Tumgik
#call of Cthulhu good ending
taintedco · 4 months
Text
Call of Cthulhu
Tumblr media
Call of Cthulhu is a great mystery detective cult game. This game is so much fun and it is decision based along with quick action so everything you do will affect your game play and you may even have to restart like I did.
There are so many plot twists in this game and its a great story over all. This game is only 8 hours long all together even with the side missions and quests. It is a psychological type horror single player game. This game is out on Xbox, Pc, and Ps4.
The way the story goes, you might think that one thing went one way but it went the complete opposite just like I stated it is decision based so everything can change and your opinion can always effect it.
I have nothing to say except, the game crashed on steam and I had to use the run command with a code in it to let me be able to play it since my system is newer.
The script code is here and works great! Don’t worry you cannot mess up anything if you use it. It will just sit in the shadows if it doesn’t work and you will never notice it which is nice.
This game was fun to beat. It has 4 different endings, a good and a bad on each side. If you finish the game, load back into your save and do the opposite ending to get the two but for the other two there are different ways to get it and the walk through for it is here.
Get the game here on kinguin!
Get the game here on Greenman!
MY GAME PLAY
https://rumble.com/v46zwt5-part-one-of-call-of-cthulhu-i-had-to-restart.html
https://rumble.com/v46zyvx-call-of-cthulhu-i-restarted-part-2.html
https://rumble.com/v479d3i-part-3-of-call-of-cthulhu.html
https://rumble.com/v479ecz-the-ending-of-call-of-cthulhu-part-4.html
0 notes
trashpremiium · 11 months
Text
i wish i knew how to keep friends :( making friends is… hard, but doable. if i have a reason to be near someone and they’re amenable to my Autism Beam of infodumping, i can usually make them tolerate being around me for as long as that activity lasts.
but semesters end. mutual interests fade. activities wrap up. and then those people leave. not to say i’m not thankful for however long their friendship lasted, i just wish people were more likely to want to be friends because they liked me, not because i was a body near them to spend time with.
11 notes · View notes
haunted-hijinxer · 1 year
Note
What was the worst ending you had planned for Season 1 of the 'call of cthulhu: haunted hijinx' scenario?
Hahaha! Oh boy, what a fun question! Especially since we all kind of expected the first scenario to be standalone when we started...
I remember when I first pitched the first scenario, I had the vague thought that the scenario could potentially end up being a precursor to canon BatIM events. An explanation of the Ink Machine’s origins powered by the Stone, Joey perhaps resenting Henry’s prioritizing of his family and fueling his desire to force him closer until he ultimately pushes him away, while Henry is all the more disinclined to stay if Joey keeps practicing magic after the horrors it already brought to them… 
It was tidy! But I am soooo delighted this isn’t what ultimately happened, haha!
But while that was one possibility that had crossed my mind as plausible… the worst? 
I suppose the biggest failure case I considered is that the ritual is completed.
Host Joey spawns Nyarlathotep, the Crawling Chaos into the world fully, not just an echo or an aspect, and the boys neither die before this happens to reset the loop nor manage to open a portal to the past by touching the eye of the Host where part of Joey’s soul was imprisoned.
Nyarlathotep walks the earth as a skyscraper-tall tangle of tentacles and madness, and decimates a significant portion of Haiti before he finally fades from this reality once again. The JDS boys are either driven completely mad and taken into his dubious service, manage to escape knowing an entire nation is paying the price, or die...and stay dead. 
After all, once Nyarlathotep emerges fully from the conduit of Joey’s mortal form, Joey is no longer the Host, is he? So all deals contingent on that state… are off. 
12 notes · View notes
foone · 7 months
Text
Alternative names for humanity along the lines of "Homo sapiens" (Wise man) and "Pan narrans" (Storytelling Chimpanzee) that I'm too lazy to look up/make up Latin for:
chef ape
throwing ape
walking ape
The idea being that we're apparently unique in the animal kingdom in that we cook our food, so we're the Chef Apes. We're also one of the best animals at throwing things: humans have more accuracy and strength when throwing stuff than other apes, by a long shot
And apparently our ability to walk slowly for ages was key to our early survival as persistence predators. We can't outrun a gazelle or mammoth or whatever, but we don't tire easily and so we can just keep following it until it runs out of stamina
Pan basipila: the baseball playing Bonobo
If only baseball had a cooking element, it would be the perfect Human Sport.
We need to devise a sport where you cook something, follow someone for a long time, and then throw it at them.
The most human thing is the surprise pie to the face
Tumblr media
Also as much as I like Terry Pratchett's suggestion of "Pan narrans" I wouldn't be surprised if we turn out to not be the only animal that tells stories...
Elephants. I bet elephants do.
Like, there was that case where an injured elephant went to a ranger station for help. One it had never been to before, but other elephants had.
The theory being then that some other elephant had told this elephant "hey if you're hurt, go here, the humans will help"
That, combined with how they have burial rituals (some which might indicate there's an elephant religion!), and that we're working on figuring out how elephants communicate...
It wouldn't surprise me if we learn sometimes in the next decade or two that "oh yeah, elephants tell stories too. They've got FICTION."
So "Pan narrans" isn't what I'd want to bet on as our uniquely human thing.
But at the end of the day, maybe the whole idea of there being a uniquely human thing is, in itself, just another story we're telling.
So maybe it is a good fit after all.
But I especially like the idea that we're the Baseball Ape because I have this image in my head of a galactic council of aliens. Some angry alien who looks like Cthulhu had a baby with a spider has the floor, and they're ranting about "why do the Hu-mons deserve a seat?"
The Crogath are stronger, the Eldru are smarter, the Cybernetic Essense lives longer, the Dromans go farther and faster, the Moltriri have us beat in fiction and poetry, what is so special about these damn bipedal fleshbags that makes them unique in the universe?
And then WHAM. Right between the eyes. A handheld translator device, a bit bigger than a modern smartphone, beans the speaker out of nowhere.
And there's an (untranslated) yell in the chamber as the prime representative calls for order.
"WE CAN THROW, MOTHERFUCKER!"
(it takes a while to properly explain the insult. Crogathi (especially drones) don't really have mothers or sexual reproduction, so they don't really get why that would be an insult. It's finally translated as something like "bud-biter")
and it's true. even after the World Series becomes the Galactic Series, no non-human team ever manages to win.
The Eldrul Librarians almost make the cut in 2486 but accidentally piss off the ghost of Colonel Sanders and end up inheriting the Hanshin Tigers' curse.
alien textbooks describe The Colonel as some kind of human patron deity of baseball and cooked avian food, who should not be disrespected at all costs, or his vengeance from his place beyond the grave will be swift and punishing
(they're right)
"Look, we can't PROVE he was why Gemini Noctis went supernova unexpectedly, but given the protests that had happened right beforehand, and the incredible powers ascribed to the human spirits, do you really want to risk it?"
the funniest possible future: humanity gets a key place in galactic politics because we're never able to adequately convince the universe at large that our ghost stories are just that, stories, and they're terrified shitless that we'll unleash spectral torment on them
"humans? look man, living humans are a pushover. you can easily rip them in half, crack their planets with a quark bomb, their ships are little more than tin cans with a tachyon drive taped on the side. but it's not the living humans you have to worry about... it's the ghosts."
"humans are a bit like the Nontilek, with a two-stage lifespan, a grub and an adult. What you think of as "adult" humans is just their infant stage, and they only fully transform once they "die". Once fully hatched into Ghost form, their powers are almost limitless."
you want humans off a colony planet and bomb them from orbit? good luck, now you have a few million ascended humans who can pass through solid matter and can't be killed, and they will never rest until you and your descendants are gone or dead.
you don't believe me? look at this: One of their most popular stories is about them building an empire that spanned a large chunk of their little planet, then having it MURDER THEIR OWN GOD.
It only worked for a few revolutions, and he just came back, promising that one day all of them would join him in the next phase of their lifespan.
They still, to this day, thousands of orbits later, erect little statues of the means they used to execute their deity.
not even the Crogathi, who literally worship death itself, tell stories that frightening to their newly hatched grubs.
Humans are scary, man, stay away and just give them whatever they want.
the rest of the alien's education on the dangers of humans is just a selection of human movies. the sixth sense, poltergeist, ghostbusters, the shining, the devil's backbone, and, of course, field of dreams.
ghosts AND baseball? it's everything they're scared about humans all in one package!
the obvious twist you could do, of course, is simple:
the aliens are right.
humans are a two-phase species where the elder form has immense power but leaves communication and decision making to the younger form, which will be confused and angry if you acknowledge the presence of their elder-stage members among them.
this often leads to them cutting off contact or their elder-stage members causing immense damage through seeming "accidents" on the contacting vessel. This is believed to be some kind of religious prohibition that they are not able to explain.
so it's official contact protocol to pretend you cannot perceive the elder-stage humans among them, and to give them what they want to avoid possible retribution.
No means to combat elder-stage humans has yet been found, and the limits of their power is not known.
All alien captains are required to study the fate of the SS Ennolon, which contacted a lone human craft in the galactic year of 12,783. They had initiated contact and were getting along fine, until the human showed the Droman captain a picture of their "late father".
Captain Droless, accounting for the difficulty in telling humans apart, then pointed at the father sitting in a chair nearby and said "That is them, correct?".
The human looked at the chair, reacted in confusion, then anger, and asked the contacting crew to immediately leave.
It was another 400 cycles before contact could be reestablished between the Droman Federation and the Human Alliance.
the intergalactic guide describes humans as a powerful race of immortal energy beings who have the strange habit of sending their larvae out on missions around the galaxy, occasionally contacting other races, but refusing to acknowledge their elders, except in stories
they seem to frequently put their young in dangerous situations without lifting a hand to help, so this is suspected to be some sort of pilgrimage or coming-of-age ritual.
