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#never usually do that in rpgs if i can help it but i think i have to to unlock more stuff? it seemed like there's more to do in rhe little
chibishortdeath · 5 months
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Hmmm I kinda want to make a side blog for RPG Maker game development related things to be able to talk to more experienced people in that community, but at the same time I both don’t really think I’d get much attention and don’t want to accidentally spoil my own game (^^ ; ).
I have a rough story, concept doodles, a tileset, some character sprites, an enemy that walks around but can’t initiate battle yet (if I even decide to have a battle system), a couple rooms with some events, and a functioning run button, but I’m still lost on how to do much else at the moment. Especially since this program has the ability for scripting, meaning I’ll probably have to learn and actually retain another coding language.
So, I’m not very far at all lol. Idk how well that’d go over on the established fandom website, but eh.
#text post#incoherent rambling#project update#game project#I’m still also debating whether or not I can actually even make a proper horror game too#It’s the rule of like just being a horror fan doesn’t make you good at horror being afraid of something does? ya know?#I am trying to go with things that scare me personally but it’s been difficult#either things aren’t concrete of concepts enough or are wayyyy too oddly specific to make anything about#which is quitter talk I know but how does one translate the childhood heebee jeebees of watching top ten gaming videos past bedtime 💀💀💀#or like the way too broad general fear of lack of control without making it too on the nose or too vague#truly a balancing act writing is#kinda ironically I am also a little bit less afraid of hospitals after having been to one for myself rather than family members#which makes things both more and less difficult???#on one hand I have better references for them now but on the other hand I’m desensitized to it 😔#I think I get used to things a little too easily for a lot of things to stay scary#the thing was a scary movie the first time I saw it and now it’s a comfort film#funger was a very scary game until I first died and reloaded a save with little consequence and now it’s just a spooky but fun rpg#but then at the same time thinking about a movie studio logo before a movie that scared me as a kid cause there was a monster in it#still gives weird left over shivers but actually seeing it doesn’t anymore for some reason#I feel like that’s how it’s worked with most things I’ve ever been afraid of in my life besides concepts like death control or idk drowning#ugh writing is HARD#but actually making a functional and fun to play game is harder oh my god do I not know how to make puzzles#I have made swivel chairs that can be knocked and walked over but that’s about it and idk what to do with that knowledge lmaooooo#and I don’t want the entire gameplay loop to be read text search room get key repeat cause that’s boring#I have also desperately tried making a stamina system but there’s not much help with that online especially not in the rpg maker forums#the no necroposting rule sucks all the threads for questions I have never get answered and never will cause no one is allowed to due to age#anyway idk what to tag this probably won’t get seen since it’s not my usual anyway but eh whatever I’ll think about this#hopefully I remember the passwords to two blogs 💀💀💀
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fedoranon · 1 year
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Good news! Waiting a bit on ToTK has worked, I am now able to play the game without being vaguely disappointed by it!
Bad news! I've been listening to a Kingdom Hearts recap podcast and Command Board Command Board Command Board Command Board Command Board Command Board
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orkbutch · 8 months
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Rambling about Astarion bc im bored at work. I like Astarion because I think he is a genius take on The Evil RPG Companion, and is an especially great take on The Fixable Bad Guy. I don't think hes evil, but I do think Astarion is a genuinely bad person at the beginning, and I think Astarion is only drawn away from being a bad person - and experiences a great redemption arc - via active intervention from others. Astarion would not redeem himself without guidance; he is absolutely bent toward self destruction and evil at the beginning of the story.
I think comparing him with Shadowheart is what drew me to that conclusion. If you are nice to Shadowheart, as in you talk to her and respect her boundaries and do stuff she generally agrees with, she will choose to free Nightsong all on her own. You don't need to roll to convince her at all, or romance her or even push back on her Shar worship that much. You just leave it up to her, and she chooses that path. (Side note, what brilliant writing.)
Astarion is not like that at all. Even if you were tight as fuck he would not choose the good option, with no input, in Act 2. Astarion, like all the companions, needs help and connection to reach healthy actualization, but I think its great, resonant writing that Astarion needs the most active intervention of all. Because he's had his autonomy so completely taken away from him, he simply doesn't know how to use it anymore. He doesn't know how to connect with other people anymore. He's someone that's learned to enjoy cruelty, to resent the pleasure of others, and to be entirely selfish for survival. It makes sense that he must be dragged back into being capable of trust. He needs to be forced to be part of a community again; caring about things; allowing for vulnerability and optimism.
And like. How fucking smart is it to have THIS guy in THIS game. Because of the tadpole and the existential threat they're up against, he is actually forced to work with you. This kind of character is so hard to do in most RPGs because its like... why wouldn't he just betray you all and leave? Why would he stick with you? The tadpole clears all of that up. Astarion must stick with you or hes lost and dead. Astarion knows that you and the other companions are collectively stronger than him, so he can't betray you. He is forced to rely on you by default.
This is also what makes him SUCH a good version of the "you can fix him" romance; you are almost never the direct target of Astarion's bastardry because he can't fuck with you. The problem with Fix Him's is that usually they are a threat to the romantic lead, and fixing him requires enduring, soothing and forgiving the worst of his badness as some kind of test of loyalty, hopefully proving to him that being bad isn't necessary (toxic shit). But Astarion... can't do that. He is afraid to actually fuck you over because you are directly tied to his survival, and because you quickly show yourself to be more capable than him. He cannot have real power over you. (Until he's ascended, then he becomes the absolute worst version of the fix-it.)
I do think the trade off is that Astarion not directing his bastardry at you makes it easier to Ignore that Astarion is A Bad Guy, but I think that'd happen even if he was more of an asshole to you, so who cares. I think he's got the best written Redeemable Evil RPG Companion arch I've seen honestly. I love that he's so fun while being so tragic, whether redeemed or not.
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anim-ttrpgs · 6 months
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Help Save the World of TTRPGs and Their Creators.
Okay I’m being a little dramatic, but at the same time I’m pretty serious. This is a call to action, and the livelihoods of myself and lots of other people, many of them (like myself) disabled, are depending on it. This is a post about why, what you can do about it, and (perhaps least often answered) how.
This post is actually an accompaniment to another discussion by someone else. If you don’t want to listen to a 90-minute in-depth discussion of much of what I’m about to tell you, you can just keep reading. Otherwise, click here or here and listen to this either before or after you read this post. (They’re the same thing, just different sources.)
If you have ever made or reblogged posts urging people to switch from Google Chrome to Firefox, you should be willing to at least give a try to other TTRPGs besides D&D5e for much the same principle reasons. I’m not telling you you have to hate D&D5e, and I’m not telling you you have to quit D&D5e, I’m just asking you to try some other games. If you don’t like them, and you really want to go back to D&D5e, then go back to D&D5e. But how can you really know you won’t like other games if you have literally never tried them? This post is a post about why and how to try them. If you’re thinking right now that you don’t want to try them, I urge you to look below to see if any of your reasons for not wanting to try them are covered there. Because the monopoly that WotC’s D&D5e has on TTRPGs as a whole is bad for me as a game designer, and it’s bad for you as a game player. It’s even bad for you if you like D&D5e. A fuller discussion of the why and how this is the case can be found in the links above, but it isn’t fully necessary for understanding this post, it’ll just give you a better perspective on it.
If you’re a D&D5e player, I’m sure at some point or another, you’ve been told “play a different game”, and it must get frustrating without the context of why and how. This post is here to give you the why and how.
[The following paragraph has been edited because the original wording made it sound like we think all weird TTRPGs suck.]
Before that though, one more thing to get out of the way. I'm going to level with you. There’s a lot of weird games out there.
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You are gonna see a lot of weird TTRPGs when you take the plunge. Many of them try to completely reinvent what a TTRPG even is, and some fail spectacularly, others really do even up doing something very interesting even if they don't end up being what a core TTRPG player wants. But not every indie RPG is a Bladefish, lots and lots of them are more 'traditional' and will feel very familiar to you, I promise. (And you might even find that you like the weird experimental bladefish type ones, these are usually ideal for one-session plays when your usual group can't play your usual game for any reason.)
You're also going to probably see a lot of very bad games, and man have I got some stories of very bad games, but for now I'm just saying to make sure you read the reviews, or go through curators (several of which will be listed below), before you buy.
Now that that is out of the way, I’m going to go down a list of concerns you may have for why not, and then explain the how.
“I don’t want to learn a whole new set of rules after I already spent so much time learning D&D5e.”
Learning a new set of rules is not going to be as hard as you think. Most other TTRPGs aren’t like that. D&D5e is far on the high end of the scale for TTRPGs being hard and time-consuming to learn and play. If you’ve only played D&D5e, it might trick you into thinking that learning any TTRPG is an overwhelmingly time-consuming task, but this is really mostly a D&D5e problem, not a TTRPG problem as a whole.
“D&D5e has all of these extra online tools to help you play it.”
So what? People have been playing TTRPGs without the help of computers for 50 years. To play a well-designed TTRPG you won’t need a computer. Yes, even if you're bad at math. There are some TTRPGs out there that barely even use math.
“I’m too invested in the narrative and characters of my group’s current ongoing D&D5e campaign to switch to something else.”
There are other games, with better design made by better people for less money, that are the same kind of game as D&D5e, that your current characters, lore, and plot will fit right into and do it better. And no, it's not just Pathfinder, there's others.
“I can’t afford to play another TTRPG.”
You probably can. If you’ve only played D&D5e, you might have been made to think that TTRPGs are a very expensive hobby. They aren’t. D&D5e is actually uniquely expensive, costing more than 3x more than the next most expensive TTRPG I can think of right now. Even on the more expensive end, other TTRPG books will cost you no more than $60, most will cost you less than $20, and a whole lot of them are just free. If you somehow still can’t afford another TTRPG, come to the A.N.I.M. TTRPG Book club mentioned below, nominate the game, and if it wins the vote we will straight up buy it for you.
(By the way, if you had any of the above concerns about trying other games besides D&D5e, that really makes it sound like you are in a textbook abusive relationship with D&D5e. This is how abusers control their partners, and how empires control their citizens, by teaching you to think that nothing could ever get any better, and even though they treat you bad, the Other will treat you even worse.)
“If I don’t play D&D5e, which TTRPG should I play?”
That’s a pretty limited question to be asking, because there will be no one TTRPG for everything. And no, D&D5e is not the one TTRPG for everything, Hasbro’s marketing team is just lying to you. (Pathfinder and PbtA are not the one system for everything either!) Do you only play one video game or only watch one movie or only read one book? When you finish watching an action movie like Mad Max, and then you want to watch a horror movie, do you just rewind Mad Max and watch it over again but this time you act scared the whole time? No, you watch a different movie. I’m asking you to give the artistic medium of TTRPGs the same respect you would give movies.
