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#not a player i just really like some of the creature designs
thydungeongal · 4 hours
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Reminded of this ask and specifically the phrasing "narrative cruft."
Folks, I'm something of a fan of RPGs. I think RPGs are a pretty neat marriage of narrative and gameplay. I think the two are pretty neatly intertwined. If the fiction and mechanics of an RPG are in tune, I would hesitate to call the fiction "narrative cruft." It would do a huge disservice to the game.
So what is being called "narrative cruft" here? I can't say for sure but I believe the source of this ask was the recently resurfaced really smart post by yours truly where I talk about how trying to reframe the action of D&D (killing creatures and taking their stuff either as amoral tomb robbers or basically a posse of vigilantes under the blessing of those in power) as somehow aspirational may be a lost cause and how people would do a lot better to just accept the gameplay of D&D for what it is because the game itself will suffer for attempts to turn it into something it very much isn't.
Here's the thing though: D&D is very much a game about dungeons and also dragons. And I feel a lot of modern D&D players already reject that premise. Simply looking at what D&D, by its rules, says:
All characters will have to take part in some degree of resource management. At the very least they will have to track hit points throughout the day. Depending on edition and class they will have to take part in managing class-based resources. Even equipment is often consumable.
When it comes to resource management during the gameplay these games are the most opinionated about (combat and exploration) depletion of resources is very much the name of the game. You can, throughout the day, recover some resources, but often at the cost of another. Characters will generally not be gaining more resources throughout the day.
Looking at the types of creatures that are represented as adversaries in the game, most of them occupy the fictional space of "the dungeons," a type of nebulous mishmash of underground complexes, often implying some kind of underworld, or the wilderness.
I won't go further than that but these three things are actually pretty harmonious with the traditional gameplay of Town -> Wilderness -> Dungeon that is pretty much part of the game's DNA. Even D&D 5e is at its core still a dungeon game. It is very opinionated about things like "the adventuring day."
This is no coincidence. D&D is very much a resource management game, a "trying to survive in a hostile space while your resources get depleted" game. The interplay of having to make meaningful decisions between when to move out of the dungeon and back into civilization to rest and recuperate is an important part of the game. The game itself tells you this by asking the GM to take the shape of the adventuring day as a whole into account as a consideration in adventure design.
And there's a lot to criticize there: some people don't want to engage with that gameplay loop. Thankfully there are games other than D&D out there! Some people may see the gameplay loop as problematic. True, and I do think that the division of the world into effectively conflict zones and "civilization" is deeply ideological, but it's as txttletale said in that post of hers that my post was a reaction to: you can either take the media at its own word ("for the duration of Return of the King we are monarchists") or twist yourself into a pretzel shape trying to argue that the things that the text itself says about the world and game it is trying to get across aren't actually meaningful and no no the core gameplay of D&D is clearly about a plucky little found family just doing goodness.
Anyway, the way I personally reconcile is by not bringing moralism into it. At least in my opinion, "Amoral tomb robbers" and "sell-swords working for the highest bidder" are infinitely preferable to any of the ways that try to frame the action of D&D as somehow heroic, because now that there is no attempt to sell it as somehow aspirational we can actually have a discussion, during gameplay, about how the way of things in the fictional setting of the game are actually kinda fucked up.
Also if I wanted a queer take on dungeon fantasy I would play a game built with that as part of the text from the ground up, like Dungeon Bitches, and even Dungeon Bitches doesn't try to frame its dungeon-crawling disaster lesbians as somehow aspirational: they are fucked up women in a fucked up situation forced into a lifestyle that is violent and dangerous because they have chosen it over the comforts of a civilization that often doesn't treat women and especially queer women well.
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weirdmarioenemies · 5 months
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Name: Bowling Pin
Debut: Bowling
Yeah, Bowling! It's the pin, from Bowling! Bowling is a game, so it is fair game for this blog. And the pins are Weird Enemies! The whole point of Bowling is to Defeat as many pins as possible. You are taught to HATE them! It's messed up. I will teach you to love them.
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When anthropomorphizing a bowling pin, are you on Team Face On Tip or Team Face On Base? I think both have their merits. Tip is good for if you want to give it a humanoid impression, like it could walk up to you and shake your hand. Hug you. Even... kiss you?! Base, however, is more of a creature, which I imagine waddling around on a bunch of legs or tentacles emerging from the bottom. It would hobble up to you and ask you, "Gleep gwanorb?" Answer carefully, or it might aim its Space Ray Gun at you! In the base design, the tip of the pin could be an antenna, or it could be read as a long-haired creature that tied its hair up in a tall bun!
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You know something messed up? There are more types of bowling pins! No one ever told me that! The classic one we all default to is the Ten-pin, but there are two others! We'll get to them. Biologically, a Ten-pin must abide to the specific standards set by the United States Bowling Congress, adopted by World Bowling. They MUST be 15 inches (380 mm) tall, 4.75 inches (121 mm) wide at their widest point, and weigh 3 pounds and 8 ounces (1.6 kg), give or take 2 ounces (.057 kg). Wow! These would be some unrealistic standards to live up to, if these were not chunks of carved and coated wood produced specifically to match up to these measurements.
The reason the different pins are pictured with different balls is that they are used in different variations of the game! Candlepin is pretty self-explanatory. It's shaped like a candle. But Duckpin? That looks like a smaller, cuter, more marketable Ten-pin. What's its deal?
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My first thought was, it's called a Duckpin because it looks like a duck! It has the one red line like the ring around a male mallard's neck, and it is rather shaped like a duck as seen from the front, overall! How cute! In reality, they are called Duckpins because the way they scatter when hit reminded a duck hunter of a scattering duck flock. Always comes back to violence with poor little Bowling Pin. They have it so rough! They could really use a friend, who's always there to pick them up when they're down.
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Name: Pinsetter
Debut: Bowling
Pinsetter is just the sort of friend a Bowling Pin needs! No matter how many times Pin is knocked down, Pinsetter will be there to pick it up and put it back in its deserving spot. If any mean ol' stray Bowling Balls try to land a cheap hit, Pinsetter's sweep bar will block them. Play fair, you bully ball! Pinsetter's job used to be done by human Pin Boys, but there can still be a human in the mix, making sure the machine is clean, and unjamming it if need be. I can only assume this beautiful relationship between human and machine is just like that of horse and rider.
The more I think about it, though, is Pinsetter really helping? It's just putting the pins back in harm's way every single time, facilitating their unending torment. It blocks incoming balls, but only briefly, allowing them to crash through the pins as soon as they're all reset. Why does it do this? Who does it work for? Who is sending all these balls?!
...It's Pinsetter.
Pinsetter does not only set the pins. It detects the score, encouraging players to hit as many pins as possible. It returns the balls, giving them the weapons to do so. Humans think they're playing a game, but Pinsetter is playing them all! It controls the whole operation, driven by nothing but pin bloodlust! Maybe Bowling Ball has been misunderstood, another tortured soul, an unwilling pawn in Pinsetter's twisted game!
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Bowling Pins are beautiful creatures. They belong in the wild, or with trustworthy, knowledgeable caretakers. To bowlers, they are an Enemy. To me, they are a Friend.
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nyuuronfly · 6 months
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On Rain World lore and it's implementation within the game.
This is kindof a random ramble I went on in a Discord chat and just feel like sharing elsewhere. (also note this is all primarily in reference to the original game, Survivor's story.)
I honestly think too many miss the forest for the trees a bit with RW, in terms of how important the lore is, if that makes sense. I talked with somebody about first-time experiences with the game and they said they'd watched a number of lore explanation videos on YT before starting, because of some reason along the lines of "I didn't trust the game to deliver its own story properly." To me this is almost saddening to hear because I really feel that misses the point of why the game has it's lore to begin with.
To me, while playing, any tidbits i learned about history or other information contributed to a feeling like the world I was navigating had a very real history that saturated it, yet one that I would be unable to grasp fully. It is an illusory feeling of realness, given how it is experienced. The game is mechanically not designed to incentivize collecting many information pearls, especially when in the original game you can literally just drop them off a cliff and lose them forever. You get the feeling often like you are bound to never be able to get everything, nor would you even probably want to put in the effort, so the illusion actually stays stronger because of that. Your mind wanders speculating about every little detail, whether intention truly existed behind it or not, because it feels like it did. You learned that it might have. Maintaining that illusion while playing I think is the primary reason they were included, not actually the experience of "knowing" the history. Rain World in general seems to have a thematic fixation on the simple idea that individuals have limited perspectives. Joar Jakobsson has said that one of the core ideas behind Rain World was to recreate the life of a "rat in Manhattan." That is to say, a creature that understands how to find food, hide, and live in a complex man-made structure, that cannot understand it's structuring purpose or why it was built. The very core issue of the iterators, is that the solution to the "great problem" intrinsically has to lie with knowledge that could only be obtained from "the other side." They are corporeal beings trying to know something that pertains to something outside corporeal reality. Yet pursuit of knowledge is very important to creatures like ourselves. Collecting any individual pearl is mostly an exercise in doing a lot just for little bits of knowledge. There is a lot of understanding of just how significant wanting to know more is, even something unimportant, when you are left in the dark the way you are in the game. Most information pearls you deliver are literally completely useless to know about, but they feel personally important, especially in how finding them relates to your connection to the iterators. My primary motivation to find pearls in my first play was to spend more time with Moon. On a very real emotional level, Moon felt like my only friend in the world while I played. On a mechanical level, she does literally nothing. But Rain World manages to operate on a very emotional, even instinctual level with how it's designed. I wanted to be in her company and have something to give her. Because I am alone, and lost. So something along those lines is why I felt saddened to hear the sentiment like Rain World somehow "fails" to deliver it's "story." The purpose of the game is not to find pearls and hear about some grand narrative. At it's core, Rain World is a game that's design was inspired by nature, and it's use of history within the world relates to us as a player the way history relates to us as people. It is relayed through people reading from records created by parties with their own perspectives, and connects us abstractly to a sensation that there is more out there than our own lives. That is a feeling you have as a player, and ultimately the true story that Rain World tells is the memories you have playing it. What you did, saw, and felt. The same as how our story is that of our own lives. That is the purpose of the game.
