ffxiv garlemald discourse is so funny because people will go "ugh people just cant stand it when things aren't black and white" and then you look at how the empire are portrayed in stormblood and shadowbringers and its like hm. that seems like a pretty intense and accurate display of violent imperialism to me! Wow I wonder why people in this day and age may find it hard to feel sympathy for them or even hate them on principal. god its such a mystery.
the games like 50/50 to me on how it tackles these themes because I actually like the garlemald arc in EW, I think it has a lot of horrific and powerful scenes depicting how self destructive fascist propaganda and beliefs are, but I also think it doesn't go far enough on some fronts. the garleans' xenophobia is most notably and obstacle to getting them to accept the contingent's help, which is what they're there to do,
but there's never an admission of harm from any garleans on the uuuuuuuuh massive amount of war crimes the nations around them are still suffering from they're just kind of like "we misjudged you...but you actually wanted to help us all along" like yeah thats great now can we get you all some deprogramming because you keep talking about returning to your prime and glory days and I think we need to unpack some stuff you really SHOULDNT return to. im not even really talking about EW proper but the patches where things are a bit more chilled out and people are recovering.
It feels like they wanted to have their critique of imperialism and also have things end with the beauty of human connection and reaching out and these things just don't mesh well because hey a lot of your modern day audience is not gonna like having to treat people yelling xenophobic things at the cast and your character with kid gloves after you showed them hours and hours of the awful things these people's beliefs have done. especially in the present day hoo boy.
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"Can transmascs even make good music" YES!!!!!!!!!!!!!!!! THEY JUST ARENT POSTING IT. i know he's out there i know my boy is out there he's just literally never going to record a song he probably doesnt even use the fucking internet he lives in a secluded cabin in the woods. i know this and i'll find him and i'll come back and recite the songs for you bardstyle
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honestly. being real. ive looked into a lot of various indie ttrpgs that haven't spoken to me, and i end up just coming back to D&D over and over. and i think i finally fully understand why that is.
D&D is very heavy on rules for what can happen in combat, but fairly light on rules for when it comes to story structure and roleplay. as a result, roleplay scenes feel a bit more natural and flowing, with the only mechanical aspect being the occasional skill check for like, intimidation / deception / persuasion / etc. but then, unlike the roleplay, the things that can be achieved in combat are pretty strictly regulated. this is fun for how i like to roleplay, as someone who used to do a lot of freeform RP--the problem with freeform RP style combat sometimes is that if you're RPing combat with someone who gets really wound up about making their characters always win, it can be really fucking hard to counteract the shit they have their characters pull out of their back pocket. having a VERY clearly defined and strict set of rules for specifically combat makes it so that when combat DOES happen, people can't just Say Shit about what they have their characters do--they have a limited character framework to work in and a limited set of tools that they can work with, and enjoyable combats come from using those tools in that framework creatively, effectively, and excitingly. this makes combat feel like it has genuine stakes, and when done right can be very intense and exciting. and then when you do actual like, character interaction and story building? there's just not a lot of strictly defined rules for what can and can't be done in those realms, both for a player and the DM. there aren't any constraints on the structure of the narrative that the DM presents, which means it's fairly easy to rip out the pre-packaged D&D lore, re-fluff a few things that heavily reference that lore, and just homebrew your own story structure and lore and world and characters and pantheons and the like.
my problem with a lot of indie TTRPGs is that a lot of them are married to either a very specific story structure that the system mandates that you follow, or a very specific pre-made world that the system is mechanically built to form around, and that level of pre-determination doesn't interest me either as a player OR as a GM. like these are fundamental rules in these systems that would gut it if you tore them out and replaced them with something else, which means that if you tried to go against those premade structures/settings, you would basically have to homebrew the entire goddamn thing from scratch anyway. D&D's relative rules-heaviness of combat and rules-lightness of roleplay makes it easier for D&D to provide me the kinds of stories that i actually want to participate in, even if people insist it's not as "flexible" as many people think it is. like. yes. don't run a regency romance game in D&D, obviously. but if ur running a high fantasy type of game focused on adventuring, D&D can be adapted pretty well to a homebrew setting and world with minimal effort.
and tbh, i really think that's why it has the cultural dominance that it does, and why i personally keep engaging with it as a ttrpg even as people yell from all sides to play something else. "just do freeform RP!" ive done freeform RP. it's good for character building and dialogue and intrigue and sex but it fucking sucks when characters have to fight. i fucking hate it when im trying to RP fighting in freeform RP and whatever person im fighting against just keeps fucking kicking my ass no matter what i have my character do because my RP partner is so invested in forcing me to lose or give up that they just pull whatever the hell they can think of out of their back pocket to beat my character into submission. at least with an incredibly well-defined set of rules for how combat works, your opponents are also working in a limited framework with limited tools, so even if they do fucking kick your ass, it doesn't feel completely stupid and arbitrary, and since opponents' attacks are governed by dice rolls almost as much as players' attacks are, the amount of arbitrariness in the combat is not wholly stacked against you unless you're fighting against something that's WAY out of your party's league--and even then, those creatures and people are still going to be bound by their dice rolls as much as you are, they might just have better bonuses and/or fewer penalties to make things a bit more favorable for them. that horrifying fucking monster you're fighting may have an insane bonus to attack, but it could still roll a critical fail when it tries to attack you, just as much as you might roll a critical fail to attack it in turn. everyone operates under the same rules and will have similar limitations placed on them by those rules, and participants have much less leeway to make their characters' combat prowess be whatever the hell they want whenever anything even mildly threatening happens.
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