“I want to play something besides D&D5e, but my friends won’t play anything else!”
I have several answers to this.
Try showing them this post.
If that doesn’t work: Make them. Put your foot down. This works especially well if you are the DM. Tell them you won’t run another session of D&D5e until they agree to give what you want to do at least one try instead of always doing only what they want to do. This is, like, playing 101. We learned this in kindergarten. If your friend really wants to play something else, you should give their game a try, or you’re not really being a very good friend.
If that doesn’t work, find another group. This doesn’t even mean that you have to leave your existing group. A good place to start would be the A.N.I.M. TTRPG Book Club which will be mentioned and linked below. You can also go to the subreddit of any game you’re interested in and probably meet people there who have the same problem you do and want to put together a group to play something other than D&D5e. You might get along great with these people, you might not, but you won’t know until you try. Just make sure to have a robust “session zero” so everyone is on the same page. This is a good practice for any group but it is especially important for a group made of players you’ve just met.
“I only watch actual plays.”
Then watch actual plays of games that aren’t D&D5e. These podcasts struggle for the same reasons that indie RPGs struggle, because of the brand recognition and brand loyalty D&D5e has, despite their merit. I don’t watch actual plays, or else I would be able to list more of them. So, anyone who does watch actual plays, please help me out by commenting on this post with some non-D&D5e actual plays you like. And please do me a favor and don’t list actual plays that only play one non-D&D5e system, list ones that go through a variety of systems. The first one I can think of is Tiny Table.
“I can just homebrew away all the problems with D&D5e.”
Even though I want to, I’m not going to try and argue that you can’t actually homebrew away all the problems with D&D5e. Instead, I’m going to ask you why you’re buying two $50 rulebooks just to throw away half the pages. In most other good RPGs, you don’t need to change the rules to make them fun, they’re fun right out the box.
“But homebrewing D&D5e into any kind of game is fun! You can homebrew anything out of D&D5e!”
Firstly, I promise that this is not unique to D&D5e. Secondly, then you would probably have more fun homebrewing a system that gives you a better starting point for reaching your goal. Also, what if I told you that there are entire RPG systems out there that are made just for this? There are RPG systems that were designed for the purpose of being a toolbox and set of materials for you to work with to make exactly the game you want to make. Some examples are GURPS, Savage Worlds, Basic RolePlaying, Caltrop Core, and (as much as I loathe it) PbtA.
“I’m not supporting WotC’s monopoly because I pirate all the D&D5e books.”
Then you’re still not supporting the smaller developers that this monopoly is crushing, either.
Now, here’s the how. Because I promise you, there’s not just one, but probably a dozen other RPGs out there that will scratch your exact itch.
Here’s how to find them. This won’t be a comprehensive list because I’ve already been typing this for like 3 hours already. Those reading this, please go ahead and comment more to help fill out the list.
First, I’m gonna plug one of my own major projects, because it’s my post. The A.N.I.M. TTRPG Book Club. It’s a discord server that treats playing TTRPGs like a book club, with the goal of introducing members to a wide variety of games other than D&D5e. RPGs are nominated by members, then we hold a vote to decide what to read and play for a short campaign, then we repeat. There is no financial, time, or schedule investment required to join this book club, I promise it is very schedule-friendly, because we assign people to different groups based of schedule compatibility. You don’t have to play each campaign, or any campaign, you can just read along and participate in discussion that way. And if you can’t afford to buy the rulebook we’re going to be reading, we will make sure you get a PDF of it for free. That is how committed we are to getting non-D&D5e RPGs into people’s hands. Here is an invite link.
Next, there are quite a few tumblr blogs you can follow to get recommendations shown to you frequently.
@indierpgnewsletter
@indie-ttrpg-of-the-day
@theresattrpgforthat
@haveyouplayedthisttrpg
@indiepressrevolution
Plenty of podcasts, journalists, and youtubers out there do in-depth discussions of different systems regularly, a couple I can think of off the top of my head are:
Storyteller Conclave (I’m actually going to be interviewed live on this show on April 10th!)
Seth Skorkowsky
Questing Beast
The Gaming Table
Rascal News
Lastly, you can just go looking. Browse r/rpg, drivethrurpg.com, indie press revolution, and itch.io.
Now, if you really want to support me and my team specifically Eureka: Investigative Urban Fantasy, our debut TTRPG, is going to launch on Kickstarter on April 10th and we need all the help we can get. Set a reminder from the Kickstarter page through this link.
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If you’re interested in a more updated and improved version of Eureka: Investigative Urban Fantasy than the free demo you got from our website, there’s plenty of ways to get one!
Subscribe to our Patreon where we frequently roll our new updates for the prerelease version!
Donate to our ko-fi and send us an email with proof that you did, and we’ll email you back with the full Eureka prerelease package with the most updated version at the time of responding! (The email address can be found if you scroll down to the bottom of our website.)
We also have merchanise.
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catskets · 8 months
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A more in-depth guide for creating visual novels, especially in the horror, horror-romance, etc circles
Some of you have seen my previous, smaller post on crafting visual novels, especially in this little space of Tumblr that a lot of us have found themselves in. Since that post took off, I've wanted to create a longer guide to help touch on some points I've thought about for the past few months.
In case you've never heard of me, I'm Kat, also known as catsket. I have a Bachelor of Fine Arts in Game Design. I've been making games for nearly 5 years, and I've been doing visual novels more "professionally" for 2. You may know me for Art Without Blood, 10:16, God is in the Radio, or Fatal Focus. I'm here to help you make your first visual novel.
Please note that my advice does not fit everyone, and you may disagree with what I say. That's okay! It doesn't work for all. That's why there's thousands of resources out there.
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FOR THOSE OF YOU WHO HAVE NEVER MADE A GAME
So, you have an idea for a huge visual novel. Horror, a shady and obsessive love interest, a little bit of woo-hooing. 100k words. Maybe a million. What is this, the 07th Expansion?
I notice a lot of people getting into visual novels are artists first. That's okay! I wanted to do art for games before I realized how much I enjoyed writing. And even less of you have probably touched Visual Studio. Again, perfectly okay. We all start somewhere.
My number one piece of advice? Make shitty games.
What does that mean?! My recommendation to those who have never done games is to make a bunch of shitty ones. Think of a theme, or hell, even join a game jam, where you make a game that fits a theme in a short amount of time. Spend about a week on your game. Focus on making something polished. Polish your mechanics. Polish your output.
I recommend, if you can, to make at least 4-6, if not more, kind of shitty games before hopping into longer projects. Making a game is a skill, just like art, just like writing. And game development is combining ALL of these together into one big soup being stirred by a skeleton hand puppet. You'll get into the rhythm and see what works for you.
It also helps you learn, perhaps, the second most important thing here: do you even like making games? There are cases out there where people have created video games (not saying visual novels) just for clout. That's no fun for you, that's no fun for your players. And you might go through this process and find that you don't like making games. That's completely okay! It's not for everyone.
Also, you can use these shittier games to gather an audience. I've built my audience because, for the past few years, I've been releasing games that slowly give me growing fields of eyes every day. A success story overnight is a rare one. It takes time. It's like building a brand, but you aren't a brand, you're an artist.
REV UP YOUR ENGINES!
Ren'py is the number one engine you will be recommended. It is very beginner-friendly, with lots of tutorials, assets on itch.io to use and download, and support. The engine comes with a few tutorials in the form of games, whose code you can freely browse. This is the engine I use most often. Most visual novels you see are made in this engine.
Twine is a text-based engine that most people use for interactive fiction. You can add images and audio, though, if you don't mind messing with HTML. I use Twine for text games and for outlining for my larger games. Ever played Degrees of Lewdity? Yeah, I know you have. Don't ask why. That game was made in Twine.
RPG Maker has multiple versions and has been used for exclusively VNs if you don't mind fucking around with plugins. It can definitely give your game a super unique feel. I recommend RPG Maker MV, since it has the most resources. This line of engines usually costs money, but it often goes on sale for under $5-$15.
People will recommend TyranoBuilder, but as a user and player, the lack of options and the format the games often come in is just...not fun to navigate. It advertises itself as little to no code, but it's often evident in the final results. Some good games have been made in it, though, so if you want to use it for prototyping/practice, you can. I'm not a fan, but that doesn't mean that fans don't exist! This engine costs money.
Not an engine, but check out Ink! Super useful scripting language that's used for more professional projects.
DEMOS, DEMOS, DEMOS
You've got an idea for a long-term project, and now you want to show it to the world! But wait, wait, don't do that yet!
When should I start advertising my game? This is a personal opinion, but I say that you should not start advertising your game until 50-60% of your demo is complete. Why? As I've discussed with some fans of indie VNs, they can name quite a few projects that have been in the "working on the demo" age for 1-2+ years. I've been in the Kickstarter MMO circles. If you, making a single-player experience with little mechanics to balance and polish (aka a visual novel), are taking that long on a demo, I am going to assume the game is not coming out. There are some games I have seen out here that have been in "working on the demo" phase where I haven't seen a single ounce of what the project will look like.
What should I put in my demo? The purpose of a demo is to showcase the mechanics and the vibes and the mechanics of your game. It's a demonstration. In my last post, I pointed to the Dead Space 2 demo that was showcased at E3 (RIP), that takes place about 2 hours into the story and shows how enemies are defeated, some animations, bits of the story, etc. Usually, because it's less about mechanics and more about vibes, visual novel demos showcase a certain percentage of the full thing (5-10%.) Can you showcase the vibe of the game here and what players should expect? If not, show off another portion.
How long should I work on my demo? Before, I said 3-4 months. That can be true, that can also not be true. Think about how long the demo takes you in proportion to how long the actual game should take you. Don't put too much effort. The demo is to showcase the vibe. It's to see how much the public and fans may enjoy the game.
My game is 18+, what should I do? Make a splash screen when the game is downloaded to let players know your game is 18+. If it's going to contain sexual content, you can hide it with itch.io's adult content filter. Write it on the page itself that your game is for adults only. Don't put your demo behind a paywall. This is genuinely ridiculous. The purpose of a demo is to showcase what a game is like before a player purchases it. That defeats the point of a demo. I've seen this happen, and it discourages players from approaching, especially because most demos never make it past the demo phase. So...I'm paying you $10 for 2-3k words of a game that may never come out?
