An absolutely incredible review of the beta version of Eureka: Investigative Urban Fantasy by review Willy Muffin on youtube, complete with visuals and actual analysis!
I'm going to also add to this post a comment that I left on the video, offering further insight into the design intentions of the game, though the comment might not make as much sense if you haven't watched the video yet.
Hey, lead writer of Eureka here, first of all I wanna say how good and professional this review is, it’s almost indescribable how it feels to see our project taken so seriously and given real analysis, complete with visuals and everything! We would be super impressed and happy with it even if you didn’t like the game—but luckily it sounds like you loved it hahaha
I’d also like to address a few things throughout the video, not as arguments or rebuttals, just further developer insight for everyone
Re: “Urban Fantasy.” “Urban Fantasy” is basically just another term for “modern fantasy”, just a fantasy story that takes place in the 20th or 21st century and deals with the intersection of contemporary life with the supernatural, and it might be an Americanism, or even a Southern-ism, since it has a lot of connections and origins in the living folklore of New Orleans, so I shouldn’t be surprised it isn’t a term everyone is familiar with. Just think of it as the kind of genre where instead of the vampire living in a secluded scary castle, his name is Phil and he’s your roommate haha. What We Do in the Shadows, Shadowrun, and the World of Darkness games are all some other good examples of “urban fantasy.”
Re: Scooby-Doo. Oh we would LOVE for you to run a Scooby-Doo-like wacky mystery with Eureka. Even though the main tone is dark and gritty and noir, we did intentionally build it so that it could run more lighthearted stuff as well! There’s even a few Scooby-Doo references to be found throughout the text, and if we hit a certain stretch goal on the Kickstarter, we’re going to be adding a bunch of Scooby-gang-inspired traits, including the option to play a Talking Dog!
Re: Combat being the largest section, even larger than Investigation. First of all, that’s kind of an illusion that is the result of the game being unfinished. I have a tendency when I write rules to use really long sentences, overexplain things, repeat myself, etc, and that dramatically bloats the rules text and page count, but that’s why we have an editor! She goes through after the fact and trims most of the fat off my bloated writing style to make it flow smoother and read faster, and take up less space. The PDF that was read for this review has had the Investigation chapter copy-edited (and cut down in size by about 25%!), but the editor hasn’t gotten to the combat chapters yet, so they still have a hugely inflated page count. When she’s done with them, you can expect each combat chapter to also be cut down in size by about 25%, so they won’t be nearly so large a chunk of the book.
Secondly, I’ll explain our reasoning for why the combat chapters and advanced combat rules are such a big chunk of the rules text, it’s intentional design which I will now explain. If anyone still doesn’t agree with that design, that’s fair, and that’s why we made the Basic Combat Rules an option.
The reason that the advanced combat rules are the default, and the reason they exist at all, is because it incentivizes and rewards Investigation. If combat is super deadly, it makes Investigation, snooping, and spying more appealing than kicking down the door and getting your head blown off. But of combat is super deadly, it also needs to be very deep and tactical, because if it’s deadly but shallow, then there’s no player agency. “Combat starts, roll some dice, okay your guy is dead.” That’s no fun. So by adding rules and modifiers for cover/elevation, distance, the difference between a pistol and an assault rifle, etc. we make it so that not only is combat its own high-stakes puzzle, but make it so that when the PCs HAVE to engage in combat, all their investigation can really pay off and save their lives. Spying on a building to find out the number of goons stationed there and how they are armed helps you plan and assess risk, stealing the blueprints to the building helps you know how to get the drop on the goons, and know the best places to attack from so that they are stuck out in the open and you are not, etc. and having rules for those things means that all the PCs’ snooping and planning makes a real mechanical difference in whether they live or die.
That’s just my opinion though, and one of the biggest reasons WHY we decided to write the combat with as much depth as we did.
Anyway, thank you again for this review and analysis of our project, our Kickstarter jumped up by about ten more backers in the evening when this video went up after several days of no new backers, and we have to assume we have this video, and all of you watching and reading this, to thank. You’re really making our dreams come true. :)
Eureka: Investigative Urban Fantasy is kickstarting from right now until May 10th! Back it while you still can!
If you want to try before you buy, you can download a free demo of the prerelease version from our website or our itch.io page!
If you’re interested in a more updated and improved version of Eureka: Investigative Urban Fantasy than the free demo you got from our website, subscribe to our Patreon where we frequently roll our new updates for the prerelease version!
