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#everyone start delivering asks in rpg format
reanimatedcourier · 3 years
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At the end of the Lonesome Road DLC, you have the decision on launching nukes or not. You options are to
1. Cancel the Launch
2. Destroy the NCR and Legion
3. Destroy The Legion
4. Destroy the NCR
What would you choose and do you agree with Ulysses plan?
Props to you for sending the ask that's lived rent free in my head for the last two days, anon.
Both I and my courier, Juno, would go with option 1. There is no other option I'd morally agree with.
Now, I haven't had the time to sit down and play lately, so I don't have all the facts, but I am fascinated by Ulysses's character. Definitely don't agree with his actions, but I understand them. It feels to me like he has his back against the wall, with one final option he sees as viable. I suppose that makes the courier the only accessible modicum to regain control over his situation.
The thing about trauma like that is you don't really recover from it. Not that I've seen, at any rate. You can certainly move from it, though. I'm not blaming him for reacting the way he does, though it's somewhat extreme.
Too Long; Don't Care: I think about Ulysses a lot.
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ryqoshay · 3 years
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Tri-Arame: RPG Night
Primary Pairing Trio: YuuAyuSetsu Secondary Pairings: AiRina, Shizu??? Words: ~2.8k Rating: T’ish for some fantastical violence and a mildly suggestive ending Time Frame: First year of college? Maybe second? Dunno yet Story Arc: Stand Alone (for now... I may indulge more in this later)
Author’s Note: This may be my most self-indulgent chapter yet; doing a crossover of sorts with my own unpublished work and even bringing in my screennamesake. And trying a new formatting style to boot. But after Setsu’s Bond episode revealed she liked TTRPGs, I couldn’t stop thinking about this. Well, except to get sidetracked by writing two other scenes...
Anyway for those who are unfamiliar with my D&D story - read: at least 95% of my readers, probably more but that's the cap for a d20 - names may get a bit messy and confusing. Most of my OCs have a given name, family name and a call sign. And several have nicknames. I’ll give a list of who is playing who here at the start, but for a bit more information on the in-game characters, please refer to the notes in my Followup Post.
Player - Character Call Sign - Character Name Setsuna - Dungeon Master Yuu - Ryqoshay - Rebecca Bouteillevoix Ayumu - Yozakura - Hakumei Yaiba Rina - Nullsilver Luna Ai - Recipere (Rx) - Rachel Ira Xaviera Shizuku - Lady Sanguine - Vivian Sexton / Sanguine
Ryqoshay couldn’t help a smirk as she took careful aim. It didn’t matter that her bodyguard, Yozakura, was engaging her intended target in close quarters, in fact that was a boon. The girl knew her best friend’s fighting style better than anyone, so it was merely a task of picking the right moment. The bandit wouldn’t know what hit him.
Dodge. Feint. Parry. Strike. Now. She released her arrow.
“Nice! A Nat 20! Roll to confirm your crit. Perfect. Now for damage and don’t forget your bonus.”
“Yatta!” Ryqo cheered as the bandit collapsed, clutching his throat where the arrow had struck. The man was dead before he hit the ground and the raven-haired archer scampered toward the blonde ninja. “Yoza-chan! Thanks for keeping him distracted for me!” she threw herself into a tackling hug.
“Y-Yuu-chan?” Yoza stammered. “What are you doing?”
“Yuu-chan?” Ryqo cocked her head to side. “Who’s that? I’m Ryqo, remember?”
“Are you guys talking in character or OOC?”
“O-Oh… uhm, sorry Setsuna-chan… I meant Ryqo-chan.”
“Ne, Ayumu, would a super serious girl like Yozakura really use -chan?”
“Aren’t they childhood friends?”
“Well, yeah, kinda like you and me, but…”
“Honestly, are you two in or out of character?”
“Sorry, Shizuku-chan, we’re still learning our characters.”
“It’s alright. Maybe we can talk more about things after this battle is done?”
The DM cleared her throat. “Anyway, Sanguine, you’re up.”
A manic bout of laughter from nearby caught their attention.
“That’s the last of ‘em!” Lady Sanguine practically shouted as she stood over the bodies of several bandits, her two longswords coated in almost as much blood as she was herself. “Too easy! You guys are a hundred years too early to think you could defeat me. And look, your blood has barely sated my blades. Pitiful! More! I demand more bloodshed!”
