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#souls-like
lethalcontracts · 1 month
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Hello everyone!
Im super excited to finally post this project!!
@malzykins , @zika-the-certified-idiot and I got together to create a 3-way rotational collaboration.
The theme was Souls-likes!
The task was to each choose a lethal company entity and redesign it to fit into a souls-like game or the general style of such!
We all started off choosing and sketching out the concept, then passing it off to the next artist to line, and passing it off once again for color and rendering!
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Bracken:
Sketch- Zika
Lines - Malzy
Colors/Rendering - Myself
Eyeless Dog:
Sketch - Malzy
Lines - Myself
Colors/Rendering - Zika
Nutcracker:
Sketch - Myself
Lines - Zika
Colors/Rendering - Malzy
Hope you enjoy! We had a blast!
(This is the master post, each individual creature will be posted to their rightful designer!)
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milli-string · 1 month
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My bretherns! It is time to influence the P to your fellow homies and fam! Tis is the Spring Sale on STEAM!
MARCH 14TH TO 21ST
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Anyone on PC or steam deck GET YO BUTTS RIGHT NOW FOR LIES OF P! DLC IS COMING THIS YEAR, MERCHANDISE, COME JOINnnnnNnnnnnnnn...
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theresattrpgforthat · 10 months
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hello! im sure you already have a post for this, but im looking for any game that are similar to dnd but not, yknow? versatile and familiar, adaptable to different settings, preferably use polyhedral dice so my players dont get mad at me, etc
additionally and kind of separately, any that have a souls-game esque combat or weapons system, like diverse, upgradable, bonus points for magic.
i really appriciate the work youre doing on this blog, ttrpgs can be kind of daunting to get in to any stuff like this really helps :-)
THEME: Echoes of D&D
Hello friend, thank you very much! I love introducing people to the possibilities of this hobby. I have 3 recommendations for the first half of your request, and 2 for the second half.
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Backwater, by Backwards Tabletop.
Backwater is a tabletop roleplaying game in the genre of southern gothic horror, set in a post-apocalyptic New Orleans. This game explores social issues relating to fear, poverty, religion, and alienation in its southern U.S. setting. Prominent among the genre's themes is a conscious criticism of superficial values and regional or familial history, depicted through the region's decaying structures and aristocratic families. It contains the supernatural, though the true horrors are often humans themselves.
Backwater is set in a post-apocalyptic future with a tenuous social order, and it reimagines the genre as a reflection on issues in not only American history but also our present world. Players take on the role of wardens—roaming peace keepers in the American Lands—protecting order at civilization’s southern reach.
Pieces of Backwater are going to feel familiar if your touchstone is D&D. You’ll have characteristics like Athletics and Charisma, which have number values, similar to Ability Scores. You’ll pick an Archetype, which looks very similar to Character Class. However, parts of your character are bought using a point-buy system, which gives you more flexibility than D&D, and allows players to make choices that make the most sense for their characters, and levelling is pretty consistent, which means that you’ll feel the character growth as you play. Most of the game uses d20’s, but you’ll see d8’s, d6’s, and d4’s in your weapon damage.
Backwater itself is a game for gothic horror, so you’ll see a specific theme going on there, but the system itself has an SRD that you can use for other kinds of genre - such as Backroads, another game published by the same creators. Probably worth checking out!
Seeking Sunlight, by Irus the Nazgul.
A tabletop RPG about diving into the depths of an endless labyrinth in order to find light, and bring hope back to your village to keep it alive for just a few days more. Push back the boundaries of the dark, fight against the odds, and survive in a harsh world without natural lighting.
Seeking Sunlight carries a lot of the themes of souls-like games, and might carry a bit of the diversity you’re looking for when it looks to mechanics. There’s magic to be had in the forms of character classes like the Battle Witch and Pyromancer, and while the book comes with a list of armour and weapons, it also comes with instructions on how to create your own custom weapon, using listed properties in the book. I feel like the make-it-yourself weapon system lends to the kind of diversity you might be looking for.
Apart from dungeon delving, you’re also going to be building and protecting a settlement, the qualities of which are decided by the player group. There’s also mechanics for Dread and Stress - penalties your players will take to represent the horrors of the dungeon below. And even with all these moving pieces, this core rulebook is one-sixth the size of D&D, and is Pay What You Want. Definitely worth checking out.
Cursebrand Chronicles, by Promethium Books.
