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#and at the start it really was like all the rpgs i wrote at that age
lichtecht · 1 year
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i am currently on book 3 but this is my contribution
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mossy-rock-in-a-field · 9 months
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Several weeks ago, my retirement-age mother requested that I play Baldur’s Gate 3 for her because she has trouble with controllers/keyboards and wanted “to see what all the fuss is about with that cute wizard boy.” For context, my mother and I have done this sort of thing in the past with certain RPGs (dragon age, mass effect, etc.), but it’s been a few years since she’s personally requested a game like this. Basically, I control her Tav but let her make all the choices so she can determine how the story plays out without worrying about mechanics. She treats it like a choose-your-own-adventure book.
Anyway, here is a list of some of the things my mother has said and/or chosen to do throughout the course of BG3 in no particular order:
She is (obviously) romancing Gale. She is quite smitten with him and his passion for books and learning; she also thinks he’s polite and qualifies as “relationship material.” She also REALLY likes the things he’s said about his cat so far (my mom is a cat lady), so I know she’s gonna flip shit when we meet Tara in Act III.
She’s playing a normal druid Tav with a generally good alignment. Her favorite spell is Spike Growth because she thinks it’s hilarious whenever enemies walk into the AOE and die. I usually end up having to cast it at least once per battle per her request. Sometimes twice.
Contrary to her alignment, my mother tasks me with robbing every single chest, crate, barrel, and burlap sack we come across; this also includes people and their pockets. The party is always at max carrying capacity. ALWAYS. She doesn’t like selling things because “what if I need them.” The camp stash is in literal shambles. There is no hope of organizing it. She’s got like fifty seven sets of rags and a billion pieces of random silverware.
She MUST talk to every animal and corpse in the game. I think five hours of her total playtime so far (47ish) has been spent speaking to animals as many times as humanly possible. Like, I was thorough in my own playthroughs, but this is on a whole other level.
She did NOT get Volo’s lobotomy, but she did let Auntie Ethel take her eye in hopes of a cure for the tadpole. I did not understand the logic then. I still do not understand it now.
She is far more interested in fashion than equipment stats. Do you have any idea how much gold I’ve had to spend on dyes just to make things match? SO much. Same vibe as that “please someone help me balance my finances my family is starving” tweet but instead of candles it’s thirty thousand fucking bottles of black and furnace red dye.
We broke the prisoners out of Moonrise, but they got on the boat too early and bugged the fight by leaving Astarion and Karlach behind. Wulbren Bongle somehow got stuck in combat mode even after engaging the cutscene on the docks below Last Light; he he kept trying to run ALL THE WAY BACK TO MOONRISE nine fucking meters at a time while I frantically tried to finish the fight with the Warden, otherwise Wulbren would have run straight into the shadow curse. (I would’ve let him go; fuck Wulbren Bongle, all my homies hate Wulbren Bongle. But my mom didn’t know that, and she wanted to keep him safe. So.)
She had me reload a save like eighteen times to save the giant eagles on top of Rosymorn Monastery. Wouldn’t even let me do non-lethal damage just to get past things. I think getting that warhammer for the dawnmaster puzzle took us like an hour and a half alone. (Yes, I know you can use any warhammer, but SHE didn’t.)
She’s started keeping an irl notebook to keep track of her quests between play sessions. She writes down ideas and strategies when she thinks of them during the week, then brings them to her next game session at my house. I think she wrote about three pages on possible approaches to the goblin fortress alone.
She insists that I pet Scratch and the owlbear cub before every single long rest, no exceptions. Sometimes I have to do it multiple times until she is absolutely sure that the animals know exactly how much she loves and cherishes them. She has also commissioned a crocheted owlbear plush from a friend of hers and is very excited.
I’m sure there’s a bunch of stuff I’m forgetting, but those are some fun things I thought of. She’s enjoying the game and is telling all of her retired friends to get it and play it for themselves. She asked me “what is Discord” yesterday and I think my life flashed before my eyes.
anyway shout out to my mom for being neat
Part 2 — Part 3 — Part 4 — Part 5
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mrsjellymunson · 4 months
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Start Something
Pairing: Eddie Munson x fem!reader
Summary: Eddie helps you generate a new D&D character, but that’s not the only thing that gets started that day
WC: ~2.5k
C/W: 18+, MDNI! NSFW? Physical flirting and teasing, heavy petting, sort of in public (nobody notices). Smut-adjacent? Thigh riding. Swearing. Nothing overly explicit, but it does get heated. Eddie and reader are both over 18. Trope: oh no, there aren’t enough seats, where will you sit? No y/n, one pet name. No physical descriptions of reader other than she wears a skirt (of unspecified appearance).
A/N: Should I be working on parts for my outstanding series? Yes. Would this not leave me alone until I wrote it down? Also yes. I had fun creating a new character in a different RPG and I have no idea whether this is how D&D works, so if it’s not, let’s just pretend, okay? 😆 Text dividers by @strangergraphics Dice dividers by me 🫣☺️
I have a general taglist now, let me know if you’d like to be on it 🖤
My masterlist
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Eddie can’t believe his luck. You’re pretty (gorgeous, actually), insanely intelligent and have, for some as yet indecipherable reason, decided that you want to play D&D. With a load of nerdy teens. And him.
You’ve joined in with a couple of short campaigns at school, seeming to enjoy them immensely and fitting in well with the group, bantering with the boys and bonding with Erica over your shared ‘take no shit’ attitudes. At first Eddie wasn't sure how that dynamic would work, but you slipped easily into letting the younger girl show you the ropes, and Erica is clearly enjoying having more female energy around.
Eddie knows that creating a new character is one of your favourite things to do. He’d never admit it, but it’s one of his favourite things to watch, too. He adores the sparkle in your eyes, your creative brain and how excited and animated you get when you come up with new ideas. Sometimes they’re sketchy, or even impossible, which he finds hugely endearing. He also loves how you’ll always check in with him, asking his advice and respecting his opinion.
This weekend he’s running a oneshot at his trailer for the younger members and you. New characters, novel plot, the works. The plan is to create new characters in the morning, and play the game in the afternoon.
This’ll be the first time you’ve been to his home, or seen him anywhere outside of school, and Eddie’s nervous as all fuck.
He couched it as ‘a good opportunity to develop a greater understanding of the game’, but he definitely has an ulterior motive for inviting you here.
So far, he’s taken every opportunity he can to make you laugh, sit near you, even touch you. Creating scenarios where a subtle hug, or even a playful tickle is somehow appropriate. He covers it quickly by immediately doing it to someone else, hoping you won’t spot the bulge in his pants and the fact that he can’t stop looking at you.
He’s not sure for how long he can keep it up. He wants so much more, and it won’t be long before he either loses it, takes it too far, or, worst case scenario, you notice he’s being a total creep and ditch the group because of it.
He’s been trying to muster the balls to ask you out for weeks, practicing lines and imagining scenarios, but he’s found it more difficult to plan than even the most complex of his campaigns.
And although it’s unlikely given the crowd of nerds that’ll be around, he couldn’t miss an opportunity to be in your company. He thought that maybe, just maybe, he’d manage to get you somewhat alone and do it today.
He’s tidied up the trailer as subtly as he can, doing all the dishes and straightening Wayne’s caps, hoping the others won’t notice and ask him awkward questions. But he’s jittery and anxious, terrified that you’ll take one look at where and how he lives and decide you want nothing more to do with him…
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Eddie has no idea that you’re just as nervous as he is.
You’ve enjoyed the Hellfire campaigns so far, but haven’t really managed to get all that close to the Dungeon Master, much to your chagrin. Sure, the game is enormous fun and you love all the members and how welcoming they’ve been. But the DM? Holy hell, he’s hot as sin, and being able to spend time around the larger-than-life metal-lover only adds to your enjoyment of the sessions. But you can’t imagine it’ll ever go any further than that. You doubt that a geeky D&D novice who he’s hardly spoken to is his idea of the perfect girlfriend…
But god, the physical touches? Christ. It’s as much as you can do to hold it together. You’ve shared a few celebratory hugs, and he’s even tickled you a couple of times, all of which you’ve enjoyed far more than you’d let on, and filed away in your memory for retrieval when you’re alone at night in your bed. But you know that he’s like this with everyone, and are under no illusions that you’re special. So you relish each and every contact, wishing there could be more.
What if he looks at you for too long with those gorgeous, huge, chocolate-brown eyes? And what if you forget how to speak? It’s already happened an embarrassing amount of times, but you’ve managed to pass it off as being stumped because you’re a beginner. You don’t know for how much longer that excuse is gonna fly.
And, if all that wasn’t already enough to send your anxiety levels skyrocketing, you’re also acutely aware that you haven't spent time with any of the group outside of school as yet. You’re worried that you’re going to ruin their social dynamic, or mess up the game. Or embarrass yourself with no easy way to exit, having to wallow in your shame until the mums come back later to pick you all up. Your spiralling makes you realise that although it was really kind of Mrs Wheeler to offer you a lift, you’re now really wishing you’d brought your own car…
All kinds of anxious thoughts are running through your mind, from what if your ideas are stupid, to what if everyone (okay, specifically Eddie) dislikes the cookies you’ve baked??
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Neither of you should’ve worried.
As you enter his trailer, Eddie seems a little flustered, running a ringed hand through his gorgeous chestnut waves and unnecessarily straightening a pile of magazines on the coffee table. He smooths down his (new) black tee (that he totally didn’t buy especially for this occasion), and you pay it no mind, assuming he’s just always like this with visitors, and is excited for the campaign.