Should I make a social media for my game? YES! Go for it. These anchors are how people will find your game. Make a Tumblr and open that ask box. Make a Twitter. Go to BluSky. Advertising is not bad. Some YouTubers even take e-mail suggestions from developers. Feel free to shoot your shot. The worst they can do is not respond.
HOW TO SET UP YOUR ITCH.IO PAGE:
Getting your itch.io to a presentable state can be very challenging! There's many ways to do it. I highly recommend using this page image guide for learning how to size your images to make your page pop!
Itch.io themselves has suggested to not publish a page until the game or demo is released. You can make the page and keep it as a draft, but do not publish it until you're ready!
Your cover image is the image that will appear in the search of the website, on any front pages, in collections, and on your profile. What have I seen that works? Key art of one of the characters up close and the title of the game! If you can make it a .GIF, do it! Bitches love .GIFs!
Itch.io recommends 3-5 screenshots on your page. I recommend 1 of these 5 be a .GIF that shows how gameplay feels. This is effective, even for visual novels!
Write a 3-5 sentence summary about your game for the description. What is your story about? What is the draw?
DO NOT BE ONE OF THOSE PEOPLE WHO IS GOING TO SAY "This is not like other visual novels. It doesn't have that cheesy this or that or-" No one cares. Genuinely. You're putting down other games in your genre and elevating yourself to the pompous level.
TAG YOUR GAME! itch.io gives you a list of tags to choose from when you go to tag. DON'T USE THIS! Try to go for more specific tags. Arimia has a very good guide on how to use itch.io's tagging system to your advantage.
GENERAL GAME MAKING ADVICE
SCOPE KNIFE IS SUPER USEFUL! Everyone makes games that are way over their workload. It's okay to cut out features and add them later. Prioritize making a finished game before hitting those stretch goals.
PLAN, PLAN, PLAN! Writing outlines is super helpful. I use Twine for my outlines, because you can connect your passages together and make really well-thought webs.
IT'S OKAY TO ASK FOR HELP! Whether it's from friends, professionals, or anything in-between. They can help with assets, editing, etc.
HONE YOUR SKILLS OUTSIDE OF GAMES! Write some poetry. Do some sketches everyday. Improve on your craft to improve your games
MUSIC IS HARD. THERE ARE RESOURCES. Most of us aren't musicians. That's okay. Make sure the music you get for your game is allowed to be used. You can use anything non-commercial if your game will not cost money or donations. I try to do songs in the public domain or free to use overall with credit if I don't have a musician. Consult the Creative Commons website if you're unsure how you're supposed to use a certain piece of music. If you don't use the right stuff, not only can it put you in legal trouble, but it can put streamers in hot water if they play your game and they can't upload the video because music is copyrighted.
PLEASE, DO SOMETHING ABOUT YOUR UI. Wanna know an easy way to get your game to look more professional? Edit the damn UI for your game. Make a new textbox, even if it's just a black box. Change the font. Eventually, players recognize the defaults and patterns of games made in certain engines and may attribute a lack of UI changes to a developer being lazy. It doesn't take very long to change the colors around and move text! Please do it to add a little pop to your game.
DEADLINES ARE AWESOME. Not everyone works well under pressure, but if you give yourself an infinite amount of time to make something, it'll never get done. Set goals for yourself for how much you can work on something.
IF YOU HAVE TO GIVE UP, GIVE UP. Making things is hard, especially long-term. Emergencies happen, jobs happen, life happens. Let your fans know that a project isn't happening anymore. Don't leave them in the dark. You don't need to tell strangers your medical history or anything, but transparency + honesty are really hot traits. You should use those in your creative work. This is one reason why I advocate for not publishing or advertising things until you know it's stable.
SHOWCASING YOUR CONTENT
People love to see WIPs for games! This is what the devlog is good for! A devlog is a post where a developer talks about and showcases some things happening in the game? What can you add to your dev log?
PERCENTAGES! How much of the artwork is done? How much of this character's route is done?
SNEAK PEEKS AT ARTWORK AND SPRITES!
GIFS! GIRLS LOVE GIFS!
Anything else to showcase your game's content! Posting consistent updates retains and even gains a fan's attention for your work.
RUNNING YOUR TUMBLR
You've joined us, and you've made a Tumblr for your blog! Link it on the itch.io page, so people can come find you after playing your awesome demo!
Do I have to respond to every ask? No. It's your blog. Delete whatever asks you want.
I got a hate comment! What do I do? Delete it and move on. I have a more detailed section on hate below.
I want to interact with [blog]! How do I do that? Reach out to the devs for silly little collabs. If you come onto a developer slightly headstrong, they might feel you are being abrasive or using them for content.
If people make fan content, interact with it! Encourage it! Reblog it. Show your love.
OTHER IMPORTANT THINGS
PROFESSIONALISM IS KEY. These may be pet projects, but you want to appear some level of professional on your actual itch.io page.
Being dismissive of player and fan complaints or criticisms will make you appear childish.
If your game is broken, fix it. I have been told by some amateur developers to ignore game-breaking bugs. It does not make me, a player, want to engage with your content. It seems messy and unfinished.
With the above point, it's 100% okay to have bugs and errors upon release. Every developer and their brood mother has. To decrease these issues, get playtesters. Friends can play your games, spot any errors, and help you point out things that can be improved upon. I recommend having playtesters at every stage of development.
Make sure your game runs before you publish it. Please.
You can still be silly and giddy! There's no reason to not be, especially when you get positive comments! The point of this is to not be outright rude to potential players and fans.
IGNORE HATE COMMENTS. In this case, a hate comment is a statement that contains no constructive criticism and are only here to be insulting or malicious. People are going to leave you with actual piles of dog shit in your ask box. They are trying to provoke you. Giving hate comments any attention, even if you're there to "clap back" proves that they got to you, even if you don't take the hate to heart. They will continue to pester you. Delete any hate comments and ignore them completely. Laugh about them with friends in a private setting, sure.
THINK BEFORE YOU REFERENCE! I know one big thing in this community is adding references to other games in yours, such as plushies of other characters or putting them on posters. The best thing you can do it ask the developer before adding this. How would you feel if some random person you've never met put your character in a video game? Most of us would feel weird and potentially violated. Open communication with devs is awesome. I am usually okay with it as long as someone asks for permission.
As a complete aside, I prefer more tasteful references to other games as opposed to 523482346 plushies and posters. These have been slightly overdone. Why not theme a candy after another game's character? Maybe your characters know each other.
OTHER RESOURCES I RECOMMEND
Devtalk is a server dedicated to independent visual novel creators. You can find jobs, resources, advice, talks, and, like, everything there! Devtalk is super useful. Everyone in there is so cool. They have a really great and comprehensive list of resources that I could not even begin to cover.
Visual Novel Design is a great YouTuber. No other words, check the guy out!
Ren'py and whatever other engine you're using has documentation that's super useful to follow.
Arimia not only has amazing VN resources, especially for marketing, but she also just has? Amazing games that you should check out?
And for a shameless self plug, I'm the lead of Sacred Veins, a collective of devs creating narrative games, whether it be horror, humor, romance, or everything in-between. Come hang out with us!
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crazyforclones · 4 months
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I am so ill over Mario and Peach
Continue reading to listen to me absolutely lose my mind over these goobers
Establishing character:
I just adore Mario and Peach so much. And before I get those funny people always like “oh Mario hates peach,” or “peach never “gives” Mario anything for saving her! He probably only does it to get something from her-“ Ima need yall to shut your trap ok 👹
First of all, Nintendo, especially with Mario characters, had no idea how to characterize their characters in the beginning. Peach changes in almost every single different medium. Take the old Nintendo power (I think) comic called the “super Mario adventures.” in which Peach is a lot more outgoing, strong, sassy, and a literal general.
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Not saying this is a bad rendition of peach I actually like it! But I use it as an example of how these characters have changed over the years. And also, often times in games or stories like these where they focus more on the characters than gameplay, we see a more accurate and fleshed out character. Which is why in some other Mario games, characters often say things that might seem rude or out of character but is put there for comedy. (Nintendo obsession with making fun of Luigi in every rpg game is an example 💀). And the same goes for Mario, he’s changed a lot. But I feel in the current renditions of the characters, they have a much more stable idea of their character.
Also another cute picture from the comic-(sorry quality poopy I took it from mine)
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This is peach dreaming about marrying Mario btw.
Mario’s character:
From what we see now, Mario is just an average blue collar man in his late twenty’s who is quite short and also plump. Despite this he is still THE most brave, athletic, talented, determined, occasionally hot headed, and an overall idol to the entire mushroom kingdom. He is often labeled as THE Mario. And people also express their surprised when they actually see what he looks like 💀. But the reason I bring this up is Mario is quite literally just some guy. He’s some guy who entered this foreign kingdom, heard there was a Princess in trouble, and as a New York Italien blue collar worker he could’ve easily just went on with his day or ignored these random peoples pleas, but instead, he immediately decides he will travel multiple worlds so he can save this princess and help the kingdom (also cause the game needed a incentive but still-). From the get go mario was ready to help people. He helps them not expecting anything in return, but because he has a good sense of Justice. There’s hundreds of side quests you can do with Mario, sometimes they’re ridiculous. But you know what? Mario will do it. Because he likes helping people. Because he’s a role model. And because he’s just a good guy.
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Mario and Peach as a couple:
Most of the time, people who criticize or make fun of their relationship are often doing it as a joke which is fine, but this is for the people who genuinely think Peach is a jerk for not giving Mario “more” for what he does.
People often say “Mario has saved her so many times and all he gets is a kiss on the cheek!”
Now despite the fact Peach doesn’t owe Mario anything just because he saved her, I can see why people might be upset over this. However, like I said before, Mario does things not expecting rewards, but just because it’s the right thing to do and he has a duty.
People forget one dire things when it comes to love like this:
Love can be shown in many different ways
Peach kissing Mario in the cheek wasn’t proof that they were in love or together. I’d argue they weren’t really at all in the beginning. Except maybe a slight crush. A kiss on the cheek is often just a gesture of gratitude. Peach usually kissed anyone who saved her. It’s just her way of saying thank you.
What really shows that Mario and peach love one another is how they interact. The things they say and do. They don’t need to kiss to prove they’re in love, it’s simply implied with how they interact with one another. Whether it’s small gestures like holding one’s hand before a big game, or something such as trusting the other person to give you a boost so you can save your partners rabbid version of themselves from an evil space fish.
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Or! It can be something more direct, like peach literally looking Mario in the eyes and saying this:
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Or when she is scared but assured herself she will be ok as long as she has Mario!
