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#but also just D&D is a system built for a very specific type of story
canyouseeher · 4 months
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This most recent FHJY episode has, I think, finally radicalized me against D&D. There are just so many story beats that I feel like got lost because the system, in many ways, requires a fight to the death.
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callistosposts · 2 months
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Hey Chat.. I would like your indepth opinion on Hades... How did u create their design... Which ships containing them do u fw... Why do you personally think they got flung out of the solar system.... Do u think they could get back into the solar system....
🫣 Stare.
oooh i like this :D THIS IS GONNA BE A LONGGG POST
for Hades design it was really a matter of how I make a character as mysterious but still interesting as possible - his design is very subject to change once we learn more about him, get to know his personality and stuff
for now though, i wanted him very neutrally aligned, i didnt want to make him seem evil nor did i want to make him look innocent cause theres no confirmation of either of those things
so his design, hes kinda a demon, hes got priest-inspired religious type clothing though instead of crosses its stars and such cause obviously religion is man made. but i still kinda wanted to dig into that religious trauma type feeling
because religious trauma is often built on the sense of being betrayed - betrayed by higher powers, betrayed by the people who you thought were trustworthy
being told your evil or wrong for something you did, whether its something thats not bad at all or maybe you did do something bad and instead of helping you instead get ostracized and told your spawn of satan
thats the feeling I've gotten from the whole story of jupiter and saturn, these big strong planets who are clearly looked up to as higher power, kicking out and clearly, in the past, seeing this smaller, more vulnerable planet as evil
so thats how i got the design , i built it off the connection of religious trauma
also i was listening to Hells Comin With Me
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for why I think he was kicked out, I honestly dont know, I cant really come up with anything definitive
ive seen a lot of interpretations, but a lot of them kinda bend space history or make little to no sense so I havent really been able to come up with anything
if I HAD to say something id guess - his existence messed with the gas giants orbits some to the point where it was causing accidental or purposeful damage that left things a little messy
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I don't think he would be getting back into the solar system, i just dont find that being a canonical move solarballs would do considering hes a theoretical planet
i find it much more likely for Hades to be an occasional character that pops in every now and then, maybe cause a little mischief, drop a space fact
even if the direction they go with Hades is to make him want to come back , I dont believe he will be let back
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OKAYSHIPS ... more silly thing...
ive mentioned before I like Hades x Neptune, I know a lot of people have seen them as siblings and ifff they do go down that route ill immediately back off from that ship but FOR NOW . WITH NO RELATION CONFIRMATION. i think the idea of Neptune x Hades is cute,, specifically past wise, before Neptune lost his mind and such
ive drawn Uranus x Hades before on request, i have no idea where it came from , but I always think shipping Uranus with others is silly fun cause I get to draw him flustered , so 8/10 for me
i think those are generally the only ships I've encountered with him, i dont actually have any problems with any others though I just dont have any I heavily am die hard for and have actually encountered before
if you drop me Jupiter x Hades id probaly eat it up, I am not hater im a LOVER !!!
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brotrustmeicanwrite · 8 months
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How do you balance maintaining a consistent writing routine?
Oh boi if only I could actually do that. Ok here we go~
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Writing Creating Consistently
Creating consistently is one of the biggest challenges for any creative out there, not just writers. But despite so many people experiencing the same exact problem there is no universal solution. And the reason for that is simple: every person is different and the reason behind their struggles are just as diverse as humanity itself. For some it’s just difficulty keeping a habit alive, for others it’s circumstances of life and for people like me it can even just be their neuro-type.
But it’s not like there’s nothing you can do. So, here are two ideas to try to write more consistently, for both the organised and the chaotic:
Journaling +
This idea works best for those who don’t struggle too much to keep a habit alive or those who already journal or do something similar regularly anyway. Basically all you do is add a daily writing task to your routine. It can be anything like writing a short paragraph, working on character details or even just researching something. What exactly you do doesn’t matter as long as you’re doing something. But the most important thing to keep in mind is to keep the task tiny.
Once we start doing something, more often than not, much more will follow naturally. But if we make the task too big, we risk ending up dreading it. For that reason, your daily task should be something easy that can be done in no more than 5 minutes. That way you’ll get the satisfaction of doing something almost every day and don’t disappoint and demotivate yourself with piled up days of being unable to fullfill your goals.
Tiny Book
This technique works best for the more chaotic (and/or audhd) type and is the one I personally use for both writing and art. The basic idea of this technique is to simply always have something on you to catch your random bursts of inspiration throughout the day. For most people this will probably be their smartphone and maybe one of those cheap mini pens with the rubber stylus at the end. If you don’t like the notes app or just writing stuff down in a text document (or a hundred separate ones) here’s some apps that I use(d in the past):
Obsidian - very similar to a notes app, except you can link documents and build your own little Wikipedia. Including the clickable links within text and all.
Concepts - gives you an infinite canvas to take notes and draw stuff like mind maps. You’ll need a stylus for this one if you don’t want to write with your fingers. There are in app purchases but you really don’t need them and I’m using the free version with no problems too.
Campfire Blaze - (also as website) is specifically built to plan and share your writing projects. It has a lot of pre built functions to plan characters, maps, lore, magic systems etc.
Story Plotter - very similar to campfire except the focus is on structuring your story. A lot of people swear by it but I personally can’t give much more details because it just isn’t my style of program.
If you’re more of the traditional type though, get yourself a small notebook to always (and I mean always) carry around. Preferably a durable one that fits in your pocket and has a loop for a pencil. Also I recommend using a short technical pencil with an eraser at the end to avoid having to carry that and a sharpener around. Remember, we want the most comfortable quick and easy access so it doesn’t become a hassle to always have access to your materials.
On that note,
Why oh why, IKEA, did you stop making those cute but sturdy notebooks? That’s it, we’re breaking up. Søstrene Grene, you’re my new paper supply girlfriend. You may be more dainty and delicate, less sturdy than Ikea, but at least you’re there for me.
Ok but seriously, tip for the artists: søstrene grene has those teeny tiny blank books with really nice paper (easy 100+ pages) that fit into even a women’s front pocket and are perfect for quick thumbnailing. Just make sure to enforce the binging by putting some washi tape ore sum around the edges and glue it down on the backing bc they fall apart easily.
Anyway
Happy writing creating <3
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syekick-powers · 3 months
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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.
#sye's babbles#i also think that people who holler about 'forcing D&D to tell unfitting stories' are seriously overestimating how many ppl actually do tha#like. D&D has certain aspects of how it works that are pretty useful building blocks!#i like the idea of the six ability scores and the skill system!#im not super fond of how magic works in D&D though#which is why one of my projects of trying to homebrew my own TTRPG game was like#taking some of D&D's fundamental building blocks and then remaking the magic system how i personally wanted it to work#because there are certain elements of D&D i do LIKE a LOT!#and i dont think there's anything wrong with borrowing some of those elements to build off of when you're making a homebrew system#like i understand the desire to encourage people to play something other than D&D#but some of us have looked into the systems you're recommending and just.... didn't like them!#like a lot of the time the shit people recommend are not what i am looking for in a TTRPG#and a lot of people seem to misunderstand that#the basic idea of Adventuring as presented in D&D is a fun baseline to work with!!!#and while i understand some people might be more interested in trying out other story structures or genres......#i like the genre trappings of D&D and adventuring and doing quests and shit like that.#i really do enjoy it as a genre of storytelling on its own.#i get that some people want to do horror or other shit like that#but please understand that i just want to toss 3-6 gay little dudes me n my friends create into a group#and watch them battle monsters and solve problems and buy magic items and shit.#stop assuming that everyone who plays D&D only does so because they dont know any better#i play D&D because i enjoy it!!! ive been playing TTRPG since i was in middle school and i've enjoyed it this entire time!!!!#if you wanna play other indie RPGs thats totally fine but ive seen other systems and they just dont interest me#and it's NOT because i am inexperienced with TTRPG in general#the first ever TTRPG i played wasn't even IN D&D it was in BESM#my formative TTRPG experience was NOT D&D and i still choose to engage with it because it makes my brain go brrr while other systems do not#[old man voice] get off my fucking porch and let me enjoy my day
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tailoroffates · 2 years
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Hello hello! The snippets from your find the word answers were very interesting! I would love to learn a little more about that world you've got brewing. Really a free-range topic, but I know sometimes having a point to start is nice, so no need to answer all of these: Where the inspiration for this world come from? Is there an element of the world building you don't expect to make an occurrence to the reader that you are really happy with( like a problem that you solved, an interesting and unexpected interaction, etc.)? Or is there an aspect of the world building you aren't quite sure about and thinking out loud(or typing lol) may help work through? Just a few ideas but really use this as a space to really gush about your story and world!
