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#immortal freedom role playing game
thedemonofcat · 1 year
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As I immersed myself in the books, watched the show, and even played one of the games, I couldn't help but wonder about the immense popularity of Jaskier among the fan base. Joey Batey's stellar performance in the Netflix series undoubtedly plays a significant role, but that only accounts for his portrayal in that specific adaptation.
Then it struck me.
When it comes to Jaskier, very little information is actually known beyond a few minor facts.
This is everything currently known about Jaskier
1.) Jaskier is an important character, largely depicted through his close friendship with Geralt, which forms a central aspect of his interactions.
2.) A talented bard, Jaskier received his education at Oxenfurt academy, where he graduated with the highest honors as a Master of the seven liberal arts. This suggests that he possesses intelligence beyond what he often portrays.
3.) Originating from the town of Lettenhove, Jaskier holds the title of Viscount, and his true name is Julian Alfred Pankratz Viscount de Lettenhove. The specific location of Lettenhove on the map, however, remains undisclosed.
4.) Jaskier is known to have numerous romantic partners, as the Netflix adaptation even confirms his involvement with both male and female individuals.
5.) Jaskier's loyalty to Geralt knows almost no bounds, and he is willing to make great sacrifices, even risking his life, to ensure Geralt's safety.
6.) Remarkably, despite being one of the few human characters, Jaskier seems to defy the aging process. This intriguing aspect of his character is not just a casting error in the Netflix series but is also referenced in the books, where his youthful appearance compared to his actual age is mentioned
The enigmatic nature of Jaskier's character offers a captivating canvas for fan creations. With limited canonical information, fans can freely explore various backstories and headcanons. Some popular fan theories propose that Jaskier is more than just human, potentially having ties to a non-human lineage. Others imagine a tragic past, where one of his parents, often his father, was abusive, and he grew up with siblings.
In the realm of fan fiction, creative minds have woven tales of Jaskier's immortality, delving into the reasons behind his agelessness. These speculations and many more allow fans to shape Jaskier as a blank slate, utilizing the scarce details available to craft diverse and compelling narratives that align with their own interpretations of the character.
This artistic freedom empowers fans to explore the depths of Jaskier's persona and invent their unique perspectives, making him a versatile and captivating figure in the realm of fan works
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lisa-russell · 2 months
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Off the Hook means something to me.
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I was first introduced to Splatoon via a single piece of fanart. It was Octo Expansion, I grew intrigued and looked further on. And was introduced to the world of Splatoon.
I slowly read through all the lovingly written fan stories I came across on the Inkernet. Read the fancomics and lil blurbs people had on their belowved OC and Versions of the N.S.S.
Than I heard the music.
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What wonderous and uinque sound the world of Splatoon has. Spawning epic remixes and Original Spatbands/Idol groups, based from these songs and tunes. Splatify and Youtube, led me to finding more than over 400 of these melodies.
I was than was gifted a switch, and a copy of Splatoon 2. I played it and finally understood why so many infish fell in love with this world, why it was such a hit over in japan...i could only watch others play, now I had the key to this world in my hands.
I loved the lore and sometimes silly, sometimes serious and sometimes sad aspects of each games main herostory/DLC. Those where a perfect way of getting to know the world and its Idols, and what profound power music has on its inhabitants.
Or how the Precursors (Humans) still left their mark on the world, in far more startling revelations as we found out from Splatoon 3, from a beloved immortal pyschic cat, to the tragic bonesyards of millions of lost lives and the Precursor Technology left behind by said humans.
I found myself smiling at the antics and downright funny moments of the games.
Than Octo Expansion came out and changed everything.
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Giving release, freedom and light to many tragedies. The dark theme and horrifying discoveries found in the metro was a spin far from the colourful streets of Inkoplis or Octarian Territory.
OfftheHook became a bigger role in the game, I legit tried not to cry when the credits rolled...
Well you all know what came after that a few months later. The finalfest came and that victory decided the fate of Splatoons future to a greater degree than Splatoon 1 in certain aspects.
I waited, enjoyed the Splatoon Community until Splatoon 3 was announced and everying lost there clamming heads lol. I saved up from my Birthdays and bought S3.
It had its ups and downs but i cant lie, I am having a lot fun. I was freaking excited when Side Order came out. Bringing with it some much needed answers and closers to Octo Expansion and whatnot. The fact Offthehook was back was just inkcredible. I have a hate/love relationship with Salmonrun/Bigrun.
And now where just being bombarded with new content out of nowhere! And i thought we inkfish went crazy when splatoon 3 came out. Its shucking everywhere now lmao!
Between the recent Nintendo Summer2024 Magizine INTERVIEW, SummerNights Fest...and the sudden Starchfest(lol) the 8.1.0 update and than... a surpise drop Japan did at 12-am, 1 am in the morning. Next day, its spread EVERYWHERE.
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Cue the international freakout wave. 😂🤣😂I'll admit i was surfing that wave too. 😅
When I saw the video, a squealed and was also a little sad knowing the end is coming soonish. I saw offthehook and was like thats my team,100%.
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I am TEAM PRESENT!
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sun-critrole · 2 months
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Ok, I've been thinking about this and I'm really curious. If you got to pick a Prime Deity to represent at the Downfall table (or a similar situation, playing the mortal avatar of an immortal god) which one would you pick?
RULES:
Assume whichever of the following two scenarios is most comfortable for you: either A) everyone else who was at the table is playing the characters they played in Downfall, unless you want their character, in which case you replace them and they happily take a week off. Or, B) you are going to be playing a Downfall-esque game with your favorite D&D players (friends, other CR cast members, faceless perfect beings of your imagination, etc.) wherein you get to choose your character first and everyone will seamlessly accommodate you.
No, you can't choose The Luxon or one of the minor deities. Maybe that will be a different poll later.
No, you can't choose a Betrayer God. That poll is here.
Below the cut is a short description of each deity's domain, ripped straight from the chart on page 21 of Explorer's Guide to Wildemount.
The Change Bringer: Change, freedom, luck. Chaotic good.
The Platinum Dragon: Honor, justice. Lawful good.
The Arch Heart: Art, beauty, elves. Chaotic good.