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It’s these little things that speak larger than words. Mario and peach simply have a relationship that is there but doesn’t need to be forced down your throats to convince you that they’re in love. They simply are. And their love is shown in many ways. Love comes in all shapes and sizes, and so does Mario and Peach!
Now have Mario dancing like a middle aged dad snapping his little fingers to make Peach laugh :)
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lucrezianoin · 1 year
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Canon in videogames (ascended astarion rant adjacent)
So I noticed that a lot of the comments disagreeing with me seeing Ascended Astarion/Tav as a toxic relationship tends to focus on a particular way to see canon.
In media that is fixed (no viewer input more than reading/watching/interpreting) canon is pretty easy to define, and of course there will be interpretation above it (and headcanons too). And I thought canon was pretty easy to define in videogames, but clearly not? Or maybe it is and I am being fooled??
So I am writing this post so that every time someone comes at me with the same argument over and over again, I can just redirect them here.
So the argument seems to be this: "Ascended Astarion is not toxic because I never broke up with him, so my character and me did not see him acting toxic", or "Well, I did not play as Karlach, so Astarion did not react badly to my character at all" (the Karlach scene is this one). More on Ascended Astarion and my opinions on how he sees love and relationship here.
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The thing is, I do not think this makes much sense for what we consider canon. The answer I usually get is "This is an rpg where you create your story". Yeah... within the confines of a set world.
I imagine videogame canon like this:
(SORRY for the shitty graph)
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Everything on the bottom is given by the writers. That is the canon world. By the nature of the videogame that world can also change, but it is not as infinite as the player's imagination. The player is the one that in classic rpgs has infinite amounts of possible stories and backgrounds that can be expressed with a finite amount of choices.
These choices enact upon the world (ex. in Fable I can kill everyone in the village and the people will call the guards on me), on objects (ex. drinking from the Well in Dragon Age Inquisition) and on characters (ex. helping Vivienne's quest).
These are big choices, but there are also small ones of simple interactions. I imagine it like a bouncing ball. As the player I throw things at the world/objects/characters and they will respon in a certain way based on how they are written.
For example, I can ask Astarion: "Hey, what colors were your eyes before you turned into a vampire?" and he as a CHARACTER who is written by writers will reply in a certain way. In what way? Usually in a way that is directly correlated to his characterization. So, he is going to answer "I don't remember." This dialogue was chosen and written by people (real human beings) with the intent of telling a story.
Now, in rpgs like Baldur's Gate 3 (but I think it is more visible in rpgs like Pathfinder and Dragon Age), world and characters change with choices. So what you get bouncing back at you is not the same static character.
Ex. let's take Dragon Age, let's take Isabela from Dragon Age 2. As the player you will meet Isabela and she will be written as "character Isabela". All your interaction with her are: Player -> Dialogue; Isabela -> Answers with Isabela-specific dialogue. These dialogues characterize who Isabela is, her role in the story, her backstory etc.
Through the game, Isabela will take two possible paths thanks to the interactions with the player, so the Isabela-path1 will have specific answers that will be associated to her character development, same for Isabela-path2.
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So the player can influence the direction of the character but the player does not substitute the character with their own headcanon... the writers wrote that path, that direction, and now the new Isabela's answers will help the player see the consequences of their choices.
For objects and less interactive npcs it is similar:
You have the world. There is a cat in the world. You meet the cat and the player knows the cat is there.
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Now, the point is this:
What happens to the cat if the player does not explore that part of the world/city? Is the cat still part of the canon?
The answer (in my opinion) is yes. Because we know 100% that videogame are written as finite creations (at least rpg), save from patches. So we know 100% as a fact that in the story of the videogame Baldur's Gate, Myshka the cat is there even if the player does not find them or visit them. That is why using playthrough and guides if something we can do.
The same happens with characters.
If I ask Astarion "What is the worst thing that ever happened to you" in act 3, he will reply "Being buried alive".
If I don't ask Astarion the question... does this mean that we are playing a game where he could reply ANYTHING else? Does this mean that he was never buried alive just because as the player I did not explore those options?
Of course not.
Astarion is a fixed character (like Isabela) who can change path into another FIXED character.
So imagine Astarion like a bottle. He has all these things: lore, characterization, a path, how he reacts - these are all written IN HIM, because he is a fictional character created by writers and not by the player. As the player you can poke and throw him in a blender, and ask and insist, and you will get answers from him. Answers based on his characterization.
What happens if you do not ask the questions?
What happens is that the characterization is still there, but as the player you did not get to see it. For example, many players do not know that Astarion was buried alive by Cazador, but the fact is still canon and still part of his backstory.
When you choose to ascend him, you are influencing a path - but you cannot control the consequences. You push him in a direction but the direction, the characterization, is fixed and written by the creators of the game (and Astarion).
So it does not matter that the player will never choose the option to break up with Ascended Astarion after the ending - very rarely people choose those option, if not to try out of curiosity, as this is the very end of the game - it does not matter because what matters is what the answers tell us of his character. Which is that he now completly controls Tav and takes away their agency.
So someone can play the whole Ascended Astarion as the perfect romance, and imagine that their created character thinks of it as the perfect romance. But as the player, you are aware that you are choosing dialogues, you are aware of the fact that if you choose the wrong dialogue you will uncover more of Ascended Astarion's characterization.
"I would never break up with Astarion in my game so he is not toxic in there" makes no sense, because the point is that "The writers wrote Ascended Astarion as this kind of character, by not breaking up I am roleplaying NOT UNCOVERING this toxicity." The toxicity/abusiveness still exists, it is simply hidden for roleplay reason... but you, as the player, should know how videogames work.
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thedenofravenpuff · 25 days
Note
How do you draw the metal shine on your animatronics?
Oh geez
Honestly?
I have no frigging idea! Couldn't start to explain what I'm doing, as I just draw and add shine and shading as I work. At least if yer talking about my robot shine in my sketches.
But alright, let's see if I can try and make examples for this..
Fig. 1
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As said above, I usually shade and shine as I go, so leaving this one mostly blank was bit of a toll on me.
But yeh, just a flat sketch of our favourite Sun guy just happy to be here
Fig. 2
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Alright, this is a very simple example for how I do most shine on areas meant to be a light colour. Can't be too drastic and risk making it look like the casing is supposed to be darker.
Best way I can explain the "shine lines", hmmm.. I'm not smart enough to have the words, I guess. I just learn from observing art and things around me to try get an idea what gives the right effect with the tools given..
Fig. 3
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Let's try with more detailing by adding soft shading.
I really do just add these things based on feel and vibe, as I go.
Do pay attention that whether it's metal shine or shading on non-metal parts, it rarely goes all the way to the art lines. Gotta preserve white space for effect, it helps giving the needed illusion of light when ye only got pencil to work with. Is the best way I can put any instructions on this.
Fig. 4
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Of course matters on the shape and desired effect on what you are drawing. There are many ways to draw shading and shine on different materials, for the right feel. This is just some basic and simple examples I can think of to try and illustrate.
I'm sure you can find plenty of better tutorials out there to explain this concept in deeper detail than I'm able to.
I never really looked it up myself, I just experimented with my techniques as I went. Even trying to set it up in separate parts have me unsure if this gonna help ya understand how I do my work.
Best I can tell ya, is I mostly tribute the backgrounds of Hollow Knight some credit for my shading techniques today. Some arts done attempting to copy the style of the game's backgrounds and detailing gave me some pointers to work from.
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(Moth character my old OC Grave Keeper)
So, yeah, that's the best I can give ya on the subject of how I do metal shine in pencil. Best I can offer is ya look up examples that work for you, to try draw from as you figure out your own technique and vibes for it.
I do hope that was any help!
Enjoy!
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self-loving-vampire · 4 months
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That medium post is highlighting just how fucked people get when they treat gender norms like a Serious Thing you must abide by. Like, what?
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1- "A weak thing really wanting to be strong is pathetic" is the kind of thing that is like... who is even saying that?
The virtue of wanting to become stronger (be it for altruistic reasons or even just to master your art) no matter how pitiful your starting position is seems to be something that repeatedly comes up in fiction.
It's not just shonen training arcs to help you overcome someone who outclasses you in every way but also things the RPG journey of starting out at level 1 barely knowing your left from your right and becoming strong enough to kill god at the end.
In fact, this is what makes games like Gothic and Dark Souls so appealing. You start out so weak that everything obliterates you in one or two hits and you're pretty much just another doomed soul in a horrible situation, but if you persevere you can overcome anything.
Maybe stop thinking of strength or weakness as something inherent to gender rather than something you need to cultivate through training and experience? Sure there's geniuses like me who get a huge experience multiplier but that's not gendered either.
2- Boys 100% do cry. They often get beat up for it because they're not supposed to cry, but they still do it regardless of how things are "supposed" to be. Because humans are humans and extremely few people naturally fit the platonic ideal of what their gender is supposed to be at all times. Crying is not exclusively a "girl" thing, and it has nothing to do with weakness, bravery, or intelligence.
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See, the thing is that the people who actually get good at video games are usually people who enjoy playing video games and do it on their own rather than just when they pick up something they have never done before in an effort to get validation while being anxious the whole time because they arbitrarily decided that video games are "boy things".
You're not just missing out on the confidence buff but also jumping into a mid-game area before finishing the tutorial. What did you think was going to happen?
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"Fantasy story where a woman is doing cool stuff" is like... not even abnormal if you ever engage with anything outside the absolute most mainstream of media. Maybe it won't feel so shameful if you realize it has been done extremely well countless times before.
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Also gendering romance seems like a mistake as well. Like, from the exact same story as the above image:
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Yeah, it turns out stories can have both romance and women doing cool things and mature, non-sexist men will not necessarily hate either of those aspects.
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I'm one of those people who got physical abuse to transition to mainly just threats by fighting back, and you know what that was actually like?
I never was even remotely as strong as big as my father was. I'm 170 cm and grew up malnourished (about 100-110 lbs before I left). I eventually also developed a major disability. Meanwhile he was huge and has literally killed people before. Most of those teens who fought back against their abusive dads? They probably were still physically weaker than said dads too.
But none of that matters, because you don't need to actually win, you just need to show your will to fight. You need to make it clear that there's going to be serious costs if they are violent towards you, and even children who haven't gone through puberty at all are capable of doing that if they give zero fucks.
Even an unarmed 10-year-old who was truly willing to do so is capable of causing lasting harm to an adult. I don't blame anyone for not trying something like that themselves since most people don't want to harm their parents and are averse to pain, but it's definitely dumb to make it into a gender thing that is just impossible without a specific type of puberty.
Also I should note that in a lot of cases this doesn't make the abuse stop entirely. It didn't in my case.
