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#also the fact that rpg games like this bring out the truth in people
sylvainahyperfixation · 10 months
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theresattrpgforthat · 6 months
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Hello! I have two (separate) genres im interested in recs for, if youve got them (though combined would be fascinating tbh): Horror and farming sim-like ttrpgs. Horror im sure is fairly common, just not in my circles (which are adventure fantasy based); farming sim though seems like it may be rarer? for that id be interested in either solo or with 2+ people
Theme: Horror Games
Hello friend, I’m going to let one of my older posts do some of the heavy lifting, and point you towards the Small Town Farming collection I put up back in 2022.
You are absolutely right that Horror is much easier to recommend, but I’ll also try and put some quick recs for solo-farming type games at the bottom of this post.
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1978: The Night They Came Home, by World Champ Game Co.
1978: The Night THEY Came Home is a 1-2 player horror roleplaying game telling the story of a fateful showdown between Survivor (a clever and resilient person caught up in horrifying circumstances) and Slasher (a legendary force of evil). Using a deck of poker cards, dual rule books, varied resources, and shared play space, players will recount the events of a forsaken Halloween, zooming closer into the haunting folklore of a small Midwestern town and its inhabitants, and culminating in a violent battle for survival.
Here is a game for solo gamers and folks who want a more intimate experience. If you’re a fan of Friday the 13th, this is probably in your wheelhouse! 1978 has a win condition, meaning that either the Survivor or the Slasher will come away as the victor, and the fact that this is also a game that depends on a deck of cards means that I think this might also be a good game for folks who also enjoy card games and board games.
Vast Grimm, by Infinite Black.
EACH MISERABLE DAY THAT PASSES, THE UNIVERSE INCHES CLOSER TO ITS INEVITABLE DEMISE.
Vast Grimm is a stand-alone, art-filled, punk-fueled OSR role-playing game about the few humans remaining in a universe being consumed by growing parasitic würms.
Are you a MAnchiNe ravaged by war, pieced together with remnants of bots and the little flesh left of your body? Maybe you're a twisted biochemist shoving needles into your arms in hopes that this next fix will be the one that saves you and what’s left of humanity? Or perhaps you are a soul survivor, like a cockroach, doing whatever is necessary to stay alive even if it means the rest of your Legion must perish.
This is a game about survival, no matter how gruesome things get, humanity must survive.
If you’ve heard of MÖRK BORG and thought it was cool, and if you want the same kind of energy but in a sci-fi future full of mutant animals and horrific parasites, then you might want to check out Vast Grimm. Your characters will have to ration food, energy and ammo in an unending battle against the worms. This game looks to have a large amount of support, from expanded content, to a number of adventures, to an online character generator. For over-the-top violence, plenty of alien goo, and shambling pathetic characters that look like they might fall apart at any moment, try out Vast Grimm.
The Lost Bay, by IKO.
What Is The Lost Bay? The Lost Bay is a Suburban Gothic tabletop RPG se199X. The Lost Bay is also the name of the setting where the game takes place: a coastal suburb inspired by films and media from the 80s and 90s. In it you play as a young person touched by the Weird, an ancient force that gives you supernatural powers. You roam the Bay with your gang, its malls, arcade games shops, skateparks and beaches, and fight the Horror that has awakened.
The Lost Bay is a game for folks who like their horror drenched in 90’s nostalgia. Characters are archetypal, and each one comes with special powers. Using your powers is exciting and effective, but also brings you closer to Scars, horrible truths about the world around you that will irrevocably change your hometown.
The Lost Bay is great for planning heists, rescuing friends, and trying to get out of dodge when the going gets rough. It’s not about fighting your way out, but more about trying to keep you and your loved ones safe. A lot of game designers have had a riot putting together adventures for this game, which you can check out in this game jam. The link above is for the Kickstarter, but in case you see this game after the campaign finishes, you can also check the game out on Itch.
Flyover Country, by Headstone Hills.
Fields of wheat and corn ripple in the wind, hungry eyes peering out between the stalks. Billboards along the road advertise strange and dangerous attractions. Smiles are too wide, manners too polite, secrets buried too deep. The neon light of a diner glows in the distance, but you may never reach its doors. An empty highway stretches out to the horizon, then wraps back in around itself. This is Flyover Country.
Flyover Country is a Midwest road-tripping horror role-playing game for 4-6 players: one gamemaster, or Watcher, and 3-5 players, or Drifters. It is designed to be played in one setting and without prep. It only requires paper, writing utensils, and a tarot deck.
This is a great option for a group where the GM is uneasy about doing a lot of prep. While one person acts as the Watcher, much of the events in this game are simply generated by drawing tarot cards from a deck. Characters will also draw from the Major Arcana to determine what their secret is - and what special ability it has given them. This is a game of hidden information, and grinding your characters down towards a tragic or grisly end.
Gravemire, by Clawhammer Games.
Gravemire is a tabletop roleplaying game about death, growth, horror, and survival, based in an original mechanical framework and set in the churning waters of the Louisiana bayou circa 1894. Players slip into the roles of outsiders arriving in the town of Scarstone, a rural outpost that has been warped by a terrible transformation known as the Convulsion. Once, Scarstone was surrounded by similar towns. The Bayou once had an end. Now, unknowable numbers of horrors seep through the uncharted backwaters, strange magic contorts reality to its whims, and the settlements that called Scarstone their neighbour jut half-ruined from the mire like bones from a wound. Times have changed.
Gravemire is a pretty brutal game, not afraid to kill your character and steal their soul. The town of Scarstone is a trap; your characters wandered in one day through curiosity or the desire for adventure, but leaving the town isn’t nearly as easy. Characters are built using a point-buy system, and as you play you may acquire more skill - but you will also acquire Aversions, which sap your Willpower and inhibit your ability to muster through the worst of what the game can throw at you.
If you want to check out an abbreviated version of the game, you can check out the Kickstarter playkit here.
Under the Autumn Strangely, by Graham Gentz.
"Under the Autumn Strangely" is a storytelling game of pastoral horror priming with anachronistic Americana set in a land that Never Was.
Inspired by "Over the Garden Wall" created by Patrick McHale, players collaboratively create a world uncanny and old. Codify and encourage tonal clash as the Three Roles meld whimsy, autumnal melancholy, and dread.
Take a wrong turn on a dusty road. Follow the sign past the red barn with peeling paint. Doubt your senses.
Get a little lost.
Welcome to the Never Was.
From what I understand about this game, it works best with three players, as there are three roles that the participants are expected to embody. One person plays the Arcadian, who embodies the landscape and setting. One person plays the Traveller, who acts as a “main” character. One person plays the Terror, which grows to dominate the story. Each role can only add to to one role’s suggestions, and can only deny the other’s. If you want to mix your horror with nostalgia and a romanticized vision of the rural USA, you might want to check out Under the Autumn Strangely.
The Facility, by Galen Pejeu.
You awaken, cold and in the dark. Fumbling around by low blue lights in a coffin shaped pod. You pull yourself out of the box, and in the dark see the faces of others. You are all wearing loose fitting white clothing and laceless shoes. Hospital patients? 
You peer into the dark, seeing little but hearing the sound of dripping, running water and distant machinery. You gather what you can, knowing that something is hunting you. It will be here soon.
Wait.
Can you remember who you are?
The Facility is a game for any number of players, taking on the role of ordinary people, stripped of their memories and trapped in a hostile and insane labyrinth of machines and interdimensional weirdness.
The Facility places your crew into an unknown place full of machines that want to kill you. It’s great for high-action scenes, and since your characters have lost their memories, I think the struggle to find pieces of who you are (or were) is a great way to zoom in and make the horror personal. The game is Breathless, so expect your character’s gear and/or abilities to slowly wear down over time, and for the staked to get bigger every time you pause to try and re-stock. If you want a science-fiction twist to your horror game, check out The Facility.
You Should Also Check Out...
My Shudders Rec Post
The Curse of the House of Rookwood, by Nerdy Pup Games.
Nature, Town, Farm, Villagers, by CardboardHyperfix.
Weeds in the Waste, by Meghan Cross
The Wandering Tea Garden, by AP.
Green Thumb, by Curious Frog.
The Bonsai Diary, by Sticky Doodler.
Iron Valley, by M.Kirin.
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tangledinink · 1 year
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your vampire rpg game looks SO COOL OMG!!!! would you mind if you told us a bit about it? also i love your art SO MUCH OH EM GEE!!!!! the lineart and the shading and the coloring!!!!! have a great day/night!! 🫶
GIGGLING WILDLY. omg i'd love to--
Our game takes place in current-day Blackwater Bay, a make-believe city in California under Anarch with hella crime, just to keep things fun and funky. Our original party make-up included Prescott, a young Nosferatu with a penchant for dirt-bike-racing, auto mechanics, and being clueless, Tomasso, a ghoul-turned-vampire Lasombra who worked with organized crime in the city, his hired muscle, Dimitri, a massive Russian Gangrel with 0 braincells and a badger for a ghoul, and Candle, a (secret) Ravnos who travels the country in his van with his pet rabbit Brooklyn and has recently found himself in Blackwater. Tomasso (Tommy) eventually got his shit wrecked (got blown up) and Candle basically ended up Taking Ownership of Dimitri. Tommy previously provided him with housing, salary, etc etc, so Candle took up this mantle in Tommy's absence, as how lucrative career as a stripper left him with more than enough pocket change to Sugar Daddy.
Candle and Dimitri were easily the most fun dynamic in the game because they'd just Do Whatever. They're constantly just fucking around and doing shit. There's half a braincell between them and they're constantly prepared to fuck around and find out. Candle just tells Dimitri to do stuff and they do it. Hey, Dimitri, wanna go clubbing? Hey, have you ever been on a ferris wheel before? Dimitri let me paint your nails. Let me braid your hair. Let's play truth or dare. I dare you to pick up that guy and throw him as hard as you can--
Candle has HELLA high charisma stats and can talk just about anyone into anything, and though he's not super well-suited for combat, Dimitri sure is, which made them an absolute delightful power couple. On the rare occasion Candle was unable to talk someone down, he could just sic his Gangrel on them. Candle is very sassy, outgoing, and talkative, but also has a bit of a temper and when he tells people to SHUT UP AND LET HIM TALK people LISTEN because he just has that level of authority. And also, he has Dimitri.
My other favorite thing about Candle is that he's a ridiculously effective hunter. Stripping is both how he makes his money and finds his food-- one song on stage and the entire club is pretty much invariably enraptured with him, and he basically has his pick of the herd. All he's gotta do is suggest they go to the bathroom, to the back, to the alley, etc. for some fun and then uhhhhhhhh bite the shit out of them and drink their blood <3 works like a charm every time. He is so good at this, in fact, that he 1) sugar daddies the entire party, as he's by far the most effective moneymaker 2) when we're in a rush or if people aren't up for a long hunt, he will literally HUNT FOR THE REST OF THE PARTY FOR THEM and just bring people back to their hiding places to feed, because he basically NEVER misses and it takes SO little effort for him to do this.
And the whole time he's running around being this cute lil strawberry blonde with a rabbit in his purse ;3c
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chemicalbrew · 10 months
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2023 game list, part 1: I love complaining!
Once again continuing what has become an honorable tradition thanks to @smash-64 💜
I tried to promise myself I'd be more organized this year, trying to take notes after I beat things, making lists and gifs and everything, as it has become a consistent yearly undertaking. In truth, what happened is that I felt more overwhelmed by this than I did the last three years. The best explanation I can give is a combination of two facts: this year, while not particularly worse than what came before, still saw my confidence in myself tank a bit (i.e. What does this matter when few people read it and I don't bring much things of value to the table?)...
And the fact that I played very few games that really stuck with me, that I enjoyed enough to see through to the end and feel like that had merit, for a lot of the year. When that wasn't the case, it was more than likely I'd been on my nth playthrough of Katana ZERO of the year (more on that in a later post, hopefully).
I probably need help, don't I?..
games I played, but don't have much to say about at the moment without being prompted, aside from 'I kinda liked them, I guess', ordered best to worst:
Purrfect Apawcalypse trilogy (2019-2021) - series of VNs that's genuinely just good fun as you find yourself attached to the characters before you know it. You'll know if this one is for you at a glance. Also, this is how I found out about Panel Royale! LOL
The Witch's House MV (2018) - good old RPG Maker horror with a few decent twists. The remake has good QOL changes.
Gunbrella (2023) - the plot might be forgettable, but you get a gun that's an umbrella! What's not to enjoy?
Donkey Kong Country 2: Diddy's Kong Quest (1995) - I played this game, but only in the most technical sense. Literally cheated the fun out of it - either that, or this platformer style is not for me.
Coffee Talk: Episode 2 - Hibiscus & Butterfly (2023) - the most upsetting entry on the list. The writer behind the original game has passed away, and his absence is felt keenly even if you're not aware of the fact - because this sequel lacks charm.
Turnip Boy Commits Tax Evasion (2021) - yet another of those cheap and short indie 2D Zelda clones. The definition of the word meh.
Irisu Syndrome (2008) - a unique free puzzle timewaster. Tries to have a story and fails.
dishonorable mentions (the part with the most complaining)
2064: Read Only Memories (PC, 2014) [♪ Home (Not) Sweet Home]
Starts off decent enough, doing the bare minimum to string you along the mystery (which, for most people with standards, wouldn't even be good enough, but I was willing to stick with it for the sake of the neat audiovisual presentation).
As soon as the murder scene is revealed, however, the main plot starts to fall apart, and the longer you spend with the game's writing (which seems to go on and on forever) and characters (about as flat as a pancake fresh off the pan), the more bleak and yawn-inducing they seem (including Turing, who just took longer than everyone else to annoy me).
Do yourself a favor, play VA-11 Hall-A (which this game gratuitously references) instead. You'll get all the benefits of cute pixel art and upbeat soundtrack, but with an actually good story\character cast to match. I swear it says something about 2064 that one of its most exciting moments was seeing throwaway lines from a VA-11 character!
Ori and the Blind Forest: Definitive Edition (PC, 2015) [♪ Climbing the Ginso Tree]
This is a game that won awards back when it came out almost a decade ago. Unfortunately, it feels like it was made to win awards and little more. While the credits scrolling up the screen tried to convince otherwise - with the usual special thanks given to families and pets of the developers - I sat there, unsure of what I was supposed to take from this experience (once again, the less words you try to use to tell your story, the more it usually suffers!).
The heart of any platformer is its movement systems - and, while eventually Ori's tools open up just enough to make you feel at least a little free and alive in its world, they also never go beyond what is almost painfully typical. Double jump, wall climb, ground pound, glide, charged projectile? None of that is going to wow anyone. The way it comes together is not too pleasant, either - Ori's too floaty and the obstacles before him, while painted with a talented stroke, are too unclear in their presentation to make for truly fun traversal. The exception to this is the escape sequences - sure, a lot of the time they're not much less frustrating than the rest of the game, but they're definitely more memorable, to the point where the accompaniment to one was the only part of the soundtrack I could think to showcase.
I don't regret the time I spent on this, per se, but what I can tell you is that it probably didn't deserve the awards. Also, the way the wall jump worked was annoying! Pushing towards the wall to do it feels very counter-intuitive, and with this I found that I much prefer when games have you face away from the wall to register wall jumps, or do not require you to press a direction at all.
Celeste (PC, 2018) [♪ Checking In] + Celeste Classic (2015, played as part of full game) :)
I was in high school when this made waves. I pointedly feigned disinterest as it splashed all over the internet, while making sure to download the soundtrack quickly and listen to it - more than occasionally - over the next three or so years. Lena Raine's work carried me through my school years and empowered me, and all the while I hadn't a clue what playing the game is actually like.
Those were the better days.
Now, the things about this game that seem to appeal the most to a lot of people are how refreshingly simple Madeline's moveset is and how much the game respects your time with death transitions and reloading, and the story it tells through heartfelt cutscenes and gameplay working in sync. To which I boldly say... none of those things are good enough.
Having to climb and manage your stamina adds another layer to navigating the rooms, sure, but to my simple ass, that's one layer too many. To the game's credit, there's a setting to make climbing toggleable instead of requiring you to hold down the trigger, and using that was the only reason I managed to push past the hotel and Oshiro (call me a scrub, it was genuinely overwhelming otherwise), but it still did nothing to change how I feel about this mechanic fundamentally.
I get it, it adds precision and verticality to your movement, and, seeing as you're literally supposed to be scaling a mountain, it's more than a natural inclusion... but its existence did nothing but add pressure for me, somehow. I would frequently forget it's an option at all before realizing the room in question expects me to utilize it. Instead of feeling like climbing expands my options, I felt constricted and awkward.
My second issue is much simpler. I'm a spoiled brat, and Celeste's respawning process involving that annoying whoosh sound effect and a transition that, yes, takes only about a second, but is still not quite instant, was not good enough. I recognize that having it be truly instant would not be ideal, either, but I can't help but wish that was the case.
As for the story... It underwhelmed me even back when I was doing surface level research at the time of release, and it's not impressing me now. It's okay, and I recognize why it would resonate with people - the themes of self-acceptance and resolve are plain to see (and just as plain to mull over). But in my time with the game, Madeline never began feeling less like an avatar for my failures and more like an actual character, never changed into someone I would truly like.
By the time I reached the Mirror Temple, I was certain that this game, in most respects, is just not what I would ever want. I pushed towards the summit anyway, and left it feeling profoundly... nothing.
However... Celeste Classic did not have any of those things! That little prototype gem of a game wastes zero time trying to set the stage and make you feel things with ~a story~, doesn't give you any opportunity to climb whatsoever, and neither does it waste your time having the screen fade to black when you die! And these three things, I reckon, are key to why this smaller version, that's supposed to just be treated as an Easter egg now, a relic of the past, and to be forgotten in favor of the project it grew into... resonated with me so much more! I beat it twice! It's lovely! It's what I actually needed Celeste to be!
IT'S COMPLICATED
AI: The Somnium Files (PC, 2019) [♪ MonzAI] + AI:TSF - Nirvana Initiative (PC, 2022) [♪ Nefarious Institute 1]
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You know how they say not to judge the book by its cover? This is a story of me learning (once again) to judge a game neither by its reception nor by the credentials behind it. When I plowed through this duology, I came to understand that sometimes, lightning might strike just the once.
Of course, most of my bitter feelings about it stem from just how miraculous of a fuck-up Nirvana Initiative ended up being as a sequel (it's impressive how much it had to twist everything its predecessor stood for to even have a chance at making a mediocre point!), but a lot of the disappointment came from the way the first game carries itself in general, and maybe even from the presence this game has among fans. 'Oh, if you want more of the magic and mystery that you so enjoyed in Zero Escape, you have to try this! It'll be just as good!'
