Tumgik
#but i know that with these games the real narrative is your experience playing it
kurozu501 · 2 years
Text
Finished bloodborne tonight, like actually really finished it. Killed the dlc boss one more time, tied up all the loose ends i cared about, walked slowly out to the garden, and got the last ending to the game. Even if we never get a bloodborne 2, I really hope fromsoft makes another game like this, with no weight system and a battle system built around parrying. i had so much fun with it. Because parrying is your only defensive option, and all the enemies in the game are designed to be parried, i felt so much more free to try it out. Even in elden ring i find myself shying away from parrying bc i don’t know which attacks can be parried and which are just arbitrarily unblockable. Never had that problem in bloodborne, and got really, really good at timing my parries. What a blast.
Feels kind of bittersweet to say goodbye to such a great game. The Doll’s parting words of “may you find your worth in the waking world” took on a perfect meta feeling in the end. I can tell this game is going on the list of “games i wish i could forget so i can re-experience it for the first time.” Thanks to everyone who worked on this game and made it so incredible. 
18 notes · View notes
mommytimmy · 6 months
Text
what do you mean people can make posts on the internet without knowing anything about what they're talking about? 🤯
#this is not vaguing . my brain just cannot let go of that post#that post about adding pause options in games for accessibility (valid and correct)#and then mentioning soulslike games#i dont know about other souls like because i don't play them#but DS/dark souls/bloodborne at least#have the stable ground feature that functions as a live save system#its a strategy to quit out of the game to reset enemy positions (TO MAKE THE GAME EASIER BTW)#and it doenst make you lose any progress#and quitting out requires so few buttons you can do it in a split second when u need a moment#it only really resets bosses (which is a feature not a bug)#and sekiro HAS a pause function afaik--because its fully single player + the stable ground feature#the greatest problem of the fromsoft-souls francise is gamers treating is as gamer cred for its difficulty#when the real appeal is the unique narrative and the fact that you can fine tune your own difficulty experience with different routes#routes-mechanics-and weapons#THATS the reason challenge runs are so big in those games--but what challenge runs don't tell you is that#you can choose to make your game harder#but you have the same control to make it easier#exactly as you want it. not just by changing HP scaling and damage as is the standard- but by changing the game experience itself#and theymay not be games for everyone. but no game is ever for everyone#but in terms of actual accessibility i believe fromsosft games ARE accessible because of their simple controls that can be easily bound int#easily bound into any controller might suit the player's needs best#while offering an experience that is exactly as challenging as the player chooses
11 notes · View notes
nyuuronfly · 7 months
Text
On Rain World lore and it's implementation within the game.
This is kindof a random ramble I went on in a Discord chat and just feel like sharing elsewhere. (also note this is all primarily in reference to the original game, Survivor's story.)
I honestly think too many miss the forest for the trees a bit with RW, in terms of how important the lore is, if that makes sense. I talked with somebody about first-time experiences with the game and they said they'd watched a number of lore explanation videos on YT before starting, because of some reason along the lines of "I didn't trust the game to deliver its own story properly." To me this is almost saddening to hear because I really feel that misses the point of why the game has it's lore to begin with.
To me, while playing, any tidbits i learned about history or other information contributed to a feeling like the world I was navigating had a very real history that saturated it, yet one that I would be unable to grasp fully. It is an illusory feeling of realness, given how it is experienced. The game is mechanically not designed to incentivize collecting many information pearls, especially when in the original game you can literally just drop them off a cliff and lose them forever. You get the feeling often like you are bound to never be able to get everything, nor would you even probably want to put in the effort, so the illusion actually stays stronger because of that. Your mind wanders speculating about every little detail, whether intention truly existed behind it or not, because it feels like it did. You learned that it might have. Maintaining that illusion while playing I think is the primary reason they were included, not actually the experience of "knowing" the history. Rain World in general seems to have a thematic fixation on the simple idea that individuals have limited perspectives. Joar Jakobsson has said that one of the core ideas behind Rain World was to recreate the life of a "rat in Manhattan." That is to say, a creature that understands how to find food, hide, and live in a complex man-made structure, that cannot understand it's structuring purpose or why it was built. The very core issue of the iterators, is that the solution to the "great problem" intrinsically has to lie with knowledge that could only be obtained from "the other side." They are corporeal beings trying to know something that pertains to something outside corporeal reality. Yet pursuit of knowledge is very important to creatures like ourselves. Collecting any individual pearl is mostly an exercise in doing a lot just for little bits of knowledge. There is a lot of understanding of just how significant wanting to know more is, even something unimportant, when you are left in the dark the way you are in the game. Most information pearls you deliver are literally completely useless to know about, but they feel personally important, especially in how finding them relates to your connection to the iterators. My primary motivation to find pearls in my first play was to spend more time with Moon. On a very real emotional level, Moon felt like my only friend in the world while I played. On a mechanical level, she does literally nothing. But Rain World manages to operate on a very emotional, even instinctual level with how it's designed. I wanted to be in her company and have something to give her. Because I am alone, and lost. So something along those lines is why I felt saddened to hear the sentiment like Rain World somehow "fails" to deliver it's "story." The purpose of the game is not to find pearls and hear about some grand narrative. At it's core, Rain World is a game that's design was inspired by nature, and it's use of history within the world relates to us as a player the way history relates to us as people. It is relayed through people reading from records created by parties with their own perspectives, and connects us abstractly to a sensation that there is more out there than our own lives. That is a feeling you have as a player, and ultimately the true story that Rain World tells is the memories you have playing it. What you did, saw, and felt. The same as how our story is that of our own lives. That is the purpose of the game.
460 notes · View notes
animanga-bonanza · 2 months
Text
The Magneto/Rogue/Gambit love triangle is not only great because of how #telenovela it is, but because it puts Rogue into a dilemma that forces her to make character-defining choices and grow as a person. It’s classic Want vs Need. Rogue wants physical intimacy, mistakenly believing that it is necessary for love, but needs to realize that real love is so much more than that. “Some things are deeper than skin.”
This is an example of how to do a romantic subplot that actually serves the narrative and character development. Plus, the chemistry that Rogue has with both Magneto and Gambit feels natural instead of forced (seriously idk how they managed to make Magneto x Rogue genuinely hot).
I know a lot of folks like to argue about the morality of the situation and make it all about Gambit and his hurt feelings, but I find that to be a boring way of looking at it. This subplot isn’t about a man getting his heart broken, it’s about a woman learning about love for the first time.
We gotta remember that Rogue is incredibly inexperienced when it comes to love, and the little experience she does have is colored by pain and regret. The first time she kissed her first boyfriend, her powers almost killed him. That’s obviously going to traumatize you. Then she met Magneto, the only person she could safely touch* and explore her sexuality with, but that relationship was never going to pan out for obvious reasons. After that, she was afraid of getting romantically involved with anyone.
Rogue and Gambit maintained a casual flirtation with undercurrents of real passion and yearning for a deeper relationship, but Rogue understandably kept him at a distance — she couldn’t forgive herself if she hurt him. Gambit understood this, and for his part, was afraid of getting into a serious relationship because he felt that he was unworthy.
Magneto is the catalyst who forces Gambit and Rogue to do some necessary introspection and be honest about their feelings, instead of playing this endless game of “will they or won’t they.” For Gambit and Rogue to build something real together, they need to step out of their performative roles as Scoundrel and Cher. Of course it’s messy, and dramatic, and confusing, and frustrating, and heartbreaking. But that’s love. “There is no love without sin.”