You barely glance around Eddie’s home, smiling softly at the trinkets you spot, and offering to help plate up the snacks in the kitchen area. You don’t look uncomfortable, and you certainly don’t pass judgment. Eddie eyes you as indirectly as he can, noticing the unusual skirt you’ve got on (that you totally totally didn’t choose specifically for today). He likes it.
Just like at school, you slot easily into the melee of pencils, paper, dice and snacks. Everyone loves your home baked cookies, including Eddie, and Erica even badgers you for the recipe.
Eddie thinks you couldn’t be any more perfect.
You think this isn’t so bad after all, and relax a little.
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The morning’s character building is going well, the fact that it’s a oneshot not diminishing anyone’s efforts or attention to detail.
You still haven’t quite got the hang of the dice and numbers parts, always asking for Eddie’s help with that. His help, not any of the others, he muses with a certain amount of pride and delight. (Selfishly, part of him secretly hopes you never get the hang of it, and will always need to seek his input.)
With you now added to the group, there aren’t enough seats at Eddie’s modest dining table. Nobody notices. Initially Dustin and Will are deep in a discussion on Eddie’s battered sofa, and Mike and Lucas are rifling through the fridge, both at that ‘hollow legs’ stage of teen development and constantly ravenous.
Your character’s almost done, and you just want to clarify a few things, so you ask across the table,
“Eddie? Can I bring this over for you to check please?”
He waves you over, putting on a fake English accent and saying,
“Of course you may, my dear. You know I’m always happy to assist my flock.”
You chuckle lightly at his endearing foolishness as you get up from your place next to Erica, taking your character sheet over to Eddie for his perusal. Behind you, the younger players all convene at the table to share their progress, and all the seats become filled.
With no free spots near him, and assuming you won’t be here for long, Eddie pats his leg absentmindedly and says, “Sit here, lemme see.”
You end up on his lap, facing sideways at ninety degrees.
You initially turn towards him and bring your sheet between you, but there’s not enough room for him to properly examine it, so you turn the other way and lay it on the table in front of him, turning so your back is to him, your legs straddling one of his knees. He leans forward and begins to check it over, confirming some details and asking for more particulars on others.
Eddie’s been admiring your enthusiasm and level of engagement all morning, and he’s impressed by the depth of information you’ve already managed to accumulate.
You’re absorbed with your new character, getting excited and gesticulating wildly. Ideas bounce easily between you and Eddie, his face smiling softly and his dimples popping as he gets to see you like this.
It doesn’t escape him, however, that you’re also bouncing on… him. He flushes a little, and hopes you don’t perceive it.
As you gesture at a particularly thorny issue on your paper, it dawns on Eddie exactly what parts of you are in contact with him, albeit through multiple layers of fabric. The softness of your thighs and the heat from your core against his leg fully absorb him for a moment, and he has to ask you to repeat yourself. You don’t seem to mind, assuming it was the general clamour in the room that meant he couldn’t hear you. That same clamour covers the sound of him awkwardly clearing his throat and gulping loudly.
It occurs to him that he’s never experienced anything… like this. Occasional hookups in the woods or after gigs at The Hideout are great and everything, but he’s never before felt like he has a literal, real-life angel sitting on his lap.
And you? You are slowly realising how nice Eddie’s lap feels beneath you. It’s warm and solid, and the denim of his dark jeans feels pleasantly rough on the skin of your legs where your skirt’s ridden up. There’s a pressure against your most intimate areas that’s generating a warm feeling of pleasure in your core. You’re trying to concentrate, but it’s not easy.
It takes a few more moments for you to catch up to where Eddie is, and you register that you’re essentially riding Eddie’s thigh each time you move.
Your lips roll inwards and you swallow deeply, closing your eyes for a moment, trying to compose yourself. It doesn’t help, and only serves to focus your attention even more fully on the delicious sensations beneath your legs. This is the closest you’ve ever been to your Dungeon Master, and for the longest time. And you can’t help how flustered it’s making you.
Embarrassed, you cough and go to stand, but quickly see that there’s nowhere for you to go. Eddie scans the room and notices your predicament, and, in a broken voice that’s almost unbearably soft, tells you, “It’s okay, Princess. You can stay here.”
Fuck. A pet name? You enjoyed that, perhaps a little too much. If you were being rational you could put it down to Eddie referencing your new character, who happens to be an aristocratic mage. But right now? Right now, you’re not feeling particularly rational.
You slowly sit back down, but as you do so Eddie shifts his position, causing you to spread your knees a bit wider than they were and land further up his leg, giving you even more contact with his thigh. You hope he didn’t hear the broken little hum that escaped you.
Eddie leans forward and in a voice that’s far too quiet, and far too close to your ear, he asks, “Are you… okay?”
You can barely breathe, and all you can manage in response is a tiny, squeaked, “Mhm.”
Behind you, Eddie takes a stuttering breath in, letting it out slowly before he resumes discussions with everyone else at the table.
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You each become more unfettered as the morning progresses. Further not-so-accidental encounters only serve to increase the tension between you both.
At one point, you lean forwards over the table to get one of the manuals, lifting your butt from his leg. For a moment you hope there won’t be a visible wet patch on your skirt, or on his jeans. But then you wonder whether it would actually be so terrible if there was, and whether it would actually be so terrible if Eddie saw…
Eddie saw. He hums slightly, but it sounds more like a whimper, and he attempts to cover it by clearing his throat for the umpteenth time today.
He wonders whether you’re doing this on purpose, whether you have any idea what you’re doing to him.
As you settle back onto his thigh, one of Eddie’s hands travels to your hip, holding it lightly, just resting it there. A fire travels up that entire side of your body.
You wonder whether he’s doing this on purpose, whether he has any idea what he’s doing to you.
He leans forward to reach for something on the table, and this time brushes his chest against your back for far longer than is necessary. You feel his breathing against your neck speeding up, hot gasps coming from between his lips instead of controlled outbreaths through his nose.
You reach for a die, and as you sit back you half-intentionally push your core down onto Eddie’s leg just a little bit harder. God, he feels so good. And so what if you’ve moved backwards slightly, so your thigh is even further between his legs, and your butt nudges his crotch?
You definitely feel something hard pressing against your ass. The grip on your hip tightens, and Eddie dips his head forward to hide his face and stifle a moan. Christ.
You think you hear him mumble a quiet and stilted, “Sh-it.”
Eddie can barely contain himself, this morning not going at all how he could’ve even dreamed. He had no idea whether you even liked him, and was planning to sound you out and maybe manage to ask if you wanted to do something cheesy like grab milkshakes sometime.
Having you hot and wet on his lap wasn’t even on the edges of the outside of the periphery of his radar. He’s really trying to keep it together, but he’s barely maintaining a grip on his actions.
Attempting to focus, he leans forward again to explain a character point. You turn your head and look into his eyes attentively, whilst simultaneously rocking your hips ever so subtly and chewing on the inside of your bottom lip.
All at once, something shifts. Something big.
Eddie holds your gaze for way too long. Or maybe you hold his.
Maybe it doesn’t matter anymore, as you both silently acknowledge that there’s way more going on here than simple D&D advice.
Simultaneously, you both come to realise that your affections are most definitely reciprocated.
Shit, he likes me.
Fuck, she likes me back.
And then, as your eyes are locked and he sees your pupils blow wide, Eddie loses that tenuous grip.
Suddenly, both of his hands come to your hips, and he presses his forehead against one of your shoulder blades. He grips you tightly and moves you back and forth against him, squeezing, pulling, pushing, dragging. He’s keeping his movements as tiny as possible so as not to rouse the attention of the group, but what he lacks in expansiveness he more than makes up for with strength and intensity.
You think this might genuinely be the most erotic thing you’ve ever done with your clothes on. You’re hot and wet, and you barely care that you’re in a room full of people, supposedly playing a nerdy game.
Eddie keeps moving you. One exquisite movement spreads your sopping folds in your underwear, and your mouth drops open in a gasp, hand gripping the edge of the rickety table. You try to disguise your movements by shoving the end of a pencil into your mouth and hunching over your paperwork.
Eddie totally notices, and stills you. His warm palms continue to press against your hips, his strong fingertips digging into your flesh. Instead of continuing the back and forth movements, he pulls you down as hard as he can onto his lap whilst outwardly retaining his composure, turning the garbled sounds coming from his throat into encouraging noises for the group.
The two of you can barely focus anymore. Eddie hasn’t let his hands travel anywhere above the tabletop, lest his actions be seen by the others, but if your expression is even half as flustered as Eddie’s is red, somebody is going to notice something. And soon.
You take a couple of deep, steadying breaths.
You’ve already completed your character, so you decide to do a faux check in with Eddie, asking, not entirely innocently,
“Eddie? Is there anything else you’d want me to… take off?”
Turning, you add, even less subtly,
“What should I do now, Master?”
Eddie’s face screws up and his jaw clenches, and you feel the rock of his hips as he bucks his hips up underneath you, pressing his hardness into your flesh and muffling a grunt into your shoulder.
His head snaps back up suddenly and his voice becomes clear and piercing, as he inhales quickly and declares to the room, waving a hand,
“Okay, lunchtime! Everybody out!! You guys need some fresh air and I need a break. I don’t wanna see you for at least an hour, and you’d better come back with pizza! Goddit?”
The teens comply, bustling out the door, a few of them eye-rolling and grumbling something about how this is almost like being at home with their parents.
They’re still leaving as Eddie moves his face so close to you that you can feel his breath in your hairline, and his soft, pink lips tickle the edge of your ear.