Hmm... Thanks for asking about it! If I'm being honest I loved your snippets from the Heads up 7 up game. You have a gift for describing scenes and I found myself completely immersed in the writing, especially when the first line of dialogue popped up. I just didn't say anything because I'm new to Tumblr and not sure of the etiquette of replying/responding yet. :D
As for your questions, I'll answer them in numbers.
My true inspiration actually came from mental illness. I have Agoraphobia and though it's improved, initially there were 4 years that I was so darn anxious that I couldn't leave my house at all (not even to go out to the backyard). I dealt with that anxiety by building a world of my own that I could enjoy, which I knew the rules for. One day, my partner found my binder of chapters, race designs, kingdom descriptions/maps, creatures, and plants and they were like, "Ohmygod! You have to do something with this!" That's when I decided that I wouldn't just make a book out of it. Since then I have built the overview for a full book series and I'm also now building a TTRPG inspired by D&D. It's been quite therapeutic if I'm being honest. The existing inspirations for my lore are LoTR, and Avatar - the last Airbender.
Sort of. There's a chapter where one of my OCs is being attacked by an assassin and disarms them, so they knock him into a lake and sink with him. The assassin got a breath before the fall, my OC didn't. The OC begins drowning and a previous chat with his mentor about the most important aspects of fighting in water pops into his head. He was told that the main 3 principles he needed to pay attention to were, elemental abilities, stamina, and lung capacity. So, as the OC begins to blackout and thinks about how he could possibly survive this ordeal that chat begins repeating in his head and he gets an idea. So he begins transforming into a Lycan (werewolf) underwater and kicks off the floor of the lake, allowing himself a brief moment to surface and take a breath. Due to the fact his transformation causes him to grow a full-size class (from medium to large) his lung capacity increases and he uses the surprised gasp of the assassin as his cue to pull them back underwater, instead drowning the assassin.
Yes actually. I've been having issues naming certain aspects of one of my magic systems. It works like this: The system is called "Elemancy" and the general idea is that it allows certain races to manipulate the elements. The main forms of Elemancy used are Geomancy (earth), Hydromancy (water), Pyromancy (fire), and Aeromancy (air). The issue I'm having is once you learn all four natural Elemancy types there are several subtypes and a new tree of abilities opens up leading all the way up to the ability to manipulate cosmic energy, but I can't find a good name for metal, or cosmic. Metalmancy, ferromancy... Neither sounds good, and ferro refers to iron specifically, when the ability involves all metals. Same with Cosmomancy, or Spacialmancy. None of those hit the ear right, y'know? Any ideas?
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floorinsite · 1 year
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scattered-winter · 2 years
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well well my keyword for you is: magic system. do you have one and is it hard, soft, something in between??? tell me about it :D. also hope your day has been nice <3<3<3<3<3
I'm pulling from the jaykyle fantasy au that's been gathering dust in my docs for ,, nearly 6 months now lmao!! but I'm super proud of the magic system I built for it and tbh I love it so much I might implement some aspects of it into some og fantasy stories I have because it's sooo <333
it's.....somewhere between hard and soft, I think. like. the system is built around color (like lantern rings), so certain "colors" of magic can do things that other colors can't, but even then there are exceptions. there's some really big, very fundamental, completely unbreakable laws that apply to all magic types, and there are smaller rules that might apply to only a few and that could be bent/worked around if so desired, so I think it's a solid mix between hard and soft <3
every main lantern color is a specific type of magic, but colors can also be combined to make subtypes (kind of like how some firebenders can also redirect lightning in avatar the last airbender).
red = blood magic
orange = alchemy
yellow = mind magic
green = glyph/construct magic
blue = healing magic
indigo = flora/fauna magic
violet = star magic
black = death magic
white = life magic
blood magic at its core is the most powerful when the user draws his own blood, but some groups of blood mages have started using the blood of other people/animals which isn't as effective but its easier to harvest someone else's blood than your own. mind magic basically means that a yellow mage can manipulate someone with hallucinations, visions, or even by tampering with their emotions. green magic creates constructs, and the more powerful green mages can make glyphs that have gravitational/propulsion properties (inspired by these glyphs from rwby). indigo mages can control plants and animals, and each mage usually specializes in one over the other. star magic draws power from the sun and stars, and some mages literally suck the life from the stars to power their magic.
red/orange = blood alchemy
red/yellow = earth magic
red/green = air magic?
red/blue = water magic
red/indigo = fire magic
red/violet = storm magic
red/black = hollow magic (sucking life from living things for spells)
orange/yellow = academia magic (spellbooks, chalk circles, etc)
orange/green = trick magic (illusions)
orange/blue = advanced healing magic (slowing aging, replacing limbs, etc)
orange/indigo = herb potions
orange/violet = constellation magic (star positions)
orange/black = death alchemy
yellow/green = creation magic (creations with minds of their own but no souls)
yellow/blue = soul magic
yellow/indigo = animal magic (channeling animal auras)
yellow/violet = emotion magic
yellow/black = terror magic
green/blue = repair magic
green/indigo = growth magic
green/violet = summoning magic
green/black = dark glyph magic (using your own or other life forces to power glyphs)
blue/indigo = healing magic (specializing in plants/animals)
blue/violet = clairvoyance magic
blue/black = aura magic
indigo/violet = celestial magic (sun and moon)
indigo/black = decay magic
black/white = lazarus magic
I'm still not sure how the main strains of color magic coincide with the combinations, but ideally a red mage would be able to at least dabble in all the red combinations. the rules get kinda bendable on the individual color level, but the overall sphere of magic has some very strict fundamental laws. the biggest and most important: everything has an equal and opposing force. black magic is very powerful and terrifying, but white magic is just as powerful, and they cancel each other out. no spell is completely invincible from other spells, because no matter how many safeguards there are, there will always be something that can counteract.
send me a keyword and I'll tell you something from my brain (aus, ocs, etc) that relates to it
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omnipah · 4 years
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re: your tag - tell me more about why D&D is a bad ttrpg! I get so frustrated with people trying to mod D&D for different settings & campaigns when there are so many other systems out there that might do exactly what they're looking for and better!
Okay so first of all, disclaimer needed: I’ve only played dnd before, all my experience of other systems is from actual play (please I’m begging u to listen to Friends At The Table), but even that level of exposure is enough to see how dnd is, uh, Very deeply flawed and only gets by on the fact that people don’t know that better stuff exists (or, they do but they don’t wanna try it on principle, I guess).
My main thing is, and this is a matter of both the mechanics and the culture surrounding the game, that dnd is very bad at doing what a ttrpg sets out to do. Which is, a ttrpg is supposed to be a way of generating story in a way that’s spontaneous and collaborative, and of course there are a lot of ways to do that, but everything about dnd is designed to resist that drive. The amount of power the dm holds (both socially and mechanically) automatically sets them against the character players, and creates a space where the other players are encouraged to be completely passive and allow the dm to essentially have final say on what does and doesn’t go. Obviously this is partly an issue of who you’re playing with and whether they know how to be respectful, but the game leans into it by encouraging the dm to do all worldbuilding work themself and often hold secrets about it, and also through the way the dc of a roll is always the dm’s discretion. It doesn’t matter how well you rolled, at the end of the day, they can just say you failed, and if they’re smart they’ll just never tell u that they changed the dc behind ur back, but they’re perfectly capable within the rules and culture of the game to just change it based on what they like. This, needless to say, does not exactly cultivate good faith.
This is what I was saying in my tags: the issue of character players being passive and expecting to have a story told at them is a real problem, yes, and those players should engage and take responsibility for their part in generating plot and characterisation, but it’s an artefact of an extant (and now cyclic) problem, wherein the players with different roles aren’t encouraged to communicate or work together.
Like, one of the other things that feels really overlooked in dnd circles is the idea of consent and negotiation, the idea that the players should be able to, at any point, say to each other that they don’t want to touch a topic, or that they’re uncomfortable with where the story is going; a lot of people seem to implicitly think that it’s just not a big enough deal to actually talk about those things, or, at best, they assume you’ll say something without encouraging you to. There’s this assumption that if you don’t like something it’s your problem, rather than a collaborative effort to create a space in which everyone feels secure, and trusts the other people at the table enough to speak up without fear of getting dismissed.