I should have had my doubts from the start, given how little I had enjoyed the ZE series after 999. AI1 flounders in many things, like its obtuse, deeply unfun gameplay loop - most of which is pressing random buttons until you see the most ridiculous shit present itself. There's also the overt reliance on stale and perverse jokes, and a story that can barely do much except trudge to the finish line and attempt to convince you the journey was worth it with a trite dance number, of all things.
But the thing is… even with all that, the first entry was somewhat compelling during its runtime, though most of that comes from its bold novelty. The idea of taking advantage of the surreality of dreams to find deeply concealed truths is fun to occasionally ponder, and there's just enough fluff to the places you visit and things you do to string you along for the ride (though having to check the same spots for flavor text on each revisit to very little results is a deep annoyance I have with both entries). The characters actually got a chance to grow (if not by much… this series' urge to be immature at every turn is nothing short of ruinous, sometimes), and their designs strike a wonderful line between outstanding and cringeworthy that makes them just… stick out in your brain, you know?
So while I thought the song and dance (both the literal and the metaphorical) were ultimately not worth much, I was still convinced, fooled by the magic just enough to see things come to an end; and the resolution itself was satisfying and believable, if nothing else. And with how exhausted I felt reaching this point, I figured that'd be enough.
To me, AI1 is all about finding shards of diamonds in the rough, and it doesn't surprise me in the slightest that its fandom runs away with what little they have to try and improve on it (and often succeed). As such, you'd expect its sequel to take advantage of how much room there is to grow, capitalize on this chance to refine things, and use the few strong themes the original presented (value of bonds and family made both by blood and by choice, finding those you can rely on to carry what you have done forward, etc)... right?
Um, yeah, turns out it twists over itself even more than I'd already thought possible in order to make sense (not to mention seemingly forsaking most of that mess right at the true end in order to approach the established universe from a contrived meta angle). If AI1 can be described as having extremely unrefined gameplay coupled with a decently intriguing story, NI is just about the opposite of that.
While I'm glad they bothered to make exploring the dream worlds enjoyable this go around, there's no way in hell that makes it worthwhile to bear witness to the innumerable ways in which this mess of a sequel sullied the already weak foundations laid down by its predecessor. When I had finished that game, I wrote, on impulse, that 'I haven't been this confounded by a sequel's existence since Chrono Cross'. It just… did not need to happen, like, at all.
Nirvana Initiative posed to me one of the worst questions you can have while playing a game, which is…
'Why am I doing this, again?'
Let's be real, it was mostly for the soundtrack. Unlike AI1, this game had passable music! Though having to watch ANOTHER dance number (like half a dozen times, actually! and no, there's no skip button!) just about had me gagging.
That's not even the worst part about that sequence, no - that would have to be the way it almost actively ruins and undermines what's probably the only passable character arc in NI (and even then, you have to squint hard for it to pass your judgement, given how it starts... gotta hand it to this game for managing to have multiple relationships with genuinely questionable setups involving uncomfortable age gaps).
I wanted to feel touched by the new, somewhat expanded narratives, I wanted to see the world grow a little, despite all the grievances I was certain I would have... But not even halfway through the plot, I realized that my true wish was to just move on. I think that's what I'll do here, as well, as even reminiscing on this chaos is quite dreadful.
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Xenoblade Chronicles 3 (Switch, 2022) [♪ Agnus Colony]
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Don't become prey and victim to your own expectations - or to bad advertising.
Xenoblade is a special series, full of wonder and power. Words fail me this year, as they did the year before, when it comes to describing how much of an impact these games - the second entry most of all, a game I think about now and then with a bittersweetness on my heart that I oddly never can get enough of - had had on my mental well-being last year. They might as well have saved me back then, and while getting to experience them was something I'd been planning to do for a while, the specific circumstances it all had happened under were just so special, so exceptional, so wild, that it's hard to think of those days as anything but a gift.
And yet, there are plenty of things in this particular journey I still have to reconcile with. I never settled on what my impression of 1 is, in the end (or, some might say, I never properly played it); I could use a fresher look at 2, and… I never, ever, will finish Xenoblade Chronicles 3. It's a game I once had hopes for, but nowadays don't ever want to think about.
I thought it a privilege, of sorts - the fact that I was there to witness (and acquire) a brand-new release in a series that became dearly important to me. I ended up hearing many things - the trailers, the rumors, the leaks. They all spoke of a definitive resolution to the series, of levels of refinement never seen before, of intrigue so big you can barely take it, of key character appearances we were all dying to see.
Turns out most of what we were so eagerly expecting came with an extra price tag.
The base game of Xenoblade 3 is a mirage, a mere shade of what came before it. The environments are open and vast, but they look more drab than ever - and with the new autowalk feature, it takes even less time to get sick of it. The music takes you on a journey, but you forget what it sounds like far sooner than you'd prefer. The battle system promises lots of options and a nice learning curve, but it only overextends, overwhelms and forces you to grind. The cutscenes look every bit the part of a Xenoblade story, but meander and stretch things out to the point of boredom, which means none of the characters get enough time to grow on the player, either… Though a lot of them would probably go nowhere even given all the time in the world.
And the setting as a whole? Well, it's a simulation, so who cares about it feeling unique or fun? That's the point, the game says, you're supposed to empathize with these characters breaking out of their bonds, out of this miserable existence! Well, I say that things can be made appealing even in decay. You don't have to actively worsen things to make a point.
Future Redeemed is an impressive demonstration of how things could have been. It fixes practically every point where the base game falters - and it is in this part of the game where all those promises that once seemed hollow finally come true. Sort of. The exploration process is smooth as butter in the way none of the games before were, characters are at last back to having defined roles in battle, and all that teasing becomes a thing of the past as 3 acknowledges its own roots and past in full, and you think to yourself… 'If only we'd got this in the base game all along!'
But we didn't. And the credits on Future Redeemed roll far too soon to truly be satisfied. Is this how you wanted the saga to end?
honorable mentions
Butterfly Soup 2 (PC, 2022) [♪ Night Tourist] *I hope you'll forgive me for not finding a GIF for a mostly static VN...
It's so funny. For me it has been two years; for the creator, it'd been five. But I guess time doesn't matter when it comes to maturity, as I feel like both myself and this game have done plenty of growth. And for that, I love it all the more, just as I am now thankful to be able to call Butterfly Soup a short series.
Compared to the first game, the art is more refined, the tone is more consistent, and treatment of serious topics is more grounded - in more ways than one, this sequel is like a fond, yet melancholic look at what you once had, what changed since then, and what you hope to make of things. But between all that, it stays sincere and silly in the best of ways - the ones that make you feel cozy on the darkest of nights, the ones that endear you for a good while yet. Truly, this game was a ray of light in a sea of mediocrity this year.
Road 96 (PC, 2021) [♪ Hit the Road]
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Yeah, I know. The fact that I have played a goddamn walking simulator at the behest of a good pal (who might or might not be reading this, hi on the off chance that you are!) is nothing short of a miracle. Not to mention the fact that I ended up having a good time with it!
I'll put it plain: the vibes of this game are almost impeccable. It wastes little time setting things up - it's the turn of the century, and a massively corrupt government is practically folding in on itself as it closes its borders. It's up to you, as you're literally put into a blank-slate teenager's shoes, to go on a desperate journey and see whether or not you make your way out.
Over the course of Road 96, you do this six times, and the people you meet on the way and choices you make with them may or may not shape not just your own future, but that of the whole country. There's nothing for it, then, but hit the road and see what awaits you, as you sit in a car that's probably stolen, blaring music from your carefully curated tapes… or are dropped off on the wayside with nothing but a paltry backpack to speak of… or find yourself biding your time near a gas station… or… whatever it is the game throws at you, as you hope that the strangers you run into actually deign to help.
Yes, the biggest way this game attempts to stand out is with our good old friend, RNG. Even reading blurbs about it, you cannot escape the all-too-typical claims of 'your own personal journey', 'a thousand unique paths waiting for you' and all that… months later, I find myself unable to decide whether this helped the game or harmed it more, as it's definitely smaller than it makes itself out to be.
As a story hook, this setup is clever and delightful, as I tried to illustrate a moment earlier, but the moment you begin to overthink it, you realize that the randomness aspect clashes hard against the continuity the game tries to establish. You, as the player, indeed learn more about the world and colorful characters in it each time you venture forth, but the avatar you control is supposed to be clueless as ever, setting out on a path that is, in fact, not quite their own any more. It's a weird gripe to have, and I found it an easy one to ignore, but I wish something could be done about it anyway.
As for the rest of the plot, let's just say it's... surprisingly binary, and the supporting cast small and not always compelling in turn. The game sacrifices some of the personal intimacy and uniqueness it has built up to make a sweeping, painfully boring statement of 'freedom good, suppression bad' before credits roll, but as damaging as that is to the overall experience, I feel like one can't deny the fundamental appeal of just being asked to go on a journey with sweeping stakes and truly, truly banging music. Seriously, it was meant to be put on speakers and blasted as the world passes you by!
In a word, Road 96 is ambitious, and in a sentence, it is ambitious, yet falling short of itself. Nonetheless, I was impressed by how it managed to worm its way into my heart for a while.
A Space for the Unbound (PC, 2023) [♪ Don't Have Much Choice]
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Wouldn't you know it? I had actually played two games involving entering people's subconsciousness to solve their problems this year!
Truth be told, I'd been looking forward to this game for about a year, given that it was published by the people behind Coffee Talk (which, if you recall, I had quite enjoyed). The warm and inviting screenshots on the back-then almost empty store page, showing off awesome art and promising a sweet little journey with slice-of-life tropes and a mystery waiting to be solved… well, to say all of that was alluring is to say nothing, really. I just about jumped when I received a notification for this game releasing at last at the beginning of the year, and wasted little time trying to dive in.
The sad thing is, what you see is not always what you get. The cozy, comfortable, sensible vibes of the early game - running around the city, doing chores at your school, naming every stray cat you come across, watching the protagonist's diary fill up as he crosses all the little goals he had set in life off his precious list… Yeah, those things won't last - definitely not long enough to get you attached to characters living in this world.
As the plot begins to unfold, it fumbles over itself trying to introduce various cliches and supernatural elements, to the point where you recognize the whole experience as a tedious drag as you see exactly where it's heading, and think to yourself that you have heard all this before. It's yet another heartfelt story about self-actualization, and as the game hammers it in harder than ever before, you sigh and wish you could go back to the times of bottle cap collecting and cat petting. Sometimes, simpler is better.
Unfortunately, that's not exactly true when it comes to actually playing A Space for the Unbound. The gameplay is as simple as can be - basically all you do is walk around (quite slowly) and interact with things. I can appreciate how linear the game is, for the most part, but I wish it let us accomplish our goals without wasting too much time! Not to mention, if you try to see everything there is, you have to be prepared to deal with quite a few mind-numbingly repetitive mini-games for far longer than you have to. Don't do that. It'll just sully your impression of the game.
If you're somehow still interested in this after reading this messy opinion of mine, don't be too discouraged - you'll see plenty of beautiful sights, hear some cute music, and, maybe, be affected by the story far more than I was. (Besides, for a cat lover, it's always nice to see others appreciate them!) Just... try not to waste too much time with the game's superficial sidequests.
Tales of the Abyss (3DS, 2011 port of a 2006 release) [♪ The Distribution Base]
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There's something ironic in how playing (most of) this game has been one of the best things I have done with my lovely 2DS since I homebrewed it earlier this year... and yet I quite regret not checking how (ahem) easily available the PS2 version is, instead. They may be functionally identical, but the hardware is not - you have no idea how hard some of the goddamn Mieu Fire puzzles become when your character is taking up a mere four or so pixels of an already tiny screen. Man, that was trying my patience at its finest.
These horrors aside, though, what kind of game are we even dealing with here? Well, it’s a Tales game first and foremost. I can’t deny claims that Abyss has a few strengths of its own (most notably, of course, actually bothering to have coherent character development arcs), but it’s not quite enough to obscure the ever-prevalent issues this series has:
exploration and side-questing is still annoyingly obtuse, not to mention traversal is painfully slow in the first half of the game,
some characters (in this case, Anise more so than others, but I'd argue Mieu's whole existence is part of this too) are obligated to suffer because Tales has to meet its unhealthy anime tropes\wackiness quota per game,
the skit system has not, unfortunately, evolved one bit (the amount of times I would skip a skit on accident, because any input halts its playback entirely…),
while I’m inclined to say the battle system is, for the most part, an improvement (the Field of Fonons mechanic is quite a nice change given the foundations of Tales gameplay, I have to admit), any goodwill you might want to give it gets shattered when you realize Free Run breaks bosses in half. And aside from that, it’s just your usual button-mashy fare.
So why did I push on with this game as far as I did, pulling the classic move of quitting right at the final boss instead of, well, any earlier? A lot of that is because I was just in the mood to mash some buttons in bed until I realized I was slightly underleveled for the finale and caught myself groaning at the mere thought of trying to even cheese it. A shame, that, because the ending of this game is pretty wonderful for what it set out to do, and it was the only bit I did not see on my own. It's like my experience with Final Fantasy VI all over again…
That's not all there is to it, though. Abyss has some of what's probably the most involved and curious worldbuilding (once you get past all the awkward made up jargon it loves to throw at you) of any Tales game I know! Not that this says much, because that's a low bar, and I'm not too familiar with the series at large, but it was enough to keep me engaged for a long while. And, as mentioned earlier, it puts in greater efforts than I expected to endear you to the cast as they slowly band together and uncover their own talents, purposes and aims in life - Luke in particular.
I liked him almost immediately - because I'm not too hard to please when it comes to this series, and his design is, I feel, particularly sweet and striking (especially given how nicely the game used the Important Haircut trope with him, and of course, the contrast between him and Asch). But that alone doesn't a good protagonist make - it's the fact that the story allows Luke to make mistakes (from small ones to straight-up catastrophes), get his comeuppance and grow from them organically, at his own pace, that makes him stand out in my mind.
As Luke sheds his sheltered ways of thought and accepts his responsibilities, those that were traveling with him, either out of obligation or by chance, begin to support him more and stand by him in earnest. It all comes together gradually and at a satisfying pace, and is definitely a highlight of the experience to me.
Growth and connection are probably among the biggest themes of the game, so it's nice to see that it applies pretty much equally to both protagonists and antagonists. Sure, it's the job of a Tales' Big Bad faction to be goofy and up to nefarious activities, but beyond that, the group has solid enough chemistry both among themselves and with the party that I actually ended up looking forward to most encounters with them, even if ultimately it felt a little predictable. As an aside, for a game this old, the voice acting was really good and plentiful (though there is none for skits, which sucks), and further piqued my interest in the story along the way.
To conclude, I'd like to say that the biggest thing I learned while playing this game is that I'm a sucker for grounded tales of (ha) self-actualization even this many years later. And also that once you play one Tales game, you truly, to some extent, know them all.
SANABI (PC, 2023) [♪ Warm Hospitality]
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Do you want to know why I ended up playing this one? Of course you do, that wasn't really a question. I only bring this up because the answer can be revealed with a single screenshot:
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...yep, the inspiration is that blatantly on display. I was expecting it, of course - the Katana ZERO community is the only reason I know of SANABI in the first place, and even as you read people's thoughts on it, the extreme similarity is practically all they ever bring up, be it in a positive or negative light. It pleased me and warmed my heart, while also making me feel wary - it's one thing to be inspired by something, and another to actually carve an identity of your own.
That said, KZ is far from the worst thing to try to replicate, particularly when it comes to visuals - SANABI has some awesome scenery that makes me feel right at home. And while the story at times feels so much like an amateurish copy that it leaves me confused more than anything (I'm sure the awkward English translation sadly does not help matters, not to mention the fact that I'd played this game in an unfinished state - you might expect me to write about it again next year!), the gameplay is anything but.
I'm sure there are quite a few platformers out there that have you use what's essentially a grappling hook to swing through the stages, but SANABI is my first experience with something like this, and in this regard the game absolutely manages to shine on its own. Movement is lightning-fast and responsive, enemy targeting is extremely generous - almost to the point of being handholdy (and, of course, they all die in one satisfying hit - as do you, if you set the game to the highest difficulty. It's nice to be given an opportunity to learn the ropes before engaging with the game earnestly!), and there's something to be said about how the level design has that extreme kind of clarity to it that I always appreciate and favors speed over precision, with how spacious everything is.
My only big issues with how the game plays are how it doesn't seem to be designed with a controller in mind (it is an option, but I found myself moving much more precisely with KBM! Me! Someone who never plays games with that!), and, once again, the just-a-bit-too-long death animation\transition. Being able to skip it helps, but I just yearn for no time to be wasted...
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pazodetrasalba · 9 months
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burg•larp•roof
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Dear Caroline:
Well, your LARP is definitely burglarproof now. I've tried the link and it doesn't give you access, but I believe I probably read it sometime, somewhere. Was this not a LARP based in a Hong Kong hotel?
This is a facet of yours, as rpg story-maker, that I would sure have loved to see live. Myself, our gaming community was too small to effectively try this out. My university town once (yes, only once) hosted a Vampire: The Masquerade live session, but I was no longer a student then.
And I am pretty confident I might have enjoyed it. In those times I was also for a time in an amateur theatre company, so I wasn't completely alien to acting out, even in front of a big number of people.
When I think of acting, and larping is a subset of that, I can't help but bring to mind the Puritans in 17th century London closing the theatres under the Cromwellian protectorate, and their generally negative attitude towards plays as 1) lying and 2) frivolous and corrupting. This is a frame of mind that they continued cultivating in your native New England, expanding it in generally to 'literature' and 'fiction'. I can feel some common ground with them in my deeply instinctual loathing of lying - even white lies-, but acting, like playing and fiction, does constitute an exception, as the framing clearly proclaims for all to see that we are in the realm of 'make believe', and we aren't really trying to commit the sin against the Holy Spirit of actually proclaiming The Thing That Is Not. And literary theory has waxed lyrically in many treatises about the virtues of fiction, and how even lies can sometimes tell the truth in a different and deeper way than plain facts.
Quote:
Truth is stranger than fiction, but it is because Fiction is obliged to stick to possibilities; Truth isn't.