In fairness to all three of them, I think they handled the situation as maturely as they could, with honest communication about what they wanted. There’s no deception or manipulation here, just three people trying to navigate a messy and emotionally-charged entanglement.
As for Magneto, I think he genuinely cares for Rogue and loves her in his own way. But I feel like he’s using her to fill the void left in his heart by Charles. I don’t think he’s secretly “evil” or anything like that — but Gambit is right to be skeptical of his motives.
Overall, once Magneto and Gambit come back (AND THEY BETTER COME BACK OR ISTG MARVEL — ), they’ll get necessary closure, and Rogue and Gambit will offically become the power couple they were always meant to be.
*I’ve seen people wonder why Rogue doesn’t just wear one of those mutant suppression collars so she can safely touch Gambit. Idk how the comics deal with that issue and I don’t remember if the original 90s cartoon did, but the way I see it, it’s not just about the physical act of touching. It’s about intimacy. Being able to be your full, truest self with another person. Having to wear a collar that was made to oppress your people in order to experience a basic human pleasure would be degrading and take away from that intimacy.
301 notes · View notes
deerspherestudios · 1 year
Note
Hi! I played your game and really, really like it, I am a huge fan of slow burn - combined with Yandere too? That's kinda rare nowadays, haha. Thanks for making it and creating Mychael, I love his design. Two questions: How many days are planned to be playable in the full release?
And
Since in just one day Mychael feels very friendly towards us (according to a post you made with where his feelings are based on a meter) does that mean he's very clingy??? Like, in just one day he feels like our friend. What little effort and words will it take for him to go from crush, to love, to whatever yandere thing he might be??? Like, is he okay??? Should I be worried???
Tumblr media
This guy? Clingy? Nahhh. Nothing to worry about, anon :-) 🍄❤️
As for the game, long (!!!) answer below cut: might be spoiler-y might be not.
For context, here's the post mentioned above.
I'm still not sure how many days it will be, but it's definitely ranging between 4-5 days. Granted it'll be a while before the game is finished finished but I think progress will pick up as I complete assets that will be reused. I'm writing Days 2, 3 and 4 simultaneously (anyone who writes can probably relate to wanting a specific thing to happen in the story but dread writing up to it, so I skip around in order to keep my motivation and interest up)
As for relationship progression, slow burn usually means a long time passes before anything develops. But this is a VN and I'm a solo part-time dev so the scope still has to be small 😔 That said!
Mychael, as a person, is quite solitary in nature; he likes being alone and you'll find out why. He does however desire company and he's only realized just how pleasant having someone around can be (hence his reaction for the Bad Endings in Day 1 if you wish to leave/run away)
Although I'm not a fan of the 'you do one (1) nice thing any decent person would do and yandere is already head-over-heels for you' trope, I do have to make use of it but, drip-feed style? You grow closer to Mychael as you hang out with him and do little things that he appreciates. (Honestly I just realized I'm describing the typical visual novel experience just without the yandere beginning-- go! figure!!! /lh)
Example: the first thing that boosts you to immediate friend status is your willingness to accept his physical looks, something that's never happened to him before. (I know my artstyle makes him a yassified pretty boy but imagine genuinely meeting a sentient creature in real life with patchy green skin, a dextrous tail and four blinking pitch black eyes, I think I'd freak too haha) Little things like that mean a lot to him and motivates him to prolong your stay.
In a way, the MC is written to be more kinder and open-minded (at least outside of Bad Ends) than the sweet/sour personalities that come in a VN, so (for narrative AND coding purposes) I can't really diversify it much. I hope that's okay ¯\_(; v ; )_/¯ If Mychael met a more grouchy/mean MC on Day 1 he'd probably not be as attached. He'd just save you, feed you and send you home when you ask hahaha. Of course this will change as he gets to know you better, at that stage he'll be willing to overlook your flaws like any upstanding yandere
Phew this was a lot to dump in an ask but I did wanna explain my vision for the game! I enjoy yandere VNs as an escape fantasy, but it's common they start out with the yan already being invested in you or fall for you too fast!!! if that makes sense. I'm interested in yanderes in the aspect of how love (romantic or otherwise) starts from innocent affection and spirals into dark obsession!!! It's also compelling as to why a character is so devoted to someone, in this situation the MC, and I wanna write the kind of person Mychael would fall for. And personally 'love-at-first-sight' as a reason just doesn't do it for me 💔
(Disclaimer!!! I'm not saying my game is any more original or better than the other wonderful yan VNs in the works, but hopefully with Mychael as a character I can deliver that 'slow-burn-and-yearn' storyline I'd like it to be. As my itchio profile says: I make games I thirst for in secret but are sadly lacking around the internet 💔 )
Thank you for the ask!! :-D
714 notes · View notes
theresattrpgforthat · 4 months
Note
I was wondering if you had recommendations for a game that evokes the vibe of like The Thing (or Among Us) from the social angle - there is something here passing itself off as human, as *one of us*, and we need to find out who it is. Maybe with hidden roles? It seems like there's a lot of interesting space to explore there.
Thank you!!
Theme: Hidden Role Games
Friend, I've got more games for you than I thought I was initially going to find, and each one is in a different setting! Enjoy!
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
What We Thought We Knew, by Mouse.
You play as a group of friends who have known each other for many years- at the very least since highschool, and have gone through many transitional phases with each other.
It has recently been revealed to you that someone in your friend group has not actually been there for all of these events- they have been implanted in the group for whatever reason and all your memories modified to fit them into the narrative. None of you know who it is -- not even the fake.
In order to find out who the fake is, you must experience some of your core memories together again, moving through them like you are those versions of yourselves again, to try and spot the mistakes in the memories, the distortions that don’t quite make sense in the context of everything else happening.
The hidden role in this game is as determined by the GM, and the fake will not know that they are the imposter at the beginning of the game. The setting for this game appears to be relatively agnostic, so you could make this a fantasy setting, a futuristic setting, or even a modern setting. Characters have four stats: Head, Heart, Flesh and Beyond. The game is designed off of Caltrop Core, so when you roll your dice according to stat, there’s graded successes/failures. Players will also get chances to identify a distortion, which helps the group figure out what pieces of information don’t add up. If you want a game with mystery for almost everyone a the table, you might want to check out this game.
Jackrabbit Parole, by Willow Willis.
Well, you screwed up. Whatever you did, it was bad enough to land your ass in prison. Not just your average state-of-the-art correctional institution, either. This place is Bad News.
Parole? Don’t make me laugh. This is your life now. There’s no help coming for you and your fellow unfortunates. You’ll shit, sleep, work and eat when and where they tell you to for the rest of your miserable existence. If you want out, there’s only three paths:
Execution. Suicide. Or escape.
And since the first two don’t sound too promising, all you’re left with is jackrabbit parole.
Jackrabbit Parole is a game about prison escapees, one of which is a Snitch. The exact setting of the prison is up to you - the only thing that matters is that you’re stuck here unless you find a way to get yourselves out. You’ll roll to determine what your characters’ relationships are, and draw cards determine your roles.
There are two special roles: the Ringleader and the Snitch. The Ringleader has access to everywhere in the prison; the Snitch wants to get as much information as possible and pass it on to the guards. The Snitch profits by keeping everyone here, which means that players cannot communicate openly about their plans. The game plays over three acts, so I think it’s pretty easy to contain inside a single session, and it comes with some suggested settings if you’re not sure where to start.