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cartograffiti · 2 years
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If you want to run a Court of Fey & Flowers Game, dnd isn't what you need
...because it's not what the Dimension 20 cast played, either.
I talked about this a little bit once before, very early in the season, but now that it's done, it's really clear to me that they played Good Society by Storybrewers with a few Dungeons & Dragons elements hacked in, not the other way around. Aabria Iyengar loves Good Society, and it really shows. She merged the systems really beautifully to suit the expectations of D20, and that's why I think players at home will get a better experience by starting with GS materials than by trying to reverse engineer the mechanics Iyengar showed in action.
Things they got from DnD:
-Skill levels/stats.
-Rolling dice to determine success.
-The game master/facilitator (Aabria) playing most characters.
-Some creatures and spells (the dog that has an old man's face, the telepathy spell I can never remember the name of).
-Aabria giving out Inspiration.
Things they got from Good Society:
-The principle of having a character goal that may be kept secret. (In fact, some of D20's specific goals were probably even chosen from Good Society materials. The player character with a secret spouse? There's a card for that.)
-Social reputation tracked by degrees, conferring descriptions and perks. (They did not use GS's exact system. Whether it was a hack or a mix with a game system I haven't played, I don't know.)
-Trading tokens that can be burned to make strong moves. (Again, not GS's exact mechanic--GS uses tokens throughout instead of dice. That game lets you decide what your character is capable of. Tokens make sure everyone has fair chances to act, especially when players have conflicting goals.)
-Additional guidelines and mechanics for agreeing on how the table wants social events to work, as well as how to navigate the varying dynamics of relatives, friends, and rivals.
-Rumors and epistolary phases. (There's a fun post going around about Brennan asking about these because "he wanted to get a good grade in dnd," but I think he was sincerely curious how they worked, because they aren't dnd!)
-The overall cycle of play, dictating the order of phases and pace.
-Some mechanics for the reputations and interactions of fae courts as entities were taken from Good Society's Fae Courts mini-expansion.
-Monologue tokens. (D20 has Aabria as the only one who can use these, GS allows anyone in the game to ask someone to monologue.)
-Additional guidelines for determining world state, character creation, and keeping the story within a consistent style and tone that feels like a recognizably Regency story...even when giant owlbears can get gay married.
-Other flavoring and approach details.
Things Good Society has that Dimension 20 didn't get to show off:
-The ability for players to also choose a secondary character to control, allowing them to participate in more roleplay and experience multiple personalities or social roles in the same game.
-A really rich and thoughtful collaboration phase, before the story begins.
-The ability to share facilitator duties among the table, and to allow the facilitator to play a main character as well as supporting cast.
-Advice and expansions for adjusting the game to various tones, genres, and other historical periods.
So you're looking at buying Good Society:
What you need is pdfs. Definitely grab the base game for $21.00, that has most of what I just described. If you're excited to see their Fae Court specific materials, it's included in the Expanded Acquaintance bundle with many other pieces of content, or there's a bundle of the base game and every expansion they've produced. You do not need to buy the more expensive bundles that include physical books and cards unless professional physical versions delight you, the pdfs are designed to be printable. Storybrewers also made and provide spreadsheet templates for sessions meeting online, so you can all see your worksheet choices.
Good Society is a really fun and flexible system, and it's most of what we loved about how A Court of Fey and Flowers was structured. It's your best route to a recreation, and well worth playing in its original form. I love that it doesn't have stats and dice--if you've never played a ttrpg that doesn't make you do math, this is a great introduction. I'm so glad Aabria featured it on the show!
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dailyadventureprompts · 3 months
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Homebrew Mechanic: Fixing D&D’s Gameplay Loop with Item Degradation
Normally I have snappy titles for these, but in this case I wanted to be super upfront with what I was getting you all into. 
Some people are not going to like the idea of introducing item degradation into the game, and they’re ABSOLUTELY right to be hesitant. Just about every attempt I’ve seen (includig both RAW versions from previous editions, examples from videogames, and those I’ve put together myself in the past) have been horribly clunky exercises in beancounting that only ever existed to needlessly slow down gameplay for the sake of joyless realism. 
I’ve come at it from another angle however, but to explain we’re going to need to get into some game design talk. 
The basic gameplay loop of D&D is supposed to be: 
Seeking adventure leads you to face challenges
Overcoming challenges leads you to rewards
Rewards Help you get stronger 
Getting stronger allows you to seek tougher adventures
After a while this system starts to break down specifically with regards to gold as a method of reward. Even if you’re the smart sort of DM who flouts the rules and gives their party access to a magic item shop, there’s an increasingly limited number of things to spend gold on, leading to parties acquiring sizable hordes of riches early on in their adventuring career, completely eliminating the desire to accept quests that pay out in gold in one form or another. This is a pretty significant flaw because adventures that centre around acquisition of riches ( treasure hunts, bounty missions, busywork for rich patrons that will inevitably betray you) are foundational to storytelling within the game, especially early on in a campaign before the party has gotten emotionally invested.  Most advice you can find online attempting  to solve this problem tends to dissolve down to “let them pour money into a home base”,  but that can only really happen once per campaign as a party is unlikely to want more than one secret clubhouse. 
TLDR:  What I propose is the implantation of a lightweight system that forces the party to periodically drop small amounts of wealth into maintaining their weapons/armour/foci. The players will be motivated to seek out gold in order to keep using their best stuff,  giving value to treasure drops that previously lacked it.  Not only does this system act as an insulation against powercreep at higher levels, it also encourages a party to engage with the world as they seek out workshops and crafters capable of repairing their gear. 
The System: 
Weapons, armour, shields, and caster foci (staves, holy symbols etc) can accumulate “ticks” of damage, represented by a dot or X drawn next to their item entry on the character sheet. Because you get better at handling your gear as you level up, an item that exceeds a total number of ticks equal to its bearer’s proficiency bonus breaks, and is considered unusable until it is repaired. 
Weapons and Foci gain a tick of damage when you roll a natural 1 on an attack made with them, or if they are specifically targeted by an enemy’s attack.
Armour and shields gain a tick of damage when you roll a nat 1 on a saving throw or when an enemy beats your ac by 5 or more. A character equipped with both can decide which of the two items receives the tick
Creatures with the “siege” (or any “does double damage to objects” ability) deal an extra tick when attacking gear. 
A character with a crafting proficiency  and access to tools can repair a number of ticks of damage equal to their proficiency on a four hour work period. This rate is doubled if they have access to a properly equipped workshop.  A character with access to the mending cantrip can repair ticks on any kind of item, but is limited to their proficiency bonus per work period.  
Having an item repaired by an NPC crafter removes all ticks, but costs vary depending on the rarity of the item:    5g for a mundane item, 10g for a common item, 50g for uncommon, 250 for a rare, 1250 for a very rare, 6250 for a legendary.  The DM decides the limit on what each crafter can repair, as it’s likely small towns have access to artisans of only common or uncommon skill, requiring the party to venture to new lands or even across planes if they wish to repair end game gear.
As you can see, degradation in this system is easy to keep track of and quite gradual, leading players into a position where they can ignore obvious damage to their kit for the sake of saving their now precious gold.  It likewise encourages them to seek out NPC crafters (and potential questhooks) for skills they do not possess, and encourages the use of secondary weapons either as backups or to save the more potent items in the arsenal for a real challenge. 
Consumables
Everyone knows the old joke about players hoarding consumables from the first adventure past the final bossfight, it transcends genre and platform, and speaks to a nature of loss aversion within our shared humanity.  However, giving players items they’re never going to use amounts to wasted time, resources, and potential when looking at things from a game design perspective, so lets work on fixing that. 
My inspiration came from witcher 3, which encourages players to make frequent use of consumables by refreshing them whenever the character had downtime. The darksouls series has a similar feature with the signature estus flask, which provides a limited number of heals before it must be refreshed at one of the game’s checkpoints.  When the designers removed the risk of permanent loss and the anxiety it creatures, players were able to think tactically about the use of their consumables confident in the knowledge that any mistakes were just a resupply away from being fixed.  
