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#because its really cool. like mechanically and stuff
marcygoo · 2 days
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okazyyyy here we go. parts from murder drones eps 6-7 that really tickle my brain that i never see people mention like ever (if you come into the reblogs or comments of this post being like "why didnt you include (x part that everyone talks about)!!!" then that is why. and also i am going. to Eat You.) this isnt really going to be organized or anything. basically just me being abnormal about sounds and movements and other minuscule details that im really fond of for however many words
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okay, first thing is gonna be a sound thing. i absolutely LOVE the beeping sound uzi's visor makes in this part. i really like sounds.
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cant get a good screenshot of the movement cus.. yknow. duh. movement. but the way alice moves from there to the ground to where v is so. idk. fluid. its so fun to look at i really like it
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the finger snap here. i love this finger snap. the noise. the movement. its so good. its so crisp. i love it
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the lighting on uzi's face. forgive me for using the word crisp twice in a row but its crisp. its really good. okay
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and the lighting on n's face here??? the colors are so harsh. i really like looking at it. okay. i feel like im not writing enough to just describe how much i like the lighting here. i really like it. its cool. okay i think its cool. i dunno
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i really like this hallway. thats it. thats the section. the way the camera slowly tilts just a little bit while it zooms in? the way the slowed down music in the background almost sounds like alarm sirens? like okay
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another thing i cant capture properly because, duh, movement! but the way the red sentinel kind of dips down here? i dont know why it did that but it slayed. and id like you all to ignore the fact that my nyan cat youtube bar got caught in the screenshot
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the sound effect that plays here when "tessa" cuts herself with the sword. i dunno. its just a really satisfying sound to me thats all
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another thing about sound effects really close to the last one but. the sorta crunching noises that uzis hand being contorted here make. im normal about sounds i promise. ok on to episode 7
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the lighting here. on nori. insane. im not normal. as mentioned before with n i love this kind of harsh lighting especially with the drones it just looks so visually appealing
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okay ANOTHER part i cant properly capture. this bit where it zooms in on the screen and shows the elevator. im. not normal about it. i really really like it alright.
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UGHHHH THE WAY UZIS HAND MOVES HERE. THE MOVEMENT. THE FLUIDITY OF IT. IM ACTUALLY OBSESSED. AAUUGHHHHHHHHHHGGGGHHHHHH
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LETS EAT!!!! DUDE. UGHHHH. AUGH. i LOVE this part SO MUCH you guys have no idea. im obsessed with it. the line delivery. the pose. the shot. the implications. the way that its just such a simple and commonly used phrase. do you get it. do you understand. genuinely one of my favorite little parts in the whole series im not kidding. let's eat
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o-o-o-o-ow! ! !!! i always love the glitched voice effects alright. and that combined with the movement of nori's body being forced back by the crucifix. idk. i dunno man. i just like it
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and UGH. LITERALLY right after that. the lighting flash just as she pulls it out of her face????? i hate this show so much guys. aughhhhhUGHHHHHHHHH AUGHJJ
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grrrr this part. i literally NEVER see people mention it but. the way uzi.. the solver.... uh. whagever. the way their eyes sorta wobble when they turn to look up at n and nori. its a really cool movement to me i dunno
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THE CRUNCHING NOISE WITH THE MOUTH GETTING PULLED SO FAST FROM A TINY FROWN TO A HUGE SMILE LIKE THAT??? EWWW????? INSANE. CRAZY. I LOVVE ITTT AUGH
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no comment needed. the 😁
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ok im kinda putting a lot of stuff from this fight on here. forgive me. its got a lot of really cool stuff. this part like. like. the way all the sound gets kinda muffled and crunchy.. aughh.... i love it. hurts me in my bones. 10/10
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ok bit of an unusual thing to point out here but. the solvers flapping here. its so strange. it looks so weird and mechanical to me. in a good way i love it
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the hand twitch. no further comment.
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eugh. this part. the way the coagulated blood (???) almost jiggles like jelly. eughhh ewwwwwww. why are you like thattttt. (positive! i love blood.)
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drone sound: much, crunch (i REALLY like the sound effect that plays when uh... flesha. bends down and Crunches dolls core. the sorta glass breaking sound. sorry doll.)
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the fucking frog blink. why are you like that. i hate this thing so much.
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the music that starts up right as j lands.. eughjghgjhhhh. augh. dies. also side note that i wasnt able to fit really anywhere. but i love the sound that the ship makes. dont know how to describe it but yknow what im talking about right
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the fucking. sound effect. of uzi stabbing her own hand with the protruding bone. crunch. i really really love crunchy crunching sounds. theyre so good. one of my favorites honestly
uh. okay. well thats it thats the post. thanks for coming to my Autism. walks away
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cursed-40k-thoughts · 23 hours
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MTG or YGO?
Long post? Long post!
Are you asking what I prefer? YGO. Are you asking what I think is better? That is wholly dependent on what a person wants out of a card game.
YGO's biggest barrier to entry is the fact that the cards are written in their own form of legalese. I mean this very literally, too. They use "Problem-solving card text" where it makes use of deliberately placed adverbs in effect descriptions to dictate moment to moment interactions. It is almost like learning a new language, and has been compared to learning how to read through legal documents. It becomes comprehensive once you wrap your head around it, and is the reason you can do some properly crazy/funny shit in the game, but wrapping your head around it and understanding what new cards do is a whole thing. Having someone who's played YGO before teach you how to play the game is basically the most reliable way to learn it. It's genuinely a problem.
MTG is, comparatively, much easier to learn. Very low floor of entry, and sequenced in such a way that you can understand basically how the entire game works in a few hours. MTG's complexity 100% exceeds YGO's at the uppermost levels, but the way game comprehension builds on itself is much cleaner, so it feels less obtuse overall.
MTG is mechanically more casual friendly. The current MTG darling format, Commander, is basically a 2ish hour social game where four people engage in a free for all that hinges partially on social politicking. It's typically chill. You also have a lot of assorted 1v1 formats and such. There is likely a "way to play" that will resonate with you, and the games tend to be slowish.
YGO doesn't really have multiple formats in a meaningful way. You can absolutely do group stuff and set informal rules, but the game ultimately hinges on 1v1s. With the frontal complexity of card text, these can and will feel very lopsided and frustrating until you understand what's going on. Once you do know, it's super cool, but getting to that point can feel like a chore. The games are also typically quite fast (maybe 3-6 long turns) and very dense with card interactions and timings. I enjoy it for the way it makes me strategise (or not), but it's definitely a preference thing.
Cost is something where YGO absolutely curb stomps. I can get a whole deck of picked out cards, plus a suite of "staple" (eternally meta relevant) cards, with lots of cool foiled versions and stuff, for like 50-70 bucks USD. You are NOT doing that with MTG. MTG is a stupidly fucking expensive game, where reprints of important cards are rare to encourage market speculation (I am not kidding) and finance bros have an ACTUAL PLACE in the community. There is a reason that casual MTG encourages proxy use. It's fucked. Also, as an aside, MTG's shiny/foil cards are dogshit. Same-y and super prone to curling. YGO foils are extremely good and pretty.