Mark Twain
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tlacehualli · 2 years
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META   + hobbies.
tactical rpgs/games
She likes to game, but not in a Hana way - it's not the thing that takes up most of her time, she's not making any money from it. Regardless, ever since she and her siblings tried to crack Fire Emblem when she was a kid, Sombra's had a particular fondness for tactical rpgs. It's sort of in line with her skillset; her life now is mostly about procuring different chess pieces and moving them around in order to get what she wants and to protect herself from what she needs to. Tactical rpgs are what taught her that; good movement, prediction, baiting, knowing one's capabilities as well as the capabilities of their foes. Plus, it's fun and sucks up hours of time if she's ever feeling particularly bored and doesn't have to be too cognizant. The skills there somewhat translate to MOBAs but not exactly, and translate to turn based RPGs fairly well, but outside of those, she's not very interested.
old tech/machines
In spite of - or maybe because of - how adept she is with pretty much anything that has a microchip and some code in it, Sombra is particularly fond of both old tech and machinery. It's different. Old tech - rotary phones, old cars, old video game systems - feel like they have an incredible amount of character to her and are trickier for her to command given the simplicity of their code and the space available to them in terms of storage and RAM. They're simple, so she has to keep her commands simple. Machinery, on the other hand, is powered nearly entirely by natural law; there's no way for her to hack an engine and make it operate past maximum efficiency or something like that. It's tech that's far more physical in nature and thus outside of her purview, so she is fascinated by it. She may not be a mechanic, but if you're working on an engine, she's gonna wanna watch and try to help.
mind altering substances
Being a somewhat decent enough person working for a worldwide criminal organization brings with it some psychological stresses - on top of the fact she daily carries the brunt of the guilt for Widowmaker's state, and the constant pressure of The Eye, well. There are many times in her life when she wants to drown it all out with a mind altering substance of some form or another. It's usually alcohol now that she's older but when she was younger, there were all sorts of things she tried. It's a good bit of fun, especially when you have an AI in your head that can keep you from accidentally doing something really really stupid. Honestly, anything that can take her out of her usual mental space is a relief - that can be song and dance too, although that's usually aided by alcohol to some degree. Just having a night out of the week where she can just feel alive is good. Maybe not as good as a therapist, but, it's not like she can ever really talk to one without lying her ass off. So this will do.
chisme
As possessive as she is with truths about herself - and she has to be because she's scared of dying about it - she is far more lenient when it comes to other people's privacy. Hell, it doesn't exist really. Even Widow has a wall of surveillance around her, though that's more out of protectiveness and care than someone like Cole, who she thinks is extremely funny to keep track of. Honestly, knowing other people's business is just really funny and entertaining. There's a certain glee she gets from knowing someone's true motivations, or that embarrassing thing they did last week that they don't want anyone to know. Also extremely useful if they're particularly annoying and she wants them to do something else - a little blackmail never hurt anybody. Alternatively, set up a kill for the Widow if she discovers something extremely heinous. She's not a murderer, but she's not against putting someone in the path of certain danger.
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interact-if · 3 years
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Day 2 of Pride Month interviews! You know them, you love them…. give it up for Ames!
Ames, author of Attollo and Metamorphosis
Pride Month Featured Authors
“…and it was a singular, terrible thought, which burrowed itself into your mind like an engorged maggot. This was not a man nor a monster. This was a concept, an ideology, a terrible myth, which had personified itself to stand before you now.You were, to put it simply, screwed.”
After several years of radio silence, you receive a message from your younger sibling that carries a strange sense of urgency to it. Either out of familial concern or boredom, you embark on a journey from your residence to your sibling’s apartment in New Hampshire to see what’s going on and, hopefully, be home before the weekend.
Too bad it’s never so simple.
Demo: Attollo, Metamorphosis (TBA)
Tags: cybernoir, thriller
(INTERVIEW TRANSCRIPT UNDER THE CUT!)
Q1: Tell us a little bit about your project(s)!
Attollo is a cyber-noir horror set in a walled city off the coast of the Atlantic that’s been a victim of a nuclear disaster. After several years of radio silence, you receive a message from your younger sibling that carries a strange sense of urgency to it. Either out of familial concern or boredom, you embark on a journey from your residence to your sibling’s apartment in New Hampshire to see what’s going on and, hopefully, be home before the weekend. Too bad it’s never so simple. Attollo is a 17+ game that deals with heavy topics and a lot of moral questioning; from cults to corrupt government, it has no shortage of monsters in the dark—both metaphorical and literal.
Metamorphosis is a crime/horror story based in the world of crime scene cleanup, where there are three simple steps: Get the call, clean the scene, and don’t ask too many questions. These are the rules that you live by under the employment of Noctua’s Crime Scene Services, and you credit them for keeping you alive.
However, after a routine house call brings forth nightmares of memories that are not your own, you find yourself pulled deeper into Noctua—a city of both monster and man—in a bid to find out the truth behind the murder of Deirdre Callow, and better yet, how her memories came to be yours. Your job mandates that you don’t dig too deep—but could this finally be the exception?
Metamorphosis is 18+ and will have explicit content; follow the last moments of a stranger to find out not only who took her life, but how this connects to the underbelly that Noctua works so hard to hide.
Q2: Why interactive fiction? What drew you to the medium?
Lmaoo, oh man. I think it really all began last summer when I first found examples of interactive fiction. I don’t even remember how I came across it, it might’ve been that I saw it mentioned in a post or I saw it as a tag on Itch.io, but at some point, last summer I began to investigate it more. I think what really drew me in was the ability for the player to control the narrative; it was like playing an old RPG, but modernized, and the fact that I could see a story unfold that was influenced by my decisions was so fascinating to me. Not to mention that IF allows so much more character depth than regular novels, in my opinion.
I’m 99% sure my first exposure to interactive fiction was through the game Crème de la Crème (a fantastic game, by the way) and I just enjoyed it so much that I went haywire for the genre. Then Temple of the Endless Night came out (another fantastic game that I’m looking forward to!), and that was really the turning point for inspiring me to give it a go. Now, almost a year later, here I am working on my own two games!
Q3: Are your characters influenced by your identity? How?
My bisexuality doesn’t have much of a major influence on the game, but I do think it contributed to the way that I view and write relationships. I figured out my sexuality around high school (I kissed a girl in high school and found out I liked it just as much as when I kissed a boy) and since then I’ve been very involved in the LGBTQ+ community of both my hometown and uni town.
I think this involvement, like being able to hear about other people’s experiences and share my own, has made me feel a lot more comfortable writing some of the characters in the game. Although Attollo and Metamorphosis both don’t focus heavily on relationships (both have murder in them, which I feel is a bit more pressing), I do keep the option for any RO’s to be romanced by anyone, regardless of gender or preference, because that’s simply what I’ve become so attuned to. In terms of side characters relationships as well, I think my involvement and my own experiences have allowed me to write far more diverse relationships than I might have, and I think that this has also allowed a more fulfilling experience for players when reading through.
I also have incorporated some struggles that I’ve faced before because of my identity into the games. For example, I and a few others have faced issues with religion due to who we are, and I incorporate this into both games. Dreamwalker, Pariah, and Sysba from Attollo all have shadows of this experience in their character origins, and Ilali and Ariston from Metamorphosis has a major point involving identity and beliefs. Both games also have undertows of ostracization and division between groups, which is also something I’ve experienced in the past. Being able to grapple these moments and control them via a narrative has been eye opening for both myself and others involved, and I’m hoping it can be a learning experience for the readers as well.
Q4: What would you like to see more of in LGBT+ fiction?
I think, now, the amount of progress in LGBTQ+ fiction is expanding at a wonderful rate. There are so many interactive fictions with options to select sexuality, select gender, select beliefs, etc. However, despite this expansion, there’s still a good deal of backlash against some aspects of LGBTQ+ fiction.
For example, as a bisexual woman who has dated men, I know there are some individuals who may not consider me a part of the LGBTQ+ because of this aspect. Not only is this incredibly disheartening, but it’s a viewpoint that I think should be educated against, and fiction is a fantastic pathway to do this. Another example I can think of is a friend of mine who identifies as asexual but is sex-neutral rather than sex-repulsed. Most people can’t believe her when she says this, and she often faces backlash for this declaration as well. This is another thing that I think that, with exposure through a medium such as fiction, can be worked on.
What I’m trying to say here is that I think LGBTQ+ fiction can be a brilliantly educational platform—if used right. Although it already teaches so much with what it has, I think having that representation of different subgroups of sexuality, of their experiences and beliefs, so people can become aware and knowledgeable of these options, is something I’d like to see more of.
Q5: What or who are some of your biggest inspirations?
Oh man, I struggled to list off inspirations because I know I have some, but as soon as someone asks me who they are my brain just goes ‘brrrrrr’ LMAO.
In terms of the games that I write and the worlds that I build, I think David Lynch and Robert Chambers are probably the two that I somehow incorporate. Attollo and Metamorphosis both have a lot of surrealist horror, which are what these two really specialized in. Shirley Jackson is also another person who inspired me a lot when it came to the writing and creation of Attollo, especially the intrapersonal relationships between the characters.
In terms of life, this is something else I really struggle to answer. I don’t really have celebrity inspirations or anything like that, but I do get inspired by my close friends and sister a lot. Seeing them go through the struggles that they face and absolutely thrive really drives me to push through my own struggles. They’re the strongest, most brilliant group of people that I know, and I consider myself incredibly fortunate that I can be a part of their lives. Not only that, but we also all collectively encourage each other to push further and to chase our dreams (as cheesy as that is LMAO) and that’s something that I think is another stroke of good fortune. I struck gold when I met them, and they’re some of the biggest inspirations in my life.
Q6: What’s a super vague spoiler for your current project?
For Attollo, I’d say ‘Home is where the heart is.’ For Metamorphosis, to quote John Berendt, ‘Always stick around for one more drink.’
Q7: Lastly, what advice would you give to your readers?
What advice would I give to you all? Oh my, I’m not exactly a wise woman here, but I’ll do my best to give you something lmaooo. I think what I really want you to walk away with, from both my stories and this interview, is that if you’re passionate about something, then share it with the world. Don’t let anyone deter your passion.
I remember listening to this painter once who commented to his friend how he ‘really liked painting’, and his friend’s first response was ‘but are you good at it?’. He then compared this to the scenario of walking; would you say, ‘but are you good at it?’ to someone who said, ‘I really like walking’? No, because it simply wouldn’t make sense, and it doesn’t make sense to say that to anyone who’s doing something out of passion.
To put it simply—if you love something, then don’t let anyone take that passion from you. I began writing these stories because I’m passionate about Attollo and Metamorphosis; I love each character, each bit of lore, and I share it with you because I want you all to enjoy it as well. Am I the best writer? God, no. Does everyone like what I write? Definitely not. But will I let this stop me from writing, from enjoying what I’m doing? Never, and I want you to do the same.
Explore your passions, embrace your passions, and let what makes you happy continue to do so
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Apartment AU Masterpost:
-Everyone lives in an apartment complex.
-Xisuma as landlord? Or just a really well looked up to person in the complex. Whichever works for you!
-Pranks all the time. Everyone's constantly pranking each other.
-Everyone has 'normal people jobs.' Perhaps Joe is an English teacher? (Cleo's also a teacher. (Irl.) Omg, what if they teach at the same school?) Maybe Bdubs is a professional interior designer? Maybe Cub builds computers? Go nuts, get creative.
-Actually, screw it. Bdubs works at IKEA.
-Everyone meets up every Friday night to go to the pub or go bowling or just do something together.
-They have a discord server because of course they do.
-European Hermits are early-birds, American hermits are night-owls. (This is the only way I can think to portray timezones and waking hours when everyone's living in the same building.)
-They all still love minecraft, don't worry.
-Keralis has so many books his flat is basically a library. He lets people come in and borrow books for a small fee.
-Tinfoilchef is a bit of a shut in but everyone makes an effort to include him.
-Etho would also be a cryptid like Xisuma. Like, we've seen Xisuma's whole body other than his face but the best we know about Etho is that: 1. He exists and 2. From the, like, one single real life photo he's shared, he broke a headset. Also, 3. Allegedly, he's buff. Otherwise; Beef and Etho invite Pause (who lives elsewhere,) over at random intervals to [play ctm maps] and do god knows what. Bdoubs works at IKEA but is the person to make the room displays, y'know.
-Scar sells dice and other tabletop rpg supplies that he designs. His shop is magiccrystals. com
-Cub and Scar made business with the guy who runs the fight club. They get half of the profits and everyone’s always wondering how those two can always afford the most expensive Christmas gifts for everyone.
-Mumbo could be an engineer or work on a STEM field, and he works on some really important and impressive projects and that would explain his polish person, Exept, when it comes to helping another hermit to change a lightbulb or fix a microwave he is an absolute disaster.
-Grian owns a parrot that knows everyones' names and faces and greets them when they come in.
-Scar's apartment has a balcony filled with plants and he has to bring them inside for the winter. (I'm assuming that all 4 seasons happen) Even without the balcony plants, his place is still full of indoor plants including his favorite venus flytrap. There is always a plant knocked over from Jellie's shenanigans. Jellie is supposed to stay in his apartment, however she keeps on getting out somehow, even getting to Xisuma's apartment occasionally.
-There's a grassy patch out back that acts as a backyard, but Stress has effectively taken it over. Perfect for flowers of all colors in the spring and summer, and during the winter you KNOW she’s building an ice castle from which to throw snowball at all her friends.
-Beef and, when he’s visiting, Pause get a lot of questions about Etho (since unlike X who gets one tightlipped visitor in shape of his brother Etho gets two that are willing to be vague) however they charge a fee for people to guess. They’d never actually sell him out but the guesses are always something technical related so there’s not much of a risk, he actually works as a botanist/gardener.
-Iskall is extremely good at ice hockey and, as resident Canadians, Etho and Beef have played with him. However Iskall only knows that he’s played with Beef because both beef and etho refuse to tell him who in the rink was Etho when they played.
-The only person who’s seen Xisuma's face is Keralis.
-Nobody knows what Grian does for a job. Like, when they think they've figured it out what he does, they're thrown through a loop again because he does a lot of odd jobs. Need help with a pet? Grian can help! Rip on your clothes? Don't worry, Grian knows how to fix it! Ect.
-Grian's an assassin. Iskall will make assassin jokes and Grian, without looking up from his coffee will go: "that's not how that works!" And then go back to being quiet. Everyone's like ????
-I love the idea of Grian knowing all these cool facts and when anyone acts he says 'it's because of his job,' and they still can't figure out what he does. He keeps correcting Iskall on assassin facts but they're all just like 'oh Grian sure must love those types of movies, huh.'
-Cleo teaches Joe's kid. (That means she teaches either year 2 or year 3? // 1st grade or 2nd grade?)
-Grian's family is in the mafia but he mostly just vibes. Sure, he works with the mafia, but he keeps his regular life away from work and none of the hermits (besides False because she saved the Mafia boss) know. Imagine boss looking at False and going, 'oh hey, you're already protected.' False is confused and says 'what?' But the Mafia Boss has already left.
-Etho is always in full kakashi cosplay.
-Honorary hermits apartment au: zloy and pixl have a radio show but also act as private investigators. Falsie hires them to investigate how she got the protection of the mafia. On their investigation they start asking Elybeat (that lives on a building right next to the hermits) about weird behaviors that he might have seen. Ely just goes ‘all of what they do is weird. I’ve recorded weird stuff they say and remixed it. They though it was funny and put the remixes as their elevator music.'
-Everyone thinks Etho is an assassin, but really, he's a horticulturist/botanist. He doesn't bother to correct them cause it means he doesn't get pranked, (or, as often.) Maybe someone finds out eventually? I don't know who. Maybe Doc and they keep it hush hush cause they think it's funny or something. || Maybe Bdubs finds out, (because I think he's seen Naruto?? Swear I saw a Twitter post where he recognized a Naruto joke) and he's the only one that recognizes that Etho's dressed like Kakashi and NOT an assassin. (That's lowkey a joke though.)
-Someone warns Grian against parking euro because they think Etho's an assassin and Grian just kinda goes: "alright then." Knowing that there's no way Etho is an assassin, but also realising how the hermits view that profession, he most likely starts feeling kinda bad.
-Beef used to be a car photographer and Mumbo takes photographs as a sideline when he was in college. They would occasionally chat about their past experience in the photography field and sometimes gush about cars.
-Hermit Challenges was actually a truth or dare game among the hermits. Mumbo was basically delirious from lack of sleep to explain his absolute gremlin energy. Mumbo dares Grian to steal front doors before passing out and everyone decided that was the end of that game. No one thought Grian would do the dare. A week later, everyone but Etho and Xisuma were missing their front doors (including Grian.) He stuck them in his bathroom so no one immediately saw the doors.
-As already established, Joe constantly hangs at Keralis's library. Let's say he also has a hobby for writing, and one time he was asking to himself how *insert really specific murder scene* would work in real life. Grian or Doc then overheard him and answers him in a also very specific way, he thanks them with 0 concerns and continues with his writing.
-Etho has been an assassin but it was many years ago, and retired to care for plants. (As you do.) He got hired by The Goatfather but intentionally botched the killings because, 'hey now those two are friends >:(' He and Bdubs still have the endrod game but it involves the whole apartment building and several discord messages going "located" or "flashlight on the move.'
-Stress paints all the hermit's door and puts their names on them. (-🌿)
-The organisization Grian works for is called "The Watchers!" They text him in riddles of what his missions are. This is so that if anyone peaks at his phone, they don't understand immediately!
-What if in YHS happen because of grian family and Sam is from an other family who does not support the grain family. So grian will not bring up high school and school and when joe and Cleo talk about there student grian sometimes cringes remember what happened in high school. (-🌿)
-Grian and Mumbo's hobbits holes were two cupboards they found on their respective apartments and decided to make a room out of them and named them their hobbit holes after they found out they both had them (-🐿️)
-What if it's a really old apartment and the 'hobbit holes' actually connect to each others apartment. (-🐺)
-Mumbo has these periods when he overworks like crazy and when they're over - he sleeps for like 24-36 hours straight. Everybody knows about this and help him if he falls asleep in random plaxes around the apartment. Mumbo once fell asleep right before his door and Grian tried to help him get inside while mumbling. Guess which remix were aded to the elevator music next week.
-Whenever anyone is annoyed or upset, grian sometimes pops his head up from his book and goes "who do I need to kill?" No one takes him seriously though he *would* kill for any of his friends.
-People who have left the server work nearby but have moved to new apartments. (For example, Welsknight works at a nearby food truck) (-☘️)
-With the Grian being a spy you get several oints where he thinks he's been found out but no one puts the and two together. They're all like: "Grian just likes action movies I guess."
-Scar's "wizard robe" is a bathrobe he owns. One day he forgets to change and just walks out in a bathrobe and no pants.
-Since Cleo teaches Joe's kid, maybe that extends to all the hermits' kids? Like the ones that have them, like not at the same time but at some point you know?
-I don't think I saw any regarding headgames, but I could've missed it. Anyways, what if Cleo wanted to make a big Scrapbook in her free time of all her friends, so she asks everybody to try and get pictures. So the PVP heads are candid photos, and the tradeable one are like selfies or group pictures. The other heads could just be a requirement for the picture like have a sheep in the picture. And maybe she gives the winners dinner payed by her or something.
-On the head cannon that hermits that aren’t on the server work nearby, Biffa is the actual mayor.
-Are mobs (and half mobs by extension) still a thing in apartment au? Cause if not I propose that Jevin just has cloob blue dyed hair and a bunch of blue tattoos.