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This is literally just applying that one comic to yourself.
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Hope you're sitting down for the next bit:
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Playing cool video games is the modern day equivalent of fighting war??? How does that even occur to you? Video games are literally entertainment. More like reading books or playing sports than killing people for real.
Also like, war still exists? That's kind of a big thing that is going on right now. War exists and people are fighting it. If this person grew up in the US then their country has been at war in some capacity for the vast majority of its existence. The modern day equivalent of war is war, and war is not actually cool or respectable like gaming is.
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Putting up a bright billboard that reads "You know you don't have to be like that just because of your gender, right?"
Like, who cares if the other women you know personally only improve their skills for the sake of dress-up and horses? Do you not have things you want to do? I don't know what to say other than that this reads like NPC behavior.
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Tip: You can be a man if you want, but also that probably won't give you instant competence or respect like you think it will. You're still going to have to Get Good at whatever it is you want to do.
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So the kind of person who tries to fake an interest in "boy things" in a completely half-assed and insecure way actually exists and has terminal gender essentialist brain. I see.
I do think that's kind of shameful not just for the essentialist garbage but also in the sense that it reads like someone who is too invested in trying to insincerely impress others at the cost of their own individuality and pursuits.
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If you're going to be taking right-wing types seriously then maybe you should at least notice that they also don't seem to respect tradwife types at all. They want to own them, sure, but they don't respect them. Attraction is not respect. Those people just don't respect women by default for reasons that are patently bullshit.
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This is, from multiple angles, a personal problem. Some of us actually do like video games rather than using them as a way to get respect.
In fact, I'd hate it if people made a big deal out of the fact that I'm a woman who likes video games. That is and should be just a normal, unremarkable thing.
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You know, maybe that whole thing where you see yourself as an eternal, inherent weakling not just physically but technically is unhealthy and holding you back from even considering that you could ever be good at anything besides child-rearing and clothes.
Good thing that she rarely feels like this anymore as an adult who is (according to the comments) no longer in a religious cult but this is like... putting my sexist father's thoughts in a self-loathing woman, basically?
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level2janitor · 6 months
Text
Diceless skills
the more i run and play RPGs, the more i start to be skeptical of dice. i like dice - i like rolling them, i think there's a whole lot of areas where they make a game better. but i'm skeptical about how they're the assumed default for how you resolve stuff.
ramble about ttrpg design under the cut
the way D&D handles skills is simple: you roll a die. if it's a big enough number (modified by the difficulty of the task & how good you are at it) you succeed. if not, you fail (usually meaning nothing happens). what this amounts to is a random chance to fail.
there's storygames that use more nuanced mechanics - no null result! rolling low is less 'total failure' and more that some twist happens. that can be more interesting. (i'm not familiar with a whole lot of storygames, so this is an oversimplification based on my limited knowledge, correct me if i'm wrong)
now these generally work fine for what those games are trying to do. they use uncertainty to generate drama: oh, shit, i failed the super-important deception check to convince the guards i'm a harmless merchant, now the situation escalates. perfectly good mechanic for your standard 5e campaign.
but that kind of stopped working as soon as i branched out into OSR games.
see, dice fill a very different role in an OSR game. these systems are designed with high lethality in mind - your fighter has 1d8 hit points, a sword deals 1d8 damage, you just die at 0HP. if you run them like 5e, you start killing PCs left at right and it can be very demoralizing.
the intended playstyle is, instead, that the players circumvent die rolls through cleverness - once combat starts, your fate is in the hands of the dice, so you make plans that avoid combat or swing the odds so far in your favor that the risk is worth it. so the dice still feel like they fill a good role, making combat deadly and unpredictable on purpose to set that dynamic.
this breaks down when you use the same logic for basic task resolution. most OSR games don't have skills, but i often see the misconception that you're supposed to use raw ability checks instead or the GM makes up a success chance on a d6. these fundamentally do the same thing as a traditional roll-to-win skill system: make luck a factor in basic task resolution.
the problem is OSR games have such high stakes in the form of very possible character death that involving luck in basic task resolution can be disproportionately punishing. "you failed the stealth check, roll initiative!" works alright in 4e or 5e where combat is the game, but in the OSR that's a line you very rarely want to cross.
(this is also why old-school D&D isn't my OSR of choice, since the thief just makes a bunch of tasks into die rolls with abysmally low success chances you'd never want to rely on)
instead the expectation is the GM is both generous and transparent with task resolution. most things should be a success or not doable; if something has notable consequences or is iffy enough to require a die roll, the GM should tell the player what is at stake before they commit to taking the action. (die rolls still have a place in terms of risk management but i feel they should be opt-in.)
this has worked pretty well in my games, but i missed skills as ways to differentiate PCs and allow specialization into different areas. it's a lever for customizing your character that i really like about D&D, helping two members of the same class feel distinct. so the best skill system i've found that still works well in this environment is this one borrowed from Joseph Manola:
Spending a skill slot on something means you are really good at that skill, and will always succeed at attempts to use it (emphasis mine) except under severely adverse conditions. If you have the Climbing skill, for example, you can automatically climb any normal surface you encounter, although doing so quickly or quietly might still require a Dexterity check.
it's a houserule i put into my Grave campaign for my home group and a core mechanic for iron halberd, and everywhere i've put it, it's run smooth as butter.
it feels like it slots into the OSR playstyle so, so much better than the old-D&D thief skills. die rolls are almost a punishment, so why bake them into the task resolution players use when playing as intended? the diceless skills are instead a reliable tool in your toolbox, and problem-solving with them should be rewarded.
i've also worked out what i think is the ideal number of skills for an average PC - two. less than that feels highly restrictive, while more than that feels like you have everything you really want for most PCs (thus devaluing PCs that spec into having more than two). i let players drop an attribute by 1 for an extra skill or vice versa, to allow for some PCs to be more skill-focused than others.
other variations on this idea include Dice Goblin's time, gear, skill system. i like this one because it's easy to houserule in a way for a player to double down on a skill - spending 2 skills on the same skill just lets that skill count for 2 requirements instead of 1.
overall they've been fun to use and players feel good using them. they do lose that drama aspect, but i find it easy enough to create tension in other ways in an OSR game. i might even try putting them in a non-OSR game because they've just worked really well.
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seandwalsh · 1 year
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Is it possible that Madame Clairvoya from Luigi’s Mansion is actually a Shaman from Super Mario RPG?
I’m sure many of you are familiar with the Shamans from Super Mario RPG, which went on to play a major role in Paper Mario, Paper Mario: the Thousand Year Door and Super Paper Mario. These odd folk are are depicted as magicians and fortune tellers. Many use Crystal Balls to predict the future and guide Mario on his adventures, usually by reading the Stars.
In Paper Mario: The Thousand Year Door, we received some elaboration on who these Shamans are:
About Merlon on the east side of Rogueport and Merluvlee underground... Ol' Wonky hears they're from a strange tribe that names people by profession. So, for example, if someone did the same work as Merlon, they'd have the same name... So there could be Merlons all over. Don't you find that strange? Wonky does!
[Source: Wonky, Info guy, Non-player character in Paper Mario: The Thousand Year Door, October 2004]
Meanwhile in Super Paper Mario, Shamans became the focus of the game, where they are revealed to be the descendants of the Tribe of Ancients, a people who had magic powerful enough to predict the distant future and transfer spirits of the dead into “Thinking Tools” called Pixls.
So yeah, ever heard of an advanced civilization called the Tribe of Ancients? They were, like, a thousand times smarter than you or me.
[Source: Garson, Owner of The Underwhere, Non-player character in Super Paper Mario, April 2007]
So yeah, you meet Merlon and Merlee yet? They're descendants of the Ancients and distantly related to each other, I hear.
[Source: Garson, Owner of The Underwhere, Non-player character in Super Paper Mario, April 2007]
So do you know how the Pixls came to be? A powerful magician among the Ancients created them about 3,000 years ago. He did it by transferring a spirit into a vessel he created for that purpose. He's said to have created 12 Pixls like this before he passed away. But his apprentices kept researching Pixls after his game ended... They learned to create many more Pixls based on his original 12. These Pixls became widely used as 'thinking tools' for the grateful Ancients. Through the work of many Pixls, the Ancients prospered as they never had before.
[Source: Carson, Owner of The Overthere, Non-player character in Super Paper Mario, April 2007]
In Luigi’s Mansion, Madame Clairvoya is a fortune teller who uses a Crystal Ball to read Mario’s items and guide Luigi. Her senses from reading the Crystal Ball are incredibly similar to those of the Shamans, with both seeing locations and people from the present or near future within their Crystal Balls and interpreting what they see into advice for the heroes. It’s also stated that Madame Clairvoya can see nearly 49 days into the future thanks to her close connection to the spirit world.
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Madame Clairvoya actually wears similar clothing to many Shamans, particularly Shaman women, such as long robes, a headscarf and a veil covering her mouth. While the Shamans have largely been covered by shadows throughout their appearances thanks to their outfits, they are described as humans several times in Super Paper Mario, which aligns with Madame Clairvoya’s clearly human appearance.
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Madame Merlar from Paper Mario and Merlumina from Super Paper Mario both return as ghosts long after their deaths and continue to serve as helpful guides, as is the case with Madame Clairvoya.
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Madame Clairvoya also describes the Crystal Ball she uses as a "symbol of [her] clan”. This clan could very well be the Tribe of Ancients, whose descendants are shown to consistently use Crystal Balls to perform their work.
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Finally - and this is what really got me to consider this possibility in the first place - the Japanese name of every member of the Tribe of Ancients and their descendants follows the same naming conventions, with all of their names being a play-on-words with the addition of the endings "ēru", "āru" or simply "ru", originating from the Japanese name of the Shaman species in Super Mario RPG, "Supēru". This also applies to Madame Clairvoya, whose Japanese name is “Madamu Miēru”.
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What do you guys think? Could Madame Clairvoya actually be a descendant of the Ancients? If so, this is certainly a very interesting connection from Luigi’s Mansion back to Super Mario RPG and Paper Mario, though it wouldn’t be the first!
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yandere-sins · 2 years
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Okay but, in a classic RPG adventuring party, there’s a healer who goes yandere for the fighter, who is the one who always ends up getting hurt pretty badly after battles.
It's pure annoyance at first, you get it.
There is no other way to interpret your healer's face every time they come to patch you up, looking like they were the one badly hurt and incapable of keeping all their limbs together. Of course, they'd be frustrated after patching you up for the third time this week (it's Tuesday). Seriously, you could have chosen not to run into a horde of skeletons, but if not you, who else? The mage? The archer? You don't think so.
