Saturday, March 22, 2025

Playing Cards and Poker Hands as a Substitute for Dice Rolls in TTRPGs

Late last year, I was nearing the end of my first ever playthrough of Dave the Diver (which I absolutely loved, by the way) when I became obsessed with a surprisingly in-depth poker minigame in the Sea People Village. I can probably count the amount of real poker games I’ve played on one hand, but something about this game instantly had me hooked (or harpooned, if you will). It was a fast-paced, addictive roguelike with unique art and mechanics embedded in an otherwise unrelated fishing game, and I was enthralled.

I found myself playing constantly: when I was bored, procrastinating, or just in need of something to do with my hands. One night, while on a call with a friend, I excitedly streamed my gameplay to her. “I wish I could play more than just these few levels,” I complained. “There’s no way they built out this whole system for such a small part of the game.”

She laughed in disbelief. “That’s literally just Balatro. How have you never heard of Balatro?”

Embarrassed, I bickered with her for a few seconds and then promptly rushed to Steam to download the full game. Ever since, I’ve logged… well, let’s just say a probably unhealthy number of hours in Balatro. This sparked in me a short-lived obsession with poker and other playing card games, but, as with pretty much everything in my life, it also made me think, “How can I make this about TTRPGs?”

After all, the friend who told me about Balatro was also the DM for our late D&D campaign and a player in my gone-but-not-forgotten Call of Cthulhu campaign. Ever since moving for college (and some friend group break-ups along the way), I’ve missed playing TTRPGs with her. We’re always looking for new ways to play and, perhaps more importantly, new players. However, most people who’ve never played any TTRPGs don’t have D20s lying around, and games like D&D aren’t exactly the most accessible or exciting for newcomers. So what might make the start-up cost lower and process faster?

Well, as I was thumbing through a crisp new deck of butterfly-themed cards I bought as a little park souvenir yesterday (my mom insisted), I realized a standard deck of playing cards could be a great option. They’re equally (if not more) widely available than six-sided dice and just as easy to use and understand, but their variety of suits and ranks also allows for more customization and nuance.

I’m convinced I’ve heard of a homebrew TTRPG system like this before, but I think it was in a Tumblr post, and I can’t find it with a Google search. However, I did find some full-fledged games that use playing cards (thanks to forum users here and here, as well as this comprehensive list that I will definitely be referring to in the future)!

In Castle Falkenstien, each suit represents different skills and magic types, while ranks act as skill modifiers. Outside of combat, players have hands of four cards, meaning they can view their successes (or lack thereof) ahead of time and choose which card to play. This system also limits their actions; for example, if you have a hand of clubs in a situation that requires charisma (represented by spades), you’re out of luck. However, this can also inspire creative problem-solving and fun scenarios: Maybe you can’t talk your way out of the situation, but you can try fighting your way out!

This now-archived Reddit post outlines a similar ruleset, although each suit represents different skills (more akin to D&D skills). Face cards are used for randomized character creation, while number cards are used for skill checks. Unlike in Castle Falkenstien, players only draw 1-3 cards at a time, depending on their skill level (as determined by the face cards). Taking damage gives disadvantage to a skill associated with a face card.

To me, where this rules-lite system really shines is in its optional rules. The use of face-down cards as a dungeon map with random encounters calls to mind dice stacking mechanics in some homebrew dice-based games, and the optional Joker rules remind me, of course, of Balatro.

Perhaps one of the most exciting parts of Balatro is discovering the rules and perks added by each new Joker, and it’s always reminded me of Mao, a card game introduced to me by my high school choir director. Not explaining the rules of Mao is the whole point of the game, so it would feel almost sacrilegious to post them here, but, point being, the idea of a card-based TTRPG with hidden rules and a similar feeling of discovery is interesting to me. While perhaps the point of a card-based TTRPG is to be rules-lite, the opposite—a ton of rules and number-crunching, which usually isn’t my thing in RPGs, but I love it in Balatro—could also play into the roleplay aspect and inspire wacky social scenarios like those that might arise in systems like Castle Falkenstien.

However, like in most TTRPGs, the majority of these rules would come into play in combat. Players and NPCs would draw numbered cards for initiative. Then, the GM would blindly deal cards to each player and themself, with the hand size depending on the amount of players, and players would take turns playing poker hands. This could be played like a real game of poker, in which the winning hand is victorious and earns points that represent health, combat progress, damage to enemies, etc. Alternatively, like in Balatro, players could simply play poker hands to meet a point goal (damage to the enemies) set by the GM within a certain number of rounds (before they die to enemy attacks). Points could be tallied on paper as in most RPGs, or physical chips, dice, or even real money could be used.

