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#THAT'S also a huge reward to your players too
jazeswhbhaven · 1 day
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From what I've been seeing it feels like PB is focusing on quantity over quality. Things like Obey Me, TWST, and Nu-Carnival has a sizeable group of characters, but they're not too huge so it allows them to flesh each one out to a certain extent, but then they can introduce a diverse set of cards on each of them so you're not starving too much.
WHB has not only has 6 Kings and one more on the way, but they also keep introducing more nobles and angels. In a way it's not bad, but this is why I seriously feel it is a case of quantity and not enough quality. From what I've seen in this community, characters that have been in the game since Day 1 are being super neglected. Then we a have every new L card released being paywalled, nightmare passes that also have the top rewards paywalled, are more frequent, even this time around the S+ card requires more gold keys and it doesn't have anything remotely special about it whereas the last S+ did which was extremely exclusive only. Honestly it's...really sad. Now you don't NEED these cards and I'm not asking for freebies, but in the end they are asking for your life savings for even just the decent stuff, and then you still have to deal with the gacha to do that.
I personally need a decent amount of characterization to really appreciate a character so I do appreciate the world building but no character has stuck with me yet. So everytime a new one is released I go: "Okay but what about like...the existing ones?" Our last one was Leraye, which I'm sorry, it's just a reskinned of his OG card and I found that really scummy which was probably why he was locked through achievements which...was the saving grace still it was the only time it happened. The story was nice though.
I don't want to come off as ungrateful and I probably am, but I just don't understand PB's decisions on what they're doing anymore. We can't use the "they're a small company" card, I'm sure they're not the only small company, but I don't have any sources, but so far this is the first time I seen company really just throw their community into a blender like this...then again I only played like 3 other gachas which isn't a lot.
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hey there 💭 anon!
This observation came right in time with how I'd like to pretty much introduce the game to new players that are flocking in.
PB's decisions as of late to change how we get currencies, paid banners, and the progression of the main story and character building has been a damn journey.
I don't think you're ungrateful, I wouldn't call anyone that honestly because as the consumer YOU are the the one, p2p or f2p, in the end that has be entertained by this nsfw game. The only one in existence that is catered to both women and men audiences. With that in mind, you'd expect to see something worth buying/taking up nearly 8gb of space on your phone for.
When the game was first teased, me and my friend were talking about it and she was overwhelmed by the amount of characters they kept showing, I met her through the Obey Me fandom, so that was our bread and butter for the majority of conversations. When I moved on to WHB, she didn't come with, she stayed for like maybe a week or two and dropped it. I forget mostly why which I could ask her again on her opinion.
But I'll let you in on something I saw the other day, the community over in LaDS has been having some issues with their banners/other gacha related things as well stating that this recent banner is driving players away. I don't play LaDS but PB isn't the only company it seems starting to switch things up when it comes to decisions.
The S+ cards confuse me because what they introduced was hey here's beach Rara (Raphael) and he has an adore mode, a story with mild spice, and you chats/more lore about this bitey boi. I had so much fun reading through that. Amy and Sitri's all we get are the likability things and well from the previous expectation? That made me shake my head. (also for the extra gold keys thing, apparently it's only that high if you want to get it early, the card is going into the banner immediately after the event so in theory we all literally could have waited to pull them so we wouldn't have to spend that amount of gold keys)
As far as content goes, I think ultimately there's too many characters to work with. If anyone on the staff has a brain like me, it would be very easy to neglect characters here and there. I also do not like that Gehenna has yet ANOTHER noble (sorry Amy) but other countries are lackin'.
Also unrelated...WHERE IS GEHENNA'S GROUP PHOTO U G H.
Niflheim needs one too.
All in all I hear you. Chapter 6 and Mammons/Amy's events though have me believing that the best has yet to come, these banners though....we will see... Maybe things will pop off when Asmodeus debuts..
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thelonelywhale · 4 months
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No you don't understand how important it is to me that Caleb and Essek have this soft, deep, profound love for each other. These two people who were so broken and saw themselves as so damaged and irredeemable and utterly damned, having the chance to heal together and cultivate this sweet, gentle relationship with each other. The fact that they can now carve out moments of joy together, that they proved you can change and better yourself, with time and effort and love.
Matt taking the time to show that even in just a few little ways, to let Essek express his love so casually and with so much reverence and care is just AUGH. That's how you do redemption arcs. He understood the assignment. That's not only respecting the players for the time they put in to creating these characters and their pathways for growth, but also saying to your players (and viewers), "it's possible. Everyone deserves a second chance at happiness."
They redeemed themselves, together.
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deadmeat666 · 1 year
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ATHLETE BOYFRIENDS. sakusa kiyoomi x top male reader
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This is kinda self-indulgent. Reader is a takraw player. Search it up if you don't know what takraw is.
minors, fujoshis and blank blogs DNI. i will find your home.
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It's a habit of yours to climb though his window, even before dating him. You don't care what time it is, the weather, the situation. As long as you get to see him.
Though he insisted you to go through the front door instead—which is obviously more convenient and unconventional, but you refused. For whatever reason that is still unknown to him till this day. But he digressed. It wasn't much of a big deal, though the first time you climbed through his window, the neighbor almost called the cops.
Most of the times, your reason for climbing through his window was...Nothing! It was simply because you wanted to see him. You only live a few blocks away from him but that's considered hundreds of mile for you. He'd always pretend to be annoyed and pouty from your attention, but deep down, he knows some of your visits can mean something else. Something that'd leave his puffy pink hole stuffed full of your cum.
Sakusa was tall, you were only a few inches taller than him, but so much bigger and thicker in terms of muscles and your other asset too. Kiyoomi can't help but feel so so tiny under you, writhing, struggling, letting out choked out moans as you continue to knock him up.
Sakusa knew you were a huge. You're a sport player, not a volleyball player, but you played a sport similar to it, just with your legs.
He loves seeing you hoisting up your thick leg into a position to kick back the rattan ball back to the opposing team's court. He loves seeing how your shorts would ride up a bit, showing more of those meaty thighs. And he loves seeing how you're always riled up, predatory when on court, also in bed. Or anywhere when you're feeling horny for that matter and would completely forgetting or simply ignoring his whole mysophobia facade he'd keep up when you fuck in a stadium's toilet stall.
But his favorite huge thing about you is the monster of a cock that'd rest in-between your legs. He'd always wonder how you even managed to fit it in your underwear..barely. When you're on the court, you'd always be the center of almost everyone's attention. One because you're extremely good. Two, they'd be focusing on that huge dick of yours, and maybe even your whole body. And you swore you felt everyone's eyes on you one time.
When you win a game, you'd be rewarded with a good, balls deep blowjob by him in a locker room. And when your team lose, you'd still be rewarded with a good, reverse cowgirl riding by him, giving you a nice view of his plush ass bouncing against your pelvis.
One thing for sure, he can't get enough of you.
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This was rushed, but I wanted to write something :)
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kachowden · 2 years
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Hii! I just saw your Loren art work and HE. IS.SO. CUTEEE!!! 💖💖 the pink collar around his neck is 😍😍 but it made me think of a funny scenario (most likely one where reader knows about his obsession with them and uses it to their advantage)
It was a huge game for the college team. Almost everyone and their grand mama came to see it! Two rival teams competing against each other, both known for their long streaks of winning, and not only that! Loren’s darling is on the sidelines cheering him on! (You are probably just watching the game bored out of your mind cuz the coach FORCED you to be there *saying it’ll give them a higher chance of winning*) unfortunately though Loren’s team seems to be losing by a couple points. The stands are restless and the other teams stands even started mocking the players! With Loren’s coach yelling and hollering he suddenly got an idea.
Coach: OY! Number 13’s (girlfriend/boyfriend)! Get over here!
Surprised at the sudden call over you quickly walked over to him. “What-“ “-no time for Lilly gagging! I need you to give number 13 a pep talk! Some type of motivation! You hear me!? I ain’t gonna let these assholes win!!” He cut you off and told you what to do. Thinking for a minute as he pushed you to where Loren was taking a break on the bench, a thought popped up. You sighed and stood in front of him, he looked up to you in with that cute gaze and a sad smile. “Hey (y/n), I know this ain’t look too good but I bet we can still turn this around!” He tried to stay positive (as positive as you can get when making a fool of your self in front of your crush). You just lowered yourself to his eye level and started talking.
(Y/n): don’t worry bout that, don’t worry about what already happened. Just focus on what you do next. Cuz like you said you still have time to turn it around. *you grabbed the back of his neck and leaned into his ear, whispering* if you do manage to win,I’ll celebrate with you-give you a reward. I’ll do things so VILE to you that it’ll make the devil blush~ *giving him a smirk and a kiss on the cheek you left him on the bench*
Meanwhile the other team:”We are destroying those fools!” “They can’t keep up with us!” “That trophy is—wait do y’all hear boss music??”