Cost feeds into another issue; set rotation. You can argue merit in both directions with this one, but for the average person with average money to spend, MTG takes another L here. MTG has set rotation. Basically, in the standard 1v1 format, cards that have been out more than 3 years will no longer be playable in that format, and you have to get the new cards. A lot of the alternate 1v1 formats in MTG actually just boil down to "1v1s but you can use cards as far back as X" because... people want to use their cards they bought. YGO doesn't have this. It instead has a banlist, updated every couple of months, that aims to curb problematic card interactions. Ultimately, though, if you buy a thing and like the thing, you can basically always use the thing. (MTG, as an aside, also has banlists for its formats, but it's in addition to the rotation stuff. The fact so many formats are there to ignore X years of rotations is also kinda telling, imo.)
Art direction and flavour are a personal thing. I like both, though I think that YGO's reputation for archetypal/thematic variation and card art quality are well-earned. That'd be wholly up to your preferences.
So yeah, I have a fondness for both games, but I ultimately prefer YGO because I like doing unhinged bullshit in it, I like the art a whole lot, and I like that all my cards are affordable and retain usability in a typical play environment.
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forecast0ctopus · 2 months
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Any advice on drawing McCoy? I’m not used to drawing ancient wrinkley bastards (affectionate) and it’s surprisingly tough v-v
FOR SURE lmao i made. a diagram. just a warning that i am going to be irritating and long winded because u just hit a topic i really like sorry lmao
so first off i did some traces just to show whats there vs redraws to show my interpretation
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ive said this on other asks but again jsyk, tracing isnt bad!! its a tool. theres some stuff with intellectual property and whatnot but using tracing to study shapes and forms is a really valuable practice.
also just taking some time to learn facial structures and anatomy is super useful, reading what bones and muscles are where and how they interact with one another. taking this info and staring in the mirror and moving your face around and thinking about it. just really furthers understanding of how the face works. trying to sound normal about this but i love anatomy and motion and physics and whatever
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anyways im going to go through all the numbered points so there's no confusion. 1. forehead lines - self explanatory. more prominent when brows are raised 2. crows feet - at the outer corners of the eyes, more prominent when smiling or squinting 3. nasolabial folds - the folds that go from the corners of the nose to the corners of the mouth. more prominent when the mouth is wide, like smiling 4. brow furrow - self explanatory, most prominent when brows are furrowed. mccoy tends to have two right next to his eyebrows, kirk has one in the middle. everyones face works different lmao 5. chin crease - caused by how the chin and lower lip interact. 6. nasojugal groove - start from the inner corners of the eye and can extent over the cheeks. everyone has these and idk why people dont like them i think theyre really cool!!!! but Society. i guess. :/ 7. eye bags - caused by the skin sagging beneath the eyes. mccoy isnt even that old in tos i think hes meant to be mid 40s by the end of the 5 year mission, hes just got really prominent eye bags lmao 8. idk what the name is for these, but when the mouth is wide and pushes the skin to the sides, these folds sometimes form outside of the nasolabial folds 9. philtrum - the groove above the upper lip. i dont usually draw this but mccoy's struck me as prominent enough that i usually draw it on him 10. masseter - the muscle that moves the jaw up and down. its a pretty rugged muscle and while i wouldnt say mccoy's is especially prominent, it kind of extends that nasojugal groove from certain angles/positions 11. orbicularis oris - mouth muscle, usually easier to see when lips are pursed or frowns are pulled. mccoy's is pretty prominent from 3/4ths or side, his mouth tends to protrude in profile 12. this isnt a muscle but more of a line defining the planes of the face, but since i drew it i felt i should explain lmao
a few points:
im an animator i tend to exaggerate and emphasize certain things so i usually make him more square.
i like to combine eyebags and crows feet for brevity/flow, same with nasojugal grooves, eyebags, and masseter lines. my approach is always subject to change based on pose, expression, reference image, etc.
i take out details that i deem redundant or cluttering and keep what details i need to make things feel Right
all this info is applicable to any character of any age, its just in how you apply it and facial proportions that willl change how old a character is perceived to be
there's a lot more with drawing a Character rather than an Actor, just because the features are there doesnt necessarily mean things will feel correct? its very much in the mannerisms and poses and expressions
i only went over my approach to his likeness but not really body type or posing or anything idk if u want that i could always try to answer that later haha
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anyways all that info kind of exists nebulously in my brain while i draw its not like im sitting there thinking Must Draw. Nasolabial Fold...... i jsut do what feels right with the visual info i have. also i love specificity in faces.... i dont like to be a hater but when every character is drawn the same it pisses me off a little lmao. so
also dont take my word as The Only Way to do anything i just draw how i like to draw and no one should feel like these are things that Must be done to be a good artist or anything do whatever the hell u wanna do
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badtimeswithart · 1 year
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what about bird legs,, each time i draw them they just turn more into birds then human
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dravidious · 1 month
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You're more amazing than catchphrases
90% of all Yugioh card effects are either "move a card from one zone to another" or "negate an effect" so I made a bunch of combat keywords so that monsters can actually be interesting on the field.
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#asks#custom cards#also i managed to make them all different subtypes and get exactly 2 of each attribute so that's cool#anyway i'm barely even exaggerating about the 90% thing#“add a card from deck to hand” “special summon a monster” “destroy a card”#so much stuff is just moving cards between zones#and a lot of the rest is just “negate a card/effect” “effects can't target this” “can't be destroyed by effects”#just moving cards around or preventing cards from being moved around#how about actually caring about the battle phase?#yugioh's combat mechanics are really different than magic's so directly translating stuff like menace or haste doesn't work#but the difference also means there's so much opportunity for different abilities like Tricky or Stealthy or Guardian!#some translate fairly well like Vigilance into Resilient and Double Strike into Double Attack#and some are practically 1-to-1 like Deathtouch to Venomous and Trample to Piercing#Assist was an awkward one#the concept is so clear and simple and cool: it lets your monsters team up to attack together!#but mtg's Banding shows how that simple concept can be very difficult to translate into clean rules#even its spiritual successor Enlist had to specify “nonattacking creature without summoning sickness”#which i think is one of the only times that the term “summoning sickness” has appeared on modern cards#yeah i just checked and the only other cards that mention summoning sickness are stuff that involve creature-lands#i went back and forth on how exactly to word it before i decided to go the shortest and cleanest route of “spend this monster's attack”#which is also the most confusing wording if anything remotely unusual happens#heck it's not even clear whether it works while in defense position!#the idea is the same as Enlist: you can only use it if the monster COULD attack#so anything that prevents it from attacking also prevents it from assisting#but honestly if i were in charge i wouldn't even print this keyword because its wording is either too long or too confusing#also the Wrath effect appears on a few existing cards like Flame Wingman and i like it#Piercing also already exists in a kind of pseudo-keyword state#“if this monster attacks a defense position monster inflict piercing battle damage to your opponent”
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welcometoteyvat · 11 months
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thinking about it again and my favorite sumeru subregion is probably the girdle of the sands (newest one, released 3.6) just because of the heaps and heaps of zoroastrianism refs and iranian mythology sprinkled all over the place it’s absolutely so cool. also sorush. 