You can also support us on Ko-fi, or by checking out our merchandise!
Join our TTRPG Book Club At the time of writng this, Eureka: Investigative Urban Fantasy is the current game being played in the book club, and anyone who wants to participate in discussion, but can’t afford to make a contribution, will be given the most updated prerelease version for free! Plus it’s just a great place to discuss and play new TTRPGs you might not be able to otherwise!
We hope to see you there, and that you will help our dreams come true and launch our careers as indie TTRPG developers with a bang by getting us to our base goal and blowing those stretch goals out of the water, and fight back against WotC's monopoly on the entire hobby. Wish us luck.
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Planet of Oasis – ships with sails and knights
Pixel art for today based on videogame Farland Story. It is also a role playing game for Super Nintendo. So here it is interesting, a such a world map. It has lots of details. A graphics of Super Nintendo gives ability to draw lots of small objects. It is looks interesting in result. Like something like Shining Force. But it is a world map. But, it has lots of little humans at the screen.
And this is my drawing based on same theme. At the planet desert of the magic kingdom there are lots of oasis. But all of them, are small. And here it is only a sand. Planet with sand, made out of sand. And all the kingdom is scattered for all over the planet. In a form of small buildings.
And somewhere from a sky they fly – and sand ships which use sails. Most possible, that they are from a nearest planet. Which is hard to see because of sand storms here. They land their knights here. In a most different regions of this kingdom.
You are a traveler. And you travel for a long time about this planet desert. And you look at different corners of the kingdom. And, in such moment, you try to understand what is going on. So, this way your story to begin in this world of oasis. Lots of them, but they are small in size. Around them it is built everything here.
It reminds me a lot Shining Force 2 world map from this game. And I decide to suggest my such fantasy tale.
Dima Link is making retro videogames, apps, a little of music, write stories, and some retro more.
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Seedless Bloom
A role-playing epic of time traveling cultures torn amid tragedy and hubris.
This free tabletop role-playing game released under a Creative Commons BY-NC-SA 4.0 license might suit you if you're interested in…
…a serious approach to time travel as a culture.
…learning new ways of thinking and a new vocabulary that comes with it.
…role-playing the epic exploits of time travelers whose lives are torn between tragedy and hubris.
…setting up the problems and antagonists you're facing.
…a boiling pace sustained by a mechanic using real time.
…playing a narrative, procedural PbtA(Powered By The Apocalypse) game with approachable, directed mechanics that support the above.
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What is even the point of Silver living in the future? It’s not his future anymore and he has no friends or family there. There’s nothing for him there. Now that he has precognition he should just live in Sonic’s time and get visions of disasters.
Seriously there’s no point in his future or time travel. We’ll never see it, Silver only cares about the state of it and he can only go to Sonic’s time anyway.
I find this an interesting question myself. The best answer I can give as to why Silver keeps returning to the future is that him being from the future is "his thing", just like how having PK is "his thing". It's just something very much intertwined with his character; basically every bio he has makes mention of it, for example. But I also agree with the notion that him being from the future opens up some issues. I've seen statements that it is difficult to make Silver relevant if he must travel to the past every time, for example, which I don't disagree with (but for me, the same could then be said about Blaze and the Sol Dimension or Knuckles and the Master Emerald). Adding to that, I do not believe we know for certain if its state is generally 'destroyed' or 'saved' and if Silver grew up in a destroyed world (said in multiple bios) or a good one (I'd argue that is implied in Rivals 1, with Eggman Nega almost certainly having stolen the camera from someone else and Onyx Island being both a paradise and having developed industry on it that I do not believe Angel Island currently has). Furthermore, the Rivals games are also not very consistent to me about if the future has actually gotten rewritten or not (but it tentatively seems to lean that way, since Silver says at the end of Rivals 2 he hopes the new future is a happy one), and we legit just do not know how its alleged destruction goes. Does Silver indeed intervene before something bad can happen, or does the future actively turn bad before his very eyes and he goes back in time to undo that again? I am truly not certain if there's ever been a clear-cut answer from a credible source, though I am pretty sure there's multiple conflicting explanations from non-credible ones... but that really doesn't help make things clear. And lastly, we also do not know what he has in his own era when it comes to friends and family, nor is it ever clearly shown or said how he time-travels in any game other than '06. With all that combined I can see why having him return again and again gets... well, confusing, haha!