“Were we not to leave at least one alive for interrogation?” Recipere made her way over to the redheaded barbarian, healing magicks already gathering around her hands.
“Woops…” Ryqo chuckled, rubbing the back of her neck with one hand, while refusing the remove the other arm from around Yoza. “I was just caught up in watching Viv-ne-chan take down all those bad guys that I didn’t want to be left out of the fun.”
“Woah, I got you, I got you, Vivian.” The blonde cleric said as the barbarian collapsed into her arms.
Vivian mumbled something unintelligible as her rage subsided and her personified bloodlust retreated into her mind.
”What’s up, Setsuna-chan?”
“Nothing, nothing. Don’t worry about it.” The DM’s giggles betrayed her words as she read something from her phone. “I’m awarding Inspiration to Vivian Sexton.”
“Thanks.” Shizuku responded with a smile. “This Vivian/Sanguine persona switching thing is turning out to be quite interesting.”
“Ne, Luna-chan!” Ryqo called over to the team’s artificer. “Was that really all of them?”
Nullsiver Luna held a finger to her lips as she stared at some device in her hand. Silence reigned in the roadside clearing for almost a full minute, the local fauna having long since been scared off by the sounds of the battle that had finally ended. Suddenly, the orange-haired girl pointed and a moment later, an anguished cry sounded from a stand of shrubs a short way into the woods. From the sky, something dived into a nearby tree while something else scampered across the road into the brush.
“Race you there, Yoza-chan.” Ryqo let go of her bodyguard and made for the bushes.
“Y… Ryqo, wait! It’s dangerous, let me go first!”
“Nope!” The archer cried happily over her shoulder. “If you wanna get there first, you gotta be faster than me!”
Yozakura couldn’t help releasing a frustrated grumble before she followed her charge. With her training, however, she easily caught up to and passed the other girl, but remained annoyed as the two approached the scene.
“What in Karla’s name are these things?!” A young man, not much older than the two girls cried, his eyes shifting rapidly among several gathered devices.
“They are my familiars.” A blue-haired artificer stepped into view.
“Wait, Rinari, wasn’t Luna’s hair orange earlier?”
“Yes.”
“Huh…”
“Itov Altiui, to me.” Nullsiver held out her arm, upon which the bird-like contraption landed and stood like a well-trained hawk. “Moxt Tonash, Weyog Kornari, maintain your positions.” She instructed the cat-like and spider-like automatons.
“Where did you come up with names like those, Rinari? I love them! You have to tell me what they mean!”
“I’m interested as well, Rina-san. I was intrigued when I read them in your character bio and would love to work something into a future campaign.”
“… I can send it to you two…”
“Thanks, Rinari!”
“Yes, thank you. Anyway, where were we?”
“Those don’t look like any familiars I’ve seen.” The bandit continued.
“I made them.” Luna responded simply.
“Well, now that we have your attention,” Rx suddenly appeared from the direction of the road, a fully healed Vivian in tow “we have a few questions for you.”
“I’m not telling you anything!” The young man practically shouted.
“Oh ho?” The redheaded barbarian grinned, slowly drawing her swords.
The bandit flinched, but otherwise remained defiant.
“We just want to know where your boss and the rest of your gang is hiding.” Ryqo spoke up.
The bandit spat towards the girl’s feet.
“Take me to your leader!” The archer demanded.
“Yuu-chan…”
“What’s the matter, Ayu-pyon? That was hilarious!”
“As amusing as that was,” the DM interjected “I’m afraid neither of your Intimidation checks were successful. Would someone else like to try their hand?”
“Like I said, I ain’t telling you guys nothing!” The bandit insisted. “The boss will kill me if I gave away our hideout’s location.”
“You realize, of course, that we’ll kill you if you don’t.” Rx stated, matter-of-factly.
The young man glanced among Vivian and Yozakura’s blades, Ryqo’s bow and the three automatons. “You guys ain’t got nothing on the boss.”
“Tell me.” The artificer began. “When you cried out earlier, was it because Weyog Kornari bit you?”
“You mean this thing?” He kicked at the spider, which dodged with ease.
“Yes.”