#i forgot most of the lore after doing the quest ngl 💀 im sorry i will repent for not being a lore buff and having 0 long term memory#mostly what i remember is a) simurgh and b) some sickass quotes that i have screenshotted but forgor#looking through the wiki tho and til amrita is sanskirt cognate of ambrosia and represents the same concept of an immortality elixir#and then in game its used as something that can purify the corruption and forbidden knowledge that beings of khvarena gather ? pretty cool#oh the quote wasn't rlly related to anything but 'it is as if a thousand birds sing out at once and as if a hundred flowers respond' idk its#nothing special but i think the numbers should probably mean something. i just like it because it sounds so fairy tale myths and legends lik#like. awe inspiring or something#the barsom tree and the scenery around there is soooo pretty#the amrita pool too like what the hell the vourukasha oasis where all the pari are looks so nice#i'll go look at the lore later but the cultural refs insane#vourukasha oasis = cosmic sea ? harvisptokhm literally the tree of all seeds? simurgh sits in that#breaks off a branch... scattering seeds all over the place... sounds a lot like the khvarena backstory#also the pari designs are really cool imo and they did sorush's arc wayyy better than the racist lamp's 💀 shes just a cute little guy#ramblings!#i haven't reviewed the khaenriah lore that came out of that place all i know is fantasy iran is real ig /hj#oh forgot to mention the music mechanic with the drums and songs and stuff. that's so real. idk i love the motif there with like. sing songs#of an older age sing songs to remember#and also the thing that sorush has about wanting to be remembered through song. and the different takes on how Great Deeds tm are recorded#something something erosion and how to deal with it something something#god this was so long#symptom of not having coherent thoughts but instead some kind of random jumble of like 10 loose threads in my head ig
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redratt · 1 year
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"Red why dont you like monsterhearts"
[Gestures to the entire thing about the game explicitly challenging the validity of a character's sexuality, gay straight or bi]
[Gestures to the real life occasions where dudes have assaulted me to challenge my sexuality]
[Further gestures to the fact that people get defensive as fuck about this when the squickiness and fucked up nature of "oh are you SUUUUURE you're really gay?" as a core mechanic is brought up]
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ch0c00n · 7 months
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i miss them....
explaining a bit in keep reading
BASIL IS A HOARDER he never wants to throw things away cus he feels bad and hes very sentimental so he keeps all the wrapping papers and empty packages. he also crochets and draws
the expensive watch was a gift from his parents but he never wears it because its not his style
sunny feels weird not carrying a knife around like in hs so he has something thats less noticable. he also like to show off knife tricks to basil (he thinks hes soo cool)
and he also accidentally developed spending money on things as a coping mechanism so he impulsively spends money on gachapons plushies and stuff like that. some plushies r actually him being REALLY good at crane games tho
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utilitycaster · 2 months
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Do you think part of the D20 journalistic bias comes from D20 being edited? It gives the appearance of much more effortless play and lets them control the pacing in a way unedited play like CR simply can't do. They get to (potentially) hide a lot of stuff people would jump on as flaws while CR has no choice but to let it all play out. I greatly prefer CR's approach, despite it biting them in the ass a bit through no fault of their own.
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Answering these both together to group cause and my opinions, and I do want to note this is specifically about journalism/press coverage, not their respective fandoms even though there's obviously some overlap.
I think there's a couple things, but I do want to note this was actually prompted by Daggerheart, not Critical Role. The response from several prominent voices in the Actual Play journalism community, whom I will not name here but whom I do not respect intellectually, really was, within hours of the open beta (which as far as I know they didn't have early access to - more on that later) "um it could be better, I don't like xyz and also it's sooooooo important to have criticism" and again, it is important to have criticism, but also you act like D20 has never had a mediocre moment and that Kollok is brilliant, so.
This...got away from me a bit. I'd say I'm sorry but actually I adore writing thousands of words about actual play and it will happen again but I'm putting the detailed answer below a cut. The short answer is I think a lot of Actual Play journalists actually sort of fell into their jobs through being vaguely involved in nerd spaces and aren't actually equipped to talk intelligently about TTRPGs and actual play as a medium that should, at its best, be a perfect fusion of narrative and mechanics. So instead they're distracted by flashy edits and bright lights and cool noises and some abstract concept of "novelty" and write only about that. Also Critical Role is the 700 lb gorilla in the AP space (though not, actually, the TTRPG space) and doesn't give them early access and that's meaaaaaan. Indeed, for all I think a lot of their coverage of D20 and Worlds Beyond Number is obsessively fawning, I also think it's extremely surface level, frequently factually wrong, and fails to get at what's truly excellent about those shows either.
I think, honestly, the biggest one is that I don't actually think a lot of Actual Play journalists watch series in full. I was looking for Polygon coverage of Fantasy High Junior Year and they have one glowing article but it's more about Fantasy High as setting and institution and D20 "changing the game" (also more on this later) to the point of outright contradicting the pull quotes they used from interviewing Brennan Lee Mulligan (also more on this later). So I started looking through their coverage and actually, quite a number of their write-ups are based on only one episode, or half a season. Clearly, they haven't read the full open beta (nor have I, but I think their complaints about the character build process belie a profound misunderstanding of what TTRPGs are, also more on this later). So editing is certainly part of it because it's really easy to see cool special effects and sound design within one episode and shit out a hacky article about it, whereas actually getting to the substance - character relationships, cohesive narrative, storytelling - requires work that I do not think they're doing. And on the one hand I do kind of get it, because yeah, if journalism is your livelihood then you perhaps do not have the time to watch 4 hours of D&D a week for 2-3 years if you're only going to get one article every six months out of it. But I don't think the answer is "focus intently on Microsoft Powerpoint-esque scene transition tricks while ignoring that nothing occurring at the table is actually fun to watch." For more on this, see this post.
