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#classic rpg
c0simo9 · 7 months
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Trying something a little different
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jaidenalemni · 8 months
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It's hard to always have perfectly polished pretty graphics to showcase for a game that you're, well actively making. So I decided to just go ahead and share some ugly work in progress screenshots instead! This is the last pass through the whole game before we start making graphics. The layout, mood, and important pieces are all there.
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zeroiq · 9 months
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Baldur’s Gate 3 is great but currently the fact that I can easily lock myself out of content is highly stressful. I’ve turned to guides on several occasions and so far have accidentally spoiled myself on 3 different things. I get that you’re supposed to play by your gut but at the same time I’m so scared of making the wrong decision especially when it comes to which characters I want to romance. Great game but yeah it feels like I’m being way too self-conscious.
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papiplays · 6 days
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Final Fantasy IV (II in the U.S.) arrived on the SNES in 1991, leaving a mark on RPG enthusiasts worldwide.
Dive into an epic saga of redemption, sacrifice, and friendship as Cecil, a dark knight turned paladin, battles against dark forces threatening the world. The narrative unfolds with intricate character development, surprising plot twists, and unforgettable moments that tug at the heartstrings.
Final Fantasy has a dynamic Active Time Battle system, adding urgency and strategy to every encounter. The diverse cast of characters has each with unique abilities and roles, players must overcome challenges. From thrilling boss battles to exploration of vast dungeons, the gameplay is as engaging as it is rewarding.
Despite the passage of time, Final Fantasy IV's visuals continue to impress. From vibrant landscapes to detailed character sprites, every element is meticulously crafted, immersing players in a rich and immersive world filled with wonders and dangers alike.
Nobuo Uematsu's iconic score serves as the soul of Final Fantasy IV, enhancing every moment with its sweeping melodies and emotional resonance. From triumphant fanfares to haunting laments, the soundtrack elevates the game to new heights, leaving a lasting impression on players long after the journey ends.
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domjordanillustration · 10 months
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Lady Pusia, from Immortal Holds IV: Rathvrd's Flame
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hikikomorichapado · 2 years
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Helena, Dunmer - Elder Scrolls III: Morrowind
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thevellaunderground · 1 month
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Darkwave: The Role of Music in Vampire: The Masquerade – Bloodlines 2
Introduction Vampire: The Masquerade – Bloodlines 2, the highly anticipated sequel to the cult classic RPG, is set to immerse players in a dark and gritty world of vampires, intrigue, and power struggles. While the game’s narrative and gameplay mechanics are crucial, one often overlooked aspect that significantly contributes to the overall experience is its music. In this blog post, we explore…
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capsulecomputers · 8 months
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Sea of Stars Review
Developer: Sabotage Studio Publisher: Sabotage Studio Platform: Nintendo Switch, Xbox Series X|S, PlayStation 4, PlayStation 5, PC (Reviewed) Release Date: August 29th, 2023 Price:  $34.99USD/$50.95 AUD
The #retro inspired #RPG Sea of Stars captures the feeling of the classic era of RPGs perfectly but does Sabotage Studio's release warrant a purchase? Check out our full review of #SeaofStars inside to find out.
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animalmusicthemes · 5 months
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bandaalarga · 2 months
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@/joygirlmelii 's rpg inspired dtiys on twt! You should all go check it out :D
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prokopetz · 2 years
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Sword and sorcery tabletop RPG setting which includes absolutely no fictional monsters, but all of the animals work the way Pliny the Elder thinks they do.
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matrinki · 2 months
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badschmitt24071994 · 5 months
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Phantasy star - sega 1987
Phantasy Star é a primeira parte da famosa série de RPGs da SEGA. O jogo foi lançado inicialmente para o Master System no Japão em 20 de dezembro de 1987 e, apenas no Japão, houve um relançamento para o Mega Drive em um cartucho de edição limitada.
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papiplays · 7 days
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Final Fantasy Mystic Quest was called the RPG intro game and experienced enthusiasts did not like the simplicity at the time. I loved the game and its unique gameplay style when I bought it and now retro gamers are enjoying it moreso than when it released for the SNES in 1992.
It follows the typical story of a journey a young hero is tasked with saving the world from destruction. The narrative is straightforward yet engaging, making it accessible for newcomers to the RPG. Combat is turn-based, with a variety of weapons, spells, and abilities to master. The game also features puzzle-solving elements and a world map to explore.
While not groundbreaking, the graphics are colorful and charming, with detailed character sprites and vibrant environments that capture the essence of the Final Fantasy universe.
The soundtrack is a standout feature, composed by the legendary Nobuo Uematsu. Each track complements the gameplay perfectly, immersing players in the world of Mystic Quest.
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vintagerpg · 4 months
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And we're back! This week on the Vintage RPG Podcast, Hambone's got the reins and talking about two books from Goodman Games: the Dungeon Crawl Classics Reference Booklet and How to Write Adventure Modules that Don't Suck. Spoiler: he loves them both!