The Law Bearer: Civilization, law, peace. Lawful neutral.
The Knowing Mistress: Knowledge, learning, teaching. Neutral.
The Storm Lord: Battle, competition, storms. Chaotic neutral.
The Wild Mother: Seas, wilderness. Neutral.
The All-Hammer: Craft, creation. Lawful good.
The Dawn Father: Healing, sun. Neutral good.
The Everlight: Atonement, compassion. Neutral good.
The Matron of Ravens: Death, fate, winter. Lawful neutral.
The Moon Weaver: Illusion, moonlight, night. Chaotic good.
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asharaks · 2 months
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something about how. to be a god who was a mortal is to be a contradiction. you cannot be both and yet to be a god you must acknowledge all that you are not: your domain is within and without, so sharply defined it cuts you at the edges. bhaal is the god of murder, and he immaculate conceptions the dark urge into life; jergal, god of death, brings you back, multiple times if you play this game the way I do. being a god is inherently restrictive, forces you into a specific role, defines what you are by what you are not.
the dark urge, who is a bit bhaal and a bit not, exists, ultimately, to die: they're an extension of the immortal god of murder, a child made from the gore of bhaal, flesh of his flesh with all his mortal will. is it any surprise that their body might feel like a prison? the violation of their autonomy at every step, the body a gift from a parent with plans for it, with or without their consent; defined by what they are, which is their Father, and what they are not, which is also their Father. by granting them life, bhaal grants them freedom, and signs his own death warrant even as he signs theirs. is it any wonder, then, that they might reject that fate for themself - that, after being made in the image of a Father who can't ever love them for anything but Himself, they would want to remake themself, to partake in the joy of creation? they weren't born, but they can be reborn, and that is a physical process; the gods are defined by what they are not, but the dark urge doesn't have to be.
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theresattrpgforthat · 2 years
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Hi! Sorry if someone's already asked something similar, but I'd love some recommendations for space fantasy games!
THEME: Space Fantasy
Hello friend! You're the first request for this but I'd be lying if I said I wasn't already cultivating this very list!
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Solar Blades & Cosmic Spells, by Diogo Nogueria.
The universe is in collapse, as planets and systems struggle for freedom under the rule of sinister despots. Against the malevolent sorcery of the Overlords stand the few remaining bearers of the legendary Solar Blades.
What will you do when the forces of the Void close in?
Solar Blades & Cosmic Spells is a rules light, Star & Sorcery Role Playing Game with an Old School spirit. This is a complete Role Playing Game, inspired by the Old School Renaissance, the Pulp Literature and the many Science Fantasy stories brought to us by movies, comics and games. Based on the Sharp Swords & Sinister Spells RPG, this game system provides players and Overlords (that's how we call the GM in this game) a set of flexible and streamlined rules, as well as an array of tools to make gameplay fast and fun, allowing them to have exciting adventures with solar blades and cosmic spells!
This game borrows a number of concepts from other game styles including rolling for attributes (a la OSR games), an overarching concept (similar to FATE games), and a character archetype (similar to a character class or a playbook). The system uses only d6s and d20s for dice rolls, and outlines rules for combat, although not as much for Social challenge. This reflects the traditional OSR ethos: if the characters are using creativity to solve a problem, reward it, rather than making them roll for it. There’s also a ton of advice on using sorcery, piloting starships, and encounters with other creatures, hostile and not. If you like having lots of toys to play with, as well as wealth of advice for the GM, you might want to check out this game!
GSXX: Generation Ship, by Harper Jay.
Hundreds of years ago, humanity left the Old World behind in massive generation ships. Dozens of these ships set off into space, seeking new homes. Much of the interior of these ships was set up for farming, and humans took many plants and animals into the stars with them.
The spirits of the Old World came with them. Cut off from the Earth Mother, they changed and evolved. Most found peaceful and content lives, but some lost themselves while out in the Void, becoming wayward and chaotic.
You play as a group of individuals living on one of these ships. While violence and strife are not unheard of, there is enough to contend with when drifting through space without fighting your fellow travellers.If you like quick, light, character creation and the story of a community that must work together in order to survive, Generation Ship might be for you.
Brigand Galaxy, by Hella Broke Studio.
Brigand Galaxy is a game heavily inspired by 90's sci-fi anime in tone and aesthetics. With a focus on the crew as family, and the inevitable confrontation of hidden pasts and troubles coming into conflict with your present selves. It's about cool narrative fights, both outside and inside space ships. It's about running from your past as every good Anime protag does and about bonding with your fellow crew as you scrape a living out of odd jobs and trying to find that one big score.
Welcome to a world of magic and science alike. Where the mystical leylines work as interstellar highways between systems, and where blaster pistols mix with magical spells and mysterious powers. 
Brigand Galaxy is a PbtA-style game that aims for dramatic stories that tie the players together. This game is still in production, so the Bare Bones edition has the rules, equipment, and playbooks, but not much in the way of lore or setting. However, if you get the Bare Bones version, you’ll have automatic access to the final version down the road!
Light, Beacon Edition, by Gila RPGs.
You are a Beacon, an immortal guardian of humanity. Light courses through you, granting you incredible power, and the ability to fight back the darkness that besets humanity from all sides.
Strike out on missions across the Sol system. Wield powerful weapons, unleash devastating powers, get all the loot.
LIGHT Beacon Edition is the definitive version of the LIGHT TTRPG. First released in 2020 as a one page homage to the video game Destiny, LIGHT has expanded over the years with tons of new content. That has all been bundled together into a single book, with new layout and art to bring you the very best of LIGHT.
As a Beacon, you were granted near immortality and incredible power due to a solar event. Humanity has spread itself across the Sol system in a new golden age, and you are its greatest protectors. Strike out on missions across the system as it is beset from all sides by alien threats that would see our Light destroyed. 
If you like modular character builds that can be continuously adjusted to suit upcoming challenges, and if you like high stakes in which humanity’s golden age hangs in the balance, you might want to check out LIGHT.
Scum and Villainy, by Off Guard Games.
Unwise deals. Blaster fights. High adventure among the stars. Welcome to the world of Scum and Villainy.
Scum and Villainy is a Forged in the Dark game about a spaceship crew trying to make ends meet under the iron-fisted rule of the Galactic Hegemony.