(From a twitter thread on October 1st, 2022)
400 notes · View notes
inkyvendingmachine · 6 months
Text
Tumblr media
T'was The Night Before Crisis... Season 4, Episode 1
💀 Call of Cthulhu: Haunted Hijinx Masterpost 💀 Call of Cthulhu Season Four Masterpost (Coming Soon)
Warning: This campaign is an edited version of  a Call of Cthulhu scenario from the Tales of the Crescent City book. While a lot has been changed, there IS spoilers for it throughout these posts.
WE'RE BACK. After over a whole heckin year of 10000 RP logs, we have returned with our final season of Cthulhu! It's been not just a year out of game, but a little over a year worth of in game time has passed too, and they boys are indulging in a chill, at home seasonal celebration... for now! Surely nothing weird will happen, nothing ever does around holidays for these boys obviously.
:)
Happy Holidays!
Art Credit: @inkdemonapologist : sketching + inking @inkyvendingmachine : concept + colouring
A week. Two weeks. A month. A season. A year.
A whole year and a couple of months go by without any crazy outside force trying to rid the boys of… anything really. The time isn't exactly calm or empty… but compared to recent events, for a while, things were… kinda normal?
Well, except for when Joey got Peter to help him meet with Y secretly to prevent the gang from continuing to mess with JDS, or when Sammy and Henry realized mid tennis match that a version of Henry had slashed him right through the center. Or how the Prophet can just pop out now without ink. And how Susie has been brought in on all this, and perhaps brought in on even more than just the supernatural content as her bonds with Sammy and Joey grow tighter. And how Peter is actually moving to New York City now and ends up visiting Jack just as Beans goes missing and now there’s many little Beans kittens. And the summoning spell to ask the spirit that helped them in Haiti what will become of Sammy and Prophet. And the other summoning spell for Prophet to get his instructions from the Masked Messenger. And Sammy still can't tell where he's going half the time after uncovering some of Prophet’s memories. And Joey is still a bit hesitant to leave the studio if not being actively distracted. But other than that! It's been normal!!
And the boys have made it all the way to Christmas. Joey's received some parcels in the mail, from the Fowlers and Nicole. The Fowlers actually sent each of the helpful boys uh… 1000$?? That's a thousand. EACH. IN THE 1930s. For helping out… which I guess if stuck eternally in soul lake hell, wouldn't have that money anyways. But still, that's quite a lot for the time.
Meanwhile, Nicole has had time to move on from her heartbreak, and is ready to start a new chapter in her life, and as thanks, leaves Joey both the keys to her old apartment (the lease being paid up for a few years already) and to her previous car, with a guarantee she's giving these things up for better, not to worry about her. And totally not because maybe all the occult scratches and bullet marks in the wall makes the apartment hard to rent, or the fact that her car is an extremely recognized Mercedes, or that both of these assets were hounded by gangs for a bit after her magical mistakes…
It probably is actually all out of good will and appreciation, and these things will come in useful, especially if they do need to deal with more mafia or what have you. Joey doesn't need them tracking Henry's car home to his family or back to Jack's house.
With those gifts out of the way, the actual holiday is spent in Jack's house, with a big potluck meal. This holiday celebration includes a small group of friends and their families, namely, all the people Jack has befriended and also would be okay with the Lurker partying with em. The event goes well, Sammy gets to play through the night, Henry’s children get to hang out with a real Bendy and also a buncha newly grown-up cats, Henry gets to eat as many cookies as he wants… 
That… slows down when Henry sees a yellow sign in a ribbon. But as soon as he tries to not lose his entire cool and freak out, it disappears… the ribbon was just a ribbon the entire time. Perhaps golden ribbons shouldn't be their normal holiday decor… 
Meanwhile, Peter feels eyes on him and decides to move away from the window maybe, especially because it feels like he suddenly knew exactly which star in the sky holds Carcosa at the same time… surely a fine coincidence to have happened at almost the same time. But nobody else is acting weirdly, sooooo.
The night wraps up, with Susie and Norman heading out first, followed by Henry and his family. Sammy also heads home after being socially exhausted and desperately needing his alone time, and Peter helps Jack clean up some before heading out too. Jack heads to bed, only to find an already asleep Joey with a Spark sprawled on top of him, probably after he “closed his eyes for a moment” a little earlier. 
The next day, there's technically work, but it's a short day because what's actually happening is a charity auction and party. A collection of “originals, signed by the creators” has been donated to help raise money for relief efforts in a few warring European countries, as well as the “entertainment” for the evening (Bendy cartoons, of course), courtesy of JDS, which means of course all the stars who signed the auctioned items were invited to the party as well.
Yes, even Sammy. 
(And also Jack, Henry, Susie, and Joey of course.)
The event is being held at a yacht club, advertised to the wealthies of the city midst the great depression, with live music playing and glittering evening wear, and uh. Denis.
Y'know, Denis?? That rich guy from NOLA who invited us to the masquerade?? That Joey casually name dropped his legal name to in order to keep him from tracing himself and Sammy back to JDS, when they didn't know who or how dangerous their initial information gathering was.
Anyways, a quick little talking him in circles by Joey corrects that past mistake, as well as gets him the information that Denis is actually related to one of the people who put the entire event together. Ha. Good to know.
Of course it's difficult to shake him afterwards, since Joey is one of the few people Denis knows all the way up in New York. At least Joey actually has a fancy car to talk about now.
Meanwhile, in the quietest, emptiest corner he could find, Sammy notices something odd about the song that's currently being played live. It sounds familiar, and while surely there's been some Bendy music played this evening…. This particular song is not that. But it WAS composed by Sammy.
In NOLA.
When he was improvising with some random music on the street while hanging out on the balcony of his and Joey's hotel room. Properly freaked out by having a song from a very scary time literally come back to haunt him, Sammy runs to find someone, (Joey is still busy with Denis), and comes across Jack first. But before he can fully explain, the entire party is interrupted.
Chatter turns into hushed confusion as some pale man up near the front starts speaking in tongues. It's hard to tell if he's trying to perform some ritual or just incoherently rambling, but it doesn't matter! Because very quickly there’s a gunshot!!
And the Prophet? He's awake. He knows what that gunshot was. He's been waiting for this.
It has begun.
Of course the entire party breaks out in panic once the gun goes off. Joey doesn't know what sort of Eldritch nonsense was happening up front, but upon scanning the crowd and noticing Jack and Sammy together, beelines for the snack table to grab Henry and search for Susie.
As everyone is being rushed out, some of the boys manage to notice that not all of the panic is simply from the mad ramblings and sudden bullet, but also we've got some people in the crowd bleeding from their eyes. How festive!
Upon getting outside, the Yacht club is of course already being surrounded by security and the police, as the sudden gun shots quickly alerted locals to the nonsense going on. Nobody is allowed to bolt until an investigation is conducted and people are questioned, but of course Joey managed to sweet talk his way over to a telephone to make a very important quick phone call.
To one Peter Sunstram! 
Turns out, between all their arguments, there are a few things they can agree on, which includes quietly spying on suspicious parties even though they should probably not be doing that if they actually wanna be safe but surely everyone will understand when they find out IT'S FINE.
Anyways Peter’s been keeping an eye on Y, and earlier in the day Y seemed to be performing some ritual before having some kind of … breakthrough? Revelation? Peter had told Joey of it, and in good faith Joey agreed to keep an eye out for WEIRDNESS, hoping that Y was upholding his promise to not be interfering with JDS anymore. But now this episode seems to have specifically happened, right at their exact event for the evening, so Joey does his best to pass along as much info as he can in that moment to Peter. As well as set up a backup plan in case anything else happens to them before they can escape the Yacht Club.
After some interviews with the police though, they’re allowed to go free. Listening to other partygoers' recollections they’re able to pick up a few more names here and there – the one who fired the gun up front by the bandstand is said to be another local gangster by the name of Johnny Nero, and the band playing on that bandstand one Red Leverett and the Jumps – but no evidence that really points the crew in any sort of serious lead. (including more commentary by Denis wHY ARE YOU STILL HERE UR NOT PART OF THE GROUP)
So having managed to collect everyone together, including Prophet returning Sammy to the front for the interview thank the lord (not that one)(not that one either)(maybe that one) the JDS crew head over to their very safe and secure hide away to talk about what just happened: that’s right, they’re going to Peter’s apartment.
And staying there through midnight! Listen, the last time weird shit started happening like this, everything popped off at midnight and there were panics all around. It’d be nice to know where people were this evening. And while they’re all sitting around waiting for that to pass, Henry and Peter can even talk about the really weird things that happened last night! Yknow, where Henry saw the yellow sign for a moment and Peter felt something watching him from space? Those very normal Christmas activities?
The group also gets informed about how Peter maybe has been keeping an eye on the Y that still hangs out in the city, and how Y was excited over some weird ritual. While he goes over that and also Joey and Peter guiltily kinda admit to their secret spying tendencies, Henry gets info from Linda when he calls to explain why he’s not home yet and how he won’t be home for a little while still. She’s remembered some research that crosses over with the prophecies they had gotten a month or so after the last big event like this. And Jack and Sammy bring up how they had been theorizing over who’s and what’s in the prophecies… for instance, that which the Phantom seeks, who bears already the scars of following the Mender’s lead….
Is it Peter? He followed Jack into the weird ghosty world. Is it Joey? He’s followed the Mender in other ways, and also literally bears scars caused from Jack’s healing. Or is it somehow Y?? Who seems… involved in this somehow, despite promising he wouldn’t be fucking around with stuff that might step on JDS’s toes again.