The second, which is very relevant to Daggerheart but also is actually a big gap in D20 and WBN coverage in my opinion, and which I put in the tags, is that I actually don't think a lot of journalists have a solid understanding of TTRPGs nor of most genres. And I think Critical Role has a particularly good understanding of both these things, actually, if one skewed towards collaborative storytelling that is not rules-light. I think one really big example is that one person within the space is mad at the Daggerheart questions for the character archetypes because what if your character doesn't fit these. I think this is dumb as shit. I actually think that a common criticism of D&D - that you can't play ABSOLUTELY ANYTHING - is not valid, or rather, it's a valid opinion to hold but if you want to play a character who doesn't fit into the available archetypes perhaps you need to find another game. We all inherently understand that Blades in the Dark characters will be members of a criminal organization in a relatively low-magic setting, correct? That you can't show up to BitD and play a lawful good wizard prince because that's not the story being told? Or like, how in Honey Heist, you are a bear and you are trying to get honey, and you cannot play a human child investigating the old abandoned house at the edge of town, but there's a cool game called Kids on Bikes that will let you do that? Great! Why is this suddenly so hard to understand in the realm of heroic fantasy, that you will fit into specific archetypes? Why do people's brains, if they have them to begin with, vanish suddenly? I know I just did a big old rant that included this within it but genuinely I think a lot of people are deeply ignorant of heroic fantasy, or don't like it, and either is fine, but then they get mad at the heroic fantasy game for having heroic fantasy archetypes when the answer is "maybe this will never make you happy because it's not for you." (Frankly, I think this is also why they love D20, because it doesn't really do straight-up heroic fantasy, and that's fine, but they do keep acting like doing a Game of Thrones pastiche is equivalent to the invention of the wheel.) Like...I remember in the Midst Q&A that Xen said they tend to not like playing typical D&D classes, but their solution was to, you know, create Midst instead of sitting around going "actually, because D&D doesn't support cyberpunk narrative and the character archetypes within very well it is an utter failure." (I could go on forever about how actually TTRPGs are not a showcase for your already extant OCs to prance around but that's a totally separate post).
Mechanics and story are inherently intertwined, is what I'm trying to get at (sorry I'm really tired and have a lot to do but I'm passionate about this answer, it will be rambly, she says like 3 pages in) and I really don't think most actual play journalists get this. At all. And I do think that CR, and Daggerheart, and the people working for it, and especially Spenser Starke, Rowan Hall, Matt Mercer, and Travis Willingham, get this more than almost anyone else in the field. I also think Brennan Lee Mulligan and Aabria Iyengar get this, and the thing is, for all the praise showered upon them, much of which I think is deserved and most of what I think is undeserved is not because they are lacking but because the person writing about them is an idiot crediting them for things they (Brennan and Aabria) would never claim to have invented, their mechanical prowess is rarely if ever written about well. Fantasy High Junior Year's downtime mechanics actually fill in a famous gap in D&D, namely, downtime, and provide an excellent marriage of story and mechanics in my opinion, and I haven't really seen any discussion, because that would require watching the part of the TTRPG show where they play the TTRPG, and knowing the vague word on the street about D&D criticism that isn't just "*nods sagely* capitalism is the BBEG."
And finally: related a bit to the edit but Critical Role used to not be able to provide any early access to press, because it was literally a live show, and I suspect they never broke the habit, and I think that is for the best. As discussed a lot of D20 coverage actually feels like they watched the press screener and then never returned to the show. And I do not know the politics about them, but given that several of these publications (notably Polygon, but some others) have been shitting on Critical Role for several years, and just generally given the way CR's leadership vs. how D20's leadership respond to fandom pressure, I suspect Critical Role does not give these journalists a ton of early or increased, if any. Honestly, why should you, if you're getting interviewed in Variety? And I think the journalists are mad, because they think they're special and should get treated as such.
I do want to wrap something up, and I want to thank @captainofthetidesbreath for talking a little about this in game design/ttrpgs and giving me the idea, but in story, you should be challenging your audience, expanding their horizons, and being new and interesting. In the actual playing of TTRPGs, especially a new one, it is vital to be inclusive and easy to understand and patient and provide points of reference. I really feel like many Actual Play journalists and some TTRPG ones as well have this equation flipped and are looking for challenging concepts that most people will never be able to get a group to be willing to play, and bells and whistles in production, but leave story as an afterthought. Critical Role designs games to actually be played and to be used specifically to tell good stories, and puts story before production, and I think that undercuts those journalists' whole deal.
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nwndrlndn · 10 months
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modern anakin hcs
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pairing : modern!anakin skywalker x gn!reader | wc : 1.4k  | 18+MINORS DNI
a/n : this is just how i see a modern anakin. its kind of an add-on to boyfriend.
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general hcs ( adaptational awareness )
anakin is some kind of scandinavian from shmi's side of the family and thats all he really cares about. his stance on his father and his full ancestry is "if he didn't want me then, i don't want him now" ( lies, we'll talk about the daddy issues later )
so shmi was probably born in a country thats similar to sweden or denmark and anakin probably spent his early years there. but by like 4 or 5 they moved from shmi’s home country to modern tatooine 
so like picture little blond haired, blue-eyed anakin, right? imagine he was homeschooled for like the majority of his life and he walks into school with a swedish accent and basic english skills
eventually, shmi saves up enough money and gets a really good opportunity to send anakin to a really good school in coruscant
shmi taught him how to cook, clean, some housekeeping skills
and he has even less friends, but he got along with his peer mentor, obi-wan, who was like on the verge of graduating and saw anakin as a surrogate brother
anakin definitely isnt emo until he’s in college, before college, i imagine him dressing like scott barringer, loose clothes, light colors, and he keeps his hair blond
this era of anakin defintely liked car shops and had a part time at a niche interests store ( think like, a bait shop ) to help his mom
he met padme in his junior year of high school, she was one of those alumni who were asked to come back to talk about the college experience to high schoolers
and anakin ( having zero filter ) asked for her number after the talk and she shot him down but still gave him her number.
then like, going into his college orientation, he was pissed off because his mom had remarried while he was away. but he was coming to terms with it and liking his step brother and his fiance.
