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open-hearth-rpg · 6 months
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Links: Great RPG Mechanics #RPGMechanics: Week Eight
I dig Forged in the Dark– it’s an interesting system which people have tuned in many different ways. It is tight, with many innovations– several of which I’ve talked about earlier on these lists. But FitD's tightness means that it can be challenging to balance the mechanics. Some adaptations, like Scum & Villainy and Hack the Planet, hew close to the original with mainly a reskin and a couple of tweaks. 
Others dig in and make more substantive changes, like Songs for the Dusk and Vergence. Some Forged in the Dark reworkings are excellent but still have some gaps in the mechanical balance. For example, I love Mountain Home. It’s a strong contender for my fav game of the year. But in MH, stress acts as a significant restriction on player choices. It's a currency you're often spending to resist bad results and there’s few mechanics to help clear that until the end of the year. It’s playable, but the game needs a couple of additional options (new buildings, GM rewards) to help offset that. A minor tweak could make things stronger. That experience with Mountain Home colored our thinking about Forged in the Dark games.
So when we started our Girl by Moonlight campaign my group expressed skepticism about the mechanics. GBM makes some major changes from the Forged baseline. In particular characters have so few action dots– meaning that any roll would be few dice, which in turn meant they’d either be constantly taking poisoned promises or resisting consequences. There were grumbles but we decided to give it a try. 
And it works– it works really well, all thanks to Links. We don't have the issues we imagined. Girl by Moonlight's Links system creates dynamic, interactive play with a lot of choices. Plus, in a way we couldn’t see before we started playing, it adds new and novel space for roleplaying. FitD is sometimes criticized for not offering obvious space for role-play and character interaction. Girl by Moonlight builds that in. 
In play, you can spend links to let you or the named linked protagonist regain 2 stress. You can also spend them to give +1d to that named protag or to have them ignore 1 harm tag temporarily. Finally you can, in certain circumstances, spend it to try to keep them from falling into the negative state called eclipse. In play, this changes up things dramatically– people are spending links to help one another and describing what they do to connect. It supplements the stress mechanics while making actions feel possible. The small number of action dots don't matter as much. Links clear after each mission so you want to spend them during that phase. 
But the other half of the link system is what really makes it hum. You create links during downtime by using the Make Connections action. You choose to do something with another PC to build your relationship with them. There’s a roll made, with a 1-3 giving two links; a 4-5 giving three; and a 6 giving four. When you Make Connections, your targeted player writes those down. This becomes a crucial action in Downtime, replacing Recover Stress from base Forged in the Dark. Choosing another downtime action has to be balanced against this one– making for interesting tension when other things need to get done. 
But here’s the key– Making Connections pushes for role-playing. It offers moments where characters can interact with other PCs. They can also take links with NPCs (and their mecha Engines in the “On a Sea of Stars” framework). That’s meant that we’ve spent entire sessions– profitably letting these scenes breathe and just doing downtime. It is amazing and dynamite. 
The thing that strikes me is how much I couldn’t see this interaction and dynamic just from reading the rules. It was only once we got to playing that I understood exactly why GBM made these choices and what impact they had.
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1997thebracket · 8 months
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Round 1D
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Castlevania: Symphony of the Night: Released in 1997 for the PlayStation, Castlevania: Symphony of the Night is a landmark title in the action-adventure and platforming genres with a brooding, vampiric edge. Players step into the role of Alucard, the son of Dracula, as they explore the labyrinthine setting of Dracula's castle. This game is celebrated for its innovative Metroidvania design, combining non-linear exploration, RPG elements, and intricate level design; additionally, as Alucard gains new abilities and equipment, players can access previously unreachable areas for added replayability. Though the game initially sold poorly, it gradually gained sales through word-of-mouth and became a sleeper hit, developing a cult following and selling over 900,000 units in the U.S. and Japan. The game has since garnered widespread acclaim, cited by critics as one of the best video games of the decade. The game's atmospheric gothic design and haunting soundtrack, alongside the storyline and multiple endings, endears the game to fans and has influenced countless titles since its release.