Long story short Loren’s team won, the other team had most of their players end up in the hospital and he didn’t leave your apartment for almost 3 days after. (He also couldn’t walk properly for a whole week and had to wear more “covering” clothes for a while) —💖💖 anon
I almost feel like I don’t need to write anything at this point! The scenario is too good too pass up though.
——————————
Loren was frustrated. You could see it from where you sat on the teams bench. Technically, you weren’t supposed to be sat their, as it was reserved for the team and all, but the coach had made an exception for you on account of Loren’s-….crush. Or whatever it was. You didn’t know and you didn’t care.
But you had to admit, seeing that look on his face was a little upsetting. The guy had been sweet to you. A little overbearing, but sweet. And you found it a bit hard to deny the butterflies in your stomach whenever he looked so eager for praise or attention from you.
You weren’t stupid. Loren had made his intentions very clear after the first few meetings. “My lucky charm” he so often said. You found that almost laughable, what with how unlucky you often seemed to be.
That felt all the more true when you watched Loren let out a frustrated sigh, his helmet being roughly pulled from his head as the coach called a time out.
You watched, in a somewhat flattered manner, as narrowed brown eyes found their place on you, and subsequently widened in shock and awe. A wide smile broke onto the star players face as he made a beeline straight towards you.
You stood up once he came to a stop infront of the bench you occupied, and handed him his water bottle.
Loren’s tan cheeks flushed darkly, though you weren’t ignorant enough to assume it was from sweat with the way he was staring at you.
It was intense enough to make your heart beat just a little faster.
He panted after a quick sip, trying to catch his breath and not sound more pathetic than he felt.
“What-“ a deep breath “what’re you doing here? I thought you had a test tomorrow?”
Loren didn’t do much to hide how happy he was seeing you. Though the embarrassment of his previous play seemed to quickly settle in when he realized you had been watching him flounder about on the field.
You gave a soft huff and folded your arms. “Yeah-, well.” You glanced to the side, a bit shyly. You weren’t embarrassed. Only a little actually. Maybe a lot. “I finished early and decided to come see the game. A friend of mine told me it was a big deal or something so I figured I’d might as well.” Actually you knew the whole time. And you skipped studying. The real reason you showed up was because you felt guilty after seeing his face when you first rejected the offer.
God it payed to be pretty didn’t it?
Loren’s smile became all the wider at your answer. Though you spotted what seemed like mirth dancing in his eyes, before he shook his head of the cold water he sprayed onto it and looked deeply at you.
“Well I’m glad you came. Though, I wish you hadn’t see us getting our asses kicked out there..”
Jesus that kicked puppy look was killing you. You imagined he probably felt the brunt of his teams failure. Since he was the captain and all. You felt a bit bad for the guy.
“….”
You bit your lip softly.
Am I really about to do this?
If there was one thing you learned about Loren, Is he was driven by motivation. And nothing got him more motivated than you. He was more like a dog than people realized.
With only a few minutes left in the game, you decided it was a now or never situation. Besides, it wasn’t the worse case scenario.
You didn’t mine the idea actually.
With quick resolve you gripped the front of Loren’s jersey with one hand, yanked him down to your height and gripped the hair on the back of his neck firmly with the other, earning a startled grunt from the burly player who looked at you with wide glazed over eyes.
The way he was staring at you was borderline…..
Whatever that wasn’t important right now.
“Loren. I don’t know why the fuck your playing like shit right now.” Your heart ached at the borderline whimper that poured from the poor brunettes chest, “But I know damn well you can kick this shitty little teams ass.”
Loren’s breath cought in his throat for a moment, and he stared deeply in your eyes as if searching for any hint that you didn’t believe what you just said. But when he found nothing he swallowed thickly with a raging flush.
“(Y/n)…”
Time to real him in.
With a heavy exhale you furrowed your brows and gripped tighter on to his shirt.
“If you make a come back and win this game…”
“I’ll give you a kiss.”
.
.
.
Somehow the deafening roar of the two teams crowds faded instantly into white noise. The bright lights of the night poles buzzed dully in your ears as Loren’s brown eyes burned so hard into you, you swore you’d go blind.
“On the lips?”
“On the lips.”
You watched as this 6’6 hunk of man slid onto his knees in front of you, and you forced yourself not to whip around in embarrassment at the sight and the possibly of a dozen eyes watching you.
Loren breathed deeply, pushing his head into your stomach softly, like a dog asking to be pet, and you couldn’t stop yourself from running your fingers through is soft wet hair.
He shuddered, and shakily exhaled. “Promise?” He begged this wasn’t a cruel joke. Something you were going to hang over head.
“Promise.”
Holy fuck
You’d never seen a guy bolt up like that before. With nimble feet he grabbed your hand and placed a gentle kiss on the pads of your fingers, like a promise of what was to come, before turning around and marching onto the field, helmet now securely placed on his head.
The aura he had was intense. Like he was officially in the game for the first time that night. And it seemed both teams realized this, with the way their shoulders tensed and the audience grew more frenzied.
It was over before the enemy could even blink, and the sound of cheers that followed was deafening.
You could feel yourself smile a bit at the sight of Loren’s teammates crowding around him excitedly, like kids who just won a new toy.
He laughed loudly, though quickly jerked away from their hold and ran to you.
He was out of breath when he reached you, and the furious red on his cheeks was very telling. In fact, you were pretty sure the sweat and heavy breathing wasn’t from the game he just played.
Guess you had to commit now huh?
Loren’s gaze was nothing short of eager and desperate, and the way he licked his lips, seemingly unconsciously made the whole thing seem much more vulgar than it actually was.
It was just a kiss right? Probably barely even a peck.
You should’ve known that Loren was gonna get as much out of that single kiss as he could though.
With quick confirmation from you, Loren’s large rough hands took careful hold of your face. He already looked ruined from just touching you, though that may have been the post game sweat.
Time slowed briefly, and before you knew it you felt a heavy breath on your lips, where the star players hovered for a moment before finally pressing down.
It was soft at first. Gentle. His hand moved to the back of your head, pulling you closer amongst the screams and roars of the fans who watched in awe.
Some angry. Most charmed by the romantic display.
Though when Loren’s other hand slid to your lower back, and his foot inched forward to press further into you, causing you trip, the noises faded out again.
Because Loren didn’t stop kissing you. Even when you’d fallen and your mouth popped open to gasp slightly, and his arms caught your head and cradled it tenderly and possessively, he continued to kiss you. Deeply, passionately, and above all else desperately.
What was supposed to be a pretty and simple kiss quickly turned into a make out, Loren’s hands groping at varying parts of your body but never breaking away. Your hands subsequently finding themselves tangled in his spiky soft hair.
At the sound of a low groan pouring from Loren’s lips you snapped out of it and pushed him away, though he resisted for a moment before remembering where he was.
Lifting himself up, he didn’t appear the least bit embarrassed by the public display as he hovered over you on the dewey grass field.
He looked almost frustrated at the interruption if anything.
The sky was dark above him, and the faint artificial lights glowed around you in his eyes. Though you could’ve argued similarly.
He almost looked angelic. If it hadn’t been for the look in his eyes and the odd firmness on your thigh.
Your embarrassment reached its peak when the coach blew his whistle at the two of you.
“Alright Ortega quite snoggin and get your puebescent ass over here! We still gotta wash up and go over the game! ”
Fuck you wanted to crawl in a hole and die so badly. At least your team won the game right?
It was best you didn’t know the only reason they had been losing in the first place was because a certain wonder boy was pouting over your previous rejection.
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pathetic-gamer · 28 days
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Can you say more on The Burning Wheel? The information on the site doesn’t distinguish it much from other TTRPGs that I can tell, aside from being a D6 system. What makes it unique and worth playing? (You don’t have to provide a huge rundown haha I’m just curious!)
Sure! I tried to keep this short and failed miserably, but I'd be happy to expound even more upon specific things later, if people want more :)
(Please note that, as with any ttrpg, it would be hard to claim any of the things mentioned here are wholly original to The Burning Wheel. It would be even harder to claim that no other systems have used these mechanics or philosophies in the 20 years since The Burning Wheel came out. I am not going to claim either of those things - its the combination of them and the play experience they have resulted in for me that make it unique, so that's the angle from which I'm writing this post.)
So. why is it worth playing? How is it different?
I could talk about the skill learning system, the war rules codex, the whole concept of versus tests vs bloody versus tests. But to me, there are two main ways that it stands out from other systems: its treatment of role-play as a mechanism, and the overall philosophy behind the game's design, including the concept of setting clear expectations.
(using section headers to break up the text lol)
How it uses role-play:
The most obvious thing to point out is that there's a whole set of encounter mechanics for social situations or debates (Circles checks, Duel of Wits, etc.) - sort of the epitome of crunchy role play. But thats not what I'm getting at! What I'm getting is the fact that good role play is integral to the way the game functions.