With no real conclusions, but midnight having come and past, people start to head home. Joey has someone drop him off at the studio, as after weirdness happened with any sort of occult stuff he’s interested in checking in on Bendy and the Stone. Since, those tend to be targets for this kinda creepy thing. Bendy is perfectly fine though, and hardly even noticed anything going on… So Joey picks up some of his notes and… finds himself unable to leave the studio. For some reason it just seems like the wrong idea… so he spends all night up researching, unsettled by how many non-leads he has into what will possibly happen next. It’s starting to feel like Haiti again, knowing that something bad is coming but really having no idea where to fortify with this information.
But he does have something new… 
He has plenty of things new now, including his dream spell. 
Peter’s not the only one who can spy, and while Joey is sure he’d hit some kind of barrier trying to peek in on Y’s dreams… just knowing whether the man was still alive, or possessed by some eldritch nonsense seemed like a good place to start. Maybe his excitement at the ritual earlier was coincidental…
The thing is, defying all reason, Joey’s able to step into Y’s dream just fine somehow.
This is probably not something he’ll regret doing later, surely.
[Next Episode] (not yet released)
206 notes · View notes
indierpgnewsletter · 11 months
Text
Recommendations: Books about RPGs
(This was first posted on the Indie RPG Newsletter.)
I’m always trying to level up my RPG knowledge and this has led me to look for books about RPGs. And there don’t seem to be that many! There are some academic books but while they have their strengths, easy reading isn’t one of them. Even as I wrestle with these academic texts (and I will emerge victorious), here are some books that are both interesting and fun to read:
Tumblr media
Play Unsafe and Stealing Cthulhu by Graham Walmsley
Play Unsafe is a book of RPG advice. It’s a quick read (quicker than its 82 pages would suggest) and has some really gentle, grounded advice. For example:
If, while gaming, you can’t be clever or try hard, what can you do? The answer is: be obvious. Do the obvious thing: the thing that obviously happens next in the story; the thing that you think everyone expects to happen. Paradoxically, that obvious thing may, to everyone else , seem original and brilliant.
Stealing Cthulhu, by the same author, is about how to take inspiration from the stories of HP Lovecraft in a way that makes your own cosmic horror games feel fresh and unique.
Age of Ravens: Vol 1 and Vol 2 by Lowell Francis
These are two collections of various essays originally published on the Age of Ravens blog, formatted for easy reading. They’re essentially a greatest hits collection and do a good job of that. Volume I: Running has some of my favourite articles about running conspiracies, one shots, online games, and more. Volume II: Tools is mostly resources for play: story seeds and ideas to drop into your game whether sci-fi heists or apocalyptic hexcrawls. They aren’t connected by theme so you mostly can just dip in and out of them.
Unchained Mysteries by Jessie Burneko
Unchained Mysteries is a passionate call to ditch clue-based mystery design. Instead, the book proposes coming up with much more richly-layered scenarios where the players are drawn into a crime or crisis with no easy solution, where the players are caught up in a web of NPCs who are actively dealing with the situation, rather than passively waiting for someone to solve their problems. It ends up at around 100 pages so there’s real meat there if you want to engage with it.
The entire Knutepunkt line
Knutepunkt is one of the biggest larp events in the world - half conference, half festival, full of larps and talks and so on. Since 2001, they’ve been publishing books with essays (some more academic than others) about larp. They’re very well-respected. And as Evan Torner explained to me, if you’re not interested in larp, you can just mentally replace the word larp with TTRPG and still get lot out of these books. I’m nowhere close to finishing them but felt like I had to share them anyway. (Thanks to reader Mo, here’s the link to the books.)
The Ultimate RPG Gameplay Guide by James D’Amato
I have not finished this yet either but I can already tell the voice of the Ultimate RPG Gameplay Guide should resonate with newer players who don’t have a lot of set ideas about RPGs already. The author is the founder of the One Shot podcast network and clearly has a philosophy of play. For example, the first chapter is titled “Understanding Audience” and basically uses the idea that everyone has preferences in what they consume (books, moves, etc) to segue into the idea that RPGs emerge out of everyone’s shared preferences. It’s an interesting approach and if you want to know more, there’s a nice review here.
236 notes · View notes
damnation-if · 1 year
Note
I just want to say, as a certified monster fucker, I'm already in love with your story hahaaa <3 I'm glad we're getting more adult stories and the themes in this one are so intriguing, can't wait for the rest ! Alsooo, I really liked the way you describe things? I do not know how to explain it haha but I could easily visualize what was happening and the general atmosphere you're going for and I thought that was neat :^)
thank you so much for your kind words!! i truly appreciate them and i'm so glad the descriptions were to your liking! i have at least some level of aphantasia, so i'm always worried that i'm not describing things enough haha... glad that doesn't seem to be the case!
i was actually talking to my friends just yesterday about how there's relatively few Creacher-y ROs around... so for whatever reason, i guess because it's on my mind, i thought i'd take a bit of time/space here to mention all of the Monsterfucker Approved (TM) ROs that i could come up with, in case anyone else might be interested. this list isn't meant to be exhaustive (in case i miss anyone) as sadly i am yet to become all-seeing and all-knowing 😔
Creacher (Alien)
Rhaxa and Imxa from Project Hadea by my beloved @nyehilismwriting. spikey, scaley, bitey, etc. 👌i also love and appreciate the attention to detail put into worldbuilding for the different ways their species communicates and thinks and so on, showing the culture gaps between them and humans. quality buggies!
Creacher (Eldritch)
Roach from The Passenger... the mc is also an eldritch creacher in this one, which may add or subtract to the enjoyment for various different people lol
Sysba from Attollo; i also think this game in general is pretty monster friendly, with a bunch of monstrous side characters and so forth. the cool kind of neo-gothic vibes give it a feeling a bit akin to a cyberpunk Penny Dreadful... it's about as Monsterfucker as cyberpunk gets i think!
Beacon from Stygian: The Abyssal Lighthouse by my good friend @salty-stories. this one is probably the most Lovecraftian of the eldritch creachers i think, heavy Call of Cthulhu vibes. it's still in progress but i'm personally willing to wait haha
Creacher (Parahuman)
Lorelei and The Other from The Golden Harp; pirates and sirens and mermaids, oh my!
Danny and Isla from When It Hungers by the wonderful @roast-ifs ... the game is still on hiatus but it still lives rent-free in my head always... the monster mcs are So *chef's kiss*
Oisein from The Nameless; due to the sheevra mc there's a Lot of really cool exploration of the boundaries of humanity and stuff like that... we love a "nonhumans shouldn't be able to feel/do this" story... we love it a Normal amount for sure.
Creacher (Indefinable)
Trace from Greenwarden by @fiddles-ifs; an iconique creacher... the game itself also has excellent kind of Appalachian gothic/supernatural vibes and a dark undercurrent of Lurking Monster Foreboding.
Games with Applicably Creacher-esque Vibes
Virtue's End by my beloved friend dani... the ROs might be human, but the mc most certainly is not<3 dark fantasy and sumptuous Monster vibes, what more can you ask?
anything by the extremely talented @thirtybythirty (links to their games in their pinned post). everything they write has a compelling undercurrent of... eldritch existentialism. perhaps the creacher is in fact the Narrative... or maybe the humans were the creachers all along...
the fabulous OFNA: Birds of a Feather - it has the perfect combination of things Not Quite Human and Not Quite Right to create a rich and ominous atmosphere, well-worth playing even though everyone is Technically human lmfao
anyway sorry for rambling on and i'm sure there's a bunch i have missed but. i do feel like it's worth giving praise where it's due for games and writers that we appreciate! thank you again for your kind message (and for giving me a chance to talk about this a bit lol)
205 notes · View notes
ukrainian-groove-metal · 10 months
Text
15 Questions Game
Tagged by @jenolicho <3
1. Were you named after anybody?
I was named after both my grandfathers, but that's my deadname lol
2. When was the last time you cried?
I cried a few weeks ago because of a shitty day at work :(
3. Do you have kids?
I sure hope not
4. Do you use sarcasm a lot?
I'm very sarcastic, and my voice is super monotone so I always sound like I'm being sarcastic even when I'm being genuine
5. What sports do you play/have played?
I used to do baseball as a kid, I did soccer for a couple years (lots of fun), and I dabbled in archery
6. What's the first thing you notice about someone?
I remember how they act and any really defining physical characteristics. Beyond that, I cannot hold onto faces or names until like round 2 or 3
7. Eye color?
I have really dark green eyes with a ring of brown around the pupil, so it looks like I have brown eyes unless we're in making-out-distance
8. Scary movies or happy endings?
I love scary movies and horror, and overall I connect and vibe with bittersweet endings over happy ones
9. Any special talents?
I'm a writer, I can burp on command, I'm a fairly good voice actor (despite being monotonous, I can do a lot of accents n characters), and I can do the footloose dance
10. Where were you born?
I was born in Texas and thankfully don't live there anymore
11. What are your hobbies?
I love to read and write, brainstorm ideas for things to write, or play DnD/Call of Cthulhu/other TTRPGS
12. Do you have any pets?
I have a cat! A calico named Yog-Sothoth
13. How tall are you?
Between 5'9" and 5'10", or 175-176 cm
14. Favorite subject in school?
I always loved science, and math was something I grokked easily
15. Dream job?
I'd love to be an author, but the kind of author that travels the world
Tagging: @spideercabossed @sleepystellarsister @wolf-kisssed @local-vampire-queen @hummerous @nintendowiimote @polymoth
122 notes · View notes
christiansorrell · 7 months
Text
TTRPG Read-Through: Liminal Horror
Here is a read-through I did last year (originally posted on Twitter) of one of the my current go-to game for modern horror: Liminal Horror by Goblin Archives! - Christian
Tumblr media
I cut my teeth learning to GM as a Keeper in Call of Cthulhu and I've really been jonesing for a game in this genre that's more in the style of rpg I enjoy these days. I'm hoping this will be it!