Tamagotchi: Hold up, I gotta feed my Tamagotchi. Tamagotchis were the leading name in digital pets that came to us in 1997, and rapidly gained immense popularity among kids and young adults. Invented by Bandai, Tamagotchis are perfectly pocket-sized egg-shaped toys with a simple LCD screen where players raise and care for a virtual critter. Users are responsible for feeding, playing with, and nurturing their Tamagotchi, ensuring it stays healthy and happy; the pet evolves through various life stages, and neglect or mistreatment can lead to its tragic demise. The charm of Tamagotchis lies in their portability and the borderline alarming emotional attachment users develop with their byte-size babies. They were the start of a cultural phenomenon in 90s and early 2000s toys, sparking a trend of virtual pet-raising games.
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thydungeongal · 7 months
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Trick or treat!
As a treat you get a short explanation of a comedy horror RPG I was thinking of a couple of years ago!
The idea was to combine one of four adjectives, Cool, Weird, Sexy, and Dark, with one of the four monster types; Dracula, Frankenstein, Wolfman, and Mummy. So you could be a Sexy Mummy, Dark Wolfman, Cool Frankenstein, Weird Dracula, etc.
It would've probably operated on an engine similar to Forged in the Dark games: default 1d6: if it was somehow related to your style +1d, if it was related to your monster type, +1d, and then look at the highest die roll. 1-3 is failure, 4-5 is success with a cost, 6 is full success.
Anyway I would like to revisit this idea some day. I would add a fifth adjective and a fifth monster type (Invisible Man? Creature from the Black Lagoon?) as well as a third axis for, like, an organization you can join, to make it a Chronicles of Darkness like. But yeah, I thought it would be fun to share this Hallowed Ween.
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serialjune · 2 years
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What started out as a project, one late summer, by the eager developers, Matthew Impey and J. Richards, became more than a nightmare to follow. Never meaning to be publicly released, Asteroid Sculptor relishes in its obscurity, jarring game play and occasionally hard to read text. With an unrelenting esoteric humor, the full manuscript was written only a week after the game had started. There was only one problem.
It would take five years to get to this point, some of those with no work at all, others with in-fighting, dispute and demoralized fatigue. The initial excitement was enough for the creators to believe they’d have something complete by 2018. In fact, it hadn’t even been until 2019 that an official engine was chosen. Drafts, sketches and conversational lines filled the void. It was going along like just about every other game development story.
The inability to wipe the smear that was Asteroid Sculptor's enduring presence in both creators lives proved to motivate the young authors to eventually start again. Impey had picked up the slack and J. Richards had just left it behind entirely. Admittedly, both creators had not pursued game development outside early childhood immersion experiences in a depth equivocal with what modern game developers might consider “hobbyist”. The official engine chosen, RPG Maker MV, was sectarian and fan devoted, kids, coders and dads ran their races with it. And not one game from the official library looked a thing like Asteroid Sculptor. Matthew Impey’s exposure to gaming had largely been absorbed by the PS1 console and early PC gaming itself. The possibility for ‘the game’ to mark their next great creative exposé was a turning point from their more original passion for music. Indeed, in years past, the two had founded 'Metro Product', alongside third and pivotal member, Ethan Toews. With its unabashedly sardonic choice in name, Metro Product was ready to launch “Metro Record”, a child-label, equally imaginary, scooped for the purpose of music profitability and collecting. All activities, including Asteroid Sculptor, came to be loosely branched under the Metro Product banner. That is, ‘the ideology that I shall do as I say”. This ideology proved to be influential.