I like the idea of using suits to represent different skills, and I think The Anywhere RPG (the Reddit post I discussed before) has a good balance—although hearts might not be very useful in combat, unless you’re playing the equivalent of a D&D bard or warlock. However, I also like the alternative idea of using suits to represent unintended consequences, whether positive or negative. I’m imagining a system similar to Star Wars RPG (FFG)’s narrative dice, in which players can succeed but with setbacks, or fail at their intended goal but succeed in something else.

For example, if a character is trying to sneak around in an action RPG, a Ten of Spades would be a great success (in most situations) because of its rank, but the suit might mean the character gets slightly injured in the process. As another example, in a sci-fi RPG, a Three of Hearts might mean failure for a dreadnought captain trying to navigate through an asteroid belt, but at least their alien crush thinks they look super hot as the ship is crashing.

I don’t have anything near a full system built out, especially for the poker-based combat, but maybe I’ll create one in a future post. For now, I’m going to brainstorm and enjoy testing out some existing card-based RPGs… if I can convince any of my friends to join me. Come on, you don’t even have to buy dice!

Wednesday, March 5, 2025

So, I Got Impatient and Already Changed the Blog Name

Pretty much what the title says. I thought of eggpuh as a username or website name a while ago (late at night while sleep deprived, which probably contributed to its silliness). I like the sound of it in my head, but it just looks so ugly written down. The irony and silliness does not outweigh the ugliness.

So now it's Jumper Creek (or jumper creek, maybe; I like how it looks lowercase). It's one of my dad's favorite nicknames for me, and I've always wanted to use it as a stage name or something, but I thought it could make a good blog title, too. But who knows; maybe I'll be the vocalist of a band of the same name someday if I can ever figure out how to write half-decent song lyrics! Anyway, hopefully I won't feel quite as silly sharing posts from this blog now.

Monday, March 3, 2025

"Amuzling" Words from the Writings of Horace Walpole

While browsing my peers’ discussion posts in the linguistics course I’m taking this semester, I discovered a post discussing the Old English noun-making morpheme “-þ” and how it became the modern “-th” morpheme we see today in nouns like “growth,” “strength,” and “youth.” For another example, my professor attached a screenshot from a game of Words with Friends she’d played, showing a 16-point word her opponent had played: “greenth.”

Curious about the noun’s meaning and origin, I did some excessive research (as usual) and was surprised to find that “greenth,” meaning “green vegetation,” was first attested in 1753. Given my classmates’ previous discussion about the “-th” suffix in Old English, I hadn’t expected “greenth” to have originated so recently in the language’s history.

After its first use, “greenth” wasn’t used again until over a century later. According to the Oxford English Dictionary (OED), the word became more common in the 19th century, and the man who coined the term didn’t live to see anyone else use it… or the dozens of other words he invented.

Enter Horace Walpole, an English writer and politician probably best known for authoring the first Gothic novel, The Castle of Otranto, in 1764. He also oversaw the construction of London’s Strawberry Hill House, and his father was Sir Robert Walpole, the first British Prime Minister.

Portrait of Horace Walpole (c. 1756-57), Sir Joshua Reynolds

Horace Walpole stood out from the rest of 18th century high society, though, with modern scholars calling him everything from “camp” to asexual to “bitchy” in debates over attempts to ascribe modern labels to Walpole’s sexuality. Walpole may not have fit into any of these boxes, though, and he certainly didn’t fit into boxes created by other writers of his time. After all, he invented a new literary genre—why not invent his own words, too?

In the same year he first used the word “greenth” in his letters, Walpole also coined “gloomth,” a similarly structured noun I discovered while researching “greenth” in the OED. “Gloomth” seemingly refers to gloominess, although the OED says it might refer to something “apparently peculiar to Walpole.”

A year later, Walpole coined a third noun with the “-th” suffix, writing that Strawberry Hill House was “now at the height of its greenth, blueth, gloomth, honeysuckle-and-syringahood” in 1754. Walpole used “blueth,” a noun supposedly referring to the color of a blue sky or, more broadly, blueness, again nearly two decades later, writing “I am descended into the blueth and greenth” in 1772. Judging by his enduring use of these words, Walpole must have really believed in their efficacy as valid English words and wanted them to stick.