Tumblr media
Really excited about this. Shifting away from mental illness and trauma, both of which have their obvious problematic pitfalls, is something I could see really opening up what a character looks like and goes through after having things go wrong in interesting new ways.
Tumblr media
Big spread on Facilitator and Player Principles. I think this is all very solid advice as a one-time or just-before-play read, but it's definitely too much for quick reference. That said, I always love reminding folks that we "play to find out what happens."
Tumblr media
I may be off the mark but these two bullets make me think Goblin Archives is a Friends at the Table listener. Both of these make me immediately think of Austin's openings on there (which is a very good thing, for me).
Tumblr media Tumblr media
Very straightforward stats. I like the HP distinction here and how it seems to refill between events/encounters and when drained is when you see actual damage occur. More inventory structure than I expected (I like that tho!) Cool to see character AND party questions here.
Tumblr media Tumblr media
I really loved the Backgrounds and character options in The Bureau, a Control-inspired megadungeon-like module for this system I did a read-through of about a month or so ago. Excited to see more of that here. Also, I really need to play as a Very Online character.
Tumblr media
Nice open character creation. I enjoy these types of questions: why do you believe there's something weird going on? What ideology guides you? What are your connections in the world, important relationships, etc.? Those create way more juicy bits than stats alone can provide.
Tumblr media
I first encountered these kinds of character bonds in Fate years ago, but it's been a go-to house rule of mine during Session 0/1 for anything my group is planning to do longer than one-shot play for. Even in a single session, it can add a lot. Cool to see it here.
Tumblr media
It's a d20 roll-under system (no modifiers, yay). Adding fatigue to inventory slots is a great way to make a mechanic out of that. Also, associates were unexpected! Shows this game could be more than just 3-4 bumbling normies going into the unknown (which is what I envisioned).
Tumblr media Tumblr media Tumblr media
Combat is fairly straightforward (in a good way). No rolls to hit, it's just damage that is varied. Props to not using Advantage/Disadvantage as a game term like everyone else. Again, the Detachments make me think this game could have some wild situations come up!
Tumblr media Tumblr media Tumblr media
Open-ended spell casting here (reminds me most recently of Primal Quest). They come and go day to day which is interesting, potentially changing entirely. I like the failure being equal to the desired effect. Want to kill someone with a spell? Be prepared to die if things go bad.
Tumblr media Tumblr media Tumblr media
Okay, these relics are extremely cool. A blade that does MIND DAMAGE and requires recharging by feeding it memories? Good stuff.
Tumblr media
Fallout is really interesting. Take enough DMG to go through your HP and it ticks away your Strength until you die (or take crit DMG). Fallout is the same but wears at your Control. Gaining Fallout makes you odder/more open to the true nature of things, but makes you heartier.
Tumblr media Tumblr media
This is a good approach bc it means leaning into the things most games gate behind "sanity" here makes you more able to cope with the weird in the future. Feels like a path to more interesting stories (rather than the CoC-style "you are in a sanitarium now" character ending).
Remainder of the book is a small bestiary with monster creation guidelines, spark tables and a lean but comprehensive mystery creation guide along with a sample mystery. The loose framework, a steady clock ratcheting tension, and a focus on lots of clues feels like good guidance.
Tumblr media Tumblr media Tumblr media
Having a mystery take only 6 pages feels much more approachable than the very traditional heavy-prep and lots-of-writing mysteries of something like Call of Cthulhu or Delta Green. I homebrewed a lot of CoC, and the prep work there can be pretty huge. This feels nice tho.
Overall thoughts: the book is a very lean and focused take on creating horror that doesn't get bogged down in the other ttrpg pitfalls of the genre while also having nice mechanics for associates, large scale encounters, etc. so there's room for a lot of types of stories here.
Tumblr media
I'll definitely be trying to knock out a mystery for this as part of the jam. I've got a lot of weirdness to get out of my system and this seems like an easy, streamlined way to do it. Also, excited to play The Bureau and The Mall.
You can pick up the most recent addition of Liminal Horror in print via Space Penguin Ink. You can also find it on Itch. The rules and additional content also available entirely for free on Goblin Archives github.
Tumblr media
Also, I wrote an adventure for this system last year: Tunnels in White.
Old money siphoning new money from every corner of your city. An aging mansion, quiet and worn. An old corporation shifting its gaze from development to development, always hungry, always growing.
A warehouse bearing the name Singleton Solutions, small and unassuming in one of a hundred industrial parks like any other, takes in truckload after truckload but never sends anything out. It’s the same for the people. Sometimes, they arrive in towncars, other times in shuttle vans. None come out. Ever.
What you know is something strange is going on inside that warehouse and you are determined to discover what it is. What you cannot know is where and how far the mystery may take you.
You can grab a print or digital copy HERE. It's also available via Itch.
Lastly if you like seeing my thoughts on games and how I make stuff for them, here's my monthly newsletter (which now has a free TTRPG thing to take to your table each month): https://meatcastle.substack.com
81 notes · View notes
centaurianthropology · 8 months
Text
Why Spenser Starke is a Fantastic Horror GM (and the Core Fantasy in Candela Obscura)
So, I have seen some rancid takes about Spenser Starke online. Less so on this webbed site, largely because people around here are not in a pissing contest to prove who’s the most cynical, superior, and dickish. But there have still been some mind-blowing ones, from “he says UM too much” (guess who else does that? Brennan, but I don’t see these people criticizing him), or “he describes scenes like shots in a movie and that’s BAD WRONG” (while you might not stylistically enjoy it, I for one adore seeing a new interpretation of how to narrate while GMing, and think he’s doing great).
But the two that rub me the wrong way most are that he “controls the narrative too tightly” and doesn’t allow the characters to meander too long before throwing them back into the narrative, and that he’s “too harsh” in that even mixed successes tend to net characters damage of some sort. I saw accusations of “GM vs Player” mentality, but everyone was clearly enjoying themselves and the experience.
And that, I think, highlights the fundamental disconnect between these complainers and what’s actually happening on the screen: they don’t understand the core experience.
They have likely never played horror TTRPGs. They may have never played TTRPGs period, and instead are armchair DMs based purely on how Matt and Brennan DM, not really understanding that there are a thousand other ways to DM. But if they have played TTRPGs, I would guess that they’ve exclusively played D&D or its ilk. And I say that because there’s a very clear belief here that empowerment and ‘winning the game’, as well as wandering about freely to create your own narrative at your own pace are all fundamental parts of the TTRPG experience as a whole. But they aren’t. They’re fundamental to D&D, yes, but this is not what players come to a game like Candela Obscura for.
Each TTRPG has a central fantasy playing out. In D&D it’s heroic empowerment. D&D is mechanically built around getting more and more power and eventually defeating the big bad. A good GM in D&D, like Matt Mercer, focuses on giving out challenges, but always helping their players strive to overcome and grow and become better. This self-actualization is at the heart of the experience.
Horror games are not about that at all. The closest to that fantasy is something like ‘Vampire the Masqerade’ or other World of Darkness games, which do feature power growth, but the core fantasy is actually about learning that you are a monster. And embracing power will lead to even greater monstrousness. The horror in games like this is both political and personal, and the system is mechanically built to accommodate that horror.
And if you watch LA by Night or NY by Night, you’ll actually see that Jason Carl employs a fairly similar narrative tightness to his storytelling as that of Spenser Starke. Because a huge part of horror is about establishing and maintaining a mood. To do that, a DM has to keep a tighter rein on pacing, cutting from scene to scene and moment to moment in a way that is more directed than in D&D, because that helps establish and maintain the vibe being created.
Candela Obscura plays, thematically, a lot like one of my favorite games to run: ‘Call of Cthulhu’. CoC is a game all about disempowerment. The power differential between the players and the monsters is vast. Combat is vicious, short, and deadly, and direct combat almost always ends badly for an investigator. There is an entire chapter devoted to running away for a reason.
Both CoC and Candela are built on danger, vulnerability, and a constant sense of tension. And Spenser is fantastic at all of these. He keeps his narrative laser focused, moving between moments rapid-fire to keep up that tension, and to introduce new dangers. He is a ‘vicious’ DM only in so much as even mixed successes hurt. But this also keeps the tension up by keeping the characters and players on the edges of their seats. They are almost never safe. They are almost never well. They are constantly juggling dwindling resources. They are underpowered, vulnerable, and afraid.
And that’s the core fantasy here: exploring fear in a safe way. Being stressed out in a way you can leave behind as soon as the scene is done. Constantly living on the edge, fighting the odds, and knowing that you likely won’t succeed or will only do so at great cost. And he is masterfully keeping that intensity running through each session.
He gives characters time to talk about themselves, time for scenes to play out, until he feels the tension begin to flag, and then he pushes on. He never lets the air go entirely out of the narrative sails. He has a great sense of when a character needs a moment (his use of the red PTSD lighting exemplifies how closely he’s paying attention to his players and adjusting the setting to fit their moods). He sometimes pushes on, gets pushback from a player who wants another beat, and is always happy to give that to them. He keeps the pace up, but is always very careful to make sure his players have what they need to still enjoy this particular experience.
All this is to say that Spenser is absolutely killing it at being an exemplary horror GM. His sense of pacing and tension, his ability to direct action while still always embracing player autonomy, and using the mechanics of the system to never allow them to feel entirely safe are all great tools in a horror GM’s toolkit.