In a low, velvety voice, he murmurs, in a tone that’s somehow both challenging and pleading,
“Please Princess, turn around and say that to my face...”
You smirk, and reach behind you to pick up a D12.
With all the sultriness you can muster, you raise your eyebrows and indicate for him to take it. He opens his hand, and you place it down, the tips of your fingers lightly skimming the hot, damp skin of his palm.
Looking into his eyes again, you’re relieved to discover that your power of speech remains entirely intact, as you murmur, with more confidence than you thought you possessed,
“Okay, Master. How about this? You roll, and the result is how many kisses you have to give me...”
Eddie swallows and almost chokes, sitting up straight and gently lobbing the die across the mess of paper and writing implements. His chocolate eyes don’t leave yours as it rolls and comes to a stop in the centre crease of one of his manuals. He struggles with the internal conflict of never wanting to break your gaze and a deep desire to check the number.
He has no idea where the rest of today, let alone this, is going, and he’s grateful he has at least the next hour in which to find out. But he does know one thing:
He’s never been so desperate to roll a 12 in his entire fucking life.
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Thanks so much for reading!
(This might become part of an anthology of D&D-related adventures - let me know if you’d like to see more!)
Please comment and reblog if you enjoyed this, it’s honestly like throwing breadcrumbs and roses for your writers 😃🥰
My masterlist
I have a general taglist now, let me know if you’d like to be on it 😃
Tags: @joejoequinnquinn @jamdoughnutmagician @curlyjoequinn @madaboutmunson @airen256 @sunshinepeachx @the-unforgivenn @skrzydlak @comeonatmebruh @jamiecb66 @80s-addict @abellmunsonmovie @definitionwanderlust @wonderlanddreamer
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room-surprise · 4 months
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PSA: Mana doesn't exist in Dungeon Meshi
Some translations of Dungeon Meshi (specifically the English anime and Yen Press manga) have used the word mana to describe magic, when the original Japanese simply said magic (mahou, 魔法) or magical power (maryoku, 魔力).
Ryoko Kui does not appear to use the word mana (マナ) at any point in the manga, the published extra materials, or her blog, so calling magic “mana” is an addition made only in some translations.
For example, the French translation does not use "mana." If you know of other translations that do or don't use mana, let me know!
The use of the word mana in English comes from Maori and its earlier Proto-Oceanic ancestor language.
It describes a form of supernatural power tied to social status, respect and strength. Mana is a religious concept for many Austronesian cultures, and is not really "magic" in the way pop culture has defined it.
As best as I can understand it from an outsider's perspective, mana is more like attributing a supernatural quality to a person's charisma, or the awe one feels when faced with a natural wonder like a mountain or the ocean, or the intimidation one feels when facing a powerful group.
The use of the word mana as a generic term to refer to magical power has been criticized as being cultural appropriation of a real religious term, still used by living people, to describe fictional magic.
In addition to this, using an Austronesian word at random in Dungeon Meshi for one of the most important and fundamental forces of the universe (magic) is inorganic to the world that Kui has constructed, which is rooted primarily in Greco-Roman, Hindu/Buddhist Indian, Middle Eastern, and Germanic cultures.
Using mana to refer to magic would suggest that the Ancient culture from before the cataclysm was Austronesian, but the rest of the manga does not support such an idea at all.
There are references to Austronesian and Oceanic cultures in Dungeon Meshi, but they are mostly tied to the orcs, who don't appear to use magic, and whose culture clearly doesn't, and has never had, the social power to define what word the rest of the world uses to refer to "magical power."
How did a Maori word get so popular in English?
The concept of mana was introduced in Europe by missionary Robert Henry Codrington in 1891 after he wrote a book about his time in Polynesia. The concept was then popularized further in America in the 1950s by Mircea Eliade, an extremely influential religious history scholar at the University of Chicago.
Mana was first introduced as a magical fuel used to cast spells in the 1969 short story, "Not Long Before the End", by Larry Niven. Around this time it also became popular with new-age religious groups.
It has since become a common staple in fantasy fiction and games.
So why translate it as mana?
The choice to translate "magic" and "magical power" as mana was probably made to try and make Dungeon Meshi sound more like a video game/RPG, since so many Japanese fantasy manga feature video game or RPG mechanics, and translators working on Dungeon Meshi would have no reason to assume it would be any different, especially at the very start of the manga.
However, Dungeon Meshi is much closer to High/Epic Fantasy, like Lord of the Rings, and throwing random gaming terminology into the translation when it wasn't in the original text ("mana", "newbs" and "inventory" instead of "magical power", "newcomers" and "supplies") feels out of place.
I think adding the term mana is a disservice to the hard work that Kui has done with her careful attention to linguistic detail and culture.
In the process of working on my Dungeon Meshi research paper on real world cultural references, I have studied over 100 names and words used by Kui, and I have found that she is remarkably thoughtful and consistent in what real world cultures and languages she pulls from, and what fictional cultures she pairs them with.
Obviously I don't blame the translators for not knowing this, they had to make translation decisions before the entire manga was complete, and most likely they were doing work for hire, with no idea what Dungeon Meshi was about.
They had no way of knowing Dungeon Meshi wasn't a video game fantasy comic, and were just trying to rush through their work as fast as possible in order to get paid, and move onto their next project.
Once it became apparent that Dungeon Meshi was High Fantasy and not a world that functions like a video game, they'd already used the word mana, so there was no going back.
In an ideal world, if the translators had known the type of story Dungeon Meshi would become from the beginning, if they really wanted a single word to translate "magical energy" into, they could have picked a word that belongs to one of the language families I mentioned before, rather than using mana just because "everybody uses mana, so readers will know what it means."
What should I call magic power then?
If reading all of this has made you want to stop calling it mana, hooray! Thanks for listening to me rant. You could just call it magical power, if you wanted. Nothing wrong with that!
But if you want something a little less clunky, here's an incomplete list of possibilities in some of the languages most commonly referenced in Dungeon Meshi. Please note I have not done due diligence on every one of these, I believe none of them are exclusively religious terms still in use, but just words that could mean magic (both fictional and real) in various languages. If I'm wrong about any of them, let me know.
INDIAN: Maya, prana. MIDDLE EASTERN: Sihr, kiisum/kesem. GRECO-ROMAN: Ergon (as a euphemism), goteia, physis, numen/numina, mageia. GERMANIC: Seidr, galdr.
(This post is an excerpt from my Dungeon Meshi essay with additional elaborations.)
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indierpgnewsletter · 5 months
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The 1980 Dallas RPG was a Soap Opera Wargame?
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In 1980, SPI, a company known for its wargames did a strange thing and published an RPG based on the Dallas tv show. If you don't know anything about the tv show, don't worry, I will protect you. It's too late for me though. You go on ahead. Basically, it was a hit TV show of big money family feuding. Imagine Succession but it was written in the 1980s and instead of TV news, it was an oil company. Unlike the show, the RPG wasn't a hit. The art director of the game famously wrote that they printed 80,000 copies and that was 79,999 more than people wanted. That one person seemed to be this person's grandma who bought it for him to save his soul from D&D/Satan.
What is this game though? Well, James F Dunnigan, founder of SPI and designer of legendary wargame, Panzerblitz, seems to have applied his analytical mind to the internecine squabbles of Dallas and decided that, if you think about it, petty family drama isn't so different from CIA covert ops. And he was right.
As you'd expect from a wargame, the rules are dry and clinical to a fault. You start by picking one of the 9 characters from the show - JR, Jock, Sue Ellen, Pam, etc. They all have stats like Persuasion, Coercion, Seduction. And these stats have attack/defend values. For example, JR has a Coercion of 24 because he's a real jerk. Sue Ellen has a Seduction resist of 18, but it's 20 against JR, because again, he seems to have been a real jerk. This game genuinely went out of its way to make sure you know JR's wife really really doesn't want to go near him.
Each character starts the session ("episode") with a secret story-based objective. Jock wants to run an angry former employee out of town, JR wants to cheat an Arab oil magnate out of 100 million dollars, Sue Ellen wants to do a favour for an old boyfriend. Yeah, what can I say? Some of these objectives feel more important than others. Regardless, you achieve these objectives by controlling 4 or more specific minor characters and organisations by the end of the game. For example, to enact his 100 million dollar plan, JR has to control the Ewing Oil Company, Mustafa Quattara, Professor Bayard, the reporter Mary Cleef, and so on. But characters' objective overlap so Pam also wants Mustafa Quattara and Jock also wants Professor Bayard. These conflicting goals means players need to scheme, negotiate and attack each other so they can win.
The sessions play out in five rounds. Each round, the GM sets the scene. Then, the players can negotiate and make deals. Then, we enter the conflict phase where each player makes three moves - either trying to gain control of uncontrolled NPCs, or attacking another player to steal an NPC from under them, or protecting their own NPCs. And the game throws in little curveballs every round: Oops, some of JR's drinking buddies are in town and he can't say no to them, so his character is out of this round. Hopefully the player has some NPCs that they can use to act instead. Oops, Mustafa Quattara is being chased by assassins. Whoever controls his card has to give it up as he disappears for a bit and comes back uncontrolled. The end result is somewhere in between Vampire the Masquerade (or rather, Undying) and Blood on the Clocktower.
Sure, the math is dense (you roll 2d6 under the difference between the attack value and the defense value, plus or minus any currency spent). Sure, it takes 9 players to really sing. Sure, multiple people can complete their objective so you need to track victory points separately to decide the real winner. Sure, you have to take the homophobia out of the Seduction rules. Sure, roleplaying is completely optional. Sure, sure, sure. The game is a mess. But it's a very playable mess. I'd go so far as to say it's an electric mess. It's shockingly (sorry) fun to play. I think the secret lies in a very clear agenda for the players, a tight boardgame-like action economy, a premise that supports hilarious degrees of pettiness, and an inter-personal experience that demands everyone pay attention to what their friends are doing.
