interest, any other early RPG's from the time (such as Tunnels & Trolls, Traveler, or The Fantasy Trip) are also welcome for discussion.

I know the history of OD&D and its development, but I'm curious to know what it was like on the street level, what players and tabletop gaming culture were like during the first generation of RPG's, common house rules for D&D that were prevalent at the time, differences between regional gaming scenes (I'd like to think that gaming was a lot more localized and regional back in the 1970's, given the lack of internet and the presumably smaller size of RPG's fandom at the time), works of fiction that were often influential at various gaming groups (I know of the Appendix N material and the influences of Middle-Earth and the Hyborian Age), and the like.

I've always wondered what people's different experiences with early RPG's were back then, especially D&D, but again any game of that era is welcome. I was born in 1993 and I started gaming with D&D 3.5 back in 2006, so I obviously missed the boat. My dad played D&D back in the mid-to-late 1980's and early 1990's, during the heyday of AD&D 1e and 2e. He's a good source for gaming in the 80's, but I'm looking for details on the generation of RPG gamers that came before him.

I'm wanting to learn more about this for multiple reasons. One, I like learning about the history of RPG's. Two, I'm writing a fanfic in the near future about OD&D and the early days of gaming and I want to get some semblance of historical accuracy in regards to the early days of RPG's. The cast would be fictional (most likely my favorite anime characters though I may include a few OC's), of course, and there would be a story within a story. The external plot is about the OOC events with the gamers and the internal plot is about the events that happen to the player characters in-game.

I'm sure Gronan and several others can lend their two cents on this thread and I fully welcome it.

21
Okay, I've heard about GaryCon and it seems really interesting to me, I've heard about it both on here and the OD&D '74 ProBoards site and I really want to go in 2018 if I can (I'll do my best to save up the money, but getting transportation will be the hardest part).

What all goes on there? I know RPG's and Wargaming will be there, but what else? Are there panels? What's the crowd like over there? How are the people there?

And if I do manage to go to GaryCon in 2018 or 2019, rest assured I will not be as crazy as I am online. I want to make a good impression and ensure that everyone else has as good of a gaming and convention experience as I do.

I really want to go to GaryCon and I really want to meet the people there. Who all here goes to GaryCon? I assume Gronan would (feel free to correct me if I'm wrong on that, Gronan) and I've heard others mention the convention on this forum before.

22
Pen and Paper Roleplaying Games (RPGs) Discussion / RPG Fanfiction
« on: July 04, 2017, 06:58:07 pm »
So, does anybody here write fanfics for their favorite RPG settings? I do, and I am currently writing a Vampire: The Masquerade fanfiction that is a work in progress, and I just posted the third chapter today.

https://www.fanfiction.net/s/11719904/1/Game-Night

Now that the obligatory Fanfic advertisement is out of the way, I want to know if anyone else here does this or am I alone on this? I like fanfiction and find it to be a good way to kill time and it's very fun. I know a lot of people don't like fanfics, but I do and it's all just in good fun anyway.

As a GM, I find writing fanfics for my favorite RPG's helps me get in the mind to build a campaign for them. So, it can have practical applications in actual games depending on how you do things.

I mean, after all, most RPG's have some storytelling components in them (to say nothing of the whole movement of "Story Games", whatever the fuck those are) and for me, writing these fanfics help flex my creative muscles for RPG's and lets me use campaign ideas I haven't been able to run.

Anyone else interested in fanfics and how they relate to RPG's?

And yes, officially licensed books such as those Forgotten Realms novels count as RPG fanfiction in my book. Also, I know I created a similar thread to this a long time ago, but I don't want to commit thread necromancy on a thread that is over a year old.

23
Recently in another thread, I had mentioned an idea for an OSR-style game where you play as sapient toys, particularly toy soldiers (in particular little plastic army men and similar fare), as well as anime figurines and tabletop miniatures and you get into all sorts of adventures. The game would be somewhat tongue-in-cheek and lighthearted in nature and would support multiple eras and genres of toy soldiers. A game where you are the miniature, so to speak.

This game will go under the working title of War Toys.

Inspirational material would include Toy Story, Small Soldiers, The Indian in the Cupboard, Robot Chicken, the Army Men games for the original Playstation, and good old-fashioned childhood imagination and nostalgia.

This website is a good source for inspiration and information as well.

Army Men Homepage

I'm thinking of basing the core system on a variant of OD&D, though I am open to the idea of basing the system on Basic D&D variants such as B/X. AD&D is a vague possibility, but unlikely given its more defined nature and genre in the base system. Yes, I intend to include rules for magic, spells, and powers because children may often include magic and powers in their games of imagination when they play with toys such as Army Men, action figures, and similar fare (I know I did).