Conspire, by Cherry Picked Games.
Conspire is a hidden-role storytelling game. Players delve into any moment of conflict, real or fake, and populate the scene with shady figures. They secretly assign objectives to these in-world characters and shuffle the roles amongst themselves. Everyone draws a role to inhabit and acts them out, not knowing who any of the others are or what they are trying to accomplish. What follows is an intense tale of bluffing, brokering deals, and shaping the very universe to your whims.
This feels like a GM-Less game, with all of the roles and motives of each character determined according to the setting and people created by the group at the table. Each piece of the puzzle is created collaboratively, so you’ll know what’s going on with one or two people, but not the whole picture. If you want a game that gives everyone the same responsibilities and has the flexibility to fit the settings in your head, this might be the game for you.
Eulogy of a Fool, by Kate.
In Eulogy of a Fool, all players are attending the funeral of a Fool. However, the Fool is in this crowd, having faked her own death to collect on a life insurance policy.  Everyone in attendance must give a eulogy while the Fool tries to blend in and everyone else is trying to single out any suspicious persons.
This game consists of a series of cards, 20 of which are Identity cards, and 30 of which are relation cards. There will only be about as many cards in play as there are players for any given game, so I think having so many options allows for a different game every time you play. Each player will also have to give a eulogy about the deceased, using information given to all non-imposters, while the Fool will have to improvise as best as they can. Looking at the instructions and prep for this game, I think this game would be very easy to learn. There’s a script for the GM to follow while running the game, and the cards make it easy to generate characters on the fly. If you want a game that’s part ttrpg, part card game, this might be the game for you.
EUREKA, by @anim-ttrpgs
Eureka: Investigative Urban Fantasy is an original, fully fledged, 200-page 2d6 TTRPG from The Agency of Narrative Intrigue and Mystery inspired by The X-Files, Kolchak: The Nightstalker, and much more!
Eureka features investigation mechanics that let players take initiative, use their characters’ unique strengths to find clues, and deduce conclusions themselves rather than to just walking into a room and roll Investigate.
EUREKA’s main focus is on solving mysteries, but the way character creation is meant to be set up means that it is very likely that characters will have a lot of secrets, purposefully hidden from the rest of the group at game start. If you are playing a supernatural creature of some kind, your character will have plenty of reasons to keep their identity a secret. While the group is trying to solve whatever mystery there is, your characters will have to decide just how much they trust each—other, with dramatic reveals possibly prompting some thrilling and suspenseful moments. This game isn’t quite in it’s final form, but there’s a robust community currently play-testing it, and the folks behind the development are very eager to answer questions and help you get a game to the table.
Loyalty, by jackdawfactories.
You are the crew of a deep-space mining vessel who have just been awoken from stasis. You are coming in to land on a previously uncharted planet, and must investigate the nearby cave system for its utility to you - but of course, there’s more to it than that…
Loyalty is a game based on Ridley Scott’s Alien, and combines standard RPG mechanics with a hidden role aspect. Survive the horror you have unleashed while working out who - anyone - is the traitor in your midst.
This is a game in which more than one person could have a secret role. You draw a card from a regular deck of playing cards, and based on what kind of face you have, you are either an android infiltrator, or a human. Because the character creation is randomized, it’s totally possible to have an entirely human crew - but the players won’t know this, and thus the paranoia will still be present.
On top of this paranoia, you’ll be facing off against an alien, and the more you come up against it, the stronger it gets. There’s a win condition, a lose condition, and the possibility to eject a suspect out of an airlock. If you like heightened stakes and no good endings, this might be the game for you.
The Warmest Place to Hide, by Rosie.
The Warmest Place To Hide is a TTRPG homage to John Carpenter's The Thing. 
It is the longest night in Antarctica, and something has made its way inside the research station at which you work. You and your teammates must work together to protect yourselves from assimilation - but when the creature can make itself look like anyone and anything, who can you really trust?
Create a base, populate it with crew, then see if you can survive an alien invasion.
This is the game for folks who want a direct re-creation of The Thing. As this is a Caltrop Core game, the rules are fairly minimal and use dice pools of d4’s. You can roll randomly for your character’s background, and choose an archetype that will give you specific skills and special abilities. You’ll also receive a random assignment of “Human” or “Something Else”. If you are Something Else, you always have to opportunity to take over any dead characters.
I’m not entirely sure how you communicate to players that they are Something Else without alerting the whole table; I’m assuming that this is the sort of game that involves passing a lot of notes. I think it might also be interesting if the GM introduces other threats that could kill players so that the Thing can approach and assimilate them without the players necessarily knowing who’s doing it.
162 notes · View notes
Text
Hey, you!
Yeah, you!
Do you crave more ✨canon queer stories✨ in your fandom experience? Are you begging for more major character representation that you don’t have to headcanon for yourself?
Then have I got the kickstarter for you!
The Tin Can Bros (a comedy trio and makers of live theatre, digital sketches, webseries, you name it! You might know them from all the work they’ve done with Starkid—founding Tin Can Brothers Joey and Brian played Ron and Quirrell in A Very Potter Musical) are launching a brand new season of projects, most of which contain QUEER MAJOR CHARACTERS AND THEMES. These guys have got gays, they’ve got lesbians, they’ve got trans and gnc characters, they’ve got wholesome first love and Hannigram levels of fucked-up toxicity. It’s a whole cornucopia!! They’re planning to produce work in Los Angeles, NYC, London, Edinburgh, and Adelaide, but there will be digital tickets so you can watch where ever you are!
We’ve got:
-Two Rocky Horror-style concerts of the cult-hit, spy-movie parody musical Spies Are Forever. Gay protagonist who will sear himself into your heart! Seriously, his relationship with fellow spy Owen will emotionally destroy you for at least seven years.
-A concert of the developing musical This Could Be on Broadway, which follows a group of high school kids putting on a production of The Matrix: The Musical (not a show in real life) in their theatre department. A bunch of the central kids are canonically some flavor of queer, and there’s a central, very sweet lesbian romance that includes a trans character. She’s played trans actress Esther Fallick, who also worked with TCB as a consultant to make the character and show as authentic as possible. Seriously, if you want to see a trans teen thriving in their own skin, this is the show for you.
-An Edinburgh Fringe Fest production of The Solve It Squad Returns, a Scooby-Doo parody that follows the parodic versions of the Scooby Gang when they reunite as fucked-up adults to finally confront the almost-twenty-years-past traumatic murder of their dog Cluebert. I promise it’s funnier than it sounds. Esther, the Velma-esque super genius, is gender non-conforming and identifies with they/them pronouns. They also have a girlfriend WITH a boyfriend!
-A workshop reading of the QUEER SCI-FI TELEVISION COMEDY PILOT Intelligent Life. Unlike the other projects I’ve mentioned, this one is new to the TCB fans, but will follow a pair of ex-boyfriends forced to survive together in an extra-terrestrial colony. From the sound of it, there will be plenty of queer supporting characters as well. This frankly sounds like it could be tumblr’s dream show, and it’d be great to support its development.
-The Great Debate—a live comedy game show where comedians debate silly things. While this obviously won’t have narrative gay rep like the other projects, it will showcase gay talent (at the very least, Tin Can Brother Corey will participate in every show) and may include debates involving queer topics.
