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#secrets of blood rpg
madeofstardxst · 3 months
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BÖTTICHER'S:
f a m i l i a
a n t e
o m n i a.
@secretsofbloodrpg
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secretsofbloodrpg · 1 month
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¡Secrets of Blood está de aniversario!
Cumplimos un año en activo y por ello queremos agradecer a todos los miembros de nuestra comunidad por habernos acompañado durante todo este tiempo. Sin vosotros, vuestros personajes y sus maravillosas historias, no hubiera sido posible llegar hasta aquí. Gracias de corazón y esperamos que el foro siga siendo vuestra casa por mucho tiempo más.
¡Que la magia esté siempre de vuestro lado!
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ilyriamgirl · 10 months
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But we were something don't you think so? Roaring 20s, tossing pennies in the pool And if my wishes came true It would've been you.
@gypsy-rpg
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dreamtoxicatcher · 5 months
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Take me to church I'll worship like a dog at the shrine of your lies I'll tell you my sins and you can sharpen your knife Offer me that deathless death Good God, let me give you my life
Andromeda C. Voigt X Evan Knox
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artbydungeon · 1 year
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Happy Calibration @novafigura! I hope I've done your Oroonoko justice! I really liked her vibes.
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beaconhillshqpromos · 7 months
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MYSTIC FALLS HAS FALLEN
The end of an era - the beloved town of Mystic Falls is no longer.
It is the year of 2018. unknown to most, hope mikaelson caused a rife between supernatural beings in the future and in the present that burnt mystic falls to to the ground, leaving the town inhabitable after a fire that took many lives, and consumed the beloved memories of locals.
No one is safe. With the fire and hope’s attempted to correct what she did, she made a vital error - casting a spell of which brought many loved ones, or not so loved ones, back from the dead.
Beware, you do not know who is hiding behind the next corner.
BeaconhillsHQ is based from Season 8 (final season) of TVD and the final season of Teen Wolf. Other series are welcome including The Secret Circle, Supernatural, and True Blood.
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rainystarters · 2 months
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๋࣭ ⭑𓆩✧𓆪🗡ྀ࿔ 〖 stories and songs . . . 〗 a collection of sentence starters inspired by various codex entries from the dragon age rpg series. some prompts usfw. adjust details as necessary.
the wind that stirs their shallow graves carries their song.
heed our words, hear our cry.
oh, fair damsel of the garden!
surely your work is far too vital to be interrupted by one like me.
i was a fool to pluck that flower.
you are not a man known for your honor.
you allowed me to live once, and so now i do the same for you.
i am humbled by your words.
but some things cannot be repent.
there is something in here with us.
death is certain, either way.
you have been my rock and my shield.
strike true, do not waver. and let not your prey suffer.
as the sapling bends, so must you.
you are lost, and soon you will fade.
go forth and claim the empty throne of heaven.
you have brought doom upon the world.
magic exists to serve man, and never to rule over him.
they shall find no rest in this world or beyond.
there is but one truth.
all things in this world are finite.
each night in dreams you may always remember me.
the light shall lead you safely.
i am but your faithful servant.
if blood must be shed and used, so be it.
step away from this folly, before it consumes us all.
i long to dance with you beneath the moonlight.
do not despair. for it is not you, it is of me.
my most heartfelt apologies for the ripped bodice.
such depravity i have never been forced to suffer!
let them hunt, and dread finding me.
truth will hold you for that is what truth does.
i shouldn't have doubted your resolve.
please accept my humble apologies.
in truth, it is i who has been most vulnerable.
the seals are already weakening.
it must be protected at all costs.
of unknown metal and magic keen, a finer blade there's never been.
any army is only as good as its equipment.
blessed by the vine in spring, i shall not fear the winter's sting.
only fools ignore the history of the ground they walk and the people they meet.
i could use an extra pair of eyes to keep watch at night.
i hope they found peace.
blessed are they who stand before the corrupt and the wicked and do not falter.
in blood, my will is written.
we are forever in your graces.
the oath you have taken is all but broken.
can you be forgiven when the cold grave has come?