Let's go back, all the way to character creation: When you're burning a character, you selecting life paths (page to squire to knight, etc.) with their associated skills and traits, then tie them in a pretty bow with beliefs and instincts to guide the character's actions. All of these things feed into each other to make a complete character. Easy! Familiar! We all know how to make a character, even if the numbers and labels are different!
What really matters to this engine once you're playing is whether the character you're acting as matches what you built. If it doesn't, the rules nudge you to redefine your character until it does through systems of rewards, penalties, and consequences. You are rewarded for sticking to and acting on your traits, beliefs, and instincts through different types of points distributed and voted on by fellow players, which can be used to alter the course of events or turn the tide of a bad situation later on. If you're not living up to a trait, on the other hand, you can lose it and all its benefits. (Took the fortitude trait, but ran from trouble one too many times? tough luck! the other players voted to take away that trait and now you can't call on it in moments of peril.) The beliefs and traits of a single character can end up at odds with each other, resulting in characters having to make choices that in other systems might seem insignificant or carry few lasting consequences, but here may alter the function of your character.
It's not all punitive measures, btw! One of my characters caused problems for everyone else by refusing to put away a weapon when someone else was in danger, playing off of an instinct that states he draws his weapon whenever his master does. After the session, another player suggested everyone consider nominating the Brave trait for him the next time we update them. As a character-type trait, it has no effect when rolling dice but does mean that henceforth and forevermore, anyone who interacts with him will notice a sense of bravery. Delightful!!
Also, the beliefs of different characters are practically guaranteed to stray from one another at some point, which is the primary source of inter-PC conflict. Because the mechanics of the game encourage and reward sticking to your beliefs or following your stated instincts even when it makes things significantly harder or causes problems, you're much more inclined to do it. As someone who is terrible at not slipping back into the same kind of character over and over again, I think this fucking rules.
I'm playing with a group of people I've been gaming with for almost five years, and this has opened the way for much richer dynamics between our characters than any of the other systems we've played, in part because as players we're less interested in acting on concensus to drive the plot forward. Working as one unit simply isn't the goal, and if it was, we would play a different system that encourages and rewards that.
the game's philosophy, aka setting intentions and also reading rules:
Now we're starting to get at the philosophy behind the game's design: It believes you have to know why you're playing burning wheel instead of literally any other game. This isn't a system you play on accident. It's admittedly a complicated game with a LOT of rules. It asks for a huge amount of engagement from all of the players, not just the GM - something like inter-PC conflict can only work well if everyone is on the same page (figuratively, but also literally lol) and ready to help adjudicate rules, ask for tests, discuss intentions, etc. Dream scenario for a chronic rules lawyer lol.
Obviously any game will be more fun if everyone has actually learned the rules before they start playing, but this is one where it's extremely difficult (if not impossible) to play if most players haven't learned them, and deeply rewarding if they have. It really operates on the expectation that everyone is putting in work, and everyone has respect for the time and effort the others are bringing to the table.
It's hard to put a finger on how this all impacts play other than the obvious elegence of People Knowing What Theyre Doing, but on a purely emotional and meta level, knowing that everyone is investing so much time and effort to play a game with you is just.. idk, it feels special and makes the time itself feel even more valuable. In that sense, the satisfaction of playing the game isn't coming from the game itself, but is still shaped by it.
(In my mind, this is the #1 reason to try the game, but as @thydungeongal alluded to yesterday, finding people willing and able to do it is also the #1 hurdle to, like, actually having a good time. it would be completely miserable otherwise.)
Also, for a game that does not boast a collaborative nature the way some others do, it is honestly pretty fuckin collaborative lol. I don't know that this was Luke Crane's intention in designing the game, but closing out sessions by going through and grading everyone's work and giving each other glorified gold stars, you will inevitably end up discussing and dissecting things, learning from people's character work, and seeing where and how you can improve individually and as a group. It creates a table culture that values honest expressions of discomfort or dissatisfaction, and also of appreciation and celebration. It's after-care. It leads naturally into setting intentions and expectations for the next session. It just feels really nice!!!
That's obviously a table culture that can be cultivated anyway, and it's a practice my group has learned to be very intentional about facilitating, but it's just interesting how The Burning Wheel of all systems manages to support that. I think that's what the website means when it says playing this changes how you play other rpgs lol
So yeah, idk how much more to say and also I'm sooooooo so eepy and was like an hour late for work, so its a weird brain day. but there you go lol
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evertidings · 18 days
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I'm always surprised when you say people didn't like Blane or K at first because of their personalities considering characters like them - antagonistic towards the MC at first and who warm up with time - are usually pretty popular in IF.
I guess your playerbase is a bit less into it than others I've seen?
Regardless, anything that has to do with one-sided rivalry / enmity or "hurt and forgiveness" or stuff like that is something I will always love, so Blane is so perfect for me. I don't know if I ever mentionned it, but I'm extremely grateful that you allowed players to have a MC who doesn't hate Blane and don't consider them a rival. I really hate it when a game forces players to have a MC who hates someone or considers them a rival - in some cases, it's a deal breaker for me, even! As in, something that bothers me too much to even play the game, let alone romance that character.
And on that note, I'm very excited for the next update as I miss the little gang so much - not only Blane!
i remember when i first released the demo (ages ago!!) i had many many complaints about how Blane was harassing the hunter. someone even asked why the hunter doesn’t go to HR. not a completely invalid point, but also, they never take it that far.
i was also a bit surprised though, because i personally love colder characters that eventually warm up to the mc. the development is so satisfying to me (and rewarding!).
but i’m happy that you’re pleased with the options!! i try my best to allow players to have a variety of personality options and relationships with the ros, and while, of course, it’s not possible to do everything and please everyone, i’ve mostly gotten positive feedback which is a huge relief.
i’m excited for you all to see the gang again!
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asleepinawell · 1 year
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sorry if this seems a bit out of the blue, but ever since youve been posting about fallen london, im a bit curious about it! What is the game about and where can I get it?
oh no worries! I'm happy to ramble about it
fallen london is a free to play browser game you can find here. the basic premise is that sometime in the 1800's the entire city of london is engulfed in a swarm of bats and then falls through the earth into a cavern a mile below. this is the neath, a huge underground cavern where london sits on the shore of a vast ocean. queen victoria is still around locked in her palace being a typical shitty british monarch, who, amongst other things, decided that 1900 was cancelled and we were just going to have 1899 for a second time
things are a little...different down there. humans are far from the only ones running around. there's devils, rubbery men (think mind flayer vibes), clay men, and the shadowy cloaked figures running the bazaar (and the city) called the masters. death mostly isn't permanent and the dream world is a little too real. also, most importantly, cats can talk! and there are tons of them! and tigers too
it's got victorian, gothic horror, dark humor, lovecraftian vibes. also it's extremely queer as is everything the dev, failbetter games, makes. something I especially appreciate is that you don't have to give your character any particular gender (though you can) and some of the little avatars are very gender neutral:
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since it's free to play it comes with the normal things that type of game has such as real money transactions (completely optional and unnecessary for enjoyment (though some of the bonus side stories you can buy are extremely cool)), limited number of actions you can take (max of 20 at a time and refills 1 per 10 minutes). it is definitely grindy too though there's so many things to do (cannot emphasize the insane amount of content enough) I will usually just switch things up every so often
it's single player for the most part but you can ask friends to assist you in certain actions and there are some specific items that can be sent to other players
(if you like the setting but not the free to play part you can check out mask of the rose which is a visual novel they just released set right after london fell. it's a romance but with full aro and ace options (which I actually preferred) and a murder mystery. that one is a normal just buy the whole game deal and I think it's on most platforms. there's also sunless seas and sunless skies which take place in the same world but are a very different type of game and would require their own post. all of these have great writing in them)
but back to fallen london. it works based off of 'storylets', or little short stories when you usually do a skill check to accomplish something in return for advancing the story, levelling your skills, and reward items. you unlock more and more things as you go and get access to new stories and areas. here's an example of one of the little activities and its resolution
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since it's a game designed to be able to play endlessly there isn't really a way to lose or game over. you can die but dying is just a minigame of its own and sometimes even a thing to do purposefully. (the only actual way to die is the notorious story called seeking mr eaten's name which you may have seen me post about, which is a very unique story that will permanently erase your character at the end. why you'd ever want to do that would also be its own post. it's pretty hard to stumble on accidentally I think and extremely well-marked as a thing with severe consequences that you probably shouldn't do. or should you...)
anyway I'd definitely recommend giving fallen london a try if you're interested in the premise and aesthetic
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adachimoe · 2 months
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The effort this dumbass put into this
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Honestly, yeah. What is the player by this point in time, if not a huge dumbass?
Adachi's letter only continues if you've gotten him to rank 9 by this point. This involves getting him to rank 6 by his hard cut off date and then going to see him alone on December 7th and seeing his arcana transform.