You try to laugh it off, pat your armored chest, and assure the healer that it's fine. That you'll get stronger. That you won't do it again. At the last sentence, their eyes snap up to you, anger spiraling in their glare like hot flames, as they tell you in their dangerously cold voice, "You said that the last time, too."
There's not much more you can say to that. You did say you would be more careful the last time you had to be patched up like this. Oh well. The party is temporary, and soon enough, you will part ways with the disgruntled mage applying gentle bandages and easing the pain with cold hands and ointments. You have joined the same mission a few times now, and you've come to trust and respect them despite their demeanor. They're really good at what they do, too, and you grit your teeth when it does hurt, not wanting to make them think you can't take it.
Unfortunately, you two don't live a life where either of you can be spared from fights and wounds. But they tell you to rest up while everyone else goes out to buy supplies and gain intel on the next step of the mission, even though you're antsy to be useful as soon as possible. They won't listen to your complaints and feeble tries to get out of bed, leaving you behind. Despite this, after getting patched up, you have no problem falling asleep deeper than you usually do, dreaming of the monsters you barely escaped from with your life.
So you don't realize when the mage comes back later that evening. When they strip you with soft, longing touches, frown at your wounds and scars, but admire your muscles and every inch of your body. You aren't aware of them wiping you down with a wet cloth and changing the bandages before they cuddle up against your side and plant kisses along your arm as they curl it around themselves. Their magic is potent and reliable, so they know you won't wake up any time soon, and they wish for the morning, when they have to separate from you, to never come.
All the silent tears they cry into your shoulder are lost in your dreams. You never register any of the gentleness as they hold you, rocking you like a precious baby, muttering their feeling into your temple after every kiss. "I could have lost you." "How could you do this to me?" "Why aren't you more careful?" "It breaks my heart to see you like this."
You've been hurt so many times, and yet you are completely oblivious to their worries and concern for you. The love and admiration they have for you and how they yearn for you to smile at them. They dream about the life you two could have, far away from fighting and earning glory. A quiet life somewhere on a mountain, you hunting for food and bringing them back flowers, and them preparing stews and brews. Only you two and maybe a few pets.
But you don't deserve it.
You are so unfaithful, defending others and fighting for causes that have nothing to do with the mage's expectations. They can't help but hate anyone who opposes and comes too close to you—and you let them! You never once look up to make sure it's okay for the mage when you two are out scouting and random people ask for your help or ask if you'd like to have a drink at the tavern with them. You never consider the mage's feelings. You are selfish, idiotic, and you'd definitely be dead without them, so you are not even thankful.
But they love you. They love you, they love you, they love you.
Until you finally listen to them when they try to tell you they love you, and not shift your attention to anyone else, they'll keep appearing in your life. That's why they keep taking the same missions as you do. That's why they work harder on themselves to protect you. That's why they heal you even if you are undeserving. That's why they'll keep killing anyone getting close to you until you realize the mage is the only friend and companion you have left in this world.
And if nothing gets through your thick skull, this will be fine, too.
You, asleep, dependant, in need of protection. Them being by your side while you are unaware, cuddling and loving you. Even if they need to keep you in a state of hurt so you'll keep relying on them when you do wake up, they'll do it. And if they need to give you poison, they will, as long as it means you stay with them. The day that the mage will go to such drastic measurements is drawing closer and closer. Every time you risk your life in battle, they get more impatient than before.
By the time you realize their feelings, it will already be too late for you.
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lilac-ravenclaw · 23 days
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50 OC Questions
These are questions are from @localravenclaw ‘s post. Thanks so much for reading; I would love to read about other MCs!🪻
1. Describe your OC's physical appearance in detail.
She is both Latina (on her father’s side, he was from South America) and British (on her mother’s side). She has long black hair that is usually in a French braid and draped over her shoulder. It’s very wavy when out of the braid. She has lilac color eyes, honestly I haven’t decided from which parent she got them from. She has tan skin and a tiny freckle high on her left cheek, just below her eye. She is petite and has a hourglass figure. She does have a few light scars on her back. The caretaker at the orphanage would verbally and physically “discipline” the children. Raven would try to step in so none of the littler kids would be hurt. She is self conscious about anyone seeing them.
2. Why'd you choose your OC's name?
For most RPGs, my character is always named “Raven”, so for HL it wasn’t any different lol. For her last name, honestly, it was an inside joke. I love the 70s show Fawlty Towers, with John Cleese. It only ran for about a dozen episodes but it’s hilarious. It was the first last name I could think of😄
3. How does your OC feel about their birthday?
Her birthday is Jan. 29, 1874, and she only cares about to a bit because her favorite poem, The Raven by Edgar Allen Poe, was first published on that day in 1845. She only starts to care more when Sebastian gives her a birthday gift in their sixth year, which are tiny gold snake earrings. It was her first ever birthday gift ever. (Side note: my birthday is also Jan. 29. I tried to think of another day but making her an Aquarius too just felt right ♒️)
4. How does your OC and their parents get along?
Unfortunately, Raven doesn’t know who her family is. She lived at the orphanage as long as she can remember. She won’t go looking for them, as she figures they would’ve already have come back for her at some point. In my story for her, the caretaker gave her the last name “Fawlty”, (and yes misspelling it on purpose) as another way to torment her. Though she keeps the name to prove to others that she isn’t “faulty”.
5. What's something you'd never put your OC through again?
Being alone. She has too many people around her that genuinely cares. Especially with having Sebastian in her life, she will never be alone again.
6. What's your OC's go-to comfort meal?
Breakfast foods. All kinds, pancakes, scrambled eggs, bacon, sausages, grilled tomatoes, and toast. There’s just something about a nice breakfast that makes Raven feel warm and cozy. It’s the simple things in life🍳
7. What career path would your OC take?
Though she feels it’s expected for her to be an Auror, Curse Breaker or working for the Ministry. Ultimately she has a love for music, specifically singing. She does try out for the choir at Hogwarts. The only person who knew was Poppy and she gave Raven the courage needed to try out their sixth year (now that she wasn’t in the middle of stopping a goblin rebellion!). She also knows how to play the piano too, and taught herself to play, however, she doesn’t know how to read sheets of music. 🎼
8. What's something your OC can't do?
Can’t say no to someone who needs help. Since no one was really there for her growing up at the orphanage, she believes that no one should feel helpless no matter the size of the problem. If she can help, she will!
9. What is your OC's ideal romantic partner?
Someone who will stand by her side and love her no matter what. They make her feel like she does belong and won’t be judged. They believe in her and encourage her to do what makes her happy.
10. Does your OC like to spend time alone or with others more?
Honestly, Raven can go either way. She loves spending time with her friends, especially Sebastian, and does prefer her close circle of friends. Though she is content with taking time for herself by either reading a good book, or practicing her music in the Room of Requirement.
11. What time does your OC usually go to sleep?
Depends really, school nights she’ll try to go to sleep at a decent time, if there isn’t too much homework. On weekends or summertime she’ll stay up late with Sebastian or hanging out with other friends.
12. Where in the sibling order is your OC?
Unknown, as far as she’s aware she is an only child.
13. What's the worst thing your OC's ever done?
Harming the orphanage caretaker. The caretaker was “disciplining” one of the smaller children and accusing them of stealing something from her room. Raven had just about enough of it with her and wished a bookshelf to fly across the room and slam into her. Everything had happened so fast and it took a moment for her to realize that’s exactly what happened. All the other children had looked at her with wide eyes and she quickly grabbed what few possessions she had and ran away. That was a few days before Professor Fig had come to the orphanage to gift Raven her Hogwarts letter. He was able to find her hiding out at a near by in a couple days later.
14. What would it take for your OC to kill someone?
By them hurting someone she loved/cared very dearly about.
15. What item does your OC hold most dear?
A copper cameo brooch given by Sebastian. It was a Christmas present, and was surrounded by little pearls and had the Ancient Magic symbol engraved in the center. She has worn it everyday since.
16. How does your OC unwind?
Practicing her singing and playing piano. She does want to learn how to read sheet music, but ends up just playing from the heart. Of course reading! Broom flying as well, as she finds it therapeutic. Even just relaxing with Sebastian in the Room of Requirement or Undercroft.
17. What's your OC's star sign?
Aquarius! Aquarians are intellectual, curious and can be deeply social. They are represented by the Star card in the tarot. They are determined to make a powerful difference in the world. ♒️
18. What kind of drunk is your OC?
She doesn’t normally drink, but she would be very chatty and giggly.
19. Who does your OC end up with?
Sebastian Sallow. He is her whole world and everything comes naturally with him. Her day doesn’t feel complete until she’s shared it with him. With him she feels anywhere they go, she’ll always be home.
20. Who is your OC's role model?
Professor Fig. He was her first father figure and the first to believe and guide her through such a challenging time. Not only with simply learning how to be a proper witch, but helping her learn about Ancient Magic and taking on a goblin rebellion.
21. Is your OC big on revenge?
Not necessarily. If she can, Raven will tell said person how she feels right then. If it’s minor she won’t go out of her way to get back at them. If it’s critical then she will do what it takes to get back at them.
22. If your OC ever got the chance, would they go back in time? When would they go?
Ultimately no she wouldn’t go back. Through her hardships growing up she believes it made her the woman she is. Though if she could go back, it would be to try and save both Lodgok and Professor Fig.
23. What's your OC's favourite memory?
Getting her Hogwarts letter would be one. She always felt there was something more to her life but didn’t fully understand what. The picnic her and Sebastian went on the summer before their sixth year. They had finally confessed their feelings for each other and had their first kiss.
24. Will your OC ever admit to being wrong?
Always! No one wants to admit they’re wrong but Raven knows it’s the right thing to do. She feels it’s better to put her feelings aside and admit when something is her fault and go from there. Except with Imelda, because she finds it funny to get her all riled up over nothing, especially when it comes to quidditch.
25. Is your OC doomed by the narrative?
Possibly. Not sure where the next game is going to go. All these little things I wrote about Raven is for me only and I fully look forward to see what will happen in the sequel!
26. Would your OC get along with you?
I would think so!☺️
27. What's one thing your OC will never get over?
Her fear of being alone and losing everyone she loves. She went from having no one to having a family in such a short time. To have that all taken away would be heart breaking.
28. Is your OC going to make it?
I’d like to think so. She’s been through so much but each time becomes stronger from it. Plus it helps to have the love of her life by her side. Sebastian gives her that extra boost of strength she didn’t know she needed.