-XB bakes a lot and always shares the food he makes with the others. They adore his cookies. Scar really wants to make some cookies in the shapes of disney characters with him, but he's too shy to ask. (-nameless anon)
-Perhaps Mumbo and Iskall are also protected by the mafia because of grian (perhaps scar is too) They and False have a 'we are protected and have no idea why' group (-Frost Anon)
-Imagine the hermits want to throw a nice party but X and Etho were kinda like “yeah no i’ll pass” so they make it a masquerade so that they can come- and then the whole night no one knows who anyone really is, but still has a really good time.
-Grian wanted a pet parrot, but felt like he would be terrible at taking care of one so he has toy parrots instead, those that have pre made phrases and such, and he is proud of his toy parrot pets. (-🐿️)
-Xisuma hosts a podcast! That's where all of his Xisuma speaks content ends up coming from. (-🇵🇭)
-Etho has a secret food blog called "Cooking With Etho" (based on the actual cooking with Etho segment in usually his modded stuff.) He also knows that there's hermits that either: have no idea how to cook properly or can't cook real meals due to their work. To help with this, sometimes he leaves finished meals or recipes with them (outside their doors or somehow in their fridge) and no one knows who does it prompting the theory of a self care ghost haunting the building.
(All of those in red were from Anons!)
-Joe works as a LAMP Developer.
-False has an assortment of swords, knives, etc. She even had a bow! She also has a dummy to practice fighting on.
(-@unpredictable-pancake.)
-Stress is a wedding designer. (-@the-angry-numel.)
-Iskall also works at IKEA with Bdubs. (-@mandatedempathy.)
-There's a local club that's basically fight club a few people are in. False, Iskall and a couple others are in.
-Hypno is kind of a bit of a loner. Everyone on the floor considers him a friend but he doesn't really have a best friend. He just does his own thing and people usually let him do that. He's fine with it.
-XB and Joe spend a lot of time at Keralis' library house just reading the books. Keralis usually charges every except those two because 1. They're there so often and 2. They're basically his room mates at this point. (-@tomcatacaphe.)
-Ren works at a bar as a bartender or musician. (-@friendlyneighbourhoodpieceoftrash.)
-Building on the last thing with Ren as a musician or working at a bar, he works at a bar as a server but does live music on weekends. It's the bar/pub/restaurant that the hermits sometimes hang out at together.
-I can see Grian working at a pet shop but also on the side of the mafia because of YHS. Or at least he used to be involved with the mafia.
-Beef once had to cart Etho off to the hospital for a chemical burn and explain to the other tenants that the explosion heard suspiciously close by wasn’t mafia activity. Etho is just an idiot with a hobby of making homemade fireworks.
-(-@limelocked.)
-False is the chief of police for the town they live in. Iskall is a hired assassin who normally gets employed by the mysterious figure GOATfather. Doc is the GOATfather, head of the mafia. Falsie is trying to hunt down these two as well as any others associated with them. The nHo is part of the mafia. Falsie has no idea any of them are in the mafia and they refuse to kill her because she has become such a close friend to them.
-Maybe Grian is a spy instead of an assassin? The group the Watchers is a government policing organization bent on trying to crack down on mob activity in the area.
(-@creator0fchaos.)
-The elevator music is hermitgang and remixes. -(@lookitsspacekween.)
-Zedaph is a game show host. Tango makes cartoons. (-@aphion-and-on.)
-Come on, let Iskall play ice hockey! Maybe not professionally if it doesn't work for the AU but he's v good at least. (-@automnalsaffron.)
-Grian maybe works at an animal shelter or an animal rehabilitation center. So everyone who has a pet usually comes to him for help if their pet is sick or injured. (-@vahco.)
-Grian has a safe full of guns, all the Hermits know about it but think they're fake. (-@xxpzmistxx)
-X never comes out of his room so no one’s seen his face. The only way he communicates is via text, Discord, and an intercom right by his door. He almost always gets groceries whenever the hermits are busy and therefore have no time to go out- but the hermits know he’s a real person because sometimes they hear guitar solos coming from his room.
-Hypno is a voice actor!
-Joe and Cleo often go home at the same time, and all the way it's almost always Cleo complaining about her students being bratty and the likes (Bonus points if Joe carpools with Cleo, who owns a car.)
-False unknowingly helps the boss of the mafia after seeing him wounded on a street one day, earning her their protection.
-As a callback to Season 6, Stress became a cat lady for a bit while False became a dog lady. As an added bonus: Cleo became nuts when Cub decided to gift her with spiders for her birthday or some other event.
-Mumbo still sidelines as a cameraman/film director for short documentaries and comedy sketches where he often invites Zed and his buddy Jack to act maybe?
-The first time X was proven to be an actual person was when the girls temporarily kicked the boys out to have the apartment all to themselves for a girls’ night which prompted the boys to have their own boys’ night. X was wearing his grey helmet that night so his face was still obscured tho, and from that day forward they always had a weekly girls’ night and boys’ night alternating on which group gets to have the apartment to themselves.
-False may seem like she can take a shot or two, but in reality she’s very lightweight and easily drunk, and is always the first one wasted. She becomes a flirty drunk who flirts with everyone and everything when she’s tipsy, an angry drunk the more she drinks and eventually a sad drunk before passing out. Cleo and Stress, her drinking buddies, always find amusement in this.
-As a callback to Xb living a thousand blocks away from society in s7, maybe he lives at the highest floor where not many (if not no one) occupies?
(-@heyitsroby.)
-Civil War started because they used to get groceries delivered to their doors and Grian started stealing them when they were left in the doorstep. Everyone stole each others groceries until one day they went into teamss of one side vs the other side of the corridor to the other until Grian stole so many groceries Dic was like 'Dammit!' He started going to the store to get groceries instead of getting them delivered to his door after that. (-@sayeshaa1108.)
-Regarding apartment au: Zedaph is similar to miu iruma from danganronpa: making the weirdest inventions and coaxing the other hermits into doing weird things for science. (-@oh-hecc-im-stupid.)
-Idk if Doc has a profession yet in the apartment au, but it just struck me- what if he owned a private casino?? Cause of s7? Just a thought! (-@853dragons.)
-Cleo really enjoys doing miniature diorama scenes. Like the tiny dudes from "Night at The Museum". She's like crazy good at it, and Joe will sometimes base his poems and stories off of her dioramas. Also maybe Joe has published a book of poems and short stories? (-@lynxes15.)
-Doc works as a social engineer and part time mafia boss. He rarely shows up for game nights. However, when he does, nobody else stands a chance.
-Tango, Impulse and Zedaph go over to each other's rooms so often they practically live together in an apartment room 3X bigger than everyone else.
(-@trashedeggnog.)
LINK TO NEXT POST: https://hermitcraftheadcanons.tumblr.com/post/617640752709861376/apartmentau-masterpost-2-link-to-previous-the
Posts with TW:
Guns, Gangs, Getting Shot. Don't read if you can't handle this topics.
-Everyone finds out Grian is an assassin/mafia boss because someone from a different gang (*cough cough* sam gladiator *cough cough*) found out where he lives and tried to murder him. Queue epic gun fight scene. If you want some angst, Grian gets shot a couple of times in the fight but didn’t realize it because of the adrenaline and passes out. (-Anon.)
-Imagine someone like, finding Grian's guns and weapons and just being :0 and Grian is a little nervous. But then the other hermit just think the guns are cool (it's probably either etho or doc) and they're just gushing over how cool the guns are. Grian is relieved. (-Anon.)
-iJevin owns at least one gun. He's not in the mafia or a cop or anything, it's just cool and legal so he as one. He's the constant counter for the other gun owning hermits who have them for more mafia related purposes (context: jevin owns at least one gun irl) (-Anon.)
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aion-rsa · 3 years
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15 Best Final Fantasy Characters
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While the list of things that Final Fantasy has gifted the gaming world is much longer than the one we’re bringing you today, one of the most consistently incredible aspects of this legendary RPG franchise is the quality of its casts of characters.
Even if you’ve only played one or two Final Fantasy games in your lifetime (or perhaps even just absorbed elements of the series through its prominent place in gaming culture) you likely know and have strong feelings about at least one Final Fantasy character. No matter how fantastical these games get, their heart will always be found in the heroes, villains, and even NPCs that drive some of the greatest adventures in RPG history.
Which Final Fantasy character is the best of them all, though? That’s a question fans will never find a universally approved answer to, but I’m willing to be most personal shortlists include at least a few of these incredible characters that have become icons of this franchise, the genre, and gaming.
15. Bartz Klauser (Final Fantasy 5)
Many Final Fantasy protagonists are tortured souls burdened by destiny and circumstances. There’s nothing inherently wrong with that type of character (we’re actually going to honor a few of those tortured souls later in this list), but too much of that kind of personality can really wear you down.
That’s what makes Bartz Klauser such a breath of fresh air. As a young man just trying to honor his father’s dying wish to go out and explore the world, Bartz didn’t ask to get caught up in an epic battle or grand adventure. Yet, he handles the incredible events that befall him with positivity, humor, and constant support for his friends and allies. 
14. Squall Leonhart (Final Fantasy 8)
There was a time when it felt like Squall’s place somewhere at the bottom of any list of Final Fantasy protagonists was all but reserved. There are still more than a few Final Fantasy fans who passionately hate him, and it’s easy to understand why. He’s angsty, he’s sometimes derivative of other characters, and he’s even sometimes cruel to people who should be his closest allies.
Yet, there’s just something about Squall. His looks and gunblade certainly make him memorable from a design perspective, but there’s also something to be said for how we get to watch Squall grow throughout Final Fantasy 8 in a way that few franchise protagonists get to grow across the course of their own adventures. Squall is the surprisingly grounded heart of a Final Fantasy game that reaches all-time high levels of weirdness.
13. Zidane Tribal (Final Fantasy 9)
I’ll always have a soft spot for Final Fantasy 7 and 8’s more somber protagonists, but like many fans at the time, I was more than ready to embrace Final Fantasy 9’s return to medieval fantasy as well as its returns to slightly more upbeat lead characters. 
Zidane is a fantastic example of a more lighthearted Final Fantasy protagonist, but he is no mere throwback to a simpler time. There’s plenty of darkness in Zidane’s surprisingly deep backstory, which makes his attempts to become a better person and a better leader (as well as his insistence on enjoying life whenever possible) that much more interesting. 
12. Cidolfus Orlandeau (Final Fantasy Tactics)
Some version of Cid pretty much had to be on this list, but which Cid is the best of them all? Well, there’s certainly an argument to be made for Final Fantasy 7’s Cid, Final Fantasy 14’s Cid, and Final Fantasy 9’s Cid, but my vote for the best Cid goes to a somewhat outside the box version of this recurring character. 
It’s interesting enough that Final Fantasy Tactics’ Cidolfus Orlandeau is a warrior when so many other versions of Cid are engineers, mentors, or even political leaders, but what makes Orlandeau really stand apart is how powerful he is. This is one of the most overpowered characters in Final Fantasy Tactics in terms of both lore and in-game abilities. Actually, his incredible power kind of feels like a love letter to the entire Cid “lineage.”
11. Zack Fair (Final Fantasy 7)
It may seem like Zack Fair’s popularity only started to grow in more recent years, but the truth of the matter is that many Final Fantasy 7 fans have always loved Zack and just weren’t able to properly share their love for this previously minor character prior to the modern internet age. 
Before Zack Fair finally got to star in his own game (the largely underrated PSP title, Crisis Core: Final Fantasy VII), he won the hearts of millions with his optimism, friendly nature, and unwavering belief that he can fight to make the world a better place. He is, in many ways, what we think of when we think of heroes. 
10. Celes Chere (Final Fantasy 6)
Final Fantasy 6 certainly isn’t lacking in memorable protagonists (or villains), which really makes it that much more impressive that Celes Chere has arguably become the game’s unofficial lead all these years later. 
Celes initially comes across as a standoffish enemy general who is only helping the player’s party because they’re temporarily united against a common threat. By the time we reach this game’s legendary opera scene, though, we understand who Celes really is and even start to sympathize with what we previously believed were her greatest flaws. Celes was one of the first Final Fantasy characters that properly showcased the storytelling potential of this franchise and gaming.
9. Lightning (Final Fantasy 13)
Final Fantasy 13 honestly deserves a lot of the criticism it regularly receives, but it’s always been a shame that the game’s divisive (often negative) legacy means Lightning is sometimes denied the status she so rightfully deserves. 
Lightning’s backstory isn’t the most complicated in Final Fantasy history, but that actually proves to be one of the character’s strongest qualities. Lightning is mostly interested in protecting her sister, which turns out to be all the motivation as she needs to embark upon an epic journey as well as all the motivation we need to sympathize with the incredible things she does along the way. Lightning is fearless, strong, determined, and the kind of person many of us like to think we would become in her situation. 
8. Balthier (Final Fantasy 12)
It’s certainly easy to understand why so many Final Fantasy fans have compared Balthier to Han Solo over the years. Balthier is, after all, a sarcastic yet suave sky pirate who gets caught up in a war. You don’t have to break your brain to see the similarities.
However, that doesn’t make Balthier any less of a compelling character. Balthier believes he’s the real protagonist of Final Fantasy 12’s all-time great story, which is honestly hard to argue against when you consider that he’s the most consistently compelling character in the game and one of the most consistently entertaining characters in the history of this franchise.
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7. Tifa Lockhart (Final Fantasy 7)
What is it about Tifa that’s made her one of the most popular characters in Final Fantasy history? Is it her warmth? Is it her combat abilities? Is it the ways that she’s able to so easily pivot between leader and supporter based on what the situation calls for? 
The answer is “yes.” Tifa is capable in ways that the best playable video game characters sometimes need to be, but she’s still vulnerable, conflicted, and sometimes scared in the ways that any of us would be if we were in her situation. She’s a truly well-rounded character who is more than worthy of her fan-favorite status. 
6. Auron (Final Fantasy 10)
On the surface, Auron is everything that you’d expect to see in a “cool” Final Fantasy character. With his giant sword, samurai-like philosophies and lifestyle, and mysterious vibes, you could even argue that Auron represents some of the “tropes” we sometimes associate with this franchise’s most notable warriors.
Yet, Auron is so much more than the (admittedly badass) warrior he first seems to be. As we learn Auron’s backstory, we also learn more about the Final Fantasy X universe and this game’s wonderfully weird and surprisingly complicated storyline. Auron is undoubtedly cool, but it’s the sweet and sorrowful details of his backstory that elevate him above some notable competition. 
5. Cloud Strife (Final Fantasy 7)
It’s sometimes hard to look at Cloud and not see a collection of what we now think of as cliches for both Final Fantasy protagonists and JRPG characters. Even if you want to push aside the fact that Cloud helped introduce (or at least arguably perfected) some of those cliches, you can still make a compelling argument for the character’s all-time great status on the basis of some of his qualities that don’t get talked about quite as often as they should. 
Cloud is a much deeper and more mysterious character than he often gets credit for. Given that we learn more about him as we learn more about Final Fantasy 7’s plot, world, and emotional stakes, he’s also one of the best (if initially less obvious) player surrogates in the history of RPGs. 
4. Sephiroth (Final Fantasy 7)
Like so many of Final Fantasy’s other great characters, you could make an argument for Sephiroth’s “best” credentials on the basis of his design alone. Any character that looks this cool and has a theme song as incredible as “One-Winged Angel” is destined to steal some hearts. 
What’s most impressive about Sephiroth, though, are the ways that the Final Fantasy team has revisited this character and grown him over the years. Sephiroth is a tragic character in many ways, but you won’t find many who are willing to shed a tear for him or the ways he’s used his personal tragedies to internally justify unforgivable acts. 
3. Yuna (Final Fantasy 10)
While I don’t hate Tidus as much as some people do, I have to admit that I’ve always seen Yuna as the real protagonist of Final Fantasy 10 as well as one of the series’ best characters ever.
Yuna’s incredible empathy and compassion are appropriate character traits for a summoner who is so willing to complete what is generally considered to be a suicide mission. Yuna believes in the role she plays in this world, but she’s not so committed to her duties that she becomes this one-track protagonist that doesn’t get to develop a personality. Indeed, it’s Yuna’s likability that inspires so many Final Fantasy 10 players to see her complete her quest, whatever the cost may be. 
2. Kefka Palazzo (Final Fantasy 6)
When people are praising Kefka as a villain (which is obviously something that happens quite often), the line you’re almost always guaranteed to hear is that Kefka is one of the few villains in any medium who achieves their seemingly absurd plans for world domination. His almost unrivaled success as a villain has rightfully become the defining part of his legacy.
As a character, though, Kefka stands apart through the almost horror movie-like nature of his design (he’s somewhere between Pennywise and the Joker) as well as for the way he goes from court jester to world-destroying diety so convincingly. He is, at the very least, the best Final Fantasy villain ever. 
1. Vivi Ornitier (Final Fantasy 9)
Vivi’s short lifespan and the fact he was ignored and dismissed for so many of the few days he had to live should make him one of the most tragic characters in Final Fantasy history. Indeed, many aspects of Vivi’s life are a tragedy and a pretty compelling tragedy at that. 
Yet, there’s a reason that simply hearing the name “Vivi” puts a smile on so many Final Fantasy players’ faces. Vivi may discover the sorrowful truth of his existence in Final Fantasy 9, but he also learns the joys of friendship, confidence, and adventure. In many ways, the character’s final words represent how we all feel whenever we have to leave our favorite Final Fantasy characters:
cnx.cmd.push(function() { cnx({ playerId: "106e33c0-3911-473c-b599-b1426db57530", }).render("0270c398a82f44f49c23c16122516796"); });
“I’m so happy I met everyone… I wish we could’ve gone on more adventures. But I guess we all have to say goodbye someday.”
The post 15 Best Final Fantasy Characters appeared first on Den of Geek.
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thearkhound · 4 years
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Hideo Kojima x Mamoru Oshi interview (August 8, 1996)
The following interview was translated from the Policenauts Kōshiki Guide published in 1996 by NTT. You can read the original at the following link.
Source: https://archive.org/details/policenauts-official-guide-konami-official-giudes/page/118/mode/2up
At first I thought it was just a detective game from the packaging art
Kojima: How was the game?
Oshii: The truth is that I’ve just finished it last night. I thought I would be in trouble if I didn’t finish the game before meeting you.
Kojima: Were there any parts that gave you trouble?
Oshii: I failed the bomb disposing sequence around 15 times. Cutting the wires gave me trouble. I also didn’t know that you could auto-aim either until the final shooting sequence. Since it was impossible to win due to so many enemies, I was wondering if there was a way to make it easier. (laughs) I also had a bit of stress when I was unable to shoot the final bad guy.
Kojima: Yeah, Ed ends up killing him for you. A part of me wanted to make Policenauts into a sort of buddy cop game, since I was part of the generation that was raised on shows like Starsky & Hutch. As a result, I was always aware of American culture whenever I turned on the TV. Therefore, I wanted to make something like that. Is there any particular game that do you like?