i picture he shows up kind of fucked up looking. like his hair is growing out and the texture is off, his clothes are dark on the inside, light on the outside, and he’s listening to music on his headphones the whole time
and you see him sitting by himself, a little off from the engineering majors and fiddling with something in his hands and you walk over to him, in spite of your major and your nerves and sit next to him
instantly the headphones are off because his cool, tough guy front is still just a front, he was HOPING someone would talk to him 
and you guys hit it off, chatting away about everything and anything
even when you part ways and the orientation ends, he’s texting you randomly and oh my god, he thinks too fast for his thumbs
“hve you seen ovrdrive?” “wtff is that thing your ordered at ciplt? im picking up food fr obi and he hates when i bring spicey stuff” “hellp”
he moves in with doctoral candidate obi-wan for college and takes up a part time at a mechanic’s shop and another as an overnight security guard ( he just sleeps and works on assignments there )
he got his mom threepio, a golden retriever, but usually is playing with padmé’s border collie, artoo ( credit to this amazing fan art )
he asked out padme after he fixed her computer ( for funsies ) and didnt shut up about her the entire time they dated
anakin is clingy in relationships, literally would hold onto padmé’s bags while out in public so she wouldnt wander too far from him
and he just really liked the environment of padmé’s apartment, being around you, padmé, and sabé was just a really big comfort for him
his descent into becoming a metalhead mostly happened because one of his bosses suggested it to him
and slowly he started to enjoy it more and more
and his wardrobe got darker, developed an energy drink addiction, and he started letting you and padmé give him messy eyeliner
and it culminated when he asked you to help him box dye his hair and now theres a stain in his bathroom of a streak of black hair dye across the ceiling
the reason why anakin and padmé broke up was a healthy end because ani def got a little jealous and toxic and padmé had to sit him down and tell him it was for the best
and he resented her for a while, wouldn’t talk to her while at her apartment for a good month
but then he watched her burn food and he felt bad and ended up cooking something for her and they never spoke about it again
and he definitely liked you when you first met, even when he was dating padmé ( and the few flings he had after her )
he just made himself bury his feelings for a while by treating you like a best friend or little sister
hanging out with you when padmé took everyone on a lake house trip and was busy talking to others
his actual confession comes in the form of him making a really crappy bracelet at his work bench
yes, he literally set up a robotics station in his bedroom. he will literally invite you over and sound so excited to see you
only to focus and work for 8 hours with only two rockstars and his thrash metal playlist as sustenance
you can try to give him a snack and he’ll ( unintentionally ) glare at you until he realizes he’s been ignoring you for so long and he just picks you up and kisses you
now youve got anakin licking at your face and laying on top of you. he’s not coming up for air until he’s made up for every minute he ignored you accidentally
his favorite kind of date would either be a movie date or to go out for a drive then stargaze
he will put you in his clothes, whether you like it or not. and he smells a bit like like oil and sweat mixed with mint
he started getting tattoos because he saw it as a form of independence
he has one industrial piercing, and three others on each of his earlobes. the tongue piercing was for fun
he likes alternative girls more, but if you’re not alternative he won’t push you ( unless you like that )
will have a titty attack if you call him emo and not a metalhead ( theres a difference )
18 + hc
he’s so fucking WEIRD
so he probably gets off every other day because of his mind ( and because his hands wander so much that he gets himself worked up )
to get into the idea i mentioned in boyfriend
he got your name near his navel and once he realized he liked you, he would try to aim his releases over your name
and he’s not a bad shot
his hands wander naturally because he just likes to feel your skin. like its not even his intent to get sexual, he’s absently rubbing your back and like 5 minutes later he’s just massaging your ass and tits if you lay on him
he’s actually really big on doggy, he just really likes to look at your back
so he also likes bending you over tables, counters, his workbench, his bed, and security desk at work
he has aquaphilia. will feel you up in pools and in large bodies of water
he really likes biting and marking
during sex, he likes to focus on your neck and back
but in general he would be the kind of guy to give you a forehead hickey
and will rub off any makeup you put on to cover it
prefers to praise and worship you, and if you try the same, he’ll get awkward and embarrassed but lap it up anyways
if you degrade him and objectify him, he will fuck you within an inch of your life
he also has his own playlists that he plays when you guys are fucking
he broke the door to his room so it’s not the best place to have sex, unless youre ok with the possibility of someone walking in
obi wan accidentally walked in on you both once and had to leave the apartment for a week
he has tried to fuck you in his car but you bumped your head and he drove you straight home to ice it, refuses to even get road head because of it
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carlyraejepsans · 23 days
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i feel like uty improves on things undertale did but it doesnt have the same strong foundation as the original. like all the qol tweaks and secret shit and meta flowey are all super impressive but as a whole i agree i didnt find it cohesive or consistent
eh, sorry but i don't really think UTY "improves" much of... anything from Undertale? you can make an argument for the visuals, which are more detailed and certainly better animated, but i would argue right back that undertale's rougher, retro, "kinda ugly" graphics are a deliberate design choice on Toby's part that he stuck to for a reason. not to mention, even in their ugliness, the original main cast managed to display more variety in shape language and size than the entire UTY one, which seemed unable to break past the "tall, skinny, anime proportioned humanoid" figure for anyone beyond the occasional side NPC (which, credit where it is due, DID have some really creative designs).
the secret shit is part of my critiques, actually! while conceptually cool, i don't think they appropriately distributed their story and lore at all. i feel like if we got to the end of the pacifist run and were wholly confused as to why dalv was even a character in the story, the whole "human attack" backstory was... not delivered properly. now, there's no problem with having secret lore, gaster is right there. but if you DO have it then it shouldn't be... yknow... tied to the main backstory conflict that literally set the story in motion? lol? it felt like a game with dataminers in mind, rather than players. which was unavoidably detrimental to its storytelling.
the bullet patterns and attack designs were very visually creative but what they improved from the original in their cleverness they tanked with their execution. WAYYY too unfair, counting too much on memorization and giving you no time to accustom yourself to the mechanics (shout-out to the gun tutorial that... didn't teach us how to shoot. at all. we figured it out on our own in the axis fight LMFAO)
the meta flowey stuff was a fun idea that only really delivered in the neutral run and didn't amount to enough anywhere else to justify his presence in the game imo. like, i lost my shit during his fight too, don't get me wrong, i like when fan stories let him be a little FREAK. but everything else was just so... wasted? i almost didn't see the neutral ending at all because the way pacifist handled flowey disappointed me so much.
uhhhhh running was a good addition and the music fucked hard. can't say anything against those two, nossir. not sure it'd go so far as to call them improvements tho, just nice touches
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Innocent and shy masc reader has an incredibly dirty search history and an even worse taste in porn, has a large collection of order receipts from bad dragon. Cypher goes snooping and finds this all out? They have a little "chat" about network security -🐩
this is like my biggest fear except with my parents accidentally opening one of my packages. its either shampoo or a toy gnmsfgns
cw: suggestive, mentions of Corn, technically kind of cyberstalking? it's cypher what do u expect
wc: 718
It's late when you hear a soft knock at your door. You put your phone down on the bed, wondering who's on the other side of the door, especially at this hour. You hope it isn't a call for a last minute mission- the last thing you want right now is to be in a plane in a matter of minutes, geared up to fight.
When you open the door, you're greeted to the sight of a familiar beige figure, standing just a little too close. Cypher never seemed to mind getting in other people's space as long as he was the one doing it; invade his and he'd scamper off in seconds. His blue mechanical eyes scan over you quickly, though in a way that reminds you of someone checking for weapons rather than looking appreciatively.
"I need to talk to you about something," the man chirps, inviting himself inside your room before you can say anything. He slides by you with a careful hand on your shoulder, the leathery material of his gloves cool against your skin. You flush a little at the contact, fleeting but strangely electrifying. You shut your door behind him, folding your arms over your chest as you turn around to face him. You assume he's going to ask for a favour of some kind, or he wants to steal a piece of machinery from you, again, but you're really not in the mood to humour his requests, tired, and a little cranky because of it. Cypher pauses for a moment, hand half-raised in the air like he's trying to figure out exactly what he wants to say. "You know that I am very technology proficient, yes?"
You nod, frowning at the opening. He's usually pretty straightforward when he's asking for something.
"Come on, everyone knows to delete it afterwards. Are you trying to tease me?" Cypher's voice is smooth, peppy and cheerful but calculated, any hint of hesitancy gone. He's talking to you the same way he chides his opponents in a fight he's already won. The realisation sends a shiver up your spine- he knows something that either you don't know or don't want him to know. But you have an inkling, a gut feeling, that it's something you didn't want him to know. Not yet, anyways.