-Gross Prophets, in which three wannabe gurus/cult leaders lead a seminar on the path to enlightenment. This is a completely new stage musical so I honestly don’t know if it will contain any queer characters or themes. But the TCB queer track record is pretty good!
Guys, I’m so genuinely so excited by this season. But all this awesome queer art won’t happen unless we get their kickstarter funded. And they need our help! So let’s get fundraising!!
TLDR; Comedy group Tin Can Bros are attempting to fund a season positively filled with queer stories and characters, and they need help! If you want to support the creation of queer theatre and the development of queer TV, consider checking them out and giving to the kickstarter!
207 notes · View notes
pukicho · 2 years
Note
Elden ring or God of war for game of the year?
Oh boy, it's a close close call. I’m gonna rant. 
In some ways, Ragnorok is an infallible game, it’s so perfect that poking holes in it seems so nit-picky that you just come off looking like a little jackass creature. I loved every second I played of it and I can't think of a better written, better performed, more charismatic experience. I've seen morons complain that the game has too many cutscenes, as if they didn't know what type of game they were buying into. I would whine about the cutscenes more if they sucked or if the game lacked actual gameplay but it most certainly does not. This game is CHOCK FULL of things to see and do, and all the flavor-text and optional dialogue is insane, on top of that, the game feels amazing to play and the move-set is sexy. When everything is going crazy, there are few games as exciting as this one. At the end of the day I can't think of a more satisfying experience, with one of the most thematically satisfying endings ever in a game.
Elden Ring on the other hand has its problems. It has a difficulty-scaling issue, it's buggy on every platform, it most certainly looks worse than Ragnorok, it has less endearing characters, and what little dialogue it has is pretty mediocre. That being said, Elden Ring is my GOTY. This game is kinda like my dream-game made real, an open world souls-like made by Hidetaka Miyazaki the legend himself - a game with the mystique of Breath of the wild without the shortcomings of content and variety. This game, in my eyes, is the single best example as to why a game should be open-world. So often in games I feel like an open world is a crutch. -- In ghost of Tsushima the open world disconnected me from the pacing and character-growth of our MC, the objectives felt so systematic and ubisoft-esque that it 'gamified' itself as you played, removing the atmosphere and experiential qualities of the experience over time - this effect can also be seen in Horizon Forbidden West, and Dying light 2. Elden Ring uses the open-world to surprise you, you learn so much, you need to be aware of your surroundings, understand the lay of the land, and find things without guidance. It does what Dark Souls did to adventure games and it removes the handrails from the experience, in this case, Elden Ring unlocks the open-world experience. As a result, there aren't many games that evoke such a CANDID experience in me. I've never had so much fun exploring a world, and I've never been so surprised by a game's sheer amount of content. I could go on and on but ultimately it removes the burdensome systems that typically plague games of this scale. I think the game has the best reward-feedback-loop ever, where every item is invaluable, versus the generic inundation of materials in other games, etc etc etc... At the end of the day, Elden Ring just another valuable lesson for the gaming industry; I feel like Fromsoft pops up and teaches the whole industry a new lesson every once in a while - like they know what people want at a fundamental level.
On paper, Ragnorok could be seen as the better overall package but as a result of it being linear, it lacks the candid experience that Elden Ring delivers in spades and I think, despite Ragnorok being one of the best-ever narratives put into a game of this caliber, Elden Ring captures what it means to be a video game better.
1K notes · View notes
mixelation · 4 months
Text
was thinking about orochimaru & the chunin exams in reborn au
so, i think orochimaru has less of a personal stake in the chunin exams without hiruzen as hokage, and also he probably wouldn't directly confront minato because that's uuh a good way to get your ass kicked. but also he attempted to start a village and failed so probably he's itching to do something Dramatic
in order to make an attack a sourc of real narrative tension, i do have to come up with a way to split up and distract a bunch of people. but i don't want to rehash the suna invasion, because certain people would NOTICE. but im playing with the idea of OC antagonists and/or ex ROOT people willing to help orochimaru with a coup. i think if his edo tensei plan we executed more stealthily (like sending hashirama and tobirama in opposite directions, to split people up), more chaos could be generated, maybe
anyway what i'm imagining right now is: some major shit is going down and tori is like "i can waste orochimaru's time for as long as you want. how long do you need" and she runs off and literally just bats her eyelashes and offers to give im a lab tour. and my ultimate Vision rn is that she shows off hashirama trees that started as HIS experiment and then uses their chakra to trap him in a barrier and is like, "isn't this embarrassing for you?"
and orochimaru tries his own mind game because he KNOWS she;'s involved with danzo's downfall somehow, and he's like, "is it true you saw the shinigami?" because to HIM seeing the shinigami as a mortal is the most terrifying thing that can happen-- to see it is to fully comprehend your own mortality.
and tori has an entire villain speech LOCKED AND LOADED. actually, she's NOT LIKE OTHER GIRLS---
and then she realizes that even if she gives a different speech from the one he's expecting, this is still letting him win. he wants her emotional and yelling. and so she decides the most emotionally devastating thing she could do is ignore him. and she simply walks away and leaves him
and then she goes and regroups with someone idk
minato, off the back of some very dramatic battles: you did WHAT why would you think tht was the best solution TORI I AM SO STRESSED RIGHT NOW
so obviously orochimaru is gone by the time anyone goes to check. also now he's OUT for tori because she DID get under his skin
also maybe he kills hiruzen on the way out so actions can have consequences, who knows
not itachi have Feelings bout tori getting people who ordered the massacre killed
114 notes · View notes
coffeenonsense · 5 months
Text
I usually try to stay in my lane most of the time (mostly bc I am far too old for fandom drama) but what the hell, it's friday, let's put that lit degree to use:
the way people are playing morality politics with fiction is really starting to genuinely irk me and I think some of the responses to ascended astarion are a perfect example of why this type of thinking is actually hugely detrimental to one's ability to meaningfully engage with fiction and also to the future of art.
astarion is one of the most well-written complex characters I've seen in recent years bar none (and I'm clearly not alone given the explosion of his personal fandom lol) and he has a truly compelling, emotionally resonant character arc whether you ascend him or not
If you keep him a spawn, you get a deeply touching, realistic character's journey to healing and personal growth where he learns who he is after the experience of his trauma and depending on the player's choice, explores his relationship to sex, romance and intimacy
If you ascend astarion, you get an equally emotional and well-rounded character arc where he chooses the power that allows him to have the desperate freedom and safety he's wanted, but in the process eschews any hope of real healing or personal development, and again, depending on the player's choices, restarts the cycle of abuse by taking cazador's place.
These options offer vastly different paths for the character and experiences for the player, but while yes, ascended astarion is the evil ending, and yes, ascending astarion is a tragedy, and a fucking incredible one (not only do you have astarion reigniting a circle of abuse but you have the narrative weight of KNOWING he could have actually overcome his trauma...hats off to the bg3 team tbh) but that does not mean ascending astarion MAKES YOU AS THE PLAYER EVIL
Ascend astarion because you love tragic story arcs, ascend him because you want to indulge in a master/slave vampire fantasy, don't ascend him because you want a healing character journey, don't ascend him because you want a sweet romance; all of these choices carry the same moral weight for the player, which is to say, none, because they are an exploration of fiction.