And stick they did. Although these words are incredibly rare in modern use, the OED doesn’t consider them obsolete (and apparently “greenth” is used enough to be playable in Words with Friends)! However, the one Walpole word that truly stood the test of time is “serendipity,” first attested in a 1754 letter he excitedly wrote to his friend Horace Mann to share his brand-new word. Apparently, he based the word on an English translation of a Persian fairy tale, The Three Princes of Serendip, because the protagonists “were always making discoveries, by accidents and sagacity, of things they were not in quest of.”

Most of Walpole’s words weren’t as far-reaching, though, and most are now obsolete… which is a shame, because some are clever, and others are just hilarious. I’ve put together a simplified list of my favorites, with (some abridged) definitions from the OED.

  • Airgonaut (noun): someone who flies via hot air balloon.
  • Amuzle (verb): to amuse or distract oneself.
  • Anglomany (noun): American support and admiration for England; this word was later used by John Adams and Thomas Jefferson.
  • Honey-blob (noun): a sweet yellow gooseberry.
  • Jack-puddinghood (noun): the state or condition of being a clown, jester, or buffoon.
  • Junketaceous (adjective): given to celebrating and merrymaking, especially with food and drink.
  • Mastiff day (noun): a very hot day, hotter than “dog days.”
  • Methusalemess (noun): a very old woman, presumably in reference to the long-living biblical Methusalah.
  • Minauderie (noun): a coquettish manner; flirtation or affectation.
  • Minionette (adjective): small and pretty.
  • Mononeirist (noun): someone who has only ever dreamed once.
  • Muckibus (adjective): drunkenly sentimental or maudlin.
  • Nincompoophood (noun): the state or condition of being a nincompoop.
  • Robberaceously (adverb): in a manner suggestive of robbers.
  • Timwhisky (noun): a small horse-drawn carriage with 1-2 seats and 1-2 horses.
  • Well-behated (adjective): greatly or widely hated.

I’ve since developed a bit of an obsession with researching now-obsolete English words, and there are so many I think should make a modern comeback! “Junketaceous” is such a fittingly fun word to say, and I’m already starting to feel the “mastiff days” of summer sneaking up on us here in Florida…Even if his words become increasingly disused, though, I hope Walpole can rest easily knowing that his words are not “well-behated,” but well-beloved (at least by me)... and that “greenth” is also playable in official Scrabble.

Welcome to eggpuh

Welcome to my brand-new blog! I’m EGP for short, or “eggpuh” for even shorter—not for any good reason; I just think it sounds funny. I’ll include a little more information on my About Me page, but I probably won’t post many personal details, since this blog is just a place for me to post articles about whatever topic I feel like covering. However, my legal name is scattered around the site, just so I can prove it’s me if I use anything posted here as a writing sample. As of writing this post, I’m currently a full-time bachelor’s student in my final semester.

You might notice I already have three published posts dating back to December 2024. These were previously on another blog I created for a university assignment, but I liked a couple of the pieces, so I figured I would include them on this new blog, as well. I admittedly fudged some of the information on the RP6 post, since I hadn’t actually played Goat Crashers with my family at the time… but we did actually play a game of it over winter break (in which my family’s goats crashed a hoity-toity New Year’s Eve party and saved an ambassador to Uruguay from assassins with skillful goat dancing), and it turned out super fun! I still haven’t gotten the chance to play RP6, but I hope I can get a group together for it sometime soon… maybe this coming weekend or over spring break.

As far as future posts go, I’ll try to average a few each month, but it might be less (or a lot more, if I get on a roll). You can expect articles on games, fandom, wildlife, music, writing, and whatever else I decide to write about. There might also be some independent north-central/central Florida-focused news articles in the mix, or maybe I’ll create a separate blog or social media page for that; I’m a former journalist and don’t necessarily want to go back to professional reporting, but I also hate letting important local environmental and political issues go uncovered.

I’m not really writing for an audience right now, but, if you’re reading this, thanks! :)

Thursday, December 5, 2024

The Infinite (Actually) Possibilities of Grant Howitt's RP6

 Ever since I learned about Grant Howitt’s one-page TTRPGs from the actual-play podcast Dungeons and Daddies (about which I have many future blog posts up my sleeve), my friends and I have been obsessed.

The Witch is Dead, a game about familiars avenging their murdered master, was my best friend’s first experience GMing and resulted in a hilarious high-speed carriage chase with the witch hunter (who was also a sandwich hunter in the nearby sandwich-making village’s annual ingredient scavenger hunt). Goat Crashers, a D6-only game about goats sneaking into a human party, was my family’s introduction to TTRPGs. I rolled for a random setting, and my brother’s goat ended up eating quite literally everything in a Cthulhu-worshipping, bioweapon bootlegging Jay Gatsby’s house, including the anthrax tanks he was selling under the table.