once we raised up our chalice in victory.
why change the past when you can own this day?
the wolves are our allies.
always keep an eye out for the noble owl.
nothing burns like the first cup.
gallows master, hold they hand. hold it back awhile.
look away, look into the sun.
you know we all are dying.
alas, i cannot stay.
we'll beat down the bastard, and then we'll get plastered!
what of the old secrets the burn in our hearts?
now we pray for a dawn that will never arrive.
but it is our blood he seeks.
you will realize the smiles are false, and behind them lies revenge.
for all your fancy intrigue, you have spent your life creating nothing of worth.
it moves on without you, uncaring.
who could bear the weight of a people destroyed by his hand?
what was your vision of our purpose?
so buy the lads a round.
i'm ashore for the night and seeking company.
i'd still rather die.
why be what i am when i can be more?
have you threatened to cut out anyone's tongue today?
for have i not grown in skill and measure?
binding a demon of higher power is dangerous...
let it be my choice to have served and died.
i'm not staying to watch you die like a fool.
the undead you have been fighting are people i killed with my own hands.
here is my soul, trapped in a cage of bone.
turn around, face the shadows. don't blink.
just going to lie here for a while.
chopping off their heads should do the trick.
i am empty, filled with nothing.
arrogance becomes our end.
i'm here to die. but i won't go quietly.
i don't want to die like this.
cry for the past; only there does glory dwell.
so the forest grows, a reflection of our might.
mourn the past and all that was left there.
mastery of the self is mastery of the world.
suffering is choice and we can refuse it.
pride disguises itself in its surety.
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p00dle · 4 months
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essential occult mods.
I am a vanilla-ish & maxis match player. I usually put very few mods in my game... I only download occult stuff when I intend to play with an occult sim, otherwise it is out of my folder. As someone who is very minimal with mods, I made my very own masterlist with essentials for occult gameplay. Feel free to download, save, reblog if you like it.
Vampires
Age Traits / Self Preservation Blood Party Event / Vampire Tweaks (1) Vampires can Kill / No Weakness Vampire Powers / No Cold Breath Vampire Slayer / Immersive Vampires Vampire Food Set / More Drinks Plasma Packs / Red Plasma Override Vampiric Children / Deadly Duels Vampires Can Drink from Vampires Eternal Night in Forgotten Hollow
Spellcasters
Kuttoe / Spellcaster Lot Trait / Ars Goetia Better Familiars / Climatio / Classic RPG Spells Expanded Spells / Craft Wands & Brooms / Witchy Brew Improved Practical Spells / Functional Spellbook Cauldron Herbalism / Alchemy Overhaul RoM Tweaks / Immortality Potion / Vampire Potions Master Magic / Deadly Duels / Black Magic Blocked Access to Magic World / Initiation Rework
Mermaids
Expanded Mermaids / Mermaid Aspirations / Merfolk Lot Trait Sirens / Deadly Sirens / Kiss of Life / Fertility / Eat Fish
Aliens, Ghosts & Plantsims
Alien Zone Lot Trait / UFO Hotspot Lot Trait Better Ghosts / Stay White / Hidden Fruit
Werewolves
Expanded Werewolves / Werewolves Can Kill Less Furious / Feral Containment Unit Werewolves Tweaks / Waffle Tweaks / Fated Mate Be Less Obvious / Moonwood Collective Tweak Ortelassa Skin / Alpha Wolf / Feet
Others
Secret Occults / Occult: Lore & Order Unicorn Mod / Fairies vs Witches Occult Recipes / Occult Milestones / Glowy Trees Medieval & Fantasy Masterlist
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Every time I see the art of Sans that's uncomfortably realistic to how he'd look in-game, my world trembles.
Like, I'm so used to the fandom making him just this cute little guy, you know? Just a cute little guy with a few nihilistic issues and pranks glore.
And then you find art that destroys your perception of Sans just being a cute little guy because no, a mofo skeleton that doesn't stop smiling and somehow winks without any muscles and threatens to kill you only to offset it with a joke is not whimsical, it'd be fucking uncomfortable to any normal child who's, at most, maybe twelve or thirteen.