My proposal is that while the party is in town they can refill the majority of their consumable items for a small per item fee. Just like with gear degradation, this encourages them to seek out crafters and do quests for the hope of discounts, while at the same time encouraging them to explore new realms in the hope of discovering higher level artisans. 
The price for refills is set at: 5g for common, 25g for an uncommon, 125g for a rare, 625g for a very rare, 3125g for  legendary.  I encourage my own players to keep a  “shopping list” in their inventory with prices tabulated so they can hand out a lump sum of gold and have their kit entirely refreshed. 
Characters with a relevant skill and access to their tools can refill a number of items equal to their proficiency bonus during a four hour work period. With access to a proper workshop, this rate doubles.   ( At last, proficiency with brewers supplies, carpenters tools etc become useful) 
I encourage you as a DM to check out this potion flasks system, which I’ve found adds a delicious factor of uncertainty back into the mix.  Attached is also my super lightweight rules for tracking gear and supplies, which I absolutely refuse to shut up about.
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yuikomorii · 5 months
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// I’m making this post, as a result of seeing way too much hate and misinfo regarding every character. Nobody stops anyone from voicing their opinion but the need to degrade a character, while providing BAD reasons or stating incorrect/out-of-context facts about them only for the sake of internet validation, is such a loser move.
We’re all in this fandom to have fun and even if you have something negative to say about a character you don’t like, keep it to yourself or in private with your friends.
Ayato:
“I don’t like Ayato, he’s overrated”, omg you’re just sooo different! Definitely not like other girls/guys!
Everyone is allowed to dislike whatever they want but if Ayato is your least/one of your least favorite DL characters, then your opinion ISN’T valid. This is a franchise full of abusive characters and he’s literally the most heroic love interest. Why would you hate the hero…?
“He’s dumb and annoying”, says the person who spends their time insulting FICTIONAL characters. 1) Japanese fans like dumb characters, since they come off as endearing; 2) Ayato outdid everyone throughout the routes.
He did more good than all of his brothers and saying that X, Y or Z deserves the main role more, is fake fan behavior because at this point you’re just setting up your favs.
Kanato:
No, you’re not cool for calling him ugly. It’s okay if you’re not into that type of characters but his design is not bad at all.
“He had no development”, he does in CL. It’s not major but it can still be visible.
The whole Teddy thing might be annoying to some of you, but his fans get why he acts that way. Let’s not forget that he is a victim of neglect.
Yes, he was sexually exploited too. Don’t forget this x2.
Laito:
“I hate Laito so much, he was so cruel in HDB 😢”; stop living in the past and move on already.
His development shouldn’t be overlooked only because your opinion about him was formed on something that came out more than 10 years ago.
He’s still the most fascinating DL character and I get that he might make some of you feel uncomfortable but don’t project your triggers on a character that’s merely made after a trope.
Shu:
No, it’s not Shu’s fault for the way Reiji acted. Envy is never a good reason to hurt someone.
“Shu roasts the heroine the most!”, I get that it’s rude but his insults are actually funny?? A bunch of people will like him for being brutally honest or a jerk because it’s literally a game for players with masochistic fantasies. They WANT to be roasted by good-looking men. That’s the point.
“Shu is lazy and stupid, he’s the only one who failed his school year”, genuine question: If you were an immortal creature that doesn’t need food or sleep to survive, would you still care about grades? Besides, he’s really smart.
“Shu doesn’t care about Yuma, he just feels guilty”, in LE he sacrificed himself for him and reincarnated merely because he wished to meet Yuma again and get on well with him in another life—
Reiji:
“He hurt Shu and Yuma”, well yeah but he was shown plenty of times regretting it and trying to fix things. Stop reminding this to Reiji stans because that conflict is already closed.
“He is so mean in other routes”, obviously?? If you don’t teach him how to love, he won’t suddenly act nice towards anyone.
Without him Yui would fail her tests and the Sakamaki household would be in chaos.
Subaru:
“W-What do you mean baby Tsundere is not soft innocent virgin boy? 🥺”; he has never been like that, that’s how YOU perceived him. Stop acting so shocked every time Subaru does something bad because he’s still a vampire after all??
Also, why are so many people reducing his character to Kou and/or Yui—? He’s much more than that and has his own interests, struggles, likes, dislikes, and so on.
“He’s irrelevant”; Diabolik Lovers has 13 love interests, they can’t make everyone extremely important to the general plot. Just enjoy a character as it is, it’s not that hard.
Ruki:
The cat jokes were funny when the Meow Meow Vampire art came out but MOVE ON. I hate that scene and Ruki was in the wrong but come on now, that’s not even the worst thing he has done and MB happened in 2013.
I understand not liking Ruki as a person, because he’s mostly not a good one, but this doesn’t mean he’s not a good character.
“Ruki deserved what happened to him in the past because he was cruel towards everyone”; while I agree that Karma hit him, I wouldn’t say any child really deserves to go through that. He was just a spoiled brat, who most likely wasn’t taught by his parents about modesty or kindness.
Kou:
“He was so cruel in MB 😣”, and HE HAD DEVELOPMENT! He’s not the same anymore, nobody is.
“He overreacts”, sometimes he’s not in the wrong and has all rights to be angry.
Kou isn’t afraid of going against Ruki, even if he’s the brother he admires the most, as long as he knows that what Ruki is doing isn’t good.
Yuma:
“He beat Yui up in the MB bad ending!😡😡”, it’s a bad ending for a reason, lol.
Pretty reminder that Yuma always tries to help others with Kou and Azusa, and was even willing to save the ghouls in LE.
“Yuma doesn’t care about Shu”, did we play the same game or…?
Azusa:
“Azusa is so horrible, he threw Teddy in the fire!”; and he only did it to save Yui, it was not intentional.
While not all his actions are good, keep in mind that he never means any harm and is overall such a sweet guy.
“He is too clingy”; I know that might not be everyone’s cup of tea but is it really worth hating a character just for wanting affection?
The Tsukinamis and Kino:
“They were too easy to defeat in DF!”; Dark Fate wasn’t entirely about them to begin with. Most routes focused on the boys’ internal struggles with their trauma and how to move past it.
“Kino is sometimes mean for the sake of being mean”; it’s almost as if he’s the ✨villain✨
It’s dumb questioning the morals of characters supposed to have an antagonistic role.
“Kino hurt Ayato in LE”; out of all characters who have wronged Ayato, at least Kino felt bad and wanted to apologize.
Yui:
“She’s dumb and ugly”; Japanese fans literally love her for being an idiot because it wouldn’t be fun to see the heroine being the best at everything or not making mistakes at all. Plus, her design is definitely not ugly.
Stop creating your own version of Yui in your head and ending up disappointed when she doesn’t act the way you expect her to. No, Yui is not OOC for liking being bitten, having a low learning ability or saying things she shouldn’t in the wrong moments. Nobody is perfect and everyone has their own kinks and flaws.
“She’s too innocent”; she’s not?? If you really want to see her thirsty, go play Ayato’s routes, especially the heaven scenarios.
“She’s weak”, she’s the opposite. Yui is one of the most mentally strong DL characters.
I can’t understand people who hate on heroines when they’re present in all routes and are the most positive characters.
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bogleech · 11 months
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Ok but I have seen you talk about this so many times, even referencing it in your old cartoons, so I gotta ask - when and how did you fall in love with neopets, like that?
Wait, is it that obscure now? I didn't know a single person from its inception to roughly 2010 who didn't have a neopets account. It was the single biggest gaming-esque name on the internet for years. Celebrities casually mentioned playing it, it got mainstream marketing tie-ins, it had plush toys people waited in line to buy up and a TCG made by the same company as Magic the Gathering. It's not that I especially "fell in love with neopets" like it's a niche thing but that there was a time it was almost outselling Pokemon, so it's just another huge cultural phenomenon that was a big part of everyone's lives during my teens to twenties, and hits my special interest in creature design since it has THOUSANDS (beyond the pets alone) ranging in quality from extremely creative to just plain heinous. I personally only got invested in it when they introduced the mutant pets, though, because it started out having almost like a "rule" against making any pets that were "ugly." They'd joke about it as a prank for instance, and originally only featured the mutants as part of a storyline they never intended players to actually adopt. They even had a fake alternate version of the site with fake "adoptions coming soon" and somehow didn't anticipate the userbase genuinely wanting the slime creatures.
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The Chia and Aisha were my favorites but mainly the chia because that kind of "scuzzy" creature was already my own design aesthetic, polar opposite of the site's established style and reminded me of if Jeff Goldblum got fused with a tardigrade instead of a fly:
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Is that just me? I feel like the tardigrade similarity jumps right out but I think it was an accident and they were possibly actually thinking of the rotting giant from Nausicaa:
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The fact that they intended its design to be unlovably ugly and were surprised anyone wanted it only made it more sympathetic. Eventually they made mutants available and I got fully invested into playing, at the time having to spend hours a day on their little flash games until I could afford a mutant after months of labor. But then a couple of years later they just abruptly decided they really didn't feel like having its design around anymore and "updated" it, which back then was automatic for all pets owned by all players with no going back:
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It had unfortunately been fairly common that they'd just completely, totally redo a pet like this with no warning and no user poll to make sure it's what anyone wanted. You just had to pray they never did it to your favorites.