Work with the members of your crew to thrive despite powerful criminal syndicates, warring noble families, dangerous aliens, and strange mystics. Explore the ruins of lost civilizations for fun and profit. Can your motley crew hold it together long enough to strike it big and insure your fame across the sector?
Do you want to explore the galaxy? Make some credits on the side? Maybe strike out against a galactic empire? Scum and Villainy can do all of these things, and more. With an original universe with sliding scales on artificial intelligence, mystical powers, and galactic hegemonies, this game allows you to draw on themes from your favourite space-themed media while still putting forth a unique twist. Using the Forged in the Dark system, this game depends on a quick-to-grasp graded success system, with tools that reward you for pushing yourself closer and closer to the brink in exchange for pulling off some daring heists. 
HighWinds, by Karrius.
Highwinds is a sci-fi fantasy space opera RPG, focusing on wild, action movie style fights. Take the role of resourceful heroes on the edge of space and fight pirates, save people from killer robots, and explore ancient vaults locked in astral space.
Highwinds contains all you need to play, and is designed for 1-6 players and one game master. For playing in person, three six-sided dice are recommended for each player. 15 sample characters are included, ready to play as both PCs or antagonists.
If you want to blend elements from a number of different space genres, or if you want lore that has some of its own unique elements, Highwinds is one to check out. Your characters have the opportunity to dip into martial, magic, and psionic talents, and contains unique species, bringing the fantasy to space-fantasy. The game uses d6s for Task Resolution rolls, and at character creation you take Skill Bonuses to reflect your character’s aptitude and training. There’s detailed rules for combat, vehicle management, and taking care of your home base - so if you like getting into the bits and pieces that build a more versatile campaign, Highwinds is a game worth checking out.
Galactic 2e, by Riley Rethal.
GALACTIC is a belonging outside belonging game, inspired by star wars.
tell the character-driven, relationship-focused space opera stories you want to see in the world, using playbook archetypes like THE ACE, THE DEFECTOR, and THE DIPLOMAT, and create a unique and colorful world with pillars, places, and traits that flesh out different factions, forces, and characters in your story.
If you want to tell a Star Wars story and you don’t have a GM (or someone who wants plot out a heavily detailed campaign), or if you want to play now, rather than set up a 2 hour character creation session, Galactic 2e is the game for you. Tell rich, emotionally satisfying stories using a system that doesn’t even require dice. (Also - have you ever wanted to play out your Star Wars ships? You can totally do that in this game.)
Galactic 2E has an abundance of supplements thanks to a game jam that ran back in 2021, so take a look at what you’re interested and pick out whatever makes the perfect Star Wars game for you!
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automatanura · 1 year
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Theming & Baldur's Gate 3
Baldur's Gate 3 definitely feels like one of those once in a (console) generation games that creates new heights for the medium, like Mass Effect, Dragon Age: Origins, and the original Baldur's Gates before it. I loved it, I'm on my second and a half playthrough, but in loving it I need to give my full opinion on the game's story, especially the ending.
Warning: Massive Spoilers Below. Everything is Fair Game.
As a work, Baldur's Gate 3 feels conflicted in its theming, especially the farther you get into Act 3. This is understandable, as Larian tries to connect three mostly unrelated concepts in Faerûn (the illithid / githyanki conflict, the Dead Three, and the Nine Hells) into a unified whole, sprinkling other bits of Realmslore in to bridge the thematic gaps. In a lot of ways, it works. The Steel Watchers as a product of Gortash's dealings with the Hells, for instance, is inspired, and taps into tropes of hellfire, industry, and fiendish invention, which are then tied to the necromancy and brainomancy of the other parts of the cult of the Absolute.
However, other parts feel disjointed, such as the role of Bhaal. While it makes sense as a continuation of the previous games, and within the context of the Dark Urge, the player doesn't really see a way in which the Bhaalists benefit the plan, especially since they don't show up until the conspiracy starts to fall apart in Act III. The presence of the Zhentarim in Act I lays the thematic groundwork for Bane, as the undead in Act II do for Myrkul, but anything linked to Bhaal is conspicuously absent (again, unless you're the Urge)
The biggest thing which struck to me is the tone of the "good" ending, which mismatches everything else before. I'm already not a fan of "end of the world/universe" conflicts, and prefer things much more localized, but even as you save the world and everyone cheers, what's sorely missing is the acknowledgment of loss and sacrifice present throughout the rest of the narrative. If there's one question I think the story asks, it's "How far are you willing to go to be free?"
We see this conflict in pretty much all the Origin characters, even before the slavery implied by the tadpoling. Lae'zel has to contend with Vlaakith's tyranny, losing her place in her society if she doesn't submit. Wyll is stuck in a fiendish contract, Astarion and Karlach were soldiers/toys in the grasps of their respective masters, Shadowheart is tied so tightly to Shar that she's lost most of herself, and Gale is eventually charged to end his life in the service of Mystra. The Dark Urge, for their part, is bound by both blood and psyche to their father.
And then we have the tadpole, for which the game lets you go to tremendous lengths to rid yourself, with no success.
While everyone cheered, I had:
Inserted multiple alien parasites into my brain to gain the power to survive
Read a book of forbidden knowledge which fundamentally changed me
Made a deal with hag
Killed the Nightsong (because the game doesn't really let you know that keeping her alive still ends Ketheric's immortality)
Doomed everyone at Last Light (including a hero of Baldur's Gate)
Let my lover kill her parents to avoid angering a goddess
Attempt a prison break, which left half the prisoners dead
Advised Astarion to kill thousands of people (including children) in order to avoid the even worse disaster of their liberty
Sold my body to a fiend to gain the means to my own freedom
Allowed my friend to lose her body and soul in order to defeat our enemy
And probably other things I forgot (not to mention the ways loss, sacrifice, and freedom play out among the non-party NPCs)
And so if you take the non-evil ending, the narrative feels…oblivious, to say the least, of the costs, which I expect are still there, even in an ultra-good run (which mine was not).
The game has plenty, plenty going for it (the encounters are interesting, the characters are generally well-written and expressive, and the game lets you interact with it in so many ways. I think it's because of this, that some of the disjunctions in narrative and theming feel so apparent.