I know I'm saying this to the villain fucker website but it bears repeating; just because someone wants to engage with evil, fucked up characters or content does not mean they support evil acts in their real life, and furthermore, exploring dark, taboo or tragic concepts safely is part of what fiction is for. It enables us to look at those things from a distance, work through difficult feelings and develop greater understanding of what makes our fellow humans tick — and before you get it twisted there's also no moral issue with exploring fucked up media bc you're horny or just, because. You can take it as seriously (or as sexily) as you want.
It's starting to really concern me how many people not only do not get, but are violently opposed to this concept, because equating what someone likes in fiction with their real life moral code and actions is an incredibly dangerous and let's be honest, immature way of thinking that not only stunts your ability to engage with fiction but ironically, hampers your ability to deal with complicated issues and emotions in real life.
I don't know what's driving this trend (though purity culture is certainly playing a role) but it's definitely something that's not just impacting individuals but contributing to the commercialization of art, where we get games and stories and tv shows and books that regurgitate the same safe, mass marketable plotlines and character archetypes over and over and over again so corporations can squeeze out as much profit as possible.
Anyway, remember kids: There's no such thing as thought crime, reaching for morally pure unproblematic media is directly contributing to the death of art, and this is why funding the humanities is important.
140 notes · View notes
leolithe · 5 months
Note
The radioactive levels of misogyny have been present with regards to Lotus since 2013, and it was... an experience to watch it play out in real time. At first, it was largely imperceptible. Just people complaining about having an "annoying" (re: female) mission director. But the moment Apostasy: Prologue happened, it was like they smelled blood in the water. They finally had ''proof''— ''justification''— for their baseless hatred of Lotus (despite the fact that it was pretty clear that she had not left entirely of her own free will).
Even before then in Natah, the quest where Lotus explicitly declares that she *was* Natah, Hunhow's daughter, until she "destroyed" that part of her and chose to become the Lotus, ''the Mother'', to the children she couldn't bear to kill, people were using the fact that she wasn't human as justification to hate and distrust her, despite the narrative never producing anything concrete to back this distrust up, until Apostasy: Prologue (and even then, it was clear some form of manipulation by Ballas was at play in this prologue). In fact, people were saying things like Lotus can't be trusted *because* she chose compassion over completing her original mission, and the fact the Tenno are still alive is proof she isn't fit to lead. HELLO?????
But from Apostasy: Prologue, it all went downhill. If you were saying things like:
''I don't think Lotus chose to leave on her own accord. I think Ballas did something to her, maybe under the false belief that she was Archimedean Margulis. Maybe she secretly is, I don't know. But on the slim chance that she did leave willingly, what if it was to protect us. He is an Orokin Executor after all, and the first time he makes an in-game appearance, he displays some sort of Void ability. Who knows what he's capable of. Why is it that you guys gave Teshin all the grace in the world when he was working under the command of the Twin Queens, but Lotus is immediately deemed a traitor who needs to die by your blade for being abducted??''
you were in the minority.
And then The Sacrifice happened. And is was SO over. By that point, there were like 17 Lotus defenders left. The majority of the fan base was actually, excitedly, waiting for the opportunity to take out the Sentients and to kill Lotus with them. No amount of arguing that ''The Jovian Concord (monologue), Operation: Orphix Venom (hidden message), and Erra (cinematic) only make narrative sense if Lotus is being brainwashed'' was going to get through to them. Because for far too many, it was never about whether Lotus was actually on our side or not. It was never about where her loyalties and allegiance lied. And despite what so many said, it wasn't about her betrayal (because it wasn't a betrayal, and it was clear by this point that she was being used. she even called out for help!). All of it was just a thinly-veiled excuse for them to finally be able to say, "tbh I never liked that we had a female mission commander. And I hope we get to kill her for her betrayal and that we get someone new like Teshin. I'd even take Ordis, as annoying as he is," out loud. (I wish I were making this example up and I wish I had only seen it said once or twice)
So when The New War happens, and there is no confrontation with Lotus, only the confirmation that Lotus was indeed being manipulated and used as a scapegoat, only for Ballas to steal the last of her life force and consign her to the Void, MANY people felt cheated. Because they'd convinced themselves (and allowed themselves to be convinced by Chimera: Prologue) that Lotus was the villain despite all the evidence to the contrary. They went in to the quest expecting a no holds barred fight with Lotus that would end in her death as best case scenario, with the option to kill or spare her via the alignment choice system being the 'most likely outcome'.
And so, countless forum threads were made complaining about how Lotus wasn't the big bad who could be killed (ignoring that she *was* killed. this was a HUGE part of the quest. she died and nearly withered away into incorporeal non-existence before the first shard stabilized her). The actual complaint, of course, was that *they* didn't get to kill her. Lotus didn't deserve this treatment. Even when there was doubt as to where her story was going, she was never afforded the grace that other characters got. Her narrative was often just outright ignored, because ''all that matters is that she betrayed me, and no one betrays me and lives''.
We're past that era now i think, but it was demonstrably not a fun time to be a Lotus fan in. But in the end, we were right! And space mom is back home and safe
WOW. alright. Something something disappointed but not surprised, I can pretend to be astonished here but I'm not. Fandom misogyny knows no fuckin bounds and being a lesbian with no interest in male characters just makes this fact extremely apparent.
Man, so this is why the Lotus tags are so unpopulated. When I finished the story quests looking for fanart/fanfic, through naive lenses I was like "this game was released in 2013 right? And Lotus is so important, she's mission commander, she's driving the story, she's a cute space mom... That's so cool. There's gotta be good Lotus content everywhere! ^_^"
But nah. Fandom misogyny. The love goes to the men, while the female characters are neglected. Never shown grace, given the most bad faith interpretations possible, filtered down to shallow one-dimensional personalities... It's just a fandom staple.
So. Knowing that the Lotus is a main character who is here to stay, and knowing that her voice actor Rebecca Ford is currently Warframe's CREATIVE DIRECTOR (that role is not a small thing like hoooly shit)... It's kind of a justice, right? A heartwarming kind of justice, not really a tale of grabbing disbelievers by the neck and wringing them out, but more of simply standing proud. Standing for what you believe in, the story you want to tell, and not buckling to the backlash you undoubtedly will encounter.
It's just mind-blowing, honestly. The Lotus as a character is meaningful not just within her game's vacuum, but in such a meta sense as well. As someone who started being involved in the gaming community during the time when Max Caulfield was considered a revolutionary female protagonist, I think it's insane that we have the Lotus.
What the Lotus stands for easily skyrockets her into the "most important female characters in gaming" hall of fame. She is incredible.
101 notes · View notes
psychhound · 8 months
Text
ttrpgs in the classroom (part 4)
howdy!! back again after,, a time away (grad school is insane <33 save me <33) for a long overdue classroom post!!
so this one is about our first big essay assignment, the personal narrative essay! we'll actually be going over a number of games for this one!!
the assignment:
write a 900-1200 word personal narrative essay by playing a solo journaling ttrpg and reflecting on the experience using the prompts provided
the prompts:
What memory surfaced while you were playing the game, and why do you think that is?
What was your main emotion while playing, and where do you think that emotion came from?
What story from your childhood did your playthrough remind you of, and how did you come to know that story?
How did playing through the game inspire you? Is there a change you want to make in your life because of this experience?
Did playing through the game remind you of a success or failure from your real life, and if so, how did playing help you reflect on this?
the games: (as presented on the assignment sheet)
The Lighthouse at the Edge of the Universe by @lostwaysclub
You are a lighthouse keeper in the far reaches of space. Every day, there is work to be done to maintain your lighthouse, safeguarding passing ships from the edge of the universe. Log your observations, maintenance, and events while facing threats like emotion-driven weather.