The very name for Metro Product began in the same way as did the original title for Asteroid Sculptor. that is, under working title “5D Age of Aquarius”. This early moniker was begrudgingly scrapped due to its associations with the band "Fifth Dimension" and their track titled, "Age of Aquarius". What remained, albeit with title change, were the endlessly expansive possibilities of the present day being sifted through the fictionalized satire both developers found themselves in increasingly. Asteroid Sculptor is very much a realist take on the 21st century and living it. It was tainted with doom and gloom, a memoir of what both authors had lived and experienced, tying together those memories with the broader identity of a one man/citizen of the future within the game's made-up eschatology.
Stories of time travel, alien hijacking, demonic possession, with a general sense of abandonment and despair were the bread and butter. Furthermore, impossibility in the way of modern society, social aggravation and the satirically large egos of the every day. In the frame of Asteroid Sculptor’s entirety, the design ranges from 3D maximalism to staunch, NES-style minimalism.
In early 2022, the game's building blocks had doubled and it had became, quite literally, a new game for the two, with realistic challenges and breakthroughs ensuing. Prior to early demo release (Demo 1.0 August 3rd, 2022), the game's pre-release had absorbed criticism for its 1D "Simpson's esque" satire. The game had been all about despair, abjection, confusion and the inability to combat enemies or even solve puzzles essential to the plot and gameplay. What seemed to be coming to fruition came to a dead-end due to the one-sided focus of all that a game is. It had seemed more like a dream diary than a playable "game". There was one cause and one solution.
This relates back to the first sentence, way back when the game started five years ago. Only now, both developers had grown up quite a lot. As both came equipped with a new arsenal of skills and experience set, so did protagonist, “Jack-off/Clutch”. Rather than acting as a hopeless NPC, the game we provide to you today showcases the original fervor of development combined with the ability to engage in actual problems. Weapons, tools, solutions and means for the player to fight back in the various dream realms of the game became a feature for the first time ever, reflecting a crucial difference from what had all began as learned hopelessness and ‘unusurpable genius’. And, now, just another indie game:
https://asteroidsculptor.itch.io/asteroid-sculptor-demo
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thesnarkygent · 1 year
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So Hasbro execs say they think the D&D "brand" is "under-monitized"; they casually mention the idea of "microtransactions like in video games"; and multiple execs at Wizards of the Coast came not from tabletop game backgrounds but instead came from Microsoft (specifically XBox and Office 365).
Yeah, I have no faith that 1D&D is anything but a future of cynical and predatory design that will Extract Maximum Value with a slick virtual tabletop loaded with dark patterns to steer you into spending more and more.
Considering the origins of D&D and tabletop RPGs - an egalitarian hobby fueled by a few inexpensive tools and imagination - it's immensely disheartening.
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lonelygamedev · 1 year
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Ludum Dare 53 Devlog
So I decided to do the recent Ludum dare that was coming up sense i’ve haven’t done one in awhile. I practice a bit of coding before hand and while doing that I was trying to think of a solution to a typical problem I have in game jams where I get easily distracted by youtube or something, so I thought turning the internet off would help before hand I wrote out a few style’s and do and do not’s 1: No 3D unless if it involves simple models and textures 2: Have game finished on Saturday 3: Sunday be polish And Menus + sound and some graphics 4: Almost No writing 5: Little Music 6: NO COMPLICATED MENUS! UI CODE IS THE WORK OF THE DEVIL! 7: NO RPG'S I also had a few ideas of style’s I could do or gameplay types that I might be able to fit the theme into Idea 1: Temple OS style FPS Idea 2: City Builder Idea 3: NES Zelda Idea(Warning Too Big! most likely) The Jam eventually started at friday on 7 PM with the theme being Delivery The First Idea was A NES zelda where you deliver packages and I immediately had a bad feeling about it sense it’s like many of my other game jams “Oh I have this fantastic open world game idea!“ 7 days later: “oh shit I have 3 hours left and it’s nothing that I wanted!“ But in the end I couldn’t come up with a Idea and I wanted to get started so I went with the Zelda idea where you deliver packages to people I should also mention I will occasionally be using the internet but only for a hard problem and to have a change in Music considering I don’t have much on my computer