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multistoty · 2 years
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hope and Kaven
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@headsxwillxroll​
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The air tasted like wonder. Like candied butterfly wings caught in sugared spiderwebs, and drunken peaches coated in luck.Wonderland felt like grandest show on land or by sea. Inside you’ll experience more wonders than most people see in a lifetime. You can sip magic from a cup and buy dreams in a bottle. But before you fully enter into our world, you must remember it’s all a game.Every person has the power to change their fate if they are brave enough to fight for what they desire more than anything.Dreams that come true can be beautiful, but they can also turn into nightmares when people won't wake up.The moon is a loyal companion.It never leaves. It’s always there, watching, steadfast, knowing us in our light and dark moments, changing forever just as we do. Every day it’s a different version of itself. Sometimes weak and wan, sometimes strong and full of light. The moon understands what it means to be human.Uncertain. Alone. Cratered by imperfections. But there’s something about the darkness, the stillness of this hour that creates a language of its own. There’s a strange kind of freedom in the dark; a terrifying vulnerability we allow ourselves at exactly the wrong moment, tricked by the darkness into thinking it will keep our secrets. We forget that the blackness is not a blanket; we forget that the sun will soon rise. But in the moment, at least, we feel brave enough to say things we’d never say in the light.Sometimes your heart is the only thing worth listening to.Fascinating, isn't it, how often heroic and foolish turn out to be one and the same.She is a rose. Lovely on the eyes, yes, but such thorns are not to be ignored.It was difficult to be polite when you wanted to run away.Timid or arrogant, Charming or infuriating, and the princess was falling, falling, falling.It is much wiser to let your inner beauty shine through a drab gown than to attempt to conceal it with physical accoutrements.hope wondered if that youthful face had ever seen a true smile. her heart is not a game piece, to be played and discarded at will even if it was being used as a pawn. Why not bring herself to a fellow immortal winning the game under the table? The mikealson heir become rather fond of fools and acostumed to nonsense. He was all brush stroke features and shining angles in the dancing moon light.She stole glimpses of him again and again, like gathering unsatisfying crumbs in hopes they could be re-formed into a cake. Her heart was still a little heavy, but she'd decided carrying it around would only maker her stronger. He smelled of magic and heartbreak, and something about the combination made her think that despite what he claimed, he wanted to be her hero. Arrogant. Overconfident. Vain. Impossible. She hated the way he refused to leave her alone, how he took her insults the same way other boys might take a compliment, and that his interest in her was clearly only part of his role. And yet she could never seem to push him away. The onyx haired boy was probably not her father’s first choice in companion, but he had something to say beyond those furrowed brows and starlight cutting orbs. Why not play with someone who made their own rules? Who smiled like a villain and moved like a hero?She loved the feeling of doing something bold enough to make her future hold its breath while she closed her eyes and reveled in the sensation that she’d made a choice with the power to alter the course of her life. The auburn haired Mikealson heir might have held a tidal wave of morality, but it didn’t stop her from accessing the snarky side. Now, she was a moth and would eat silk if necessary to have her wings. Ringed ivory fingers toyed with the heavy silk of his playing cards. Kraven clearly someone with an affinity for understated luxury. she was grateful for her maids more muted red dress with less polish and tightened corset. Besides, better not to be seen at the moment. A fond challenge danced in her bright blue orbs as she leaned back in one of the mismatched chairs. The fire had at first threatened to melt her in it, but now warmed her skin like an old friend. “How about a wager my friend?”
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kaerdd · 1 month
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Black Myth: Wukong Synopsis
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"Black Myth: Wukong" is an action role-playing game based on the Chinese classic "Journey to the West". The story of the game takes place on the journey of Tang Sanzang and his four disciples to the West to obtain Buddhist scriptures.
The protagonist of the game is Sun Wukong, who was originally a stone monkey living in Huaguo Mountain. By chance, he learned the skills of 72 transformations and immortality and became the Great Sage Equaling Heaven. However, due to dissatisfaction with the oppression and restraint of the Heavenly Court, he led the monkey group to rebel and was eventually suppressed by the Buddha under the Five Elements Mountain.
Five hundred years later, Tang Monk Xuanzang was ordered by the Buddha to go to the West to obtain Buddhist scriptures. When passing by the Five Elements Mountain, he rescued Sun Wukong and accepted him as his apprentice. From then on, the four masters and apprentices embarked on the journey to obtain Buddhist scriptures.
In the game, the player will play the role of Sun Wukong, follow the footsteps of Tang Monk and his disciples, go through 81 difficulties, slay demons and monsters along the way, and subdue various monsters and monsters, including classic characters such as Bull Demon King, Red Boy, and Six-eared Macaque.
The game also introduces new characters and story lines, such as Erlang Shen Yang Jian, Nezha, Guanyin Bodhisattva, etc., so that players can have a deeper understanding of the world view and story background of Journey to the West.
On the way to obtain scriptures, Sun Wukong not only has to face various difficulties and challenges, but also has to face inner struggles and contradictions. On the one hand, he must abide by the precepts and protect the safety of Tang Monk; on the other hand, he must fight against the authority of the heavenly court and safeguard his freedom and dignity.
The plot of "Black Myth: Wukong" is rich and fascinating, combining action, adventure and role-playing elements. As the game progresses, players will gradually uncover the secrets behind Journey to the West and experience a journey to the West full of challenges and surprises. Reprinted from this page:sqhub
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spoilertv · 1 year
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bostonmaguide · 1 year
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Exploring Boston's Historic Charm: A Journey through the City's Iconic Landmarks
Welcome to the cradle of American history - Boston, Massachusetts! Steeped in tales of revolution, bravery, and progress, this city stands as a living testament to the birth of a nation. From the cobblestone streets that whisper the stories of the past to the iconic landmarks that have withstood the test of time, Boston MA offers a captivating journey through history for both history buffs and curious travelers. So, fasten your seatbelts as we embark on a memorable exploration of Boston's historic charm, traversing its famous landmarks that have shaped the course of American history.