“What of it? It didn’t hurt much.”
Luna raised an eyebrow but did not attempt to dispute the claim. “I believe I should inform you that you have been poisoned.”
“Yeah, so?”
“You may not feel much now, but you will. Soon. Everyone reacts a little different, so you may notice some blurred vision, shortness of breath, chills, perhaps some perspiration despite the chills…” She spoke in an almost unnerving monotone as she continued to list potential symptoms of the toxin.
The bandit held a hand up and stared at its visible shaking.
“Ah. I see. That would be your nerves being attacked at the chemical level.”
The bandit suddenly convulsed.
“It will hurt. A lot.” Luna continued to explain solemnly. “Until it reaches your heart. Then it will hurt more.” She knelt beside him and held out a tiny vial for him to see. “This is the antidote. Only this can save you as I have ensured my poisons cannot be cured by magical means.”
The young man tried to reach for the vial but ended up clutching at his chest before convulsing again and curling into a fetal position.
“Tell us the location of your base of operations.”
“Alr…” The bandit began before choking off. Despite his entire body shaking now, he managed to make what appeared to be a nodding motion.
“Recipere, Lady Sanguine, please hold him.” Luna requested of her guildmates.
“Right.” Rx replied, moving forward, alongside Vivian.
Once the spasming man was secure, Luna pulled the cork from the vial and upturned it into his mouth. Within moments, his shakes began to fade until he lay still completely.
“Is he dead?” Ryqo asked, poking at his arm with the end of her bow.
Vivian delivered a quick backhand across the bandit’s face. His eyes snapped open and he gasped.
“Ready to talk now?” Ryqo leaned over the bandit with an all too cheerful grin. “If you’re really that worried about what your boss might do to you for spilling the beans, let me assure you we’ll be taking care of him as soon as you tell us where he is. Then you’ll be free to run along and join some other bad guys and we’ll meet again when some other town hires us to get rid of you. Sound like a plan? I think it sounds fun.”
The young man stared up in confusion at the archer. His gaze drifted over to Luna, then to the spider automaton and back to the artificer. With a sigh he began to reveal the location of the hideout.
“Alright, that seems like a good place to call things for the night.” Setsuna said, glancing up over the top of her DM screen. “But before I forget, Rina-chan, Nullsilver was the one to get the bandit to talk and your performance was quite chilling so I’m awarding her Inspiration.”
“Mm.” Rina confirmed with a nod.
“Rinari, that was amazing!” Ai marveled, leaning over to throw an arm around her girlfriend and pull her close. “It honestly sent shivers down my spine.” She giggled as she nuzzled the younger girl’s cheek. “Who would’ve thought you could be so evil.”
“Not evil. Just not good.”
“Rina-chan’s right.” Setsuna nodded. “You’re from a guild of mercenaries, technically none of you are good; you’re all Neutral on that scale. Sure, you’re currently contracted with a town that’s more good leaning, but you could just have easily been hired by the bandits instead.”
“Oh dear, is that the time?” Shizuku sighed as she checked her phone. She looked across the table at Ai and Rina. “We’ve missed the last trains of the night.”
“You guys can stay here if you want.” Yuu offered.
“That’s not the problem.” Shizuku lamented. “She’s not going to be happy…” She started typing something on her phone.
Ai laughed. “Just tell her to join us next time.”
“Next session would actually be the perfect time for a new player to join.” Setsuna pointed out. “We can work it into the story that you guys sent for another merc from your guild to assist in the raid of the bandit camp. And I can adjust the threat levels of the encounter as needed.”
Shizuku nodded. “I’ll be sure to ask her again…” Her phone chimed and she frowned upon checking the message. “I know I’m about to get an earful, but I’m going to call her.” She stood up.
“You can use my room.” Yuu said. “If you’re good with a couch, you can use that, otherwise Ayumu will have to help me find our guest futon.”
“Thank you, the couch will be fine.” The younger girl nodded and excused herself.
“Yuyu, you still don’t have an actual bed?” Ai asked.
“I like it.” Yuu shrugged. “Though I suppose there is one bed I prefer these days.” She pointed a thumb over her shoulder to indicate Ayumu’s bed behind her.
“Of course.” Ai turned to Setsuna. “So, does that mean we’re to take your room, Setsu?”