Chapter 1: Friday So the first thing I did was made a Sprite sheet for getting some basic graphics by 9:45 PM I got the camera and Movement sorta done On 10:21 PM I created the MapManager where it manages the world and each screen you move too. I also created some Gizmos to tell me where a area is Chapter 2: Saturday 1:21 AM. well it turns out the back end of the code was actually quite complicated. I had to find a way to convert a world position. To a location of a room. then that room as a 2D array with no negative int’s that I also have to convert it too. Made it Incredibly annoying. I needed to do this for enemy AI to move tile by tile so I used a method that was likely incredibly Inefficient and horribly complicated but only did it because it was what I was similar with I also created a Test AI that just Moved Randomly just to Move it can’t go out of a room and collide with walls. Tho some enemies spawn into walls due to the fact that unity’s tile colliders made it hard to tell what is and what isn’t a collider sometimes. I then went to bed 12:49 PM After a Incredibly long sleep I made the Health system like zelda where you have half hearts. Also created the Item interface so I can have a sword with a attack now 2:55 PM The Inventory system. My fucking god what a pain, like I said UI code is the devil. And in the end it didn’t even entirely work, just hard to just convert a 1D array to a 2D grid. Should’ve write it on MS paint or paper to help Now this is where thing’s get a bit Iffy sense I forgot to record alot of stuff I might’ve spend the rest of the day on a Quest sytem + some NPC’s and the entire map Chapter 3: Sunday 12:52 AM So Here I thought up some enemies and coded them. one of them being a Bull that charge’s at you until it crashes into a wall, the other is some kind of zombie that throws at you and the other is a Bear that charges at you. stops and slashes at you and I mostly added him as a excuse to add bear traps. sense while thinking of gameplay I thought of luring and trapping enemys as a gameplay thing 1:00 AM Added money and made enemy flash when you hit them 2:19 AM got the basic UI for the store. sense alot of it was just Reuse inventory code so it’s not too hard. alot of the hard stuff will be the buying code and such 2:44 PM finally made it able to buy items and also equip them
So then I ran out of footage I know I wrote most of the quest. then created the character’s and graphics which took awhile. also the enemies. The Sound. by then it was Monday. I missed the combo deadline but I might be able to do the jam. so I just wanted to get it finished as soon as possible. I sorta felt like it was pointless considering you just deliver pointless packages to NPC’s. I wasn’t able to do the dungeons and I didn’t feel all that invested. Didn’t even did the soundtrack though luckily I didn’t forget the sound. The graphic looks alright. the Main menu was....lacking to say the least and I enter early on monday after spending all night on it. and went to sleep halfway though I came up with a Idea for a Pizza delivery Crazy taxi ripoff that I felt would’ve been better After the game jam I decided to watch a few streams of people playing games. one of them being someone called LittleDoctorGames. and while watching them I noticed that I was able to submit my game and I did just for the hell of it. Eventually I realized I had to create a twitch account and be in chat for them to play. Not really planning on using it much other then lurk and occasionally have fun in chat. I actually had a pretty good time in there with nack’s(I think that’s the person who run’s it). we enjoyed talking about metal, a few movie’s and was just a good place to have joke and chill. honestly too the point where I didn’t really mind that it took awhile for them to get to my game, next night actually. Was sorta worried sense i’m not exactly used to see people looking at my game’s and most of the time it’s a somewhat bland reaction. but it was actually really great somehow they enjoyed my 5 AM quickly slapped together dialogue where I stopped caring. and the gameplay didn’t turned out bad. It was actually fun for