#Wayfound
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AI Agents Working Together
One thing you might get out of this video is what an AI Agent is. As Tatiana Mamut started describing it, I was already saying in my head, ‘So, an AI Agent is a search engine with in-depth details of a single topic.’ When you know it all, there is nothing new. ‘Just thought I should say that first.’ David lets two AI Engineers describe what an AI Agent can do for you and your company. I…

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Huh. So I decided to research Victorian flower language a bit (because Reasons)
And apparently the windflowers we see in animal crossing —
A.) their ‘real’ name is Anemone (like sea anemone except on land)
B.) this name comes from the greek word anemos, which means “the wind”
C.) their Ancient Greek origin story has them springing up from the spilled blood of Adonis after he died in Aphrodite’s arms
D.) They are symbolic of abandonment, being forsaken, and of fleeting love that does not last
How Lovely :)
#my island is COVERED IN TOKENS OF ABANDONMENT#the forsaken fields of Wayfound Island does sound kinda cool though#animal crossing#just me rambling
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I have decided to build a library!

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took a little longer than my reserve period, but I hope I'm still good here -- applying Aqua from Kingdom Hearts! the application can be found on link iii or /dossier. thank you!!
Welcome to scenic Isola Radiale, Aqua!
You will be housed in APARTMENT 353.
You will retain the ability to create a barrier up to five times daily and will receive a wooden sword with a keychain attached to it.
– mod pleiades.
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Aqua's wayfounder 💙
#draw#drawing#manga#mangaka#mangaart#mangadrawing#chibi#chibi art#doodle#watercolor#watercolour art#art#artists on tumblr#aqua#kingdom hearts#birthbysleep#wayfounder#videogame
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He was the only one in the apartment for the time being. Multiple rooms; it’d seem as though there’d be others with him. He was no stranger to communal housing. No matter.
(It’d matter someday. Emotions were returning. Stability was questionable. Xemnas made note of this, storing it away for some other time.)
Gloved hands traced furniture as he finally came to rest in an armchair in the main living space. Its emptiness was simply observed, the absence of habitation meaning naught aside from it being suitable living quarters. Of course there was that creeping pesky something of emotion that wanted to ebb into his empty train of thought, which was met with a sigh and ignored.
As far as he knew, he had no objective here. His initial objective was completed, Xehanort’s experiment properly pulled out, and--he tapped his fingers on the arms, a steady legato--was certain Xehanort was non-factor by now. So then what was left for him, a being made to lead with nothing to lead?
He knew nothing of this world either. He rose, a great weighted motion, heading for the balcony to take a look onto this ‘Golden Ward’ he’d been directed to. It was ...livelier than the World That Never Was. The noise of traffic below was captivating, white noise allowing him to empty his brain. He wasn’t sure how long he was there before the telltale noises of a door opening could be heard. It felt like nothing. Maybe it was longer.
What mattered is, he had company now, and he inhaled, bracing himself to meet whomsoever he had company with--
“You.” The words were quiet, they commanded none of the authority and temporal space he usually did. So this is how it would be, his strange captors had him sorted with a woman lost to him for a decade? A woman he was pitted against in the battle of light and dark?
She looked as she did in the graveyard, having aged not a day. A distant memory while he’d been...he’d been taken and consumed and distorted by the darkness. (or was that him? It was certainly his body, but did he have any ownership to Terra, as an identity?) He walked forward, paces controlled, measured, keeping his distance but still needing the verification that it was indeed her, and he hadn’t become the source of entertainment for a sleeping world.
“Aqua?” A mask of confusion, a list of proper facial ticks to hit were activated, though he swore he could feel something more to the tug of each muscle.
@a-wayfounder
#this sure got bulky!#AWAYFOUNDER I.#also im scared to use icons because the intro post alone gutpunched me so hehe! textwall#kh3 spoilers mayhap
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For any of em, whoever's got the most interesting answer, how about 💰? If your OC had all the money they could ask for what would they do with it? Where would they go and what would they buy? Are they the only one who benefits from this wealth?