Earlier in his Social Link, Adachi talks about his school life. As he says, you can only get back what you put in - if you put in effort to studying, then you get grades. And in his experience, this is exactly what he did. But as he remarks, this only worked at school and it doesn't translate to the real world.
In the 3rd Persona 4 audio drama cd, which was released before Golden even!, Adachi's dialogue talks about effort. His commentary is, more or less, that things are not worth it unless there's some kind of reward: He mocks the protagonist for running at full speed during the relay that has no reward, but thinks it's okay for Dojima and Nanako to try and win the 3-legged-race because they can win a free night at the Amagi's.
In some ways, I think you can relate this to the Social Link system as a whole: We tell our Social Links things they like to hear during mostly one sided conversations where they talk, we occasionally respond, and we get rank ups for our troubles. But obviously, this only works in the game. (Tbh tho, in real life, you can leave people on read for 5 years before resuming their Social Links.) Things require more effort - caring, giving a shit, more than a one sided conversation.
Adachi's Social Link starts off the same - we invite him over for dinner, we tell him responses he likes to hear, and we get rank ups as our rewards. On rank 7 and 8, there are no points to be earned. We simply assume that, based on Adachi's dialogue, he must give a shit about us, and his Social Link advances on its own.
When his Social Link transforms, he asks us what the hell kind of brain damage we have to assume our bond with him was really that tight. "You get back what you put in" - we put the time to go see him here, against our friends' wishes even, and we don't get a rank up here. But the nature of our relationship changes with him and his arcana changes into Lust or Hunger.
By the end of the game, when Adachi calls us a dumbass, it's cause we honestly are 100% a bunch of dumbasses. In order to get this guy to talk to us in any way whatsoever, we have to go through his stupid Social Link requirements where he has limited availability and it swaps between day / night, where you sometimes don't even know what to do because Atlus was too fucking stupid to program in a tell to go do his hangout during the night (or maybe that was intentional idk), and also do this all by a certain deadline while juggling all of the other bullshit going on in the game and the scheduling. And on top of it all, you are then given the option to go against your friends wishes and continue reaching out to him even after finding out he kicked off all of the events of the game that nearly got Nanako killed and endangered the rest of your party members, plus he tried to bait you into killing Namatame.
It goes without saying that the effort that you have put into this relationship is significantly higher than whatever Adachi has put in. And as he says himself, you get back what you put in. Despite what the player has put in, we've gotten a lot of nothing back. He, uh, came over and bummed free dinners and tried to get Nanako in on his low effort game by telling her to cheat on a book report. That's like, gotta be a negative gain lmao.
To have gone out of your way to try and get this guy's Social Link rank ups and talk to him even after the reveal and after you've already gotten so little out of this... Yeah okay honestly what are we if not a bunch of dumbasses by this point. Like I'm 352 posts into this blog and Adachi isn't even going to throw me into a TV god what's the point even.
But at the same time, Adachi appreciates how big of a dumbass we are when it comes to him. He doesn't call us a dumbass because he hates us, he calls us a dumbass because of how much effort we've put into this relationship. A level of effort that he himself scoffed at, but now causes him to reflect back on the time he spent with us and sees it more fondly. He couldn't see what he had until he didn't have it anymore.
Adachi will send you the letter urging you to reach out the truth and finish the case so long as you're doing the true ending. It's a scene from the PS2 game and it doesn't matter if you've done his Social Link or not. In Persona Club P4, Atlus remarks on how the caution tape in his dungeon hints that deep down inside, he *is* still a detective. Him sending the letter is proof of that - he wants you to solve the mystery. But if you complete his Social Link, the letter continues with this new segment, and I think this changes the nature of his letter: Having put the effort in to him with not much to show for it, we, at long last, get something from him.
And of course, as P4AU implies, he has become something of a "dumbass" himself in regards to expending unnecessary effort on things no one asks you to do.
Btw, the way Madono calls you an idiot in the Japanese audio is pretty great. The way he draws out vowels as Adachi in general I think really helps sell the playfulness.
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terry-the-insane · 11 months
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Arachnophobia: A bedrock edition mod
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Hunstman spiders are active predators which spawn the same areas as wolf spiders (vanilla spiders) at a slightly less common rate. They behave mostly the same as wolf spiders, but are much faster and vary in size, larger huntsman spiders are more common in warmer climates.
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Cellar spiders (also known as daddy longlegs) are common cave dwellers that solemn move unless disturbed. Upon spawning they will seek out or build a web and lie perfectly still until another mob touches it. Their venom isn't lethal, but beware that they can easily trap you in silk if you don't pay attention to where you're going.
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The vinegaroon is a strange arachnid resembling a cross between a spider and a scorpion, they spawn in swamps and jungles in the dark. Vinegaroons are not venomous, but instead have the ability to spray acid projectiles from their abdomen. Real life vinegaroon acid is akin to vinegar (hence their name), but arachnophobia's vinegaroon sprays hydrochloric acid instead, and it can destroy some blocks.
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Jumping spiders are commonly found in densely wooded biomes and are typically docile to players. Though they have very little health, they hit hard for their size and are quite agile, they also specialize in hunting other spiders and deal twice as much damage to arachnids. Jumping spiders can be tamed by giving them spider eyes, they can sit on your head and will immediately pounce on any threat. Like frogs, jumping spiders have three variants based on the climate they spawn in.
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Whip spiders are cave dwelling arachnids which are not venomous, but they hit hard and they are absurdly fast. Whip spiders are highly aggressive and cannibalistic towards their own kind, but only sometime attack players unprovoked, every once in a while one will run up and punch you, launching you tens of blocks away. If a hostile mob is nearby, the whip spider will wave its "antennae", and will wave them more intensely if a particularly dangerous mob is near, just remember that the mob only has to be a potential threat to the whip spider, so it'll warn you if there's something less dangerous to players such as an iron golem.
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The harvestman (also called the daddy longlegs, a title it shares with the cellar spider) is a harmless omnivore arachnid that spawns in roofed forests and redwoods. Harvestmen can be mounted if you feed them a poisonous potato, and controlled with a special item. If a predatory arachnid is nearby, the harvestman will panic and flee, becoming incredibly fast when mounted.
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Neith is a powerful boss which can be summoned using a special eye rarely dropped by spiders, and alternates between melee, ranged and AOE attacks, and has the ability to control spiders. If you defeat Neith, she will reward you with a special armor which can be infused with the shed exoskeleton of an arachnid to gain their abilities, receiving both a buff and debuff (e.g. jumping spider armor allows you to jump super far, but it also makes you tiny).
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The tarantula is a huge spider that sometimes spawns in caves above y coordinate 45 and cannot be controlled by neith, as she considers them to be heathens. Tarantulas are territorial and solemn go far from their home, and prefer to hunt at night. They will attack any other mob and will defend their territory fiercely from other tarantulas, once it's day they retreat to their caves, their aggro radius is halved and they will warn you before attacking.
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One of serveral non-arachnids in the mod, moths are flying insects which commonly spawn at night in most overworld biomes and have a variety of biome specific variants, are frequently preyed upon by arachnids, especially web spiders such as the daddy longlegs. Moths are harmless although some variants are poisonous (they inflict debuffs if you hit them, but don't actually fight back), and will start to slowly die if they exist in the world for too long. Moths will often fly towards länterns, and will follow you if you hold one, they also have a rare chance to drop their wings which can be equipped.
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The wolf spider is literally just the vanilla minecraft spider, but remodeled. It's behavior has not been altered in any way.
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Like the wolf spider, the redback spider is the vanilla cave spider but redesigned.
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Emperor scorpions can be found in tropical biomes at night. They are not very fast, but are large and powerful and can use their shield-like pincers to deflect attacks.
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Deathstalkers are scorpions that spawn in arid biomes at night, especially in deserts. They are much smaller and weaker than emperors, but possess deadly venom.
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A massive semi-aquatic arachnid, the thunder scorpion is a force to be reckoned with. Thunder scorpions do not spawn naturally, and instead are found in a similar way to the sniffer, since like the sniffer it is also an extinct prehistoric species.
Thunder scorpions can be raised and will be docile towards whoever raises them, but to anything and anyone else they can become aggressive, they start out very small and grow very slowly, but over a long time will continue to grow and become an eventually unstoppable killing machine. The modern day atmosphere is much different from that of the thunder scorpion's original time period, meaning that fully grown thunder scorpions slowly grow weaker until they inevitably die.
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livelaughghoul · 2 months
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Oscar Piastri Personality and Career Tarot Reading
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Disclaimer: This is for entertainment purposes only, nothing observed or taken away from this should be considered fact. As a reminder, I know fuck all about Formula 1, I just like fast cars and have a dumb amount of knowledge of astrology and tarot. 
Since I am just recently getting in F1, the first race I actually watched was the Hungary GP. Which like, what an introduction to the sport. Since then I have watched a lot of the replays from prior races, but my knowledge outside of the track is nonexistent. Having this be my first introduction to Oscar was interesting, and I think that there is a lot to unpack there between the team dynamic and the way they approach and relay information to both Oscar and Lando. I may end up doing a reading on two of them at some point, but we will see how I am feeling. 