All the other mutants in that earlier image would also get completely changed or never released at all. They still kept some of the other "gross" mutants and would make even grosser, so that wasn't even part of the reasoning. Just the random whims of mad gods I guess. I think what killed the game for a lot of people was actually when they did this to basically everyone at once, standardizing almost all the pet artwork so they could wear clothes in their new dressup system. It wasn't as drastic as replacing a sludge guy with some kind of hairy leaf guy but it did eliminate hundreds of technically unique designs from the site, and I found someone else's examples they put together so I thankfully don't have to do it myself:
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If anyone's not familiar enough with neopets or didn't figure that out from the last paragraph, the ones on the right are just recolors of the same exact art as all members of their species with added accessories (now wearable items) Players used to work hard to get pets they wanted based on their unique poses and personality, but you could only keep the original art for a small number of these. The customization feature kind of attracted a different new fandom, from what people say, but it never approached a fraction the site's peak, which is probably how the brand wound up getting sold to some NFT bros who aren't even involved in the site itself and supposedly never even spoken to its remaining staff outside some business emails? This is unrelated to the brief period it was bought by scientologists and the siterunners had to fight back against their propaganda leaking into it. I really didn't expect to turn this response into a mini article, I should really just make a thing on bogleech.com about it sometime. Some of my tumblr mutuals to this day are people I met through the neopets fandom and probably have equally lengthy memories/complaints.
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sukinapan · 6 months
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honestly would be pretty interested in hearing about all of them, if thats alright
it's no problem o( ❛ᴗ❛ )o i like talking about this
for context, apart from making personal art i'm also an artist and character designer at Smarto Club, so I don't know if these count as OCs but i have posted art of them here: Haco from >Bubblegum Galaxy and Teacup from >Teacup.
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you can check the steam pages on those games for more info if u like. i love all my characters but i don't usually make personal art of these two since i already do it as my job.
my newest Smarto Club character is a bit different since she's more in the style of what i'm doing personally so i want to make more art of her soon. her name is Abigail:
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she's a kid who likes reading about bugs and catching them but she never hurts them : ) this is a short game in early development but it's about catching creatures called angels. it's got horrorish vibes but i don't think the end result will be full-out horror, since it's also kinda silly...
then there's Peklo, it's a game for which i created the whole concept and story but the plan is to develop it as a studio at Smarto Club. i wrote more context for it on this post, but for the characters, they're my favorites to make art about at the moment. the main ones are Kiku (the cat) and Mi (the bunny):
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i recently created these human forms of them for fun but i'm not sure whether i'll establish them as canon or not... they're trapped in limbo/hell so there's space for them to have a past human form. they don't remember their lives but Kiku feels a deep sense of regret about things unkown to her and wants to break out of Peklo. Mi feels trapped in an eternal sadness, she longs to see the ocean, she can always hear it but has never been able to reach it.
the antagonist in Peklo is a frog entity called Guppy but i haven't really shown him outside of his froggy logo
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i also have OCs from my smaller games. there's Hlina that i created specifically for >this game that was commissioned to me for a zine. i don't have any plans to use her again for now but i might make more art of her in the future for fun. she's part of a strange dream realm and is hostile to the player:
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there's iro from the >game with the same name who's my oldest game OC. i created that bitsy game for her story but she existed previously in my art degree final project, it was a version of the same story but just a section of it. it's a dream of mine to create a full-fledged 3D game for her some day.
she's a bit of a defective space exploration robot, sent to explore planetoid Iridium-3 in search of human contact. it's set in a future where humanity has dispersed among the whole galaxy so lots of groups have lost contact with each other.
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my latest game OC is Michtat, a wizard cat that i created just for this silly zine.
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lasty, there’s the characters from my comic that I’m working on, called The most distant planet. the main characters are Victor and Mitya, two 9 year olds whose families end up living together.
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i'd say these are the dearest characters to me of all. i don't post as much of them because they're mostly in the shape of comic pages and it doesn't spark as much interest as my games. i love drawing them though.
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they’re both little weirdos who isolate themselves and don’t fit in much with other children, so the friendship they develop is very special to them. they have almost opposite personalities where Victor (darker hair) is very shy and dorky but also very sweet to everyone, while Mitya mostly gives 0 fucks about what anyone thinks or says, he blurts out whatever he’s thinking and just wants to run around wild.
the story is mostly slice of life-ish but there’s also a science fiction element ^-^ Victor is obsessed with things like ghosts, aliens, etc but Mitya thinks it’s all just dumb tales.
another important character is Alyosha, Mitya’s 17-18yo brother. he doesn’t know how to talk or relate to his little brother and is kinda weirded out by him. they where very close when they were younger, but when Mitya was 2 he had an accident that Alyosha feels guilty about, and has been somehow different ever since.
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he still worries about his little brother and how isolated he is, though. at the beginning of the story the two of them live alone with their grandma who does love them but has kind of a cold and distant personality. 
Alyosha was the type of kid to be considered “gifted” but now feels completely burnt out and had to repeat a grade at school. he felt so humiliated by this he eventually stopped going entirely, so he now works part time and just studies at home. he cut contact with his old classmates but he still has 2 best friends from the last few months he spent at school in the grade below, Manon and Min Na. they’re the kind of friends who just show up unannounced at his house and job, and are very involved with his family’s life.
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i’ve also included Min Jie in some art, she’s Min Na’s younger cousin and comes into the story later:
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i should have like character sheets and stuff for all of these OCs but i’m the kind to just jump head first into drawing/modeling lol, that's why i included all these finished illustrations.
i really wanna publish this comic, i’ve been working on it for a long time and i’m currently waiting for the results of a public funding application here in my country to decide what i'll do next.
hope this could be of interest (^人^) thanks for the ask!
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cassiesdevblog · 8 months
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~Shmovement~ in Grey Area
Hello goober goblins! Grey Area comes out ~September 15th~ and I wanna make some posts going over my involvement with the project 👁️👁️
I joined the project back in March because, while playing early builds, there were a million things, big and small, that I wanted to be able to polish up to really make the game shine, and my top priority was Hailey's movement
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Grey Area is a game where beginners will mostly play inside a small range of velocities, but, thanks to @bisthefairy, there are ways to build and maintain greater speeds, so Hailey's movement has to be tuned for both small-scale, precision platforming and large-scale, broader movements. Plus, as most of the level design was already finished when I joined, all my changes had to work with, rather than against, the established design
General momentum adjustments
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When I first joined, there were a few ways that slow and fast play would clash with one another. For instance, Hailey had low air friction. This was nice at higher speeds, because you should be able to briefly release the d-pad to shave off a little speed without getting rid of all of it, but it didn't mesh with tighter sections where you'd be asked to land precisely on small platforms
Luckily, since the smaller range of speeds Hailey usually stays within is well defined, I was able to just dramatically increase her air friction while not pressing a direction, only while inside that range.
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Unfortunately, this led to a small problem: There are lots of spots in the game where you're meant to bonk off a wall and land on a platform. Where you could previously do this without having to hold a direction, you now had to hold back a little or Hailey wouldn't make it. To fix this, I just made her use the old friction during a bonk. That may seem unintuitive, but the bonk is all about Hailey bouncing back off a wall, so it feels natural for her to travel further. In practice, the discrepancy doesn't feel like a discrepancy.
Dive momentum changes
Hailey's main mechanic is her dive: a burst movement option that lets you speed straight forward. You can cancel out of the move at any point, cutting off all your momentum. However, when I first joined, Hailey would keep a small amount of the dive's momentum after a cancel. The intent was to let you keep the flow going even after a cancel, but it led to lots of overshooting in a game with low margins for error. I preserved the original way if the player is holding in the direction of the dive, so you can still keep your flow going, but if you're not pressing a direction, Hailey will instead cancel all the momentum and drop straight down
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Release cancel (aka, half the reason I joined the project)
These subtle changes have made Hailey much more reliable to control. It feels much easier to translate your intent onto the screen regardless of how fast you're going (September 15th btw)
Speaking of intent, I've had a big impact on this game's controls! The first time I ever played, the dive could only be canceled by releasing B and then pressing it again. I felt this was really cumbersome and I barely felt in control, so I wanted to cancel by just releasing B
This was controversial though, as everyone else preferred the original way, so I instead suggested being able to cancel by pressing back on the d-pad, as it felt instinctual to hold against the direction of momentum to cancel it. I also suggested being able to press down to cancel, since a player might think of it as dropping Hailey down. Fortunately, both were implemented and the game became a bit more comfortable for me, but I couldn't get the idea of releasing B to cancel out of my head
Later, when I finally got my hands on the project, release cancel was the first thing I added, and it felt just as right and perfect and natural as I imagined it would. I figured, if I just made the other devs play with it, they might see the merits of it and change their minds. Tragically it didn't change any minds, but I was ultimately able to persuade Alayna to make it an option in the options menu. When you play the game, especially if you don't like how cancelling is controlled, please please please try changing "Press to dive" to "Hold to dive" in the options menu and join the church of release cancel. We have plenty of room :')
Other controls
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I've made a bunch of other small changes to the controls too! Generally, I like every button on the controller to do something, so I mirrored a lot of functions to previously unused buttons. Hopefully this makes the game feel more responsive and playful, as well as a little more accessible! I also made it so Hailey sits down when you press down :) It's one of only a few graphics I drew for the game! (did I mention September 15th btw)
The Bounce 👁️👁️
I've saved my biggest (and most iterated upon) change for last >:3
When Hailey dives at smaller enemies, she'll bounce off as if she goomba stomped them, which cancels her dive and allows her to dive again. I added this because I thought the sick tricks and possibility for advanced play were too sweet to pass up. Not to mention it just seemed like fun. Plus, it would add exciting counterplay to some previously unexciting enemies. It's a simple mechanic, but it underwent a lot of changes!