Sasha probably has the most interesting answer lol. He would buy a remote plot of land (a huuuge one) and send out letters to all the Wayfounder temples, asking if they wanted to live communally on this land together. For the ones that wanted to he’d probably pay their travel expenses for them to get there. Then he’d build a temple and large housing areas and fortify the frick outta them with hired archers and walls and crap. For the others he’d probably make huge donations and hire armed guards.Then he’d find ways to invest the money in those temples, and charity while trying to find ways to invest the money in other places that would increase capital. So he could do all these things even more.
Sasha has the brain cell basically at all times. These other fools would probably spend it all on things that are useful but wouldn’t be thinking nearly as well as he is about finances or efficiency or anything like that.
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Master Wayfounder?
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Well, the connection went weird and my gate randomly closed... Sorry about that :(
I can’t open up again just yet (the dog REALLY wants his walk) But thanks to everyone who stopped by! I hope you enjoyed your time on Wayfound Island!!
I’m opening up my animal crossing town for a bit!
I have way too many DIY recipes lying around and I feel bad selling them, so Please come take them away from me
Also Kicks and Celeste are both in town, turnip prices are 109, and the Able Sisters are selling the million-bell crown today
Dodo code is G04SQ if you wanna swing by!
#i might open up again later#but the able sisters just closed anyway#so#I might just wait ‘til tomorrow#we’ll see!#either way#it’s kinda fun having visitors#and I’m happy y’all came!
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🌸 Open for visitors! 🌸

With cherry blossom season in full bloom, Wayfound is open again!
🌸 Dodo Code: 2XM75
Grab some souvenir DIYs, visit our shopping district, tour our extensive gardens, or just pop by to hang out for a while!
Gates will be open from 1:00pm — 3:00pm (EST)
We hope to see you soon!

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now that i've gotten my personal life in more order, i'm here to lift the hiatus on aymeric de borel from final fantasy xiv (this blog) and aqua from kingdom hearts (a-wayfounder). thank you again for the help!
Welcome back!
--Mod Lyra
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The Gamewriter's Glossary
Wayfinder games can be very abstract, especially since we all tend to develop our own jargon when talking about them. So, here follows a massive listing of all the terminology you will need to write an Adventure Game! Hopefully this will make many things clear, and make many things that were already clear slightly stranger. Did we leave anything out? Drop us a line and we'll add it to the glossary!
Adventure Game
A medium of live-action theater in which players use improvisational acting to participate in and co-create a story, roleplaying characters within that story. With few exceptions, an adventure game makes no distinction between audience and actor, making it a particularly unique form of storytelling. Often involves adventuring, hijinks, and the occasional bout of foam-enhanced stabbing.
Intro Game
An “Intro Game” is an adventure game which is both suitable for beginner-level roleplayers and which can serve as an introduction to Wayfinder games in general. Intro Games are usually set in a fantasy world and make use of Wayfinder’s published magic system. They also usually, though not always, play with familiar tropes of the fantasy genre and employ a Diamond Flow. They generally consist of a two game segments, with the first played at night and the second the following day.
Advanced Game
Any game that does not fit the standard Intro Game model. These are often of non-fantasy genres, and consist of a single Night Game, though there are exceptions to both of those rules. Advanced Games do not need to use the standard magic system, and can have much more open-ended flows. Also often end with crying.
Tavern Scene
An adventure game, or section of an adventure game, in which players stay in a particular area and interact freely, generally with minimal combat or overarching structure. Players are free to pursue personal goals or partake of the various amusements the location provides. These often take place at taverns, bars, inns, or weddings, thus the name.
Flow
The loose set of events that are planned by the gamewriter to occur during an Adventure Game. This can range from open-ended catalytic events (“The Queen is slain by the Dark Lord, prompting the PCs to set out to avenge her”) to specific moments (“The PCs perform the ritual by lighting themselves on cold fire”). The amount of pre-planned Flow varies from game to game, depending on the writer’s style.