And I don't mean how some of the fanart portrays Sans in the genocide route; covered in blood, glowing eye ablaze, ready to put some kid in the dirt, or even during the dinner date in the Pacifist route when he threatens to kill Frisk where they stand with his eyes all blacked out. But rather, as just an unsettling character when he's just STANDING there; an uncanny person (if you can even call him that) with too many secrets to fully trust and too many pranks to take him seriously, quirky theme song be damned. He doesn't even have to do anything for the vibe to be off, for you to be uneasy.
It's hard, but fairly common, to make Sans of all people threatening with all of his unexplained powers and knowledge, or to make him seem scary at the cost of him not seeming like Sans (cough cough, Horror tale), but I feel like it takes just as much effort (if not a little more) to make him uncanny without relying on horror or the intensity of the genocide route, but rather keeping up that quirky upbeat persona that he has and still having his design by default make someone uneasy. Not afraid necessarily, but something you'd put an eyebrow up for questioning before you shrug off the weirdness and move on.
I'm honestly in such a dilemma rn because while I like the depiction of Sans just being some cute little skeleton guy who may or may not be canonically two feet tall and just so HAPPENS to have crazy scientific knowledge on random shit while also knowing how to cheat the RPG system Undertale is built around, him being intimidating not because he's trying to be, but because he's naturally uncanny rules too, so I can't decide.
Maybe he's just a weird middle-ground somewhere. I'm still looking for more art that portrays him as both and not either or though, like, yeah, he's this short little skeleton guy who doesn't take life seriously, but also is a freaking weirdo just because he can be.
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anim-ttrpgs · 4 days
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Wait does Eureka have its own established lore for how different supernatural creatures work?
Yes, it does!
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(I’m going to preface this post by saying that just about everything I’m talking about here, and more, is available FOR FREE for you to read in the free pre-release version of the Eureka: Investigative Urban Fantasy rulebook that you can download from our website. Go to Chapter 8 to start reading about the supernatural lore. The rulebook itself will do a lot better job of explaining all this than I will, because it has the exact details of how each one works, and I’m just hitting the highlights and going over what those details mean.)
Eureka: Investigative Urban Fantasy is a game about very human and believable investigators digging into dangerous (often supernatural) mysteries way over their heads, and sometimes those very human and believable investigators will be supernatural creatures themselves.
These supernatural creatures are every bit as human and “normal” as their mundane investigators counterparts, they have jobs, friends, families, hobbies, etc. They live among mundane society, not outside of it.
Most modern fantasy settings have some kind of separation between normal society and magical society, like you see in Harry Potter where there is normal society, and then a separate, secret magical society hidden away from it, or Vampire: The Masquerade, where vampires all have an agreement to keep themselves a secret from normal society despite acting within it.
In Eureka’s world, there is no “masquerade,” but that doesn’t mean that magic and monsters are well-known and well-documented phenomenons. Supernatural creatures such as vampires, wolfmen, etc. are exceptionally rare. Don’t take this as an exact number, but you can probably assume there’s about one of these per every 3.3 million normal people.
This rarity, as well as the fact that each individual has little to gain and everything to lose by revealing themselves (try “coming out” as a person who regularly assaults people and drains their blood), has led to them going largely undocumented in the modern day. Sure, this is the digital age, there are videos, but viral videos are not exactly scientific evidence. For every real vampire caught on camera, there are a thousand hoaxes and horror short films.
There is no secret vampire government controlling things from the shadows—most vampires don’t even know any other vampires, let alone enough to form a secret society with any effect on national politics.
As for how they work, well, that’s one of my favorite parts to talk about.
There are five playable monster types in Eureka (The Vampire, The Wolfman, The Fairy, The Witch, and The Thing From Beyond) plus two extras that are Kickstarter stretch goals (The Dullahan and The Gorgon), but in the interest of time, I’m only going to really go into detail with one of them.
