Theater of the Mindset

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Take your seats, bring the house lights down, and please don’t silence your phones, you’ll need it for Theater of the Mindset! TotM is a
Daggerheart https://groupfinder.eu/library/daggerheart-2025
actual play podcast combining collaborative, character driven storytelling in a modern high fantasy setting with audio drama production quality. A mixed table of mild mannered TTRPG players and unmanageable improvisers bring balanced humor seasoned with imbalanced results. The mindset is brought to you by your kind and generous GM, Justin Gerardot and sound designer and composer, Nick Traeger.

Links

theaterofthemindset.transistor.fm https://theaterofthemindset.transistor.fm/ - Official website youtube.com https://www.youtube.com/@TheateroftheMindset - Youtube channel spotify.com https://open.spotify.com/show/6gEol1Lb2l8uee6xVPoeAm - Spotify feed podcasts.apple.com https://podcasts.apple.com/us/podcast/theater-of-the-mindset/id1863253369 - Apple Podcasts feed patreon.com https://www.patreon.com/cw/TheateroftheMindset - Patreon page

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Talislanta
Tabletop Roleplaying Games

Talislanta

High-Fantasy
Rules-medium
Heroic
Talislanta is a fantasy tabletop roleplaying game created by Stephan Michael Sechi, first published by Bard Games in 1987. It draws its inspiration from Jack Vance's Dying Earth novels and the travelogue spirit of the Arabian Nights rather than from Tolkien. It built its identity around a single blunt promise printed right on the box: "no elves". No dwarves, no halflings, no standard-issue fantasy races at all - just dozens of original cultures found nowhere else in the genre.  The game has passed through five editions and nearly as many publishers, including a stint at Wizards of the Coast in the early '90s, and creator Stephan Michael Sechi now makes the entire back catalogue - every edition, every supplement - available for free through the official Talislanta Library. Description Playing Talislanta starts with a choice. Instead of creating a character from separate race, class, and skill lists, players pick one of well over a hundred archetypes. Things like the Cymrilan Rogue Magician, the Jaka Beastmaster, or the Mandalan Mystic Warrior - each one a fully realised character tied to a specific culture. Complete with attributes, skills, gear, and a place in the world already worked out. A little light customisation (a point moved here, a skill added there) and the character is ready to play.  What makes the game distinct isn't its mechanics, which are deliberately light, but the scale of its setting: the continent of Talislanta is home to more than a hundred distinct peoples, and the rulebooks spend far more pages on culture, custom, and worldview than on combat math. It rewards players who want to explore a genuinely alien fantasy world over chasing mechanical optimisation. System Overview & Key Features Archetype-Based Character Creation Character creation isn't a build process, it's a selection process. Every archetype in the book arrives fully statted, dressed, and equipped, tied to a named culture and a defined role in Talislantan society. Archetypes are deliberately unbalanced against one another, since staying true to the setting mattered more to Sechi than parity between character options. The Unified Action Table Skill checks, combat rolls, and magic all resolve on a single d20 chart. Attacking works exactly like any other skill roll: add a skill rating, compare to a target number. There's no separate combat subsystem to memorise, which keeps the rules themselves down to a few dozen pages even in the densest editions. Modes and Orders Magic runs on two interlocking pieces: Modes (twelve broad effect categories like Attack, Heal, or Illusion) and Orders (culturally rooted schools of magic, from Cartomancy to Elemental Magic). A magician's Order shapes how a Mode behaves and looks when cast, so the same underlying effect plays out completely differently in different hands - which lets a short list of Modes support a near-endless variety of actual spells. A World Built Without Tolkien Every culture in Talislanta was designed to avoid genre default: no elves, no generic barbarians, no standard dragons. In their place are peoples like the Thralls (identical clone-warriors distinguishable only by tattoo), the sky-sailing Phantasians, and the shapeshifting Sindarans. The setting material - not the rules - is where most of the page count and most of the game's reputation live. Links talislanta.com - Official Talislanta website talislanta.com/talislanta-library - Free official PDFs of every edition and supplement ever published

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Avatar Legends RPG
Tabletop Roleplaying Games

Avatar Legends RPG

High-Fantasy
Rules-light
Heroic
Avatar Legends: The Roleplaying Game is an officially licensed tabletop roleplaying game set in the world of Avatar: The Last Airbender and The Legend of Korra, designed by a team led by Brendan Conway (with James Mendez Hodes, Yeonsoo Julian Kim, Sharang Biswas, Daniel Kwan, and Sen-Foong Lim) and published by Magpie Games. It launched via a Kickstarter campaign that raised over $10 million - one of the highest-funded TTRPG crowdfunders ever run - with a digital release in October 2022 and the physical core book following in January 2023. The system is built on the Powered by the Apocalypse engine, the same design lineage that traces back to Apocalypse World, adapted here around the show's elemental combat and character-driven melodrama. Description Players take on benders, martial artists, and technologically-minded specialists living somewhere across five playable eras of the setting - Kyoshi's age, Roku's era, the Hundred Year War, Aang's timeline, or Korra's modernized world - navigating a world of four elemental nations where manipulating earth, water, fire, or air is a normal, visible part of daily life.  Sessions mix character drama with fast, narratively-driven combat: a Game Master frames scenes and plays the setting's antagonists, who are written to have their own motivations rather than serving as disposable obstacles. The game leans hard on internal conflict as much as external - characters are built around competing values as much as combat skill, and are expected to be pulled off-balance by the people and ideals they care about, not just by getting hit.

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PUM Companion RPG Storytelling
Tools & Platforms

PUM Companion RPG Storytelling

Free
Paid
Universal
The PUM Companion app allows you to play tabletop RPGs by yourself (solo) and journal adventures digitally. Write notes and conversation dialogues, roll dice, keep track of your character sheets and plot nodes, advance your plot through Scene Beats, ask the oracles for inspiration, and improve your storytelling skills by a mile. App uses • Creative and fiction writing • Storytelling and journaling • Playing tabletop RPGs by yourself • World building and game prep • Source of ideas for story improv The rulebook of the Plot Unfolded Machine is recommended to enjoy the most of this app, particularly If you never practiced this hobby before.

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