Diamond Flow
A common flow structure, in which the PCs split up into several groups to accomplish separate tasks, then reunite once all are finished. When mapped out as a flowchart, this produces a diamond shape, giving the structure its name. Two back-to-back Diamond Flows are referred to as a Golden Flow, because when you alchemically combine two diamonds you get gold. Obviously.
PC
An abbreviation of “player character,” the term PC refers not just to players within an adventure game, but specifically those playing the protagonists. These will be most, if not all, of the campers at the camp your game is being run.
PC Team
A group of PCs that are together at the beginning of an Adventure Game. They may be grouped by a common theme, goal, or place of origin. In some games, PC teams are expected to stick together throughout the game, while in others they scatter to the four winds to pursue their personal goals. The gamewriter’s opinion on which of these types of game is being played is rarely consulted.
SPC
An abbreviation of “supporting player character” or “story player character,” the term SPC refers to players who take on a role which facilitates the adventure game. SPCs generally are aware of the Flow and their role in it, and help keep things moving smoothly and keep the PCs engaged and active. There are many different types of SPC roles, illuminated below, but obviously there is overlap between them and a character may change roles over the course of a game.
PC Leader
The player who leads a particular PC Team, organizing the member players and guiding them through the world of the story. PC Leaders are often made aware of the Flow, as they are in an excellent position to ensure that it actually occurs and right it if it becomes derailed.
Big Bad
The central villain or villains of an adventure game. Source of much angst, and hopefully eventually defeated spectacularly by the PCs. Or, you know, not, depending on the game in question. Referred to by people more mature than us as the “main antagonist.”
Monsters
Big weapons. Smash things. Sometimes smart. Sometimes not. Sometimes talky! Usually smashy. Fight PCs. Befriend PCs? Short sentences. Obey villains. Rarely flow. Roaming danger. Rawr rawr!
Quest Giver
In order for the story of a game to make sense as it progresses, the characters must often be introduced to new information that spurs them to further action. A quest-giver SPC exists to serve this role in the flow.
Wait-in-the-Woods SPC
Any SPC who waits at a particular location for the PCs to arrive, where the SPC will perform a set task. This might include monsters to fight, fairies with a magic item to bestow, people in need of rescue, and so on. While not optimal (no one likes waiting in the woods getting eaten by mosquitoes) they are often a necessary part of games. Note that, despite the name, sometimes these SPCs are actually forced to wait in fields, swamps, remote cabins, and parking lots.
Scene Dressing
An SPC who has little or no actual flow responsibilities, but serves to “flesh out” the game world and further characterize the setting with their presence. Shopkeepers, bartenders and the ilk can often serve this role; as can characters who are designed to be “recruited” by a team. They help immerse the PC’s in the world that they are playing in.
RE
Used interchangeably to refer to: (A) the system by which a player whose character is dead or has otherwise left the game receives a new character and returns to play, (B) the player responsible for representing this cycle of reincarnation in-character, and (C) the set and physical location where this occurs. Short for reincarnation, rebirth, rehab, and just about anything else you want.
Abstract
The first sheet of a game submission, which includes basic information like the gamewriters’ names and contact information, as well as a brief summary of the game. The form can be found here.
World Background
A description of the setting of the game. For fantasy games, this can include histories of the world and its peoples, maps of the location, descriptions of the mythology, and so on. For modern day or other genres of game, this is more likely to include the secrets of the world and major organizations that are relevant to the PCs and the plot of the game.
Group Backgrounds
More individualized descriptions of portions of the game setting relevant to a group of players. These are best employed if the groups would have significantly different understandings of the world, but can also simply give them more information to differentiate themselves from the other groups during chardev.
Character Sheets
Character sheets explain a particular character’s backstory, relationships, and goals in the game, and are given to the player before game. In some games, the author may wish to personally bestow a specific role on each and every player in the game. This way lies madness, but players certainly appreciate being paid such special attention, especially if the author takes the time to hand-write each page in his or her own blood.