Ghestal, a world once ruled by beasts and magic unimaginable, now ruled by the most terrifying beast of all: man. In humanity’s greed and ambition, political turmoil turned to atomic fire. Nearly three decades have passed since the bombs fell and the old world with it. Now the remnants of civilization huddle behind massive walls in great super cities living in fear of fiends and horrors that stalk the land.
Only those who bear the Cursebrands, marks of corruption and damnation, are immune to the creeping death of the Miasma. They alone have the power to tread the wastelands and ruins of the old world in search of glory, wealth, ancient secrets, and perhaps the one treasure the world needs the most: Hope.
Cursebrand uses a familiar d20+stat system, which immediately makes me think of D&D, but the polyhedral dice appear to be used differently - you can get bonus dice for rolls that range from feeble (d4) to Mythic (d100). Character creation involves a combination of rolled ability scores and point-buy skills, which give players more control over the characters they want, while magic takes the form of Cursebrands, a mark of your immunity to the Miasma, an in-game threat that has warped and killed much of the world around them. These brands give you access to skill trees, which you will move along as you level up.
I think for many of these reasons Cursebrand might fit what you’re looking for - and if I read the website correctly, this game system is also present in Epic Age, a high fantasy game by the same designers.
The Carnation of Gotos, by mundosinfinitos.
"(…) Every man, animal and plant was petrified, turned into solid rock for eternity. Although, he bestowed the blessing of life in the flesh on every statue in the world. You are a sculpture that has come to life (…)"
For a small, 2-page game, The Carnation of Gotos packs a punch. It has a solid idea with a very specific tone and setting for your characters to play in. It uses d6’s only, but it draws from games like D&D, Castlevania, and games such as Dark Souls and Elden Ring. It’s also made by Benjamin Reyna, a TTRPG designer who loves working in the dark, hopeless tone of the games you might be looking for - I’d also recommend checking out his games Maze of the Spider and his Souls-like archive to see if there’s anything else that fits what you’re looking for.
Cortex Prime.
Cortex Prime is less of a ready-to-go ttrpg and more of an rpg toolkit. It is an in-depth instruction manual on how to make your own game, which can then be used to play out pretty much any genre or setting you’re looking for. The rules use any dice from d4’s to d12’s, usually rolling more than one kind for any given task, and assigning the dice to different results and the overall Effect.
The biggest con for this game is that you have to put in a lot of work before you can start playing, because you need to first learn the system, and then decide how you’re going to make it work for you. One of the pros however, is that the book is apparently very good at teaching you the game. If you want an example set-up for the game, Xine has an example setup that is more ready-to-use, called Cortex Lite, that you might want to check out. There’s also the Dungeon Newb’s Guide to Cortex Prime on Youtube, which is absolutely worth a watch if you want to get a primer on the system.
Games I've Recommended in the Past
In the Time of Monsters, by Possum Creek Games.
Savage Worlds, by Pinnacle Entertainment.
Fabula Ultima, by Need Games.
Tactical Games Post
Crunch and Structure Post
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solidusgrilo · 1 year
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Lucatiel of Mirrah doodles.
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millidank · 3 months
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So, there's a new game coming out that is also souls-like, but 2D. It is called "Vapor World: Over the Mind." It is still in demo (free on Steam, for now), but I recently picked it up because it reminded me of Lies of P, and I wanted some inspiration for school work. Oh boy, there are slight resemblance, but the world and atmosphere are absolutely different for sure. I. Love it!
The world seems to take place in a battle currently, and it looks slightly modern-ish? But, not at the same time. Steampunk vibes, for sure. Extremely industrial.
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I don't know the protagonist's name yet, but every time I see him in the game, he always looks concerned, worried, but headstrong in battle. I don't know, I like his expressions.
I haven't finished the demo yet, so I'll probably make a second post in the future.
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Anyway, I just wanted to post the images because I may or may not draw him in the future. Also, the art style is beautiful 😩
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noneoutofnone · 7 months
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Lies of P (2023) // First ImPressions
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Lies of P fully commits to Souls-Like in its entirety. It has really surprised me how much I like that. I'm now a couple of bosses in (at the Factory, not very far) and I think this is the most I've liked a non-From souls game. I think it's because the combat feels closer to Dark Souls 1 and 2, before things started moving a lot faster. A lot of folks have been comparing this game to Sekiro and Bloodborne, but I find combat in Lies of P has a much slower pace than these two games. That's more than welcome after playing Armored Core VI where the speed dial is at 11.
