Questions about two of your original characters about their relationship. Should work for friends/lovers/coworkers/enemies/etc, maybe not so much for family, but you're welcome to try!
How did they meet?
How long have these two characters known each other?
What were their first impressions of each other? How does that compare to their impressions of each other now?
How would they describe each other if asked? Physically? In personality?
Do they get along? Why or why not?
Do they have any shared interests/hobbies? Do they ever do these hobbies together?
How often do they see each other? Where do they usually meet?
How do they communicate with each other? Are there any recurring phrases or gestures unique to their relationship?
What is one quality they have in common?
What is one major difference between them?
Does one act as a narrative foil to the other? How so?
Do they have any affection for each other? How do they show it?
Do they have any disdain/contempt for each other? How do they show it?
Do they share the same goals in life?
Do they trust each other? Why or why not?
Is one of them keeping secrets from the other? Why? How would they react if the secret was revealed?
Are they keeping a secret together? How do they feel about that?
Do they view their relationship as temporary or permanent?
Are they satisfied with their relationship? Do they wish they were closer/more distant?
What is their best memory together?
What is their worst memory together?
When were they the most vulnerable with each other?
Do they have any mutual friends? Mutual enemies?
How do these two interact with each other in public versus in private?
If a stranger saw them together, how would they describe their relationship?
How would these characters react to being stuck in a small room with each other?
How far would they go for each other? Would they risk their own lives for each other?
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hey no shade but you know dungeon meshi isn't actually based off dnd right? there are definitely some overlapping concepts and it can be fun to analyze it through a dnd lens but really it's its own homebrew fantasy setting. just checking bc i nearly got in an argument w someone over dungeon meshi lore the other day only to realize it was because they were trying to apply dnd lore to it ahahaa
Oh yeah, absolutely, it's its own thing. You don't even have to go far to show how it's its own thing: for one, the whole set-up with the dungeons being what they are isn't found anywhere else in D&D-inspired material that I know. You could maybe reflavor Halaster's Undermountain to something like the Dungeon Meshi dungeons, but that would be another layer of homebrew.
That said, I do have the feeling that Ryoko Kui grew up on the same kind of D&D material that I did - stuff like Elminster's Ecologies, or old school Greyhawk materials. Her story genuinely feels like an AD&D game run by an old-school DM, maybe even earlier in the editions (hi, Chilchuck and "I'm a rogue, I'm not gonna fight"!). I don't mean that she follows D&D canon in any meaningful sense--her stuff isn't set in Greyhawk, nor on Abeir-Toril, nor on Krynn, etc. But I do think she's someone who's inspired by old school stuff, even as she makes her work thoroughly her own.
An acquaintance of mine once wrote that long tabletop games gain a quality that she called "being well-trod". This is when the players and DM are so familiar with the world they live in that it becomes, well, lived-in. They don't need to look up rules anymore to extrapolate: they understand the logic of the setting, and they get the same kind of intuitive feel for the world that we do when living in our own world, in real life. A feeling of where the boundaries lie, and how things work.
This is how I feel about Dungeon Meshi and D&D. It feels like a work written by someone who walked the same paths that I did, and whose work is therefore both new and startlingly familiar.
That's it in a nutshell, but then I also wrote a bunch of examples, which got very long, so cut for length and spoilers!
I wrote somewhere in the tags on my Dungeon Meshi posts that it's incredibly surreal reading a story that seems to be informed by the exact materials that you base your own homebrew games on. Kui takes her work in a wholly different direction than I did - but the disparate elements of the story would fit in like a glove, because they're based on similar logic. I could quite literally take any of the ecologies elements of Dungeon Meshi and put them into a given module I'm running, and it would need less adaptation than 5e material. And most of the cultural/racial elements of Dungeon Meshi? That, too. Where it's not a one for one match, it would so easily be explainable by "different continent".