"What are you talking about?" You try, a little too quick to appear genuinely confused. Cypher's head only tilts minutely.
"You're too smart to be playing dumb. I mean, really?" Cypher scoffs, taking a few steps forwards, forcing you to take one back to maintain a semblance of distance between you two. "Looking up Moroccan models?" Another step forward, and your back brushes against the wall next to the door. "Picturing me as any one of them, hm?" Another step, and there's barely any space between you, and you want to die.
You hadn't intended for him to see any of that- although that meant he was snooping around your private search history, a whole other issue to tackle- but you also hadn't not intended for him to see any of that. It was a blurred line, your attraction to Cypher.
"'dirty talk in arabic'?" He has the decency to stifle a laugh, which only makes your face flush deeper, embarrassment, shame, and something else washing over you. "Mm, not to mention your purchasing history. Dirty, dirty, dirty boy," he clicks his tongue. "I thought you were all sweet, not so perverted."
You finally find your voice, the tips of your ears burning at this point. "I'm not the one snooping around in other people's stuff!" You tout back, a weak deflection.
"I'm not the one imagining their coworker is fucking them."
"Shut up!" You groan, really wishing with all your heart that you could be anywhere but here.
Cypher's beady blue eyes lift with a mirth you can sense through his mask. "Ohhh... but you like it. You're so red," and this time he does chuckle, mean and condescending, and damn if it doesn't send a little jolt of warmth through you, the idea that that little laugh is just for you to hear. "How about this: You show me which videos you like, and I'll give you a... personal lesson in how to delete your search history. How does that sound?"
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losing-dog-art · 1 month
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I just drafted all of this then lost it I'm going through a wall
Finished murderbot concept!!!
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With bonus version with clothes 🎉
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I have been making a lot of art lately (this is because I am procrastinating other things 😶)
Explanations below the cut (there was going to be a video but tumblr decided to fuck that)
So I have this old post about some head cannons for MBs appearance, but doing this full body design involved more thinking
I find it interesting that MB really only ever describes it's appearance when it's relevant to the plot/fight/scene, so anything that isn't relevant is left to our imagination. That being said:
MB says all it's inorganic parts are covered by a long sleeve shirt with a collar, pants and shoes. This means no inorganic parts on its face or hands
MB says it has no organic parts on its feet.
Slightly deeper cuts but MB mentions that it has inorganic and organic parts around its knees (I believe in exit strategy) and that it has an accessible company under its ribs (artificial condition)
People are often surprised when they see MB out of armor -- people who aren't familiar with secunits don't expect it to look as human as it does
MBs skin is canonically clear af (network effect I think)
Based on those handful of canon details, you can imagine Mb a lot of different ways -- this is great! And I've said before I think Martha Wells does this very much intentionally. So, that being said, here is some of my thoughts in this interpretation:
Based on that last point, MB looks surprisingly human. For me, this means soft facial features, eyelashes, and more organic parts than you might expect. Also, the inorganic parts are also round and nice looking -- this is partly just me thinking in a fun sci-fi way but also secunits are designed to be comforting
I've seen some people give it mechanical legs that are kind of bird-like or resemble running prosthetics. I think this is super cool and it makes a lot of sense-- those legs are basically a better form of bipedalism and let you run faster etc. BUT they would significantly change your gait. And thus be something MB considers when it is trying to pass as human. So I gave it more human feet, with the important toes and everything
I'm no expert on robotics or anatomy, but I really tried to think a little bit functionally. How would a secunit fold? How would it bend over, squat down, etc? I tried to give the look of some kind of shock system in the ankles, and conical-axis based joints. the hip area is probably the weak point in my design in this areas, idk, imagine ball bearings or something
For clothes, it's pretty straightforward. MB describes this more than a few times, but I tried to give some slightly fun sci-fi decoration bits
I tried to think about how androgyny might be generated in a silhouette in an unintentional way -- androgyny that is the result of functional design decisions and not aesthetic ones.
Idk. I had a lot of fun with this. This took about 4 hours (I've been trying not to overwork stuff lately and let the process show through) I might try and post the speed-draw video later? As a reblog perhaps. Idk Tumblr didn't like it the first time
Also a girl on bumble mentioned reading all systems red and I had to act so normal
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xamiipholia · 3 months
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okay y'all seemed to like the last one so here's a few more Horizon 3 thoughts:
Aloy won’t die. It would completely upend the series’ themes and just be really nihilistic.
Since Nemesis is a gestalt entity I think it’s a safe bet that we’ll see Sam Witwer, Carrie-Anne Moss, etc again. I’m curious how they’re going to do it because at least structurally, it’s basically a reaper. Maybe it’ll use different Avatars when communicating like the Leviathan in ME3. 
It's gonna take some work to make a flashback/dream/vision not contrived but I would love to see Varl and Rost again. I think we deserve that.
Minerva is gonna have its work cut out for it blocking access to both the dormant Faro Swarm and the ZD terraforming system. 
I wouldn’t be surprised if Nemesis has some sort of corruption function that becomes the equivalent of the corruption in HZD. It would be a really fun tech showcase if GG uses Zenith nanotech for machine corruption and leans into mechanical body horror.
If we’re going to Ban-Ur I really really hope they do the work to make the Banuk less problematic and more fleshed out as a culture. A quasi-Spartan society absolutely would not survive in an extreme environment, *especially* without megafauna to hunt. The Banuk characters are lovely and well-written; they deserve a society as well thought out as the Utaru or Carja. I’m honestly fine if there’s retcons or revamps to the cultural lore because the whole “outsider barges in and becomes chief” is rooted in racist, colonial tropes and we just don’t really need that imo.
The most recent footage of Death Stranding 2 (also running on Decima) has me SO excited for the visuals. GG’s gonna knock it out. The facial rendering and animation that Kojima Productions are doing looks industry-peak and I’m sure GG’s gonna match that. Aloy’s Gay Panic™️ scene on the beach in HBS is already top-tier nonverbal storytelling through animation. Digital Foundry actually just posted a really cool tech breakdown of the current Decima engine. I’m especially excited about the environmental stuff. The ocean simulations in HFW are already incredible and I hope they increase verticality in the world. I can’t wait to see the Sacred Lands in current gen graphics. 
I really love Kotallo’s DIY arm and it’s so so important to his development but Beta and Gaia now have access to Zenith nanotech, maybe give your buddy a sick upgrade hmm?
Speaking of, I can’t wait to see Beta come into her own. She’s one of the best parts of HFW and Aloy’s character absolutely shines in a sibling dynamic. 