Horror games are not for everyone. Certainly there are plenty of people who only ever want the hero fantasy of D&D, but I think it’s important to recognize what the goal of a game is, and what constitutes success within those parameters, rather than parameters that only exist in an audience member’s mind, because they don’t really get how horror games work.
73 notes · View notes
trashytoastboi · 1 month
Text
Day of Eternity - Solomon
~SFW Alphabet~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tumblr media
A = Affection (How affectionate are they? How do they show affection?)
🔮 He’s a mix between being teasing and intimate with his affection. At first you thought he was just trying to see your reaction every time he would pull you into a sudden hug, or steal a little kiss and smile at how adorable you’d be when you’re all flustered from it. Other times it’s more intentional, gentle and intimate. He’s soft and loving about it. He’d interlock his fingers with yours, hold you, or sometimes offer his arm like a gentleman when you walk side by side. Solomon can say some of the sweetest things and just likes being near you in general. 
B = Best Friend (What would they be like as a best friend? How would the friendship start?)
🔮 He’s the type of best friend that’s always there for you, the kind who is first on your mind if you know you need help and want someone reliable there for you. He goes above and beyond for you with no complaint. He’s made all the bad decisions before so you don’t have to and will impart all his knowledge and lessons on you to prevent any mistakes. Some activities you can expect to do together include misadventures, sightseeing, experimenting with magic and studying, sneaking off to the human world for a little food and maybe arcade games. 
C = Cuddles (Do they like to cuddle? How would they cuddle) 
🔮 Deemed himself a non-enjoyer of cuddles, you managed to change his mind. He didn’t desire that level of intimacy from casual partners and it became the norm. Solomon just assumed it had something to do with him and that’s why he didn’t like it. Until the two of you started dating, he found he is really appreciative of the closeness it brings and how peaceful it feels in your arms. Doesn’t mind being the little spoon, he just wants to be close and laying with you can ease a lot of his day to day stress. 
D = Domestic (Do they want to settle down? How are they at cooking and cleaning?) 
🔮 -3/10 for the love of gods, demons, and cthulhu do not let this man near the kitchen. Not unless you’ve got a death wish or want to be accused of aiding in domestic terrorism with those deadly weapons he calls meals. Honestly you don’t understand how he can’t cook… he’s had ample time to learn, and his potions always taste delicious. He can even flavour them to mask the questionable ingredients but he’s utterly hopeless with food. Cleaning is easy since Solomon just cheats it and uses magic to do it for him. As for settling down, Solomon desired that before immortality, but now his desire to settle down with you is accompanied by a fear of losing you to time. 
E = Ending (If they had to break up with their partner, how would they do it?)
🔮 Sombre…Solomon is straight to the point about the break up, he articulates his point gently enough that it doesn't come across as callous or uncaring. He’s hurt, and regretting that things didn’t work out. It hurts deeply for him when he’s opened up enough to trust you so intimately when he believed he was beyond the point of being able to. Solomon thinks he’s good at hiding his feelings but they’re written all over his face and you can see how hurt he is. 
F = Fiance(e) (How do they feel about commitment? How quickly would they want to get married.)
🔮 Solomon is wholly committed to you as it is, and he does possess a desire to make it official. He’s got his concerns, namely being immortal. He’s closed himself off as a result because loss was inevitable, and he didn’t want that. To put himself through that kind of hurt. You have a different view on things though and rather look at the good than the bad, to embrace the wonder instead of the fear. So yes, in the end he does hold the wish to get married to you. 
G = Gentle (How gentle are they? Both physically and emotionally.)
🔮 Solomon can be known as quite the devious character depending on who you ask, and even a thoughtless person with no concern for anyone else. You can’t believe that though because he’s always been kind and courteous to you even when you were strangers, and steadily evolved to friendship and then eventually partners. Solomon treats you preciously, always has. The only time he’s hurt you…is with his cooking 😔 it wasn’t intentional but you were convinced you were gonna die. Solomon was right by your side taking care of you though. 
H = Hugs (Do they like hugs? How often do they do it? What are their hugs like?) 
🔮 Solomon’s hugs are always different and indicative of his mood. If he’s happy he’d give you one of those squeezing glomps, might pick you up and twirl you around if he wanted. When he’s sad he’ll kind of slump on you, keeping his arms wrapped around you without saying a word and nuzzling into your neck like a very sad koala. If he’s in a more flirtatious mood, he’ll wrap his arms around your waist and hold you close. 
I = I love you (How fast do they say the L-Word) 
🔮 Would say it jokingly, you’d do something nice for him and he’d respond with a “You know I love you right?” or saying something like “This is why I love you.” It was cute, still made your heartbeat a little faster but it felt like it lacked a certain depth to it. Solomon got used to concealing himself under false smiles and pretty words. You never rushed him, even when you would tell him you love him and he’d smile in response without replying, you knew it stemmed from his own hesitation and you didn’t force it…and when he was sure you had fallen asleep, he’d kiss your forehead and whisper his love for you. 
J = Jealousy (How jealous do they get? What do they do when they're jealous?) 
🔮 Sulky type of jealous, he does get jealous but it’s not wrathful or nasty. He’ll pout, sulk and outright tell you that he’s jealous for whatever reason. He tells you because you usually give him a little bit of pampering afterwards. He thinks he should get jealous more often (or pretend to be). If it’s the case of someone hitting on you, trying to get your number or something. Solomon is so quick to just walk up to, kiss you on the cheek and ask what business that person has with his partner. 
K = Kisses (What are their kisses like? Where do they like to kiss you? Where do they like to be kissed?)
🔮 In public Solomon gives you little smooches and pecks. Your forehead, your hand, your lips, cheek. All popular smooch places, Solomon even uses them whenever he greets you, and sometimes when he randomly wants to show his affection for his precious partner. In more private settings is where Solomon gets a little more daring, his kisses last longer and are a bit more passionate. They’re intense and slow, and he’ll smile into the kiss a lot when he feels you kissing him back. 
L = Little Ones (How are they around children?)
🔮 He’s good at hiding his feelings, so you honestly don’t know if he likes them or not. He’s all smiles when he interacts with his kids, he’s patient and even if they’re trying to upset Solomon he’ll laugh it off and appear unaffected. The only thing you have noticed is that it’s a bit draining for him. It exhausts him quickly (you can only recognise the signs because you know him so well.) As for others he appears pretty much the same. 
M = Morning (How are mornings spent with them?)
🔮 He struggles to get up and has to set some pretty insistent alarms to get him up for the day. He’s a little bit of a grump and not a real ray of sunshine, if he sees your face his face will light up a bit. Wants to laze around in bed with you for just a little longer. Should you deny his plea for snuggles, he'll be grumpy the whole day. Once he’s fully awake then he’s quick to get ready and he’ll insist on making you breakfast- thank god Simeon and Luke usually take breakfast duty. You and Solomon will set the table and do the dishes together afterwards. 
N = Night (How are nights spent with them?)
🔮 Solomon likes quiet nights, he’ll spend time studying or researching. Maybe working on a new magic item or potion- there’s always more to learn, and revisit what he’s forgotten. If he’s not busy with that then he’s teaching you more about magic, he’s your master in the pursuit of the magic arts after all. Solomon is a good teacher, and you appreciate his constant patience. Some nights Solomon would just want to relax and he’ll convince you to laze around with him while talking about random things. You love hearing him recount historical events and learning about what details were covered up, changed or lost to history. 
O = Open (When would they start revealing things about themselves? Do they say everything all at once or wait a while and reveal things slowly?)
🔮 He’s an onion, he’s got layers. Things that he had no problem sharing. Common knowledge that everyone knows. Those layers act as diversions to conceal the things beneath them. You took the time to carefully unravel the layers, without intruding and without scaring Solomon. You waited for him to reciprocate and feel comfortable with you until he entrusted you with his innermost thoughts, fears and the things that he feels he’s forgotten about himself.
P = Patience (How easily angered are they?) 
🔮 He’s had many years to learn the art of anger management and patience. In most situations he doesn’t get angry, annoyed at most but even then he won’t act on it. He’ll get over it. His real anger comes when people try to hurt you. No matter who it is, he’s willing to erase them from existence and when it comes to you he just doesn’t get angry. In the height of the most heated argument he doesn’t get angered, he’ll get annoyed if he feels you’re being stubborn on a point that could result in you endangering yourself. 
Q = Quizzes (How much would they remember about you? Do they remember every little detail you mention in passing or they kind of or forget everything?) 
🔮 Solomon does a good job of remembering everything about you. The things you say- he’s a little paranoid that he’ll forget things and he journals a lot. Living a long time means he’s bound to forget eventually. The passage of time is unforgiving like that but he writes the important things about you, the little things, everything. So he can always remember. 
R = Remember (What is their favourite moment in your relationship?)
🔮 Call him a little menace but it’s probably the moment the two of you announce your relationship to your close friends. Some people already knew and weren’t surprised but he wanted to laugh when seeing the shocked expressions of those who didn’t pick up on it. Most importantly Solomon just liked being able to be there with you, holding your hand while getting the blessings from your closest people (even though some were given a bit begrudgingly). Solomon hid his nervousness and you picked up on it, while no one else knew you were soothing him and he thought that was so endearing. 
S = Security (How protective are they? How would they protect you? How would they like to be protected?)
🔮 Solomon is very protective and he’s not lowkey about it. He’d make you a ring- a protective talisman, here’s a necklace, and a charm to put on your D.D.D or your bag. Just have it on you at all times. With your permission of course, you’ve allowed Solomon to place magic circles on your body for just that added layer of protection; the Devildom can be unpredictable at the best of times. Sometimes you’d call him overprotective but he’s never restricted you from what you want to do.  
T = Try (How much effort would they put into dates, anniversaries, gifts, everyday tasks?)