The look and overall tone in Lies of P very close to Bloodborne. The assets and animations even make it seem like the cities of Yharnam and Krat are in the same universe. To me Lies of P still managed to draw an extremely interesting and well made world. I love Krat's visual design; the cliffs in the rain, the hotel standing high on the horizon, the workshop's smokestacks clouding the sky. The level layouts seemed more simple than something in a Fromsoft game but it hasn't been something I've had a problem with.
Overall I really have been enjoying it so much more than any of the other souls-likes I've tried. I think a lot of similar attempts will excel in one area dark souls did well and competently fumble something else, but Lies of P seems to not have an outright weak aspect like other souls-likes do.
Lies of P is a game built in the image of Dark Souls - about robots built in the image of man.
It all is working extremely well so far. But also you play as Pinocchio and Jiminy Cricket. Sometimes it's a little silly and on the nose... but so is a knight staring at the sun and yearning to be so grossly incandescent.
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sonsofks · 4 months
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"¡Viva Krat! Lies of P Desata la Alegría Navideña con Cosméticos y Descuentos Irresistibles"
NEOWIZ Celebra las Fiestas con Novedades y Ofertas en Lies of P ¡Ciudadanos de Krat, es momento de celebrar! NEOWIZ, el renombrado desarrollador y editor de juegos a nivel mundial, nos llena de alegría al anunciar una actualización festiva para su título de rol de acción estilo Souls, Lies of P. Esta vez, la experiencia se viste de gala con sombreros y accesorios temáticos, ¡y eso no es todo!…
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imperatoralicia · 1 year
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My tags on Steam seem to paint a somewhat conflicting picture of my video game tastes.
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durasoup · 9 months
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Hellpoint: Shipping Container Hell
8:00 PM EST https://www.twitch.tv/durasoup Gehenna Prison needs reorganized.
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veliatra · 9 months
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It is inherently romantic that we can leave notes for eachother. Dearests...
I will always read the message you scratched upon my word, perhaps upon thousands.
I love you, the way I love the wind, the way I love the land as it stretches before me and lets me cast my gaze upon it.
I might not know you, but I know what you left for me. For all of us.
And for that, I love you.
Love you, like a brother, love you like a friend, love you like a memory.
Don't go hollow,
Don't let me go hollow.
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seras-elessar · 1 year
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Death’s Door - misunderstanding Souls
Death’s Door is beautiful. It suffers in the game play. Clearly made to be a souls-like it fails to grasp the nuance of souls combat and world building. There’s one winning strategy, and one only. Your dodge roll has a cool down.
Poor thematic story. Great, beautiful visuals.
And poor, oh so poor, combat.
tldr: 5/10 Didn’t like it. Can’t recommend it. More under the cut.
When Demon Souls and then Dark Souls came out the consensus among my peers was that the game was filled with unfair, trial and error challenges that would kill the player as much soon as look at them. Now that wasn’t true of Dark Souls; you’re always given enough information that even when you’re dropped into an ambush or a trap you always feel like you’ve could’ve avoided it.
Not so for Death’s Door. You’re dropped into challenges without knowing what you’re in for. The enemies spawn in in waves, giving you little to no chance to be prepared for the challenge ahead. Even bosses work this way.
Unpredictible seems to be the name of the outline for Death’s Door, not in story, but in combat. No enemy beyond the absolute basic monsters are truly readable. An example is the big, Smough-looking knights. They have a large mace they use to smash once, twice, three or four times. There is one tell for the once smash, the other’s are a guessing game. Will it hit twice or thrice? No idea, and nothing can tell me. The winning strategy is a game of tag that becomes very tiresome after the first ten times, and never lets up for the next five thousand. Attack and dodge away. Attack and dodge away. And so proceeds the combat of all the bosses and larger enemies.
To complicate this winning strategy is the aspect that the dodge roll doesn’t use stamina, instead it has a cool down. This means you can’t dance with the enemies, dodge around them the way you do in Soulsborne games, or Hades. Instead it became to me a last resort of moving away from the enemy, and no something I ever felt I could trust.
Speaking of trust. When I play an action adventure game like Souls or Hades the games build a trust in that the dodge is a dodge and the attack is an attack. This however is not so. The dodge as mentioned above need a cool down, but th i-frames seem off. Only the middle of the dodge has you actually invincible, the starting and ending frames of the dodge roll is still has your very confusing hit-box taking hits if you try to stay close to the enemy.
The enemy also have confusing animations. Sometimes an enemy lands from a jump, with an animated shockwave, and it hits the crow. Other times the shockwave does nothing. And you can never tell which is a hurty jump and which isn’t. To compare it to Elden Ring it would be like if the horn blowers sometimes just alerted the other enemies and sometimes gave you a concussion. Just not all the time, and not entirely dependant on enemy class or type.