“Yes.” Setsuna nodded. “Everything is clean because, well…”
“Because you sleep here.” Ai chuckled.
“Y-yes…”
“Honestly, I’m surprised you all fit.”
“It’s actually quite comfortable.” Ayumu spoke up, somehow managing to sound less embarrassed than the dusting of red on her cheeks would have otherwise indicated.
“Well we’ll leave you to it, then. C’mon, Rinari.” Ai stood and took the pink-haired girl’s hand.
“Mm.” Rina affirmed, allowing herself to be led out of the room.
“Setsuna-chan!” Yuu threw herself at the raven-haired girl as soon as the door closed.
“Yuu-san? Wha…?” Though the behavior was by no means out of the ordinary, it still surprised Setsuna.
“I’m sorry!”
“Huh?”
“I spent the entire night flirting with Ayumu.”
“You mean your character flirted with hers.”
“Yeah.”
“But, that was perfectly in character? I figured you two would act that way based on the bios you gave me for them.”
“Well, yeah, but I don’t want you to feel left out.”
Upon realizing what Yuu meant, Setsuna laughed lightly. However, she stopped when she felt herself being embraced from the other side as well. “Ayumu-san?”
“Yuu-chan is right,” the redhead said softly “we don’t want you to feel left out.”
“You guys, I…”
“Hey, I know!” Yuu interrupted. “There’s a bunch of other mercs in the guild, right? Why not write up a character of your own to join in the campaign?”
“That’s a good idea.” Ayumu agreed. “I’d like to see what kind of character Setsuna-chan might play.”
“And then I could have my character flirt with Setsuna-chan’s in-game as well!” Yuu concluded.
Setsuna’s mind spun through several possibilities. But as she glanced back and forth between the faces of her two girlfriends, still snuggled in close, something snapped. “Impossible! I can’t!” She cried before a wave embarrassment washed over her from the outburst. “I mean… I…” she fumbled to explain “I have enough to do as DM running the game. It would be too distracting to try to play a character on top of that. Especially if…” She trailed off.
“Especially if…?” Yuu pressed.
“… Especially if you two were flirting with me…” Setsuna admitted sheepishly.
Yuu laughed. “Don’t worry, Setsuna-chan, it would probably be just me doing the flirting, I don’t think Ayumu knows how.”
“I do too know how to flirt.” Ayumu stated, reaching across Setsuna to punch Yuu lightly in the arm.
“Pouting isn’t flirting, it’s just cute.” Yuu pointed out in an amused tone.
“Mmph...” Ayumu puffed her cheeks.
“Case in point.”
“Ayumu-san was indeed very cute tonight with her reactions to Yuu-san.” Setsuna recalled, thankful for a moment’s respite as Yuu focused on Ayumu. “You played your characters well and were in perfect sync in battle. I’m really looking forward to our next session.”
“We did good?” Yuu blinked.
“Very much so.” Setsuna nodded. “With the exceptions of the occasional name slip and confusion about in or out of character talk, but those kinds of things happen in many games. So, honestly, if I didn’t know better, I wouldn’t have guessed this was the group’s first session together.”
“Oh…”
“Huh?”
“Well, it’s just I thought I wasn’t doing as good as the others because I never earned any Inspiration awards.” Yuu explained. “Ayumu didn’t either.”
Setsuna replayed the night’s game in her head, scouring it for memories of each award. She had recorded them in a document on her laptop, but with her girlfriends hanging off her arms, she was unable to confirm with certainty.
“I know!” Yuu suddenly spoke up, excitement in her voice. “Maybe if we get you some of your favorite snacks for next time, that will earn us a few points?”
Setsuna shook her head. “Sorry, no. Actions taken outside the game like that shouldn’t have an effect in game.”
“Maybe I can give you a massage?”
“That’s even worse.”
“Even though you love me?” Yuu cooed.
“Yuu-san, it is because I love you that I need to take extra precautions. I refuse to participate in the impropriety of playing favorites, or even giving the impression that I am. It would be unfair to the other players and jeopardize the enjoyment of everyone.”
“But is it fair to ignore her completely?” Ayumu interjected.
Had she really not awarded any Inspiration to either Yuu or Ayumu? Setsuna tried to recall again.