🔮 Always puts effort into everything for the two of you, but mostly you. Solomon always wants to surprise you with a nice home cooked meal, or a breakfast in bed (You love him but food poisoning is not the way), his gifts are unique, nearly always handmade and something meaningful that will have a deeper meaning to you. Solomon remembers anniversaries and he does do a lot of impromptu dates at home. 
U = Ugly (What would be some bad habits of theirs?)
🔮 Secretive. He’s secretive and won’t say anything if he’s struggling or going through something. He’ll go out of his way to make you think everything is fine, you know Solomon well enough to see it as a dead giveaway. It’s hard to get him to talk to you when he’s in this phase and he isolates himself emotionally and won’t feel present. You understand and give him his space but are there to support and comfort him. 
V = Vanity (How concerned are they with their looks?) 
🔮 He’s not very vain, his appearance hasn’t changed much in years and he feels that he’s memorized it at this point. His vanity can rather be considered as curiosity because Solomon does often ask you how he would look if he was to dye his hair, maybe get piercings or tattoos. If he doesn’t like them he could just remove them. Maybe a wardrobe change? Sometimes goes through full style overhauls just to experiment. 
W = Whole (Would they feel incomplete without you?)
🔮 He’d feel empty and lost, a concept he thought he had gotten used to. He explains how after many years one begins to feel hollow, but you’ve stopped that feeling. You make him feel pleasure for everyday and the time spent with you is valuable beyond words. If you weren’t around he’d revert back to what he calls a meaningless and aimlessly drifting existence.
X = Xtra (A random headcanon for them)
🔮 Takes a lot of pictures and videos of you two (mostly you), he commemorates the memories. Scrapbooking has become quite a fun little hobby for him where he keeps all his important and favorite pictures of all the time spent with precious people, friendly acquaintances, some places he’s traveled. He writes a lot, detailing the date, place and his thoughts when he visited that place the first time. 
Y = Yuck (What are some things they wouldn't like, either in general or in a partner?)
🔮 Total reluctance to try anything new - Life is short (for most) and Solomon can understand trepidation and restriction, but people with the means to do things and choose never to try anything new, see a new place, or try a new food. He doesn’t understand it, he’s eager to explore and learn, and experience new things. It might kill his enthusiasm a little if his partner restricted him and stopped him from doing so because they refuse to try anything new. 
Z = Zzz (What is a sleep habit of theirs?) 
🔮 Kicks the blankets off all the time and will wake himself up when he’s cold. He’s a restless sleeper and it can explain why he’s always kicking things off. You’ve gotten used to his tossing and turning. Solomon thinks he’s a peaceful sleeper, in spite of you telling him otherwise. He’s trying to work on it. 
Tumblr media
Taglist: @completelyshatteredbrokenmschf @roninfromtheops
49 notes · View notes
probablyfunrpgideas · 4 months
Text
Call of Cthulhu Idea
A widespread cult of Hastur that has a slight misunderstanding and believes that all yellow signs are powerful omens of a universal truth. They keep tearing down exit speed limits, school zone markers, and speed bump signs. Just because they're confused doesn't mean they're not dangerous. They're willing to use criminal contacts, unholy ritual magic, and good old-fashioned betrayal to conceal their activity and increase the scale of their collection.
Imagine uncovering some deep-rooted conspiracy that includes everyone you've ever trusted in town. When you track their murders and embezzled road work funds to the mayor's old family cabin, what will you find? All along the dark, dark road you see a hundred yellow warnings. DEAD END. DEAD END. DEAD END. DEAD END.
49 notes · View notes
nephriteknight · 3 months
Text
Thoughts on Daggerheart!!
I'll admit I haven't really been following it until today, but after watching the videos released today I got very excited and ended up building a character and reading a lot of the book, as I am wont to do (might post about them later lol).
Now, full disclosure, I wouldn't say I'm all that familiar with the TTRPG space outside of D&D, so take my opinions with a grain of salt. That said, I've played D&D, Wanderhome, Alice is Missing, and the fan-made Hollow Knight TTRPG, and I've watched some AP of Kids on Bikes, Call of Cthulhu, Monsterhearts, and Candela Obscura, which is a longer list than I was expecting. Huh. Anyways, my thoughts!
I really like the duality dice! It's such an interesting way to do mixed success that incorporates story/character into mechanics, which is great.
Related to that, I also like Hope as a fluid resource, and I think that Fear is a nice way to both prompt GM action and to just create a fun sense of dread as the GM takes more tokens
The lack of turn order/action economy is... cool, and a really interesting idea, but my thoughts on this are complicated. As we're seeing in the oneshot right now, it really helps to keep combat as part of the story and give the players and GM room for creativity. (For example, Bunnie describing a counterstrike as part of her dodge, and being able to take it as soon as the GM's turn is over, as well as the tag team feature, which is very cool.) That said, I think this mechanic might not work so well with less experienced or less confident players, who might have trouble taking the initiative (heh) to act in combat (I know I certainly would if I wasn't playing with close friends). That's not really a criticism though -- this is a collaborative storytelling game, and part of playing it is making big moves and taking turns guiding the story. If that's not for you, then you might prefer a different system, which is fine! I think this mechanic has the potential to be really, really dope, but I also think it's the bit that has the most potential to go poorly in my eyes.
The art, design, and general aesthetic feel of this game are so unbelievably up my alley. I love it. That's all.
I'm excited to see that they're working on mechanics for playing disabled characters, but since they aren't out yet I can't really comment. (I did notice that the character in the bard art is in a wheelchair, which is dope.) Also, as others have noted, Daggerheart uses "heritage" and "ancestry" rather than "race", which is a small but good choice.
Personally, I also really like the choice to move away from precise measurements of distance and gold. This one is very much a personal preference, and I know some people will rightfully disagree, but I like it! As a DM, trying to determine the appropriate costs and rewards for things has always been a headache, and this seems much easier to manage; measuring distances with convenient and tangible measurements like the short side of a playing card or the length of a piece of paper also feels much easier to use.
The downtime mechanics are great! Each of the activities you can take prompts you to describe how you heal yourself or another, destress, repair armor, or prepare yourself for what's ahead, which really encourages quieter character moments both introspectively and with others. I'm a big fan of this. This combining of role play and mechanics is also present in other features, such as one of the major level 1 healing abilities, which is more effective if you spend the time it takes to cast learning something new about the person you're healing or sharing something about yourself.
I didn't look at this too closely because I was just making a character for fun and don't have a party to play with, but as part of character creation you're given questions about your relationships to your party members to answer. Wanderhome also has these, and they were MASSIVELY successful in creating depth and meaningful connections between players -- after our table's session zero I was already so invested in all our characters, and when we actually played them they really came to life. I haven't looked to closely at Daggerhearts version of this, but I'm very excited to see them.
The experience mechanic seems really fun and creative, and I especially like the idea of using a phrase rather than something specific. That said, when I played the Hollow Knight TTRPG, which also lets players create their own skills, the open endedness of it was more confusing than inspiring, and there was a lot of potential for a usefulness disparity between players. I do think Daggerheart explains it better, though, and limiting the use of experience with a Hope cost helps to counteract any choices that might be too broad, so hopefully it will work better
I probably have more thoughts, but it getting late and I have a headache, so that's all I'm saying for now :D
Overall, Daggerheart has combined a lot of things I've liked in other games with promising mechanics I haven't seen before, and I'm very excited to try it out. I'm now realizing that I just made a list of things I like without any negative feedback, which isn't what I wanted to do, but I'm not really sure what to criticize without having played it myself.
I'm most curious to see how the non-initiative mechanic works; it has the potential to be a really excellent solve for a major problem in D&D (plenty of people have talked about how initiative limits teamwork, can be boring when its not your turn, etc, so I won't get into it here), but I don't think it's a solution that will work for everyone. Of course, games can't work for everyone, and shouldn't try to. It's working really well on CR's oneshot as I write this, but making choices and sharing spotlight in TTRPGs is literally their job, so I'm not surprised this works for them. I could see this going really well with some tables I've played with, and really poorly with others. I'm still really optimistic, though; it seems like the kind of thing that with the right table could be really excellent.
33 notes · View notes
inkyvendingmachine · 1 month
Text
Tumblr media
Avedone With All of This Season 4, Episode 4
💀 Call of Cthulhu: Haunted Hijinx Masterpost 💀 Call of Cthulhu Season Four Masterpost (Coming Soon)
Warning: This campaign is an edited version of  a Call of Cthulhu scenario from the Tales of the Crescent City book. While a lot has been changed, there IS spoilers for it throughout these posts.
GUESS WHO FINALLY SHOWED UP!!! and also a lot of other stuff happened. I'm sorry, this one is very long because I didn't take notes, and struggle to leave out details when I'm writing from the records instead of the notes.
Art Credit: @inkdemonapologist : sketching + inking @inkyvendingmachine : concept + colouring
Somehow Jack’s car, with all its original passengers and no extras, manage to make it back to the studio. Joey immediately rushes into the studio, to go rant at Bendy about everything that happened… and possibly to go fuse with Bendy because he feels utterly helpless now after completely draining himself with panicked magic. 
But it’s probably just the first one.
Sammy and Henry arrive as well to find Jack and Peter quietly picking glass out of his broken car in something like shock. Upon getting no responses from Jack about what happened, Sammy storms off to find Joey.
Joey is all too happy to start his entire rant over again for Sammy as he works on fusing with Bendy. They were just following Peter’s leads and driving from location to location and then all of the sudden this ASSHOLE shows up out of nowhere and just stands in front of the car. Busts the car, terrifies poor Jack, and then on top of that tries to break INTO the car and abduct Peter?? It’s a good thing Joey managed to blast him out, but they weren’t even DOING ANYTHING that would have possibly summoned him NOTHING AT ALL... And on top of all that, being an absolute PRICK as he’s doing it! 