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Firstly, it used to work on almost every enemy, but it didn't feel right against bigger monsters. We ended up deciding that Hailey should only be able to do this against enemies around her size, so in practice, this mainly comes up with the Golch enemy. When I first played, I found the Golch really annoying, as the best and safest strategy to deal with it was to just stand and wait for it to fly toward you so you could jump on it. Now, you can dive right at it and pull off sweet tricks instead! This has ended up making room for tons of cool skips and it feels great >:3
I even redesigned the Golch's flight path so that it will usually be flying at your exact elevation (it moves faster vertically than it does horizontally to accomplish this) so you can more consistently dive straight into it
I also made it so that bouncing off an enemy clamps your speed within a relatively small range, as otherwise you would carry the momentum of the dive and easily fly off into a pit
Now, in my mind, this all worked perfectly, but then disaster struck
@zombielesbean, who uses press cancel, would try to press B to cancel right before running into an enemy in order to avoid it, but would press a few frames too late and instead the input would happen after Hailey had bounced off the enemy, so she'd dive again and accidentally fly off into a pit. We tried a million different avenues to resolve this, but all of them were significant downgrades to the mechanic
Fortunately, Alayna found that the issue was only happening because of the enemy placements in one or two spots, and after adjusting them, it was no longer an issue, so fortunately the best version of the mechanic got in >:3
So yeah!!
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Those are a few of the ways I've cleaned up and improved Hailey's movement since I joined! I've gotten my grubby paws all over every bit of this game in a similar way. Cleaning things up, tuning numbers, adding effects, making things more clear, overhauling things, enhancing the flavor
A huge takeaway from this project for me has been that polish is a full time job!! Every little bit of polish seems small on its own, but when you add them all up they can make the difference between a decent game and a total banger. It just takes a huge amount of time to accrue all those tiny things. I think that's why they say you should triple all your time estimates on gamedev...!!
Fortunately, I have a good eye and a strong passion for all those little things, so I feel like an extremely valuable asset on this project, even though my hand is largely invisible and it takes long-winded posts like this to even explain what I've done
As Bis puts it, "Cass did for Grey Area before release what Sonic modders do for Sonic games after release"
~September 15th you vibrant fools~
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doppel-doodles · 20 days
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Since everyone is making their own little version of the characters I thought I would join the fun for my Fallen crown Au! These were supposed to be quick little sketches just to get some ideas down but they still took me the whole day:'D will probably change as I draw them but I wanted at least something down on for the time being and I do like how most turned out!
Single versions plus some info and ramblings about each under cut for those interested:
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My lamb was mainly based on both, yes the actual player character but also the vibes of my own plathrough which were very "oh god who let this child be in charge?-" while I'll still mostly just call them Lamb I figured they should still have a proper name so I went with my friends @/tamaruaart suggestion as it suits them rather nicely! And most note worthy detail is honestly just the fact that they carry something from each bishops realm on their person now, I like to think they treat those items like little trophies:>
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Narinder is probably my weakest I feel like, he definitely needs something to give him some extra "ompf!". I basically made his undertaker fit a sorta reverse or at least loosely inspired by his white robes in game. I imagine he is very boney or a straight up skeleton underneath so he covers it all up beneath heavy fabrics, but because I lack subtly I still covered him in bones regardless-
And yea I kept the veil cause 1. It's a look and 2. It coviently covers up his now sewn shut third eye.
There wasn't much reason behind making him an undertaker, I simply thought it suited him, when your the former god of death you aren't exactly squeamish around corpses. Lastly the dark blues are there to contrast the other followers warm tones, as they kinda seen him as an outcast which is just fine for narinder he isnt exactly thrilled to be here.
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I'll put Leshy and Heket together as they were sorta designed as a set.Since they are both youngest among the bishops I sorta latched onto the headcanon that they get along pretty well and just stick together after getting into the cult so they just share a lot of their duties. So I gave them some matching elements like the puffy shorts but also stuff that contrasts like Leshy having looser clothing and Hekets being more tight. Or Heket getting working gloves with a little belt to hold tools plus a hat for the sun, meanwhile Leshy will happily dig through the dirt bare clawed in the sun for hours-
I debated on giving Heket an apron but honestly I think she would only wear one while cooking or tending the farm plots there is no reason for her to wear it casually, the gloves though stay for I reason I utterly love because its PETTY-
Literally the only reason she keeps them on almost constantly is because when the lamb asks she can be like "ew, I'm not touching you with my bare hands." Yes, my humour is broken moving on-
I also gave Leshy a cane just so he actually has something to feel around with when he is areas he isn't too familiar with so he isn't running into crap- on that note, Heket can speak a bit but not exactly loud or for a very long time without seriously hurting her throat, once I properly learn it I definitely wanna draw her using sign language.
Lastly bodies, Leshy was based off a previous drawing I made of him in bishop form, I simply made it less monsterous but he is in charge of chaos so he had to remain a creature- Heket is more straight forward, she is a frog and she is large and in charge.
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There was one reason why I made Shamura a tailor and that was the mental image of them sewing the bishops clothes when they were younger and dressing them up all cute.
I went for more pink colors mainly because I thought it better suited the purple and would make their red eyes pop! Honestly I really love their colors they remind me of a Berry! I've drawn shamura before but honestly the only things that stuck were the colors,face and then also the hand markings I did tweak their eyes a bit I wanted something more stern feeling.
For clothing I kept everything nice and loose, while they are the tailor I also love the idea that in their spare time they either teach the youths in the cult or are like the champion of the fighting pit because war is also their domain and they can be- so I wanted them dressed pretty comfy to deal with whatever may come! But still keep everything pretty mature and mildly fancy maybe in the future I'll do some fancy gold and silver embroidery to the pants because of that.
As for body type I wanted them to be pretty thin but unlike Narinder who is twink material under his cloak they have a bit more bulk on top to show that they can choose violence if they so wish-
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I adore me some pathetic but still serving men, honestly except for the cross on his belt I completely ignored the fact I made him a medic- If he needs to treat something gross he can throw something over to protect his clothes but just like Heket there is no reason for him to wear that while not working.
Otherwise my main goal was simply to make Kalamar look pretty and fancy. I debated on either short or long bottoms until I realized I'd have to figure out his tentacle situation, then realized I don't hate myself THAT MUCH so bro got put into a floor length gown, work smarter not harder kids.
If I have an excuse to give a character a shawl I will take it so fast.
His body type I mainly wanted to flesh out the roster so I tried making him very squishy and huggable looking, I debated on thinner so he looked more dangly and stretchy but that made him kinda to similar to Narinders build for my liking.
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theresattrpgforthat · 7 months
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I found a goth speakeasy/coffee shop by my school that does a Thursday tabletop night where you can bring and run your own games and I was wondering if you had any recommendations for games you'd feel comfterble running with a table of strangers / mostly strangers? Thank you!!
THEME: Games to Run with Strangers.
Hello friend, fall comes upon us and I finally get around to answering your ask. Thank you so much for your patience! I’d definitely recommend bringing some safety tools to any of these games, since you’re playing them with strangers. That being said, I tried to pick games that were easy to pick up and quick to learn considering you’d probably want each session to be a standalone one.
I often run games with groups of people who don't know each-other beforehand, and I'd recommend allowing silliness to blossom when possible, even if you're running a spooky game. Let’s see what we can find!
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Wizardry and Bureaucracy, by Oh Little Moth.
You are a member of the National Parks Service. You and your team would do just about anything to protect your national park. Also, you’re wizards. But all the magic in the world can’t save you from the slog of paperwork you have to endure as a civil servant. Your mission is to preserve your park and all creatures living in it, promote a love of nature and the environment, and also keep park visitors from seeing through the curtain separating the magical from the mundane.
Like most Lasers and Feelings games, this has quite a bit packed into one page. Easy character generation, a standard list of gear, an introduction where you collaboratively design your park, and the classic Lasers and Feelings mechanic that makes you automatically better at one thing and worse at another. The game is also set up to be raucously silly. This game includes the very good piece of GM advice that I adore for improv: ask questions and build on the answers. You don’t have to come up with the entire story yourself! Give your players the chance to tell you how exactly magic interacts with the local National Park.
The Children of Saturn, by Dan John Crowler.
The people of Petrikstein are tormented by a blood craving beast prowling the night. Players take the roles of parish appointed investigators on a mission to find and slay this alleged Vampyr, before it claims even more lives. Will they be able to find out the truth in web of lies, myths, and fear fueled superstitions? Play to find out!