The Freedom Trail: Following the Footsteps of Patriots What better way to begin our historical expedition than to follow the legendary Freedom Trail? A red-brick path weaves its way through Boston, guiding visitors to 16 historically significant sites. As you traverse the trail, you'll encounter iconic landmarks such as the Massachusetts State House, the Old State House, and the Granary Burying Ground, where prominent figures like Paul Revere, Samuel Adams, and John Hancock are buried. Relive the tense moments that led to the American Revolution as you explore these hallowed grounds.
Paul Revere's House: A Glimpse into the Life of a Revolutionary Step back in time and into the home of one of America's most celebrated patriots, Paul Revere. This modest wooden house, nestled in the heart of Boston's North End, was the very residence where Paul Revere began his midnight ride to alert the colonial militia of the approaching British troops. Explore the meticulously preserved interiors and artifacts, immersing yourself in the daily life of a revolutionary hero.
The Old North Church: Where the Famed Lanterns Shone "Listen, my children, and you shall hear, of the midnight ride of Paul Revere." These immortal lines by Henry Wadsworth Longfellow honor the Old North Church, where the signal lanterns hung to signal Paul Revere about the movements of British troops. This historic church continues to stand tall, inspiring visitors with its towering steeple and serene beauty.
Fenway Park: The Oldest Ballpark in America While the Freedom Trail traces Boston's early history, we must not forget the city's love for baseball. Fenway Park, home to the Boston Red Sox, is a hallowed ground for sports enthusiasts. Opened in 1912, Fenway Park is the oldest ballpark in the United States and exudes an old-world charm that transports fans back in time. Catch a game and witness the passion that has united Bostonians for over a century.
USS Constitution: America's Oldest Commissioned Warship Known as "Old Ironsides," the USS Constitution is the oldest commissioned warship still afloat. Docked at the Charlestown Navy Yard, this majestic vessel played a crucial role in the War of 1812 and carries a legacy of strength and resilience. Explore the ship's deck and hear the stories of its heroic battles from knowledgeable crew members. Boston's historic charm is not confined to these landmarks alone. The city boasts an array of museums, libraries, and cultural institutions that offer a deeper understanding of its heritage. The Boston Tea Party Ships & Museum, the John F. Kennedy Presidential Library, and the Museum of Fine Arts are just a few of the many places where history comes alive. As you explore Boston's iconic landmarks, take a moment to appreciate the significance of each location and the events that have shaped the nation. The city's rich history and captivating landmarks create an immersive experience like no other, leaving you with a profound appreciation for the indomitable spirit of America's birthplace. So, whether you're a history enthusiast, a curious traveler, or simply someone in search of captivating stories, Boston's historic charm promises an unforgettable journey through time. Let the past come alive as you walk the cobblestone streets and uncover the essence of this extraordinary city. If you are looking for Glass Shower Doors in Boston then contact Ideal Shower Doors.
Ideal Shower Doors 9 Riverside Ave Danvers, MA 01923
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junow-honours · 1 year
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26.04.23
Meeting with Matt!:
Making a boardgame that responds to what is happening in the world at the moment, and reflecting on how different types of people are understanding it, how they are making decisions and how they choose to navigate the world. Control and agency in this world (taken for granted). Board game consists of layers of life, finding meaning and purpose, understanding your position in the world and finding agency to navigate through it. Prescribing to systems or deciding your own narrative?
Agency of players, role of the Dungeon Master
Reflecting world views; naturalistic world views (survival of the fittest)
Celebrating or critiquing?
Autonomy within this world: limitations of freedom. A playground encourages freedom of play, yet it has parameters- controlled environments (cities)
Installation: utilising lighting to draw emphasis on, or dramatise the work. Creating a mystical, ambiguous space
Pin ball machine, arcade machines (looking at Simon Denny’s work and the arcade-game quality of his board games)- flashing lights, noises (Operation)
Think about the “furniture” within the space
Backlighting, ominous, LED, glowing resin casts- otherworldly
A dark room for exhibition?
Performative in a sense- can viewers participate or are they watching the game commence?
Rat Race
AI images- generation of images and description of boardgame components
AI- echo chambers, frameworks, manipulated truths- idolatry
Belief that “Something can not be more complex than its creator”- AI programmed by humans, limitations to creations. Podcast
Awareness of the game elements
Biblical account of King Solomon and his quest to find meaning in life
Lie of finding ultimate fulfilment in life- desire for wealth and fame, yet this can’t sustain you. Depression
Setting you up for disappointment, education, University, work system.
“You can be whatever you want to be” simply isn’t possible sometimes
^ There is no end, cyclical
Immortality, generations, people disappear after time, people are forgotten. People try to immortalise themselves into sculptures, but this still goes unnoticed. Temporariality
Population is massive, coming to the realisation that you are one in a billion- importance and impact
Enchantment is temporary, it does not last, there is beauty and pain in what is ephemeral- Pandora Blues
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moriganstrongheart · 2 years
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As mentioned in a previous post, I've decided to re-roll characters from some of my favourite movies, TV shows, books, etc. into Immortal Freedom: The Roleplaying Game.
Today's character is another member from The Adventure Zone's tres horny boys: Magnus Burnsides. Magnus was incredibly easy to port over, though it's most likely just because he's as basic as a character can get in a roleplaying game—and I mean that with the utmost love. There's something actually really endearing about playing an uncomplicated, simple character class, and I think Travis embodies the role well.
This re-roll also features the newest version of the character sheet, which will be included with the player's guide draft once I have time to update it.
If you're a patron on my Patreon, you can see me working on this piece in a timelapse and get access to a lineart version of the piece if you'd like to colour it yourself!
Merle is the next and last character I'm going to do for The Adventure Zone, so keep an eye out for that in the coming weeks!
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russianbluewitch · 2 years
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Inviting the Reader to Join
(I don’t have any authority, I’ve just been around the internet and interracted with fandom for years, so I’m just speculating. Feel free to argue with me.)
Kids do not want to be bossed around, but they do want to be invited to join the game if it looks fun.
I think a key to the success of a lot of middle grade stories is the invitation to join the story. It’s a fine line to walk because stories are meant to have a beginning, middle, and the third thing but you still have room to imply the story world that came before, extends beyond, and will last after the story, and that’s where this element comes in.