There would be two main types of adventuring: Household Adventuring (trekking through the family home when nobody's around, similar to dungeon crawling) and Imagination Adventuring (taking part in far away places and scenarios, similar to wilderness campaigns).

There would definitely be a class and level system, but as to what classes to include, I am unsure. I may need help coming up with classes and mechanics before I post a development thread. Any and all feedback would be greatly appreciated.

Yes, I'm well aware I made a similar thread a long time ago. But looking at the previous thread in the archive, and it seems that the old Army Men thread was about finding a general system to run campaigns on rather than making my own system, and the OSR wasn't really brought up much.

24
So, I've been doing a lot of research about older RPG's, particularly OD&D and its immediate successors. And it turns out that most of the early campaigns were essentially sandbox campaigns with an open world and open objectives and goals. The closest equivalent in video games would be the Wide Open Sandbox genre, best exemplified by Grand Theft Auto and its myriad clones (Saints Row, Mafia, Sleeping Dogs, etc.) and I have some questions for you guys regarding sandbox campaigns, with a particular focus on RPG's made from 1974 to 2000 as well as OSR games.

Do you guys ever play sandbox games and if so, how do you play or run them?

Do you guys have a preferred system for sandbox campaigns and if so, why?

How much detail do you put into the settings of your sandbox games?

Any tips or advice for a rookie GM such as myself who wishes to run a sandbox campaign?

I had some ideas for sandbox campaigns and settings using old-school rules (both original stuff such as AD&D, Vampire 1e, and BESM 1e as well as OSR retro-clones like Basic Fantasy and Microlite74) and if you are interested in them, I can share these ideas and concepts with you guys.

25
Alright, over in Pundit's sub-forum we were discussing the merits of "old-school" gaming and what constitutes an "old-school" game. And Tristram Evans made a post that placed various tabletop games into various generations and categories ranging from "Pre-Old School" (OD&D, Braunstein, The Fantasy Trip, Car Wars, Fantasy Wargaming, etc.) all the way to so-called "Story Games". And it is that "Pre-Old School" category that interests me the most. The early RPG's and small-scale battle games that were made in the 1970s and early 1980s (around 1974-1981 if you have to have an official timeline)

To paraphrase the post, the "Pre-Old School" generation of RPG's assumed players were familiar with wargames and used a lot of wargaming tropes. Imagination and improvisation are key as many of these systems were bare-bones.

From what I gather, there was a lot of improvisation on the part of both players and referees and while role-playing, immersion, and stories were part of these games from the get-go, it was more implied rather than enumerated. Sandbox gameplay also seemed to be commonplace If Gronan is interested, maybe he can give some input on this first generation of gaming back in the 1970s and hopefully clarify these points (as well as correct any errors I may have made in my assumptions).

It seems to me that many of these early RPG's were basically tabletop combat engines (in the One-on-One scale, of course) that encouraged immersion and it was the job of the players and the referee to bring the role-playing, character immersion, and story elements that are the core of RPG's. Again, feel free to correct me if I'm wrong in this assessment and I'd love to hear everyone's input on this subject.

If one were to make their own game (or at least their own campaign) in that "Pre-Old School" style of first-generation RPG's, how would one best capture that feel in both style and gameplay? What systems would work best and how would you go about in developing your own base system for it?

Comments, discussion, and input would be greatly appreciated.

26
Alright, as stated in an earlier thread in the main gaming boards, I have taken it upon myself to make an OSR game (and unlike previous OSR concepts I've posted, actually get off my ass and make it happen) that plays in a manner similar to Basic Fantasy/Modified B/X in terms of mechanics but is very different in flavor. I call it Black Castle

The biggest influence in terms of the base setting is my favorite D&D setting, the 1990 Gothic Horror classic Ravenloft. Unlike Ravenloft though, the setting of Black Castle is NOT a patchwork dimension or otherworldy realm. It's a darker and magical reflection of our world, particularly between the years 400 and 1485 AD. But this a world where magic exists (both divine and arcane) and fantasy monsters lurk deep within the wilderness. A harsh and horrific land that will mess with you assuming it doesn't destroy you utterly. You can't change the world of Black Castle, but it will definitely change you. There will be adventuring, but it's dark, bloody, and extremely lethal. But for many, it's the only hope of truly surviving the horrors of this bleak mockery of Medieval Earth.

Aesthetically, it would incorporate a lot of anime and manga artwork as well as old-school Gothic Horror motifs and imagery. Think a gorier and more weebish spiritual successor to early Ravenloft materials (such as the Realm of Terror boxed set from 1990). Other major influences include Low Fantasy, Historical Fantasy, Victorian Gothic Horror, and seinen anime and manga (with a focus on dark and violent seinen works such as Hellsing, Elfen Lied, Vampire Hunter D, and Black Lagoon).