In that regard, I also feel there is merit in the idea of him just staying for good in the past. His friends are there, it's consistently where the action happens anyway, and Team Sonic Racing indeed hints at him having a sense of precognition. The Japanese version actually dives into it more, with Silver asking himself at the very end when Eggman's battleship is going down if that is what was causing his bad/nagging feelings. Considering he was necessary there to help carry people and racecars off it to safety, it does imply to me that that scene might have intended to show it as a genuine skill of his. Shame the English version cuts that moment out entirely. So yeah, the point of Silver being in the future is, to the best of my explanations, legit just the fact that's how he has been conceptualised, making it "his thing". But it does cause confusions for me, because of how much there is not clearly explained and all the contradictory information out there from non-game sources. I think having Silver stay in the past for good could make for a nice move on Sega's part, assuming it is within his own decisions (so not forced by A ThingTM that is entirely unexplained to us and removes all his agency, for example). I think it'd be a nice resolution for Silver to see his heart lays in the past, and he can still protect his own world from there too!
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6. Unravel (part 1 of 2) - The Lighthouse at the Edge of the Universe
Keeper: 1035
Date: Viridian 8, year 9402
Temperature: 18℃
Weather: rainy, with dark clouds
It took me a bit of fidgeting before successfully turning on the lighthouse's main light; I was distracted by the thought of my blanket, now ruined after many years of proud service.
It was an accident: as I stood up from my chair, I didn't notice the blanket getting caught up in its legs, and now the thread is unravelling at the edges.
I knew I had to crochet more than one blanket; I have been using the same one for years, and I'm fond of the memories tied to it. It's been a loyal companion during many cold days.
Since it's a quiet, rainy night, I thought I might have time to fix it, except I couldn't find my old wool thread anymore. I'll have to procure more somehow, but for tonight, I decided to give up.
Now, staring outside, I can see threads of lightning forming through the clouds; they look like a net, or even a blanket, unravelling just like mine.
I can feel the energy of that thread warping the space around me. The ground is shaking, is it an earthquake?
I can't remember anymore, what was I thinking, what was I doing here? Was there a yesterday, is there a tomorrow? When is now?
~~~
*Time warps*
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This is a playthrough of a solo TTRPG called The Lighthouse at the Edge of the Universe, by lostwaysclub.
You can check it out on itch.io: https://lostwaysclub.itch.io/the-lighthouse-at-the-edge-of-the-universe
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Apple tree garden – ducklings crystal
Pixel art for today based on videogame Dragon Knight 4 for game console Super Nintendo. What a theme! Just think about it! One more adventure! Knight of the dragons number 4. This is already something. And where is previous three? Ok. Ahead we have a 16 bit days! And adventures! It is interesting what is wrong with the world for this time! But that’s for sure it will be an interesting story! 16 bits looks like, can have infinity amount of role playing games. And this is a positive!
And this is my drawing about the same theme. In a garden there are growing lots of trees. Lots of apples. Green and red. Mole is digging out of a hole and he said something valuable. You need to go to a frogs place at the swamp, along the little river. Across the ducklings. And bring from that place a seeds for a new trees. And plant them here.
And also continue to clear from the borders of your world fractal. So, monsters appears again there. Some evil mage tries to invade to this world. Though a hole between the worlds. So, this was said by mole. He continues to do calculations.
And evil mage he lives in a world of stone. And he has a castle there, and there is all the time a storm weather there. He creates there a monsters. And he wants, that monsters will bring him apples. He does not want to go by himself and to ask.
And duckling already grow a crystal of bloom. Orange color. As soon as he rising up. You can intrude to world of evil mage. And throw this crystal. And his world will start to change. According to the things, it will to be a some orange plants. And similar colors. As a water plants. Crystal was growing by a duckling in a hurry. So, this is a result he has. That’s for sure it will be one big something like water plant yellow orange tree. And lots of grass looking like water plants.
Though a little doors between the worlds you can enter to a very different corners of universe. So ahead there are lots of adventures! And lots of tasks from a mole!
One more picture about JRPG level of Super Nintendo. Action RPG. And I again not to draw a houses!
Dima Link is making retro videogames, apps, a little of music, write stories, and some retro more.
WEBSITE: http://www.dimalink.tv-games.ru/home_eng.html
ITCHIO: https://dimalink.itch.io/
GAMEJOLT: https://gamejolt.com/@DimaLink/games
TUMBLR: https://dimalink.tumblr.com/
BLOGGER: https://dimalinkeng.blogspot.com/
MASTODON: https://mastodon.social/@DimaLink
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