some people which is sorta a foreign concept to me. that people actually enjoyed it. I guess I was lucky to pick zelda sense I learnt from that game that even if the AI can be annoying with their random movement. it can be enjoyable from the choices you make and exploring. Which some people seem to enjoyed. being impressed by the size of the map for a game made in Ludum dare In all honestly the more I look back at my abandoned projects I was amazed by how well this came out. Even simple projects sometime can just be left in the dust but this one turned out fine despite it being ludum dare Which is often way too short for me. I guess the turning off the internet work amazingly and sorta made me sad I didn’t gave my all on the game by the end to resolve some of the issues making it a solid ludum dare entry. But I guess that’s more next time A few more fun fact: Most of the music are half recorded song’s for meme’s. 3 rammstein album’s. a tool album and 2 tear’s for fear’s album. and when I had the internet on I was really into Biting Elbows. I think on sunday and monday I listed to the elemental album 4 or 3 time’s alone another fun fact is the funny glitches. one of which happen after the game jam finished which was when I was showing a family member and realized bear traps where Infinite but yeah Ludum dare 53 was surprising fun. I’ll definitely be revisiting and I’ll definitely be using that no internet rule for more of my project so expect more progress soon here’s the game I made https://ldjam.com/events/ludum-dare/53/fetch-quest-simulator
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greysjapanese · 2 years
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Gunship iii bombing
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#GUNSHIP III BOMBING FULL VERSION#
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For more info about the Gunship-III Vietnam War Aircombat series, visit developer's page or at Features: 360 degrees virtual cockpit. The 2000lbs bomb loadout makes bombing so simple even a caveman could do. Players could play online with other aircraft pack. This game is an expansion pack of the Gunship-III Vietnam War series. * Multiplayer with live chat, fly with people around the world.įeel free to join Gunship III USAF Virtual Airforce on Facebook. This game is an expansion pack of the Gunship-III Vietnam War series. Specifications AC-119G Shadow AC-119K Stinger Length: 86 feet, 5.75 inches: Height: 26 feet, 7.75 inches: Wing Span: 109 feet, 3.25 inches: Weight (Maximum) 62,000.
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* Full version features 2 flyable airplanes: A-1 Skyraider, F-100D Super Sabre Even the TIC AC-119G featured some of the most up-to-date electronic countermeasures and radar equipment, as well as more basic technology, including an AVQ-8 xenon light, a night. Features flyable A-1 Skyraider, A-4E Skyhawk and F-4B Phantom II. Project Gunship III, being a follow-on to the success of the AC-130 series, meant that the AC-119 was a more advanced aircraft in both its iterations than the AC-47. Designed for iPad 4.1 138 Ratings 3.99 Screenshots iPad iPhone MINIMUM HARDWARE REQUIREMENT: IPAD2, iPHONE 4S This game is an expansion pack of the Gunship-III Vietnam War series.
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Category:World War II ground attack aircraft - Wikipedia. Gunship III - Combat Flight Simulator - U.S. * Full version features 7 flyable helicopters: H-19 Chickasaw, H-34 Choctaw, CH-47 Chinook, UH-1D Huey, OH-6A Cayuse, UH-1B Huey Gunship, AH-1G Cobra. The escort heavy-bomber gunships were not successful, but the light & medium bomber close. * Two realistic and detailed Vietnam War campaigns: Rolling Thunder (1965) and Barrel Roll (1964). Their skillful airmanship delivered low-level waves of bombs. * Details graphics with cities, trees, ground troop on a vast terrain map The fastest fighter bomber of World War II. * Weapon system: minigun, rocket, smoke grenade. * AI aircraft performance advanced combat tasks. The enemy is also aggressive and fearless, they only shoot at you when in close range and be aware of those RPG, they sure take an aircraft down just by one hit. Weapon systems in Gunship-III are also highly detail and accurate with real recorded sounds, high fire rate for miniguns as well explosion effect for bombs and rockets.Įach mission features many AI aircrafts, you also have AI gunners onboard who will shoot at anything firing at them and make sure nothing could touch your aircraft. high fire rate for miniguns as well explosion effect for bombs and rockets.