So. Am I planning a full 9 person play-by-post game of this? Yes. Am I thinking of changing the setting and the math? Yes. Is that basically designing a new game? Yes. Should this game be labelled "Powered by Dallas" or, as one of my players suggested, "Hornswoggled by Dallas"? YES.
(This was first published in the Indie RPG Newsletter.)
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Good Omens: Lockdown and Crowley not mentioning his living situation in S2*
*till S2E6 when he asks if he can have his apartment back bc he's bored of living in his car but Aziraphale doesn’t hear bc mentally he’s in Alpha Centauri.
Having read the 'Crowley doesn't tell him' Neil Gaiman ask close to when I first listened to Lockdown (I lived under a rock until recently), my initial thought was HAS HE BEEN LIVING IN HIS CAR FOR YEARS?! but I think he was still in his apartment in 2020:
as far as Hell knows, Crowley just had a pool party in holy water (the holiest) so the higher-ups are probably willing to give him some space (plus Beelzebub is busy going on pub dates w Gabriel)
while there should be ~8 months between the end of Season 1 events (The Very First Day of the Rest of Their Lives on Sunday, Aug 25, 2019) and the Lockdown phonecall (on or near the 30 year anniversary on May 1, 2020), I can't imagine that's a very long time for Hell, especially if you're understaffed and busy dealing with fallout from Almostgeddon / going on pub dates
Shax dropping off mail and asking about the boiler seems like something one does in the first few months of living somewhere, not ~3 years in (if S2 is in 2023)
That said, I think the phone call underlines why Crowley never directly tells Aziraphale that he is living in the Bentley in S2, and it's just a great conversation (all hail Gaiman) sooo I wrote about it:
***Note: This post analyzes the Lockdown phonecall from Crowley's perspective only. Our heroine is feeling quite emotionally vulnerable at this point in time so things are going to hit him harder than they normally would.
I do not think Aziraphale meant to cause him pain (!!) but Crowley can't see that yet and I've written this post in a way that reflects that missing insight. (I explain in more detail in this reblog if you are interested) I am working on a companion post for Aziraphale's side of this conversation and how I think it affects his behavior in S2 because if we know anything about these two, it's that their exactlys are different exactlys.***
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Crowley’s habit of sleeping to skip time like an RPG character by a campfire amuses me to no end, but in this context it feels heavy. Crowley already worries about losing time with what he loves and he probably hoped things would be different between him and Aziraphale after the events of S1. But things don’t change much. Then lockdowns start, and Crowley is trapped in his apartment alone, transcendentally bored, and unable to make his brain shut up. Sleeping a month away starts to sound less awful.
But Crowley hasn’t given up yet; he’s still awake when Aziraphale calls, and he’s even giving it two more days. Was he waiting for Aziraphale to call? Is it even possible not to at least kind of wait for someone’s call when you are cut off from everything and the caller has been your only friend and crush for millennia?
Aziraphale asks why Crowley isn't "out and about" tempting people or setting a bad example and he responds:
C: Everyone's so miserable and cooped up right now anyway, and I just… well… don't have the heart for it. A: *glowing audibly* I'm not miserable~ C: Really?
Crowley sounds genuinely surprised at Aziraphale's happiness and quickly assumes it's because the angel has been around people. He's so lonely/depressed/in his own head that he hadn't even considered someone enjoying being 'cooped up'. *sob*
Aziraphale goes No actually I put the closed sign up in the window and I'm having the Time of My Life, never had so few customers, not in 200 years!, etc. Although, he says:
A: …There were a few young lads a couple of nights ago who broke in through the back and tried to steal the cashbox! But they soon saw the error of their ways~ C: *clearly amused* Did you smite them with your wroth? A: Well I certainly gave them a good talking to, and I sent each of them home with cake~ C: *annoyed, swooning* Cake? A: Quite a lot of cake, actually. C: *physically ill from having such a giant crush on this dumbass baker/security guard* eeeekkkgghhh I'm gonna regret asking but.. ...rrgh.. *30 seconds of Aziraphale joyfully describing his baking while Crowley probably tries very hard not to imagine the angel eating each item in sensual slow motion* I stg you can hear him struggling in the background once or twice
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A: …And once I've baked them, I have to eat them all myself, which was why I was so delighted— C: To send your burglars home laden with baked goods, yes, nnyeaayeah I follow…
Crowley interrupts, finishing Aziraphale's sentence in his nervous hurry to say the next bit:
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C: *loud inhale* You know, I could.. hunker down at your place. … Slither over and watch you eat cake. I could bring a bottle--a case of… something… drinkable…?
He's trying to sound so casual about it but this is someone who was rejected/abandoned by actual literal God after asking what he thought were welcome, uncontroversial questions. Asking makes him vulnerable. He's supposed to be the rescuer, not a demon in distress. He does not feel casual about asking.
Crowley knows it's unlikely but he's so miserable and desperate for company that he can't help but ask, just in case. Even the smallest chance of spending time trapped indoors with Aziraphale—with nothing to do but drink, watch him eat, and talk about things they'd normally avoid—is too tempting.
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A: *panicking* Oh I— I— I— I— I'm afraid that would be Breaking All The Rules! *nervous breathing* Out of the question! I'll see you… when this is over. C: Right. gnnehh. I'm setting the alarm clock for July. Good night, angel. *dial tone*
And just like that, Crowley doesn't need two days to decide. The depression nap doubles in length. He doesn't hear how badly Aziraphale wants to say yes behind the fear, or maybe he does and it hurts worse because why isn't Crowley enough for him? You can almost hear the spiralling:
SHOCKING, asking made it worse. It always does doesn’t it? Why even bother? you just embarrass yourself.. SLITHER over? why did I say that *grumble grumble* of COURSE His Holy Holiness, your only friend in the universe, would rather eat cake by himself while everything goes to shit than ~deign~ to have you in his presence. "AsK aND yE sHaLl ReCeIvE" bugger this for a lark im going to bed
(a bit dramatic but we've all been there)
I imagine sleep doesn't come right away. Maybe his thoughts drift to when he sat beside the angel at a dark Tadfield bus stop after a rather eventful Saturday. Crowley must've felt a tiny bit hopeful when he invited Aziraphale to stay with him: Heaven had withdrawn its favor and the bookshop was gone; Aziraphale was like him now. Didn't that mean things would change?
"I don't think my side would like that." Apparently not.
In the end, Aziraphale did ride the bus back to Crowley's apartment and stayed till the next morning when he caught a cab, but only to sell the illusion. Crowley understood that as far as sides went, the angel was still on Heaven's, even if Heaven wasn't on his.
And now this: the entire world is shut down; there is nothing for Aziraphale to do but stay in and read and bake in his magically reconstituted bookshop and he still won't invite Crowley in. Burglars and un-fallen angels only—nobody who asks questions.
So... of course Crowley doesn't tell Aziraphale when he loses his apartment. He already knows what answer he would get; the angel has told him so many times. Aziraphale is a company man first, a companion to one very sad owl when convenient.
If Crowley works up the courage to say 'please take me in, I have nowhere else to go' and Aziraphale goes 'sorry, no, far too political, but I WILL risk being erased from the Book of Life to protect this nude amnesiac former coworker who always hated me,' it's going to be too much. You can't sleep long enough for that type of hurt to go away. Better not to say anything.
"Then nothing has to change, does it?"
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matan4il · 8 months
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Daily update post:
Another independent Palestinian terrorist attack happened today, wounding two Palestinians who happened to drive by the terrorists, who intended to shoot at Israeli soldiers. The IDF neutralized them, while one soldier's life was saved thanks to his gear (I found the report on the shooting terrorist attack in both Hebrew and English, I only found the info on the two wounded Palestinians in Hebrew).
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During the International Court of Justice's decision regarding provisional measures against Israel, only the majority opinion was read out loud. The minority opinion was published separately. The short of it is that the judge from Uganda found that South Africa didn't have a right to make this case at all, and therefore decided against every single provisional measure SA asked for, while the Israeli judge had the same conclusion, and a few words to add, as a child survivor of the Holocaust. He wrote, among other things, "Genocide is not just a word to me" (a sentiment that should be shared by everyone, not just survivors of genocide, IMO) and that essentially, the ICJ became a stage to put Able on trial for having been murdered by Cain, or in Barak's words, by focusing on Israel instead of on Hamas, South Africa "wrongly sought to impute the crime of Cain to Abel."
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This footage aired a few days ago, but since I couldn't find it anywhere in English, I ended up editing it out of an article in Hebrew. What you can see here are two things... First, you'll see the Israeli Air Force following a Hamas squad, where the terrorists are carrying RPGs and going into a building. The IAF then strikes from the air that building, and what really stands out is the secondary explosions after the initial hit, indicating that the building was full of explosives. Second, you'll see Gazans evacuating to safety. As they do, they chant against Hamas. But what really got to me is how they're moving slowly next to Israeli tanks. If they were scared that the Israeli army would shoot at them indiscrimintaely as part of some attempted genocide, they would be rushing it out of there, and likely they wouldn't have even stepped anywhere near the tanks. They can walk slowly next to the IDF, because they're sure that the Israeli soldiers are NOT going to fire at them.