29. Does your OC look their age?
Yes!✨
30. What weird pet would your OC have?
She has a pet Flying Fox Bat named Agnes since her seventh year. They can have a five foot wing span, and she’s basically as long as Raven is tall. So it took a bit for Sebastian to come around with her keeping Agnes. But Agnes is a bit sweetheart and loves being part of the family. Mini story of Agnes was she was living in captivity at the London Zoo and escaped one day. Making her way to the Forbidden Forest, Raven found her alone while taking a hike late one evening. They had an immediate connection and she’s taken care of her ever since. 🦇
31. Does your OC care a lot about their appearance?
Yes and no. Personal hygiene of course. Brushing a braiding her hair, definitely. If it’s a regular day then she does not mind wearing a casual outfit. Going out on a date with Sebastian, then she’ll put on a little makeup and get dolled up more because… why not?💄
32. What's one food your OC can't stand?
French Onion Soup. It was what was mostly served at the orphanage. Yuck!
33. What animal do people associate your OC with?
Probably the same as her Patronus, which is a black bear. That animal is known for their adaptability and resourcefulness. Others will see her as a fierce opponent who will protect herself and those close to her. Only those close to her will know of that softer side she usually keeps hidden away.
34. What's your OC's "thing"?
Depends on what the “thing” refers to… 😅🤔 if it’s behavioral then it’s fiddling with her braid when she’s nervous and can’t figure out what to say, thus being an awkward mess. If it’s material then probably her cameo brooch. If it’s physical then her lilac eyes of course!
35. Random fact about your OC
Despite being Latina, she doesn’t speak Spanish. Because Raven doesn’t know where part of her heritage comes from she never learned.
36. Would your OC sleep with a clone of themself?
…no…🫣
37. What part of yourself do you love in your OC?
Her loyalty to her the people she loves/cares about the most.
38. What's the lowest point in your OC's life?
After being “disciplined” crying herself to sleep and feeling so alone. Wishing and dreaming of a better tomorrow.
39. What's your OC's biggest achievement?
Finding a family. She believes family isn’t about blood, but finding people who will always be there no matter what and accept you for who you are.
40. Does your OC ever go back home?
She considered her “home” to be wherever Sebastian is. The orphanage was never her home.
41. How would your OC adapt to the modern world?
Since she loves music so much I think so. There’s so much emotion to express through music. With that I think she can adapt pretty quickly.
42. Does your OC have any unique talents?
As stated, she sings and plays piano. 🎤🎹 Though it takes a long time to finally share that passion with others.
43. Does your OC exist in canon or AU timeline?
Canon, I think.
44. Is your OC a people person?
Only with those in her inner circle. She will be cordial to others, unless they’re rude to her and then they won’t be worth her time anymore.
45. Did your OC ever have an alternative name?
Whatever her birth name was, but she’ll never know.
46. Does your OC possess any special powers?
Just being able to wield Ancient Magic.✨
47. Is your OC allergic to anything?
Just to people who are rude and mean to others for no reason.
48. Does your OC have a lot of uncommon knowledge? How do they know it?
I guess knowing able everyday muggle things that would seem weird to other people only growing up in the wizarding world.
49. Does your OC have any scars or birthmarks with an interesting story?
She has some scares from being “disciplined”, thankfully she can cover them with everyday clothes.
50. What do you love and hate most about your OC?
I hate that she isn’t real and that the wizarding world isn’t real😆 Otherwise no, I don’t nor can I hate Raven. I love her courage and kindness. That she’ll fight no matter hard things may seem, and always get back up after falling down. She’s had to overcome so much and was alone for so long but now she has a family.🪻💜
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If you have finished reading then thank you so much!💜
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anim-ttrpgs · 5 months
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Eureka: Investigative Urban Fantasy, and Themes of Disability, Mental Illness, and Criminality.
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Back Eureka: Investigative Urban Fantasy on kickstarter before May 10th if you want to help a disabled person with limited ability to work pay his bills.
Verisimilitude, What Would a Person Do?
To understand Eureka’s themes regarding disability, mental illness, and criminality, you first have to understand its verisimilitude.
“Verisimilitude” is defined as “the appearance of being true or real,” and it is a big part of the core design ethos behind Eureka. It is a very realistic game.
We aren’t necessarily of the opinion that “realism” is a better design choice than stylization overall for RPGs, but it is a better design choice for Eureka, because we want the PCs to be very normal, believable people who make believable, organic decisions in extraordinary situations. No matter what anyone says, the mechanics of a TTRPG strongly influence what kind of stories are told with it, and what characters do in those stories. So if we want characters to make realistic decisions, the world they inhabit and interact with must be constructed of realistic rules.
Even though there is a small chance that they may be a supernatural creature, PCs in Eureka are still not fearless action heroes, chosen ones, or anything of the sort. They’re normal people with jobs, friends, and families who get mixed up in mysterious and/or dangerous situations, often against their will. They are fragile, vulnerable, imperfect, and they, largely, know it.
“Composure” is a mechanic that helps you know it too. I’ve given a deeper explanation of the Composure mechanic in the post linked here, but I’ll give a very very very condensed version in this post. Composure can sort of be thought of as “emotional/fatigue HP,” (and no, it is NOT “sanity”) it acts as a guideline for how well your character is handling the situation, and when it gets low enough, it starts to have serious mechanical effects as well, because a character’s stat modifier can never be higher than their current Composure level. Fear, hunger, and fatigue all lower Composure, and eating, sleeping, and bonding with one’s fellow investigators can all restore it, at least for normal people. More on that further down. All you really need to know for now is that when Composure gets below zero it starts eating into HP, so characters can even pass out or die from loss of Composure, and also one single bullet is enough to permanently cripple a character, and the rate of Composure loss during combat reflects how serious that is for the characters.
Grievous Wounds
It isn’t too uncommon for RPGs to have some sort of “flaw” system, whereby in character creation you can give your PC “flaws” or some kind of penalty, and usually get that balanced out by being able to add extra bonuses elsewhere, and these “flaws” may take the form of disabilities.
Critical Role’s Candela Obscura, the whole document of which is one of the most egregious examples of liberalism and toxic positivity I’ve ever seen in the TTRPG space, takes this beyond just character creation, and makes it so that if a PC receives a “scar” in combat that reduces their physical stats, their mental stats automatically go up by an equivalent amount, and proudly asserts that to make any mechanic which functions otherwise is ableist. I think you can probably tell what I think of that from this sentence alone and I don’t need to elaborate. Getting bogged down in all the failures, mechanical and moral, of Candela Obscura would make this post three times as long.
I actually do think that as long as you aren’t moralizing and patting yourself on the back this hard about it, “flaw” systems in character creation are a pretty good idea in most cases, it allows for more varied options during character creation, while preserving game balance between the PCs.
But in real life, people aren’t balanced. The events that left me injured and disabled didn’t make me smarter or better at anything—if anything, they probably made me stupider, considering the severity of the concussion! Some things happened to me, and now I’m worse. There’s no upside, I just have to keep going by trying harder with a less efficient body, and rely more on others in situations where I am no longer capable of perfect self-sufficiency.
Denying that a disabled person is, by definition, less capable of doing important tasks than the average person is to deny that they need help, and to deny that they need help is to enable a refusal to help.
This is the perspective from which Eureka’s Grievous Wounds mechanic was written.
When a character is reduced to 1 HP, which by design can result from a single hit from most weapons, they may become incapacitated, or they may take a Grievous Wound, which is a permanent injury with no stat benefits. Think twice before getting into a shootout.
Grievous Wounds don’t have to result from combat, they can also be given to a character during character creation, but not as a trade-off for an extra bonus.
“But then doesn’t my character just have worse stats than the rest of the party?” Yes, didn’t you read the above section? There is no benefit, except for the opportunity to play a disabled character in an TTRPG, and this character will probably have to be more reliant on the rest of the party to get by in various situations. Is that a bad thing?
Monsters
Just like mundane people in Eureka: Investigative Urban Fantasy, monsters are playable, because they are regular people. I’ve gone over this in other posts and also you can just read about it in Chapter 8 of the Eureka rulebook, but the setting of Eureka doesn’t have a conspiracy or “masquerade” hiding or separating supernatural people from normal society. They exist within normal society, and a lot of them eat people.
Most RPGs consider monsters to just be evil, they do evil for evil’s sake. RPGs that seek to subvert this expectation often instead make monsters misunderstood and wrongfully persecuted, but harmless. Eureka takes a wholly different approach.
There are five playable types of monsters in the rulebook right now, and it’ll be seven if we hit all the stretch goals, but for simplicity’s sake this post will just focus on the vampire. Despite them applying in different ways, the same overall themes apply to nearly every monster, so if you get the themes for the vampire, you’ll get the gist of what Eureka is doing with monsters in general.
I mentioned Composure above, and how it can normally be restored by eating food and sleeping. Well, vampires can not restore their Composure this way. They don’t sleep, and normal people food might be tasty as long as it isn’t too heavily seasoned for them, but it doesn’t do anything for them nutritionally. Their main way to restore Composure is fresh living human blood, straight from the source. To do what mundane PCs do normally by just eating and sleeping, vampires have to take from another, whether they’re happy with this arrangement or not. They do not, of course, literally have to, and a player is not forced to make their vampire PC drink blood, just like you don’t literally have to eat food, but they do and you do if you want to live in any degree of comfort or happiness, or else they’d eventually just sit at 0 Composure and not be able to effectively do anything.
There’s a reason that this is a numerical mechanic and not simply a rule that says something like “this character is a vampire and therefore they must drink blood once every session,” and that is to emphasize and demonstrate that the circumstances a person faces drive their behavior. In America, there is a tendency to think of criminality and harmfulness as resulting from something of an intrinsic evil, but in my experience and observation, people do not just wake up at like age 16 and decide “I think I’ll go down the criminal life path.” Through their life circumstances they have been barred from the opportunities that would have given them other options. People need food, food costs money, money requires work, work requires getting hired, but getting hired requires a nearby job opening, an education, an impressive resume, nice clean clothes, a charismatic attitude, consistent transportation, and so on. For people without, criminality is something they are funneled into, which becomes harder to avoid the longer they go without consistent access to their basic needs. The choice will be between taking money from others by force or trickery, or running completely out of money.
As the Composure counter ticks down, a vampire, or other playable monster, is going to encounter much the same dilemma. There is little to no “legal” or “harmless” way for them to get their needs met, even if they do have some money. Society just isn’t set up for that. And no your kink is not the solution to this, trying to suggest every vampire get into sex work is like one step removed from telling every girl she should just get an OnlyFans the minute she turns 18, or that women should just marry a man and be a housewife that gets taken care of if they want their needs met.