Howitt has countless amazing RPGs, and I highly recommend them, even the ones I haven’t tried myself—and I do want to try them all. However, when browsing his itch.io for games to run while I’m home for winter break, his latest RPG, aptly named RP6, caught my eye.

In the past, my friends and I have tried creating our own fully homebrew role-playing systems, but we’ve always ended up pulling rules from larger systems we run in our primary campaigns, like Dungeons & Dragons and Call of Cthulhu. We usually default to rolling D20s and loosely basing all combat on D&D, despite most of the players (myself included) disliking the slow pace of D&D combat.

With RP6, I think Howitt has created the perfect D6-only one-shot system. Before sitting down to write this post, I spent quite a while thinking through all the possibilities presented by Howitt’s example genres and rules alone, as well as what my players might choose. Almost any open-ended TTRPG has endless replay value, but RP6 has no preset setting or magic system; you and your players can create something wildly different from every previous game, every time. I can genuinely imagine RP6 being the only system I use to run one-shots with my friends.

However, some players do want more to work with, especially first-time players. With my family, for example, I initially tried running a D&D one-shot, but they were overwhelmed by all the options and the planning required before the game could actually start. Since they’d never played any TTRPGs before, though, I wouldn’t use RP6 as a starting point, either; the open-endedness of collective worldbuilding bound only by genre would likely overwhelm them, too. Howitt’s more structured RPGs ended up being perfect for them, and now that they have more experience, I’m considering running an RP6 game with them, too.

Initially, I had gripes with the dice rolling mechanic. A 6 being the only way to succeed without consequences felt too difficult. However, after reading some of Howitt’s examples of ways to “persuade the GM” for positive modifiers and rolling some dice while thinking through possible situations, I realized this mechanic is actually pretty well-balanced, as long as it’s used fairly.

For example, if a player rolled a 4 to redirect a spaceship but explained that their character is the ship’s pilot, as GM, I would definitely accept and give them +1 to their roll. However, if they explained that their character piloted a ship once somewhere in their backstory, never mentioned before that their character knows how to pilot a ship, and are clearly just making it up on the spot to succeed… I probably wouldn’t give it to them (unless they looked really pitiful and bribed me with a cookie or something).

My only suggestion—yes, literally just one—would be to give players whose result is above 6 more than just a clean success; it should go better than they had even hoped. For example, if the player is the pilot (+1) and rolled a 6 to redirect the spaceship, they are lucky enough to fly even better than usual, maybe even diverting the enemy ship hot on their trail into a debris field while the players escape scot-free.

For the optional rule about injuries, I’d also suggest adding GM persuasion: Maybe the player’s character is shot and the GM rolls a 6, meaning the player would be out of the game, but the player reminds the GM their player is a prepper who’s constantly wearing a bulletproof vest, or maybe their character has yet to confess their love to an NPC and is really convincing about their right to stay alive until they can accomplish that goal. Of course, the GM and players could workshop this idea with specific modifiers for their own game.

I haven’t actually run an RP6 game yet, but I’m absolutely thrilled by all its possibilities. Maybe my friends and I could pick up our failed homebrew Twilight parody RPG again, or maybe I’ll suggest a genre and a couple of rule ideas to my family as a starting point to give them more structure. Whatever I start with, I plan to write an update post after winter break with how it went and any other suggestions for other GMs/players!

Wednesday, December 4, 2024

Farming Sim Games and the Necessity of Marriage

Farming life simulator games are among today’s most popular cozy games, following the success of Stardew Valley, an expansive indie farming game inspired by Nintendo’s long-running Story of Seasons series. It prompted not only Stardew Valley’s creation, but also many of its mechanics: farming, mining, fishing, foraging, and, of course, marriage.

Romance has become a key feature of farming sims, with many indie developers using their games’ attractive, eligible characters as a selling point. However, romantic storylines and marriage options aren’t just bonus content to draw in players; they are often central to the gameplay itself.

One of the earliest Story of Seasons games, Harvest Moon: A Wonderful Life, originally released in 2003, follows the player character from humble beginnings as a single farmer to his eventual son’s adulthood (and, yes, the player character and his son can only be male in the original version of this game; an entirely separate “girl version” of the game, Harvest Moon: Another Wonderful Life, was released the following year). In order to have that son and for the game to progress, the player has to get married. If you don’t propose to one of the eligible female characters by the end of the first in-game year, the one you have the best relationship with proposes to you. If you reject her, it’s an immediate game over.