Most playable monster types in Eureka are very, very old-school, with an emphasis on actual historical folklore over just making up all our own lore. That doesn’t mean Eureka doesn’t have a unique approach to the supernatural, though. Little of it is “new,” but it is certainly unique, because to my knowledge no other RPG has ever taken the old stuff this far before. A PC being a monster in Eureka isn’t just a few +1s here and there and maybe a little extra damage from silver weapons, it means playing by an entirely different set of rules from fellow investigators.
The vampires and vampire lore you see in movies are not folkloric vampires, they are mostly a 20th and 21st century pop-culture creation. Eureka’s vampire abilities, weaknesses, and other traits are based on pre-1900 vampire legends, with older traits usually taking precedent over newer ones. Thus, a lot of assumptions you might have about vampires going in could end up being very wrong. For instance, in movies, vampires instantly die when exposed to sunlight, but the first ever instance of a vampire in a story being killed by sunlight was in the 1922 film Nosferatu. In Eureka, sunlight is still awful for vampires, it strips them of their vampiric powers, but it doesn’t do any real damage to them. Sunlight is an issue vampires have to deal with, but it is far from instant death. That doesn’t mean being a vampire is inherently easy though, because in addition to having all the powers that folkloric vampires have (which is a TON), they also have all the weaknesses, and it is the emphasis on weaknesses that really makes the moment-to-moment playing of a monster PC in Eureka the most interesting. A few of my favorites for vampires are the refusal to enter homes without a direct invitation, and the compulsion to count large numbers of small objects. I think most vampire media these days considers these to be “silly” weaknesses and don’t want to acknowledge them in the lore of their “serious” scary horror vampires, but honestly I think that the “sillier” vampire stuff can still be used to great effect in horror. Imagine knowing that the only reason a vicious killer at your door hasn’t stormed in to rip your throat out is because they’re being polite.
A vampiric investigator will need to work around these weaknesses, and more, in their daily life, all while being sure not to reveal their true nature to their more mortal friends. It’s something that really changes how a character behaves and goes about problem-solving.
For instance, the rest of the party may be able to break into a house no-problem, but the vampire cannot. They need a invitation. That’s a problem. That’s a puzzle. It makes me excited just thinking about it.
This was originally going to be a much longer post where I went into more of the themes of monsters in Eureka, but I have decided that that would be most cohesive as its own post, an upcoming essay titled "How Eureka Handles Disability." So stay tuned for that.
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Eureka: Investigative Urban Fantasy is kickstarting from right now until May 10th! Back it while you still can!
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If you want to try before you buy, you can download a free demo of the prerelease version from our website or our itch.io page!
If you’re interested in a more updated and improved version of Eureka: Investigative Urban Fantasy than the free demo you got from our website, subscribe to our Patreon where we frequently roll our new updates for the prerelease version!
You can also support us on Ko-fi, or by checking out our merchandise!
Join our TTRPG Book Club At the time of writng this, Eureka: Investigative Urban Fantasy is the current game being played in the book club, and anyone who wants to participate in discussion, but can’t afford to make a contribution, will be given the most updated prerelease version for free! Plus it’s just a great place to discuss and play new TTRPGs you might not be able to otherwise!
We hope to see you there, and that you will help our dreams come true and launch our careers as indie TTRPG developers with a bang by getting us to our base goal and blowing those stretch goals out of the water, and fight back against WotC's monopoly on the entire hobby. Wish us luck.
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madeofstardxst · 7 months
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A loaded god complex
cock it and pull it.
@secretsofbloodrpg
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secretsofbloodrpg · 7 months
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ilyriamgirl · 7 months
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Filled it up with Novocaine and now I'm just numb Don't mind me, I'm just a son of a gun So don't stop, don't stop 'till your heart goes numb I d o n ' t f e e l a t h i n g.
Christoph K. Waltz
@secretsofbloodrpg
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dreamtoxicatcher · 6 months
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"Nobody smart plays fair"
Winter Dankworth - Claire Holt
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Hi! This request was easier to search for, so I see you’ve recommended Hearts of Wulin and Ten Thousand Days for the Sword. Do you have any other wuxia or xianxia game recs?