Mechanically, it would play a lot like Basic Fantasy but with a few tweaks.  For one, Humans are the only playable race (I may add optional rules for Dwarves, Elves, Halflings, and the like later on in supplements) though there are plenty of monsters in the wilderness and dungeons. You may even encounter beings such as Elves and Dwarves lurking in dungeons and in the wilderness, but they aren't exactly friendly and are often dangerous.

The classes are essentially the same as Basic Fantasy. They are Fighter, Cleric, Magic-User, and Thief. I may add more classes later on after the base game is completed. To emphasize the element of fear and helplessness, all classes have a D6 hit dice regardless of class.

Taking a page from Dark Albion's playbook, I will be using semi-fictionalized versions of real-life places in Europe and Asia for the nations. Europe is the default assumption (especially the British Isles and Transylvania) but I will also have materials for campaigns set in a stand-in of Sengoku Era Japan (katanas, wakizashi, nunchaku, kama, and other Japanese weapons can be found and used in-game, though mechanically they are the same as Western weapons such as the long sword, short sword, club, sickle, etc.)

Low-level gameplay would be like a mix of the PS1-era Resident Evil games and The Blair Witch Project, while high-level gameplay would be like Crusader Kings meets Dynasty Warriors on PCP, especially once PC's start building strongholds and forming their own small freeholds and fiefdoms in the wilderness. (As said in the other thread, I'm not too focused on actual historical accuracy)

27
This is an idea I've been tossing around many times before but with very little concrete progress made on the different spins I had on this idea. Since I'm not currently outlining a specific game concept, I figured I'd post this thread in the general RPG board. Mods, if you feel this thread belongs in the Design board, feel free to move it.

Anyway, I've been getting more and more into OSR gaming as a concept lately. I recently purchased the core rules to Basic Fantasy on Amazon (I prefer hard copies to PDF's as a general rule), and I love the rules and style. Although I do like D&D 3.5/Pathfinder and 5e, I'll admit I have a soft spot for TSR-era D&D. I love OD&D and both editions of AD&D. I own the books for both 1e and 2e AD&D, and even played a 2e Ravenloft campaign DM'd by my Dad using the original Realm of Terror boxed set, and while I have never played or ran OD&D, I'd like to get into that one day. I don't have much familiarity with Basic D&D on any level, so that's why I bought Basic Fantasy. And I have to say, it's my favorite iteration of OSR D&D overall and I can't wait to try it out. But that brings me to my next point.

I have been wanting to make my own OSR game for a while now. In the past I have toyed around with ideas for anime-inspired concepts and even a survival horror idea. Sadly, the ideas pretty much died on arrival due to various factors. One of my biggest hang-ups is deciding on a system to emulate. Originally I was going to try to clone OD&D or AD&D, but Basic Fantasy has inspired me to use a system similar to Basic Fantasy/BX. However, it seems like all the systems have already been cloned, so I've not got much to set my ideas apart from the rest. What do I do?

I know the current trend is less about producing generic retro-clones and more on making unique settings or concepts within the retro-clone OSR framework. However, most of my more recent ideas have been done before. I could do my pseudo-fantasy British Isles setting but I'm pretty sure Dark Albion does it better and I don't want to step on Pundit's toes.

So, I'm thinking of starting from scratch in terms of concept, but not in terms of mechanics. For the mechanics, I want to use something as similar to Basic Fantasy's core rules as I can legally get away with. However, I do have some concepts and gimmicks stirring around in my head for these ideas. I'll keep you posted on the specific ideas as they are fleshed out.

So, I have the following specific questions for the OSR community.

How do I properly use the OGL? What are the specific terms of the license in gaming terms and do I have to actually contact anyone of any sort, if at all?

How would I go about making my B/X styled rules if I'm going off of Basic Fantasy as my frame of reference. I don't want to step on Chris Gonnerman's toes so to speak, so I'm probably going to have to essentially make a clone of a clone. How do I make the base rules legally distinct enough to be officially published. Or does the OGL have me covered in that sense too?

This next question is directed at the OSR crowd on this site, particularly Pundit and other published OSR game designers. What would you recommend in making a good OSR game and having it stand out at least a little bit in the OSR gaming community?

Comments and insight would be greatly appreciated.

28
A long while back, I came up with the idea for an RPG focusing on a World War I setting but with anthropomorphic woodland animals. Unfortunately, it derailed into some pretty horrible pitfalls and the thread got locked. But I have not forgotten about the game concept.

Trench Critters is a roleplaying game about the horrors of war and is heavily inspired by works such as The Wind In The Willows, Animal Farm, Peace on Earth, The Secret of NIMH, An American Tail, and Beatrix Potter, among other things as well. The tone is grimdark and Gothic and there will be an aura of misery and despair beneath the cutesy exterior, as life for a soldier in the trenches of the Western Front was pretty miserable and horrific.