The art is lovely though, the animations look great and there are a lot of interesting and fun character designs, but the game seems to do very little with them. I personally love the Lift Person, but you use the lift once and then just teleport between the stages. Underutilised. Same with the Fisher Man Cook that can tell you secrets over a bowl of food. He’s fun, though.
On the other hand there’s the Bard comic relief. He celebrates your victory of the third main boss by making an absolutely, disgustingly, terrible rhyme about it. I was honestly extremely disappointed when I came to that scene. Not funny or beautiful, it really points out another problem of the game.
The tone is unstable, like the creators didn’t know if they were making a game for children or for adults. The difficulty would leave any child frustrated and dejected, and the story and tone leaves me as an adult disappointed and let down. It tries to say something along the lines of “death is just a natural part of life, and going for immortality corrupts”, but it fails even at that. It feels under developed, missing the point of the Souls series story, the same way the combat misses the point of the Souls combat.
So in the end, this is a Souls-like that doesn’t understand how and why the Souls-games work, buying into the hype about the Souls “difficulty” being it’s main selling-point. And it is difficult. Very difficult. But in the trial and error bullshit that strained my patience every second of me playing it. So it’s a poor game, gorgeous, missing the very essence of what makes Dark Souls great.
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theeepymagi · 2 years
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The Elden Ring Character Creation Experience (patent pending) is struggling to decide if you want to make your character ridiculously sexy or hilariously ugly
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Guys.
Y’all.
I…
I just. I just… i have discovered something. And I have laughed too much. I have laughed every time I have tried to explain it to someone. I cannot get through this.
Look. Okay.
There are two things you need to know, here.
First: There’s a style of Greek pottery that was popular during the Hellenic period, for which most of the surviving examples are from southern Italy. We call them ‘fish plates’ because, well, they’re plates, and they’re decorated with fish (and other marine life).
Like this one, currently in the Met:
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Or this one, currently in the Cleveland Museum of Art:
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They’re very cool. We’re not 100% sure what they were for, because most of the surviving ones were found as grave goods, but that’s a different post.
The second thing you need to know is that when we (Classics/archaeology/whatever as a discipline) have a collection of artefacts, like vases, sculptures, paintings, etc. and we do not know the name of the artist, but we’re pretty sure one artist made X, Y and Z artefacts, we come up with a name for that artist. There are a whole bunch of things that could be the source for the name, e.g. where we found most of their work (The Dipylon Master) or the potter with whom they worked (the Amasis Painter), a favourite theme (The Athena Painter), the Museum that ended up with the most famous thing they did (The Berlin Painter) or a notable aspect of their style. Like, say, The Eyebrow Painter.
Guess what kind of pottery the Eyebrow Painter made?
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thestuffedalligator · 5 months
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So usually when an imaginary friend is a real thing in a story, it’s either a demon or a ghost or some supernatural boogeyman that probably wants to eat the kid they’ve befriended (Mama, a couple of the Paranormal Activity movies), or “imaginary friends” are just treated as a real thing in the setting, and if a child just thinks hard enough they can manifest a friend into existence (Foster’s Home for Imaginary Friends, Happy).
And somewhere in the middle is an area where the imaginary friend in question is real and they are supernatural, but they aren’t malevolent, and they aren’t entirely honest about what they are. Like maybe they’re a fairy or a god or some kind of boggle from mythology, but they just got caught by a six year old and they don’t have time to get into it, so they just go “…Yes. I’m your imaginary friend. We haven’t met. How do you do.” And then they stick around because they do love this kid, and if you’re a boggle from mythology in the modern day good food is really hard to come by.
And at some level. That’s what I think Hobbes is.
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greykolla-art · 2 months
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Charlie: “I’m so glad my most villain-coded friend is at full power again! 🥰💕”
*throws this to you angst goblins like raw steak* ❤️
(No I will not do a part 2!❤️)
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guardian-of-soho · 9 months
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Still stuck on how Aziraphale ate that meat like he was starving. Like he’d been starved for millennia, and he hadn’t even known it, because he’d never once been fed. But we know they don’t have to eat (nor sleep, etc.), so what he’d been starved for is pleasure. Being present in his body, feeling the joys and longings it could feel. Understanding what taste buds were made for. He hadn’t known; he’d never learned to miss it.
Now imagine what a kiss has done to him.
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