Have a good day!
THEME: Wuxia Games.
Hello friend, I'm certainly not an expert, but after reaching out to some more knowledgeable folks, I think I have a few!
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Jiangshi: Blood in the Banquet Hall, by Wet Ink Games.
This is a collaborative, storytelling RPG about a Chinese family making their living by running a restaurant in one of America’s Chinatowns, circa 1920. Despite societal backlash and anti-Chinese laws, they have turned a profit and their quality of life has recently improved.
Night, however, brings a new terror.
Players take on the roles of members of the Chinese family (mostly from Guangdong province), spanning three generations, who face threats of jiangshi (hopping vampires) at night and racism by day. It has players balancing the responsibility of maintaining their family business with protecting themselves and their community from the dreaded Jiangshi. This is primarily a game about storytelling. Combat is limited, but horror, drama and sometimes comedy are the primary vehicles for driving the game forward.
This game draws quite a bit from boardgaming elements, so I think this one is best played around a physical table, especially since it requires a custom deck of cards. You’ll use these cards to represent the demands of running a restaurant in the day, as well as fighting of a vampire at night. This game is probably on the borders of what I think is considered wuxia, but if you have a horror lover in your group, this might be worth checking out.
Exalted, by Onyx Path Games.
This is the tale of a forgotten age before the seas were bent, when the world was flat and floated atop a sea of chaos. This is the tale of a decadent empire raised up on the bones of the fallen Golden Age, whose splendor it faintly echoed but could not match. This is a tale of primal frontiers, of the restless dead, of jeweled cities ruled openly by spirits in defiance of Heaven’s law. This is a tale of glorious heroes blessed by the gods, and of their passions and the wars they waged in the final era of legends.
Exalted has a number of different sources, only one of which feels close to wuxia, but the stories are certainly expected to give you long, sweeping epics and larger-than-life characters. There are many different kinds of Exalted, including Solars, Lunars, and Dragon-Blooded. Since I’m not a wuxia connoisseur myself, I’m not entirely sure how close Exalted comes to hitting the mark - I’m mostly recommending it because it came up connected to some other wuxia fantasy games when I was doing some searching.
Jiang Hu, by wum1ng.
Jiang Hu is a role-playing game for the wuxia genre. Drawing inspiration from wuxia novels written by luminaries such as Jin Yong and Gu Long, the Feng Yun comics from Ma Rong Chen and the multitude of wuxia movies and television series, this game brings the world of dashing swordsmen, warrior monks, brawling beggars and high-flying stunts to your tabletop. 
Players take on the role of Martial Artists fighting against various threats to the lands of Jiang Hu, ranging from evil sect leaders who have mastered forbidden secret martial arts techniques to megalomaniacs seeking to take over the Imperial Throne by force and the blood of countless innocents.
The Worlds Without Number series by Kevin Crawford has its praises sung by many people, especially folks in the OSR scene, and that is the bones that this game is built on. Your character is built from quite a list of skills, which are differentiated between Combat and Non-Combat. You also have a number of secondary attributes, for things such as Armour Class, Evasion, and Luck, as well as a dedicated space on your character sheet for weapons and martial arts. Expect combat to to take up a bulk of your time!
When you roll for your character background, you also get a significant life event that is expected to shape your character’s past, such as having a loved one murdered, or falling into serious debt. Out of all of the games listed here, I think this game is the closest to D&D, what with the “packages” of skills, items and abilities attached to each background.
The Oath, by brushmen.
"We seek not to be born on the same day, but hope to die on the same day." And with such an oath, Yong, Li, and Ming swore loyalty to each other.
When earthly desires tempt them, and devotions threaten to tear them apart, with or without a hand from uncaring fate…
will their oath endure?
The Oath is a collaborative storytelling game for one Game Moderator and three players.