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We're working hard to bring even more in future updates. Gunship III FREE 3.8.7 latest version XAPK (APK + OBB Data) Download by. In Gunship-III, you have more aircrafts available to fly more than any other games. Graphics are highly detail with cities, jungles, airbases, also includes a vast terrain covers Vietnam, Laos and Thailand. Not like other flight sim games for mobile devices, in Gunship-III the cockpit is highly simulated with ultra-realistic 3D cockpit, full function dashboard, realistic sound effects and all moving parts. Immerse yourself into the mist of the Vietnam war as an US helicopter or a fighter pilot.
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techspiner · 2 years
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Planet centauri download v0.10.1b
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#PLANET CENTAURI DOWNLOAD V0.10.1B FULL#
#PLANET CENTAURI DOWNLOAD V0.10.1B PC#
Works with this new version, but you need a fast computer or else it'll be slow. Title: Planet Centauri Genre: Action, Adventure, Indie, RPG, Early Access Developer: Permadeath Publisher: Permadeath Release Date: 3 Jun, 2016 About This. its so slow thats its nearly unplayable on my AMD 2600+ with 1024Mb 333mhz ram and Geforce4 Ti4200 (not sure if the 3d card matters in these games though). I updated your rating, since its also too slow on a fast computer. We thus investigate a tidally locked ExoEarth scenario for TRAPPIST-1b, TRAPPIST-1d, Proxima Centaurib and GJ 667 Cf with a simplified 3D atmosphere model and for different stratospheric wind breaking assumptions. The cvs version seems to run this game a lot faster. Stratosphere circulation is important to interpret abundances of photo-chemically produced compounds like ozone that we aim to observe to assess habitability of exoplanets.
#PLANET CENTAURI DOWNLOAD V0.10.1B PC#
It also helps to make the screen smaller with the minus key if your PC still can't cope. Terminal Velocity runs nearly perfectly on DOSBOX 0.63 as long as you turn as much of the detail off as possible and crank up the cycles. It uses Dos4gw pro, but dos32a can't read the file.Ġ.63 normal CPU, 20000 cycles - works nearly perfectly ( 11:20) I made the core dynamic, and at 35500 framerate and 2 frame skip, the game plays nearly normal speed. I used the DosBox Frontend (linux frontend) and accepted most of the defaults from that. I just got Terminal Velocity with nearly all the nice graphics+sound features to run at much better speed than anyone has mentioned here. Hope this helps.Īble to run it at near-normal speed (.63 version) ( 17:20) Thats how you emulate better, with RAM, not cpu cycles. Ive only got a P3 850mhz, but ive got a 64mb vid card and 512 mb ram. Make sure ALL your sound samples are set to the same rate (mines on 22050). Think about it like a pc when changing values. Getting this going isnt done by cranking up the cpu cycles and skipping frames, thats sloppy. I used a lot of different options than most ppl here and did different things with the same option. GamesStrategic Games Games FAQHow Get Free Games From NexusGamesRequest Games Join Discord Home GamesAction GamesAdventure GamesAnime GamesVR GamesFighting GamesHorror GamesRacing GamesShooting GamesSports GamesStrategic Games Games FAQHow Get Free Games From NexusGamesRequest.
#PLANET CENTAURI DOWNLOAD V0.10.1B FULL#
I do deliberately set the CPU top speed to 266 and change the Monitor resolution to Automatic, so if you have problems, do try that.Īble to run full speed (.63 version) ( 06:47) I can get this game to run at top settings with no trouble at all. TV runs perfectly fine on my Pentium M 1.6Ghz with maxed out graphics settings (including SVGA) and SB16 sound. Sound is perfect with in-game setting set to SoundBlaster CLONE. Works perfectly on my AMD Turion 64 X2 Mobile 1.60 GHz 32-Bit Vista Laptop running Full Screen (however fixed at 1024x768 SVGA) with all the in-game settings set to Pentium. Works Perfect with All Settings Maxed ( 22:08)Īh, definitely brings back the memories. Runs fine on my computer, with music (probably General MIDI) and sound blaster as the sound setting, not high res graphics, runs fine, little lag.