I wouldn’t get your hopes up for a romance mechanic. Everyone’s feelings on that aside, it would be really odd from a game development perspective to just overhaul part of how the narrative develops Aloy’s character in the last act of the story. Yeah, there are flashpoints but I would argue that the presence of choice in Horizon is smoke and mirrors- cosmetic at best. Kentucky Route Zero (which you should play) does something similar where the player is given a certain amount of control over the substance of individual conversations and scenarios and it does absolutely nothing to alter the plot, by design. I think it’s the same here - this isn’t really a choice-based RPG, the flashpoints don’t really affect anything plot-wise or for Aloy’s character development. Olin is still out of the story, Nil lives, Regalla still dies one way or another. Aloy’s character development is pretty firmly on rails (think Jin Sakai, not Shepard - you get to guide some momentary character reactions but that’s it). I don’t think HBS is a testing ground either - If they were gonna introduce a romance mechanic I think they’d just do it, and not spend two years making a direct continuation of HFW’s main quest and establishing a specific romance hard-baked into the plot, complete with multiple leitmotifs for the character relationship (which is something they haven’t done before afaik) just to introduce a side quest mechanic coming in 5 years. I genuinely can’t think of any game or dev that has beta tested a major alteration to upcoming game mechanics that way - it doesn’t really make any sense in terms of developer resources, and these games are extremely time-consuming to make. I know this is a thing a bunch of people want and I can totally empathize with that! I just think it’s probably not on the table. 
I would bet money the series will bookend itself and the epilogue will involve a) the naming of Zo and Varl’s kid and b) Lis’ pendant. 
Mostly I'm just looking forward to being surprised. One of my favorite things that Horizon does is use carefully established elements in the world to pull the plot in unexpected directions and keeping the world grounded while they lean into speculative science fiction. I can't wait to see what Guerrilla is cooking up
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graceshouldwrite · 11 months
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How to Write Devastating Betrayals (Pt. 1)
Here are some elements + tips on satisfying betrayals that will destroy both your characters AND your readers!
1. Relationship Between Trust and Betrayal 
The #1 Betrayal Rule:
MORE TRUST = WORSE BETRAYAL
This is because TRUST implies 2 main things:
The traitor has probably PROVEN their trustworthiness, and now has a shared history + bond with the character they’re betraying 
The traitor probably has access to a LOT OF INFORMATION about the character, whether it’s career-wise or personal. Probably at least some information the character considers STRICTLY confidential 
An act of betrayal undermines Point 1 by manipulating Point 2 to their advantage.
So, if you want your betrayal to DESTROY, have the traitor be CLOSE with the character they’re about to betray. Lets compare examples: 
you are a gang boss. You hire a new recruit who doesn’t really know anything except one insignificant operation, like “today we buy groceries at 2PM”
your recruit tells the rival gang about the grocery trip   
→ betrayal doesn’t really matter that much
you probably didn’t place much trust in a new recruit 
the implications of information leak are insignificant 
→ not much plot weight 
On the other hand:
you find out that the entire time, your RIGHT HAND MAN (also your childhood friend!) has been feeding information to the rival gang and sabotaging your operations 
→ HURTS a lot more emotionally
might ruin everything you’ve built, career-wise, for good 
→ LOTS of plot weight
From a completely SECULAR PLOT STANDPOINT (please don’t come for me, theologians), Judas’ betrayal of Jesus is a good example because:
Judas was one of Jesus’ disciples, a.k.a. the people considered closest to him, and who followed Jesus throughout all of his preaching years
Judas’ information about Jesus’ identity and whereabouts led to Jesus’ crucifixion → LOTS of plot weight (the entire Bible from a Christian standpoint foreshadows this moment, and every point after is spreading word of this moment. Talk about plot implications!)  
ONCE AGAIN, I know all the “Jesus knew and allowed it to happen” “it was the will of God” stuff but this is purely used as a good plot example!!!!
2. Reason for Betrayal
“’Cause it’s super edgy/evil/cool” is DEFINITELY not a valid option. 
All the plot points in a book build towards achieving a goal, and all the characters do things they think will get them closer to what they want. Likewise, the traitor must want a specific thing that ONLY betrayal can get them, or that betrayal can get them more efficiently. 
People generally portray typical traitors as: 
completely selfish with no personality trait aside from infinite ambition and ruthless pragmatism
a hero whose had enough
someone who sees the person they betrayed as a “worthless disposable” or something 
Traitors don’t have to be morally bankrupt, even though betrayal is typically seen as something inherently bad, or just a bad means to a good end at best. 
They can be conflicted about the betrayal (like Macbeth delaying his murder of King Duncan), remorseful about it (like Discord from MLP feeling super guilty after he hands the main protagonists over to the villain), or even do it for the “greater good.”
e.g. Brutus thought Caesar was becoming too power hungry, and would destroy the republic by becoming a dictator, so Brutus betrayed him to preserve the republic 
→ example of a betrayal that was NOT self-serving
However, building on the MLP Discord example, a traitor can also have been manipulated into it themselves. 
(For context, the villain basically promised Discord lots of power if he handed over the protagonists, but then the villain also sucked away Discord’s powers afterwards—won’t bother explaining MLP magic mechanics LOL) 
3. Foreshadow It 
A satisfying betrayal is usually a subtle, looming shadow that creeps over your plot before it makes its grand entrance during the scene when the character realizes the traitor sold them out. 
A good example is in Shakespeare’s dramatization of Brutus’ betrayal: 
Brutus’ loyalty to the REPUBLIC is made super clear throughout. When Caesar starts deviating, seeming more dictatorial, Brutus remains firm.
Their values are CLEARLY conflicting, so SOMETHING has to be done. Either:
they reconcile by both agreeing on either dictatorship or democracy
they turn on each other...and that’s what happens
Basically, planting the possibility in your reader’s mind is a great way to foreshadow a betrayal. 
Other ideas could be: 
traitor begins suddenly acting a lot warmer to the unsuspecting character, or even colder right BEFORE the betrayal
traitor is always TOO obedient and/or sycophantic 
traitor acts suspicious, e.g. caught in lies, using inconsistent body language (ex. pretending to cry when talking about something really bad), caught talking to people they shouldn’t be talking to (e.g. rival gang)
∘₊✧────── ☾☼☽ ──────✧₊∘
instagram: @ grace_should_write
stay tuned for part 2!
Hope this was helpful, and let me know if you have any questions by commenting, re-blogging, or DMing me on IG. Any and all engagement is appreciated <3333
Happy writing, and have a great day!
- grace <3
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thydungeongal · 5 months
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What are your thoughts on situations where either a game doesnt have enough rules to cover particular situations and so rely on, or where the rules explicitly and deliberately rely on, irl skills (usually for social situations).
Like, for pathfinder/dnd, its obviously a lack of sufficient rules for how to mechanically carry out complex social situations. But there are plenty of games where this is deliberate, with the understanding being that you are supposed to resolve certain types of social conflict entirely via roleplaying the conversation.
Or another dnd favorite, riddles and puzzles, where it almost inherently requires the players to be good at that sort of thinking, regardless of the character.
I dont actually know quite where Im going with this, since the obvious answer is "play with players who like relying on out of character skills" or "play games where this isnt an issue, and all situations have mechanical means for satisfyingly carrying out stuff like this", but it still feels sort of.... those things are fun! A lot of people Do want to do those things, but just dont have the irl skill to.