Oshii: I used to like adventure games and played them a lot, so I already knew about Snatcher. Policenauts, which I was able to play for this occasion, has a very clear world building. It felt a bit nostalgic, like the PC games that I used to play.
Kojima: What about buddy cop movies?
Oshii: When you speak of buddy cop movies to someone of my age, really old stuff comes up. It ends up becoming the world of something like The French Connection. 
Kojima: That’s another movie that I like. However, I believe Lethal Weapon is the movie most appropriate for the younger generation to understand what buddy cop movies are. Because that’s what it really is (laughs).
Oshii: Having an astronaut as a protagonist is unusual. Maybe not so much around the time when space exploration started, which around back when I was in grade school, but nowadays astronauts aren’t really that looked up to anymore.
Kojima: Astronauts were really admired in my generation. Even the astronauts that appeared in movies like Planet of the Apes knew things that weren’t usually known. It created the impression that you had to be smart to become an astronaut.
Oshii: The buddy cop genre seems to be really suitable for an adventure game, but it wouldn’t had occurred to me to have the story set it in a space colony.
Kojima: A cylinder-type colony doesn’t have much of a reality to it, does it? Originally I was thinking of setting the game in a torus-type colony or even in a sphere-like colony, but visually for today’s generation [a cylinder-type] is what they recognize as a space colony from a glance. When you think about that, all you see nowadays are Gundam-type space colonies.
Oshii: The cylinder-type colonies that appear in the Gundam franchise are really nostalgic for people like me. The whole thing has that kind of atmosphere. It’s really calming.
Kojima: It seems to be a common trend in games to have the player character replaced during the middle of the story. I usually can’t emphasize with that. But in the case of Policenauts it was very difficult to tell such a subjective story until the end.
Oshii: That’s certainly true for video games. When it comes to simultaneous proceedings, all you can do is watch when you’re shown something that isn’t from the hero’s perspective.
Kojima: Moreover, the original concept was to have no distinction between the movie parts and the gameplay visuals, but due to scheduling issues [it wasn’t feasible].
Oshii: The pre-rendered movies are treated as a single cluster, with no interactivity.
Kojima: That’s right. The pre-rendered movies are just loaded as clusters. As for the text portion, they’re cut into units of sentences while the program checks for flags. There was actually supposed to be a U.S. version made, but a translation wasn’t feasible. We talked about it on three occasions and each time the idea was ultimately abandoned.
Oshii: If the translated sentence is out of alignment, then it ruins the timing of the video. But if you end up forcibly changing the sentence, then it completely changes the meaning of the story. I think it must’ve been pretty difficult to have scenes where there are text messages, but no voice acting.
Kojima: What do you think about the voice actors?
Oshii: Since there were many actors that I recognized, it was easy to get used to them. Hideyuki Tanaka, who plays Jonathan Ingram, actually appeared in one of my movies, but it’s been a while since I’ve heard his voice.
Kojima: With Policenauts I wanted the actors to act as if they were dubbing an American movie, so I picked out people who had experience with movies. When we did the recordings we started with the NEC PC-9821 version. Since there were no video files for that version, we had them act out while we explained their scenes showing cuts of the visuals. The voice recording took quite a while, with the recording for the PC-9821 version in particular lasting six days.
Oshii: That’s quite a while. Did you do the casting yourself?
Kojima: That’s right. On top of that, I wanted to record the dramatic parts with 4 or 5 actors at the same time but such a thing seems to be rarely done in the game industry. If you record the actors one by one in isolation then there won’t be as much tension.
Kojima: What are you plannign to do after Ghost in the Shell?
Oshii: There are many things I want to do, but I want to take a break from animation for a while, since I’m really tired. I really want to do live-action, since it’s fun. But then the problem would be that I wouldn’t be able to eat when I want to.
The moment we decided on making a Saturn version, I was thinking of utilizing the Virtua Gun
Oshii: I still find the old text adventure games to be interesting. Maybe it’s because they stimulate my imagination. But when it comes to games released in this age, I think players expect them to have pictures, sounds and even moving images. Moreover, many recent RPGs and such are filled with mini-games in addition to pursuing a story.
Kojima: In case of Policenauts, if the player gets involved in a minigame, there’s a possibility that they might end up forgetting the plot. That’s why a recap mode was added.
Oshii: It’s pretty interesting to play with the Virtua Gun, whether it’s a main game or a mini-game.
Kojima: I was already thinking of adding Virtua Gun support the moment we decided on a Saturn version. We didn’t have a light gun peripheral until now. However, there are some difficulties with using the gun. It’s not really suitable in places like the moon surface, where it is difficult to keep your aim in one place. It has its pros and its cons.
Oshii: I actually fired real guns on my spare time, but I find the Virtua Gun difficult to use. I can fire a real gun all day long, but I get tired holding a light gun for two hours.
Kojima: I also underwent actual gun training during development. The shooting booth I went to was quite scary. There were no security guards or cameras, and you had to buy your own guns and ammo before bringing them to the booth. I once read a novel about a female FBI agent who hated gun training because of the smell it left on her and I never understood that until I started my own gun training. I realized what it was like when the smell of gunpowder tainted my clothes.
Oshii: Ah, that’s the smoke of the gunpowder. It turns your hands black. I wonder if there will ever be something as interesting as video games again. It’s the ultimate toy for boys. I don’t think there’s ever been such an interesting toy to such an extent. When it comes to video games, what is stimulating about them is the fact it takes you to a completely different world. Or should I say, it’s a completely naked product.
What does it mean to be interesting? Something we must think about once again.
Oshii: I think we’re talking whether it is important for games to have interactivity. Starting from the fact that these two things are different, I wonder if it’s better to go back to something that is simple and fun. I don’t know much about such matters, since I don’t play that many games.
Kojima: I don’t play games that much at home either. I shouldn’t had said that loudly. (laughs)
Oshii: I don’t think there are that many people who play games and couldn’t live without them. A game is a medium where you not only receive information, but send it as well while feeling the engine on the side. With that said, I believe the amount of people who want to be entertained up to that point are very few.
Kojima: I don’t think people who play games were originally common. Game development is also an interactive world. It’s a workflow, and at the same time it isn’t. If anything in the story, events or music becomes twists, then the whole thing will become uninteresting, so you need to excavate the raw elements and then reshape them. The finished product will differ depending how much you adjust it.
Oshii: Normally I work only with movies, but in the end ,whether it’s a game or a movie, it can only harvest either, its worldview or the drama. When it comes to harvesting the worldview, having a kind of promise would better for the story. But when it comes to harvesting the drama, the worldview must be adjusted to a certain degree before it can hold up. I think Policenauts harvested the worldview. If you harvest both, you will certainly fail.
Kojima: I probably picked the worldview without thinking about it. if anything, you are often told about the story because it is an adventure game. When it comes to making a game, it is completely different from writing a novel. We make the contents first, then we add the mini-games and such afterward, and if there is a good scene i come up with, we fit it into the time frame.
Oshii: In the old days there was many easy ways out such as lack of technology, primitive specs or minimal storage space, but now there’s no such excuses. When I started thinking about what makes video games interesting, I was wondering if there was a way to make things like they were in the old days one more time. I think such problems will emerge once 3D and polygons started to emerge. In other words, I think that will be the true place for people who make games.
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Interview conducted on August 8, 1996 inside Konami Headquarters in Ebisu.
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retphienix · 4 years
Text
It's been 6 years :)
On March 30th, 2015 I decided I wanted a gaming side blog. (so we're early, but shush, it's the month for me)
I didn't know what I'd use it for exactly, but I had ideas- something I always have even if most of them only get as far as daydreamin' or writing out before closing them :P
For proof on the lack of direction the blog initially had- the March 30th date is the anniversary of my first post, an in-depth and lengthy review of Dragon Warrior Monsters for the GBC.
If you know the blog then you know "Extremely long and in-depth reviews" aren't the norm around here. As a matter of fact, that first post is the ONLY one I've done!
The closest I've come to ever repeating that would be the (word of the day) Directionless video I put out on Hades to get a grip on the concept of making videos, but that wasn't nearly as much of a 'review' as that first post is.
Tangent, definitely planning on trying my hand at videos some more for the foreseeable future. Probably not gonna use the tagline Full Impressions that I tossed as a whim for the Hades video but yeah- I'm excited to try my hand at a few videos :) tangent over.
It didn't take me long to come up with what I'd like to do for the blog though :)
A few months later I liveblogged a challenge run of FFT where I used only Ramza- a solo run. - Which maybe only happened because I tried a nuzlocke run a year prior on my main account-
(Nuzlocke | FFT challenge run)
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Thanks to that haphazard liveblog experiment I started to realize a couple things which became the primary motivators behind this blog.
1) I LOVE sharing experiences. No brainer, I'm sure, but being able to share my experiences, and compare them with others' experiences, and just that mutual sharing is uplifting and feels good to do.
2) Liveblogging is an EXCEPTIONAL motivator to buckle down and play all those games I said I'd play (cue everyone laughing because I'm still way behind and have an immeasurable backlog).
But I mean that, on both respects. I have plenty of motivators toward the blog today, but if I were to be concise it's pretty much "It's easier to beat games if I liveblog them- otherwise I get distracted and play other games" and "I love sharing experiences and thoughts with people about my favorite thing- games."
Since 2015 I've tackled around 70 games as full playthroughs, and an untold ton as one offs or just to ramble about for a bit.
I've had a lot of highlights over the years, and I don't talk much about it as an overall experience so I thought for the anniversary I'd try to do just that. Not everything- I can't say I have photographic memory that would bring all of it up without prompting after all :P But whatever comes to mind as I browse some of my old stuff- as well as some thoughts on what I'd like to see in the future.
It's gonna be a bit self-centric I assume as I type this preamble to it, so let me say outright that this blog wouldn't be half of what it is without all the people who've given it the time of day over the years.
From recommending games they love or appreciate, to comparing thoughts, to offering kind words for analysis I've done over the years, to pointing out when I'm dumb and misread a situation :P- to, yes, even the people who decided "Fuck this guy's ramble" and deleted my captions before reblogging my gifs way back during Hamtaro (Of COURSE I remember that! It's amusing lol).
This is better because of others, because of the interactions and the people I've gotten the chance to chat with or befriend. It's just a liveblog more or less, my own little bit of fun I toss out for myself if for anyone- so seeing others enjoy this or that from the work I put into sharing my experiences or thoughts is always a joy in itself :)
Anyway, onto selfishly rambling about some tidbits of the past :)
Also sorry but no, opted to not shove a ton of photos in, it does have a handful of links to old posts though :P
This'll be disorganized as heck as I'll add to it over time before I feel it's worth posting (or the tumblr post editor becomes a hassle and more or less forces me to).
First~
FFT Solo Ramza Challenge: Considering it was roughly the first thing this blog has done, it's also something that's stuck in my head a lot more clearly than most of the other stuff I've done to be honest lol.
In truth, this is partially because FFT is my favorite game, bar none. But it's also because the whole experience was pretty new to me. Prior to it I had really only done one self-imposed-challenge that wasn't requested by the game in some manner and that was a nuzlocke run of Blue version.
So adding a challenge to my favorite game was a fantastic experience!
Notes I just wanted to say today about that run: If anyone enjoys FFT I honestly recommend giving it a shot for the unique story it lends itself to. I do recommend skipping the rules until after the second battle but that's up to YOU to decide.
My first post on the subject is me complaining about spending 4 hours grinding out the second fight and, despite hyperbole being my natural state, that was NOT hyperbole.
It DID take 60~ restarts to beat. It DID take 4 hours. The reason is that that 2nd battle is RNG as HECK, you HAVE to have Delita do some meaningful actions, you HAVE to have the enemies miss and make poor plays, you damn near HAVE to crit a few instances to save yourself from taking too much damage.
It's a numbers game to the extreme, so I wouldn't fault anyone for 'cheating' and skipping the 2nd fight for the ruleset lol.
The memory that stands out the most for that run is actually isolated in a post in which Ramza (Purrick in this run) talks like a total badass as just ONE DUDE running into a room full of enemies. I just think on that as a great encapsulated view of what it was like. The run started off face grindingly difficult, but because FFT is a game that offers so much freedom to the player it was extremely easy to 'break' the game into making Purrick overpowered as hell.
That's something I love about some tactical RPGs, I love having the ability to play smart so that I can play stupid later on, and breaking the game into making him one shot god is certainly a good payoff for playing smart early on :P
RetQuick: I miss RetQuick, it was primarily a short experiment I did in 2015 where I'd play a game for a short span of time (REALLY short, like 10-20 minutes) and record that for the purpose of making gifs and saying a short piece on what I thought.
It's one of those formats where the purpose was pretty shallow- but had a reason. I wanted to try making some gifs with some tools that existed online, so I made an excuse to do just that.
I also wanted to play a TON of games, usually through emulation on my sister's PSP, and this let me do that.
These two minor goals came together and so I spent a while making RetQuicks which were honestly more fun to make than they had any right to be. I mean the gifs were tedious but the playing? The thought sharing? The end product ocassionally having more appeal than just a photoset? It was fun.
I'm thinking whenever I have trouble picking a game for the blog I'll revisit the format... sorta.
I already reused it for a short stint to show clips I had no plan on expanding into a playthrough, but that died as well as it was too similar to Tidbits posts (another tag I no longer really use).
My thought is to rebrand retquick as something of a tryout for what game comes next. Play a handful of my backlog games for an hour or so each and say some thoughts before saying which one I'll continue as the main game for that period of time.
Old Tag Stuff: One of those things that only sticks to me since I made the decisions but it's always funny for me to look back on my old posts because I was apprehensive as hell toward making my posts visible. The reason my early playthroughs on the My-Tags page are variants of Ret instead of just "The name of the game so people can find this post" is because I felt like a liveblog would just spam the tag to hell-
Something I don't remotely feel bad for doing anymore.
So I avoided getting any sort of spotlight for quite a while on the blog for little reason.
Why Retphienix?: This is just a dumb thought I wanted to share and I'm sure I've said before.
It stands for retro!
Yeah!
Ain't that dumb and also not a real shorthand? lol
I think I have some sort of deer in headlights anxiety towards naming things, I mean do you think I think Full Impressions is a good summation for a video? I don't. But perhaps that's overshadowed by the other inexperiences and anxiety driven decisions that had- doesn't matter.
Retphienix is Retphienix because I sat there in 2015 and thought "Well... what do I name an alt account?"
My main is Redphienix, which yes, is ALSO a terrible name AND is misspelled. But it's that because of sentimental reasons. As a kid I misspelled Redphoenix when making my gamertag (I knew how to spell Phoenix back then as well, I was too excited about xbox live and misspelled it) and it's become something of a sentimental misspelling.
So I wanted to make a mix on that for my game blog, but I had no idea what. In the end I thought "RetroPhienix? I don't know. Retphienix is closer to Redphienix. I'll do that" and so it was done.
And just like how Redphienix is both bad and misspelled but exists because of sentimental reasons- Retphienix has acquired the same 'flavor' in my eye lol.
Aspirations for the blog: I have no immediate ramp up plans or road map or whatever, and in truth I'll be happy if the blog stays just as it is forever- up until tumblr ends- I cry over lost posts- and I reopen it on another platform.
But I do have blurry half-considered daydreams that I'd like to see happen for the blog through some hard work or shifts on my part.
One is something I'm already doing kinda, hence my embarrassing means of bringing it up a lot lately. Videos- I want those. I wanna make some looks back on series people don't talk about that I enjoy, I want to make videos sharing my thoughts on games I beat for the blog (like what full impressions kinda was, but I don't think they'll have a unified name from here on out). Maybe retrospectives, but mostly when I think of making a video tied to retphienix or me in general it's me looking at a game that said something to me, and saying it louder with my own interpretations on it.
You know the kind, videos where they talk about a video game but not the whole thing- just a singular message they really heard loud and clear from it intentionally or not. I dig those and I know I end a lot of games having plenty to say that could be directed into such a format.
We'll see.
And I'm along for the ride on that one as well- currently I'm keeping my eyes on whatever is directly next, which happens to be "I plan on playing Omori, if it clicks as something to talk about I would like to take a shot at that in a video too!"
The other is that I'd like to build a small community. Wouldn't know the first thing on doing that in a modern sense, but just a little online friend group to chat with and play games together. Something that could open up multiplayer and coop experiences being better shared on the blog and would just in general expand my gaming to what it used to be back on the 360 when I had a large group to play with.
Since the 360 era ended I've pretty much closed off- stopped playing competitive games due to lack of interest- and slowed down to playing all games either solo, with randoms (and no mic usually), or with my cousin. It's a rare instance when I play with some good people like @gamesception or another friend of mine, John.
When I diverted from playing competitive games nonstop toward other genres I didn't intend to also cut out all my online gaming buds, it just kinda happened, and I never really put any effort into rectifying that.
So more or less I'd like to one day sit down and work on a discord server, and then buck up and put the leg work in to make some gamin' buds again, but that's such a vague concept anymore.
Sounds all sad and what not but it's more ambivalent, I made decisions that
changed how gaming worked for me after the 360 and this is just where it landed for better and worse- I'd just like to see if I can make it a little better :P
General things I think when I think retphienix: Honestly? I think of how much fun I've had over the years and how thankful I am to have had an outlet that encouraged me to explore more of the medium.
I REALLY love games. I went to college for games, I've written LEAGUES about games, I've played countless games, my childhood was games, my adult life is games- games games games yada yada yada.
So when I think of retphienix I think of how without it I probably wouldn't have explored a lot of the corners of gaming that I have.
I genuinely, and I mean this, might not have sat down and beaten FF7 for myself and would have considered the amount I played as a kid to be enough.
I might not have played Chrono Trigger yet, and I KNOW I wouldn't have played Chrono Cross, and I'm happy as hell to have played both of those. CT was a mind blowing moment for me that showed me just how good an RPG can be, and CC gave me miles to think of in terms of innovating an RPG and how beholden to the narrative a sequel should be (I don't feel CC should have been chrono at all lol).
I DEFINITELY wouldn't have given New Vegas another chance. And I know I'm a sourpuss on NV, I've been that way since I maxed my achievements on the 360 for it, but replaying it really did reveal to me how exceedingly negative I was being.
My memories had become "It's brown and a boring location >:(" and "The factions all suck and it doesn't do anything with the idea of bad factions >:(" and became "It's... a little brown guys, not a big fan of the area" and "They didn't do enough with exploring the gray factions" while adding "Wait. This is pretty damn fun. And 90% of the additions are stellar. And I forgot about Dead Money, my favorite dlc in any game ever with a story that tears at my heart every time I think of it, NV good actually?"
Faxanadu would have remained a cool game I saw on SSFF and not a game I played to the end and fell in love with the aesthetic feel it has!