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shadowhills · 4 years
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looking for rp partner(s)
hiii! so, all this free time has got me missing 1d rp’s like crazy. omegle’s pretty dead so i thought I'd just post it here. if anyone’s up for a 1x1 or even a group rpg (idk if any of you were into chatzy rps?), hit me up!
you can contact me here or through kik (@lullabylau)
i usually play a female oc/celeb against any of the boys but I'm up for doubling or even just playing the guy if the prompt is fun! 
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1drpg-blog1 · 4 years
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Hi!
I honestly never did a roleplay except once in 2015 but I'd love to try it out!
I'm in the One Direction fandom and open to everything :)! (MxF, boyxboy, etc)
If anyone wants to start a roleplay and "teach" me, send me a DM!
Would be really nice :)
Also, in 2015 I played Nialls GF so that'd be the role I know and would be most comfortable for "learning how to roleplay" but it's not a must!
Thanks!:)
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stylesparadise · 2 years
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Hello!
I have found myself with a bit of extra free time and back into the rabbit hole of Harry Styles and tumblr. I have made this new blog in hopes of not getting locked out of it as I did one of my older ones (rip).With this extra time on my hands I was looking to start roleplaying again! I do have a couple of requirements that I feel I should clear here.
I do ask that you are over the age of 21, I am of that age and feel like writing rated r scenes with anyone younger is just… odd.
I like to do doubles as long as there is equal effort, I actually prefer to do them. I like seeing other people’s ideas and being able to please both people.
I have a full time job and so I don’t always have the chance to answer right away but will try my hardest to respond when I can.
I love to add detail, outfits, songs, you name it and I’ll probably love it tbh. I am also very okay with not having a plot and going off a post or an idea because that’s what I do. I typically write in third person! Also, I can also write as other people than one direction and sometimes like to switch up from Harry!
If you’re interested please message me and I’ll send you my telegram, discord, or we can even use tumblr dms! ✨
posted: March 1. 2O22
Edited: may 9. 2O22
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mason-conaway · 3 years
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And that's a wrap! Last chapter of Flash Back to You is out ♡:
Louis narrows his eyes, wanting more than anything to tell Liam to go fuck himself, but he can’t be sure, is the thing. As much as he knows for a fact that he would never date someone like Harry Styles, he has months missing from his memory. And it’s scary to think that, in that time, everything he’s come to know about himself could have changed so drastically.
Or the one where Louis loses his memory and Harry just about loses his mind trying to win him back (or something)
73k
it’s a memory loss university fic with photographer harry and footie (sort of) louis. please, go check it out :)
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a-child-ish · 3 years
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undercovereiram · 3 years
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Reblog or like if you use my avatars please ; Dont forget to credit me : Undercover ♡
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rainberry1x1s · 3 years
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hello! i recently had surgery and will be out of work for 6-8 weeks so i’m looking for new plots to fill my time. i’ll supply a little info below on what i’m looking for!
- please be 18+ (20+ is even better, as i’m 24) and open to writing NSFW scenes as they come up in the rp
- m/m plots, with you playing the top/more dominant character (also open potentially to a few m/f where i can play the female) ... i don’t really do doubles, jsyk
- real life plots (modern royalty, celebrity, sugar baby/daddy, light BDSM, college, etc.) ... the only fantasy i really enjoy is a/b/o and SOULMATES ❤️
- rapid fire but good quality replies (3-4 paragraphs), hoping to get multiple replies a day ... please be LITERATE (i understand some mistakes but not a lot of typos, good grammar, etc.)
- real faces (no anime, other drawings, etc)
- discord! my discord is sweetcreature#4777 so please add me and we can chat
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astro-graphics · 4 years
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Zayn Malik {200x320}
curta se você usar e não retire os créditos! like if you use and don’t remove the credits!
alternative link!
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