That also leads into the issue of excessively built-out combat mechanics, with disproportionately little by way of anything else. It’s never encouraged by the rules to set boundaries for what kinds of violence you’re willing to see or commit in-game, or discuss the implications of depicting those things; and it’s assumed that combat is the main thing you’re there for. Combining that with the shocking level of bioessentialism in the lorebooks (whether overt fantasy racism or subtler stuff), it makes for a very narrow, and colonial, band of stories available to tell without excessive hacking, and hacking is excessively difficult because of how number-crunchy it is, in that, if you change anything or add anything, it’s very possible you’ll just break the game statistically.
The crunchiness also is something which can work and I’ve seen work well in other systems, but the way dnd does it actively discourages creativity on the character players’ parts. Other systems codify types of actions, and types of success and failure, which deliberately have wiggle room so that the mechanics can be massaged to take whatever weird and wonderful thing u wanna try to do, and they do it in a way that makes failure an interesting outcome that drives plot forward; dnd wants every single possible action to be codified in one specific way, or else not be accounted for at all (see previous, you also then can’t hack it in without several hours of work), and failure, as I’ve said, is a matter of dm discretion and whether they personally want to hinder you, which is something that’s honestly terrifyingly prevalent.
Also, in terms of longer campaigns, there’s no real structure to the game other than just an assumption that the numbers will get bigger, which is an incredibly false and boring way of attempting to raise stakes. Like, if your health has increased, AND your damage has increased, AND your ac has increased, AND all of those things have also increased for your enemies, what has actually changed in terms of how it feels to play the game? This is why so many people end up multi-classing, because it’s the only codified way to force some kind of lateral progression out of the game. Even then, nothing changes as you progress, except you’re maybe more terrified about killing off your own character in a way that you still have no control over, because again the character players have no control and are expected to just take it when they’re told something they don’t like. The attitude of ‘well, the dice said so’ is not a bad one, as long as you’re careful, but it’s acting as if the matter is out of the players’ hands, which is patently false; it’s a narrative that YOU are constructing, and you can and absolutely should make it a narrative that is safe for the people making and consuming it.
This comes back to the idea of ‘spontaneous and collaborative’. Dnd is viscerally opposed to any kind of actual working together, either between dm and character players, or between members of the party, but it’s also forcing the worst kind of spontaneity, in that ‘the dice said so’, while still codifying in advance everything you’re ‘allowed’ to try to do, and encouraging the dm to prep so hard that there’s nothing going on in the world that they don’t know about, which again puts all the onus on them for story- and world-building. You literally cannot do real collaboration if you have this attitude, and vice versa, you cannot have real spontaneity if you insist on setting yourself against the others.
Tl;dr: dnd is a game which goes out of its way to be hostile to the people playing it, and even when those people actively resist the competitive mechanics and culture, the story they end up making is just plain boring, and has a ton of unaddressed, unanalysed colonial baggage.
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emersonfreepress · 4 years
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okay so is there content that you had planned for the ROs and story in general but then scrapped cause there wasn’t a good place in the story to stick it in? and if so, can you share what it was? 👀 👀 👀
yes, definitely. *rubs hands together* oh man, you done asked THE question today xD I can't wait to get into this 😁
Academics. I almost decided to have classes and grades be a minor part of gameplay, but the more time I spent designing it the more I realized I wanted nothing to do with it 😂 I haven’t really enjoyed academic gameplay in other interactive fiction because I 1) hate having to choose between studying and interacting with awesome characters, 2) have terrible short term memory, and 3) hate school in general!! So instead I just opted to have the MC be really good at school, point blank period so I could focus on social drama and relationships instead! 😆
Physical skills. I spent literal months crafting the catering scene around setting up stats for stamina/endurance, dexterity, and strength instead of just magnetism, confidence, and persuasion. They had their own backstories with the MC’s parents being overly invested sports parents instead and I think the background choices were like... martial arts, gymnastics, and track? But yeah, I ended up scrapping it all because I was spending hours on research about those individual sports so I could integrate them into the MC’s narrative organically but like... when I tried to think of what use they would be in the actual story, I came up blank. Best decision yet, esp since it means a lot less coding!
Skin tone customization. For one, I noticed that a lot of my favorite IFs don’t offer that customization and it hasn’t impacted my experience at all. For two, I originally realized I might as well not implement it since I am striving real hard not to introduce any customization that won’t actually be mentioned in interesting or meaningful ways in-story. I don’t think it’s really all that common for real life friends (esp in high school?) to comment or compliment each other’s skin and like... when it comes from someone who doesn’t share a similar complexion or ethnic background, that type of commentary gets... d i c e y. So then I wanted to be sensitive to that but what’s the pay-off? An RO mentioning how they love your skin tone once? Awkward sentences with the MC referring to their own skin color? Idk, just wasn’t vibing with it. I’m open to revisiting it in beta or something but for now it’s scrapped.
Singing, Rapping, and Gaming as Hobbies/Talents. I feel bad about scrapping these, honestly 😂 They’re great and I really wanted to incorporate them but it just came down to already having a lot of stuff to code. Plus, I know I can write the Hobbies/Talents I stuck with far better. And for Book 2 purposes, as well!
Leo. as @sourandflightypeaches ​​ asked me about a long while ago, I had to scrap an entire RO 😢 His name is Leo, he was the nephew of wealthy west African diplomats residing in Emerson, and I love him dearly! His backstory was largely based on my mother’s childhood and the circumstances she lived through after immigrating to America. and... ok, i’m about to go on one hell of a tangent so buckle up and bear with me if you can 😅
my intention with this story, aside from writing things that I personally enjoy (graphic violence, spooky woods, social drama, romance, conspiracies 😚), is to explore greed, wealth, and how the ways people and families interact with those two things influence young people and who they grow up to be. here i go sounding pretentious af 😝 and here’s where I apply a cut for those who want to preserve a little mystery to the main characters!
With Gabe, we’ve got someone who grew up with very little stability or financial security but who has found unscrupulous methods to gain status and money, with both noble and selfish motivations.
Kile has some of that childhood experience in common with Gabe, having been in the foster care system since infancy, but they lucked out when they were adopted into massive wealth by a caring, loving couple—a couple that uses their wealth and privilege to be far more lenient and protective of Kile than is actually reasonable or responsible.
Jack comes from a prestigious wealthy family on his dad’s side who he loves dearly but there’s no getting around the fact that they love him back as much as they despise his working class mom.
Jessie is a spoiled sweet heiress (being the baby of her family and the only girl) and while she lives blissfully ignorant of the harmful source and impact of her father's income and career, she bears the weight of the expectation to fulfill very traditional gender roles, including her behavior and appearance, but also extending to her career and life plans.
Rain's wealth led to them growing up sheltered and isolated but also extremely accommodated, giving them maximum freedom and opportunity to discover and develop their personal talents and interests. However, they have almost no positive relationship with their parents who have essentially decided to give up on a kid that couldn't be exactly the accessory they tried to mold them to be—both in terms of their identity and personality.
Rupan/Rohan, at their very core, rejects everything about conformity, self-importance, and excessive luxury—which means they have never, ever truly fit in with their peers. Going full non-conformist, however, has resulted in them becoming alienated from much of their family, as well, despite them all loving each other very much. Their history with false friends and betrayals has led them to over-indulge in their vices and reckless behavior to compensate for that isolation. Sometimes, they just get in over their head and many times, they know better. Every time, it's just that the feeling of finally belonging is utterly intoxicating.
Vivian/Vincent has two extremely successful parents who didn't inherit but instead built up their wealth and they aspire to be just like them, to a degree that is well and truly unhealthy. Their mother specifically is an over-achiever and applies mountainous pressure for them to follow in her footsteps, especially academically. Vi is completely capable of achieving what their mom expects of them, but they were already an extremely sensitive perfectionist so this has made them intensely critical of themself. This is a large part of why they are such a rigid, no-nonsense person and that in turn has made them one of the most disliked people among their peers—which is a huge personal failure to them since their father is a very well-liked and socially successful person in town.
And the Emersons are peak privilege: inherent high social status, brains, looks, charisma, athleticism, and massive wealth. They could never have been anything less than extremely popular, just by virtue of their last name and the nature of the town's social dynamics and politics. And they do enjoy that privilege (esp Curt lol). However, it should go without saying that being so high profile, even (or maybe especially) just in the isolated scope of your hometown, isn't always a boon. Their family's and their own perceived failings are widely discussed and privately mocked and/or celebrated. Real friends are scarce while fake ones and snakes are plentiful. Plus their dad is a gigantic dickhead who sees his kids as extensions of his own status and reputation and not much else. Public shortcomings make for an unbearable time at home and the world outside the estate is at once overly accommodating, full of assumptions, and even subtly hostile at times—all unrelated to their own actions or character.