Also that's a game I cheated like crazy on lol, I would do it again! Save state scumming games meant to be rudely difficult is only fair :P
I probably would have never sat down to play through Windwaker which was such a positive and uplifting experience that I now get the most relaxed and warm feeling in my heart when I see those blue waves.
There's so many experiences I would have left on the table in favor of like... putting more hours into a live service title or something.
Maybe, and no offense to my cousin or anyone else playing it, but maybe I'd be no-lifing World of Warcraft nonstop just stagnating my interest toward the skinner box mechanics of an MMO?
Some offense, actually but lightheartedly lol.
But beyond the entire games I've played for the blog, when I think retphienix I picture all the time making gifs, all those games I played on the PSP for short stints, buying a retron 5 to add to what I could explore and being stoked when they shipped a freebie box of old controllers to go with it, getting angry at the retron for being a Piece Of Shit lol, crying at the end of damn near every game with an emotional story because I'm a big emotional mess of a person who finds investing and crying at a story way too easy thanks to empathy pulls, oh!-
Getting excited whenever I found that I had a "*controversial*" opinion that no one would care about lol. Like the one that comes to mind is that I thoroughly believe that Dragon Ball Z II: Gekishin Freeza!! for the NES is WAY better than the fandom recognized and appreciated sequel/remake Dragon Ball Z: Legend of the Super Saiyan!
How many people do you hear talking about either game, let alone saying the NES game that is roughly half of the SNES remake is the better one :P But I stand by that! The SNES one is a remake of DBZ1 and 2 for the NES but it loses all the charm and some of the fun of the NES ones by being a lackluster SNES game!
lol
I admitted wholeheartedly that this post would be a lit-
little directionless (gotta love the new tumblr poster making me break sentences like that), but to sum things up.
It's been 6 years. It's been an untold amount of work to be honest- liveblogging a game, at least for me, hasn't been the easiest thing. It's a lot of thinking out my thoughts (heh), it's a lot of learning tools to make the capturing process possible, it's a lot of experimenting, it's a lot of writing and editing, and, well, sometimes it's just tough.
I mean I went to school for coding, not video editing, not writing, not image processing, not this or that- but this hobby has introduced a lot of things even if only at a VERY base level (I admit fully to using online alternatives to make gifs for instance).
I learned a lot about, well, a lot of things in order to use this blog to learn more about games- and all that work has become part of why I've loved all 6 years of this blog.
6 years of gaming, work, and you all- and it's been worth the investment :) Here's to many more and all of you whether you stumble upon this post or not- literally anyone who's interacted in these 6 years, thank you, and anyone who hasn't I offer you well wishes as well.
<3
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chain-peoplebreaker · 5 years
Note
Since I didn't see anyone ask about the homestuck au I feel obligated to ask as a fellow Homestuck (insert Homestuck police image (you know the one) here)
Oh fuck oh no the homestuck au oh shit
 There’s not much content here, I just organized them on classpects I thought they’d fit and put some of them as trolls (Also, alternia here is quite different from canon) 
 I think the most fun on this au is explaing my process to thinking why I decided what I did, so this is gonna be a quite repetitive and long post, sorry y’all
Kids:
Evan: Witch of Breath, his aspect basically because he has the leader role but it’s not something he takes control himself, it’s about the freedom he seeks and then incentivating others to join him, I chose the class of the witch since it’s the active change class, wich means he changes the aspect/changes through for himself, let’s think about games for me to explain you- he hates games where he has to do something like it tells him to, and love the games where he can use his liberty to have fun in whatever way he finds. I also have him as a prospit dreamer for reasons that I don’t really want to explain since it’ll get so repetitive, you guys getting the moons I say so >:)!
Tyler: Actually a Rogue of Time. I can’t lie I really wanted a timeplayer on the kids side, but I think I got a good thinking here, stay with me- The fighting aspect, the fact they don’t accept things as they are and act to change instead of just waiting things happen, the impatience- I quote the extended zodiac definition of time players: “You can’t tell them to sit still and look pretty”, plus, the rogue part of his title, the passive stealing class, someone who steal the from/through the aspect for others. A rogue can be generous and receptive, with strong ideals, on the worst cases they can bee too impulsive and apathetic. I’m not like 100% sure but I needed him as a time player and this classpect with him as a derse dreamer fit so well on how I expect him to be in this au, looking really self-centered and yet doing all he does for others instead of himself!
Nogla: Green boy is our Knight of Space! I mean... With Tyler’s description you might expect him to be te opposite, as a space player his job is to not worry about where things go, and pretty much enjoy the ride! He does understand that he needs to do things so they go the way you want to, he just don’t usually worry about it that much, he worries more about how he’s doing something than what he’s doing, and that gets him to the creative aspect, wich is why he, as a space player, is the one with the mission to creat the new universe! But that’s not all, he’s a knight!! The passive serving class are known to have a mask that’s supposed to make their friends trust them more than they trust themselves, Nogla’s is that he acts way more positive and stupid than he actually is so people around him believe him to be trustworthy, it also makes him feel safer around people that he trust are not using him. Sometimes the mask has a different effect and people thinks he’s annoying tho. But the thing with knghts are that they want to be there to help his friends, always, so he ends up being way too selfless and, well, as Tyler says: Actually stupid. He’s also a prospit dreamer, he’s just baby I love him.
Our last kid is Marcel!! He’s a Seer of Rage! His aspect comes from his chaotic side, as a rage player, he believes that society is full of lies, and there’s nothing he hates more than someone not telling the truth to him, he wants to know what’s actually happening so he can act on his passive knowledge class of seer, someone that looks to know more so he can be able to help their colleagues by acting his advices himself, he can get easily frustated when things don’t go the way he wants them to, and in the worst case can get upset enough to become agressive, as a derse dreamer he gets even more chaotic and easily frustaded. Besides, both his dream pajamas and his god tier pajamas are purple and he looks amazing in the color ;)
Trolls:
Now we go for the alliens, the descriptions will get even longer since I have to tell what’s their blood is, I won’t be explaining aspects and classes that are showing up again on this case, but if you want a more especific analysis from me in one of the boys just send me another ask!
Cartoonz: Rust blood- Adventurous, craving for new experiences far from home and often not cautious enough when agitated? Well, that makes me feel less bad about choosing his blood on the color red lol. Jk, I mean, his blood I chose on color, but I also believe that he’d do a great alternian lowblood rebel! And as a derse dreamer Prince of Time? Well, the aspect you get what I mean from Tyler description, but boy, the active destruction class does fit him in the way I wanted, he can get way too confident on his habilities, with motive of course! He’s capable of incredible things!!! But his confidence can make him impose himself on others as authority, his ideals are important for him and he’s difficult to change his mind, he does what he deems right while still showing how much he cares for the little things around him. He’s someone trustwothy and a incredible good leader besides not being in the relationships side of aspects! Plus, what’s better than get our infamous King Toonz as the prince in the game?
Squirrel: I mean... Bronze blood?? Obviously?? Warm and generous?? Slow to open without having someone else besides them?? Open hearted?? Afinity to animals??? Needy of attention and affection?? Polite when upset?? Basically babies??????? Yup! Plus, once again the color guided me this way-- But anyway! He’s a (oh my god I forgot I put him as this but fuck yeah) Thief of Doom! Doom y’all know as the bad aspect about death and shit but listen to me! The extended zodiac explains that doom players tend to be sufferers, that through their difficulties became wise and empathetic of others surffering, not the advice friend, but the friend that can confort, we’re talking about our sweet Dead Squirrel here my guys! And then I got this idea of putting him as a thief and oh my gosh I hate thieves but I loved this idea so much I kinda want use it in a homestuck rpg I do with some friends! The thieve is the active stealing class, wich means he does what a rogue does, but for themselves, while rogues give away what they steal for others, thieves keep it for themselves, it’s normally interpretated as egoist and that’s why I hate them, but being the boy we’re talking about, even if Squirrel steals the doom aspect to keep it for himself, he does it in a selfless act of trying to protect his friends from it, you can interpretate him as a knight kind of person here but I’ll stay with a derse dreamer Thief of Doom!
Smiity is our gold blood and it’s not because of the vibes he and Sollux share with red an blue glasses yOU SHUT UP! But for real, yellow trolls have the whole psych thing but what I ended up loving about putting Smiit as one is the facts that, they like to talk even if the people around the don’t wanna hear, they tend to accidentaly force their opinions in other people and if the person feels sorry about it all they can get axious easily about their actions, but still do it because it’s themselves, and I love to take this as Smiit’s careless way to act combined with his canadian way to be nice and I love it! He’s a derse dreamer Rogue of Rage, I explained both before, so really basic: he straight up just spreads chaos.
Brian: He’s our mutant lime, our candy red blooded troll!! Decided on his decisions (”if i wanna do it i’ll do it fuck you”), he can be quite the drama queen, he exagerates his feelings since he can’t hide them, he’s has caring and empathetic instincts and he’s so goddamn loyal, Once again quoting the extended zodiac: “ Romance is extremely important to Lime Signs, and when they fall, they fall hard. They don't take rejection well, and a breakup can send them into a tailspin requiring an extended period of recovery.”. And he’s our sweet derse dreamer Knight of Breath! Another one who was already basically explained, his title makes him the one who wants to bring freedom to his friends. His mask is of a confident flirty while he himself is scared of not being what people expects him to be. Fuck I love this Irish handsome bitch.
Panda: He’s an olive blooded troll! They’re described to be generous and sweet, ready to help if someone needs, they’re not really good with changes but they’re the type to drop anything to get into helper mode. But oh damn, they’re not afraid of just getting up and going out if something is not as they like. He’s a prospit dreamer Seer of Life, seer was already kinda of explained, and I put him as life bounded because of their empathetic side and how I can see Anthony as a (sometimes moody) healer! I can’t lie that his was one of the last classpects that I thought of and I wanted to fit him as a Life player, if there are other suggetions I’d like to hear too!!
Moo: Well, jade bloods are basically the default moms right? I mean, this is supposed to be expected right? I mean, I can’t even quote the extended zodiac because I’d be just copying and pasting what’s written! I’ll gladly do so in another ask but for now just accept it. And if you think that being a jade blood is not mom enough, don’t worry, I got ya, he’s also a prospit dreamer Sylph of Blood. Sylphs are the passive creation class, creating the aspect / creating through the ascpec for others, they’re curious and can get intrusive when they get worried too much, they wanna know what’s wrong and they wanna help so bad, even when their help isn’t wanted, they’re gentle and the bringers of care for their groups, and holy this isn’t enough already? No, cause he’s our fucking blood player, the aspect of union and relationships, pretty much natural leaders that bring people together by becoming friends with every single person in the group and then forming the group. Y’all think he’s mom enough?
Ohm: I completely didn’t choose Ohm to be a teal blood because he gave me Terezi vibes just like Smiity shut up. He does a good teal! They’re social and can be really flirtatious even accidentaly, they got strong morals that may get them to commit mistakes and let them down easly, they trust people way too quikly, they’re often better alone but with the right companion they can do so much!! Plus, he’s a prospit dreamer Heir of Space! We already talked about space bounds so just let me tell you, the most known point in a heir is their innocence in a determined subject, It’s a thing that I personally can’t really explain tho, they’re the passive changing class, so they’re easily adaptable and open, they care a lot about what their impact may be in others so they may hide facts about themselves, they not only change themselves for others but they incentive others to change for better, they’re caring, friendly and understanding, in the worst case they can be way too easly manipulated.
Mini: Our ladd here is a blue blood! The blood color that’s described to be capable of causing the most good but also the worst harm. They’re nice to have around as friends, and can easly become one, they’re adaptable and people magnets, they vallue their friends, wich also means they can be hard to forget a fight and get easly moody towards people they once considered close. And he’s also a derse dreamer Bard Of Light! As a bard he’s the passive destruction class, they’re devoted and faithful, they can be easly offended by criticism towards what they think is right, possibly getting open minded if the critic is someone they’re devoted at, a close friend or partner, they’re helpful, willing and friendly, but can also be inflexible in cases. As a light player Mini can be described as willing to learn more about what’s interesting him at the moment, he’s a seeker and he sees rules as suggestions to what he should do. He’s also one that I chose last so if you have a suggention I’m open!
Scotty: The boy is our indigo blood! Friendly, cheerful, energetic and curious! He can be easly attracted to anything that gets his interest and that also means he loses said interest easly, he is stronger than he thinks he is and can be careless about himself and others around him, he’s one that need to have an eye on to make sure he’s fine, and of course the person need to be prepared for so much energy! As another one that I couldn’t easily decide and became one of the last ones I chose, he’s an prospit dreamer Maid of Mind. The active creation class is kind of a favourite of mine, but kind of hard for me to explain as well, what I can tell you about them is that they are born to a fate they don’t like, and once they envolve in the game they decide to do their own fate by expressing themselves on their creations or something, I’m not really sure but I love this class!! And being mind bounded means our fuckboy tries to be rational most of the time, often that means he overthinks a lot, he sees most if not all possibilities of a decision and he’ll think over them, he’s mostly a person that’s slow to act, but when he does he knows what he’s doing, so just do how he says!
Delirious: I’ll get people getting mad at me that I didn’t put him as either teal, blue or indigo blood, but for real can you really judge me to choose him to be a purple blood when they have the clown make up and creepy as hell aethetic? And plus, the fact their description says they’re hard to trust on others, they can be mysterious and are great at keeping secrets. They’re decided and hard to change minds, they often want to refuse to be helped even when they need, but after all, when they trust someone they become devoted, putting way too much trust on them. I mean, yeah?? And he’s also our prospit dreamer Page of Void. The active serving class is another one of my favourits, being the people full of potential, they compare themselves to other and then create an ideal of who they want to be in their mind, some persona they want to become with characterists they don’t see themselves having, their nature on believing they can be what they build on their minds show their innocence and kindness, they sometimes can shut themselves inside their personas and act like how they want to be and less how they are, at best, they’re caring, charming and big dreamers, while at worst they can be manipulative and selfish by forcing their persona on others. And with all that, Del is also void bounded, meaning he’s a great secret keeper! He’s attracted to mystery and the unknown is his best friend, while others want to find out what they don’t know, Del is convicted on doubting what’s said to be the truth, he can be easly described as intuitive!
I’m not really sure but I believe our violet blood will be Lui by being a Witch of Hope prospit player, I’m not gonna talk so much about why because I’m getting out of time sorry----
Last boy will be Kryoz as our fuchsia heir, derse dreamer and Mage of Heart, he’s one that I thought first in the au and I’d love to explain more, but once again I’m going out of time, you can ask me about him separetely if you want to!!
Sorry for just yeeting myself out of explaining in these last two, I have been writing this explanation for two days now and I had to start again like twice because I was running out of time, I’m also sorry if there are any grammar mistakes I hadn’t had the time to revise it efhdgdgfed
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rpgsandbox · 5 years
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ou may not be the biggest or the strongest, but you don't have the plague. Yet. Do you have what it takes to survive?
Download the Beta from DriveThruRPG for free during this campaign.
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                                      About Survival of the Able
The Black Death has come to your village. Everywhere around you people are succumbing to the plague. Quarantines are doing little to stem the tide of decay that is coming your way. Worst of all, you and the others in your almshouse have been left to fend for yourselves.
Oh, and did we mention plague victims are rising as zombies?
In Survival of the Able you’re a person with a disability living in a European almshouse when the Black Death arrives. Little is known about where the plague originated or how to stop it, but those who die from it are rising again—and they’re hungry for flesh. Since everyone else has succumbed to the plague, it’s up to a handful of you to make your way out of town and away to safety. You may not be the biggest, the strongest, or the fittest, but you're determined to survive.
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                      With no other choice, Agnus faces a zombie.
In this game, you will:
Play a character with a disability who lives in Medieval Western Europe.
Encounter challenges such as disease, zombies, burning buildings, terrible weather, fatigue, and stress.
Experience discrimination based on your disability, fears that you might have the plague, or both.
Overcome incredible challenges against all odds, despite your disability. You probably won’t get much credit for your achievements, but at least you won’t be dead.
Unless you do die, in which case you may turn into a zombie and try to eat your friends.
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                                              Setting and Tone
We set this game in Western Europe circa A.D. 1347 because we wanted to put you into a world where people with disabilities (PWDs) have few protections. There are no civil rights laws to ensure equal rights and fair treatment for PWDs, and most people perceived PWDs to be weak, if not helpless.
Many PWDs were sent to live in almshouses, which are church-run facilities where PWDs could be taken care of (as if they weren’t capable of taking care of themselves). The perception of PWDs was poor overall, and even people whose lives were devoted to their care didn’t often see them as fully capable human beings.
As a person with a disability in this setting, you will be challenged to overcome peoples’ fears and judgements. You will have no choice but to survive during a zombie apocalypse. The only non-disabled people you know will be unable to care for you, so you must either overcome the stigma of your disability or join everyone else in a mass grave.
Meanwhile, you do not have the luxury of adaptive aids or accommodations that we might take for granted today. Braille and Sign Language have yet to be invented, let alone wheelchairs, elevators, talking computers, etc. You cannot simply rely on technology to overcome the challenges presented by your disability, so you must use your other skills to survive.
As if all that weren’t enough, you’ll be faced with surviving the Black Plague, armed with next to no knowledge of its symptoms or effects. You don’t have history books or lessons to tell you what to expect. You’ll need to rely on your own observations, wits, and teamwork to figure out the best way to avoid plague-ridden areas and how to kill zombies so they don’t come back.
If this all seems overwhelming, then you’re on the right track. This game should challenge your perceptions, your wits, and your courage. It may not be easy, it may even be uncomfortable at times, but you’ll come out a stronger person if you’re able to survive.
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Survival of the Able is based on the Fudge RPG System, but it was written 100% from the ground up to deliver a specific experience.
Players familiar with Fudge will instantly recognize Fudge Dice, the Trait Ladder, and Fudge / Fate Points. Newcomers may appreciate the simple and accessible game mechanics. Whether you're new or experienced, the game mechanics are easy to pick up and play. You can download the Beta draft for free to see what we mean.
Even if you're an experienced Fudge player, one of the first things we ask you to do is forget what you know about the system. Although it will seem familiar, we've designed a lot of new features which set the experience apart from other Fudge games you may have played. We recognize that the spirit of Fudge is to tweak the rules and make things your own, but we encourage you to try the game as it's written at least once so you can understand its intention.
So What Sets Survival of the Able Apart From Other Games?
Briefly put: there are no physical attributes in this game. Instead, we use the sliding scale of Fudge to illustrate how disability is a spectrum. At the heart of this system are the five Senses: Hear, Smell, See, Taste, and Touch. Each ranges from Non-Existent to Good (+2).