Trench Critters can best be summed up as "The Wind In The Willows but with machine guns and mustard gas", and the typical PC in a Trench Critters campaign is a young soldier in the front lines, whether it be in the trenches of the Somme, the wilderness of the Eastern Front, the freezing cold of the Alpine Campaign, or the scorching deserts of Arabia. The setting is an alternate Earth that is populated by sapient animals rather than humans, though many nation states and institutions from our world exist in this world as well. There are some subtle differences though. For example, females are allowed to serve in combat on the front lines (unlike the real armies of World War I) although they are exempt from conscription.

Players can be either with the Entente Powers (Britain, France, Russian Empire, Italy, Serbia, Japan, and the United States) or the Central Powers (Germany, Austria-Hungary, Ottoman Empire), and there are a wide variety of critters serving in the trenches.

The playable critter types so far are as follows...

Rats
Mice
Rabbits
Ducks
Squirrels
Hedgehogs
Cats
Foxes
Dogs
Frogs
Lizards
Wolves
Hummingbirds
Bats
Chickens
Deer

Now, as for the system, I'm wondering if I should include a class and level system or do a more open-ended point-buy system. Any feedback on what kind of mechanical system to use would be appreciated. All I know is that I want the game to be D6-based, as six-sided dice are the most common type of dice out there.

Currently, I am leaning towards a point-buy system with dice pools.

29
Alright, it's no secret that I have mixed feelings about the World of Darkness setting by White Wolf. The setting has a LOT of great concepts, but the settings and their great concepts are often ruined by their themes, particularly the ever-pretentious and ever-present theme of "personal horror", which will often turn many a game into a pretentious wangst-fest only enjoyable to the most insufferable of Goths and Punks (or Emo kids, if you're younger), to say nothing of some of the more rotten people on the White Wolf/Onyx Path payroll (most notably Martin Ericsson, Satyros Brucato, Justin Achilli, and the dickhead responsible for the abomination that is Beast: The Primordial). Not to mention the fact that WoD (both Classic and New) has one of the most toxic fanbases in all of tabletop gaming.

But underneath the terrible themes and the awful fanbase there is some good to be found. Vampire: The Masquerade First Edition was awesome (and still is), had minimal metaplot (if any at all), and was a very good game that didn't try to railroad you into personal horror (though it did present personal horror as an option). The same goes for the First and Second editions of Werewolf and Mage, and Street Fighter: The Storytelling Game is still one of my favorite RPG's of all time. It really wasn't until Revised Edition came out did the metaplot go into overdrive and White Wolf adopted its "One True Way" mentality and started to cram personal horror down our throats.

I wanted to go back to the pre-Revised Edition White Wolf, a time before the fanbase was so toxic and dominated by Goths (well, the Goths were always kind of there, but the inmates didn't start running the asylum until Revised). I know that with the current WoD fanbase and the fact that Martin Ericsson is in charge of White Wolf now, I know that we'll never officially go back to those good ol' days.

So instead, it is our duty as Storytellers to invoke Rule Zero and make the World of Darkness great again! As Storyteller, you can eat the chicken and throw away the bone when it comes to WoD. Keep the good stuff about the setting and throw away the metaplot and the personal horror (but if you like personal horror for some reason, you could just keep playing the way WW tells you to), and change the personal horror into a more enjoyable form of horror, Action Horror. It is time we kicked personal horror to the curb and gave the finger to the Goth subculture once and for all!

But enough about my setting hacks, what are YOUR homebrews and changes you make to World of Darkness (both Classic and New)?

30
Okay, this is probably a loaded question that will probably result in a loaded discussion on both sides of the aisle, but I have a serious question.

I've recently come up with an idea for a dark comedy RPG where the PC's are anthropomorphic woodland creatures in a World War I setting (I call it "Trench Critters"), but I'm afraid of actually doing anything with it because I don't want to be lumped in with the rather infamous furry fandom. And that got me thinking, in this day and age of internet culture, can you make a work with animal characters without being labeled as "furry"? I'm serious here, because I like my WWI idea, but I'm afraid of getting a lot of hatred and being labeled something I'm not.

There are actual dedicated furry RPG's such as Ironclaw and the Fursona series, and they are widely mocked and hated for the most part (generally justified in the case of the Fursona series, given the rest of Chris A. Field's work). I don't want Trench Critters to be lumped in with those works. It doesn't help that my idea was very loosely inspired by Looney Tunes, Sonic The Hedgehog, and Crash Bandicoot, so I'm afraid of even developing this idea as a campaign, let alone a full game. Even non-furry RPG's such as Werewolf: The Apocalypse and the TMNT game get a lot of flak because of the furries.

So, I ask you guys, is there any way one can make a game with animal PC's and not be considered "furry" and if so, what pitfalls should you avoid?

Please keep this discussion civil.

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