The Children of Saturn is a neat little game that combines the Keys mechanic from John Harper’s Lady Blackbird with the graded 2d6 roll of Powered by the Apocalypse. You can accumulate dice to roll depending on whether the action in question is in line with your character, and failure increases the chances of success the next time you roll. The characters are pre-made to some extent, but the players will be able to make them unique through names, descriptions, and how they decide to role-play. This game also come with a small hex map for your characters to explore - and everything fits on one page! If you want something spooky and quick to prep, this is definitely worth checking out.
2400, by Jason Tocci.
2400 is lo-fi sci-fi. It’s centuries in the future, and it’s a decades-old modem that screams like a dying robot when it connects to the net. It’s a space ship with an FTL drive, artificial gravity, and a flickering display you gotta tap a few times to see the jump coordinates. It’s hacking something together with whatever cheap materials you have on hand, ignoring the rules until you need them, banging out something that might not sound finished, but definitely sounds fun.
The 2400 system is a stripped-down ruleset inspired by the OSR that has been used to create a number of hacks in different settings. Every time I’ve run a 24XX game, the session lasted about 2 hours, so it definitely has the ability to play quick. The original page for 2400 currently has over 20 different settings to choose from, so if one of them really hits off, you could come back with a different setting each week for your friends to play through!
The Great Soul Train Robbery, by Cloven Pine Games.
On the road to hell there was a railway line. An express train to the infernal city of Dis, crewed by furies and carrying treasure and souls to damnation. You’re going to rob it.
The Great Soul Train Robbery is a tabletop roleplaying game for 2–6 players and 1 gamemaster about Desperados robbing the train to Hell. Spin an allegorical Weird Western yarn as your sharpshooters, fiddlers, homesteader widows, and other Desperados attempt a Hellish train heist. Will you claim your prize from the train, or be overcome, damned, or broken by the heist?
This is probably the biggest Honey Heist - inspired game that I’ve seen to date. It’s a solid pitch, with very little background needed in order for your players to grasp what exactly it is they’re doing. If players aren’t sure what kind of character they want to make, all of the options have d6 roll tables to give your group a goal, your train some complications, and your character a name and a special item. There’s quite a few pages of GM advice in this, which is probably a big boon to anyone running the game, as it allows you to construct a more complex train than what you might have created out of the top of your head. I’d probably even just steal the train construction section to use for other similar games!
Hold Your Own, by Sharkbomb Studios.
It's a time and place, not unlike the one that you, the players, grew up in. A dark mirror of the decade of your youth.  You play as a group of friends at the cusp of adolescence and life is hard. You're unpopular and unwanted. All you've got is each other.
But it comes worse: A strange menace threatens to devour everyone you know. And nobody wants to believe you, not the teachers, not the parents. It looks like it's up to you to save your home.
Fans of It and Stranger Things will probably like this game. This game uses small dice pools and four basic stats. You’ll be facing off against an antagonist called the Menace, a threat that the rest of the community believes doesn’t exist. The Menace will always be strong enough to provide a challenge, and as you play, you’ll learn more and more about what it is exactly that you’re fighting against. This is a great game for fans of suspense, and it’s also small enough to learn it within the few hours that you’d have at a coffee shop.
Games I’ve Recommended in the Past
Something is Wrong with the Chickens, by Elliot Davis.
Koboldly Go, by CoffeeSnake Studios.
Faewater, by A Smouldering Lighthouse.
The Station, by pidj.
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thatstoomanysausages · 5 months
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I’ve been holding back on this headcanon for too long and I think I’ll explode if I don’t write it down somewhere.
SO. We know that Grian has the Widow Curse - in which he will ultimately end up killing his allies, or contributing help towards said allies’ deaths (and I’m purposely avoiding referring to it as the Icarus Curse simply because it doesn’t match up for this hc).
So what animal does the word ‘widow’ remind you of? For me, I instantly think a widow spider. And that’s what this post is basically exploring.
When characters are assigned a hybrid status, you will usually see physical traits that relate.
But Grian already has wings as he is always going to remain some kind of winged creature in my head - to divert from that is basically impossible in my head. That makes his back a very clustered set of extra limbs if we’re deciding to include the extra four legs to add up to eight, and although that idea may sound rough to think about in terms of coherent design, I couldn’t give a fuck because having countless extra limbs that a normal player should not have is ultimate eldritch energy, which I think we can all agree that Grian exudes by default.
Basically, this is me giving Grian the most disturbing and unimaginable designs possible while still looking vaguely human (???).
Then we go onto the eyes, spiders have many eyes, eight to be exact, which ties very neatly into Grian being a Watcher. Lots of eyes to Watch, so really nothing changes much other than the fact that there are multiple eyes on Grian’s face all the time, and not just when he Watches.
Another thing that makes sense by default is that, like many animals in the wild, the males are smaller than the females by about half an inch. He’s short.
AND ODDLY ENOUGH, (though this one is more specific for Limited Life) widow spiders have a red-orange hour glass shape on their abdomens. And who is in charge of timing the sessions, with announcing halftime breaks, with deciding the end of the session, therefore stopping time/the sand in the hourglass from falling??? THIS ELDRITCH-SPIDER-WATCHER-AVIAN (+wither if I insert another one of mind melting headcanons in) THING!!!!
THESE SPIDERS ARE VENOMOUS, GRIAN IS VENOMOUS TO THOSE AROUND HIM!!!! THIS SHIT WRITES ITSELF!!!
ALSO!!!!: “habitat: will build irregular, erratic webs in quiet undisturbed areas” After three games - after the curse has been officially solidified - where does he build his bases? A deserted and oddly empty mansion, and a quiet hilltop. What do his bases look like? An odd bridge along with a tall grid above the server to Watch from, no set shape for the base ever. And then an erratically built abstract staircase leading to nowhere and an irregular second base shaped as an egg (spiders lay eggs guysssss).
AND FINALLY: “Despite their venom, black widows are typically non-aggressive” Grian is not one of the openly hostile players like maybe Martyn or Joel, he stays back and fights if necessary or entertaining.
Oh and how Spider of Grian to lure his prey into his web, to care for them until they get caught and stuck, and they can do nothing but wait for Grian’s venom to sink in, not even knowing that what they were stepping into was simply a trap set by Fate, who also goes by Other Names.
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pathfinderunlocked · 2 months
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Healthy Boss Template (CR +3)
Wait, why did a giant health bar just appear in the sky?
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Artwork by Jeff_Chee_471 on Reddit.
D&D and Pathfinder have a really unusual idea of what a "boss" is compared to, like, any video game ever made. They often tend to just take an enemy that would be part of a group of normal enemies if you were about six levels higher. When they do something more unique, it still tends to be balanced like that. Tons of offense, not that many hit points, but often extremely hard to hit. Adventure designers often try to make up for this design by making a boss weaker but giving it minions, but that doesn't change the fact that there's really no concept of a creature that's inherently a "boss creature" in this game.
And sometimes that's fine. But sometimes you just want a big chunky fight that's balanced more like how a video game boss is balanced: only a little more damage than other creatures, but way more health, and the ability to recover if you do nasty stuff like stun it. Something that lets the players go all-out using their abilities, and rewards them for doing so, instead of having to spend most of the fight just focusing on not getting attacked, because they know one attack can take them out.
This template isn't a global solution. It'll get old, and if you reuse it too much, players will find strategies that bypass it. That's why I design so many different boss monsters that each work differently. But if you want to convert an existing monster into a boss, this is one way to do so without a lot of effort, and without just giving it the advanced template and several fighter levels to max out its offense.
Some of the options for different abilities are there to deal with different kinds of player strategies, rather than because they're appropriate for different kinds of bosses. If your PCs use vital strike, give it vital negation. If they use combat maneuvers, give it reset stance. If they cast a bunch of spells on the terrain, give it undo. If they rely on hungry pit, give it escape to nowhere. Don't feel bad about using this template specifically to counter them, since the inflated HP and the limited uses of these special abilities mean that the players' strategies will still be useful, they just won't instantly win the fight.
Healthy Boss
Healthy boss is an inherited template that can be applied to any creature.
Challenge Rating: Same as the base creature + 3.
Hit Points: A healthy boss's hit points are three times as high as the base creature's.
Initiative: A healthy boss gains a +10 bonus to its initiative.
Defensive Abilities: A healthy boss can never be surprised, and is not considered flat-footed before it has acted in combat.
Special Abilities: A healthy boss gains 1 of the following special abilities:
Bolstering Cry (Ex) Twice per day as a move action, a healthy boss can grant all allies within 60 ft. a number of temporary hit points equal to its new challenge rating. When it does so, it also suppresses the following conditions on affected allies other than itself for 1 round: blinded, confused, entangled, fatigued, exhausted, nauseated, paralyzed, shaken, sickened, staggered, stunned. The healthy boss does not need line of effect to these allies, but they must be able to either see or hear it. Second Wind (Ex) Five times per day as a free action at the start of its turn, a healthy boss can gain a number of temporary hit points equal to its new challenge rating. These temporary hit points last for 10 minutes. It can only use this ability only once per round. Vital Negation (Ex) Once per round, a healthy boss can halve the damage of a single incoming source of damage. It can choose to use this ability after hearing the amount of damage that it would take. This does not require an action.