Using blindness as an example, we recognize not every blind person has a See Trait of Non-Existent. Instead, there are people with Terrible(-3) sight who can See to a degree, but not very well. Others might have Mediocre (-1) sight, which may represent typical near-sightedness or simply a lack of awareness of their surroundings.
Other character Traits include: Qualities (which represent personality and worldview), Skills (what a person can do), and Anxieties / Assurances (situations which cause or relieve Stress). Everything is designed to help you get a sense of who your character is, rather than how strong or tough they are.
In fact, your characters aren't designed to be strong or tough. In this game, you're not playing a heroic adventurer or a stout warrior. You're just an average person with a will to survive.
For more about the game mechanics:
read the glossary of terms.
listen to our podcast appearances.
download the Beta.
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                                             Why This Game?
If Survival of the Able sounds a bit unconventional, then we're doing our job. This game is designed to test your fortitude by plunging you into a setting where you will be ridiculed, demeaned, and patronized just for being yourself.
Our goal is to help teach people empathy for people with disabilities. You'll have fun fighting zombies, but hopefully you'll learn a thing or two about yourself and the people around you along the way.
To be clear, we're not out to teach people what it is like to have a disability. The only way to truly understand that is to live it. Instead, our aim is to help you learn to empathize--to feel anger toward injustice, to feel frustration over inaccessibility, and to feel the joy of overcoming adversity.
We believe that when we understand each other, we communicate more openly and clearly. We can help one another thrive, rather than tear each other down. Most of all, we can shatter our assumptions and reconsider the way we've treated each other in the past.
This game isn't just about overcoming the Black Plague in the 14th Century. It's also about overcoming the plagues of misunderstanding and indifference in the 21st Century.
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                                          Why This Campaign?
Survival of the Able is completely written. In fact, you can download a complete first draft of the manuscript from our website.
We're raising money to pay for art, editing, and layout. It's important to us that this game be well-presented, because the uncomfortable reality is that people judge books by their covers. If we want to get this book into as many hands and onto as many tables as possible, it needs to look great. After blowing down that barrier, we know the game will stand for itself and touch a lot of lives.
That's why we have selected some incredible talent to work on this project. We're working with several disabled and underrepresented illustrators, as well as a layout professional whose award-winning game, High Plains Samurai, is the most accessible RPG PDF to date.
All that talent comes with a price. We at Accessible Games are committed to paying fair wages to professionals, because another uncomfortable truth is that people who work in the RPG industry are ludicrously underpaid. We've built fair wages into the campaign's funding goal, but our first stretch goal is also a raise for our team. More on other stretch goals in a bit.
Finally, the campaign is here to start a dialog. Accessibility in tabletop games is something we've been advocating for since 2010, and we've seen huge growth in the 9+ years we've been doing this. We hope that by running a successful and high profile campaign, we can bring awareness of accessibility to the hearts and minds of people who perhaps hadn't considered it before.
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                                         What's Included?
Survival of the Able is a complete RPG. Its rules are based on the Fudge system, but everything you need to know is in this single book.
We're producing the game in a 6"x9" format with full color illustrations. Both hardcover and paperback options will be available via DriveThruRPG.
Todd Crapper is handling layout for this project, and he's committed to accessible PDF design. He has experience using layers to create various low-vision and color blind-friendly versions within a single file, and he'll be giving that treatment to Survival of the Able.
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Kickstarter campaign ends: Tue, November 19 2019 3:00 AM UTC +00:00
Website: [Accessible Games] [twitter]
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Hey do you have any advice for DM's or players? My friends and I are fairly new to this and I would appreciate any advice! Sorry for the bother
IN FACT I DO.  Now, again, my DM style could generously be called “freewheeling” and “unprepared” so like...go elsewhere if you want to learn The Numbers.  (Can someone explain how to use challenge rating usefully to design my encounters please I’m begging.)  However.
IN GENERAL
DnD is a collaborative effort.  I’m gonna harp on this one a little, but seriously.  DnD, or any other RPG, is a group effort.  That means everyone should be having fun, no single person should be controlling everything, no one should be wildly out of tone with the others, and no one should be playing with the intent to fuck over the group.  
Host provides the snacks.  Traditionally this is the DM, and it’s still sort of generally agreed that, in lieu of a host, the DM is still Snack Bearer, but no matter who you are, if you’re hosting DnD then give your party something to eat.  This is partly because there’s a long history of enjoying a salty snack while killin’ dragons, and partly because your average DnD session runs three or four hours and if you don’t eat a meal immediately beforehand or provide snacks, people will get pretty cranky at some point.  Everyone needs to be thinking clearly while they fight Y’gathon the Ravenous or whatever.
Loosen up a little.  Playing pretend feels awkward at first, and there’s an inclination to make the whole thing a joke as a defense against feeling like you’re being a dumbass.  And you’re totally free to make your campaign as goofy and joke-filled as you want!  But also try to embrace your character, try to embrace the fantasy world, try to just generally set aside the need to be a “grown up” and just play pretend.  Especially if you’re looking to hit some emotional beats, or hit a more serious note than “dick jokes, the DnD party”, it’ll take a little doing to get people to stop feeling shy and awkward about it.  This is going to come up again in the DM section.
PLAYERS
Party balance does matter--yeah, seriously.  That’s not to say you shouldn’t play exactly the character you want to play!  Make that dark elf prince DeviantArt OC you swore would never see the light of day!  Indulge your lifelong desire to Animorph--Druids do that!  Give your character the angstiest backstory and the most overdramatic appearance you’ve ever discarded for Real Writing!  The world is your oyster!  But if you party doesn’t have at least a healer and maybe at least one person with more than fifteen hit points (looking at you, All Spellcaster Parties), you may find yourself in a bit of a pinch and your DM may not be sympathetic.  If your group is big enough, I’d suggest trying to hit the classic four-person RPG starter party at bare minimum: Healer, Tank, Rogue, Damage-dealer (probably a caster).  That’ll cover most situations, both in and out of combat.  Get creative from there.  If you don’t have enough people (party of three), see if your DM will give you an NPC to fill out that roster--if they won’t, maybe drop the healer and blow 100% of your cash on healing potions.  IDK, that’s not my problem.  Which brings me to...
There’s no such thing as a boring class.  I know, I know, some dude’s about to show up and give me a bunch of crap about paladins.  I know.  But honestly there are so many options to mod the fuck out of DnD classes that everyone needs to calm down.  Homebrew your shit and stop whining.  Specifically, this is regarding two categories: Tank and Healer.  Nobody wants to be the guy casting Punch when everyone else can cast Wall of Fire, or making sure that your delicate little thief doesn’t get one-shotted before they can net those sweet sweet Sneak Attacks, but honestly the builds are still pretty fun.  If your cleric build is boring you, look for a cleric build that’s more interesting!  If you don’t like the classic Fighter or Barbarian, rummage around in the alternative paths!  Especially the 5e builds have a lot of really cool options right there in the Player’s Handbook, and if those aren’t doing it for you, the Internet has your back.  Finally, if what you really want is to be able to just fucking 1v1 the boss or to be Deeply Beloved by your party, Tank and (useful) Healer are your respective tickets to those outcomes.  And if you really, really still want to be an arcane spellcaster, try a Warlock for your kinda delicate tank and a Bard for your healer.
Don’t play to sabotage.  This sounds obvious, but this is “it’s a collaborative effort” for players, and it’s extremely important.  You shouldn’t be playing to sabotage the group and you shouldn’t be playing to sabotage the DM.  It’s not going to endear you to them, it’s not going to be funny, and it’s probably going to make your party turn on you in-game at some point, at which point it won’t even be fun for you.  If you’re not going into DnD with the honest desire to have a good time and do your best to work with everyone so you all have a collective good time, then let me ask for the sake of your future party that you maybe...don’t.  As far as the DM goes, your DM puts a lot of work into your sessions!  Probably more than you’re aware of!  That doesn’t mean you have to let them put your campaign on rails, but it does mean you shouldn’t go out actively looking for ways to upend their work.  That’s just rude.
Share the spotlight.  You’re not always going to be the center of attention.  Learn to love the other characters in your party and get invested in their arcs!  Build emotional connections between your character and the others, so that when they get plot advancement, you get plot advancement!  Above all, don’t try to hurry things along so that the narrative gets back to you, if someone else is getting a moment in the sun.  A good DM will get to everyone.  Just go with it.
You’re gonna have a dump stat--make it narratively interesting.  A “dump stat” is that one stat you put your lowest ability score into and subsequently become known for being Absolutely Shit with.  Mine is almost always Charisma.  My mother is playing a Barbarian: her character is as dumb as a sack of hammers, with the Intelligence score to match.  Play into that dump stat!  In fact, play into all your stats!  Why is your character so uncharismatic--are they brusque or just shy?  What part of their backstory informs that?  Why are they buff (Strength) and tough (Constitution)?  How did they decide to get that way?  Why do they have the skills you chose for them?  Stats aren’t just numbers on a page, they’re the core of the character you’re building, so make them part of the story.  And on a related note, my final bit of player advice...
Give! Your! Character! A! Backstory!  Your character DID NOT spring fully formed from the ether (I mean, unless, of course, they did, which is a pretty interesting backstory to be going on with), and the more you buff out your character’s backstory and tell your DM about it, the more they’ll be able to work you into the story they’re telling.  I would personally suggest having, like, a couple people who might still be alive out of that backstory, so that your DM has some easy stuff to work with, but bare bones you need to answer the question “why are you [CLASS] and what event brought you to that?”
DM (Under the cut because, like, trade secrets and also this is pretty long already)
You are all-powerful.  Not even the rules can tell you what to do.  If you want elevators, include elevators.  If you want to include house rules, distribute those motherfuckers and use them.  If you want a nat 20 to always, always succeed, regardless of circumstances, then it always succeeds, no questions.  If you like the Dawn War pantheon but not the Dawn War universe, stuff some deities in your pockets and make a hasty escape to your homebrew setting.  You are the DM and at the end of the day, nobody can stop you from changing the rules to suit you.  This means that, if you don’t know the rules as well as you would like to, a confident tone of voice and some degree of consistency is just as good!  It also means that, until you say it aloud, absolutely everything is in flux--if your characters just are not making progress on the mystery you set up and are continuously interrogating the wrong people, you’re totally free to just give one of those people some relevant information!  It’s easy to feel beholden to whatever you previously decided on, but seriously, you’re a god, you can just change stuff to make it work.  On the other hand...
You are ultimately responsible for the narrative--and therefore everyone’s good time.  That might sound like a lot of pressure, but it’s the truth.  With great power comes great responsibility.  This means not abusing your power as DM to target someone, to manipulate events to match your preferred outcome, or to dramatically alter the narrative your players are constructing.  Ultimately, you are there to give them a sandbox, they’re not here to play out your story.  Sometimes in order to let your players do what the party really wants to do, you need to give up some narrative threads that you spent time and effort plotting out.  That’s not to say it’s never worth it to put things on rails--especially in shorter campaigns, a party might really benefit from the DM keeping them on track--but a narrative will always be more fun if you build it together, rather than trying to sabotage their attempts to keep them to your planned path.  Moreover, as DM, you are the authority figure, so if you see something in-universe or out-of-character you’re not comfortable with or seems in bad faith, say something.  I know the rule of improv is “say yes” and DnD is, at its heart, an improv-based story, but you have the responsibility as the DM to ensure that everyone is having fun and sometimes that means saying “fuck no.”
Be a fan of your party.  I boosted this one from the Powered By The Apocalypse games, because I think it’s a great rule.  Basically, you, as the person running the game, should be a fan of the characters!  That means giving them lots of chances for badass moments, emotional connections, and interesting personal plots.  The more you as the DM spread around the narrative love and the exciting beats between your party members, the more your players will enjoy seeing each other in the spotlight.
Get in touch with your inner sadist.  Remember those backstories I encouraged players to create?  Make them tell you every detail.  And then make them bleed.  Your character has a long-lost brother?  Sounds like you just got a convenient villain!  Your character’s village was burned down and they’re the sole survivor?  Mmm, what tasty opportunities for necromancy.  Your character spent their whole life loyal to their king and lost everything defending the throne?  Guess who just became the Big Bad?  Every person your character includes in their backstory is a leverage point, every place they’ve ever cried is now a destination on the party map, every tragedy they’ve ever suffered is a gift that they’ve given to you personally.  The more angst they include in their backstory, the less work you have to do coming up with personal plot arcs.  They’ll hand you that shit, all you have to do is take merciless advantage.  Have fun.
Make NPCs, and then make your players love them.  A helpful tavern keeper!  A beautiful guardswoman!  A stablehand with a secret!  An ornately detailed world is all well and good, but good NPCs are what will make your players get into the game.  Are you low on ideas?  Spend an hour thinking about supporting characters you love, and then insert them wholesale if your players are unfamiliar with the source media.  If you can’t get away with that, rename them, give them a new face, and now you have an NPC.  Example: I just met Gilmore in Critical Role!  I love him!  Now my players have a flirty shopkeep friend named Renwick who’s a tiefling but is otherwise indistinguishable from Gilmore.  No one has caught on yet.  I’m looking forward to putting his life in danger again to make them Upset.  (Did I not mention?  The full text of this rule in my mind is “make NPCs, make your characters love them, and then brutally kill them off” but then I’m told I’m a very angsty DM, so YMMV.)
Make failure narratively interesting.  This one is pretty straightforward--if your players fail at a task that’s plot-relevant, the failure should be as interesting as success would have been.  It may mean your characters spend a lot of time breaking out of prisons, but it’ll also mean that your players will be less likely to fudge dice rolls in order to “win” DnD.
The dice are your friends.  Someday your characters will try to fight something they really shouldn’t fight.  They will try to enchant something you didn’t give stats to.  They will try to do some dumb shit.  When all else fails, just roll a fistful of dice, assign purposes to each at random as needed, and wing it.  You didn’t give that character a Dex stat and now your cleric is casting Sacred Flame?  Roll a d6, that’s their brand new Dex stat, add it to a d20 and confidently report the outcome.  Which brings me to my last point...
Confidence is better than actual knowledge.  Not even Matt Mercer is right all the time about DnD rules.  There is literally too much information and too many myriad ways to tweak it in order to know everything about even a single edition of DnD, let alone the many other RPGs in the world.  Keep a computer near at hand for quick rule checks when needed, admit when you’re wrong when applicable, but if you can’t find something quickly and don’t know the answer, make a command decision and then stick to it.  As long as you’re consistent, confident, and fair, I guarantee you your players will not complain.
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tabletopinfinities · 5 years
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Mage: the Ascension
Reality is a lie. The truth is magic. Open your eyes and Awaken.
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What’s the premise?
It’s our modern world, but magic is real. Technology is just a different form of magic. Other forms of magic were driven underground and are harder to conjure up, because consensus belief shapes reality, and people these days find it easier to believe in, say, cars and guns than they do fireballs or flying carpets. Oh, and also there’s a war on for control over reality itself.
You see, a long time ago (circa the 13th century to be precise), a group of mages got tired of wizards being able to throw fireballs willy-nilly, summon up demons, and generally make life a pain for everyone. They wanted to bring order to the world and tame and control magic for the good of all. Of course, they would be the ones in charge of this new world order. These guys would become the Technocracy, the all-seeing, all-powerful architects of consensus reality. Using advanced hypertechnology beyond mundane comprehension, they’re trying to wipe out magic for good and make the world safe for Sleepers - the mundane masses that have no idea that magic even exists.
Fighting on the side of magical freedom is the Council of Nine Mystic Traditions. Formed in response to the Technocracy, each Tradition represents a particular form of magical practice. In brief, they are: wizards, druids, priests, shamans, martial artists, hippies, assassins, mad scientists, and hackers. They don’t always get along with each other, but they band together to fight the Technocracy and try and bring “real” magic back into the world. So far, they’re still losing, but the fight is far from over.
In between these guys are a wide range of other independent magical societies and solo mages, everything from goths (well, it is a White Wolf game) to ancient African sorcerer-kings. There’s also the Nephandi, who are evil mages who serve demons and other beings beyond our world. They just want to drag the world down into Hell (and they might be the ones truly winning, in the end). There’s the Marauders, who are mages who’ve lost their grip on reality so bad that they actually warp reality around themselves. And there are whole other realms of supernatural weirdness to explore, including crossing over with the other World of Darkness games (Vampire: the Masquerade, Werewolf: the Apocalypse, Wraith: the Oblivion, etc).
You’d like it if you’re into: Harry Potter, The Matrix, The Magicians, The Invisibles, Mr. Robot
Why do you recommend it?
Lots of games have you playing as magic-users and casting spells. This one lets you do it however you want to. The magic system is almost totally freeform, meaning that rather than being locked to a list of spells you figure out what you want your spell to do and how you want that effect to appear. This means you can make whatever kind of character you want, from the classic wizard archetype to cyberpunk technomancers to priestesses of forgotten goddesses whose sacred gun shoots bullets that sprout into roses. The only limit is your imagination (and your dice rolls).
The setting reflects that limitlessness. It’s a clash between high tech and high magic that can fit all your wild ideas inside it. If you want to have a journey through the realms of faerie one session and then invade an orbital cyborg factory the next, you can do that all with the same characters. I love settings that let you pit genres against each other like that, and Mage is among the most flexible of them.
Finally - Mage is a game about personal discovery that encourages you to make your own personal discoveries. It asks you to explore what it really means to control reality - and maybe see if you can apply that to your own reality. Especially with the 20th Anniversary Edition, which is one of the most welcoming, hopeful RPG sourcebooks I’ve ever read.
What are the rules like?
The Storyteller System that powers the World of Darkness games is pretty straightforward - roll a bunch of d10s, see how many dice beat the difficulty number, subtract the number of 1s you rolled from that, and the result is the number of successes you got, which tells you how well you did at what you were trying to do. Roll too many 1s and you get a critical failure. It lets you describe a more evocative set of outcomes than systems like D&D where you simply succeed or fail.
Combat is fairly realistic, with guns and all being about as lethal as you’d expect - although of course there are various magical weapons and defenses to complicate things.
The bulk of the system rules is devoted, of course, to magic. Here’s where the game both shines and gets bogged down. You get to come up with spells for your character with effects based on how skilled they are in the various spheres of magic, with flavor filtered through their particular magical style. It’s a twist that really lets you feel like you’re working with reality-changing magic. Want to cast a basic fireball? Sure. Want to represent that as an Atlantean plasma gun or God smiting your enemies with a pillar of flame? Go for it. Want to use magic to grow a snail to giant size and then send it an hour into the past to destroy your enemies before they caught up with you? That is definitely something you can try and do in this game, although that one might require a lot of successes.