“Shizuku-chan was awarded Inspiration for making you laugh with inner dialogue acting.” Ayumu continued. “But Yuu-chan also made you laugh multiple times with her antics, yet…”
“Hrm…”
“Rina also earned some for her great acting and giving us all the chills. And while I don’t think Yuu-chan’s character could do the same, she certainly entertains in other ways.”
Setsuna sighed. “Perhaps I was being too cautious.” She conceded. “I’m sorry.”
“Apology accepted.” Yuu said with a smile before craning her neck so she could press a kiss against Setsuna’s cheek.
That was quick. Then again, it was Yuu. Still… “I can’t fairly grant awards via retcon, but I promise I will try to be more fair going forward. I really do want everyone to have fun with this game.”
“We are having fun.” Ayumu assured.
“It was even obvious that Rina-chan was having the time of her life.” Yuu pointed out. “And maybe Shizuku-chan can convince a sixth to join. And if Ayumu and I weren’t having fun we wouldn’t be so excited about the next session.”
Setsuna smiled. “Thank you. So long as my players are interested in continuing, I’ll do my best to DM a good game for them.”
“We know.” Yuu’s tone changed a bit. “And all that hard work deserves a reward, right Ayumu?”
Setsuna gasped as a hand slipped under her sleepshirt to push fingertips past the hem of her shorts and graze across the skin near her bellybutton.
Yuu giggled. “I think Ayumu’s getting a little impatient to issue your reward.”
Whatever Setsuna was about to say in response was cut off as Ayumu covered her mouth with her own.
Author’s Note Continued in Followup Post
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rpgsandbox · 4 years
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ou may not be the biggest or the strongest, but you don't have the plague. Yet. Do you have what it takes to survive?
Download the Beta from DriveThruRPG for free during this campaign.
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                                      About Survival of the Able
The Black Death has come to your village. Everywhere around you people are succumbing to the plague. Quarantines are doing little to stem the tide of decay that is coming your way. Worst of all, you and the others in your almshouse have been left to fend for yourselves.
Oh, and did we mention plague victims are rising as zombies?
In Survival of the Able you’re a person with a disability living in a European almshouse when the Black Death arrives. Little is known about where the plague originated or how to stop it, but those who die from it are rising again—and they’re hungry for flesh. Since everyone else has succumbed to the plague, it’s up to a handful of you to make your way out of town and away to safety. You may not be the biggest, the strongest, or the fittest, but you're determined to survive.
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                      With no other choice, Agnus faces a zombie.
In this game, you will:
Play a character with a disability who lives in Medieval Western Europe.
Encounter challenges such as disease, zombies, burning buildings, terrible weather, fatigue, and stress.
Experience discrimination based on your disability, fears that you might have the plague, or both.
Overcome incredible challenges against all odds, despite your disability. You probably won’t get much credit for your achievements, but at least you won’t be dead.
Unless you do die, in which case you may turn into a zombie and try to eat your friends.
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                                              Setting and Tone
We set this game in Western Europe circa A.D. 1347 because we wanted to put you into a world where people with disabilities (PWDs) have few protections. There are no civil rights laws to ensure equal rights and fair treatment for PWDs, and most people perceived PWDs to be weak, if not helpless.
Many PWDs were sent to live in almshouses, which are church-run facilities where PWDs could be taken care of (as if they weren’t capable of taking care of themselves). The perception of PWDs was poor overall, and even people whose lives were devoted to their care didn’t often see them as fully capable human beings.
As a person with a disability in this setting, you will be challenged to overcome peoples’ fears and judgements. You will have no choice but to survive during a zombie apocalypse. The only non-disabled people you know will be unable to care for you, so you must either overcome the stigma of your disability or join everyone else in a mass grave.
Meanwhile, you do not have the luxury of adaptive aids or accommodations that we might take for granted today. Braille and Sign Language have yet to be invented, let alone wheelchairs, elevators, talking computers, etc. You cannot simply rely on technology to overcome the challenges presented by your disability, so you must use your other skills to survive.
As if all that weren’t enough, you’ll be faced with surviving the Black Plague, armed with next to no knowledge of its symptoms or effects. You don’t have history books or lessons to tell you what to expect. You’ll need to rely on your own observations, wits, and teamwork to figure out the best way to avoid plague-ridden areas and how to kill zombies so they don’t come back.