Additionally, a healthy boss gains 2 of the following other special abilities:
Aura of Recovery (Su) The healthy boss gains a 40-ft. aura. At the end of each of the healthy boss's turns, one of the healthy boss's allies within this aura (including itself) gains a new saving throw against any one ongoing harmful effect that initially allowed for a saving throw. Escape to Nowhere (Su) Once per day, at the end of an enemy's turn, a healthy boss can escape to the ethereal plane, as if using ethereal jaunt. This does not require an action. It remains in the ethereal plane during its next turn. At the start of its second turn after using this ability, the healthy boss returns to the plane it was on, but is staggered during that turn. Legendary Resistance (Ex) Once per day, when a healthy boss fails a saving throw, or when an enemy succeeds on a check against the healthy boss's spell resistance, the healthy boss can expend its legendary resistance to treat the roll as if the healthy boss had succeeded on the saving throw or the enemy had failed on the check against spell resistance. A healthy boss with a total challenge rating of at least 9 gains a second use of Legendary Resistance per day, and a healthy boss with a total challenge rating of at least 18 gains a third use of legendary resistance per day. This does not require an action. Reset Concentration (Ex) Once per day, when a healthy boss fails a concentration check, it can steel its mind against future distractions, gaining a +10 bonus on concentration checks for the next 10 minutes. This does not require an action. Reset Stance (Ex) Once per day, when a healthy boss starts its turn prone or grappled, at the start of its next turn after being successfully subjected to a combat maneuver other than trip or grapple, it can spend a move action to stand up, free itself from any grapples, pick up a single item within its reach, end the effect of a dirty trick maneuver, and move up to its move speed without provoking attacks of opportunity. Upon using this ability, the healthy boss also gains a +5 bonus to its CMD and a +10 bonus to Acrobatics, Climb, Ride, Swim, and Fly checks for the next 10 minutes. Undo (Su) As a standard action, once every 3 rounds, a healthy boss can revert the effects of any number of ongoing or instantaneous magic spells that are affecting itself, other creatures, or the surrounding environment. Each spell effect it attempts to undo must be within 60 ft. of the healthy boss, and must have been applied during the last 10 minutes. Even instantaneous spells can be reverted with Undo, but damage is not reverted. To attempt to undo a spell, a healthy boss makes a caster level check against a DC of 6 + the effect's caster level, using its hit dice as its caster level. If successful, the ongoing spell ends, or the effects of the instantaneous spell are reverted.
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sharpth1ng · 15 days
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would billy and stu like/play silenthill?
Yeah I think Billy would be more into it than Stu. They're Silent Hill boyfriend x Resident Evil boyfriend to me.
The og Silent Hill games are atmospheric and punishingly difficult in terms of mechanics, like these games (especially the first) are these psych-horror art pieces. The sound design, the narrative, the creature design- all of these things come together to very effectively create a sense of dread in a way that feels similar to some of the movies we know Billy likes. The Exorcist, Silence of the Lambs, and Psycho all have this feeling of doom and uneasiness that builds over the course of the narrative.
I think Stu would like Silent Hill well enough and he would definitely watch Billy play but I don't see him having the patience to really enjoy them the same way. Like I said Stu strikes me as more of a Resident Evil guy to me, it's that faster pace, the campy tone and aesthetic, all stuff I think would appeal to him. I think Billy would prefer the later RE games (7 & 8) a little more but I think he'd still enjoy chilling with Stu while he plays them and also playing with him on the games with local two-player modes.
I wanted to reference these series in Debaser tbh, but they both came out a little later in the 90's than I thought they did so it just didn't work for the time period.
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dapperrokyuu · 5 months
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Alright now that I’ve seen the end Slay the Princess, who’s your favorite princess?
Ill do you even better and give you my top 5/the ones Id love to get if I played the game, just to see their sequences in the end and how itd reflect on that version of the player (literally made a list for fun just before you sent this ask, hehe).
Admittedly, a lot of this is informed by aesthetic and then enjoyment of their routes because I came into (watching Manlybadasshero play) the game after some fandom osmosis–thus, understanding I wouldnt have all my thoughts together within one playthrough. So I cant say Ive devoted my satisfactory amount of attention to speak on the princesses’ narrative presence... But I did rewatch their routes and “Thoughts on this vessel?” sections a bit to formulate a stronger opinion. Here we go...! (Buckle in, fellas, haha ha h a…)
1. Adversary/Eye of the Needle
The Adversary and the Eye of the Needle are very hand in hand imo, and I love the progression into a dragon-like appearance for the latter, especially in combination with the cabin becoming akin to a dragon’s den. This (combination of) routes stands out the most to me (as far as Manly has played) because I personally feel its the one where the princess is the most active and engaged. Whether its being beaten to death or running for one’s life, the route was very exciting for me! And it was intriguing how the princess and player felt the most on equal ground because they are both intent on pursuing some objective. Its just that in this case–and this is how this princess exceeds and is an overwhelming presence compared to the player–the princess is set on a choice they dont care to deny and the player is a creature of the habit called “deliberation,” as narrator aside, in-universe reasons aside, the very structure of Slay the Princess has taught you to constantly pause and consider your choices.
It contributes to the tone of the routes so well! Even if you can sit forever in the Outside World, the game progresses like a split second decision and/or that any time given to you is at the princess’s turbulent discretion. In a game where your choices tend to matter most (which, frankly, they do, its kind of the whole point, but you may not know that your choices are what caused this situation yet, lol), the princess seeming to supercede you and the narrative and the concept of death is!!! Powerful and quite something, lol. And poignant, considering *gestures vaguely but particularly at the Narrator*.
Otherwise, I love how theres apparently many more and amusing divergences in this route (that Manly did not showcase) and the ending is pretty cathartic. And to keep this a bit short, yadda yadda, dragon dens is where they store and protect their treasure and in this case, the treasure is fighting you, yadda yadda, as the vessel of growth, the princess’s embracing of the cycle of violence between you two is her latching onto the only avenue of growth she can perceive (as opposed to escaping–since you didnt offer that option prior–and dying since thats tend to be the stop to the concept of growth), yadda yadda- 
2. Spectre
This princess’s voicework is probably my favorite! The whispering under the regular voice acting is just really neat, doing a great job setting a tone of something delicate, chilling, and unnerving. The princess’s design shifts between cute and scary very well too! Her personality is probably my fave overall; while her “thoughts on this vessel?” section highlights her embodying kindness and understanding, they only exist to an extent that is fair. Which is, well. Fair. And I think it extra emphasizes the understanding aspect, with how the princess is aware of her circumstances and the injustices that have occurred yet is willing to let bygones be bygones. Shes coy, sincere, and pragmatically deadly, which is a full spectrum of delight for me!
The moment that really gets me regarding her character is when you say youre gonna leave her. Other decisions lead you to working together or demonstrating you have no intention to with some form of violence–both resulting in the Spectre just responding fairly. But the “leave” option truly shows that the Spectre doesnt/never intends to act out in malice, since Spectre responds out of desperation to avoid perpetual loneliness, pain, and emptiness. Theres an aspect of “fairness” here too (youre abandoning and hurting her more after having murdered her), but the choice comes after a breakdown and deliberation as opposed to an immediate retaliation. Even then, Spectre laments that she didnt want things to be this way but youve made her worse. Other stand out moments are when Spectre goes, “Youre funny when youre confused. But I didnt give you permission to touch me,” and the player’s moment of patheticness, lol. 
This route really hints onto the meta aspects of Slay the Princess too, which is neat! The whole “want to end the world” convo, Spectre just wanting to go home, reality being what is in front of us vs. static truth/objectivity, whether destruction being one thing leading into another vs. the same thing reborn, glass on the floor, and the narrator being like Spectre as a memory of a person…I dont have much to say here currently–still need to ponder, itd be a whole other conversation, Im a bit tired, lol–but its tons of food for thought that I enjoy! Yay, Spectre!
3. Prisoner
Fun fact: this is a rewriting of the extreme word vomit that was me lamenting over how I was kind of confused about the Prisoner but chose her for the sake of a 5th (note the placing change) and then discovering the absolute genius she is!!! Basically, my only exposure to the Prisoner I had was Manly’s recent playthrough, which contained (what Ill call) the Chained Together variation and didnt even have her “thoughts on this vessel?” section due to the game going into the final sequence immediately after. The Prisoner’s section in that final sequence befuddled me because I couldnt connect much other than a theme of “inevitable change,” and even when I dug up the Prisoner’s “thoughts on this vessel?” elsewhere, I couldnt put it all together…until I watched (what Ill call) the Head Trophy variation in the middle of my initial writeup.