And with the MC, I think the narrative will make it clear there are several ways that story can go. You start off with irresponsible parents that have lost their wealth due to their own mismanagement and material ambitions—how that affects any individual MC should differ based on choices and consequences!
So why bring any of that up when I was supposed to be talking about my cut OC? 😂😂
Leo was going to be the unwelcome recent addition to his uncle’s household, the son of a brother his aunt hates for (petty af) Reasons, and she took that resentment out on him directly by restricting his access to nearly every aspect of the family's wealth. Especially material goods and living conditions. He was basically treated like the help, tasked with playing nanny for his many younger cousins and burdened with doing the homework and providing academic cover for his dumb as rocks cousin in the same grade as you all. To sum it up, he was basically a victim of trafficking at the hands of his own family with his uncle out of town enough to feign ignorance to how bad his wife was treating his nephew and his aunt going out of her way to keep him busy, at home, and isolated. This is sadly a super common form of trafficking in Francophone African cultures (although I don't think most people view it as trafficking. and I’m sure the same is true of other cultures but I don’t want to speak outside of my purview). And like I mentioned above, it’s how my own mom's (and idek how many cousins') child/teenhood went.
It’s a perspective on modern wealth, privilege and greed that I really, really wanted to tell. I am confident in saying it hasn't been explored in interactive fiction yet (though correct me—and direct me 👀—if I'm wrong) and out of all the wealth/greed explorations I came up with, it's the one I have the closest personal ties to and the strongest feelings about. The characters and plans I had for it were detailed and I'm proud of them but at the end of the day... I just couldn't find a place for Leo in the story at large.
Leo was, in fact, the last main character I came up with, when I had already designed and fleshed out the larger story and started crafting the timeline of major events. I think the worst thing I could have done for a story and perspective that I care about this much is shove it into a plot that didn't have room for it at the very base level, regardless of how well the character or his story is written. Shoe-horned characters always stick out. I didn’t want to disservice Leo by having him be the character that did nothing or could be removed from the main plot without affecting it at all, y’know? That’s so much worse than just forgoing the indulgence, imo :((
ugh.... Leooooo 😭 I'm so sorry bb, I failed youuu 😥
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carcinized · 3 years
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allyster i am genuinely so excited i have had Ideas for my clingyduo superhero au and my benchtrio ghosts au and ive! actually written some of them down! granted it was just in the notes app bc for some reason its easier for me to write in the notes app which is annoying bc i hate typing on my phone but. ill take what i can get
anyway *flappy hands* im so excited!!! :D
also!! tell me abt your pantheon au! specifically like- the characters relations to each other and roles and what they look like/their color schemes or outfits or notable stuff and also just anything you want to share. considering i dont have the attention span to fully read a quarter of your posts abt it i am Incredibly invested
OOOOOO :DDD those will be so cool if you ever post anything you write you HAVE to tag me!! and if you ever need someone to bounce ideas off of for either i am here they sound very cool :]
I AM TOO!!!! :D
and AAA I WILL :]] i actually literally havent thought about character designs at ALL if you (or anyone) have ideas im so super open to them LMAO. i have a couple myths written out, but i've mainly worked on the actual mythology of the au. so i have a death system in place (one that i think is actually really interesting but also hard to explain and has changed over time through conflicts among the gods so it depends at one point you died what system you went through) and a general idea of background for the lore (humans and gods (basically humanoid beings with lots of power) used to both live on earth, but after something (read: wilbur) happened, a war began and the gods built heaven/a higher plane in general so the bloodshed would stop. things have cooled off since, and humans now worship the gods & pray for guidance and things) as well as a general idea for some (but not all) of the dsmp members' duties and titles as gods and FINALLY two myths (the story of wilbur which is so hard to explain it needs its own post, and the sweet story of how ranboo became a god by befriending tubbo). YEAH!
if you want i'll talk about which character is what god/what the myths actually are but tonight im too tired to type it all out lmao. if you send me an ask though i'll talk about it tomorrow :D
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mollyscribbles · 4 years
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Owl House rewatch thoughts
* Hard to say from what little we see of her, but I think Luz' mom might have been less worried about her daughter reading fantasy and more about the "multiple incidents of bringing uncontained live animals and explosives to school" thing.
* If Eda considers Luz' Azura book as being only useful as kindling, it means she's not inclined to view human books as something she can make snails on.  Considering how unique her portal to the human realm is treated, where did Amity get her Azura books?  I've seen people suggest the author travels between realms, but if that were the case, Amity would've been able to get the latest volume from a local store rather than needing to borrow Luz' copy.
* Suggestions for other species that escaped from the Boiling Isles: the platypus and peacock mantis shrimp.
* "Weak nerd arms" ok really identifying with Luz here.
* Really love this take on Chosen One stories.  Because yes, there is an appeal in being told you're special, you're unique in the best possible way, but ultimately this is a story about people who aren't "special" so much as outcasts who do their best with the situation they're in.  Which is something that a lot more people can aspire to be.
* The fact that this was a set scheme(as the multiple fake maps would indicate) rather than a trap specifically designed for Luz indicates that even people who've spent their lives on the Boiling Isles would be drawn to the idea of being a magical chosen one. I bet Amity's not the only one to have an interest in fantasy literature around here.
* Oh wow Amity's first appearance outside the credits is . . . something.  It's easy to forget just how far she grew in one season.
* Eda's not a *bad* teacher, so much as she has yet to learn that teaching requires expanding on a concept you introduce and explaining your reasoning.  "Here is what you can learn from tasting snow" instead of just "here, taste these different kinds of snow"
* Hm.  For someone who despairs at the concept of the school teaching blind obedience, her teaching style kinda relies on it.  Bit of a hypocrite there, Eda.
* Gonna be honest, the first time I watched this and King mentioned Eda sneaking a drink of elixir, I thought it was going to turn out to be a magic-looking flask.
* It seems slightly odd that King's apparently known Eda for a while but didn't have any idea of the curse.  Maybe she was just REALLY good about keeping up with her elixirs pre-series.
* Really like the metaphor for a chronic illness that's kept under control by medication.
* If the Emperor's Coven provides access to all forms of magic, you'd think others aspiring for a spot would be permitted a multi-track education at Hexside.  That might be why none of them seem to be that impressive at magic when they're supposed to be the "best of the best" -- even if they have *access* to all forms of magic, they've only had training in one specific field during the bulk of their education.
* lbr, Lilith's cheating was worse because at least Eda told Luz what she was doing.
* You'd think Willow and Gus might have caught on that Luz didn't have permission for them to come over when she told them to hide from Eda.
* It's nice that Eda realizes raising a kid with a "screw the rules" mindset will result in a kid who breaks her rules sometimes.  Cleaning up the mess she caused is really the correct punishment for Luz; directly dealing with the consequences of her actions but otherwise considering it a lesson learned.
* Reading to kids in the library is an A+ way to shift Amity from "Jerk" to "Jerk with a heart of gold" territory.
* Prediction: At some point, Luz will return to the human world (probably only briefly but Eda won't know at the time) and Eda will come across the "Coping with empty nest syndrome" book Luz got her from the library.  She'll cry.  King will cry.  Hooty will cry.  Every viewer will cry.
* Pretty sure that, given what the world is like, if any of them ended up questioned about their actions during the body swap episode, they could just say "Oh yeah I was body swapped that day. What'd I get up to?" and everyone would consider this a perfectly logical explanation for them acting out-of-character.
* HC that Hexside is fully aware some illusion-track students skip class by having an illusion of themselves attend in their place, but they figure a student maintaining a decent replica of themselves for the duration of the class period requires enough effort to count as a form of class participation, so they just let everyone think they're getting away with it.
* Gus and Willow are really ride-or-die friends.  Always nice to have.
* Probably some of the mystery appeal will be gone from the Human Appreciation Society once a legit human is just attending classes on a regular basis; being able to get definitive answers to questions rather than spending your time speculating would cut back on the draw.
* I love all the details they include on this show -- a lot of other shows would just stick in scribbles while panning past pictures instead of writing out all of Eda's incident reports.
* The pallisman is a neat concept; sort of like a mix of a wand and a familiar, a magical control that will have opinions of its own.
* Given Bat Queen apparently has enough of, um, a biological aspect to have kids, I wonder if that means Owlbert is capable of laying eggs.  Or having eggs with another owl/pallisman if the male pronouns are anything to go by.
* I mean even Phineas and Ferb didn't question Perry laying an egg when he uses male pronouns so could go either way in terms of what Disney would allow.