Similarly, in Harvest Moon: Seeds of Memories, many “memories” (necessary for full completion of the game) require getting married and having kids.

Other Story of Seasons games aren’t so limiting, but marriage is still a core aspect of the gameplay, and players are incentivized to pursue it. Befriending an eligible character can lead to them becoming romantically interested in you, and you might feel urged to put a ring on it before another NPC does, since romantic rivals exist in several games throughout this series. Marriage offers in-game advantages like anniversary gifts and new dialogue/events.

Even now, with countless Stardew Valley-inspired games that allow new options like non-male player characters and queer romantic relationships, this emphasis on marriage as a game mechanic is still heavily felt in the farming sim space. In Sun Haven, players can receive unique and considerably powerful armor and weapons from the characters they date and marry. In Littlewood, dating and marriage earn you additional Dewdrops, the game’s primary currency.

Even in Stardew Valley itself, spouses offer the gameplay advantage of giving the player gifts and helping with labor on the farm. However, Stardew Valley also has something that, to my knowledge, no other well-known farming sim does: a non-romantic equivalent.

In addition to the six bachelors and six bachelorettes the player can choose to pursue, there is also the option to befriend Krobus, the shadow person vendor who lives in the sewers below town. Being a monster, unlike the twelve human options, Krobus comes from a presumably aromantic culture (since living together platonically—and not out of necessity—is canonically commonplace for shadow people) and isn’t available to marry, but you can ask him to live with you as a platonic roommate.

While Krobus can’t help out with chores around the farm due to his species’ aversion to the sun, he still offers most of the practical advantages of a spouse: giving the player gifts and a Stardrop, changing the furniture, and even caring for the player’s children from any previous marriages. He has unique dialogue just like any spouse, too, meaning any player who chooses to play the game entirely without romance isn’t missing out on a vital part of the experience or at any kind of technical disadvantage.

Krobus may show his affection through hugs instead of kisses and smiley faces instead of hearts, but choosing to live with him is never discouraged or made less valuable than marriage; it’s simply a different option.

Cozy games, a genre I’d say has a largely queer playerbase, and farming sims in particular have increasingly embraced queer players and relationships in recent years. Most games, including even recent Story of Seasons titles, allow players to marry any eligible NPC regardless of gender, and Fields of Mistria has a long list of pronoun options for player characters. However, there is little consideration given to aromantic players, and even less representation of aromantic characters, since all single adult characters are considered romanceable in most farming sims (although Stardew Valley is notably not one of them).

People often assume that queer inclusivity necessitates romance, but it can also be about a lack of romance. I think the inclusion of Krobus in Stardew Valley is a positive step toward aromantic inclusivity (and for anyone who might not be interested in in-game marriage, or even people who just enjoy Krobus as a character—myself included), and I wish more games inspired by Stardew Valley had taken inspiration from Krobus, too.

Besides, he’s just pretty cool.

Monday, December 2, 2024

"Easy Access Fandom": The Presumptive Worldbuilding of POV TikTok


In the decade since Vine (R.I.P.), the short-form vertical video has expanded from a vessel for comedy sketches and lip-sync performances to the de facto form of online content and communication. Whether we like it or not, platforms like TikTok and Instagram are where culture happens now: memes and controversies that pervade other websites, independent musicians who later find chart success, social and political movements that affect the real world.

With so many new ways and tools to make video content in this relatively new form, it’s no wonder new video genres have come out of TikTok, too. “-core” genres like Corecore and Hopecore come to mind: video collages interpreting unrelated clips, images, and songs through unifying emotional/social themes, similar to the usually more text-based but also contemporary (originating on Tumblr) art of web weaving, which I hope to cover in a future post.

One prominent genre (with many, many, many subgenres) is what I’ll refer to broadly as “POV TikTok.” The term “POV,” short for “point of view,” started out meaning just that—through using the camera as a character, the viewer becomes a part of the video’s scenario, with the camera view representing the viewer’s perspective as protagonist. A caption from a second-person point of view provides context. For example, this video, captioned “POV: You have siblings,” is filmed from the protagonist’s point of view, encouraging the viewers to imagine themselves in the protagonist’s shoes.

However, on TikTok, and particularly in videos I’d describe as part of the POV TikTok genre, “POV” has broadened to be a signifier of contextualizing text explaining the video’s scenario, without the viewer necessarily being a part of that scenario.