The catch is that if you don’t do what consensus reality expects, e.g., growing a snail to giant size in front of a street full of onlookers, the universe is likely to smack you down with the force of Paradox. That’s what keeps reality cohesive and stops mages from battling it out in the streets. Push the universe too far and it starts pushing back, in the form of bad luck, spontaneous human combustion, or, in extreme cases, popping you out of reality altogether for a little bit (or maybe forever). Paradox might even manifest as a physical spirit to haunt you. This applies to Technocrats as much as it does to Tradition mages, because the masses aren’t ready to accept giant robots or cyber-tooth tigers just yet. In fact, there might be pockets of reality where magic works and technology doesn’t… go to an Amish community and heal them with laying on hands versus a fancy tricorder and see which one attracts more Paradox.
The tradeoff for such flexibility is that it becomes a bit time-consuming to figure out what your character’s capable of, how well they’ll have to roll to pull it off, and what it looks like within the rules. Most complicated spells require proficiency in a few different spheres, e.g., Correspondence to do stuff at long range, Prime to create something out of nothing, or Time to bind a spell to a certain duration. Once you’ve got a firmer grasp on the systems and a few standardized “rote” spells in your pocket you start to get the hang of it though.
What’s my character like?
Starting as a neophyte mage, you’ll be capable of basic spells in a couple of Spheres, but you won’t be able to change reality in major ways. You get to choose whether you’re better at Physical, Social, or Mental attributes, and put points into different skills. You’ll get some Backgrounds, which represent the resources your character has - allies, a familiar, access to arcane libraries, magic artifacts, etc. You’ll also decide what your character’s exterior Demeanor and inner Nature are, as well as the Essence of their enlightened soul. These are, sort of, your character’s alignment, and roleplaying in accordance with them will let you regain Willpower, which you can use to reroll dice (among other things). Finally, you’ll decide what the trappings of your character’s magic are and what instruments and rituals they use as foci for their different Spheres.
Those spheres of magic, in case you were wondering, are Mind, Prime (manipulating Quintessence, the raw force of magic), Time, Spirit, Entropy (which covers both death and probability), Forces (fire, wind, energy, etc.), Matter, Life, and Correspondence (travel, distance, and connection).
Most characters also belong to some particular faction, which shapes what Spheres they’re skilled in. Each of the Traditions corresponds to one of the nine Spheres, but most factions get a choice between two or three appropriate Spheres to receive a bonus. I’m listing the factions out in the 20th Anniversary Edition; there are a few other factions from older editions lurking in the corners of the world, but these are the big players.
Traditions:
Akashic Brotherhood (Mind): Asian martial artists and spiritualists devoted to mastery of the self and harmony with the universe. They practice Do, which is the primal martial art from which all others descend.
Celestial Chorus (Prime): Monotheists who believe that all should be harmonized under the pure unity of the One and its beautiful Song.
Cult of Ecstasy (Time): Hedonistic hippies who embrace altered consciousness through drugs, sex, meditation, music, pain, dance, and all that other good stuff.
Dreamspeakers (Spirit): African and Native American spirit-talkers and medicine men who, honestly, sort of got folded together by the rest of the Traditions so they could put all the brown-skinned mages in one place. They’re dedicated to restoring the health of the spirit world and thus also our own.
Euthanatos (Entropy): Ancient Greek and Indian (and elsewhere) cultists devoted to maintaining the great wheel of reincarnation by ensuring that everything dies at its proper time. Essentially, they’re death-worshipping assassins with a strict moral code.
Order of Hermes (Forces): These are they guys who probably come to mind when you think of a mage, all complicated spell components and dusty books and Enochian incantations. Haughty and pedantic, and sort of the de facto leadership of the Traditions. They’re the ones who founded the whole thing, after all.
Sons of Ether (Matter): Mad scientists, steampunks, and pulp explorers, each with their own crackpot theories that they vigorously defend. Formerly a part of the Technocracy, they got kicked out for clinging to outmoded forms of science. But they’ll show them all.
Verbena (Life): Pagan, druid, and witch types who believe in the power of nature and the old ways. They think technology has made the modern world too soft and that struggle and sacrifice are part of the natural order - sometimes very literal sacrifice.
Virtual Adepts (Correspondence): The newest members of the Traditions, this bunch of hackers left the Technocracy to go their own way - spurred on by one of their founders, Alan Turing, martyring himself to create the Internet (really!). Anarchists and tricksters who can hack reality as well as they can hack computers, the Adepts spend a lot of time hanging out in the Digital Web, the magical version of cyberspace.
Technocracy:
Iteration X: The engineers and efficiency experts of the Technocracy, Iteration X believes in a grand vision of mechanized perfection. They specialize in robotics, weapons, and cybernetics. Ultimately, they want to merge man with machine - even if that doesn’t align with the goals of the rest of the Technocracy.
New World Order: The NWO are the ones running the Technocracy - and thus the world. Illuminati and panopticon rolled into one, their legions of men in black specialize in surveillance, media manipulation, and “social conditioning,” all of which they use to advance their vision of a controlled and productive reality.
Progenitors: The biologists. Cloning, genetic engineering, and controlled evolution are all at their command. They research new medicine and biotechnology for the benefit of all mankind, though sometimes their methodology is a little extreme.
Syndicate: The money men. Actually, they literally invented money. A healthy mix of thugs and Gordon Gekko types, the Syndicate controls the world’s corporations (and quite a few extralegal organizations) to fund the rest of the Technocracy and get rich in the process. Their “magic” focuses on self-discipline, psychology, and manipulating the raw Primal Utility of the universe like an Econ textbook come to life.
Void Engineers: Exploring the worlds beyond ours - and defending humanity from the threats that live there. The Void Engineers are the most out-there (literally) Convention of the Technocracy, the most unorthodox and also the most willing to work with mages and other “reality deviants” as necessary. They specialize in Spirit magic - although to them, it’s “Dimensional Science.” Their spaceships scout the outer reaches of the universe and beyond, carrying contingents of power-armored marines ready to blast anything dangerous.
The Disparate Alliance:
Once scattered, separate magical traditions and organizations, in recent times these “disparates” have banded together to maintain power separate from the Traditions or the Technocracy.
Ahl-i-Batin: Once a part of the Traditions, sitting where the Virtual Adepts do now on the seat of Correspondence, the “subtle ones” believe in a grand unity of all things, influenced by Islamic mysticism. These days they work in secret, observing and acting only when necessary. They hold a particular hatred of the Nephandi and will always act to stop them.
Bata’a: Vodouists and other African-diaspora Loa worshippers who derive their magic from respectful agreement with the spirits. Largely an informal group, they have a wide membership across the world.
Children of Knowledge: The descendants of the Solificati, an ancient group of alchemists that was once a Tradition, the Children of Knowledge use their alchemical knowledge to purify base souls into golden souls. Sometimes that process involves designer psychotropic drugs - the Children actually invented LSD.
Hollow Ones: A ragtag group of goths, punks, and other weirdos and misfits who seek to bring capital-R Romance back to the world, a la the era of Shelley and Byron. They spend a lot of time looking fashionable in the club scene, but also sheltering other mages who don’t have a place to belong. Their magic tends to be a patchwork of various styles and tools.
Kopa Loei: The descendants of Hawaiian and other Polynesian wizard-priests, dedicated to preserving their arts and native lands against the predations of ha’ole influence.
Ngoma: Powerful wizards of ancient Africa who took offense to being lumped in en masse with the Dreamspeakers at the first meeting of the Traditions, and went their own way. Decimated by imperialism and slavery that nearly destroyed their ancient ways, the surviving Ngoma seek out positions of power and respect in mortal society while also establishing schools to revive their art.
Orphans: A catch-all term for any mage that doesn’t belong to a particular faction, this can include deeply idiosyncratic self-taught mages, small groups who follow a particular paradigm together, or even defectors from one of the major factions. Quite often, they might not even be aware of larger magical society.
Sisters of Hippolyta: Tracing their descent from the ancient Amazons, the Hippolytoi largely live in separate enclaves from the rest of society. They dedicate themselves to worshipping the Divine Feminine, striving towards world peace, and liberating oppressed peoples of all types. Their magic focuses around pagan medicine-work.
Taftani: Middle Eastern mages who are masters of creating magical artifacts, as well as binding djinni to their will. They believe in a dualistic universe of Truth and Lies, and that working vulgar magic and exposing people to the Truth that magic is real is a moral good.
Templar Knights: Yes, those Templars, now existing as a secretive paramilitary order. Formerly (and largely still) male-only, the Templars fight evil and await the return of Christ, when they will become His army.
Wu Lung: Ancient Chinese sorcerers (and longstanding enemies of the Akashic Brotherhood) who wielded great wealth and power before the Cultural Revolution drove them out of China. Having adapted to the modern world, they seek to regain their power and lead a rebirth of traditional Chinese magic and culture.
What’s the campaign like?
Most games focus on mages of different Traditions coming together as a cabal (or Technocratic Conventions as an Amalgam), but where it goes from there is up to you. Really, it could be like anything you can imagine. You could be trying to use your magic to change the world for the better while avoiding the attention of the Technocracy, playing as the Technocracy trying to stop mages who are using their powers carelessly, dealing with magical politics, or even ignoring all of that and going on mystical quests in otherworldly realms (or, for technomancers, exploring strange dimensions in your spaceship).
Cabals can pool their resources into making a magical Sanctum that serves as a base of power, a place to safely work magic, and a source of Quintessence for magical fuel. You can upgrade it in numerous ways, from defenses to libraries, and maintaining a sanctum and its role in the local magical community can be a storyline in its own right.
As your characters increase their magical skills, they’ll be guided along spiritual journeys by their Avatar - the Awakened essence of their soul that allows them to perform magic. One by one, they cast aside their tools and embrace the truth that it is they themselves that are the source of magic. Eventually, they might even achieve Ascension - whatever that is.
The classic Mage campaign strikes a balance between the magical and the mundane, high fantasy and sci-fi action contrasted against personal dramas and worldly problems. The central themes of the game are power, morality, and belief. As a mage, you can change reality to suit your will. What do you do with that power? What if reality doesn’t want to be changed? Is it right to force your viewpoint on others? Despite all your power, you’re still just one person, and the universe is stacked against you. What do you do?
What books should I get?
The 20th Anniversary Edition, or M20, is the edition I’d recommend, published in recent years as the result of a Kickstarter (which, full disclosure, I backed, although it’s not as though I get anything out of promoting it). It advances the timeline past the apocalyptic Revised setting into something brighter and more hopeful - while also providing tools and advice to play with other eras or flavors of Mage if you want. Getting physical copies of it can be a little pricey though, so if you want something physical on a budget you might look at getting used copies of the other editions - they float around pretty frequently for about $10-$40. PDFs and print-on-demand copies of most books are available on Drivethrurpg as well. Each of the older editions are fine in their own right (although be advised that the further back you go, the less balanced the magic system is). 1st Edition is very clear-cut good Traditions versus evil Technocracy. 2nd Edition muddies that morality and fleshes out the Technocracy and other factions. Revised Edition does away with a lot of the weirder elements of prior editions and presents a grimmer vision of the world where the Technocracy has more or less won, Paradox is a much harsher force, the other worlds are mostly cut off and very difficult to travel to, and the world in general is plunging towards apocalypse (and the end of the original game line). There’s also Mage: the Sorcerer’s Crusade, which presents the world in a medieval/Renaissance setting at the beginning of the Ascension War, and Dark Ages: Mage, which takes the setting into medieval times.
M20 has a separate book going into further detail on the magic system. It’s called, appropriately enough, How Do You DO That? and I’d recommend it if you’re looking to get into M20, as it provides rules guidelines for a wide range of common spell effects that goes more in-depth than the core rules. There are two other M20 books published to date. The Book of Secrets contains more character options, expanded rules (including creating magical items), a closer look at magical paradigms, and other assorted information. Gods and Monsters has an assortment of NPCs, spirits, and, well, monsters.
The Tradition/Convention books detail each of the respective factions and were reprinted for multiple eras (note that all the Revised Convention Books except for Iteration X were PDF-only though). For Revised, there were also the Guides to the Traditions/Technocracy. If you’re thinking about focusing your campaign around a particular faction or playing a character of that faction, I’d recommend picking one of those books up for more detail and inspiration. The various Disparate Crafts never got their own dedicated books for the most part, but some of them are detailed in various sourcebooks across editions, such as the Book of Crafts.
The Book of Worlds and Horizon present the different Umbral realms and otherworldly magical/technological sanctuaries you can travel to. Much of these setting details have been superseded (or in the case of Horizon, destroyed entirely), but if you want your campaign to lean on the weirder high fantasy end it’ll give you a lot to play with.
Ascension was the book that ended the old product line, presenting several different world-ending scenarios - one of which is pretty much the canon ending to the Mage story (at least until M20 came along) and the others being alternate ways to cap out a chronicle, like the Nephandi winning, aliens showing up to drain magic from the world, or just a giant asteroid hitting Earth. While you probably don’t want to start your campaign out that way, it’s an interesting read that gives ideas for an epic campaign ending.
Note that Mage: the Awakening, while very similar, is a completely separate game that’s part of the new World of Darkness (now also known as the Chronicles of Darkness) that rebooted the product line with a different setting.
What equipment do I need?
As with all Storyteller games, Mage uses d10s exclusively. About 6 per character is the most you’ll need on average to start out with. Having extra space beyond the character sheet to write down spells is a good idea.
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prsstrt-a · 5 years
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TELL ME ABOUT YOUR RUNE FACTORY MUSES!!!!!
       ASK ME ABOUT MY KIDDOS // @theirwarmth​ // accepting !!
MY BABIES !!! okay so for anyone that doesn’t know, Rune Factory is a spin off series to the Marvelous brand Harvest Moon games. Literally the subtitle is “A Fantasy Harvest Moon” SO YEAH. VERY MUCH DERIVED FROM HM. But it’s also SO MUCH MORE OKAY so they like.... take the farming and marriage aspects from HM, but then also throw in standard RPG shit like fighting and dungeons and A WHOLE BUTT LOAD OF STORY. Seriously, they’re fantastic games and I urge you all to play them, especially Rune Factory 4 which is where my darling muses Doug & Frey are from.
This got long so the rest is under the cut . . . Also please note that this WILL CONTAIN SPOILERS for Rune Factory 4 !!
F R E Y
We’ll start with Frey since I’m feeling a LOT of muse for her right now ( I still need to write that starter from her for Mipha it’s literally in my drafts I’m just so BUSY h e c k ). This is she:
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Super cute right ? Well she’s the female protagonist for RF4 ( Side Note: RF4 was the first RF game where you could choose what gender to play as at the very beginning !! ) In the game, she’s tasked with guarding these things called the Rune Spheres & bringing them to Selphia ( the setting of the game ) to save the Divine Dragon that resides there. On the way she gets attacked by members of the Sechs Empire ( the antagonists for . . . pretty much all of the RF games ) which leads to her FALLING FROM AN AIR SHIP, landing DIRECTLY on the dragon she’s on the way to see, and losing all of her memories outside of her name. She’s then mistaken as the princess that was said to be coming to visit from the kingdom of Norad ( Selphia is a city within that kingdom ). She denies this, and it eventually turns out that she is not, in fact, a memory of the royal family because the ACTUAL PRINCE shows up like the next day. But he wants to be able to do his own shit so he allows Frey to continue w/ the princess-y duties that she’s been doing & allows her to continue staying in the castle along w/ the Divine Dragon. SO ANYWAY W/ THE BACKSTORY OUT OF THE WAY, a quick crash course through the rest is that she becomes best friends with the Divine Dragon, goes through dungeons to help solve mysteries plaguing the town, saves these 4 people known as the Guardians who were trapped as boss monsters within those dungeons, and then goes on a journey to save her new dragon BFF from literally dying. IT’S WILD.
Even though she’s a protagonist, she isn’t necessarily an avatar. Frey has her own dialogue, and thus her own personality. She’s an incredibly passionate, determined young woman who isn’t one to let things get her down. She’s spunky with a dry wit, finding plenty of humor in the enigmatic cast that makes up the other residents of Selphia. She flows to the beat of her own drum, and as such can seem rather passive. Her determination can also be seen as a reckless sort of stubbornness, and sometimes she does things despite being told not to. She’s also known as something called an Earthmate, which means she has a very strong connection to the Earth, and is able to see / communicate with the spirits that reside there. It is also what gives her the power to transform the Guardians back into their human forms. OVERALL SHE’S JUST NEAT AND SPUNKY AND I LIKE HER A LOT.
Of your muses I could see her getting along really well with: Kairi, Demyx, Mipha, Denki, Momo, Shiho, and Cindy !!
D O U G
Doug is the absolute light of my LIFE okay. He was one of the first muses I ever consistently played, so him and I have been through the RINGER together. This is his stupid face:
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Doug is played off as being the comic relief character, but in truth he is one of the most important characters with arguably the darkest storyline in possibly the entire franchise. In the Rune Factory universe, Doug is a dwarf, which is a race that lives primarily in clans. Doug grew up in Clan Silvershield which was like . . . just on the outskirts of the Sechs Empire. WELL the Sechs came in and absolutely desecrated his village. Doug was away at the time, probably playing in the nearby woods. When he came back, everything was on fire and everyone was dead, including his family. At this point, the Sechs found him and ‘took him in’. From then they brainwashed him into believing the Divine Dragon in Selphia was the one who destroyed his village. He agreed to go to Selphia to spy for the Sechs, believing that doing so would give him the opportunity to avenge his family. He arrived there sullen, just a husk of what we see of him in game, and is then taken in by an elderly young woman named Blossom who raised him from that point on. With her and the warmth of the other villagers, his walls dropped and he became the friendly, outgoing, hot-headed boy we see today. That said, shit still goes down and he has to eventually learn that it was not Ventuswill that destroyed his village, but the Sechs themselves. He literally spends an entire arc as an opposing force and juST GHOSTS YOU FOR A WHILE. Did I mention that he’s a marriageable candidate ? Cuz he is, but you literally can’t marry him until you BEAT THE ENTIRE GAME.
Anyway yeah, I love this stupid boy. He loves food, but specifically hates bread. Thinks it’s the worst thing to ever grace the Earth ( can’t relate but ok ). He’s absolutely an act first think later type in all senses of the word, doing stupid, reckless shit & saying things without thinking which ends up upsetting people. That said !! While the game tries to make you think that he is, Doug is NOT an idiot. There’s literally a part early on in the game where he saves the protagonist from getting jumped by monsters, and then teaches her magic & lectures her about she needs to be more aware of her surroundings. He’s not the type to get an A on a math test, but he’s unbelievably street smart. He’s got some insecurities about being dwarf who can’t forge, but despite that he still tries to when it’s important ( ie his reverse proposal ). He’s a smart mouth with no respect for authority, but he shows how much he cares through his actions. He worries about Blossom as though she truly was his family. He has a rivalry with another member of the town, but still sends him birthday presents for his birthday. He’s !! So good !! I’m very soft for Doug of Clan Silvershield !!
Of your muses I could see him getting along really well with: Adrien, Denki, Kairi, Olette, Terra, Paya, and Claudia !!
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