* Reading the book fair signs, it looks like sci-fi is a popular genre in the Boiling Isles.  Makes sense, since what we'd consider Fantasy would be more contemporary/urban fantasy to them.
* Getting the vibe that someone on staff had a less-than-amicable experience co-writing with a friend to inspire this one. And/or experience with shitty contracts.
* The Hexside requirements also required knowledge of basic runes, but given Luz apparently had no issue with that I'm guessing she just picked those up offscreen.
* "I've seen worse" is the ideal admissions response tbh.  Like . . . she pulled off the required spells and the headmaster has seen decades of students' awkward first attempts.  It probably counts as a good day when no one's admissions test resulted in needing to bring in someone from the Construction Track to repair the building.
* It's very reminiscent of D&D that the majority of the cast has the response of "This is clearly a trap.  Let's check it out!"
* You'd think that carnival fortune tellers wouldn't have the same appeal in a world where it's something you study at school.  Unless it's viewed the same way as those "magic" shows they have sometimes where the tricks all involve chemical reactions.
* Kinda surprised a school that teaches kids fire spells doesn't have some kind of fire suppression system in place.
* Hrm.  Guessing the mind guardian went back and undid their own damage offscreen; otherwise they'd have had to go re-do the repairs before leaving.
* Good they had the wifi and charging cable coming through the portal to explain why Luz' phone still has service and the battery's not long dead.
* Luz, how have you survived this long with your instinct for pushing buttons.  The same as the rest of humanity in a world full of buttons, I suppose.
* Probably if they thought about it, the best criteria for picking Grom royalty would be less who's the most skilled at magic and more who has the most low-key fears. . . . nvm, having a Stay-Puft incident would cause them to reasonably scrap that approach.  Maybe appointing someone who obsesses over grades would have better odds of producing a relatively-simple-to-combat exam paper.
* I'm thinking the letters are written by Eda, who doesn't intend anything sinister by it so much as being the type to cover her bases when pulling off a scam and realizing Luz' mother would need some evidence to indicate her daughter was safely at camp.
* The band-aids clearly have some healing spell built-in, considering they've been used to heal inanimate objects.
* someone on the writing staff has a long-standing rant about Quidditch they've been holding back on.
* I know that normally the humor in the cut from "she's finally growing up." to Luz planning the heist would be that she's doing something that sensible adults would consider to be a bad idea, but if Eda saw her just then she'd wipe away a tear of pride and go "Her first self-planned heist! They grow up so fast!"
* Eda's the one who talks about cheating at stuff, but Lilith has a habit of playing *dirty*.
* I would like to say I appreciate them going with a more serious credit sequence because it was disconcerting with Star Vs when a dark ending was followed by "I THINK EARTH'S A REALLY GREAT PLACE"
* Lilith may have made a 30-years-late attempt to redeem herself, but I really don't trust her.  I don't quite want her dead, but she DID spend decades trying to force her sister to join the Emperor's Coven as a prerequisite for curing her curse.
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macgyvermedical · 4 years
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First of all, LOVE this blog, thank you for all the info! Now, I'm writing a fic where a character needs a blood transfusion in the field, but his only companion is the wrong blood type - except he doesn't know that, because my whumpee's dog tags were printed incorrectly (O Pos instead of O Neg). I've been looking at a bunch of websites for info, but could you break down what might happen for me in layman's terms? This is happening in 1952-ish and both characters are Army doctors (M.A.S.H fic!)
Sure!
Before we go into what specifically could happen to your character, we should talk about why we need to pay attention to blood types at all, and what kinds of reactions can happen during or after a blood transfusion.
BLOOD TYPING AND COMPATIBILITY
Red blood cells (the kinds of blood cells that carry oxygen) have proteins on their surface called antigens. The most common antigens are “A” antigens and “B” antigens. Some people have only A antigens on their red blood cells (these people gave Type A blood). Some have only B antigens (Type B). Some have both A and B antigens (Type AB). And some have neither A nor B antigens (Type O).
There is also another antigen called the Rh(D) factor, which, for the purposes of this post, you either have (Positive) or you don’t (Negative). Statistically, about 85% of USAmericans have this Rh(D) factor. We learned about these in the early 1940s (so MASH characters would know about it). Rh is short for Rhesus (like the monkey) and the (D) is the specific type of Rh factor (there are several) that we have or do not have when it comes to blood typing.
The most common method of blood typing identifies the blood by it’s ABO group first, then it’s Rh(D) factor status. For example, someone with A antigens and the Rh(D) factor on their red blood cells would be type “A Positive” or “A+” while someone who had neither A nor B antigens and no Rh(D) factor on their red blood cells would be “O Neg, or “O-”.
The rule of thumb for transfusions is that you never want to put an antigen into someone’s body that they don’t already have. For example, someone who is type A+ could give to anyone who has both A antigens and Rh(D) antigens on their red blood cells- this could be people who are also A+, but could also be people who are AB+, because that A+ blood isn’t introducing an antigen that the AB+ person’s blood doesn’t recognize. Since they have no antigens at all, someone who is O- could in theory safely give blood to anyone.
See this link for a low-resource method of blood typing, as well as a list of compatible blood types.
TRANSFUSION REACTIONS
So when someone says “transfusion reaction” what do they mean?
Well, it could be a few different things. I’ll talk about 3 of them specifically here:
The first is an allergic reaction. There are a lot of different proteins in blood, as well as trace amounts of medications the donor may have taken or substances they may have been exposed to. Any one of these can cause an allergic reaction in the the recipient, but are usually not much more than hives and itching, which can be treated with antihistamines.
The second is a febrile reaction. This is an immune reaction against the donor’s white blood cells, with the body essentially treating them as though they are a virus or bacteria. This happens during or just after a transfusion. Typically, this causes a sudden fever, chills, headache, nausea, and body aches. While unpleasant, it is not life threatening and the body can still use the transfused red blood cells. It can be treated with acetaminophen to reduce the fever and aches.
The third is called an Acute Hemolytic Transfusion Reaction (AHTR). This is what most people think of when they think of a transfusion reaction, and involves the recipient’s immune system attacking the donated red blood cells due to ABO-type incompatibility- for example, transfusing B blood into an A recipient.
This is similar to a febrile reaction against the white blood cells, however, instead of the body mistaking a few white blood cells for bacteria, it mistakes all the red blood cells for foreign invaders, which when destroyed dump harmful substances into the blood stream, effectively poisoning the recipient. Symptoms include chills, fever, chest and lower back pain, nausea, and severe kidney damage. The body also can’t use the donated red blood cells to carry oxygen, so not only are they poisoned, they’re just as low on red blood cells as they were before. If the kidney damage is bad enough, the recipient may need dialysis to remove the red blood cell poison goo in the blood, and possibly longer while the kidneys recover. How severe or life threatening this reaction is depends on how much blood the donor got. 30ml of blood may be unpleasant, but a whole unit could be deadly, so it is important to recognize the reaction and stop the transfusion as soon as these symptoms appear. 
YOUR WHUMPEE
Now, fortunately for your whumpee and unfortunately for your whump fic, this AHTR thing will probably not happen to your character. Why not?
I’m interpreting your ask to mean that an O- whumpee is given O+ blood, meaning that the only incompatibility is that Rh(D) factor. This intuitively (especially considering what’s been said above) sounds like it should be a big deal, but in reality, Rh(D) compatibility is only kinda important.
See, when talking about ABO types, the blood is already primed to recognize and destroy other blood types because it already has antibodies against the A, B, or both A and B antigens it might see in donated blood. If type A blood is transfused into a type B recipient, they will very quickly experience that AHTR described above. Rh(D) incompatibility is a little different. If someone who is Rh(D) negative is given Rh(D) positive blood, they won’t have a (hemolytic) reaction right away, and they may not have a reaction at all. However, once given Rh(D) positive blood, their body will create antibodies against Rh(D) antigens. For the rest of their life, if they get another Rh(D) positive blood transfusion, they run the risk of a reaction called a Delayed Hemolytic Transfusion Reaction, or DHTR.
A DHTR is the same as an AHTR (the recipient immune system attacking the donated red blood cells), but it’s essentially in slow motion. The initial transfusion goes fine, but then days or weeks after, the antibodies created the first time the recipient’s immune system met Rh(D) positive red blood cells begin to very slowly attack the donated red blood cells. This happens so slowly that the kidneys are typically able to process the harmful substances dumped during the red blood cell death. This reaction usually has no symptoms, but may cause a mild fever or malaise over several weeks, along with an unexpected anemia (because the donated red blood cells are not useful once they’ve been attacked and killed).