In the last couple of days, we've had repeated reports of Israelis being injured by Hezbollah fire into northern Israel (after civilian communities were continuously targeted, and people got killed by this Iran-funded terrorist group), and that IDF units which have concluded their fighting in Gaza, are now starting to train for a possible war in the north. Let's hope it won't come to that, but the only thing that might stop that option is a diplomatic agreement leading to Hezbollah leaving Israel's border, and there are no signs of those efforts succeeding for the time being.
The final warning before a subponea that the House committee investigating antisemitism had to issue Harvard, because the university hasn't produced the documents it was asked to, sure does make it sound like Haravard has nothing to hide...
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Today, 4 months and a day after the Hamas massacre, they started removing the ruins of houses in kibbutz Be'eri, where over 100 members of the small, agricultural community had been slaughtered on Oct 7. This is a first step in re-building the kibbutz.
And this is one of the kibbutz members, Meni Goddard.
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In continuation of yesterday's info on the number of Israelis already murdered by Hamas, and their bodies held hostage, today it was confirmed that Meni was murdered on Oct 7, and his body was kidnapped to Gaza. It was already known that his wife Ayelet was also murdered during the massacre. Kibbutz Be'eri currently has 11 members who are known to have been kidnapped to Gaza, of which 6 are bodies held hostage, depriving the dead of their right for decent burial, and their families and community of closure. May his memory be a blessing.
(for all of my updates and ask replies regarding Israel, click here)
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virtues-end · 16 days
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Hello hello! I'm a new reader and I have to say I've become obsessed with your story (may or may not have had dreams about shea......)
I wanted to ask what made you write virtues end? And have you made anything else? Just wondering if there's more goodies out there 👀
Ps which pronouns do you go by?
Hello! Welcome!
Firstly, feel free to use any pronouns. I'm pretty GNC so everything goes. 🤙
I first started working on Virtue's End in early 2020. Pandemic had just started, lock-downs in full swing, and I really was looking for some sort of escape. I've always loved reading, and writing, ever since I could, basically. So I started writing. Just some silly little scifi story that was entirely too dramatic, lol. But I found that I liked it.
And then one evening I discovered interactive novels on Steam. I stayed up late reading several very well-known staples of the genre, and I was hooked. And I'm the kind of person who, when discovering something new, really wants to try it out for themselves. So pretty much the next day, I started figuring out how these things were made, and learning how to code, all that.
At the time, I was also working on a setting for a tabletop rpg campaign. I've always wanted to DM, but I wasn't really comfortable sitting at the head of the table, and just generally being the centre of attention and just... having to do a lot of talking. So I converted some of the setting to fit the interactive game I was working on, and the beginnings of Virtue's End were born. :-)
Many of the themes prevalent in the story are things that I've always felt drawn to. Writing it just felt very natural. The words flowed. Dark (fantasy) settings have always been a big inspiration for me; anime like Berserk, Claymore, and Hellsing, games such as Dark Souls/Bloodborne (and later Elden Ring), Dragon Age, and Darkest Dungeon, books from writers such as Joe Abercrombie, Robin Hobb, G.R.R. Martin, and Sapkowski... just to name a few.
Well, I realised I just wrote an entire essay, lol. But basically I am a little dark fantasy nerd and writing is my form of escapism. 👍
As for your other question, I'm currently only working on Virtue's End, though I've also been brewing a more 'realistic' story set in medieval times featuring knights and royalty and betrayal and all that good stuff--though I suspect it'll be a while before it sees the light of day.
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insertdisc5 · 1 year
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Devlog #16: Answers and Questions
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Hello everyone! Welcome to this month’s devlog!
If you just stumbled upon this, I am Adrienne, also known as insertdisc5! I’m the developer, writer, artist, main programmer, etc of the game. The game being In Stars and Time, a timeloop RPG, which is also the next and final game in the START AGAIN series, following START AGAIN: a prologue (available here!).  You can find out more about In Stars and Time here!!! 
LET’S GET TO IT. This month is Q&A: Cohost edition!
“A Q&A again?” Heheh well I don’t have anything to talk about this month ✨ We’re working hard on finalizing the localization! And on porting to consoles! And on secret stuff! You know, the usual!!! Get excited!!! So, Q&A again 💖 And see, I asked questions for Q&As on Twitter. On Tumblr. On Discord. But some new social media platforms have entered the fray. SO.
Welcome to Q&A: Cohost edition. (Follow me on cohost and/or read this post I wrote about why I think cohost is neat teehee) (and follow me on bluesky if you want. I like it way less though. Sorry bluesky)
@ItsMeLilyV asks:
One of the bits of advice that gets tossed around by indie devs is to avoid making RPGs, especially for your first few games, because they tend to be large in scope, difficult to prototype, and easy to underestimate.
Was this ever a fear for you in making START AGAIN, or In Stars and Time? Did you take any special precaution to keep these games within a scope you could handle, and did you learn tricks from START AGAIN that carried over to ISAT when in came to keeping things manageable? Thank you!! ✨
I had no idea that was a piece of advice given, but yep, that makes a lot of sense! Since I didn’t know, I went in blissfully aware, teehee.
I will say that I am familiar with working on big projects from working on comics, and with seeing big webcomic artists always mention to never start with your magnum opus… And I could tell ISAT had the potential to be way bigger than I imagined, which is why I decided to start with creating the prologue to get used to RPGMaker as well as making games. Kind of a pilot of sorts!
Again, thanks to comics, I know to keep my scope pretty small, because even if you keep it small it WILL balloon into something way bigger than you thought. Just for the prologue, I imagined it’d be a 20mn game, and it’s easily a 2-3h one! Keep your scope small!!!
As for tricks, when I catch myself thinking “wow what if I added this cool thing”, I try to always keep in mind those two things: 1. How long will it take to implement (including bug testing), and 2. Does it add something important to the game. I know we always want to add a fishing game, or a fun minigame, but do you Need It. Does it add something substantial to the story, to the Themes. Or are you just adding it because you like fishing games. Which is a valid reason, but also, maybe just make a fishing game instead. You are not the Yakuza series!!!! You are a small indie gamedev!!!! Think about you in 4 months who has to fix all the fishing game bugs!!!!!!!!!!!!!!!!!!!!!!!!!
@stem asks:
how is it to have a piece of art that's basically done (as far as i understand) that you can't share yet? like how do you personally bide the time until it's finally ready to release, or is it not really a challenge to wait? :0c
It’s so weird!!! The game has been done for so long!!! I’m very glad I asked some friends to playtest the game, so I could at least get some feedback before the game is out… In some ways it feels like the game will be done twice: once back when I finished making the game, and once when the game actually comes out. It’s just a very strange experience. Sometimes people tell me they’re excited to find out more about this story beat, or about this character, and a part of me is like… Wait, haven't you played the game? Oh, yeah, it’s not actually out. Guess you’ll find out later.
EDIT: My god. I just checked on my private devlog for when I completed the Alpha of ISAT. It was in August of last year (I lay down on the floor and look at the ceiling) (I still had to finish all the illustrations so really the game was Done Donezo in October but still…)
anon asked:
What role did Armor Games play in creating the final product?
SO MANY THINGS. Here are some of them: support when it comes to porting/marketing/social media/localization, feedback on the game and how to make it better, community guidance, testing support, QA/internal testing… The game couldn’t be the way it is without them.
For more small details, I have a weekly meeting with my producer, Dora! We talk about the game and how everything is going. A couple months back, I also was checking in with the internal QA team fairly often to fix any remaining bugs. They also helped me find ISAT’s additional programmer, Isabella, and she is a godsend because coding is hard. They also take care of communicating with press, finding more opportunities to showcase the game in conventions, talking with the localization/porting teams… I am probably forgetting a thousand little things they did to help out!!! THEY’RE SO GOOD OK
Anon asked:
So obviously the skills/spells/what have you are based off of Rock, Paper, Scissors. Did you design each "type" to be like a certain style? Rock being heavy damage and defense buffs, scissors being speed and quick attacks, like that?
Absolutely! I just went with the obvious. Rock is physical damage, defense focused, Scissors is swords, attack focused, and Paper is magic, mind focused. It was fun to develop a spell system around those! I’m excited for people to find out more about Craft…
@nickshutter asks:
I really loved START AGAIN (streamed it for a small handful of friends) and was super happy to hear about a follow-up! The cast is so much fun and their personalities are really well-balanced—did any of the characters change pretty drastically from their initial conception during development of the game?
I’m so glad you streamed it with friends… I hope you had a good fun time…
And for sure! Isabeau and Mirabelle were pretty set from the get go (himbo and shy wallflower), but Odile started as more of a gentle teacher type, even if I very quickly went the snarky old lady route. Siffrin and Bonnie were harder to pin down– I wasn’t sure how to portray Siffrin’s despair in the prologue, and started showing them more overtly depressed, but I thought it’d be Very Yummy to have them show a happy facade to their friends. And then, for ISAT, I had to figure out what a non-depressed Siffrin would be like, for the first couple acts of the game before the despair sets in. As for Bonnie, I had a lot of trouble figuring out what they’d be like, what kind of kid they were, what their relationship with everyone else would be like, and then I thought about what their past would be like and then their characterization was set in stone. Sometimes you need to figure out One Thing to unlock a character’s brain. I’m very excited for everyone to find out more about each character in ISAT!
@SuperBiasedGary asks:
What games (or other media) lit a fire under you to create your own?
It could be stuff you liked so much it inspired, something you found frustrating because you felt an itch to do it differently, or something that made you realise humans make things and you could be one of them.
I found a lot of indie games inspiring, but I think Umineko might’ve been the one that made me go… Oh, anyone can just make a massive video game narrative. And you can make it very simple, with kinda goofy sprites, and still manage to make an incredibly touching story!