This spread is actually amazing to me, because we have one of the better Swords followed with a slew of Cups. I love that we are mixing Swords and Cups (even if we are Cup dominated), because Swords are very self focused, almost interalized, whereas Cups are incredibly emotional. I think that it specifically being the Two of Swords really telling, especially with the specific correlation of the Cups we pulled. 
I really love this spread, like a lot. I usually don’t care much for wanting to learn more about the people on the grid, but I actually am interested in getting to know more about him because this is just so interesting to me. I might actually look into someone other than Jenson Button, Sebastian Vettel, and Kimi Raikkonen (honestly I owe that anon SO MUCH, because you truly have made my life so much better with these men). 
Outward personality - Two of Swords
This card has a soft spot in my heart because it absolutely is the introvert card. It’s protective in nature, and more reserved. While I don’t think it’s a full avoidance of feeling or expressing things, but it definitely is a more thought out or silent approach to emotions and expressing them. Since things are more reserved, there is going to be a lot to go through to develop a friendship or relationship with Oscar. I see a lot of people referring to him as a cat (which is hilarious, I love this), and I think that is really seen in this card positioning. Cats take time to develop trust in people, but when they do, it’s lifelong and so rewarding. Cats are also really good at masking how they really feel, I think that there is a lot of masking and hiding of things in terms of how he is feeling or what is being experienced. 
Inward personality - Ten of Cups
Interally, once you break past the resting bitch face and flat affect, you feel nothing but valued, delight, and at home. The Ten of Cups is like, coming home to your family after a long day at work and just getting to feel valued and at home. It’s a happiness, feeling fulfilled and loved. I love the switch up of the outward personality being this like professional brickwall, and then on the inside there is this soft gooey center filled with love and affection.
Current career - Queen of Cups, reversed
I’m not a huge fan of this one when it comes to the career, because I think that this has the possibility of being too willing to take everything lying down, allowing others to essentially make the decisions for you, and almost put yourself in a secondary or lower positioning. There is a lot of tenderness in this card, and I think that while yes, Oscar absolutely can be aggressive and challenge things, I think that there is alot of hesitancy in this. There is going to be this patience and accepting of whatever he is told to do. It absolutely tells me that he is a team player, but I think that there may be too much of prioritizing of others instead of himself. 
Future career - Three of Cups, reversed
No matter where he goes in his career, who is on a team with, or what his support team looks like, this man is making friends and building a community wherever he goes. Oscar is going to be able to foster a community wherever he ends up, and this is going to make work so much smoother, especially when there is a transitional period that happens. 
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cerastes · 1 year
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hey, i'm planning to get armored core 6 despite never playing any of those games before and since you seem pretty knowledgeable about them i was wondering if you have any tips for someone totally new to the series?
Sorry for the super late answer!
The first thing I can tell you about Armored Core is that you have to get comfy because half of the game is high speed intense high octane combat, and the other half is accounting. Brother, I know how much you want to go back to the part where rifles go bang and swords go swoosh and you have enough Gs on your body that you could passably cosplay a plate of mashed of potatoes, but you gotta do the Excel spreadsheet part, too.
It's really not as bad as it seems, and once it clicks, you know exactly what to look for. But if you want to get all the juice out of the tenga, you have to sit down and take a deep gander at how the systems click. Once you do, trust me on this one, an endless horizon of options will stretch before you because that's when you'll know exactly how to tailor your big death machine to your exact specifications and playstyle. It's deep, but also deeply rewarding!
Next up, something universally useful in Armored Core: Turning Speed. If you can mod, upgrade, or otherwise improve your "Turning Speed" (or equivalent) stat, crank that up as often as you can. It's always a powerful tool, it's always very useful, it's never superfluous. This ties in to the next point:
Your strongest weapon is your camera. When fighting other ACs, player controlled or otherwise, your strongest tool, throughout the games, has been to keep your opponent in your camera, and to stay out of your opponent's camera. Movement is huge in Armored Core, you need to move so as to 1) keep your enemy in your sights, 2) stay out of your enemy's sights, and 3) line up shots. We call this "lining up a vector" or "keeping the enemy in a vector". What this means is that you want to set up your enemy in such a way that they are moving in a direct vector relative to you -- directly towards you or away from you -- so that your shot with stronger, single shot weaponry will land and deal significant damage. You set up this vector while also trying to not be 'caught' in one yourself, and as you may think, this is hard, because if they are in your vector, you are in most situations also in theirs. So, the solution? Be outside of their camera while they are in yours. Can't shoot what they aren't aiming at, right? This is a lot to take in, I know, but you don't have to commit all of this to execution off rip, just keep it in mind, develop your playstyle and learn naturally with this in the back of your head until it clicks and you start being able to see, through your own playstyle, how it is you'll do that.
One final thing I want to recommend is that you don't fall for the allure of The Big Damage Number without considering other factors. Especially when learning, you want to make a balanced build: Have your single shot strong weapons, like a grenade launcher or sniper rifle, paired with a weaker but easier to land weapon, like assault rifles or machine guns, and compliment this further with some sort of auxiliary tool or weapon, like flares that give you leeway, or missiles that can put further pressure on your enemy. In general, when starting out their Armored Core journey, I recommend to people the following loadout: Grenade launcher, assault rifle, laser sword, missile launcher. This is a well rounded toolkit that'll keep you effective at most ranges, and more importantly, will reveal to you, your own preferences. Once you become a super Newtype ace pilot fuckhouse, you'll doubtlessly make your own deathkaiser machine with quadruple railguns or missileboats or pure melee builds, but to get to that point where you know exactly what you want to do, a balanced build helps in letting you learn where your heart leans, what kind of movement-to-bulk ratio works best for you, which weapons are your favorite, etc.
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christiansorrell · 8 months
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TTRPG Read-Through: Traveller - Book 1
Here is a read-through I did about a year and a half ago (originally posted on Twitter) of one of the all time classics: Traveller by Game Designers' Workshop! This read-through just covers Book 1 - Characters and Combat from the original Traveller box set trio of books. - Christian
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This is the 1981 Second Edition printing of the classic Traveller three zine box set! Been wanting to read this for ages now. It's discussed A LOT in Mothership circles.
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Really interesting to see GM-less and solo play options here. Didn't realize that was being done explicitly at this time. Also, nice to see "he or she" language here rather than the just "he" you see a lot in older games.
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The UPP is clearly the creation of an utterly deranged mind. This seems like a huge overcomplication of just listing stats (unless all your players are proficient in hexadecimal).
[Hi, it's me from the future here (aka now - 2024): I've learned to embrace and love the UPP (or more specifically the planet stat version from one of the other books). It's complicated at first but really quick and cool once you know how to read it.]
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I really like Social Standing as a stat replacement for charisma or charm or other social skills you tend to see. Feels like it would have more impact on the story and less of a "Roll to see if you convince him, I guess" sort of anticlimax social skills have most of the time.
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I'm now into the "you can die during char creation in Traveller" bits. Really cool in some ways. Really comical in others. It recommends you enlist your bad stat characters into the Scout service because of it's high mortality rate (so you can roll a diff char before play), lol.
Essentially, you roll stats and that's your entire character but to give them some experience they can enlist in a Service. You have to roll to get in and may get rejected. If so, you submit to the draft (get into one at random). You can die. You can gain skills and promotions.
Honestly, the char creation feels like a solo game unto itself. Risk v reward of how far to push your enlistments to boost your skills and standing and benefits. You could have a whole story in your head by the end of it. Great Session 0 material.
As a 34 yr old, this hurts. Apparently, I have -1 Strength, Dexterity and Endurance now...
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I admire commitment but asking GMs to use this full char creator for all NPCs (which means generating chars until you get one capable of filling the role you need) is truly too wild. Best part: at the end, it just says you can also pick whatever you want for stats and skills.
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The weapons and intro text have much more of a space as a new age of sail vibe to them than I was anticipating. It's cool. Far more Dune than Alien (so far).
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Interestingly (unless I missed something), skills are detached from your stats. Your base stats make getting into a Service easier and help you with Saving Throws and such, but skills have their own modifiers based on the situation and your expertise. It's cool (if a bit dense)!
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In case you were wondering, there is absolutely no art in this entire book. I'm hoping we'll get some in one of the other two books with vehicles and ships and such but won't be holding my breath. Gives the whole thing a very Serious vibe.
Always interesting to see how older games chose to handle this (or not).
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Here's the UPP in action along with quick listing of other character info. Interesting even if it is just too overcomplicated for my tastes.
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Can't overstate how much char creation feels like a whole solo game of its own. You can roll a character at age 18 and have them go through seven 4-yr terms in a Service before retiring and having substantial cash, specific possessions, memberships and social standings. Wild.