Not every video that uses “POV” in this way is a part of POV TikTok, though. As of now, the top videos in #pov are personal stories and comedy sketches using a mix of first-person and second-person language. Here, “POV” simply tells the viewer that the caption explains what is happening in the video. In the vast majority of cases, “POV” could be deleted from the caption entirely, and it would still make sense. For example, this video uses second-person language, but the friend to whom it refers is visible in frame. The video isn’t actually filmed from their point of view; the camera (and, by extension, the viewer) isn’t a character at all.

What I’m referring to when I talk about “POV TikTok” is a different case entirely. Unlike the examples above, POV TikTok videos aren’t set in our world. They aren’t relatable comedy sketches or inspirational anecdotes; they’re short works of speculative fiction, often set in vaguely science fantasy settings.

These settings, though, are rarely given any exposition. Viewers can only glean context about the characters’ world through captions that hover above the protagonist—who is not the viewer, but the video’s creator and only actor. This protagonist speaks directly to the camera and interacts with it as not just a character, but as every character, leading the viewer to assume the roles of every other person in this universe. These characters’ dialogue is often written on-screen (and sometimes narrated by the video’s creator), as if the viewer is saying it, and the protagonist reacts accordingly.

This video, to me, is a fascinating case study of this genre’s staples and presumed canon. As the viewer, we are immediately dropped into a world in which people can only say a certain number of words each year. As explained by the other characters (which, if you’ll remember, are all… us?) throughout the video, each person is able to say a different number of words each year. That’s all the exposition we get.

It’s never made clear how this rule is enforced: Are people physically unable to speak after reaching their word limit, or is it possible but illegal? What about nonverbal communication? Regardless of if the word limit is biological or legal, wouldn’t the people of this world have all learned sign language or at least carry around notepads and pens? Is the word limit entirely random each year, or does someone/something else determine it?

What I find even more interesting, though, is the presence of the on-screen captions in these worlds. Presumably the characters’ captioned speech isn’t visible or literal, but what about the caption showing the protagonist’s word limit? The protagonist is aware of his own word limit, since he clearly knows he really has more than one word, but it seems like he can also see the word limit as something physical in his world. In the very first scene, he’s crossing his fingers and looking up at the text, hoping for a lucky draw.

However, the other characters can’t see his word limit. He tells them (us) that he only has one word (and seemingly does so every year, maybe as an excuse to stay silent, although it isn’t explained), and the other characters believe him. Still, in something akin to dramatic irony, we as the viewers can see the word limit, despite it being invisible to the characters with whom we share a perspective. We aren’t seeing from the protagonist’s point of view, but we aren’t exactly seeing from the other characters’ point of view, either.

None of this matters in the world of POV TikTok, though. These rules are consistent through almost every video in the genre, and they’re instantly self-explanatory—increasingly so with each video you encounter. Without a second of exposition (about the world, not the characters’ personal lives), viewers are able to jump into the story right away. It is, I think, the most immediate form of speculative fiction.

I’ve found myself baffled by a few POV TikTok videos before when doomscrolling late at night, but my fascination with POV TikTok as a genre really began with this episode of the Sad Boyz podcast, in which they react to POV TikTok parodies by creator @nickel_c. When discussing POV TikTok, podcast cohost Jordan Adika uses a term that has stuck with me since I first heard it: “easy access fandom.”

Viewers are able to immediately understand and immerse themselves in the worlds of these videos, and that means they’re also able to immediately join fan discussions in the comment section. After less than a minute of watch time, they can discuss unnamed characters and speculate about the next video, which might come out later that same day. Unlike with other fandoms, they don’t need to worry about avoiding spoilers or memorizing facts before interacting with more seasoned fans. Viewers can access both the source material and fan communities easily, quickly, and freely.

Most fandoms, on the other hand, take anywhere from hours to years to catch up with. Even after knowing everything there is to know about the source material, fans might not know everything there is to know about the fandom itself. Easy access fandoms, like those that form around POV TikTok videos/creators, on the other hand, require no prior knowledge; everything about the world at large is either explained in the video or irrelevant to the smaller-scale story.

Currently, most of these POV TikTok stories are about romance, drama, and the occasional dystopia: genres that appeal to the teenage audience to whom these videos are targeted. I wonder, though, what else could be represented through this format. I’d love to see (or even personally explore) more of how captions interact with these worlds and what this interpretation of “POV” could mean for storytelling, both in and out of short-form videos.