As for frustrating games that lit a fire under me, I think I’d say in general, I found issue with the classic trope of the “main character helps people and doesn’t get anything back”. What often happens in some games is that you help NPCs with their problems, sometimes helping them with very intense, complicated problems! For a very long time! And, in exchange, you get… A cool item? A nice new skill? And that’s it?
I know this might be complicated to implement on a narrative perspective, but I remember playing Persona 5, and your character just went through a very harrowing experience (like, oh, being INTERROGATED AND TORTURED BY THE POLICE) and you help your friends during social links, and they go “thanks for your help! Bye~” like WHAT ABOUT ME. WHAT ABOUT MY PROBLEMS. CAN YOU GIVE ME A HUG
So on a certain level, I wanted a game where instead of the characters around you having problems, the main character also has problems. And is subconsciously screaming “CAN YOU PLEASE NOTICE I HAVE PROBLEMS AND GIVE ME A HUG.” And hopefully, the characters notice. Winks
Hm. I do want to say I wrote most of the prologue/ISAT during the pandemic, and I felt very lonely and not supported. But then guess what. I told my friends about how I felt. And most of them told me they had no idea, and vowed to support me more. And now I’m closer to them. So the moral of this answer is, yeah, it’d be nice if people noticed, but also, you need to tell people when you’re feeling bad. LOOKS AT SIFFRIN
Anon asked:
Is there a song you listen to in order to put yourself in the sasasa/ISAT mindset?
I have a whole playlist baybee. Before you ask: there aren’t any hidden meanings behind those song choices. It’s about the Mood, and also my personal tastes in music I listen to when I need to concentrate. I like songs that go WUB WUB
 In no particular order, here are five random songs I played on repeat when making the prologue:
Future Club (Arcade Version) by Perturbator (in bold because this was THE song I listened to on repeat. I believe I gave it to Lindar for inspiration lol)
Arcades by C2C
Wake Me Up by Para One
The First Wish by DROELOE
Les Enfants du Paradis by World’s End Girlfriend
And here are five random songs I played on repeat for In Stars and Time:
Down by Chloe x Halle
Nonsense Bungaku by Eve
Non-Breathe Oblige by PinocchioP
Gentle Heart by Jamie Paige
Ready For The Floor by Hot Chip
It’s interesting, the songs I listened to for the prologue are generally more heavy and frenetic, while the ones for ISAT are more hopeful… I made sure to listen to more lively songs for ISAT, since that’s the feeling I wanted to give off…
That’s all the questions I have! In other, non related ISAT news, I have started a new project and having a lot of fun. It’s a visual novel this time. I’m hoping to get some screenshots ready in the next few months, but also I’m taking it easy on this one. If it takes years with many breaks in between to get it done, it’s fine. What matters to me right now is the process!
That’s all I have to say for today! Let me know if you have any questions, or if there’s any aspect of the game development struggle you’d like me to talk about! See you next time!!!
AND DON’T FORGET TO WISHLIST THE GAME ON STEAM ALSO IT REALLY HELPS BECAUSE STEAM’S ALGORITHM IS MORE LIKELY TO SHOW OFF GAMES WITH A HIGH AMOUNT OF WISHLISTS THAT’S THE REASON WHY GAME DEVS ALWAYS ASK TO WISHLIST!!! OKAY BYE!!!!
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fangmich · 8 months
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Also the comment about "People who want romance in rpgs are annoying" made me again realise how people who say that just don't get it.
I think I made a post about this years ago about how it's not just romance, it's part of it but the main thing I think people need in rpgs are better relationships between the people in the game. We need different kind of companionships because how else could you include your character into the world.
I felt like this in Original Sin 2. Sure my character was present but she will never be as cool as the written characters Larian created. She was like part of the world but also not important to anyone. Which is I guess ok to use as a narrative method but it feels more like a joke and a bit empty at the end.
Since I finished Pathfinder WotR I guess I also can include it as a good example why relationships are important for the roleplaying part. Not all of them were good but some actual gave me the freedom to establish my characters personality.
I think in that Awoved interview they said the game will be like Outer Worlds or it will have the same scope. Well I for example can't remember if I even had any kind of companionship with my companions in that game besides Parvati who you can create some kind of bond by relating to her or helping her in a very personal quest. I can't remember a single thing about the other companions besides the banter they had between each other. Why can't we be space buddies?? (I have more memories about being buddies with Alistair from Dragon Age and that game is centuries old!)
The other thing from that interview is this part:
The companions in Avowed will be tied more tightly to the story than in previous games, apparently, and the team wants to make sure they hit their story beats without confusing the issue with relationships. "We wanted to make sure that we were paying that off and we didn't feel ready to do romances as well," Patel says. "Especially because it gets kind of awkward if you're trying to save the world together and then you've broken up but this person is still travelling with you."
First thing it sounds like they are doing the Larian thing where they wrote cool OCs and you are their sidekick who leads them to becoming a god or something. Which is ok but do I really want to play a husk of a character?
The other thing is they did relationships in Deadfire before and I get it's a lot of work but again with the acquisition you would think we could expect more but alas. I think it would be more genuine to say no one wanted to make romances so we didn't.
The other other thing is why is it established that we need to romance companions? We spend most time with them but when they are in the way then some cool side characters who are outside of the main story but have their own thing going on are fine too?! Since when did games start to make only companion relationships/romances🤔
Like I said before I trust Obsidian to write a good story and the game will be fun just wish they wouldn't need to paddle back with the expectations which were created.
I also honestly wish people would stop and think a bit more why rpg players want deeper bonds with characters instead of calling them annoying and being happy they aren't part of the fandom. Less people who enjoy your games the less likely you will get games.
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angeltannis · 1 year
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So I listened to the entire Echoes from the Borderlands podcast #1 about BL1 and there wasn’t really too much of substance lore-wise, but the tidbits I appreciated were
-They wrote the entire story of BL1 in “about 40 hours”. Like, 1 work week. It shows tbh
-Angel’s name during development was VOG (pronounced like “vogue”), for “Voice of God”
-Tannis in BL1 was written by an autistic person! (Mikey Neumann) He said he drew on his own experiences as a person on the spectrum and how it would affect one’s reaction to trauma when writing her BL1 characterization.
-Lilith, Roland, Mordecai, and Tannis are all names from the Old Testament, but they didn’t really have any reason for doing that besides making it seem like there were deep meanings behind the names LOL
-They named the game “Borderlands” because they viewed it as an area in-between other areas (being the first RPG/shooter hybrid) . Randy compared it to an area of grassy concrete next to a highway but before the trees
-Randy originally wanted BL1’s gameplay to be a perfect loop, where you defeat the Destroyer and then Marcus pulls up in the bus and it’s the character select screen again. They added the Hyperion satellite and the Interplanetary Ninja Assassin Claptrap end scene literally just for shits and giggles and had no intention of following up on it. (They didn’t even plan to do DLC for BL1 at all)
-They started working on BL2 before BL1 even released
-Randy originally didn’t want a robot character, he thought it was “trite” and overdone, but once they made Claptrap into an annoying failguy he changed his mind and liked him.
-Before they got Cage the Elephant for the opening cutscene, Mikey wanted to try for some Bob Dylan song lol… and apparently Randy said No chance he’s gonna let us put one of his songs in this stupid ass game (not even kidding, that was his reasoning for picking another artist)
-Crazy Earl hiding behind a door was 100% a cost-cutting measure because they didn’t have the budget (or time) to design another character model
-the illustrated ink bits with Marcus’ storytelling at the beginning came from one of the guys just fucking around in After Effects very shortly before the game went gold
-it seems like the majority of this game was made that way lol. The title cards were Mikey fuckin around in Photoshop, the initial trailer was his very first trailer edit, and half the voices were just him and Randy because they didn’t have the budget for too many fancy VAs
-they like the art style of the series, but they also feel like it holds the series back somewhat. Randy mentions numerous instances of players rejecting the game on the basis of wanting something more realistic. (To which he says Fuck that lol and I agree)
-Related to that, they said they tend to focus more on what they want to create rather than how well they think it will or won’t do in the gaming market.
-They feel like developing the BL series is getting progressively more fun as they expand the world and see how far they can develop the setting, characters, and weapons.
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hypersomniagame · 6 months
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HYPERSOMNIA MARCH DEV LOG : "If you have love in your heart"
Hi! For all of you who follow HYPERSOMNIA, you should already know what the gist is here, but for those of you who are new, or just new to our tumblr, let me fill you in!
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For 2024, I am trying to release a dev log about HYPERSOMNIA once a month, may come earlier, may come a little late, but I'm doing this to help give insight on to how the game is going, and to give me motivation to work on the game.
First things first, sorry about the incomplete drawing for this month's log. I've been sitting on this drawing for months and haven't touched it, and I needed a drawing for this months log so I thought "Eh, what the hell."
For this month, things have been a bit up and down, I've been focusing on more smaller stuff in engine this month, and bigger stuff outside of engine. So there's not a lot that's been added but there is new stuff that I'd like to share. :)
I'd like to start with the smaller stuff first, since I feel like most logs I've started with the bigger stuff and kinda run out of steam by the end. So it'll be along the lines of "Small in-engine stuff > Big in-engine stuff > News/closing thoughts".
NOW LET'S GET TO THOSE UPDATES!
Lots of menu work has been done this month, which isn't very exciting sounding but it's nice to be getting this stuff over with.
HYPERSOMNIA has a smaller resolution than RPG Maker MV's default, and the thing about that is a lot of content in menus doesn't scale accordingly, leaving stuff to get cut off and preventing the player from accessing information.