Let's take the example you're probably here from: the Canaries and elves in general, and let's take elves in general first. In D&D, there's been a switch in models of elven aging throughout the years: from "they are literal babies up until 60-ish, and then have 40 years of actual adolescence" to "yeah they grow to full adult size at about the same speed as the other races, and are then just culturally considered too young to make their own decisions". I am decidedly not a fan of the second model - I think it takes away from the cool biologies early D&D thrived on. BG3's treatment of Astarion's age of death, for instance, keeps throwing me. Yeah, I get it: it fits in with the edition they're working off, but I hate it. That's not how things work on our Faerun!
But then we get to Marcille's backstory, and we see that she has the problems old school half-elves did, and you're like "oh, well of course someone invested in weird cool biology as an author would interpret elves like that." Her treatment of age makes sense to me. She makes the races as alien as possible, and hits that vibe of "D&D-style fantasy is its own thing, with its own set of rules" that I love.
In contrast, and unlike any prototypes I know, Kui takes her half-foots in a different direction! They don't live longer than tall-men, they live shorter lives, closer to goblinoids. And I think it's for the same reason: because it's that much cooler to have different experiences of life in humanoid races. This is decidedly Not D&D, but it would absolutely fit into that vein.
With smaller details, I keep joking around here that the Canaries are grey elves, and of course they're not. But then Kui keeps putting in these tiny little details - which can be either nods to existing material, or the same extrapolations that other authors drawing upon high fantasy tropes have made. The white ships that have travelled all the way from Tolkien's Valinor to Evermeet and now to Shima. The fact that the Canaries have basically the right color scheme for grey elves threw me completely: I was not expecting that! Elves being that specific brand of destructive that they are - jeez, the Canaries would be right at home in Myth Drannor, or during the Crown Wars. So I joke around about these specific dolts a lot, and I am having an inordinate amount of fun seeing if my predictions that come from running a Myth Drannor game for a good long while now come true.
And it goes on. Marcille doesn't prepare spells, and the magic here is obviously not Vancian. But Mithrun's teleport shenanigans are literally stuff I've done in games. The differences between races in D&D aren't because of wishes made by mortals; they're built in by gods for their own purposes. But the towns that spring up around anomalous spots and that have to deal with the weirdness have the same vibe.
Kui draws on a more extensive tradition than just D&D, of course, but she transforms the tradition in a very similar way to old D&D. Of course the elves' magic in Kui's work does weird and creepy stuff with soulbinding and immortality; that's been their dark side since Tolkien and Celebrimbor's work with Annatar, and then it turned into stuff like elves regularly sacrificing their lives in high magic rituals in Faerun. Of course Senshi's backstory is about the dwarves that have dug too deep - but they are, of course, distinct from gnomes, and the gnomes are a peculiar and interesting breed of arcana specialists. Of course Chilchuck is a Burglar - but he works on dungeon delving unions, of all things! It's a familiar transformation, so the world makes sense to me, and I love it.
So yeah. Tl;dr: not D&D ofc, but the vibe is there, and I am having fun with it.
Also - can you tell me about the argument? I am super curious, and I wonder if the person you were arguing with was working from 5e material.
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Okay here's my EA conspiracy theory lol:
You know how they've tried implementing online features in every Sims game but held back due to negative reaction, same with microtransaction DLC, and they've been increasingly focused on mobile gaming (where online connectivity is basically a given and microtransactions are more "accepted")?
I think their choices with the franchise have been attempting to shift the game's userbase to one that wants multiplayer and will pay for microtransactions. That's why they put so many resources into The Sims Mobile and made TS4 on console virtually identical to the PC version, why they introduced Kits, and showed mobile connectivity in the TS5 announcement.
Not every Sims player likes those things, but the ones who do are the ones giving them money, and at this point I think they've managed to shift the userbase towards that enough that they may actually manage to make a multiplayer, microtransaction Sims installment that will receive positive reception this time. And I think they'll accomplish that by catering to mobile gamers and build out from there, maybe even cross-platform support or whatever.
So basically I think The Sims 5 will be like Fortnite lol
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