It seems sad that a physically disabled player that wants to play as a super competent warrior can do that easily, but if someone with a stutter whos bad at social interactions wants to play a quick-witted bard, they either cant, or they have to do so with what feels like an extra step of removal (while both of them are only playing a character doing the thing, the one playing a warrior can decide exactly what they want their warrior to do in detail, whereas the one playing a bard only gets a summary of what they do/say, unless the GM Is very good at that sort of thing and on top of everything going on enough that they can effectively put the words in the characters mouth, which then opens up a whole new can of worms).
So yea, not even really sure what Im asking, this isnt even a major problem for any of the campaigns I run, was just kind of curious on your thoughts.
This is actually a really cool question, because it's a topic that I've gone back and forth on a lot over the years! I don't think I've yet reached, like, any kind of conclusion yet, but here's where I am at as of now.
So, I think there are basically conflicting ideas in tabletop RPG circles as to whether or not the purpose of RPGs is to challenge the players or challenge the characters. There's even a bit of controversy as to whether the purpose of these games to begin with is to be challenges or to be essentially shared narratives. I don't think these goals are necessarily contradictory, but I think they produce different types of gameplay: a traditional game like Dungeons & Dragons presents itself very much as a "series of challenges" type of game, where the production of a narrative out of the events is almost incidental, where a game like Apocalypse World isn't about presenting challenges, but presenting explosive situations for players to act in, and those situations pretty much by necessity produce interesting and dynamic narratives.
Now, here's one simple truth: games of the former type will always inevitably challenge players in addition to their characters. Character creation is part of play and part of developing as a player is to develop system mastery to be able to figure out which types of characters are most likely to succeed in the types of challenges the game often presents players with. So, even before the narrative starts, players will already be inevitably challenged. Even in game players will be challenged, because they will be asked how to best apply the character they have created. They'll have to think about which tactics are the best in combat, which abilities are the best for which situation, so on and so forth.
So yeah, I do think it's impossible for tabletop RPGs to entirely challenge just the characters, because play already begins at character creation and players will be expected to express system mastery. And I even think there's a bit of a disconnect when talking about your D&Ds and Pathfinders in that these questions of "is it okay to challenge the players" always seem to circle around talking and puzzles instead of what these games are mostly built around: tactical, granular combat. Because especially in combat these games do challenge their players with stuff like "this is your character; this is the opposition; this is the environment. Now how will you solve this goblin puzzle?" I have heard of people who will say stuff like "your Intelligence 8 Barbarian wouldn't know how to flank an enemy" to which I say bah humbug, and have my Intelligence 8 Barbarian flank an enemy, because I think my Intelligence 8 Barbarian can see the connection between having a friend attacking an enemy from one side and that enemy being unable to focus as well on defence. But to be honest, that's besides the point. Most people aren't like that.
Anyway, so yeah I do think that it's impossible NOT to challenge players. But also I don't generally vibe with the idea of expecting players to solve puzzles or convince me, the GM, that an NPC likes them.
I'll talk about the latter first: the mechanics exist for a reason. They're there to take the narrative out of the hands of the players, including the GM. Having to convince the GM to convince an NPC leaves the situation in the hands of the GM, and as you said, doesn't often allow for players to express the character they want to express if they, for an example, are shy or socially awkward. But there's a condition: I the GM still need to know what you're doing. This often gets misread as "You still need to tell me, the GM, what you are saying, exactly as your character would, using your character's voice, before I give you the permission to roll a Charisma check." I don't expect that much. But I need something specific and grounded in the fiction to work with so I know a) which specific skill might apply to this check b) what the potential consequences of success and failure might be. Specificity is what grounds these things in the fiction, and it's actually something that is useful for almost every kind of dice roll in the game (unless it's something where the input and output in the fiction is extremely specific): if you tell me your character wants to Strength check the portcullis I don't really know what you mean. If you say you want your character to lift the portcullis so the rest of the party can slip on under it, now we're cooking, at that changes the situation in a different way than bending the bars on the portcullis to create a gap your party can slip through.
Now the fact is that D&D and Pathfinder don't really have the deepest social mechanics, but that's okay in my opinion. The relatively sparse social mechanics should not, in my opinion, be paved over with a "we expect players do more talking because the mechanics can't." I feel that's fundamentally misunderstanding why these games don't have a lot of mechanics for talky talking: it's because that's not an activity these games have a lot to say about. A Charisma (Persuasion) check or Request action (handled as a Diplomacy check) is just about the level of social interaction these games can be asked to handle, and that's perfectly fine. The amount of social mechanics in a D&D you need is "mechanics for determining whether a creature wants to eat the characters right away and mechanics for convicing a creature not to eat the characters." And okay I guess having the characters ask around for rumors when in town.
So, yeah, players should be able to build Charismatic characters and be able to get meaningful and consistent results out of it in game provided they know where to point their Charisma at. And that's really the thing: we're challenging characters, but it's still the player's responsibility to figure out where they want to point That Thang at and where they want their character to shoot their Charisma beams. Just like a player in combat is asked to make a bunch of specific choices that inform their tactics, checks outside of combat also need to be grounded in the fiction. Your character won't just Charisma check their way through all obstacles, those checks need to be grounded in the fiction.
And finally, we get to puzzles. I emphatically think that puzzles in the sense I've seen them in RPGs are generally a bad fit for your D&Ds, because what they often are actually is singleton mechanics that player character's can't actually interact with meaningfully within the fiction and which are divorced from the rest of the game. Like, sure, they can be fun puzzles, but they're still often completely divorced from the rest of the game. I'm talking your chess board puzzles, your twisting gems puzzles, whatever.
But like, that doesn't mean there isn't a place for puzzles of a type in RPGs, but I think we need to move away from the idea of puzzles as, like, a separate board for players to solve while the game screeches to a halt. And I've already hinted at this: these games already have their own places where they intellectually stimulate and challenge players! More of that, please! So, like, instead of throwing the characters into a situation where they suddenly have to play tic-tac-toe to progress, instead introduce a situation where the players can gauge the situation through what they know about the mechanics of the game and assess the best way for their characters to act! Think about how the last two Legend of Zelda games did away almost entirely with your traditional video game dungeon puzzles and went almost entirely for physics puzzles which test the player's ability to engage with their physics engines! Do that, except with RPG rules! (This is why I actually feel systemic games like D&D 3e and, to a lesser extent, D&D 4e, as well as both editions of Pathfinder, the Hero engine, Rolemaster, and so on, are fantastic for challenge type gaming: because while there are lots of rules they produce consistent results and there's a degree of system mastery to be gained in learning to apply those rules as a player!)
Anyway, so to wrap things up: challenge type RPGs will inevitably challenge players as well as characters and that's okay; social mechanics are good because they allow for player expression and placing the situation outside of the control of all the players; traditional puzzles are not really a good fit for RPGs because they are usually divorced from the rest of the gameplay, and instead we should focus more on presenting game situations that provide a bit of a neat puzzle!
Thank you for this question! And I do think there's a lot of nuance to this whole situation and even though this is a very long answer I also feel that this is barely just scratching the surface.
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