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One of the things I've had to do is get the player's HP and HS to appear on the status screen. These usually appear on the main menu of the game, but since I use an alternate menu for screen space, they had to be relocated. (courtesy of SundialShark, I'm not familiar with JS so they've been a super big help with certain things in the game.)
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The game's title screen also saw a slight improvement, I found a plugin that replaces the windowed options on the title screen with pictures, making them more customized. The title screen artwork itself will be revised later, as I whipped it up as a placeholder.
Also, do you remember last month's dev log? Specifically, the part of it where I talked about the equip menu in battle? Well shortly after writing that dev log, it was finished!
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This works how you'd expect it to, you can equip/unequip eyes and give them to other party members. The only drawback to this is that touchscreen isn't fully supported I've been told, which is fine since this is a game intended for PC. It does work with controller though which is nice.
Speaking of battles, I've been working on special attack animations! I have the main 4's offense animations done.
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My personal favourite is Jack's. Everyone else does it all cool but Jack aims like he's holding a gun which is cooler. I'll probably touch up Ross' animation, since it looks kinda weird to me. I think his head might be too small.
Also, would you believe me if I told you that isn't all the battle stuff that was done this month? This is where that "Big in-engine" stuff kicks in.
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THE BACKGROUND SYSTEM HAS BEEN IMPROVED! (ALONG WITH ME DESIGNING SOME NEW ENEMIES!)
This took a bit of time to configure, but I replaced the old background system for a new one
(Which was originally set up with my buddy Majimjam of HYADES, awesome game that has a demo out RIGHT NOW!)
With Jengamon's EarthBound Backgrounds plugin, it's been really fun to just toy with it and see what I can make. I would try and run down how this works, but the funny thing is I don't even know how this works. Or, at least in full anyways. I know how to configure it and set up new presets for enemies.
That's pretty much all the in-engine stuff I've done this month, but I'm not out of stuff to talk about yet.
First, I recently wrote a thread on the RPG Maker Forums about HYPERSOMNIA, which you can read here!
Secondly, some of you might've seen this already but I decided to cut FIREBALL from the game's soundtrack fully.
There were a multitude of reasons as to why, but the biggest one is I just don't feel like FIREBALL fits HYPERSOMNIA anymore. The vision has shifted since 2021 and I feel like music for battles could reflect it better, so FIREBALL was scrapped.
The song was uploaded to my personal YouTube channel though, so you can still listen to it here.
Third, THE NEW TRAILER IS ALMOST DONE!
There's still a few things that need to be touched up, but the music and footage is all fully recorded! All that's left to do is throw it in the editor and refine it until it's finished.
I'm very proud of this trailer so far, and I think it'll blow every other trailer I've made out of the water. My goal for this trailer was to improve the editing and I think that's definitely one of the highlights for this trailer.
I'd really like to post a quick sneak peak, but everything about this trailer I feel will be such a surprise that I don't want to spoil it. You'll just have to wait for the Mother Direct!
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And that's it for this month! Slow but steady progress is how I'd sum up March. I'm definitely looking forward to the future. Mostly because I'm going to a restaurant with family later today, but next month will have more in store. Like my birthday! Big things coming.
Thanks for reading to the end of the dev log, same as always, these are fun to write. I appreciate you reading them!
If this is your first log you're reading, or even your first time seeing ANYTHING relating to HYPERSOMNIA, I got a whole bunch of links for you to check out if you wanna know more about me and my stupid little game.
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Off-topic weekend: My top five games of 2023!
Hey folks! How's Splatfest going? I've had mixed success so far, winning two 10x battles but losing a 100x, which evens out, right?
But let's not focus on that, this is the off-topic post of the month, after all. In 2023 I played an unusual amount of brand-new games, and I like talking about the stuff I like, so let's real quick go over my favourite games of the year, in order!
Starting with:
5. Wildfrost
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Wildfrost is a roguelike deckbuilder about disparate tribes banding together to fight off a supernatural, eternal snowstorm. Over the course of three areas and many battles you assemble a deck of allies and items, augment them with upgrades, and face off against a whole slew of unique and challenging boss battles. The thing I wanna highlight about this game is just how gorgeous the presentation is. All the character designs are delightful, and the way everything bobs and shakes as you pick cards to play or reposition feels just right. The soundtrack is also a complete slam dunk, using a ton of traditional instruments to help sell the vibes, whether they're cosy like in your hubtown or intense like the battle themes. If you like games like Slay the Spire or Monster Train then this is definitively a game for you.
4. Cocoon
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Cocoon is a puzzle game about exploring alien landscapes with tools that are also full-on worlds in themselves. As a little... alien? Moth? Robot? As a little guy, you're tasked with solving a wide variety of puzzles by using differently colored orbs that, when placed on certain pedestals in the environment, opens up portals to entire new realms. Nestling realities within other realities and traveling between them soon becomes a core facet of your problem-solving, and the beauty of Cocoon is that its puzzles thread this extremely thin line where the solution is neither too hard or easy, but will always be very satisfying and frequently mindblowing in the way it makes you bend reality(or realities as the case may be) to your whims. Cocoon is lean, slim, and polished, and likely won't last you more than ten hours, but those ten hours will leave you feeling a smart and satisfied in a way you've never experienced before.
3. Remnant II
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In 2019, Remnant: From the Ashes asked a bold question: "What if Dark Souls, but guns?" The answer turned out to be that you got a fun, interesting third-person shooter with defensive play inspired by Fromsoftware's lineage of action RPGs but with a greater emphasis on co-op play and replayability, and in 2023, that game got a sequel that looked to expand on all of its predecessor's most interesting ideas. One of the most impressive things about remnant II is just how much content it has that it doesn't show you, because it's designed around the core idea that every player's first playthrough feels different and so it only shows you a sliver of its hand in every playthrough, confident in its breadth of content to such an extend that the game let's you roll an entire new randomized campaign with a single press of a button. I'll admit that out of everything on this list, Remnant II is probably the most "by-the-numbers" game on this list, in part by virtue of being the only sequel on it, but I had a blast playing this game, and if you're looking for something to play with a friend or two, then I think you will too.
2. Cassette Beasts
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Cassette Beasts is a creature-collector RPG in the style of Pokémon, and I actually already wrote a whole post about Cassette Beasts earlier this year, but I want to reiterate that this game is really good. In a lot of ways, it feels like Bytten Studios, the developers of Cassette Beasts, took the formula of the DS-era Pokémon games and utterly perfected it. It's got a big open world for you to explore, deep and snappy 2v2 combat, over 120 monsters, all of which can be fused mid-combat as the ace up your sleeve. Rather than type weaknesses just increasing damage, they inflict various buffs/debuffs that add a lot of complication to battles and force you really consider your team composition. There's adjustable difficulty, including a built-in nuzlocke mode. There a bunch of cool companion characters with their own entire storylines, and most of them you can romance if you'd like. If you like Pokémon or the whole creature-collector RPG genre as a whole, then you need to play Cassette Beasts, because at the moment I really do think it's the king of the genre.
1. Lies of P
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Lies of P is an action RPG of the Soulslike variety, taking a stab at replicating the formula that made Fromsoftware and their critically renowned games such a household name. I like Fromsoftware and their games lot, Bloodborne, Dark Souls 3, Sekiro, and Elden Ring are all pretty high on my list of favourite games of all time for their excellent world design, wonderful atmosphere, and captivating combat. I mention all of this so that you understand that it's a big deal when I say Lies of P is so good that it sometimes beats Fromsoftware at their own game.
It's not a game without flaws. I found the english localization to be awkward and stilted, sometimes to the point of being distracting, and its level design is very simple, especially compared to its peers. What sets Lies of P apart however is that it has the best goddamn combat in the genre. Explaining why I think that would take a lot of time, and this post is running long as is, so to keep things short the gist of it is that Lies of P manages to make your offensive and defensive tools flow into each other seamlessly, with dodges, blocks and parries allowing you to keep up the pressure even as enemies are attacking. Couple that with a ton of different weapons, all with their own special moves, most of which you can take apart and combine with other weapons, and a mechanical left arm that can be equipped with a variety of tools like a flamethrower or a grappling hook, and it results in one of the most nuanced combat systems I've ever seen.
I adore Lies of P. I bought it at the end of December, beat it once, and I am currently doing three more playthroughs with different builds, weapons, and restrictions. I've never enjoyed mastering the systems of a game as much as I have playing Lies of P, and that is ultimately why it's my favourite game of 2023.
And that's the whole list! I hope something I featured here caught your attention, and I'm very curious to know what y'all's favourite games of 2023 were, so go ahead and tell me below, if you'd like. Happy continued FrostyFesting!
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crystaljellie · 2 days
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Having so many ORV AU thoughts but not having the time to write them all is so tragic
But I can't be the only one who knows of my ORV x MHA AU so I'm gonna ramble about what I have here!!
Before I start any proper ramblings about the AU here is a small intro that I wrote for the AU when I originally intended to make it a fanfic!!
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Yoo Joonghyuk was a man I had always envied. I had spent my childhood years with him, the formative years in which had shaped me as a person. No, with him isn’t right. It’s more so I had spent those years watching him, the strongest kid in class, the most admired the most feared. Yoo Joonghyuk was a shining example of what all parents wished their kids would be, most could overlook his frosty attitude in favour of his quirk.
Yoo Joonghyuk’s quirk was, far from normal. There wasn’t any other quirk like it in recorded history. There were so many different facets to it, with so many skills and abilities he could unlock as he “levelled up” his quirk. It was uncanny, it was almost as if he was the protagonist of some sort of RPG. So that’s what they named his quirk, “Protagonist.”