Lists
Sets of connected items written or printed consecutively. More colloquially, the organizational documents that are used to convey to each department what a game requires from each of them. If you don’t give them lists, they’ll give you fists.
Production
The collective group of people who make cool things for your game. Includes costuming, game systems, and sets & props. Be nice to them, because they’re the ones who make your game look gorgeous.
Game Systems
The weapons and equipment that will be used by everyone participating in your adventure game. This includes swords, shields, monster weapons and all the equipment for magic users. The person, or people, in charge of game systems should receive a list with all of the equipment that is needed well before your game is run. If there is a weapon or piece of equipment you want that we do not currently have, it will need to be made before your game runs.
Costuming
The clothes and accessories that everyone will be wearing during the adventure game. The person, or people, in charge of costuming should get a list with what costuming and accessories will need to be brought to your adventure game. It should include team colors, charters that need make-up and any armor that will be needed. Be extra descriptive so the costuming person can get the right look and attire for the people in the world you have created.
Sets & Props
All of the scenes that will need to be set up and what items need to be at them for your game look good and run smoothly. The person, or people, in charge of sets and props should get a list with all the needed props and scenes. It will preferably be sent out as soon as possible. If you want something for the game that we do not currently have, it will need to be made before your game runs.
Empowerment
The sense of accomplishment and engagement that accompanies being participant, rather than observer to, the story. This can take the form of literal empowerment-- handing the PCs or just one PC actual powers within the context of the game-- or more figurative empowerment-- being chosen for a particular task, overcoming obstacles, and having one’s ideas, advice and strategies accepted. Counterintuitively, being placed in a disadvantageous or powerless position can often be empowering, especially for advanced players, if it means contributing to the story by their presence.
Player Agency
A player’s ability, within an adventure game, to enact their own desires upon the story and exercise their freedom from it. It differs subtly from empowerment, in that empowerment is created on the player’s behalf-- opportunities to contribute to the story-- whereas agency originates with the player, and must be accounted for. Essentially; does your game fall apart if some of its players run off and do their own thing? Or will the illusion of the game world hold up, and make room for their contribution?
Minutes of Focus
The gamewriting concept that, in a game, there are only so many minutes that the focus of the group can rest upon any particular character, scene or idea. Some of those minutes must necessarily go towards establishing the setting and conflict, including the main antagonist(s); some must go towards each obstacle; some must go towards each flow point; and as many as possible should rest on the PCs. You’ll need the help of your SPCs to accomplish this, but let them know what you have in mind or minor characters may wind up dominating everyone’s game experience because of a charismatic player; or scenes may drag on with no end in sight.
Fetch Quest
A flow point in which PCs set out to retrieve something specific. It could be a magic crystal, a magic spell, a magic friend, a magic enemy, or just about anything. As long as they fetch it.
MacGuffin
The reasons the PCs set out on a fetch quest! It is the item that PCs need to go and retrieve. It could be a magic crystal, a magic spell, a magic friend, a magic enemy, or just about anything. It is usually an item that the PCs need to get to push the flow forward. (See also: http://tvtropes.org/pmwiki/pmwiki.php/Main/MacGuffin)
Final Battle
The big battle that happens at the end of a lot of games! The heroes rally. The villains also rally. Much murder ensues. One side dies, the other side gets to give speeches.
Teaser
A short story, document, poster, video, or just about anything else that serves essentially as an advertisement for a game. They are generally distributed online before the camp the game is to be played it, to help build hype and interest in the game. They are also usually exhibited before or at the start of Intro to Story to get the players excited for that workshop.
Intro to Story
The workshop at camp where the gamewriter introduces the players to the world of the game. This often includes going over world history, mythology, and introducing the major SPCs and their players. Be careful not to spoil your players by accident! This is also a good time to throw in some sweet theme music if you’ve got speakers.