If this all seems overwhelming, then you’re on the right track. This game should challenge your perceptions, your wits, and your courage. It may not be easy, it may even be uncomfortable at times, but you’ll come out a stronger person if you’re able to survive.
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Survival of the Able is based on the Fudge RPG System, but it was written 100% from the ground up to deliver a specific experience.
Players familiar with Fudge will instantly recognize Fudge Dice, the Trait Ladder, and Fudge / Fate Points. Newcomers may appreciate the simple and accessible game mechanics. Whether you're new or experienced, the game mechanics are easy to pick up and play. You can download the Beta draft for free to see what we mean.
Even if you're an experienced Fudge player, one of the first things we ask you to do is forget what you know about the system. Although it will seem familiar, we've designed a lot of new features which set the experience apart from other Fudge games you may have played. We recognize that the spirit of Fudge is to tweak the rules and make things your own, but we encourage you to try the game as it's written at least once so you can understand its intention.
So What Sets Survival of the Able Apart From Other Games?
Briefly put: there are no physical attributes in this game. Instead, we use the sliding scale of Fudge to illustrate how disability is a spectrum. At the heart of this system are the five Senses: Hear, Smell, See, Taste, and Touch. Each ranges from Non-Existent to Good (+2).
Using blindness as an example, we recognize not every blind person has a See Trait of Non-Existent. Instead, there are people with Terrible(-3) sight who can See to a degree, but not very well. Others might have Mediocre (-1) sight, which may represent typical near-sightedness or simply a lack of awareness of their surroundings.
Other character Traits include: Qualities (which represent personality and worldview), Skills (what a person can do), and Anxieties / Assurances (situations which cause or relieve Stress). Everything is designed to help you get a sense of who your character is, rather than how strong or tough they are.
In fact, your characters aren't designed to be strong or tough. In this game, you're not playing a heroic adventurer or a stout warrior. You're just an average person with a will to survive.
For more about the game mechanics:
read the glossary of terms.
listen to our podcast appearances.
download the Beta.
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                                             Why This Game?
If Survival of the Able sounds a bit unconventional, then we're doing our job. This game is designed to test your fortitude by plunging you into a setting where you will be ridiculed, demeaned, and patronized just for being yourself.
Our goal is to help teach people empathy for people with disabilities. You'll have fun fighting zombies, but hopefully you'll learn a thing or two about yourself and the people around you along the way.
To be clear, we're not out to teach people what it is like to have a disability. The only way to truly understand that is to live it. Instead, our aim is to help you learn to empathize--to feel anger toward injustice, to feel frustration over inaccessibility, and to feel the joy of overcoming adversity.
We believe that when we understand each other, we communicate more openly and clearly. We can help one another thrive, rather than tear each other down. Most of all, we can shatter our assumptions and reconsider the way we've treated each other in the past.
This game isn't just about overcoming the Black Plague in the 14th Century. It's also about overcoming the plagues of misunderstanding and indifference in the 21st Century.
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                                          Why This Campaign?
Survival of the Able is completely written. In fact, you can download a complete first draft of the manuscript from our website.
We're raising money to pay for art, editing, and layout. It's important to us that this game be well-presented, because the uncomfortable reality is that people judge books by their covers. If we want to get this book into as many hands and onto as many tables as possible, it needs to look great. After blowing down that barrier, we know the game will stand for itself and touch a lot of lives.
That's why we have selected some incredible talent to work on this project. We're working with several disabled and underrepresented illustrators, as well as a layout professional whose award-winning game, High Plains Samurai, is the most accessible RPG PDF to date.
All that talent comes with a price. We at Accessible Games are committed to paying fair wages to professionals, because another uncomfortable truth is that people who work in the RPG industry are ludicrously underpaid. We've built fair wages into the campaign's funding goal, but our first stretch goal is also a raise for our team. More on other stretch goals in a bit.
Finally, the campaign is here to start a dialog. Accessibility in tabletop games is something we've been advocating for since 2010, and we've seen huge growth in the 9+ years we've been doing this. We hope that by running a successful and high profile campaign, we can bring awareness of accessibility to the hearts and minds of people who perhaps hadn't considered it before.
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                                         What's Included?