… Anyways, how was the moooob?
Sammy updates Joey on everything that happened with Johnny Nero, which is pretty much just that he had seen the Yellow sign, that Henry removed it, and that Nero was pretty intent on getting his hands on whatever the Phantom wants first. Which like… yeah, if you wanna solve all our problems and fix this mess, go ahead! But Joey’s pretty sure that’s not going to happen, so he goes back to working on his ritual.
Sammy leaves to go back to Jack, and right as Joey feels ready to start the ritual his phone rings. The special one. And it’s… Avedon??
Avedon immediately starts info dumping on Joey about everything that’s been going on already… like, all the information Joey already knows. A lot of flat “yeah?”s in reply as Avedon rambles on, until he mentions that it’s already gotten to Norman. Wait, what?? But Avedon doesn’t stop, telling Joey to meet him at his hotel room in NYC so they can go over more information. Before Joey manages to get any clarification, he hangs up. 
That’s Joey’s thing!!!
Joey is the one who hangs up on others!!!!!!!
Frustrated, Joey does try to call Norman, and… Yeah, Norman is talking in weird riddles and speech that doesn’t fit with the Normal Norman Vibes. That call is also ended with little information gained… but at least it DOES seem like Avedon knows what he’s talking about this time, so Joey’s willing to meet with him, even though he’s also feeling done with him already.
Joey finishes the ritual and merges with Bendy.
On his way downstairs, Sammy is still turning over the car event he just heard about… and the increasing evidence that Peter might actually be the Phantom’s target?? Why else would he be trying to drag him out of the car?
Sammy approaches Peter, who has since started exchanging information with Henry as they all get the last of the glass shards out of the car, and says that he wants to see if Prophet can tell anything about what happened. Sammy looks distracted for a moment, and [lack of surprise because it was actually somewhat communicated beforehand,] Prophet is here!
Prophet concentrates, and with no hesitation, mushes his hands all over Peter's face. 
The good news is that, while Prophet can tell that Peter’s been grabbed by the Phantom recently, that’s actually all that he can detect. No additional eldritch stuff, he’s not possessed, he’s not weirdly marked or damaged in a way that can’t normally be seen. Great!
But Prophet can’t tell if Peter is the target or not. For his part, Peter has been muttering that it seemed like the phantom was trying to pull information from Peter on someone else he was looking for, someone who “followed us out”, but there’s nothing Prophet can sense to confirm that… but he realizes he can sense the distortions to reality increasing throughout NYC. They’re in the air, moving about… getting stronger.
Henry can feel it too.
But that’s all the energy Prophet has, and he unfortunately misses Joey showing up and dumping his new plan of action on everyone. He, Henry and Peter are going to go find Avedon’s dumb hotel room and figure out what’s going on with him, while Sammy and Jack are going to go check up on Susie and Norman because Norman is definitely acting weird now and he’s not quite sure if Susie is in over her head or not…
Nobody objects to the plan. And with NYC losing more and more of its reality to the yellow mist rolling in, it seems important that they do something.
Henry, Joey and Peter do make a detour to Henry’s house though to make sure all is well there. The car is gone, the lights are out, things seem as they should if Linda managed to follow through and get the kids out of the city. Peter is concerned when he notices some of Henry’s wards, but don’t worry, those are supposed to be there. Henry checks them over, and they all seem good. Bendy finds a bucket of clay he and Henry's kids had played with before, and brings it along to entertain himself on any following sleepovers, since that is a thing that will probably keep happening. For once, it seems like everything is actually left alone? 
Until they look out back and find the treehouse Henry built for his kids is gone. Actually, it’s almost like all the landscaping and such in the area was just… cleared away? Or never happened. Joey meanwhile is tabbing through Henry's photo albums and makes sure everyone is still there, which they are. But the treehouse isn’t. And, perhaps even worse, there’s also an extra guy in the JDS staff photo now? Joey pockets it, since this guy seems to be in the music department according to the photo, but Joey is sure he’s never seen him before. And it’s not Alan. So. Hopefully the music boys can shed some light on this.
Henry grabs some supplies and his gun, and Joey turns him around to fix his outfit and make sure the gun is properly hidden. Avedon is 2 trigger happy, we don’t want to say our hellos by instantly showing off the weapons we brought.
Meanwhile Jack and Sammy’s drive to Norman’s is more fraught than the previous ones. Not only has he moved house again, (though at least this time they have evidence of his new address from the junk mail they took last time) but… many other roads are starting to move too. Also Sammy is driving, so, speed has been cut in the engine department too… don’t need to hit two things in a single day with all this mist building up, and any sort of navigation trouble puts even more delays in.
At least they do manage to find the place and head on in, with hope that also maybe now that Avedon has arrived Norman will stop being so “sticking it out in a house that keeps wandering off apparently.” Things seem kinda fine at first at least, like they’re not immediately shooed out or attacked or have any weird monsters hanging over the house waiting for them to try the door… But upon Sammy questioning Susie while Jack goes to find Norman in the back, the music boys find out that things are very much not fine.
Susie is… very confident with a knife all of a sudden, and very confident that she will be able to just stab the Phantom when given the word to go out and hunt him down. Y’know just… stab the guy who couldn’t be damaged by a 2 ton vehicle slamming square on into him. And when Sammy tries to argue this logic, it just becomes more and more obvious that Susie and Norman are both… in character. Susie’s speech cadence is even reminiscent of when she’s performing rather than talking normally. But they don't seem aware that their actions seem more scripted than decided.
Jack finds Norman in the back, with a hatchet and a very similar plan to Susie’s. But whatever is happening isn’t strong enough to make them completely forget themselves, and with some facts being pointed out and reminders of who they are, the boys manage to get these two actors back to themselves... kind of. There's still some weirdness going on, and this also doesn't answer the question of what could be done to prevent this happening again?
Neither Susie nor Norman really realized when it started to happen, and it took some serious outside convincing to snap them out of it at all… Do they need Henry to expel something to truly get back to themselves again??
ALSO, IF THE PHANTOM CAN’T BE HARMED WITH A CAR, WHAT ARE THEY GONNA DO ABOUT THAT TOO?? THAT SEEMS CONCERNING!!!!
Meanwhile, Henry parks near the hotel they were directed to by Avedon, and the trio look upon it in… concern. First of all, it doesn’t even look like a hotel, or look like it belongs in NYC. And the entire place is surrounded by a yellow mist… and while they could wait it out or try to somehow call Avedon and tell him to come out, it just feels like the longer they wait the worse it will get. 
Really, it’s starting to feel that way for a lot of things.
But even though everything about this feels bad, they press on and enter the “hotel”. What should be the hotel lobby is abnormally empty, and when they start up the stairs… well, that’s not normal either, the stairs just keep going. Joey is flipping any rugs he finds though to make sure they don’t have stupid destabilization spells underneath them.
After a few rounds of strange rooms, weird hallways, some alien screeching outside the windows, and Henry noticing that NYC is not the city outside said windows, he stops everyone out of worry that they’re walking into a trap… and Joey agrees. But not that this hotel is specifically a trap.
All of New York is a trap.
It doesn’t matter where they go next, the longer they don’t solve this issue, the more of a trap everything will be.
They just gotta press on.
Aaaaand start yelling for Avedon because clearly they aren’t gonna be just walking up to his hotel room at this point.
Good news! Avedon replies! Bad news!! Only Henry can hear it for some reason!! And… Avedon can hear Joey but not Henry?? 
It’s all very confusing. They find Henry’s reading glasses on a table. Those were in his pocket how did they get there excuse me. All of this isn't fine actually.
But after a few rounds of Avedon Polo, they finally stumble across each other in a… garden. In the middle of a hotel. And of course, the first thing Avedon says is that they need to leave immediately. He didn’t know it was going to be like THIS, he just stepped out to get a coffee and suddenly the whole place is weird??? Well, now that they’re here, time to immediately leave because YEAH THAT WAS THE PLAN FROM THE START. 
Going through another door leads out into a familiar courtyard, at least familiar to Joey. He had been here a few nights ago, while invading Y’s dream, and indeed, right where he’d expect, he finds the Y twins chatting amongst themselves. Marching up to them, Joey demands to know what they’re doing and what’s going on.
They respond by addressing him as royalty.
✧・゚: *Joey Drew, as Your Highness・゚: *✧
Normally, this would probably inflate Joey’s ego! Currently, it sinks like a stone into his stomach!! He does not want to be part of the play!!!
Unless…
Joey suddenly wonders, because it’s the same courtyard, if they are in a dreamscape of some sort… Does he appear different than himself… and that's why they're addressing him this way?
But no, he looks like Joey, and Henry looks like Henry, and Peter looks like Peter, and Avedon is still here… except Joey also notices some of their hands are starting to turn transparent…………. That's probably fine.
He still doesn’t want to be part of their play.
The Y twins try to get Joey to go somewhere with them, and he makes up a story why they need to not do that rn, so that the group of normal fading humans can attempt once again to leave this place. 
Since it's all weird here, Joey tries his little will-what-he-wants-into-reality trick and… well it doesn't work. Instead, he finds a throne room?? and realizes that they aren’t just in Carcosa, they’re in the castle where the Yellow King’s play takes place. And Joey manages to follow his intuition from here to find some kind of portrait hallway, covered with familiar faces… all labeled as characters from the play. Not recognizing all of them, Henry starts drawing them so we have a record of it later.
But there's a few he doesn't have to draw.