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christiansorrell · 3 months
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TTRPG Read-Through: Traveller - Book 1
Here is a read-through I did about a year and a half ago (originally posted on Twitter) of one of the all time classics: Traveller by Game Designers' Workshop! This read-through just covers Book 1 - Characters and Combat from the original Traveller box set trio of books. - Christian
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This is the 1981 Second Edition printing of the classic Traveller three zine box set! Been wanting to read this for ages now. It's discussed A LOT in Mothership circles.
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Really interesting to see GM-less and solo play options here. Didn't realize that was being done explicitly at this time. Also, nice to see "he or she" language here rather than the just "he" you see a lot in older games.
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The UPP is clearly the creation of an utterly deranged mind. This seems like a huge overcomplication of just listing stats (unless all your players are proficient in hexadecimal).
[Hi, it's me from the future here (aka now - 2024): I've learned to embrace and love the UPP (or more specifically the planet stat version from one of the other books). It's complicated at first but really quick and cool once you know how to read it.]
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I really like Social Standing as a stat replacement for charisma or charm or other social skills you tend to see. Feels like it would have more impact on the story and less of a "Roll to see if you convince him, I guess" sort of anticlimax social skills have most of the time.
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I'm now into the "you can die during char creation in Traveller" bits. Really cool in some ways. Really comical in others. It recommends you enlist your bad stat characters into the Scout service because of it's high mortality rate (so you can roll a diff char before play), lol.
Essentially, you roll stats and that's your entire character but to give them some experience they can enlist in a Service. You have to roll to get in and may get rejected. If so, you submit to the draft (get into one at random). You can die. You can gain skills and promotions.
Honestly, the char creation feels like a solo game unto itself. Risk v reward of how far to push your enlistments to boost your skills and standing and benefits. You could have a whole story in your head by the end of it. Great Session 0 material.
As a 34 yr old, this hurts. Apparently, I have -1 Strength, Dexterity and Endurance now...
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I admire commitment but asking GMs to use this full char creator for all NPCs (which means generating chars until you get one capable of filling the role you need) is truly too wild. Best part: at the end, it just says you can also pick whatever you want for stats and skills.
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The weapons and intro text have much more of a space as a new age of sail vibe to them than I was anticipating. It's cool. Far more Dune than Alien (so far).
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Interestingly (unless I missed something), skills are detached from your stats. Your base stats make getting into a Service easier and help you with Saving Throws and such, but skills have their own modifiers based on the situation and your expertise. It's cool (if a bit dense)!
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In case you were wondering, there is absolutely no art in this entire book. I'm hoping we'll get some in one of the other two books with vehicles and ships and such but won't be holding my breath. Gives the whole thing a very Serious vibe.
Always interesting to see how older games chose to handle this (or not).
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Here's the UPP in action along with quick listing of other character info. Interesting even if it is just too overcomplicated for my tastes.
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Can't overstate how much char creation feels like a whole solo game of its own. You can roll a character at age 18 and have them go through seven 4-yr terms in a Service before retiring and having substantial cash, specific possessions, memberships and social standings. Wild.
The character sheet mentions PSIONICS which is exciting (but I'll have to wait till Book 3 for more on that apparently).
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Combat is straightforward but has some unique bits: a focus on stealth as an option and movement/attacks occur by all parties simultaneously which means everyone (enemies too) gets to move and then everyone chooses who to attack and you roll them all. Sounds really fun.
Stats have cool effects in battle. Your Endurance stat is the number of attacks you can make before needing to rest (can you imagine if DnD just didn't let you do a base attack at a point?). Strength and Dex can boost or lower certain weapon rolls like you'd expect.
If trained in a weapon, you can give your expertise as a negative mod to your enemy's rolls to attack you to reflect parrying and blocking which is cool. The skills also add to your attack rolls. Skills just seem really useful overall here.
I just love that we get stats for broadswords, revolvers, and laser carbines. Plus, there are even special tables for archaic weapons for when encountering lower-tech civilizations. It feels like a really wide open interpretation of what space could look like. Feels exciting.
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A few more equipment tables and a final quick reference page at the back and that's all for Book 1. I'll be back with Book 2 and 3 in the coming days!
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Main thoughts: Character creation is very involved but really cool - its own game practically. Skills are very deep in a way that feels refreshing when compared to more stat-focused games. Combat has some fun, chaotic twists. Feels like a wide universe of possibility here so far.
I'll add Books 2 and 3 to this thread when I give them their own read-throughs. In the meantime, here's my newsletter (last two months have Mothership freebies): https://meatcastle.substack.com
And here's my website (with links to my games and modules and all that good stuff): https://shop.meatcastlegameware.com/
Thanks for reading!
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