Survival of the Able is a complete RPG. Its rules are based on the Fudge system, but everything you need to know is in this single book.
We're producing the game in a 6"x9" format with full color illustrations. Both hardcover and paperback options will be available via DriveThruRPG.
Todd Crapper is handling layout for this project, and he's committed to accessible PDF design. He has experience using layers to create various low-vision and color blind-friendly versions within a single file, and he'll be giving that treatment to Survival of the Able.
=================================================
Kickstarter campaign ends: Tue, November 19 2019 3:00 AM UTC +00:00
Website: [Accessible Games] [twitter]
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satoshi-mochida · 6 years
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Kadokawa Games is a more familiar brand in Japan than it is in the west, but recently the company has been working tirelessly to bring their popular titles over to the western audience. NIS America was kind enough to give us the opportunity to sit down with Yasuda-san (president of Kadokawa Games and writer for GOD WARS Future Past), Miyaoka-san (director of Metal Max Xeno), and Kouno-san (the very cool and laid back producer for Metal Max Xeno). We hope that all of you will enjoy this interview and feel encouraged to go out and try both GOD WARS Future Past and Metal Max Xeno! Let’s jump in!
GOD WARS The Complete Legend - Launch Trailer (Nintendo Switch)
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Interview Session - KADOKAWA Games
Metal Max Xeno - Launch Trailer | PS4 
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Honey-Chan [Miyaoka-san]: Where did the name Metal Max Xeno come from, and what inspired you to create the franchise?
Miyaoka-san: When you look up the letter X in the dictionary, there’s only about a page of words that start with X. That’s pretty much it! *laughs* As far as inspiration, a lot of it came from movies like Mad Max and really trying to recreate that world in a gaming format.
Honey-Chan: [Yasuda-san] What inspired the GOD WARS franchise?
Yasuda-san: I grew up in an area of Japan called Shimane-ken, which is much older than that of Kyoto and has a very rich history. This location dates back to the origins of Japan! After traveling around the world and experiencing other cultures, I realized just how fascinating Japanese culture really was, and so, I wanted to explore more of the thousands of years of history and tell that story through my work.
Honey-Chan [Miyaoka-san]: What made you choose tanks as the main travel option in the game? Why not a car or a plane?
Miyaoka-san/Kouno-san: Tanks are just very fearsome and have a lot of firepower. Machine guns are cool but the really big cannons are interesting. Tanks are also man-made and so they’re versatile in their movement, and because you’re doing a lot of monster hunting in the game we came to the conclusion that tanks are the strongest to destroy the monsters.
Honey-Chan [Yasuda-san]: The GOD WARS series is well known for its turn-based tactical approach and in the west, a lot of players are more accustomed to real-time action oriented titles. What was your reason behind choosing that style of gameplay?
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Yasuda-san: Historically, there’s been a pretty huge gap ever since the release of Final Fantasy Tactics and Tactics Ogre, and I wanted to sort of fill that gap by creating a new tactics-based game and continue the legacy of the tactical series. I also really love tactical games and wanted to ensure that gamers of this generation could enjoy the genre as much as I do, adding in the more notable gameplay mechanics that current players are familiar with (buffs, debuffs, etc). My long term goal is to continue polishing and refining the game to help it evolve to the next level and make it a better game overall. In fact, my big dream is to make a RTS tactics RPG and really create a unique experience using various elements!
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Honey-Chan [Miyaoka-san]: The customization feature within Metal Max Xeno was very well made, allowing you to really fine tune your tank to look colorful and stand out. The character customization section was also polished as well. What was the creative process behind adding the feature into the game?
Miyaoka-san: As a hardcore gamer, I really enjoy a lot of games, and so I wanted to add elements into Metal Max Xeno that I liked the most. Whatever elements I enjoyed I took them and tried to make them better for our game. I started out playing Wizardry and from there moved onto other titles gradually, so it’s more or less a combination of all genres that helped to inspire me. I really love Fallout 3! When I played Everquest I thought of it as a more realistic version of Wizardry, but I do sometimes go back to play Wizardry because it means a lot to me.
Honey-Chan [Yasuda-san]: Earlier you talked about coming from a very historical period. A lot of players in the west may not be too familiar with the Japanese cultural references in the game. What was your approach in delivering this content over to the west, knowing the culture differences?