Side Note: Rh(D) incompatible transfusions are a bigger deal for people with uteri who plan to use their uterus to make kids. If an Rh(D) negative uterus-haver gets an Rh(D) positive transfusion, and they later start making an Rh(D) positive kid, the antibodies they built up against the Rh(D) donated blood may attack the fetus, causing a miscarriage. Today, we have a medication that can be given to prevent this, but only if the pregnant person knows they’ve previously had an Rh(D) positive blood transfusion. In an emergency setting, if there’s a uterus haver and a non-uterus-haver who both are Rh(D) negative and need blood, and only one unit of Rh(D) negative blood is available, it will go to the uterus-haver, and the non-uterus-haver will get Rh(D) positive blood because it is less of a risk for them.
So what does this mean for your story? Given that both of your characters are doctors, here are some options if you want a transfusion reaction:
Keep everything as-is, have the whumpee have a febrile reaction (still unpleasant, plus some uneasiness as the caregiver isn’t sure whether it’s a febrile reaction or a AHTR).
Choose a different (incompatible) ABO type for the whumpee or caregiver (though keep in mind, at the point of a field transfusion, that whumpee is going to die without that blood, but will also die if given an incompatible blood transfusion too far from a dialysis machine, so...).
Have a situation where both characters know that their Rh(D) factors are incompatible, but choose to proceed with the transfusion anyway.
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blogspersonal707 · 3 years
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reconditarmonia · 3 years
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Dear Fandom 5K Author
Hi! Thank you for writing for me! I’m reconditarmonia here and on AO3. I have anon messaging off, but mods can contact me with any questions.
Dragon Age | Fullmetal Alchemist | The Locked Tomb | Motherland: Fort Salem | Where the Sky is Silver and the Earth is Brass
General likes:
– Relationships that aren’t built on romance or attraction. They can be romantic or sexual as well, but my favorite ships are all ones where it would still be interesting or compelling if the romantic component never materialized.
– Loyalty kink! Trust, affectionate or loving use of titles, gestures of loyalty, replacing one’s situational or ethical judgment with someone else’s, risking oneself (physically or otherwise) for someone else, not doing so on their orders. Can be commander-subordinate or comrades-in-arms.
– Heists, or other stories where there’s a lot of planning and then we see how the plan goes.
– Femslash, complicated or intense relationships between women, and female-centric gen. Women doing “male” stuff (possibly while crossdressing).
– Stories whose emotional climax or resolution isn’t the sex scene, if there is one.
– Uniforms/costumes/clothing.
– Stories, history, and performance. What gets told and how, what doesn’t get told or written down, behavior in a society where everyone’s consuming media and aware of its tropes, how people create their personas and script their own lines.
General DNW: rape/dubcon, torture, other creative gore; unrequested AUs, including “same setting, different rules” AUs such as soulmates/soulbonds; PWP; food sex; embarrassment; focus on pregnancy; Christmas/Christian themes; infidelity; unrequested polyamory; focus on unrequested canon or non-canon ships; unrequested trans versions of characters.
Smut Likes: clothing, uniforms, sexual tension, breasts, manual sex, cunnilingus, grinding, informal d/s elements, intensity.
Fandom: Dragon Age
Character(s):
Group: Cassandra Pentaghast/Female Lavellan
Female Lavellan
Group: Charter & Rector
Genre(s):
Canon-Style Plot - Freeform
Action/Adventure
Worldbuilding
Established Relationship
Mystery/Procedural
I'm playing this game for the first time and loving Cassandra and Lavellan together so much. (I'm playing with a mod where I can romance her with a female PC!) Lavellan starts off as this confused and small and non-Andrastian prisoner who disagrees with Cassandra on so many things, but Cassandra puts so much trust and faith in her and so much on the line for her - even with Lavellans who are adamant that they're not chosen, they're just doing their best and they happen to be the ones in the position to make this choice. Cassandra is so proud to know her, and backs her up even when she disagrees with Lavellan's choices! The romance scene is really cute between two characters who are adults and have a day-to-day working relationship that isn't going to change, but are still just having fun with how charming it is in a way that builds on their friendship. Not to mention their battling together, of course - the ways they can protect each other and fight for each other's goals (and give Cassandra all the elven swords and shields), how worried they sound if the other one gets hurt...whoops, I found myself another loyalty kink ship.
I also just like playing as Lavellan generally, with how much of an outsider she feels (the "Dawn Will Come" scene is so alienating! it really works!) and how much of the game is about visiting the sites of past elven trauma and/or glory days.
My Lavellan uses the (default lol) name of Ellana, is a rift mage, sports a lovely buzzcut and vallaslin, has a lot of feelings about elf history (and visiting the Plains/Graves especially), believes in elven gods and doesn't care to pretend she's Andrastian, and besides Cass is closest friends with Solas, but don't feel that you have to write my specific PC - I'm excited to read about yours too!
But! I also love all the little hints about the work that Leliana's agents are doing, and their friendship (walking in on their card game at Caer Bronach is kind of delightful), and the letter from Rector's mother asking why he uses a code name for work (why are you ashamed of your name, Wilbur??) is one of my favorite in-universe documents. Slice-of-life or slice-of-mission with Charter and Rector would also make me really happy. Here again, just the closeness and trust and faith that these people have in one another is my jam.
Fandom-Specific DNW: Canon-typical levels of Cassandra's association with the Chantry and belief in the Maker/Andraste/the Herald shouldn't be taken to contravene my DNW of Christian themes, but I wouldn't want Satinalia fic or something focused on the Andrastian faith. Please don't put F!Lavellan in a different romance, even if we didn't match on the Cassandra ship.
Fandom: Fullmetal Alchemist
Character(s):
Group: Olivier Mira Armstrong/Maria Ross
Genre(s):
Action/Adventure
Canon-Style Plot - Freeform
Getting Together
I'll admit: I am a shallow, shallow person who loves the heartwarming and id-satisfying Briggs loyalty-kink complex (The watch! Buccaneer handing Olivier a clean pair of gloves after she kills Raven! Constant and deeply sincere saluting! Olivier’s explanation of why she wants Miles around and her lack of patience for anyone’s shit) but would like an f/f manifestation of it for actual shipping. Post-canon or AU where Maria is assigned to Briggs, or works for Olivier in Central? Does Maria foil a plot against Olivier, or Olivier save Maria's life in battle? Does Olivier order Maria into a firefight? Hit me.
Fandom-Specific DNW: Olivier/men, even mentioned.
Fandom: The Locked Tomb
Character(s):
Matthias Nonius
Genre(s):
Action/Adventure
Canon-Style Plot - Freeform
Fantasy
Nonius was one of my favorite new characters in Harrow the Ninth. His whole impossible arrival via evocation-by-poetry, battle with the Sleeper, and epic departure to fight the Beast made me very, very happy on levels I have trouble explaining. It was so heartwarming?! Because it was impossible, and because poetry won, and because they went off to do the best they could...I don't know, exactly. (Iiiii also just love that he's named for the Redwall mouse.) I'd love to read more about his life - being unprepossessing and very human but also paladin-like and really fucking good at being a swordsman, representing the Ninth House in slightly less decrepit times, his mysterious past with Gideon the First (and Pyrrha, sort of), however it happened that he died far from home in an unknown place and couldn't be recovered for burial, "chickenshits don't get beer"? Or, er, his afterlife - going to fight with Marta, Ortus, and Pro, re-encountering G1deon as allies...
Fandom: Motherland: Fort Salem
Character(s):
Group: Abigail Bellweather/Raelle Collar
Original Historical Witch Character(s)
Group: Sarah Alder & First Bellweather Ancestor
Genre(s):
Action/Adventure
Canon-Style Plot - Freeform
Mystery/Procedural
Worldbuilding
I fell hard for this show and Abigail/Raelle is the ship I’m most excited about - they get off to a bad start for all kinds of personal history reasons and have problems with each other, but when it gets down to the wire Abigail would do anything for Raelle and is very gung-ho about having Raelle’s unconventional but extremely powerful magic under her leadership, regardless of Raelle being a loose cannon. She told her she loved her!! <3 And by the end, Raelle also clearly knows what Abigail's going through (like when she talks her down in "Citydrop"), respects her leadership, and cares deeply about her and wants to protect her in return. I love that loyalty dynamic, and their competence as fighters/witches.