This is meant to be a one-shot, which borrows the Entanglements system from Hearts of Wulin and the character Keys and Tags from Lady Blackbird. Since this game comes with characters already pre-written, it would probably be very good for groups who have very little time, or who want an easy on-ramp to games or the wuxia genre. I like the fact that the Keys give you prompts and directions for your character’s behaviour; it’s strong statement on how the author interprets the genre, but it still gives you, the player, a choice on what elements of your character will be emphasized, and what elements will take up the background.
brushmen also has another wuxia Lady Blackbird hack called The Escort, about recovering from a violent robbery, this one for four players and one GM.
Four Swords, by ehronlime.
This is a tabletop roleplaying game about being young heroes in a wuxia story, made for the #AsianMartialArtsJam.
You start with your First Sword, which you use to challenge other heroes and villains and strive for mastery.
You will then gain three more Swords: the Second a sword of great pride and regret, the Third a sword of mastery and expression, and the Fourth a sword which is no sword.
You will also struggle between the obligations put upon your by others and what you truly desire from the life of a wandering hero.
Four Swords really zeroes in on the combat mastery part of wuxia fantasy. Your characters will grow into mastery, and battle with rigid codes and rules that structure the world you live in. The game is very descriptive, leaving you with only 4 abilities that are meant to broadly encompass what you are able to do. The game encourages characters to interfere with each-other using a mechanic called Vows, and levelling up gives you access to different techniques, which reinforce the competence of your characters as well as the rigid guidelines by which they might improve.
This game was made for the Asian Martial Arts by Asian Creators Game Jam, so you might find some more wuxi-themed games there!
Blades of the Immortals, by Jagganoth.
Blades of the Immortals is a tabletop roleplaying game inspired by xiānxiá. It uses the Forged in the Dark rules engine developed by John Harper, as seen in games like Blades in the Dark and Beam Saber.
In Blades of the Immortals, you will take on the roles of cultivators, striving for your own ambitions, for the glory of your sect, and for the ultimate prize —  immortality. You'll viciously struggle for scarce resources, compete for the patronage of powerful and influential teachers, gather allies to your banner, and scheme against your enemies. Your cultivators will wield mystical treasures and supernatural spell-arts, mastering the very laws of the cosmos as their weapons, as they become entangled in centuries-long vendettas between deathless wizard-kings.
This game is solidly focused on supernatural abilities and grand increases in strength. You choose from one of 9 different playbooks, and collaboratively create a faction that binds you all together. The sources listed as inspirations for this game include (but are not limited to) Grandmaster of Demonic Cultivation, Forge of Destiny, Aspiring to the Immortal Path, and Journey to the West.
Compared to other Blades hacks, this game reduces the standard number of action ratings, ties character growth to a change in your character’s beliefs, and separates your gear from your playbook. Characters can also level up through Realms, which increases your effectiveness and upgrades your inventory.
Mist-Robed Gate, by Shreyas & Elizabeth Sampat.
There are some things that we value more than life.
There are things we're willing to scheme and cry and fight and die for.
That's what wuxia cinema is about— fighting and dying for the things we care about. That's what Mist-Robed Gate is about.
Mist-Robed Gate comes with a full list of movie recommendations, but includes Crouching Tiger, Hidden Dragon and House of Flying Daggers as key influences. I really like the fact that a key mechanic of this game includes stabbing your character sheet with a knife.
Players create factions first, and then take turns creating characters that represent those factions, with elements that represent the hero’s distinctive personality and style. Players also create the different locations that will serve as the stage for your scenes. Play happens over a series of scenes, as their characters push and pull against each-other, sometimes even making terrible demands (which is where the Knife comes in). If you want a game that has a lot of politics in the terms of actions having large ramifications over big groups of people, and if you want a game that is extremely dramatic, you might want to check out Mist-Robed Gate.