Harry Potter, Warrior Cats, the Percy Jackson series and others don’t just tell the start of one person’s story; they also provide a blueprint for children to follow when they want to include themselves in the story. But it’s not a narrow blueprint; it includes important choices the children can make for themselves. Which house will you be in? Which clan were you born into? Who is your immortal parent? There are a set number of choices, a limited number of understandable choices the child is given to pick between--only four houses, only five clans--but there’s enough wiggle room within those choices that lets the children have freedom to play around with those roles.
(As far as freedom to choose goes I think Warrior Cats does it the best out of these three examples; unlike Camp Half-Blood which has potentially unlimited groups you can be a part of, Warrior Cats only has 5 to start, but unlike Harry Potter, there are other options outside of those starting groups- you could be a rogue, a kittypet, a Tribe cat, a mysterious sixth clan. A select number of options mixed with freedom.)
Then you have other choices to make: what was your background? Did you know what to expect or is the new world you’re entering a surprise? Are you going to meet up with canon characters or are you adventuring with a group of other OCs- who all also have a blueprint for how they can be designed? It’s your first day at school or of apprenticeship; follow the books to describe the initiation, and then let your imagination run wild- but if you aren’t feeling wild today, there’s plenty of canon activities to fill the time.
Do you need a MacGuffin? Pick a canon magical artifact, or invent your own- the world has room for more. Do you need a villain? Pick a canon monster if you can’t invent your own. Is that monster canonically dead? Oh well- it was just a Horcrux acting like the villain, or maybe it was a ghost from the Dark Forest. In the case of Camp Half-Blood it doesn’t matter- canonically monsters can be rekilled.
As fanfiction becomes more of a ‘respected medium’ it becomes popular to catalog and mock particular tropes and reoccuring types of fanfic but I think it’s important and beautiful that these stories to encourage certain types of fanfic because it turns the narrative from a story you are being told to a playground you can experience for yourself. And that’s a part of how stories make people better and inspire them to dream for themselves.
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inbarfink · 3 years
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Okay, so here’s a Thought I had while I was working in my Big Ralsei Analysis Post. If my read of Ralsei’s character is indeed correct, that he does honestly wants what’s best for Kris and Susie, and it’s just that he also thinks that existing in total ignorance about the darker underbelly of the world is what’s best for both of them (For example, he might know about the Player controlling Kris, and he does know that this is a terrible bad not-good thing. But since he thinks there’s no way to defeat the Player, the right thing to do is to hide the existence of the Player from Susie. It’ll be mean to make her worry about something that can’t be helped). 
Then… if Ralsei is trying to fool and misdirect Kris, Susie and the Player so they can believe they’re just having a simple light-hearted adventure story - could Ralsei be a metaphor for the way a game tries to misdirect and fool its players for the sake of increasing their enjoyment?
Like, I don’t just mean a game-story having twists and misdirection, I mean more... the way the game uses smoke-and-mirrors to... for example...
Make you feel like you have more freedom and agency than you actually have in a totally linear storyline. 
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While also trying to make you want to make the decisions the game needs you to make
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Or trying to trump up a fight as being harder and more dramatic than it really is on an objective mechanical level
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Or even trying to make sure the immersion between the Player and the Player Character isn’t ever broken
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It would even make sense within the idea that Ralsei is kind of the opposite of Asriel Undertale\Flowey. Flowey was a representation of what a Player is in an in-universe context and Ralsei could be.... a representation of the game?
I guess the Big Thing about it is that... okay so when Undertale used Flowey as a representation of what a Player is from the perspective of the other game characters: an immortal time-manipulating being who knows everything about everyone because they have done so many timeloops but is still unable to truly care about them as people, and will do everything just to experience something new - That was not a moral condemnation of the concept of playing video games in the real world. 
There’s a lot you can read into it, with questions “what does it even MEAN to pick ‘good choices’ in a video game considering how much more powerful you are than everyone else?” or “what sort of relationship do you really have with your favorite game” or “haha wouldn’t it be REALLY fucked up if...” or even “Don’t you have anything better to do?” ... but it’s not as direct and simple as “if you don’t treat all Video Game Characters ever like they’re Real People all the time than you’re just as bad as this asshole soulless flower”.
Flowey’s actions were bad because he treated characters who are Real within the story’s fiction like you’d treat video game characters. Treating video game characters who ARE fictional like that is not equivelent. In a way, I think this is the role of Flowey’s former identity as Asriel within the meta-commentary. A reminder that your behavior when you’re playing a game, might have nothing to do with your behavior in the real world. (The only real difference between Asriel and Flowey is the ability to RESET and SAVE without consequences, and the inability to truly care about anyone like they were real people. Asriel is Flowey without the powers and perspective of a Player).
And I don’t think (I hope) that everyone got it. I know that when Undertale came out, the discussions around immediately got swamped with a lot of Discourse about the game’s morality. And some of it was good, and some of it REALLY BAD. But I don’t think any of it was “Undertale’s morality is Bad because it’s all a game about how if you play games you’re an evil abomination from beyond time”, right? I think we all got that this is NOT what the game was trying to say.
So, it shouldn’t be this hard to play a similar thing with Ralsei’s misinformation. Hiding information and misleading Susie and Kris just to make them have a more fun adventure is morally wrong because this is happening in the reality of the game’s story. In the real world, this sort of misdirection is often a good and necessary part of game design. I mean, when you’re playing any sort of narrative-focused game - it’s trying to make you feel like you’re on some sort of exciting adventure when you’re actually just pressing buttons on an electronic device. You play a game (or consume any sort of fiction, really) to be fooled into feeling like it’s real for as long as it’s going on, even though you know it’s obviously not.
So yeah, sometimes games create the illusion of you having more freedom and agency than you actually have, sometimes they have all kinds of clever methods to nudge you into making the choices they want you to make, sometimes they try and make a relatively-easy fight feel more epic than it actually is, sometimes they make a relatively-small world feel bigger and more full-of-life than it actually is with some clever smoke-and-mirrors. That’s not a BAD thing. That’s actually Good Game Design, usually.