One is Alan Leroy, the guy that they're becoming sure is the target of the Pallid Mask. Part of the royal family, apparently. He's a slender man, black hair slicked back, young looking, quite pretty … kinda looks like Joey…
Which makes more sense perhaps when the portrait of the eldest son in the royal family is none other than Joey himself. Guess this is why he was being addressed as royalty… but that means the Y twins are not quite in their right minds, and anything he finds them doing here is probably just play nonsense.
Also Denis is the youngest prince but who cares about that guy.
What they DO care about is the fact they’re getting more and more transparent, so the boys go to find Avedon, who is oh so helpfully knocking shit over and muttering in french, and Joey manages to get his door trick to actually work this time; he opens the door and there’s…
STAIRS!!
Everyone starts running down them, managing not to get turned around when they start making twisty turns, and get to the front door of this stupid castle in a hotel lobby.
They peek outside.
Sure enough, on the side of the building, there’s a shadow shaped suspiciously like nothing they can really identify, so it must be some sort of angel monster or something.
At this point, there’s really only one option they have: try sneaking to the car and hope it’s looking the other way, and if not, run!
Everyone agrees that this is a great plan.
And then they do that.
There’s a bit of fumbling in the middle, but the car was parked outside of the yellow mist for once, so the creature just fades out as soon as it leaves the mist to chase them. 
Well! Okay then!! That problem is solved!! Let’s go deliver Avedon to Norman so that he can take responsibility for his mad man and then maybe stop hiding at home or something!
Henry drives off, and things seem fine for now…
Until Joey swivels around in the front seat to question Avedon, and out the back window, sees something flying after them, only visible whenever it passes through the mists…
Problem… not solved.
59 notes · View notes
anim-ttrpgs · 11 months
Note
What makes this game unique from other mystery games?
Eureka has plenty that makes it stand out, from its tactical approach to combat, to its approach to the supernatural and non-restrictive character creation, but the thing that makes its investigation stand out from that of other investigation games is probably the Eureka! mechanic and its overall approach to failed investigation rolls*.
*An “investigation roll” in Eureka is any skill roll used to investigate, there is no “Investigate” skill, every investigation roll will use the skill on the character sheet that is most relevant to whatever evidence the investigator is investigating. So, in a way, every skill is the "investigation skill". For instance, you would use the Firearms skill to try and guess what calibre of bullet left these bullet holes, even though that is also the skill that is used for your accuracy when shooting guns, and how quickly you can reload.
Now, we don’t want to make a blanket statement because our dev team has not played every investigative TTRPG, but in the ones we have played, there have been a couple of consistent hang-ups. In Call of Cthulhu for example, when you miss a clue due to a bad roll, you’re just shit outta luck. This isn’t to say that Call of Cthulhu is a bad game, Eureka actually takes a lot of influence from certain parts of it, but sometimes a single bad roll at a crucial time can grind the adventure to a halt.
The Eureka! mechanic is (one of) our answers to this problem.
As the investigators fail investigation rolls*, they accumulate Investigation Points. (They actually accumulate Investigation Points even if they succeed, but you get way more of them for Failures). When a standard investigator accumulates 15 Investigation Points, they gain 1 Eureka! and their Investigation Points reset to 0. More powerful supernatural characters must accumulate more than 15 points before they get a Eureka!, but that’s a different post.
A Eureka! is a valuable resource that can be spent on a couple of different benefits, and one of those is to retroactively turn a single previous Failed investigation roll* into a Full Success, giving that investigator all the information they would have figured out if they had succeeded in the first place. This can be a significant mystery un-stumper when the party is stuck at a dead end, without the GM needed to artificially give them a hint—it’s not a free pity clue, they earned it by being thorough investigators up to this point even if they got some bad rolls.
This can act as a sort of “rubber band” mechanic, only springing the investigators forwards if they fall far enough behind to need it, so to speak, and only on their own terms, so they don’t feel like the GM just gave them the answer because they suck too much.
This doesn’t mean that Eureka: Investigative Urban Fantasy is an easy game for babies where the players never have to worry about failure, however. You only get 1 Eureka! for about every 5 Failures, and its combat can be pretty hardcore. Like Call of Cthulhu, the investigators are mostly just normal people with no special resistances to knives or bullets. If you shoot them once or twice, they die, and there’s no coming back. Not only does this fragility encourage a generally more investigative approach to dealing with threats, it can also be used to reward good mystery solving up to the point of the final confrontation. The Eureka! mechanic rewards investigators who have not needed to spend their Eureka!s on gaining epiphanies from previously failed rolls by the fact that they can also be spent to throw an extra die into a combat roll—or any other life-or-death roll, such as leaping to safety from a burning building or a Stealth roll when hiding from dozens of armed goons. 3D6 (dropping the lowest) can give a crucial boost to that one 2D6 roll that your character has to stake his life on.
Now, you don’t have to play a fragile normal human investigator, you have the option to play as a more robust investigator, like a vampire for instance, who can easily shrug off most forms of physical damage so long as they don’t overdo it all in one place and take some time to regenerate in between bouts of getting shot, but what those kinds of investigators gain in toughness and supernatural powers, they pay for with supernatural weaknesses. The vampire in the party may laugh in the face of small arms fire, but get knocked down a few pegs when faced with her greatest challenge yet: Figuring out how to get a direct and in-no-uncertain-terms invitation into the house without saying “I am a vampire, the owner has to invite me in.”
And no, she can’t just ask the rest of the party for help, if they find out she’s a real vampire, that’s nine-times-out-of-ten going to be much more shocking than whatever evidence they were going to find out inside, and possibly even implicate her in several other, much more gruesome murders that nobody ever managed to solve..
The Eureka! mechanic is also used in Eureka: Investigative Urban Fantasy’s équivalent to ‘leveling up’. At the end of an adventure, investigators can spend 2 Eureka!s to add 1 skill point to a skill. Eureka!s disappear after the mystery is solved, so you might as well use them if you have any left over, but if you’re saving them up by choosing not to spend them in a moment of real danger, that’s a bit of a risk, and could cost the investigator their life.
This also works as a bit of a “rubber band”, as investigators who increase their skills will fail less rolls, and thus gain fewer Eureka!s, slowing down their level-ups each time so they don’t shoot ahead of everybody else in the party without having to have a scaling system for experience points.
(Leveling up is an optional rule, however, and it is one that we in our group actually much prefer to play without, because we prefer more episodic or one-shot adventures where we frequently swap characters each time. Because skills have limits to how high they can go, a ‘level 0’ investigator can actually be just as capable as a ‘level 10’ investigator at any given thing, the ‘level 10’ investigator will just be good at more things.)
106 notes · View notes
justablah56 · 14 days
Note
Dndads?
DNDADS !!!! I'm assuming you're asking me like . what it is n shit . if not . my b . bcs I am about to give you as big of an infodump as I can without spoiling anything lmao .
anyways hello my dear follower , my beloved dungeons and daddies (not a bdsm podcast) is my favorite thing ever <3 it's usually very loosely a dnd podcast , season three tho switches into the call of cthulhu system .
season one is 69 (nice) episodes about four normal world dads and their sons who all get sucked into faerun , a dnd world basically , through a portal while trying to go to their kids soccer game lmao . they end up losing their kids and basically the whole season is them trying to find their kids and then trying to find a way back home with tons of little side quests and detours that they take along the way . most of it is super comedic and lighthearted and it's also just fucking insane sometimes but it also has a lot of super compelling emotional moments and iughencmd it's so good oh my god .
season two is a continuation of the world created in season one , but now the players are playing as the teenaged grandchildren of their original dad characters , and it's heavily influenced by season one so you can't really listen to it on its own . season two is 50 smthin episodes of these teens basically trying to clean up the world after the things that their parents (aka , the kids from season one , aka , the kiddads) and their grandparents did between seasons to try and fix things and kinda ended up making everything worse cbnsndnsnd and it kinda starts off with the kiddads all going missing and suddenly these teenagers are supposed to be in charge of everything the kiddads were originally doing to fix everything . season two is I think a bit less comedic than season 1 , but it does have like . twice as many of those absolutely fucking insane moments lmao , and it does still have a lot of cool emotional moments and ougjfj it's all so good .
a lot of what I post abt usually has to do with this sort of untold season that happened between seasons with the kiddads . a lot of people are very attached to the kiddads , and to me a lot of it is bcs these are the characters we've known for the longest and we've seen them as kids and we see how the events of the first seasons shaped them into the adults they are in season two and man . it's just so cool . season two gives us a lot of small hints to stuff that happened between seasons , and we get a few flashbacks , but there's a lot of stuff that we don't know , and there's so much speculation abt how things happened and it's a very fun sandbox to play in chwndnsnmxx anyways .
season three started just a bit ago , there's 3 episodes so far . they switched who was the dm and so it's a new universe with no relation to the first two seasons , and could pretty easily be listened to on its own . season three is set at some point in the 1950s , and the four characters don't really have like . a solid thing they can all be described as . there's like . a teacher and a weird wife and a car salesman and a teenager . they're great . but it's these four characters who are all in a bowling league together and they're kinda figuring out that hey weird stuff is happening around here and there's monsters and just a ton of stuff and so far it is absolutely hilarious , I love it dearly <3 every character is just . fucking insane . and the dynamic is great , it's just awesome and I personally am having a blast with it so far
ok anyways . thats dndads lmao . if theres anything more specific you want to know literally pleaaaaase ask me and I will be soooooo excited to tell you cndnmxmdmd I'm completely and utterly obsessed with this podcast , I've listened to it . so many times . I will talk about it any chance I get , it's just great . I love it . and that's not even to mention the wonderful community here on Tumblr !!!! it's a relatively small fandom , so for the most part everyone at least recognizes everyone else , and everyone is just so awesome , ive made so many friends through this fandom , its great
15 notes · View notes