Yasuda-san: Without going into too much detail, ‘Kojiki’ was sort of the motif for the first game since it’s one of Japan’s oldest historical written pieces. One of the biggest hurdles was trying to express the uniqueness of the culture without damaging its cultural significance. Other titles like Shin Megami Tensei have also used the motif for their titles, but I really wanted to emphasize its richness so that everyone can enjoy it whether or not they truly understood it completely. If players could approach it from the perspective of the game being fun and interactive, sort of like how children enjoy anime, they can become more indulged in Japanese culture without feeling too lost.
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Honey-Chan [Kouno-san]: The art style in Metal Max Xeno has certainly changed when compared to previous titles in the series, and it looks great. The cel-shaded approach really gave the game more life. Was there any reason why you chose this particular style?
Kouno-san: The biggest reason for the change was due to the hardware upgrade from Nintendo to PlayStation. The series isn’t really known for being high end but we still wanted to create something appealing and stylish for the new platform, since our game overall is quite unique and we want to retain that uniqueness. When I had the chance to work closely with Miyaoko-san I was totally moved by its unique approach, similar to Ken to Mahou’s unique style, and at that moment I knew creating a new style would surely work for Metal Max. Ultimately, that led to the outline style that you see in the game.
One of our character designers, Atsuji Yamamoto, stated that having an outline for the characters really added more appeal and attractiveness in a visual sense. The art style feels very familiar to the Japanese audience and hits the spot.
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Honey-Chan [Yasuda-san]: Which platform do you prefer to work on more? Nintendo Switch or PlayStation 4? And second, will we see a sequel for the game?
Yasuda-san: For GOD WARS Future Past we initially thought that the Vita was the main platform and because of that, there were limitations that didn’t allow characters to really have the freedom to move around. As a result it created long loading times and so I had to reconsider the game from a different perspective in terms of gameplay, graphics, and tone it down to work on the Vita platform. With the Nintendo Switch and PlayStation 4 I was able to really fulfil what I truly wanted to do for the game, and so I’m happy with both.
As for the sequel, I’ve already started writing up the next story! This is the first time I’ve mentioned this to the western audience by the way!
Honey-Chan: Lucky! *laughter*
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Honey-Chan [Miyaoka-san]: Will we see a sequel in the Metal Max franchise? Will it be Xeno 2? An entirely new name?
Miyaoka-san: Actually, Kouno-san has asked me to start writing up a new scenario for the sequel and it hasn’t been passed onto Yasuda-san yet, so to be quite honest! *laughs* Regarding the name, we’re still not sure what it will turn out to be, so you’ll have to wait and see!
Honey-Chan [Everyone]: Any final words for fans of Kadokawa Games?
Kouno-san: Metal Max Xeno is releasing this month and I’d love to keep working alongside Miyaoka-san to ensure the game improves! Any feedback that fans have I’d love to hear them, so that way we can incorporate it into future titles. I really want fans to experience the new elements and mechanics that Metal Max Xeno has to offer!
[We provided a bit of feedback on the character customization, to which Kouno-san replied, “it’s quite difficult to implement such detail! We really would love to but yeah, it’s very challenging”. “I got, I got it”, said Miyaoka-san] *laughs*
Miyaoka-san: Happy Hunting!
Honey-Chan: Really, that’s it?!
Miyaoka-san: *laughter* With Metal Max Xeno we’ve made a lot of changes to make the gameplay more interesting, so you can simply go on and ignore the story and just, you know, go full blast into… happy hunting! *huge laughter*
Yasuda-san: So GOD WARS is actually made up of three storylines, with the last section bringing the total to 160 hours of gameplay. If you’re able to complete that last portion of the game and see the cutscene, there’s actually a hint to the next sequel! I hope that people will play it to the very end to find out!
Final Thoughts
We’d like to say a huge thank you once again to NIS America and Kadokawa Games, for giving us this wonderful opportunity to sit down and enjoy a wonderful interview and discussion with Kouno-san, Miyaoka-san, and Yasuda-san. We hope to have the same pleasure again in the near future, and to discuss more about new titles coming from Kadokawa Games! Yoroshiku! Be sure to also check out our reviews for both titles!
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