When people complain about a game being ‘manipulative’ or ‘lying’, it’s not REALLY a problem of them hiding the truth from you, as much as the problem is that they weren’t very good at it. If the game isn’t GOOD at it’s smoke-and-mirrors trickery and you end up noticing it... that is what hurts your enjoyment of the game. It’s like a Magic Trick, you watch it because you WANT to be fooled, but if you aren’t then you feel like they’re trying to fool you. That’s the sort of thing that Deltarune plays up purposefully for a feeling of unease, too.
But the thing is... just... look, I don’t think there was ever a serious group of people arguing for the inherent immorality of playing video games because it’s mean for the characters. BUT, I feel like it is a pretty common thought in video game criticism and design - to assume there’s something inherently bad about the idea that a game might offer you an open field and than guide you to a set path regardless, or make a challenging-but-fair fight feel nigh-unbeatable for story reasons, or build just a few streets and some skyboxes and make them feel like they’re a huge bustling city. That the only good way to make something feel ‘real’ in a video game is to make as-close-a-simulation-as-possible to actual real life. 
I feel like this misconception is a HUGE problem in the AAA sphere, where ‘building as close as possible to real life” is actually possible - and often works on the logic that the more expensive and resource-intensive something is, it automatically makes it better. But on the other hand it’s indie devs, like Toby Fox, who need to use this kinda trickery more than anyone because their games are relatively small-scale and lower budgets and still need to feel like they’re windows into whole new worlds.
Like, as much as people tend to contrast the worlds of Undertale and Deltarune - say that Undertale feels like a freer world, a less ‘artificial-feeling’ world. Really, both of these games use the same kind of tricks, it’s just that Undertale is very very good at making you not notice them, and Deltarune often deliberately shows you the figurative wires to make you feel uneasy and creeped out. 
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(also sometimes it shows you the LITERAL wires to make you feel uneasy and creeped out)
Like, when you strip it down, Undertale is a pretty simple game. The plot advances in a very linear order, there’s no real branching paths, there’s two main routes and three main endings with mostly small changes in dialogue depending on your choices otherwise. It’s just that through good writing and a few clever tricks, Toby Fox managed to make this feels like a Real Living World populated by people you care about and one where your choices matter. 
Or like... whenever I talk about “making a battle feel harder than it actually is”, I am pretty much always thinking about the Photoshop Flowey battle. Which feels about as hard as actually defeating a very evil near-god, but is actually a rather forgiving battle if you look at the actual nuts-and-bolts of the mechanics. Because, you know, every Player should be able to clear the Neutral Ending at least once. But the whole presentation of the battle is so damn good that allows people to believe they are really fighting a being capable of basically destroying the universe.
Or... I had that Whole Post about how one of the important things about Undertale’s approach to Pacifism is that it’s inherently DEFIANT. It’s about going against a world where everyone does sort of low-key believes that it’s kill-or-be-killed and proving them all wrong... But also, the game has it’s ways to trying to subtly direct you towards doing a Pacifist or Almost-Pacifist run on your first playthrough. So it’s trying to make you feel defiant and original while also pushing you in a specific direction,
There’s a lot of this stuff in Undertale, because that’s Good Game Design - and Undertale is a Well-Designed Game
So if Ralsei IS a meta-commentary on that whole concept. There has to be some sort of acknowledgement that his deceit is very bad and fucked up within the context of the game world. But the thing he represents is actually a good thing that’s very important for game design, ESPECIALLY in the Indie Sphere. It shouldn’t be impossible to do, like with the whole Flowey-Asriel thing in Undertale, but I.... just hope that they can pull it off.
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unknown-lifeform · 2 years
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So I’ve been thinking about Genshin Impact and Visions and basically I present you, my theories on what qualities people need to be given Visions of a certain element. Now some characters will fit better into any theory than others, I definitely may be wrong about a bunch of things, but this is my best guess. Feel free to let me know if you have any thoughts!
Disclaimer that I don’t have any Dendro theory yet due to low sample size and the fact half of the current Dendro characters are shady as fuck
Anemo: Anemo is the element of freedom, and in a sense freedom does play a role in my theory, but it’s not just freedom. Rather, people with Anemo Visions are all people who go through their lives or jobs in the way they personally want, without abiding to external opinions too much, just setting their own personal way to live. This can mean doing their work in a very specific way, ignoring other people’s rules, or just being peculiar in general.
Jean seems arguably one of the least free characters in the game, being a workaholic and all, but her character stories show that she has very firm opinions on how to do her job and won’t compromise on that. Sucrose basically lives for her experiments alone and pursues them even if anyone else would see no need to follow whatever whim she has.
Xiao is dead set on protecting Liyue the way he thinks is best, and after the Chasm storylines we know he was different from the other Yakshas in that he was the only one who couldn’t imagine having a normal life.
Kazuha left everything behind to roam and live his life how he pleases. Sayu is the only ninja left of her specific training, and she constantly runs from the shrine maidens to be able to sleep and grow taller. Heizou’s entire deal is being a weirdo
Cryo: in short, Cryo would be the element of loss. There isn’t much more to say about it. Basically all Cryo characters feature loss in their backstory in some form
Examples: Kaeya’s backstory is full of questions, but even admitting he doesn’t feel abandoned by his biological father he did lose his foster father and also whatever relationship he had with Diluc. Rosaria’s parents were murdered when she was a child. Eula’s family is alive, but she effectively lost them when she joined the Knights of Favonious. Diona has the least amount of loss, in a sense, but her motivations also stem from her losing the trust she had for her father seeing how he gets when he’s drunk.
Shenhe was turned into a child sacrifice by her own father. Chongyun’s pure yang energy means he can never achieve his goal to be an exorcist in the traditional manner, and also has to deprive himself of a lot of things to cool himself down. Ganyu’s story doesn’t talk of loss specifically, but she is an immortal being surrounded by mortal humans, and she does feel very out of place around humans, so loss has to be a constant in her life. Qiqi lost her life, in every sense of the word, because she can’t even remember her old life
Ayaka was strongly influenced by the loss of her parents and her character story revolves around trying to reconnect with her mother.
Electro: Electro is all about duplicity, starting with the Ei/Makoto and Ei/Shogun pairs. All Electro characters are people who have contradicting personality traits, conflicting beliefs, or have to bridge different and apparently opposite sides of their story and heritage.