Physical combat, strength in general, magical strength, ability to work magic together, knowledge of the magical canon vs. out-of-the-box techniques...what parts of their skills and their bond could be challenged in the weird dimension that the end of season 1 leaves them in? Or when they get back home and new challenges await? (In my head, the decision not to send them to War College is not revoked; the unit becomes some kind of special-forces secret strike team rather than cannon fodder.) Maybe something where Raelle goes/has gone into a fight as a berserker-type for Abigail and then comes back to her, or where Abigail protects/has protected her soldier (her girl!! I love her protectiveness of Raelle towards the other cadets, imagine it in a battle!)? Or an arranged marriage AU where it's usual for witch soldiers to marry to combine their magic power or something...If including smut in the story, I'd especially be up for something d/s-y where the loyalty-kinky dynamic of Raelle being Abigail's weapon, at her command, is echoed in sex!
OR. The alternate history that the show has created is so interesting and I'm craving expansion of that through fic! Tell me about the Bellweather ancestor who was a slave and ended up powerful and influential enough to begin a dynasty, and how she met and was recruited by Alder. Or other enslaved witches, witches in the American Revolution or the Civil War, or the founding of Fort Salem and standardization of American military magic with its various influences, or Chinese or Jewish or Mexican immigrant witches who maybe came from different magic traditions and might have had to make the choice of whether or not to reveal that they had magic (if the system knows you because of your descent in the country?), serving their country but also binding their daughters and granddaughters forever.
Fandom-Specific DNW: Abigail/Adil (at all; if he's mentioned, please make them just friends), focus on Raelle/Scylla (dwelling on Raelle still having feelings for Scylla or on her getting over Scylla for Abigail; you don't need to retcon their having been together), Scylla bashing.
Fandom: Where the Sky is Silver and the Earth is Brass
Character(s):
Chaye Roznatovsky
Demon
Genre(s):
Fantasy
Canon-Style Plot - Freeform
Worldbuilding
Anything expanding on this story would make me really happy. Chaye’s years with the partisans, the comrades-in-arms she had and loved then and who else’s memory she holds or makes into a weapon, her journey to America, going by the surname of “no one.” The demon’s mirror world, its loss of that world (what exactly happened on the other side?) and its need to be where Jews are, demon Judaism? Or the future of both of them now that they’ve found each other!
Fandom-Specific DNW/Opt-In: DNW Chaye/demon. The premise of the story being what it is, I'm explicitly okay with antisemitism being a prominent feature of the story if you write something that covers either or both characters' backstory, but would prefer post-war antisemitism not to be a focus.
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syekick-powers · 11 months
Text
man i know wizards of the coast sucks and i should be playing other systems to reduce its dominance and all that but. honestly. ive tried looking into other systems. and the things that recur in them that drive me away from trying to play/run a game in them are reducible to three basic problems: 1) a player character's personality is shaped by the mechanics as well as their abilities and/or character personalities are intertwined irrevocably to mechanics, 2) the game's character building system is in some way hostile to the creation of characters that go against type / play with expectations, or 3) the system comes with an incredibly specific prescribed world that is fundamentally inextricable from its mechanics, making homebrewing your own world to run with the system incredibly difficult or even impossible without basically rehauling the entire system.
with point number one: i basically never want to play any game that mandates personality traits based on dice rolls, or even just makes personality traits an indelible part of the mechanics, unless those mandated-by-mechanics traits are as general as possible. i understand that sometimes those system elements are there to help people build a personality for their character, but for me, who shits out fully formed characters with ease, it doesn't help me build characters at all and, in fact, feels INCREDIBLY restrictive. if a given ttrpg is going to have personality-determining mechanics, they should be optional, and people should still be given the opportunity to shape the characters how they want.
with point number two: i as a player in ttrpg prefer to make characters who go against type or play with expectations. my two current D&D PCs are a chaotic neutral tiefling rogue who actually has a strong sense of morals and refuses to act against those morals, and an aasimar paladin (who is also a rogue, yay multiclass) who despite LOOKING very beautiful and angelic is actually kind of a selfish, underhanded liar. if a game mandates certain traits or classes or races or whatever for a specific role in the story and doesn't allow any wiggle room to play with expectations, i will immediately be turned off from the system. like if i want to play a barbarian kind of character and the system says "in order to play this type of character you MUST be one of these races", i will immediately lose all interest. it's just a fundamental lack of flexibility im not interested in.
and with point number three: from the perspective of someone who WANTS to be a GM for a game but has never found the right system for it... really a lot of systems that are presented as an alternate to D&D come with very specific prescribed settings and very specific story structures that are mandated by the system. and this is simply not appealing to me as an aspiring GM. i really. do not want to play a system that has the entire world and storyline and even straight up story structure completely prescribed ahead of time. what i want is the mechanics by themselves that are built for a basic "here's your characters' abilities and skills, here's what they can do in a fight, here's how combat works, here's how roleplay works; the rest is up to you." i like creating my own worlds. i like making them from scratch, even! and when a system is inextricable from its world, it just... pushes me away. pre-made settings do not inspire interest in me either as a player OR as a GM. i want the freedom to make things myself and/or take part in helping the GM build the world via my character, and a lot of less-popular systems don't offer this.
and like. yes. i am aware that sometimes D&D also goes against these desires (i want to bite and rip and tear 5e's skills system with my teeth for removing skill ranks as a thing and making the skills your PC is good at determined at character creation with no amount of wiggle room whatsoever for skills that would fit the character on a personality/background level) but like. most of the time those things can be worked around. like yeah D&D comes with pre-established setting and lore, but you can technically just come up with your own shit and re-fluff some of the mechanics like spells with minimal effort. and i just. get so frustrated when people get really snotty and say "here's a system you SHOULD play instead of D&D" when the system has two or three of these recurring problems that instantly kill any kind of fucking interest i might have had in playing/running a game in them. like. yes. D&D's huge market share is a problem. and the fact that people outside of the ttrpg hobby aren't aware that games other than D&D exist is a problem. but some of us have been playing ttrpg for years and have encountered issues with less-popular systems that are 100% dealbreakers for us, that don't hit quite as hard with D&D. if a system has even one of these three problems ive outlined, it's enough to completely kill my interest in using it. if it has 2 or 3 it's out of the fucking question. and like. MOST alternate systems have a prescribed world that they come with. and that is a fucking dealbreaker for me!!! and i just!!!! AAGGGHGHHHH!!! JUST LET ME PLAY THE GAMES I WANT AND STOP GETTING ON MY ASS ABOUT D&D BAD!! I KNOW!!! BELIEVE ME I FUCKING GET IT!!
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thetygre · 6 years
Text
Arthurian D&D Books
So before the tumblrpocalypse hits us all, I guess I better belt out that mini-review of D&D books that deal with Arthurian legend for @magitekbeth, @fuckyeaharthuriana, and @lucrezianoin. These are specifically 3rd Edition books since that was the edition I started with, and it also had the greatest body of material to work with. 3rd was famous for its glut of books by third-party publishers, and Arthurian mythology was a recurring subject under the Open Source Rules (OSR).
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That being said, Arthurian legend has always had some form of presence in Dungeons and Dragons. It is very openly an inspirational source in the fantasy gumbo that is D&D. The original 1st Edition Deities and Demigods included ‘Arthurian Heroes’ in it, along with gods from just about every pantheon. 2nd Edition had a supplement detailing Arthurian legend, though for the life of me I can’t find it.
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But let’s start cracking on the 3rd edition books. Atlas Games’ Love and War isn’t necessarily about Arthurian legend, but it is about knights, particularly the romantic characterization of knights that is attached to a lot of versions of Arthurian legend. The book is built around the four concepts of knightly virtue (love, valor, piety, and loyalty), with special knightly orders and character options for each one. It expands outward into fantasy rpg territory a bit more by also offering race-specific concepts for knights, such as orders specifically for dwarves and elves.
Since it doesn’t have to explore Arthuriana, that also gives Love and War more room to explore knight concepts that other books here typically don’t; female knights, knight duos, fallen knights, etc. And as is standard for most of the books mentioned here, Love and War also introduces a variety of subsystems for a chivalric setting, including tournaments, piety, honor, and renown. Interestingly, one of the subsystems is courtly wit, which is a non-combat system meant to emulate the verbal sparring and social maneuvering present in stories about nobility and knights. Again, not Arthuriana, but recommended.
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I’ve already talked about I, Mordred before, and it’s what got me thinking about this list again. Like I said there, I just feel like the premise of fighting an evil King Arthur alongside Mordred as the good guy just didn’t go far enough. If nothing else, Morgan le Fay should have been at least Neutral instead of still being cast as Evil. Really, everybody needs to be some kind of Neutral to really get an ambiguous setting of competing factions with no clear ‘right’ choice. Personally, I still want to see a version that goes super-hard with the alignment flip; paladin Mordred and white witch Morgan versus the half-demon warlock Merlin, his puppet king Arthur, and the death knights of the round. But then again, subtlety was never exactly my forte.