Yourself
You have just discovered that you are a changeling: something between human and fey. Over five acts, you will reckon with this new discovery, and let your feelings shift and grow.
Snow
There’s something on your mind. There’s snow in the driveway. As you take the time to shovel it out, you think through and process your situation, whether mundane or life-altering.
Long Haul 1983 by @seanpatrickcain
You are a long-haul truck driver making a journey through an empty but dangerous world. Each day, you face a long, lonely highway filled with threats—whether mechanical, supernatural, or psychological. Each night, you make a payphone call to your most important person and leave them a message, though they never pick up.
Last Tea Shop (CW: death)
You own a tea shop on the border between the worlds of the living and the dead. As people pass from the first to the last, they stop into your teashop to have a drink and talk with you.
&
village witch - which was not on the assignment sheet but one student asked special permission to play this one after we listened to an actual play podcast that played this game (alone at the table by @ladytabletop) and the themes of the game really spoke to her
(if folks know other tumblrs for the creators feel free to tag them!!)
the results:
i was really really happy with these essays overall. the students wrote about some very impactful memories and emotions, and all seemed to get a lot out of playing
i had a lot of essays that came back and said "i never thought i'd be a gamer but i really enjoyed this" or "i didn't think i would get anything out of this experience but it really moved me". i was particularly happy with the essay from the business major that said "this was way better than being on my phone" considering these are 18 year olds still adjusting after years of the pandemic and leaving home for the first time and also this was homework
the most popular game played was last tea shop, and i had a mix of responses of "this made me realize how much i value my friends" to "i really need to value my friends and memories with them more" to "i really want to make more friends". i also had students who said this game helped them process grief over losing loved ones
long haul was also a popular one, and i got my most descriptive writing out of this game. it was interesting who the students chose to make their calls to, as well as what they chose the threats to be. one student got a bad ending and decided to play the whole thing again so he could make it home
the students who played lighthouse found it really soothing, as the game intends, and said it was a good way to process things that were on their mind after some of them had rough days leading up to playing (one student said he had to start over because he almost fell asleep on his desk after the game was too relaxing)
and with snow, none of the students chose to meditate on things directly from their lives, but all ended up finding that they had unconsciously put things they needed to process into the game and found new perspectives on them from playing. the kids who chose this one were the most surprised at what they got out of the experience
no one ended up choosing to play yourself, so i may switch this one out for future classes
the reason i chose these games in particular is that they all have an element of choice, and they all deal with emotions in some way. i thought this was a really successful first assignment and was glad the students all seemed invested and excited to play more after this
117 notes · View notes
heavens-moonlight · 4 months
Text
𝗕𝗢𝗥𝗗𝗘𝗥𝗟𝗜𝗡𝗘𝗦 | 𝗦𝘆𝗻𝗼𝗽𝘀𝗶𝘀 𝗮𝗻𝗱 𝗦𝘁𝗼𝗿𝘆 𝗡𝗼𝘁𝗲𝘀
𝟬𝟭 : 𝗠𝗜𝗦𝗔𝗗𝗩𝗘𝗡𝗧𝗨𝗥𝗘
Tumblr media Tumblr media
Hiding deep affection for someone is one of life’s most difficult games to play: secret glances, hesitant conversations, and heart-pounding moments filled with anticipation.
Or so you thought.
But when a school trip takes a turn for the worse, you and your fellow classmates find yourselves entangled in a chilling mystery under the guise of a mafia game orchestrated by an elusive creator, the stakes for victory become just that much higher.
With tension escalating, friendships, loyalty, and concealed sentiments are put to the test as secrets unravel, forcing everyone to their limits. Faced with the option of life or death, just how far will the desperation of human nature push against the borderlines of morality?
Authors Note: I didn’t think I’d be back to writing for another series in full so soon, but clearly, I have a love for high school-themed horror stories so here we are once again. There is a face claim (Jung Da-Bin) as well as a name (Han Seol-Hwa) for those who don’t like to imagine themselves in place of the main female lead while reading! This is a story where you don't have to watch the show beforehand to understand (as long as you know how the mafia game is played!) Here’s to hoping this will be a fun ride for Night Has Come fans, Kim Jun-Hee enthusiasts, and lovers of green-flag characters ♡
Tumblr media Tumblr media
𝐌𝐀𝐈𝐍 𝐂𝐀𝐒𝐓
Tumblr media
Tumblr media
It is necessary to issue a warning regarding the upcoming horror and gore apparent, as this genre can provide an exhilarating and thrilling experience for those who seek it, yet caution is urged in proceeding further for those who wish to avoid it. Viewer discretion is advised when engaging with this work, for content will include the darkest recesses of human nature, graphic violence, visceral descriptions, and unsettling themes such as bloodshed, dismemberment, psychological torment, death, and explicit language that may be disturbing to some readers.
Tumblr media
This book is purely a work of fiction. Names, characters, places, and incidents are entirely products of the author's imagination. Any resemblance to actual events, locals, persons, living or dead, is absolutely coincidental. All credit goes to the creators of Netflix's Night Has Come and the webtoon it's based off of by the same name for the characters, plotline, and overarching flow of events. I do not own anything aside from the creative license of elements that deviate from the original works including, but not limited to, dialogue, characterization, narrative, and reader-insert.
Understand that this fictional narrative does not condone or glorify criminal activities nor any form of violence. The portrayal of mafias and their actions is purely for dramatic effect and storytelling purposes. It is essential to approach this story as a work of fiction that should not be taken as an accurate reflection of real-life situations or individuals. Moreover, the depiction of high school characters should not be misconstrued as an endorsement or encouragement of any behavior that may create fear, discomfort, or harm among individuals in educational settings.
As is such, readers are advised to engage with this story responsibly, keeping in mind its intended entertainment value while differentiating between fiction and reality.
PLEASE DO NOT PLAGIARIZE, TRANSLATE, DISTRIBUTE, OR UPLOAD MY WORK ELSEWHERE AND CLAIM IT UNDER A DIFFERENT NAME.
𝟬𝟭 : 𝗠𝗜𝗦𝗔𝗗𝗩𝗘𝗡𝗧𝗨𝗥𝗘
77 notes · View notes
hysteriamodes · 4 months
Text
i keep looking at this and--
Tumblr media Tumblr media Tumblr media
Me when I read this:
Tumblr media
You know, for someone who calls them a fan, you sure do like disparaging Alice as a character.
Tumblr media
"My family died of mysterious circumstances and the conclusion doesn't make any sense." Doesn't constitute as a character as "whining".
Tumblr media
Her experiences are her past, Her past is an experience. The second game is about accepting memories, no matter how bad they are, are a part of herself. That's actually something you learn in trauma therapy.
Again, someone didn't pay attention to canon. We already know that some elements of the first game have been retconned and it's not a perfect story, but I think it's genuinely shitty to label a character as "whiny" when they're probing more to understand more about their past. If this person just thinks that one trip down to Wonderland is going to fix all of Alice's issues with major trauma and psychosis, they're wrong. Especially the latter if she suffers from psychosis.
Like, let's be realistic, here. If you're locked up in a place for ten years, especially during the most critical times of your emotional and physical development, it's going to mess you up. Alice was struggling when she left and several people exploited that. The way I see it, the first game was about accepting her family had died and she was growing up. The second was accepting she couldn't have changed what had happened and gotten over survivor's guilt as well as memories being a core part of her. As flawed as this game is and McGee has issues not retconning some of his work, it works because that's how trauma is. You will have ups and downs in the course of learning to accept what happened to it.