Lisa is both apparently lazy and laid back, and also scaringly efficient. Fischl, as highlighted in the recent Golden Apple Arcipelago event, has had to reconcile her fantasies of being Prinzessin Fischl with her real life. Razor is a boy who was raised by wolves and doesn’t quite fit as either.
Keqing’s job involves - well, involved - working in relatively close contact with Rex Lapis, yet she was the biggest skeptic of his work, and her skepticism extends to Visions themselves, I mean she even tried to destroy her own Vision. Beidou is apparently a very friendly and approachable person, but she does have a more closed off side, and is even the only character who starts their own hangout event without the maximum amount of hearts.
Miko presents an aloof, mysterious persona to everyone, but she is actually mischievous and petty, and never shows anyone all the cards she has. Shinobu works for the Arataki Gang despite being the most qualified person in all of Inazuma. Sara is a tengu who was raised by humans, and has to deal with what that means to her.
Geo: Geo is the element that has the most solid theory behind it. Basically, Geo is the element of people who will continue fighting for whatever goal they have no matter the cost. This doesn’t mean that they necessarily have to be successful, or even just good at what they do, just that they will never give up their own goals.
Noelle has repeated the exam to become a Knight of Favonious multiple times, and she is determined to make it despite all the failures. Albedo will research anything and everything without breaks.
Ningguang was a poor woman who climbed all the way to the rank of Tianquan, and didn’t hesitate to destroy her own Jade Chamber when it was necessary. Yun Jin worked incredibly hard to get to her position, and she will regularly sneak around her troupe’s wishes to do what she prefers.
Gorou was the general of an army that would have undoubtedly lost the war on the long run, and yet he always stayed firm. Itto doesn’t exactly vibe as a self disciplined man, but stubborness is one of his defining traits, and he absolutely determined to one day win a damn Onikabuto battle.
Hydro: while I do see a pattern with Hydro, it’s hard to put into words exactly what I see. Hydro characters in general are authority figures within their own fields or organizations, but they are also often in some way second place, second best, or otherwise not as influential as one might expect. However, they also don’t seem usually pained by their own position. I’m not exactly sure what quality this would be, but the pattern is there.
Barbara is the Deaconess of the Church of Barbatos, and also an idol, but she spent most of her early life feeling second place to Jean. Mona is an incredibly talent astrologist, but also poor and underappreciated.
Yelan is an incredibly powerful and skilled woman, but she is also happy with working in the shadows, avoiding drawing too much attention to herself. Xingqiu is the second son to the Feyun Commerce Guild, and hates that his older brother isn’t all that competent, because he doesn’t want to be forced to be the one doing all the work.
Ayato did bring the Kamisato Clan back to its glory after taking control of it, but he’s also a man who doesn’t like to make public appearances and do his job behind the shadows. Kokomi is the head priestess of a dead god.
Childe is one of the Fatui Harbingers, but he’s also very low rank within the Harbingers themselves.
Pyro: Pyro characters seem to be people who are very loyal to a goal or an organization and will pursue it at all costs. They can be personally ambitious, but overall they are more concerned with the success of what they are interested in than in personal recognition, and are generally selfless in nature.
Diluc wants to protect Monstadt at all costs, and does so while presenting himself as just some mysterious vigilante. Amber is also very loyal to Monstadt, and very invested in restoring the good name of the Outriders. Bennet feels strong loyalty towards the Adventurer’s Guild, due to how he was brought up by them. Klee’s motives are child-like in nature, but she ultimately just wants to be like her mom and make her proud, which is a reasonable meaning of loyalty for a child.
Hu Tao’s whole family has been in the funeral business for generations, and she is extremely devoted to the business and to ensuring all souls can rest in peace. Xiangling is very determined to make anything not actively deadly into a good meal. Xinyan wants to spread rock and roll, not for her own sake but more for the sake of the music itself. Yanfei is the most steadfast upholder of the law there is.
Yoimiya wants to make everyone happy with her fireworks. Thoma’s entire life is dedicated to serving the Kamisatos.
And while it’s hard to draw conclusions on most Sumeru characters yet, Dehya also seems to follow this pattern of firm loyalty towards her employers.
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neoyi · 2 years
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More Space Pirate Specter: The Last Spin Controller concepts.
*Haven’t decided if Treasure Knight (or Space Captain Treasure in this case) is a returning character or a new one. Obviously not the original Treasure since he’s been dead for 500+ years. For some reason I designed her coat to be too big for her, but she wears it to make herself more intimidating.
*A lot of Specter’s time as Space Captain Propeller is taking cues from his old lover while incorporating his own thing (after all, he’s taking on the role of a legacy character, not being him). So he speaks in french, makes sure every entrance involves a lot of pomp and circumstances, constantly quips, and dresses sharply. But he’s not much of a flirt, tends to be stoically elegant in his speech (which is how Specter always speaks anyway), and still a total goth nerd.
*Specter took over the role of “Captain Propeller” from the last living descendant of Propeller Knight (though not all Propeller Knights were directly hemmed by family), so it’s poetic and all that.
*Usagi the liquid samurai was a concept I had for the current SK time period as Specter’s #1 commander post-Enchantress. I actually have an origin story on how the liquid samurai came to be, but post-SoH, with the Remnant of Fate gone, all the liquid samurai got their individuality and freedom back, no longer tied to the Remnant.
One of them is Usagi who, along with a number of liquid samurai, pledged their loyalty to Specter Knight. So they’re still around, only they’re now samurai pirates.
*Phantom Striker is still around (I headcanon him as a demi-god, hence his longevity), just really old. Serves as an on-and-off again lover to Specter.
*Madame Meeber is around, but she’s seen better days and fairies are slowly becoming extinct. Currently she is not happy with Specter Knight.
*Specter’s memmec, Cinnamon, is alive, because hanging around her master just gave her immortality. She is a good doggo.
*Cardia is probably around. Mr. Hat is definitely around. Fuck knows what he’s doing. I kind of want to keep Prism Knight around, too, but what story if any I can think of her, who knows? I just like her character design. Maybe there is a Seatlan descendant Specter keeps ties with.
*Wow, I still need to play the dang Megaman Legends games.
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