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But this is where we get into the real good stuff, the books committed to Arthuriana. Relics and Rituals: Excalibur is the book of choice for if you want to plop a faux-Arthurian Britain into a high fantasy setting. It comes at Arthurian legend from a perspective that inherently has multiple races, high magic, and wandering monsters. You can play as not just a human, but a sidhe elf, halfling, dwarf, or even hobgoblin. Even half-orcs have made it in, though reflavored to be their own race of ‘Wild Man’.
Like most extensive themed campaign books, R&R: Excalibur takes an extensive look at what aspects of the base Dungeons and Dragons systems stays the same and what changes. For instance, some player character classes like fighter, rogue, bard, and paladin fit right in to Arthuriana, while other like the oriental-themed monk and the spell-slinging sorcerer are right out. (Regular classical wizards are still fine, though.) And, as is to be expected, there is a new knight class, though the author does note that it can seem somewhat redundant with the fighter and paladin still around, and its use is optional. There are a few prestige classes, with the one sticking out most in my memory being the classic Green Knight, complete with chlorophyll and resistance to decapitation.
There are a variety of essays encompassing everything from tournaments to the importance of knightly decor to honor and, perhaps most importantly, how to manage D&D’s vastly overpowered magic system and magic items into an Arthurian setting. There are no less than two pantheons, one Faerie lords and the other of this new-fangled ‘God’ fellow. Me being me, I mostly remember the chapter on how to treat different kinds of monsters; I was particularly fond of the idea of making the Fisher King’s cursed kingdom filled with undead trying to enact a danse macabre of everyday life, complete with skeleton farmers driving skeleton horses to plow barren fields. But again, that’s just me.
Relics and Rituals: Excalibur is definitely a worthy book for lovers of Arhturiana. But that’s the thing; it captures the spirit and tone of Arthurian legend, but not Arthurian legend itself. There’s definitely an appeal to it; something novel about the idea of jousting on a chimera, or cockatrice fights at the local fair, but it’s not quite the same. It’s high fantasy D&D stepping into Arthuriana, not the other way around. For that, for the real Arthurian legend lovers, you’ve got to get the real gem.
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*Slaps top of book* This bad boy can fit so many knights in it. This is arguably THE book for Arthurian mythology in Dungeons and Dragons. Legends of Excalibur: Arthurian Adventures is a love letter to Arthurian legend. It starts with an incredibly brief summary of the history of Arthurian legend, from Wales to La Morte D’Arthur to John Boorman. LoE:AA makes it clear that it’s up to the reader to go research Arthurian legend for themselves; all the book can do is point them in the right direction. After that, it’s right into the content.
There are some pretty drastic changes made to the base 3rd edition D&D core rules before really setting in. The Alignment system is gone entirely, replaced by a character’s honor score. What are the character race options? Get out of here with that; LoE runs old school, so it’s human or nothing. What you do pick, though, is your starting social class, and that can make just as much difference as whether you have pointy ears or not. All the base D&D classes are chucked out except for fighter, rogue, barbarian, bard, and druid.
All that uprooting is fast replaced by a host of new character options. Legends of Excalibur is smaller than Relics and Rituals, but definitely packs more bang for its buck. The new character classes include the fool (with a special nod to Arthur’s fool, Dagonet), the hedge mage (new general mage/spellcaster), the hermit and the priest (for divine spellcasting), the minstrel (meant to represent more traditional Celtic/druid bards instead of the base D&D one), the noble (so that you can finally live out the fantasy of being rich and respectable), the robber baron (which is like the noble, but with more stabbing and shaking people down), the skald (another bard, but for vikings), the yeoman (Robin Hood/archer type), and, of course, the knight.
As if that wasn’t enough, there are a metric ton of prestige classes. Some are fairly bog standard, like the alchemist or berserker, while others are meant very explicitly to play into Arthurian archetypes. Remember how there was actually more than one Lady of the Lake? Now you can be one too. Merlin? Court mage. Morgan le Fay? Fae Enchnatress. And knights? Oh, you bet there are knight prestige classes here. There are no less than SEVEN knight prestige classes, including Quest Knight (specifically for seeking the Holy Grail), White Knight (to replace paladins), Black Knight (to replace blackguards/antipaladins), and practically every color knight in between.
Legends of Excalibur also offers rules for characters that advance beyond the standard level cap in the Dungeons and Dragons system, into the ‘Epic’ character levels. This is actually one of the reasons why I feel like Dungeons and Dragons can be a good fit for Arthurian legend. A character can start out as little more than a wandering soldier and advance to become as powerful as a demigod. While the typical image of Arthurian mythology is of a fairly low-fantasy medieval Europe, the actual source material, throughout its multiple incarnations, isn’t stingy about giving its characters magic powers, legendary equipment, and impossible challenges to face. While it still needs to be toned down to some degree, there is definitely room in Arthurian legend for the kind of superheroic powers that the Epic rules can bring. (Or at least as long as the setting keeps spellcasters to a minimum.)
This book isn’t just a guide to playing Arthurian characters, but the Arthurian world. There is a complete map of Arthurian Europe that has to reconcile Arthur’s given time with accounts of him rebelling against the Pope and fighting in the Crusades before Islam even existed. It’s a wonderful little detail, trying to account for everywhere that Arthur or one of his knights or relatives supposedly lived in or visited. Another detail is accounting for the the timeline; Legends of Excalibur designates five important time periods in the Arthurian cycle, from just after Uther’s death to the Golden Age of Camelot to the civil war with Mordred. Each period has different effects on not just characters, but the geography, people of the land, and magic. Try to go into the forests just after Uther died, for instance, and a character is likely to run into monsters like dire wolves. Go back when Arthur is on the throne, though, and the forest and its animals will be tamer. It’s a world very committed to the idea of Divine Right, and how a king affects the universe.
Of course there are monsters. There’s the standards; white hart, Questing Beast, though some more obscure monsters like a variety of werewolves are here too. There’s individual entries for monsters to describe their individual place in Arthurian Europe; chimeras and manticores are rare, ogres and trolls are common, etc. The real gem of the monster section, though, is giants and dragons; giants and dragons are staples of knightly mythology, after all, so they get special treatment. Just like people, dragons and giants are categorized by class and bloodline; a noble dragon, for instance, will have scales the color of gold and be the size of a castle, where a lowborn dragon looks like the wrong end of a snake and an umbrella. Naturally, there’s more Honor to be gained fighting one instead of the other. It’s a great system that reflects how, along with the King, giants and dragons are tied to the land.
But the cincher, the real hook that I think makes this book worthy of a true Arthurian legend fan, is the sample adventures and appendix. I, Mordred gave you one shot of teaming up with Arthurian big names; Legend of Excalibur gives you three. Fresh adventurers can help Sir Balin kill the invisible knight, possibly even averting the grail cycle by killing the knight before he reaches Pellam’s castle. More powerful adventurers have to choose sides in the civil war, and Mordred is once again an option. But my favorite of the three adventures has the player characters helping a young Arthur claim a castle. It would be satisfying enough to rub elbows with the likes of Merlin or Sir Kay, but then there’s a side-quest where young Arthur sees Guinevere and is instantly smitten, so he conscripts the players into acting as his go-between for her. Players have to deliver Arthur’s notes Guinevere. They can read the love poems he writes for her; they’re awful. It’s just such a wonderful little detail that it’s hard not to love it.
And then, finally, there is the appendix; a whole cast of Arthurian characters statted out. It would be impossible to cover EVERYONE, but Legends of Excalibur makes a fair effort. LoE remembers some characters that typically get left behind; Dagonet, Morgausse, Sir Bors, etc. Some characters, such as Arthur, are presented at different stages in their life. All-in-all it makes a good roundout for what I’d call easily the best book about Arthurian legend in Dungeons and Dragons, if not one of the best tabletop roleplaying.
If you scanned past all that; this is the book to get for Arthurian legend in D&D. Legends of Excalibur is the beginning, middle, and end of the argument for Arthuriana with tabletop roleplaying. Even if you don’t play 3rd edition, or even D&D, it’s still a valuable resource in converting Arthurian Europe into a tabletop fantasy setting. The only way you could get more in-depth is if you made an entire RPG about Arthurian legend.
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But maybe let’s talk about that some other time, huh?
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