So calling Alice "whiny" or "selfish" is just so wrong, not only from a narrative perspective but also from her character. When she confronts Bumby at Moorgate Station, it's not about her, it is about the children who were being affected and passed out along Whitechapel, London. And if you're not familiar with the history of that area, it was known for trafficking, poverty, and prostitution, that's where Jack the Ripper was. Because Bumby was sadly right: nobody would believe Alice because of her history and when he tells her to leave, she has a change of heart, because she dares to stand up for not only herself and those kids.
Killing him wasn't an act of selfishness, it was the opposite. She could have given up and languished and become nothing, but she didn't. She almost did but Alice was too stubborn. And if this person paid attention to the dialogue enough, they would have seen Alice and Nanny being so critical of what's been happening in Whitechapel.
And... again, she has psychosis?! She was struggling to keep herself grounded and needed the help. She wasn't aware of what was going on sometimes because she struggled with her psychosis and that's a very real issue for some people with C-PTSD. It's done beautifully in "Hellblade". It's not perfect in these games, but it doesn't weaken her as a character, it makes her stronger. I didn't think that Alice seeking help for her psychosis was seen as "whiny". Like, come on, dude.
Did we even play the same games lmao.
70 notes · View notes
hilkaro · 6 months
Text
I've played through the DLC for TPoF countless times. Eventually, after some time, I unlocked an achievement I had no idea existed - called Real Simp. I completely forgot about it, but when I wanted to play the game again next time, alongside the memelord mode, another one called Simp Mode appeared. I turned it on, and OH MY GOD, IT COMPLETELY CHANGES THE GAMEPLAY! I don't know about other characters, but with Fox, everything is better.
At the beginning, of course, there's the auction where you beg the announcer to take you every time you have the chance. Then you wake up in a bunker, and that's when the real rollercoaster begins. From my experience, I can immediately say that Chat doesn't matter at all, only Fox's points matter. I'll give you a brief walkthrough in case you haven't unlocked it yet.
Warning: spoilers ahead!
Tumblr media
You wake up in the bunker, it's dark, you're tied up. You make noise and catch Fox's attention. Nothing changes here, but your thought process is… significantly different. Someone is in front of me. I focus my gaze and see my favorite beastkin. He looks great, only he wears a mask covering his handsome facial features. Too bad, a great pity.
Fox asks how you feel and if you remember anything. You get several options, including a new one to click on: I meant your bedroom. This leads to a dialogue: You: (sigh), I don't want to be rude, I really appreciate that you fulfilled my request and took me, but I meant your bedroom more than this musty basement. He is silent for a moment, looking at you, then bursts into laughter.
It's the standard text about not worrying because you made the choice to be his co- star. You look around, see cameras, he says no one has ever asked to go with him before. Then you notice the lingerie he chose for you, praise it, and he's happy, standard. For a while, nothing changes; you choose the option to Stay quiet, then Put it back. Fox turns to the cameras and talks to Chat.
This wasn't what I expected from our first night. I'm a little disappointed, you think bitterly.
Let's move on to the foot and there's a slight difference here. Fox: She's gotten nice and wet… What do you think Chat? You (smiling weakly): I'm nice and wet, not only there But Fox rudely interrupts you by sticking his finger into your wound.
Still nothing changes. When you get a choice, you click on Beg him to stop. He cuts you with a knife until you bleed, you cry, standard. At WoundFucker's request, Fox starts choking you, but before you choose the Please, I don't want to die option. He chokes you with a cable until you pass out, then he smashes your face on the concrete, great.
The next game is a gun blowjob and here you have to click Obey confidently, because this time Fox forgot to do the poll. So you do your thing, looking deep into his eyes, he touches himself , nice time. Everyone is impressed by your skills, so you survive, but it's not over yet, because the icing on the cake awaits you. AND THIS IS VERY IMPORTANT. Once Fox holds your poor eyelids, a new narrative emerges. I know well what will happen next…. And you can select the Open Mouth option, but it only lasts for a few seconds, so you have to be quick. Once you manage to click it, this appears: I open my mouth and stick out my tongue. He must be surprised by my reaction, because the grip of his claws on my head weakens and I manage to squeeze my eyes shut at the last moment, just before his cum lands all over my face and hair. But not in DAMN EYE! Fox is a bit surprised, ends the stream and you pass out from blood loss.
You wake up in a cell. He speaks to you with ordinary words. You look around and express the hope that now that you've performed so well, Fox will finally take you to his home. He just laughs and states that you now work for him. He's about to leave when you stop him and choose the option: Please stay, I don't want to be alone. Fox tilts his head, with a half-smile, remains silent for a moment, and exits without a word.
Then, you sit in the cell and contemplate. All narratives about the eye are, of course, omitted. You worry that perhaps you didn't try hard enough, considering Ren didn't want to take you home. Since you care so much about him, you decide to give it your all the next time you see each other.
Finally, they come to you. You dress up in a sexy mesh outfit and decide firmly that you'll survive this stream too. When given the option, you choose: Please go easy on me, and Fox likes it. He's about to start when someone asks: What happened to her? And Fox tells and shows everything. Fortunately, your eye is intact.
You move on to the soldering game, and when he asks you, you confidently reply that it's a soldering gun. You're not stupid, duh. Fox burns a heart on your back, and when he shows it on the camera, you comment aloud: You: Wow, it looks great, much better than a tattoo. Fox: I'm glad I fit into your tastes, darling.
Then you let him set up your arm without any protests, standard.
And the sex scene. Not much changes here except when Ren wants to put a tentacle dildo in your mouth, you have a time-limited chance to click: Open your mouth. Probably just to score points with Fox. Of course, while you're at it, you're pushing against him with all your might, in fact, you've been dreaming about him fucking you. It's a bit shame to be in front of the camera and with that collar with needles, but you don't complain, you take what they give you.
After everything, perhaps the biggest change. Because there's no longer an eye operation. Instead, there's a game with a nail gun for questions and answers. The first question is, of course, about Fox's name, and here, a window appears WHERE YOU CAN TYPE YOUR OWN ANSWER! There's no other option; you type REN HANA, all in capital letters, because you're so excited to finally let it out at this moment. He looks at you carefully, averts his gaze, and… shoots!! Shocking. Here, I think there may be several reasons for doing so. Firstly, theoretically,you don't have the right to know his name as MC, and maybe it unsettled him, put him on high alert or something. Or it could be an option that it was a warning shot. Ren didn't want to reveal his identity to Chat. Generally, the matter is a bit strange because if you answer all the questions correctly, he shoots a nail into the middle of our forehead, killing you. Okay. Some sample questions: What is today's date?, Whose father is my most loyal patron? And the question about the last letter of the alphabet, but it's time-limited. If you answer this incorrectly, Fox mocks you. After this wonderful game, you are forced to remove the nail from your body, which is quite painful but concludes the second show. You lose consciousness.