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weirdmageddon · 7 months
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aspects and platonic realism in homestuck
ruh roh im stoned again time to get uber philosophical more than i already am at baseline. i was thinking about this video again and man. i dont think people consider the aspects enough in terms of the fact that they are fundamental building blocks of the homestuck reality in the way that periodic elements and physics are to us. or even closer to what classical elements were to ancient greeks (hero of fire / hero of water / hero of aether). we see aspects not directly. we see objects directly but these objects are created from the influence of aspects.
some tangible things are closer to the “essence” of what falls into an aspect’s domain to define it. like a gust of wind or a breeze is a physical analogy for the aspect of breath. in homestuck’s reality, how breath manifests itself in a metanarrative sense is representing a functional plot-driven story. john’s liking for fast-paced action movies and worldbuilding with very little emphasis on relationships and characters. the beginning of homestuck in itself embodies much of the breath aspect in a narrative sense. the trolls are influenced by the blood aspect since their plot is moved by relationships, dramas, interpersonal dynamics rather than a primarily detached functional-driven plot like acts 1-4. from a metanarrative take, along with blood, breath represents how the author intends to tell or convey the story, if they choose elements that emphasize the detached (breath) or elements emphasizing connection (blood). the perpendicular axis to breath-blood is space-time, which metanarratively represents the setting and the events in the story. but these metanarrative manifestations of the aspects are just another imperfect angle to view their platonic essence in. each aspect dichotomy is like a different lens of thinking about reality through.
media tends to have some aspect dichotomy focus it thematically revolves around above all else. of course every media contains elements of all aspects. for example every narrative must have setting and events, which is why space and time are absolutely necessary.
the legend of zelda: breath of the wild and tears of the kingdom pull a lot of themes from the breath/blood dichotomy overall, and secondarily space and time. botw has story, gameplay, and themes drawing heavily from breath and space. totk in contrast has story, gameplay, and themes drawing heavily from blood and time.
gravity falls focuses heavily through the light/void dichotomy lens. with plot points all focusing heavily around knowledge and secrets, relevance and irrelevance. shining a light in a dark space, symbolism, clarity, and meaninglessness, confusion, obscuring truth (bill, society of the blind eye). even though all aspect dichotomies show up in all media recursively at metaphysical levels, breath and blood aren’t as dominant overall in gravity falls as it is for the latter i mentioned
“in the furthest ring, platonic forms are real. they are the base classes that paradox space builds reality out of. whereas modern physics breaks down reality into the physically irreducible, homestuck breaks down reality into what rose calls the “notionally irreducible”. and just as fundamental particles are to the periodic table of elements, aspects are to this system’s irreducible forms. the 12 aspects are the building blocks of thought, and where we, in our universe, might make a distinction between thought and reality, paradox space doesn’t seem very concerned. as we’ll see, homestuck wants us to convince us that our thoughts create the world around us, and the aspect system is just another way to work towards that goal.
in a traditional rpg, classes are about specialization and tools at your disposal. in zelda games, titles/classes such as “hero of time” or “hero of wind” is less as a specialization but more of a prophecy. it has no bearing on any quality of the game’s mechanics but instead is being used as a tool for the narrative. and it works; there’s a reason that cryptic prophecies are so widely used in storytelling. they foreshadow the rest of the story without giving it away and they give the reader/viewer/player a framework from which they can continuously place the story and its unfolding into perspective. in a zelda game, it’s even more effective because it is framing the player’s own actions making them feel like they’re a part of something bigger than themselves. in addition, it can be interpreted by the player as a challenge to them personally so that, in overcoming the challenge presented to them, they feel a sense of personal satisfaction at living up to the role. it’s one of many, many qualities that make zelda games feel epic and timeless.
homestuck, being a traditional narrative which involves a multiplayer game is able to take the best qualities of both the class system in an rpg and the titles of a zelda game and use those to create the class and aspect system.
characters playing the game are seemingly assigned a title just like in zelda. in fact, they sound identical to zelda. one might find themselves refered to as the “hero of doom” or a “hero of void”. like a zelda game, these describe the tools that the players will use to live up to their prophecized roles, except the tools in this sense are aspects.”
(Aspects and Platonic Realism in Homestuck)
that is, the tools in this sense are the fundamental building blocks of reality.
when a player is assigned an aspect, one even as abstract as “rage”, they are being assigned to be a servant of a fundamental property, force, or matter of reality. maid of rage (serving the platonic fundamental property of rage) would in our world be like, equivalent to a servant of electromagnetism. except with homestuck these are platonic forces
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