The character sheet mentions PSIONICS which is exciting (but I'll have to wait till Book 3 for more on that apparently).
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Combat is straightforward but has some unique bits: a focus on stealth as an option and movement/attacks occur by all parties simultaneously which means everyone (enemies too) gets to move and then everyone chooses who to attack and you roll them all. Sounds really fun.
Stats have cool effects in battle. Your Endurance stat is the number of attacks you can make before needing to rest (can you imagine if DnD just didn't let you do a base attack at a point?). Strength and Dex can boost or lower certain weapon rolls like you'd expect.
If trained in a weapon, you can give your expertise as a negative mod to your enemy's rolls to attack you to reflect parrying and blocking which is cool. The skills also add to your attack rolls. Skills just seem really useful overall here.
I just love that we get stats for broadswords, revolvers, and laser carbines. Plus, there are even special tables for archaic weapons for when encountering lower-tech civilizations. It feels like a really wide open interpretation of what space could look like. Feels exciting.
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A few more equipment tables and a final quick reference page at the back and that's all for Book 1. I'll be back with Book 2 and 3 in the coming days!
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Main thoughts: Character creation is very involved but really cool - its own game practically. Skills are very deep in a way that feels refreshing when compared to more stat-focused games. Combat has some fun, chaotic twists. Feels like a wide universe of possibility here so far.
I'll add Books 2 and 3 to this thread when I give them their own read-throughs. In the meantime, here's my newsletter (last two months have Mothership freebies): https://meatcastle.substack.com
And here's my website (with links to my games and modules and all that good stuff): https://shop.meatcastlegameware.com/
Thanks for reading!
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i have a request! + a little bit of a ranting because i love talking about this game (if you don't want to see the long rant you can skip to the two last paragraphs with the actual request :3)
ok so, i played SDV multiple times (although i never did the 100% challenge, i played at least 9 to 10 different saves), and i noticed that, throughout the entire game, the farmer's parents only send 4 letters for them, and for you to even receive said letters, you need to obtain certain amount of gold. plus, another detail is that only one of the parents will send you a letter (depending of the gender option you chose in-game), while the other one is never mentioned even once.
additionally, i also found interesting how, whenever Harvey mentions having to do "an emergency surgery" on the player, the parents never even send a letter mentioning it or anything. i would assume that for something as serious as a surgery, a family member would be contacted in case anything went south, but that never seemed to be the case. you simply wake up from the surgery, go home, sleep, and your parents never even show sign of being alive.
i know Eric most likely did this to 1. keep the past of the farmer as vague as possible for people who enjoy creating OCs/sonas to not have to ignore canon details, and 2. in regards of the letters, to reward the player for reaching x milestone. however, my little brain could not help but assume that the reason the farmer barely receives any letters from their parents (and when they do it's only from one of them) it's because they bought some heavy mommy/daddy issues™ baggage with them to the valley.
and that's where my request comes from: how would the older villagers (preferably those with no children and/or spouses, like Gus, Marlon, Willy, Linus, etc) react to the farmer accidentally calling them mom/dad, because the farmer views them as the parental figure they wish they had in their life? would it be awkward? would they be flattered? would they comfort the farmer? i NEED to know.
additionally, i would prefer if you could make it a mixture of angst and fluff. plus, you can choose any villager you want, i just ask you to include Willy, since he's the one that i made a father/child relationship with my OC and who inspired this request in the first place.
thank you, hope it wasn't too much!!! and take care :3
I have to say, when I first played the very first save, I was also interested in the fact that only one parent sent letters, and even the letter itself didn't say "me and your mom/dad are proud of you", but just "I'm proud of you, with love dad/mom). Then the letters stopped coming altogether. My first guess and failed headcanon for my OC is that Farmer only had one parent (the other parent abandon family/dead), and when the letters stopped coming, the other parent passed away as well. And then I thought it was a pretty dark headcanon and scrapped the idea. Don't want too much angst, nope!
I really like this ask, because in my opinion, even if Farmer has living and loving parents, they will still see some people in Stardew Valley as a parental figure, because Farmer's family is far away.
I hope you enjoy the stories, I tried to make them both sad and fluffy at the same time. Thanks for ask and enjoy! ❤️
Willy, Marlon, Linus and Gil react to Farmer calling them dad.
Willy:
Amazement, laughter and pride is what Willy felt as Farmer very emotionally showed how they caught the Legendary fish in the mountain lake, not forgetting to gesticulate. They and Willy were sitting on the docks on a late summer night when, a little tired from fishing, they began to tell each other their fishing stories over a bottle of mead.
"That fish almost tore the fishing line, but I still managed to pull it out. I swore and puffed, but I pulled it out! It was huge!" The farmer summarized his story.
"What a fisherman! Well done, lad/lass!" The old fisherman's heart rejoiced that young people were still interested in fishing.
"Thanks, Dad!" The Farmer quickly said the last phrase on emotion, but their smile quickly slipped and they slapped themselves on the mouth. Willy also sat silent, a little surprised at the last word. Dad... The sea wolf had his heart broken more than once in his youth, and he had already resigned himself to the fact that he would never hear that word. He wasn't sad, for fishing did bring him happiness. And still...
"Sorry, that was... Ugh, I didn't mean to-" The Farmer was already trying to get out of the awkward situation, except that they felt the old sailor's hand on their shoulder, Willy's eyes looking at them with pride and warmth.
"You're welcome, son/daughter. I'm really proud of you". Never did Willy think he could say such words, the words of a proud parent for his growing child. Willy did not have a wife or children, so he could not feel the pain of loss from something he never had. And yet, after that word, he felt as if a stone had been lifted from his shoulders, and a warmth flooded into the old sailor's heart when the Farmer, crying, hugged him back after his words.
Marlon:
"Kid!"
"I'm fine!" The Farmer's voice came up from the bottom floor of the mine, letting Marlon know that they weren't under a rubble pile of rocks or in a nest of monsters. After a moment, Farmer was able to climb out of the hole in the floor on their own, unharmed, just a couple of scratches and with dirt.
Seeing that the Farmer was standing on their feet and unharmed, Marlon sighed in relief. But immediately, anger filled the old one-eyed adventurer's chest. Using a mega bomb on slimes - how did they even think of this!? The uppermost levels of the mines can collapse from a not too strong explosion, and then there's explosives of such power!
"Things went a little off plan, but we still destroyed those slimes. I call it success," the Farmer didn't have time to finish, as Marlon walked up to them quickly and gave them a not too strong, but quite painful smack upside the head. The Farmer immediately writhed in discomfort.
"Ouch! Why?"
"What were you thinking!?" It was the first time the Farmer saw Marlon so angry, the one-eyed monster hunter rarely lost his temper, "Have you lost your mind? Using a bomb, here! You could have died under that rubble!"
"But I-" Marlon interrupted Farmer again, raising his hand in a gesture.
"We have to think about every step we make in a fight, and what did you do?" Marlon was already speaking more calmly, but his tone remained the same steely. The Farmer had already feel ashamed and regretted their careless decision.
Yet, when Marlon calmed down and scolded the Farmer, taking their word that they would never act so recklessly again, the elder adventurer offered to return to their Guild, since it was getting dark. The Farmer breathed a sigh of relief, and on the exhale they said: "You're such a dad..."
Marlon stopped after that, turning to face the Farmer, who seemed to be surprised at their own words. And Marlon himself was surprised at how he snapped at the shout: he knows that the life of an adventurer is a constant risk, but Farmer had become a close person to him to let them risk their lives so recklessly. Just like... Just like his own child. And then they call him dad...
After Farmer's words, the one-eyed adventurer hummed playfully:
"In that cases, I, as a 'dad', officially declare to you: once again you use a mega bomb at the first levels, or do another stupid act, and I will flog you with a belt so that you won't be able to sit for a week, let alone swing a sword", Marlon is unlikely to ever carry out his threat, but he must make it clear to the Farmer that he is not joking.
"Ok, ok! I won't do it again! Sheesh...", Not wanting to argue with their mentor any further, the Farmer quickly followed Marlon to the exit of the mines. Before they left the cave, Marlon put a hand on their shoulder.
"Stay vigilant, adventurer. I've lost many people dear to me to let this happen again..."
Linus:
Linus hadn't noticed that the Farmer had managed to doze off by the camping fire. After all, a hearty supper of fried mushrooms had put the Farmers to sleep and made them fall into the realm of dreams. Early fall had already rewarded the Stardew Valley with cool nights, and so Linus decided to wake the Farmer so they could head to their warm home. The task was not an easy one: besides the delicious food, the Farmer had been very tired lately, and so he slept like a dead man.
"Get up, my friend, it's time for you to go home," alas, all of Linus' efforts were unsuccessful, and then stopped altogether when Farmer sleepily said: "Dad, please, five more minutes..."
"...Dad?"
Linus heard many words for himself: homeless, crazy, wild man, freak, stinker, weirdo. But Dad...?