You have various dreams, when a touch wakes you up. Fox strokes your head. The beginning of the conversation is the same, there are no texts about the eye prosthesis because you have that eye. You ask: Why are you helping me? He explains that Chat loves you, but it is picky, and you may not survive for long. You relax and gaze at him, and he points out that it's not very polite. You ask, Who did this to you? He responds in the usual way. But your reaction is different. You: Are you sure? Fox: About what? You: That if it weren't for that person, you would be in exactly the same place doing exactly the same thing as now? Fox measures you with a probing look from half-closed lids and says it's time for him. Then you have the option to click: Hug him. You do it, and he looks at you surprised. You ask him not to leave yet because you don't want to be alone. He also lightly hugs you and strokes your head. After some time, you drift away.
And the ending. THE BEST.
You wake up in a bright room. Apparently, someone's bedroom. You feel an electric collar around your neck. Fox appears, wrapped only in a towel, wet hair, bangs falling on his forehead. He pins you to the wall, his eyes glowing, and says: I decided to keep you for myself. You're mine.
63 notes · View notes
heybiji · 4 months
Note
hi!!! i just wanted to say i really love all of your MASKS stuff. i'm something of a newbie when it comes to the TTRPG community, but MASKS seems to be not very well-known and i think that's a real shame. i'm a huge fan of old-school superhero-adjacent stuff, especially the silver- and bronze-age ones!
by the way, i was wondering if you'd be willing to share some tips for a first-time GM? you don't have to if you'd rather not! i just figured i'd try asking since i was planning on GMing a MASKS campaign for some of my friends later, but despite my decade's worth of roleplaying experience i've never been in a TTRPG campaign nor a GM (or similar) role before
Thank you so much!! I was just lamenting about how I felt bad for the MASKS tag because it is now flooded with all my npc nonsense hahah so this is really nice to hear.
It's awesome you're planning on running a MASKS game for your friends!! There is an indispensable post on twitter I saw that has a LOT of great tips for running MASKS that I recommend checking out. But for my own personal tips that are just me things, here's what I got. Sorry it's gonna be extremely long-winded, it may take a few months to read through it.
(Note: I am also hugely into RP and probably put more into it than what is necessary, especially with MASKS which is meant to be able to be played out of the box. It was definitely not played out of the box in our case because I require a lot out of myself and everyone else to feel good about running something. if anyone else wants to continue seeing me as a normal human being please don't click the Keep Reading)
Since you're running it, make the world interesting to you. If the world runs around themes you're personally interested in then you'll have a much easier time coming up with answers on the fly. For me, themes I'm interested in that lend themselves well to a superhero world: money, power, family, celebrity, media, the 24 hour news cycle and the desensitization of violence. Because I'm interested in this stuff anyway, wrapping a world around them makes it much simpler for me to figure out how the world ticks and thus how the characters fit into it and how the world reacts to them, and I am DESPERATE to find out how the characters react to all the questions and expectations the world is imposing upon them.
Make sure your players have a good grasp of the tone of story so they can make characters that gel well within it. For me the tone is a lil more adult because I'm not personally into younger morality tale stories in tone, it's pretty grounded, and I think comedy and tragedy work hand in hand so I lean into them.
Talk. A lot. Talk about the characters, talk about the world. MASKS is fun because it's a LOT of talking and figuring out the narrative together. It's not a lot of crunchy mechanics, it's all around seeing how the characters react to the world narratively, all hurt and comfort and emotions which (for me) requires people to have a good grasp on their characters and the world. I like to give my players "homework" where I ask them a question involving their characters in some way like "what hero did your character look up to as a child?" so they get to come up with past heroes, or "How does your character feel about _____?" etc etc. The only fans are gonna be your table and fans love to talk so be the biggest fans of the PCs!!
Figure out your framing. I know in MASKS they suggest framing it like a comic book, and basically talking about the frames on screen. For me, because I'm more into movies and tv than comics, I frame it like that. So I have an active "camera" in play during sessions and will ask things like "would anyone like to grab the camera?" to encourage the players to put the character into a scene or "what does the audience see as the camera focuses in on your character in this emotional moment?" There is a LOT of playing up to the camera and framing the sessions as episodes of a show, so it's like, okay, you have several options but what is going to be interesting for the audience to see? I find this encourages the players to have their characters take bigger swings and feel comfortable letting us into how their character is feeling because it all looks GREAT on camera. The camera loves it. The PCs are the story after all.
Because I frame it a show, I also like to play individual ending songs over the "credits" at the end of each episode. So I asked my players to make playlists for their characters so if I feel an episode had a lot of emotional focus on one character in particular, I can play one of their songs at the end of the episode! I also made a general MASKS playlist with a bunch of songs from the era we set it in (2004) to pull from. It's a fun little addition that I really enjoy and that I hope makes it all feel more special.
The Dino Donut Effect: create landmarks in your world. (OK THIS IS GONNA BE LONG BUT WORK WITH ME HERE) They don't have to be locations, more solid landmarks of the story that the characters can refer back to and lean on to make the world feel more "real." I call it the Dino Donut Effect because in our world the thing that made everything click into place was talking out the backstory of one of the PC's figuring out they had the power negation ability. We were talking one night trying to figure it out; we wanted the character to fall out of a building and be caught by a flying superhero and accidentally turn off their powers, so they toss the kid to another flying supe whose powers also get turned off. But we were like... holy shit what is the height of a building needed that can handle this much action in the air without them hitting the ground in 3 seconds. So after a long night of talking about terminal velocity and looking at Splat Calculators we figured out the height of the building, and we needed them to crash into something that wouldn't fuckin kill them. The first suggestion was a truck full of bananas. Nah. We landed on a giant balloon that could take the impact. And the balloon became a giant T-Rex holding a donut that was the mascot of the city's beloved decades old donut shop Dino Donut. And so we decided that one of the two flying supes grabbed onto the kid and the other and flew into the giant balloon to try and keep them all alive, which destroyed the balloon, which was a city institution, and there was a crowd of children there that day that saw their friend Dino Donut die. Killed by a superhero. The balloon deflated loudly so it sounded like Dino Donut was screaming in agony. All the kids were traumatized (screaming crying throwing up), the city was furious because everyone loved Dino Donut, it was constantly in the news cycle, and it ruined the career of the supe that "killed Dino Donut." AND THEN THEY REPLACED THE DINO DONUT BALLOON WITH A LAME "UPDATED DESIGN" DINO DONUT STATUE which everyone hates and people consider to be a memorial to the old Dino Donut. ANYWAY, the Dino Donut effect is that now all the PCs have one single incident to refer back to that they all have feelings about. A couple of them were there that day and heard Dino Donut scream, one is now the protege of the disgraced superhero that killed Dino Donut so she feels uncomfortable talking about it, there's the kid that was saved that day but was sworn to secrecy by the supe so no one would find out about his power negation ability, and then there's the kid that wasn't there because she's an alien that just arrived to earth and now the kids have to explain the incident to her with all their varying opinions. Now the PCs' meeting spot is at a Dino Donut. Having this one solid incident that is both funny and kind of goes into the themes of the world has been an absolute treat. Creating "landmarks" like that in the world has done so much and now I'm like okay I'm gonna try to do this moving forward with any other thing I run.
anyway these are my extremely specific to me tips. my RP standards are kind of high which makes me a bit of a terror but also when the flowers bloom from it it feels GREAT. i'm not sure if this will help but hopefully there is something there that can be useful!
MASKS is fun and simple once you get the hang of it, though, so I'm sure whatever you do you and your players will have a lot of fun! especially if you're someone who is into RP which is the background I'm coming from too; MASKS is extremely narrative! i'll be looking in the tag for your game hehe
Tumblr media
(The Day Dino Donut Died art by JD)
39 notes · View notes