Casting
This refers to both the process of deciding who the people at camp are going to play in game, and the workshop where they find out the results of said decision-making. This can be as simple as dividing them into groups, or as complicated as writing customized character sheets for each person and distributing them. Depends on how little sleep you’re okay with getting before game, really.
Character Development (Chardev)
Time set aside for the players to flesh out their characters and the relationships between them. This can be more or less organized, depending on the person running it and the amount of time allotted at camp.
Game Conventions
These are things that you have changed or added to the system for your adventure game. This could be to add something cool and original to your game that fits in the world you have created, or to take out a spell or ability that would not make sense in your world. The participants in your game need to know them so they can properly react to the things that are happening to them and around them in game.
System Hacks
Changes to the magic system which do not need to be explained to every player in order to work. These change the way a specific character or group buys, casts or reacts to elements in the magic system in such a way that it need be explained only to them.
Intention Circle
A short ritual which precedes an adventure game, useful for any last-minute out-of-character announcements and reminders, and for getting players ready to step into character. This will be the last time to tell the people playing your game any information before it starts. This is a good time make sure everyone knows/remembers all the game conventions and the location of RE. LET US PLAY!
#wayfinder experience#wayfound#the gamewriter's glossary#larping#collab post#informative but entertaining#hopefully#did you learn something#you probably learned something#I know I learned a few things while writing this#we wrote it together on a google doc and let me tell you this could have been a lot weirder#all things considered this came out surprisingly coherent#ben his is not what tags are for or so I am told
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game systems gives you marshmellows
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i literally have no idea how to go about writing flow. i pretty much have a ton of papers thrown together in a semi coherent out line of a maybe story or possibly a really weird dream.
Flow is a very tricky art! Here is my general-purpose advice on flow-writing for adventure games.
—Figure out what the conflict at the core of the narrative is. Who are the major antagonists? What do they want? Why do they want it? How are they going to go about making that happen in a real, concrete way during game?
—Now, what are the PCs going to be doing about that? Are they going to be proactive, going on the offense? Or are they playing more defensively, reacting to the antagonists’ plans? This is a good opportunity figure out what you want the actual tone of gameplay to feel like.
—Look at your world background and your groups. Where are there interesting opportunities for interactions? What cultures would clash? What tensions are simmering just below the surface? How can you bring them to the top and force them over the edge? What things you can put in game that will trigger conflicts and make PCs react and take action?
—Take a step back and look at your setting. Are there big mysteries that the PCs are going to want resolved? Where are there gaps and curiosities that might result in interesting twists? This is a good time to explain your setting to a friend who’s never heard about it and see what questions they’re most curious about.
—Now take all those cool loose threads you’ve found, and go back to that core narrative you decided on. How can you tie all these threads into your core narrative? Is your antagonist secretly behind them? Or if you’ve got multiple antagonists, is there one who wishes they were? Or are these threads things the PCs have to deal with before they can move on to your antagonist? Find ways to bring everything together by the end of game. It’s fine if everyone starts off doing different things in different directions as long as they wind up coming to the same endgame.
—Now that you’ve got your core narrative, figure out the moment-to-moment structure of your game. What brings the PCs together in the first place? What then mixes things up, catalyzing their adventure? What do they do on those adventures? And then finally what brings them back together for their grand finale?
Always remember that the point of adventure game is for the PCs to have an incredible experience, and that you should be working to empower them as much as possible (or make them cry, if it’s a horror game), but that doesn’t mean your SPCs need to be miserable! Giving your SPCs and villains interesting things to do during game almost universally results in them having a better time, and thus giving the PCs a better game too.
Hope this is helpful, and have fun gamewriting!
#wayfinder experience#wfe#wayfound#my-angels-have-the-phone-box#gamewriting#larping#advice#writing flow is hard guys#I am always down to give advice and help you all with your games!!
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*zombie voice* hey there buddy, could I get some mozzarella sticks?
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Bardic Classic: Grey
By Ike Shaw, with Reed Mollins and Josh "Word" Smith
Recorded at 2005 Advanced Camp Bardic Circle
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