While Linus was processing the information, Farmer had already managed to fall back into a deep sleep. The wild man decided to let Farmer finish his sleep in peace here near his tent. He took out a warm blanket from the tent, which he had made himself from fur, and covered Farmer, who was shivering a little from the cold night.
"Sweet dreams, my child", Linus had never thought that Fate would let him consider someone his child and pass on his wisdom, even if they were not related by blood. He made a promise to himself to always keep an eye on this kid and to help them in any way he could, whether by advice or deed.
Gil:
The knocking of stone against stone. Bang. And another ban
Another failure.
"Ah, damn it..." The Farmer cursed, throwing two geodes at their feet.
"Try it again, kid, you'll learn in time. See, you do it like this..." Gil again demonstrates how to open the geodes by himself, without Clint's hammer. With movements that had been honed over the years, he again held two halves of a split geode in his hands, from which amethyst and rock crystal druzes glistened.
"You didn't get into farming the first time either, yeah? You told me yourself, kiddo". Gil was absolutely right - to achieve a prosperous farm, the young Farmer had to work really hard, and success did not come immediately. So Farmer, sighing tiredly, took the geodes in their hands again in an attempt to open the mineral. Knock, knock, knock.
Crash.... Pop.
It worked!
"Told ya, kid", Gil smiled at the excited Farmer, who, twisting the two halves of the open geode, couldn't believe their own eyes.
"Yo, I finally did it! Thanks, Papa!"
It took the Farmer about ten seconds to realize what they had just said. Their cheeks flushed. Oh...
Gil, on the other hand, was quite ok to such a word in his address. In fact, he did not even miss the opportunity to tease the young adventurer a little.
"Papa, huh?" Though deep down Gil was touched by the fact that he had become this kind of father figure to Farmer, he wouldn't miss the opportunity to have a little fun. Especially since he knows that Farmer, though embarrassed by their confession, will also catch Gil's mood.
And the old adventurer is not mistaken.
"Well, should I call you mom then?" The Farmer was not in debt, deciding to play along with Gil as well.
"And that's how you talk to your papa, kid?" Gil rewarded the Farmer with a playful slap on their shoulder, "Come on, get outside. There's a whole bag of geodes lying by the supply boxes. Bring it over here and we'll practice some more," Farmer nodded and ran merrily toward the Guild exit, almost hitting Marlon, who was just entering the building.
The one-eyed adventurer, seeing his cheerful friend (it was rare to find Gil in such a good mood):
"Did something happen while I was gone?" Marlon hummed favorably and waited for Gil to stop snickering and calm down.
"You can congratulate me, brother," Gil said, "I just became a dad."
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garrison-of-leaves · 3 months
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Return of the Mammalians and Side Order are Blueprints for the Future of Splatoon
Y’know, I think we might be looking at ROTM the wrong way. Sure, it has a pretty shitty story, but I’ve noticed a lot of similarities to Mario and Zelda.
A common issue i have with most 3D Mario games is that the level design often suffers from “island syndrome”, where the locations of each respective world feel isolated and closed off from one another, causing problems with forming a truly cohesive and interconnected world. Splatoon’s single player campaigns in particular are also quite notorious for this, with Octo Valley and Canyon being sought out as the worst offenders.
With that being said, I’ve noticed a trend with the most recent installments of both series that seem to be making an honest effort to break away from the problem, or at least present a more conventional solution.
The overworld of Alterna is designed similarly to Lake Lapcat from Bowser’s Fury, with the whole terrain consisting of different islands that are all interconnected together. What’s most interesting about both these locations is that, rather than the main setting being broken up into sections, the starting player is essentially dropped into an environment where everything is easily accessible in one place, and transportation between one area to the next does not require any off-screen transition.
Something else I’ve noticed about the overworld of Alterna is how the placement of Kettles seems to be inspired by the Shrines from Breath of the Wild; both games essentially have them sprawled all over the place, and entering one typically brings the player into a room where they must solve puzzles or go head to head with a powerful foe. In Octo Expansion, the player being granted Mem Cakes is not unlike that of the Spirit Orbs that the Monks give you (ironic since Monolith Soft worked on both Octo Expansion and BOTW).
Return of the Mammalians seems to evolve this similarity even further by invoking a higher sense of exploration and hazards into the overworld of the mode’s main setting. The terrain is blocked by Fuzzy Ooze, of which will harm the player if they touch it and requires them to target a huge glowing Fuzzball to clean up the area; such a hazard is not at all too far off from the Malice that is scattered all throughout Hyrule Kingdom in BOTW, of which dissipates when a glowing eyeball is destroyed. Additionally, successfully completing a Kettle in ROTM decrypts text from the Alterna Logs. Completing every Kettle rewards the player with one final log, similar to how the Monks reward you with the Hero of the Wild set for finding all the Shrines.
Perhaps the most significant similarity, however, is the fact that both Bowser’s Fury and ROTM introduce whole new gameplay mechanics but still relies on using recycled assets. For the first time in the series, the player’s Hero Gear can be upgraded through a Skill Tree of different abilities, replacing the usual mechanic of upgrading individual weapons. Upgrade points are typically found by surveying each area with your ink, and the game even acknowledges the many trinkets you find buried in the snow for your efforts.
The same rules can even be applied to the Side Order, what with the Palettes functioning as Skill Trees that can be continuously upgraded through the use of color chips that provide many different abilities as you ascend the Spire. There’s even permanent upgrades you can unlock through Marina’s hacks that can affect the difficulty of your runs. I would even argue that replaying the game with different palettes might also have been a new idea for story progression that was being considered.
Kirby is a series that also borrows some queues from Bowser’s Fury. The Magolor Epilogue campaign in particular introduces new things like upgradable skills, maze-like maps and added emphasis towards Magolor as a character in his own standalone adventure. The latest Zelda game, Echoes of Wisdom, might even be onto something with how it makes Zelda the playable character for the first time.
Anyways, the point I’m trying to make is that ROTM and Side Order aren’t really campaigns. They’re technical demonstrations. A possible glimpse into what Nintendo might have planned for Splatoon 4 in the future.
What if the level design will lean more towards areas of exploration, where we’ll have more of an opportunity to freely roam around environments that feel grounded like Alterna and inking turf feels rewarding? What if the new abilities that we can add onto our skill tree impact the experience of the adventure in a meaningful way? What if story progression is tied to clearing certain conditions and characters, encouraging multiple play throughs and ensuring there’s always something for the player to do?
What if Splatoon takes all of the attributes that it borrows from Mario and Zelda and embraces them?
Like, there’s so much new stuff they threw at us in Splatoon 3, and it lines up perfectly with what Nintendo’s been doing with big names like Mario, Zelda and Kirby lately.
Bowser’s Fury opens the door to new gameplay possibilities by incorporating a new navigation system, Echoes of Wisdom gives us the chance to finally play as Zelda, and Magolor Epilogue further evolves the possibilities of other characters taking the spotlight in their own adventures.
And now, Splatoon 3 is continuing to evolve its single player offerings with fresh new features that set the groundwork for bigger and better things to come.
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rzyraffek · 1 year
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Hey umm are you still doing people requests? Umm can i request about Billy lenz,michael myers,the sinclair brothers,and Jason with a bassist s/o? i mean like s/o can play a bass or a guitar!! like that, im sorry if its too hard for you and sorry for my bad english
Im still doing requests!! And I will for long while! I never played any indtrument but I did my best. Also your English is great! (And sorry for long wait) Request open
Slashers with guitarist s/o
Billy Lenz
Lisening to gossip and drama all day might sound cool, but it isn't lol. Imagine sitting in attic and the only things you can hear is some girls talking shit 24/7
So yeah when he hears music he is more than intrested
This guy never was huge music fan but oh boi its good to hear something new
Gonna sneak into s/o room and play with guitar 100%
If s/o is a professional player and has some sort of medals/rewards im sure he gonna steal some frf
Micheal myers
Guy was in hospital for 30years i doubt he heard anyone play in real life. Maybe in radio or guard himming but omg its been long time since he saw somone do it irl
My guy is gonna stalk the hell out of them
When they are in relationship He gonna just grab guitar and bring it to them and stare. He wanna hear you play so much😭😭
Doesnt understand that most guitars aren't made out of super strong materials and he probably step on it few times or trow it at them for no reason. So they either have to buy new ones or scod him so much he never goes near that thing again
Vincent
He just gonna sit there awkwardly, enjoying the music😊😊
Loves it!
Wants s/o to teach him! He is a fast learner! Pls!!
Will beg them to play his favourite songs (dude looks like my chemical romance fan)
If s/o plays some slow calm songs he will acually fall asleep to it
Bo sinclair
Hes not big music fan tbh
Guy will say "oh? Cool cool" and move with his life
But he likes to have backround noise when he does stuff so he won't mind them just vibing with guitar while he does he work
After a while it kinda gets in his routine to lisen them play so he might acually come around once or twice asking them to continue
Lester Sinclair
Omg THE VIBE
Imagine IMAGINE JUST driving on empty road in Forest, great vibes, and nice guitar. Man it sounds amazing!