Regarding what I enjoyed prior to recognizing genius, I really enjoyed how the Prisoner conducted herself–her curtness and resignation was very unique. Her form was created as a result of the player cutting off her arm, instilling a matter of fact-ness to her that allows her to slit the player’s throat later (got this from the Wiki, Manly didnt show this part). Upon waking up once again chained and chained even more, I interpreted the cleverness aspect from the Prisoner’s “thoughts on this vessel?” section as being able to come to terms with her situation, play along, and bid her time in hopes that her patience (that she emphasizes) would eventually reward her. After all, the Prisoner was willing to pretend she and the player met for the first time until the player prompts otherwise, even saying they dropped “playing the game”--very meta of her! Thus, I interpreted the Prisoner as the princess completely embodying/accepting her role in the game; she couldnt leave when she defied her role last time, so she was fine continuing to wait this time. As a character who realized they were a character and systematically changed their behavior to attempt a new avenue of escape, I thought that was the extent of the Prisoner’s cleverness and was satisfied…enough.
AND I WAS WRONG. DELIGHTFULLY WRONG. I assumed the Prisoner was completely fine with her potentially only means of escape becoming not one, since she didnt seem upset or disappointed. Which was frankly incorrect, as her rude curtness is a result of her being miffed with you. Why? Because her cleverness actually alludes to the fact she had a plan for escape the entire time, and you utterly fucked it up! Which, tbf, she shouldve shown more reaction than curiosity to dissuade the player, but I digress- During the Head Trophy variation, you realize that the Prisoner had a plan this entire time to deceive the Narrator and she succeeds so well because she also got me and got the player. How often do I get got? It was amazing! From the stare as the Prisoner takes the knife away from the player, to the smile before That All Happens, to the wink as it occurs and after, it may speak to an underestimation thats set up due to the Prisoner’s appearance and behavior, but reflecting on all the signs that She Planned This dismantles that perception and reaffirms that the Prisoner is a person with depth beyond what you expect from her and those in her role. As I viewed the Prisoner as a caricature of the princess’s role in the first place (the whole point is that the Prisoner is exactly like the princess in appearance except the chained/locked up aspect is exaggerated), this route is so striking for me with its interrogation of victimhood, how victims are treated/viewed, and how that may be unintentionally stripped of their personhood and reduced (into a caricature of solely “a victim”). The Prisoner puts it quite nicely when the player attacks and she “suddenly” has a ton of fight in her, stating, “Im not a damsel to be helplessly murdered!” …Im not sure if I put it into words the best, but I hope this is understandable. To top off the topic of Prisoner’s cleverness, its a neat detail (I dont know if this is intentional) that the Prisoner does the opposite of what her prior princess form did: the player cut her arm to free her last time, she cut herself out this time and the player “died” the last time, she “died” this time. Beyond recognizing there was a Narrator beyond them she should fool, the Prisoner also reasoned that since having the player kill her is likely not favorable, dying by her own hand might just be fine! The Head Trophy variation is just more poignant when you note that her “thoughts on this vessel?” section talks about how the Prisoner protected herself when others could not but for her plan to work, she has to put complete faith in another.
As 1000% better the Head Trophy variation is in the Prisoner’s route, I do have a soft spot for the Chained Together variation since, from both the Prisoner and the Narrator’s perspective, it must be a hilarious emotional rollercoaster. The Prisoner’s plan failed and shes now stuck with the loser who made it so…for potentially forever! The Narrator probably oscillates between an uneasy concession that while both gods are not dead, they are locked up forever and an utter dread that things may fall apart at any time and thus, the world is practically doomed with no way to change that. The Prisoner doesnt have to decapitate herself, which makes her freedom extra cathartic in the relief she likely felt and didnt expect…and also extra sad in how she found it was nothing but cold and is quickly taken away. Theres also something to be said about how the player joins the princess in her perspective by chaining himself up and that they both inform each other’s perspective, leading to their escape together: (1) since the princess isnt starving to death, the player also doesnt, which is a surprise to the Voices and (2) the player showing up again signaled that change is indeed possible to the princess, perhaps causing the ability for the world to erode around them. Maybe the latter is the Voices informing the player, causing the change…? But I like to think its the initial thought since the cabin could and shouldve have eroded prior to the player’s arrival, assuming the Prisoner understands the concept of erosion…which, I assume she does- Anyways, the route is as emotional as it is kind of wacky, which is up my alley!
4. Witch
This princess is the one I enjoy the most aesthetically. Im a sucker for both witches and cats, what can I say? The allusion to the fable The Scorpion and the Frog really tickles me, and ultimately, whatever decisions made in this chapter are some form of hilarious. Whether we’re both dying on the floor with broken backs or handing a blade to someone who immediately stabs you, its great. I do enjoy the progression into the Thorn chapter, especially with the immediate regret from the Witch and the following reconciliation in Thorn’s chapter, but Thorn is not as funny and aesthetically pleasing as Witch princess for me, which is why she is not here, haha.
Her “Thoughts on this vessel?” section adds a lot of depth to her, since the way the Witch presents herself is very superficial and guarded. Particularly the statement about the Witch making for a “righteous” heart, in combination with her ability to just slip out of her chains. She couldve freed herself at any time, but chose to stay and confront you. Which I feel speaks to the bitterness aspect, as the Witch feels its only “right” to pursue an answer to her pain–whether it be the player’s penance or punishment. The game’s thoughts on bitterness are made even more poignant when you realize the Witch’s ends are either death (hers and/or yours) or a transformation into another state.
5. Tower
This route is just incredibly cool in how she takes over the narrator and the little divergences of the narration’s phrasing to be in her perspective in the voiceover. The progression into that route was amusing for me to think about because I think the shift of perspective that transforms the princess boils down to either “the princess had the might of a god to have defeated you,” “your sudden stop during the fight was a blessing from god to the princess,” and/or “your sudden stop was because your recognized the value of the princess’s life as larger than your own (‘larger than life,’ referring to her bigger form as the Tower and godhood itself).” The Tower calling you disappointing is funny, but what also sticks out is how she said she wanted company before turning into the Tower. Even as the Tower with the ability to just free herself, she chose to wait for you because thats what she wanted, and I think that plays on the relational idea of “What is a god without a believer?” since she’s willing to have the player as a priest or pet, lol.
How this route differs from the Adversary route is interesting, as the Tower is indeed also an overwhelming presence whose decisions matter more than yours not because her single minded relentless pursuit of it but because of the power to overwrite yours. Its a twist on the player’s and princess’s roles until now, but instead of making them equal like in the Adversary, the roles were reversed on who decides and who is forcefully changed as a result of that decision. Of course, you cant take the ability to choose from us, as a player completely, but its about the best you can do, I imagine. And not to mention the “defiling” aspect when you slay the Tower, dragging her down from godhood to an equal (humanity?) or perhaps her original state of someone who responds to your decision as usual… I think this route connects deeply to the meta aspect of Slay the Princess, since this state is where the princess is closest to the “concept of change” and the concept of their true self as a god. It makes the “thoughts on this vessel?” section very poignant because change in itself is indeed a constantly dominant, terrifying, and arguably divine force in its inevitability.
Honorable Mention to...the Damsel!
I really like the deconstruction of her concept, but that also means I feel that liking her is completely counterintuitive to that very deconstruction, lol. Her route is very straightforward in what it does, but it kind of has to be. Meaning it does what it set out to do very well.
This took a bit and is so much more than you asked for, so thank you for your patience and acceptance. Im just bonkers and bananas, so if I have it partially done, I might as well go all the way instead of going in depth on only one, lol. It was a fun exercise in pondering deeper about the princesses and dipping my toes in the ~meta~, but I will also readily say that Im not at all nearly deep enough into Slay the Princess as a whole to be confident on my takes, so this may have just been a session of Talking Out Of My Booty. Nonetheless, I hope this was enjoyable and thank you for prompting me to think about it! The order of the princesses changed throughout this answer, and it may be fun to guess what order they were written in, lol. Id love to hear about your fave/faves if youre interested in sharing as well~! And please, have a lovely day too!!! c:
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markrosewater · 19 days
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First, I want to say I really like Thunder Junction more than I thought I would. It could end up being my favorite set this year. Great job to you and the team! Second, back in AFR, the commander precons had a humanoid adventurer face commander and a monster alt commander. I thought that was really cool because I'm a big fan of monsters and weird creatures and love building decks with them as the commander. Magic has some really great monsterous creature types that are underrepresented as legendary creatures. I don't know if I'm alone in this, but I'd love for one humanoid and one beast/monster commander to be the norm for precon design. The Grand Larceny, Desert Bloon, and Quick Draw precons are great examples of this. Having Yuma, Gonti, and Stella Lee as the humanoid face commanders and Kirri Talented Sprout, Felix Five Boots, and Eris Roar of the Storm as the more monstrous alt commanders.
I bring this up because I was really hoping for something a little more monsterous for the Most Wanted precon alt commander. Like a Skeleton or Nightmare or Horror or Minotaur, or Bird. Something along those lines would be really interesting with one of the outlaw creature types. Instead, we got a Dwarf. Vihaan Goldwaker is a great card, don't get me wrong. I just wish that every precon could have alt commanders that are a little more "out there" in terms of creature type usage instead of another human or dwarf or elf, etc. What are your thoughts on this?
My thoughts are there's some one out there who loves Dwarves who's super happy because we made a Dwarf card for them. I hear you that you'd like more non-humanoid legendary creatures, and that is something we're dedicated to doing, as evidenced by the decks you did enjoy, but there's a lot of player desires to meet, which means we need to spread the love a bit.
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