There was only one other person who had a quirk even remotely similar to Yoo Joonghyuk. And unfortunately, it was me. I can’t say it helped with my envy of him. His “Protagonist” quirk versus my “Bookmark” quirk it was clear which one was superior. In this type of society, a quirk that could copy other people’s quirks was commonly looked down upon, and classified as a villain's quirk. So that was the way I was treated for most of my life, as the villain counterpart to Yoo Joonghyuk’s righteous hero. And because of that, I envied him.
Of course, bookmark itself wasn’t the only part of my quirk. But I hadn’t yet been aware of it myself, the fourth wall. My quirk was really a quirk that could only be utilised by a reader.
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Okay!! So now with that out of the way let me get into explaining their quirks!
Joonghyuk's Quirk is basically how his skills function in ORV because I think he deserves to be overpowered, of course, he doesn't have his regression stigma nor does he have a sponsor constellation. He unlocks more of his skills the further he progresses in his training or during significant events during his life. The skills he has access too are accessible on a videogame screen just like in ORV it's like a skill tree
Dokja's Bookmark quirk though is slightly different, because Bookmark works the way it does in ORV as does fourth wall but bookmark isn't part of Fourthwall they are separate quirks, I still haven't decided how he got the second quirk I'm working on that (and if anyone has any ideas let me know).
Sooyoung's quirk is where I branch out from the ORV versions slightly more, basically she's really good at lying, that's not her quirk but it works with her quirk, in short its like anything she can convince other people is true manifests into reality!! It doesn't have to be spoken either, if she can convince someone a drawing is actually a photo or a fiction book is actually factual then that works too.
The drawbacks for most peoples (ORV) quirks are the probability effects, for example, the more outside the realm of reality Sooyoung's lies are the more she physically suffers from it to the point it could result in death.
I think Heewon deserves to be able to infuse all her weapons with fire and that's her quirk, but I also want the fire to be golden because I also think she deserves that
The kids are just beast and insect tamers respectively and I have no other ideas for them I'm sorry :(
Lee Jihye can control the ocean but with the rule that she can only do this while she is standing on a sea vessel, I like to imagine that she controls the ocean like shes puppeteering it, using strings and all that
Lee Hyunsung is kind of like TetsuTetsu which is kind of sad to me I think he deserves more, so I think he can not only reinforce himself with steel but anything he touches (and that he wills) so he's like the ultimate defense guy ever.
Mia's quirk I have actually pulled from another fanfic I'm writing for her which is ORV from her perspective- not the point anyways she has a bubble pop quirk as I like to call it forms a protective bubble around her and pops sending people flying when someone touches it. I also think she would have slight healing abilities shes Yoo Joonghyuks sister she can be overpowered too she deserves it.
(Still working on Sangah and Seolhwas quirks as long with some of the constellations they have me stumped :( )
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In terms of plot I want it to be pretty different from the MHA plot, like I'd keep the LOV and AFO but class 1-A and maybe Aizawa too are all replaced with the ORV cast, so dynamics are really different leading to a lot of different events. And KDJ and YJH have a massive rivalry even though they both deny to anyone who asks that they have a rivalry (just like how deny they have crushes on each other but again not the point)
Was even thinking of maybe having a plot arc where Mia gets kidnapped and meets the other kids (Jihye, Gilyoung and Yoosung) and they don't have family so when either Mia breaks them out or the heroes come get them she just forces her brother to adopt them all or they get adopted by the school faculty.
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Anyways that is all the thought I have on that AU so far :3 I'd love to hear everyone's thoughts on it
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red-umbrella-811 · 7 months
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Okay, so I wrote this on reddit to a depression doomer, but I want someone who might have an iota of openness to considering it to read it, so I'm posting it here. I assume there will be doomers here too, because depression is depressing. All of these things are things that I've tried, and all of them are things that have made my life better than it was before. All of them I have started in an incredibly janky way and they've still helped. If anyone is interested (or I receive the same combination of depression-based hostility and intense focus), I'll make separate posts on how to actually do the thing.
Things that might make a person's depression improve that don't involved going to a therapist:
Aerobic exercise 4x/week
Membership in a community/close relationships/human touch/human interaction. I'm bundling these together, because in a practical sense, you're making about the same decisions yourself, and the interactions with other people will follow. I recommend finding a "Third Place," such as a sports league or dance community (see exercise), game/knitting/metaphysical store, bar, cafe, meetup group, adult learning class, regular volunteering gig, music venue, RPG group, book club, brunch group...you get the idea. The best ones are open to the public if you're socially isolated or looking to date, because you'll meet a greater variety of people, but anywhere where the same amorphous or literal group of people shows up at a place and time will help you build relationships.
Omega 3 Fatty acids, Vitamin D, Vitamin B-complex, Magnesium: I'm not a doctor and this is not medical advice. They might give you energy and run your body more smoothly.
St. John's Wort: I'm giving this its own thing because the above are supplements that the body gets in its diet, this is a drug™, but you can purchase it over the counter. It inhibits the reuptake of serotonin, dopamine, and norepinephrine, for which there is some evidence that it helps depression on a chemical level. It has mad drug interactions and PLEASE do your research before taking it.
A lot of things in the cognitive behavioral therapy realm. Gratitude practices, affirmations, I'm sure there are CBT workbooks for depression that one could find. The idea is to reframe your thoughts to make sure they are a) true and b) priming you to feel emotions and take actions that will make your life suck less.
Going outside. Living in a suboptimal space is depressing, and so many of us do it. We do better when we see and hear trees. We do better when we see and feel the sun. We process things when our brains run electricity back and forth between the two sides, as happens when walking (drumming is also good for this, or bilateral stimulation from something else).
Accomplish things. I know. This, even more than the many difficult things I've listed, probably feels impossible, but I'm writing it anyway, because it really does help. If you have small tasks you've been putting off, try and get one done. Break up big tasks into accomplishable steps. Not like "Clean the house" to "Clean the bathroom," like "Clean the house" to "throw all the trash on the couch in the trash can" or "get out all the products to clean the bathroom" (the second kind doesn't vibe with me but some people like it)
You'll notice none of this is going to fix the world, except for the shitty little corner the person doing it is sitting in. That's the point. There is so much wrong with the world, and it asks a lot of us to fix it: our labor, yes, and also our joy. And also, our ability to get out of bed in the morning, our ability to send emails, our ability to check in on each other, our ability to keep ourselves out of entanglements with the state and other institutions. I'm not saying this because it's fair, I'm saying it because it's the way out I see in front of us.
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indierpgnewsletter · 10 hours
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Counting Debt in Urban Shadows
I’ve been playing Urban Shadows 2e recently. It’s an urban fantasy game from Magpie and the first edition is pretty well-loved. It’s probably not as universally admired as their superhero game Masks but it’s up there. It was one of those games that demonstrated that Magpie had a winning formula with PbtA that they could deploy across different genres. The genre in this case was “what the designers wanted Vampire the Masquerade to be”. You’ve got vampires, werewolves, imps, fae, humans (john wick, constantine, suchlike) and they’re all dressed in black, wearing shades, and scheming (flirting) in the night.
There’s lots of interesting bits of design here, but I want to talk about Debt.
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In Urban Shadows, debt is a primary pillar of play. It’s the heart of the social and political game. You gain a Debt on someone when you do them a favour or overlook harm they did to you. (And they gain a Debt on you if they do you a favour, etc). You can spend that Debt to make them do a favour for you and some other stuff. This is essential because the game doesn’t have anything automatically uniting the players. The characters are not the same party or crew and probably don’t have the same goals. Without something pulling them towards each, you’ll end up with a game where everyone is just playing in parallel tracks.
Now the tough part: I don’t like Debt. And as we play the game, I can’t help but think about other games that tackled this problem differently. Like Last Fleet, which I wrote about here. But whether I like it or not, there’s something interesting happening here.
The key detail about Urban Shadows is that debt is a currency. Now, that is a technical game design term for anything you track and spend. But here it’s true in a deeper sense. The model for how Urban Shadows thinks about debt is basically currency. Debt is something to be accumulated and spent, to be traded and consolidated and leveraged for power. You’re supposed to be thinking about debt. You’re supposed to be earning it and exploiting it.
To go back to Last Fleet, there is no currency there. There is an exchange but it is immediate and personal. Two people need help and so they help each other. It’s transactional but it’s not abstracted away. It’s not transformed into something transferable. There is no book-keeping in Last Fleet, both literally and figuratively. Urban Shadows is about the book-keeping – everyone’s an accountant with a ledger showing how much power they have.
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And my problem with being a sociopathic bean-counter is not with the sociopath part (that comes naturally to me), it’s the part about counting beans.
The symbolic or metaphorical resonance of debts is strong. Everyone’s caught in the teeth of the debt economy. But at the same time, it’s so fragile. A debt isn’t a big deal. You can cash it in for a moderate favour. What’s a moderate favour? It’s not clear. But it’s definitely not a big favour. You can start with 3 debt on someone. That sounds like a lot. But I’m not sure if it is.
Also, you can just refuse to honour a debt if you want. Really. It’s fine. The worst that happens is you lose debts from other people. But if you’re the kind of person who refuses debts, you’re probably not amassing them in the first place. So you can technically just opt out of the debt system and still be powerful and cool. Welp, there’s the teeth of that metaphor gone now.
If I’m going to be a sociopathic bean-counter, the beans better be worth it.
(This was first posted on the Indie RPG Newsletter)
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