He gonna sing to it frfr. Does he know what theyare playing? No. Does it stop him from singing some random lyrics? No
Will tell them all complements in the word. That he never heard such amazing play or that he could fall in love with them again if he could ect ect idc
He gonna flex to bo and vince. Like: watch this yo shes soo good with that guitar
Jason Voorhees
I can imagine how they met really
S/o just trying to vibe on trip, having casual walk in Forest, they decide to have lil break and sit down and maybe play a little. And this precious bean hears it and is soso curious and he just ends up standing behind them lisening to them play for like good 10minutes untill they either see him and evaluate or just leave without even noticing
Pls this guy doenst even care about killing at this point, pls play more rn!!!! Please?
I can see this guy accidenlty kidnapping them and just giving them guitar and probably panicking as much as them tbh😭😭😭
But the best vibe is when s/o and Jason just sit next to campfire and vibe. He plays with their hair/makes flower crowns while they play guitar
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theresattrpgforthat · 2 years
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THEME: Paws, Feathers & Scales
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Mausritter, by Losing Games.
It’s a huge and dangerous world out there, and it does not look kindly on a small mouse. But if you are very brave and very clever and just a bit lucky, you might be able to survive. And if you survive long enough, you might even become a hero amongst mice.
Take up the sword and don the whiskers of a brave mouse adventurer in Mausritter, a rules-light fantasy adventure roleplaying game. Mausritter is built on the chassis of Into the Odd, with new rules for setting, character generation, magical artefacts, and mouse-scale adventures.
Mausritter is a game that makes character creation deceptively simple - your little mouse doesn’t have much to them, but that’s because they’re small creatures in a much larger world. It’s very easy to kill your mouse, which means that your team is going to have to focus on solving a lot of problems without diving head-first into combat. This is a game built off of other games that are OSR, which has a lot of ties to dungeon-delving kinds of games. There’s an online character generator if you want a character fast, and a seriously gigantic amount of third-party content created for these little adventurers. If you like creating and solving challenges more than diving head-first into combat, you should absolutely check this game out.
Cats of Catthulu, by Catthulu.
In Cats of Catthulhu, players take on the roles of a variety of ordinary-seeming cats fighting conspiracies of cosmic chaos. Mighty spirits such as Snarlyathotep, slimy Phatphroggua, and Hastpurr of the Yellow Eye inspire their cultists to destroy civilization-but that’s where all the comfy furniture is! 
One person acts as the Cat Herder, arranging the secret plots, challenges, and rewards and guiding the others through the process of making an adventure. Rules are light and quick, emphasizing player cleverness and the fun of being feline. There’s plenty of darkness and chaos in the world, but our fuzzy heroes can handle it!... Usually.
This game is perfect for players who don’t want to deal with math, because cats can’t do math either! Normally you play using special cat dice, but using regular d6’s will work just fine. Your cats will dive into situations that have a Lovecraftian twist, but aren’t too scary for children. On top of rolling dice to determine whether you succeed, there are a few optional rules that add to the goofy feel of the game - particularly the rule of Wum Fing, which states that if a cat character picks up something in game, the player must put their pencil in their mouth and speak around it. If the player gets annoyed and takes the pencil out of their mouth, the cat drops what they are holding.
You only really need the Nekonomikon to play, but Cat Herders might benefit from picking up the Cat Herder’s Guide.
Capybara Capers, by momatoes.
A super elite team of capybaras has been assembled to steal the mythical Awesome Lemon once and for all. But each of you have your own motives...and there may very well be a traitor in your midst. Can you afford to trust one another?
Capybara Capers offers a smooth, seamless tabletop RPG experience for playing a criminal critter, with mechanics for sharing trust, escalating rolls, and even individual win conditions. Ideal for 3-6 players, plus a Game Master!
Each character has their own idea of what victory looks like. There are up to 6 unique Win Conditions that your character may draw from the deck - from gaining the trust of all of the other players, to betraying the rest of the capybaras. Characters also descriptors that will add dice to relevant rolls, in order to increase their chances of success. Throughout the game, players may exchange Trust tokens to give each-other aid or remove Escalation Tokens, which are added whenever the group fails three or more consecutive tasks in a row. If you like wacky hi-jinx and the possibility to betray your friends, Capybara Capers is for you!
Pugmire, by Onyx Path Publishing.
“Be a good dog. Protect your home. Be loyal to those who are true. These are the words of the Code of Man.”
— Sister Picassa Collie, Shepherd of the Church of Man
Dogs have inherited the world, building the kingdom of Pugmire untold centuries after the Ages of Man are over. These dogs have been uplifted to use tools and language, and they seek to rediscover the ruins of the Old Ones. Some have learned to use the leftover technology of humanity, but they believe it to be magic handed to them by their lost gods. Others seek to create an ideal civilization, using a Code of Man compiled from ancient, fragmentary lore left behind by humanity. The world is dangerous and mysterious, but good dogs will persevere.
Pugmire uses a simplified version of 5e, which makes it great for kids or first-timers to the RPG scene. You may clear the forest of Giant Ants, foil the plots of scheming cats, or race rat cultists from the Cult of Labo Tor in order to retrieve a ruin from an artifact. As adventurers, all of your endeavours serve to fulfill your over-arching goal: to become Very Good Dogs. For players, the core rulebook for Pugmire is free as a phone version on DriveThruRpg. For cat lovers, you can instead play in the scheming Monarchies of Mau, if that is what your heart desires.
Crustacean Bus Station, by kumada1 (Sprinting Owl).
You are a crab.
You live in a tidepool community with other crabs. However, your crab factory job is at the other end of the beach. To get there, you must traverse dangerous terrain, evade seagulls and seals and morays, and wear yourself out scrambling over barnacle-covered rocks. This commute would be so much easier if you had a bus.
Unfortunately, crab bus stops are banned by seal civic ordinances. Crabs are rejected from the prestigious Seagull School Of Engineering. And Moray Refreshments, your factory job, is very strict about attendance. Miss even a few minutes of your shift and you risk having your pay docked---which will put you behind on your rent and give Octopus Realty all the incentive it needs to start processing evictions.Tonight, you're going to build your own bus with nothing but pincers and theft.
Buckle up and ready your pincers, because this is a game full of crime and creativity. You’re playing the underdogs, crabs with only a few hit points and a lot of obstacles in the way of building your bus. Each character gets something called a Scuttle Score, which acts as player currency in order to get out of a terrible situation. However, if you Scuttle out of a situation, it makes the situation worse for your friends! Will you leave them behind, or will you stick it out and solve your problems together? 
Geese at the Beach, by Justin Joyce.
THE GOOSE KING HAS AWOKEN.  The annual event has arrived, in which the Goose King rises and sends his most powerful Geese soldiers to the dangerous lands of The Beach to gather Shiny things for his most powerful Horde. Perhaps he simply wants as much treasure as possible, or perhaps he yearns for the greatest treasure of all. 
Regardless of his wants, it is on you and your squad of geese to brave the horrors of The Beach and battle the Goose King's enemies to bring the king what he desires most: Shinies. If the Goose King's wants are not met, the risk of all out war between The Goose King and the Seagull Armada could threaten to drown the world. 
This game picks up a lot of cues from Belonging Outside Belonging games, which don’t usually use dice. This game uses 2d8, but much of your character abilities rely not on dice, but on the Favors you gain by doing certain actions. Players choose from five Goose playbooks: The Buff Goose, The Duck, The Pelican, The Cat, and the Fish. Each one of these playbooks is hilarious and guaranteed to elicit a game full of laughter. 
Wanderhome, by Possum Creek Games.
Wanderhome is a pastoral fantasy role-playing game about traveling animal-folk, the world they inhabit, and the way the seasons change. It is a game filled with grassy fields, mossy shrines, herds of chubby bumblebees, opossums in sundresses, salamanders with suspenders, starry night skies, and the most beautiful sunsets you can imagine.
You might be a tamarin who dances with small and forgotten gods, a leporine mail carrier who relies on moths to get packages where they belong, a little lizard with a big heart and a mysterious past, or a near-endless number of other thrilling possibilities. No matter what, we’re always travelers—animal-folk who go from village to village and get to see the length and breadth of all the world of Hæth. The seasons will change as we play, and we will change with them.
Wanderhome is enchanting and endearing, and fundamentally encourages a different kind of roleplaying experience than you find in a traditional roleplaying game. Built on the Belonging Outside Belonging system, it requires absolutely no dice. Character sheets will give you the ability to describe the world around you, and encourage you to step into making mistakes in order to set your character up for successes down the road. If you are interested in stories about small critters travelling to pastoral locations and helping out the characters they find along the way, Wanderhome is definitely for you.
You can find both official and non-official Wanderhome supplements here.
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