Playable monsters in Eureka are dangerous, harmful people. They were set up to be.
“Oh well then the vampire should just eat bad people!” You mean those same bad people i just described above? See this post for answers to all the other arguments people are going to make to try and absolve vampires of causing harm.
Society not being set up for that brings me to next reading/theme: Monstrousness as disability, and monsters as takers.
Mundane human characters restore 2 points of Composure per day just by eating food and sleeping, but vampires do not, they can’t. To restore their Composure they have to take from others a valuable resource that everyone needs to live and the extraction of which is excruciatingly painful and debilitating (blood). No one knows what happens to blood after a vampire drinks it, it’s just gone. Vampires are open wounds through which blood pours out of the universe.
This is a special need, something they have to take but cannot give back. Their special needs make them literally a drain on society and the world.
Even in so-called “progressive” spaces, there is a tendency to consider takers, people who take much more than they give back, such as disabled people, as something that needs to be pruned, with the mask over this being the aforementioned total denial of the fact that disabled people take more than they can give.
In this way, vampires and other playable monsters are, inarguably, “takers,” but in positioning them as protagonists right beside mundane protagonists, Eureka puts you in their shoes, and forces you to at least reckon with the circumstances that make them this way, as well as acknowledge their inner lives. You have to acknowledge two things: That they are dangerous, harmful people who take more than they can give, and that they are people. Because they are people, Eureka asserts that they have inherent value, a right to exist, and a right to do what they need to do to exist.
One final point is that of monstrousness as mental illness. Mental illness is a disability, one pretty comparable to physical disability in a lot of ways, so all of the above about disability can apply to this metaphor as well, but there are a few unique comparisons to make here.
It’s not the most efficient, but there are a couple of loopholes deliberately left in the rules that allow vampires to restore Composure without drinking blood. Eureka! moments can restore Composure, and Comfort checks from fellow investigators can restore Composure.
When I was writing the rules for how monsters regain Composure in accordance to these themes, I came to a dilemma where I wasn’t sure if it was thematically appropriate for them to be able to regain Composure in these ways, but ultimately I decided that yes, they can. It works with themes of mental illness, which is mental disability.
People with mental illnesses may have the potential to be harmful and dangerous, but study after study, including my own observation, has shown that mentally ill people with robust support structures and agency allowed to them to handle tasks are much less likely to enact harm, be that physical violence, relational violence, or violence against the self. So that’s why I kept that rule in for playable monsters. Being able to accomplish goals, and having friends who are there for them, makes the harmful person less likely to cause unnecessary harm.
I couldn’t really figure out where to fit this paragraph in so I’m sticking it here right before the conclusion: Vampires are especially great for this because they’re immortal, and because they always come back when “killed.” They can’t be exterminated, they aren’t going away, there will always be problem people in society, no matter how utopian or “progressive.” They’re a never-ending curse, who will always be a problem. The question is how you will handle them, not how you will get rid of them.
In conclusion,
Eureka is as much a study of the characters themselves as it is the mystery being solved by the characters. It is a harsh, but compassionate game, that argues through its own gameplay that yes, people do have needs which drive their behavior, many people do have special needs that are beyond their ability to reciprocate, and failure to meet the needs of even a small number of people in a society has high potential to harm the entire society, not just those individuals whose needs are unmet.
And Candela Obscura sucks.
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Back Eureka: Investigative Urban Fantasy on kickstarter before May 10th if you want to help a disabled person with limited ability to work pay his bills.
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If you want to try before you buy, you can download a free demo of the prerelease version from our website or our itch.io page!
If you’re interested in a more updated and improved version of Eureka: Investigative Urban Fantasy than the free demo you got from our website, subscribe to our Patreon where we frequently roll our new updates for the prerelease version!
You can also support us on Ko-fi, or by checking out our merchandise!
Join our TTRPG Book Club At the time of writng this, Eureka: Investigative Urban Fantasy is the current game being played in the book club, and anyone who wants to participate in discussion, but can’t afford to make a contribution, will be given the most updated prerelease version for free! Plus it’s just a great place to discuss and play new TTRPGs you might not be able to otherwise!
We hope to see you there, and that you will help our dreams come true and launch our careers as indie TTRPG developers with a bang by getting us to our base goal and blowing those stretch goals out of the water, and fight back against WotC's monopoly on the entire hobby. Wish us luck.
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theresattrpgforthat · 9 months
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Found your blog by chance, seems like a very cool concept!
ʕっ• ᴥ • ʔっ🫖🍵
I wonder if you have played Warhammer Fantasy RPG, and if you have any thoughts on it, or who you would recommend it to bonus question, any rules light one session RPGs with ready example scenarios you'd recommend?
Hello there! I do not have any experience with Warhammer in any of its forms, unfortunately. The closes I’ve gotten to experiencing anything Warhammer is the actual play episodes hosted on Fandible. I’ll post links to each of their episodes below.
Only War | Black Crusade | Age of Sigmar | The Black, the Grey & the Skaven | Wrath & Glory
Now, let’s see if I can do anything about the second half of your request!
Theme: Rules-Light Single Sessions.
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A Complicated Profession, by Always Checkers Publishing.
A Complicated Profession is a light-hearted sci-fi TTRPG for 3 to 5 players. It's a one-shot that usually lasts a few sessions. What do bounty hunters do when the galaxy no longer needs them? In this game, they start new careers hosting intergalactic cruises!
Reunite your disbanded crew of jaded sidekicks, shabby droids and shady accomplices. Then pick a hosting role and start a new life together. 
While it may last a little longer than one session, I’m really excited about A Complicated Profession, as my game group will be playing it in about a month or so! Character creation is something of a fill-it-in mad-libs style process, which I can foresee being pretty quick and easy to set up. The tone of the game is really lighthearted as well, which I think is a great thing to look for when playing one-shots, especially if you’re playing games with folks you don’t know very well. I I don’t know game doesn’t have a predetermined scenario, but the focus of the game itself is pretty narrow, so I think it would be pretty easy to figure out what kinds of obstacles your retired bounty hunters will be up to.
Never & More, by Small Stories.
You are the newest recruits of The Society of Ushers, an occult secret society. Your mission is to prove yourself to your superiors, master the rituals required to move up a rung, and learn how to talk to ravens. Your direct superior and teacher, the Belfry-Devil, has finally deemed you suitable to circulate by yourselves amongst greater society, trusting you to remain faithful to the Ushers in the face of attempted poaching, targeted seduction, and superior parties.
This is a simple example of the kinds of games that exist in the Lasers-and-Feelings family of games, all designed around the concept of two core stats that tell us about your characters’ strengths and weaknesses. Many L&F games come with a few quick steps to create your character, a specific setting or mission, and a series of roll tables to help the GM construct a threat and series of obstacles. If you like rules-light games that are quick to read and occult settings, you might want to check out this game.
For Moria, by Luis Lasbelin.
With the Balrog dead, the hope of retaking Moria is more alive than ever. Thousands of dwarves gather from the great fortresses hidden beneath the mountains with the sole purpose of fighting to reclaim the once great dwarven stronghold.
For Moria uses the Breathless game system for games of terror and tension.
Breathless games are meant to put your characters in heavily dangerous situations, with resources that are guaranteed to run out. Because of this, I think they are a good fit for one-shot games, because there’s always the chance that your character meets some kind of doom. Because this game is about dwarves retaking Moria now that the Balrog is dead, I’d say that the setting does a lot of heavy lifting, assuming your characters are familiar with Tolkien’s Middle Earth. Definitely worth checking out.
Wolf Head, by A.C. Luke.
The King is just. Rather than execute you, he cursed you with the head of a wolf. Instead of death, you were exiled to be hunted for the rest of your days.
But now, the King needs you, or someone like you. There is a great crisis threatening the realm. If you were to solve it, he would remove the curse, pardon you of your crimes. What would you be willing to do for absolution?
WOLF HEAD is a dark fantasy tabletop role-playing game about medieval fable and what you will, and won't, do to be let back into the fold. Players take on the roles of wolves, criminals cursed with a wolf head and banished from society. You have become defined by your crimes—did you commit murder, foment revolution, speak heresy, or love the wrong person? And will what you did help or hinder you in clawing back what they took from you?
Wolf Head looks to have the capacity to be either a one-shot or take place over a large campaign. The game is meant to be zero-prep, which means that you can get a game up and running in no time, and the structure of quests means that you can start a one-shot with a specific quest that ends the session once it’s been accomplished. I don’t own this game, so I’m not sure if it comes with pre-written scenarios, but if it doesn’t, I’m expecting some tools to help you create your own quest pretty quickly.
Escape from Dino Island, by Sam Tung & Sam Roberts.
Escape from Dino Island is a thrilling adventure game about intrepid heroes trapped on an island overrun with creatures from a lost age—dinosaurs!
Players take on the role of everyday people who are brave and competent, but also in over their head. The game is designed to help you create the kind of stories that are full of action and suspense, but in which fighting is rarely a good option. Will you escape with your life? And what kind of person will you become in your quest to survive? There’s only one way to find out…
As a one-shot PbtA game, Escape from Dino Island starts you with a pretty tight premise: you’re trapped on an island populated with dinosaurs. Your characters all have different strengths that can help them get off the island, but one thing you have very little of is time. This is another story-first kind of game, but unlike other PbtA games, which require multiple sessions to tease out all of your character conflicts, Escape from Dino Island is meant to be played in one sitting, which means that any advancements available to your characters are expected to show up before the end of the first session.
Operation: Final Monarch, by poor students.
Operation Final Monarch is a one-page Tabletop RPG for 4-6 players. One player will act as the GM, providing obstacles, portraying passengers, and describing the Watchful Luftrahmer. You play as Infiltrators, spies from the fallen countries around Arstarkan. Your final mission is to kill Aleksander Von Korte.
When situations get risky you gamble with danger and can always push your luck to try to succeed in any situation. Be careful not to roll a 1 though, as a devastating consequence will soon follow. Use can also use your leverage over the passengers of the Watchful Luftrahmer, asking them questions they don’t want to answer or enacting your special abilities. When it all comes crashing down you will have to reveal your secrets to the other players. What do you really think about them? Are you secretly in love or hold a seed of resentment?
I keep an eye on one-page rpgs because they tend to be good candidates for single-session play. With only a few rules and not much room for character advancement, these games focus on giving you the basic premise of the game and the tools you have to play through it. Operation: Final Monarch gives your a very specific goal - assassinate Alexander Von Korte. You’re given a bottle setting to play this in as well - on Alexander’s blimp. I’m really interested in this game because it knows exactly what kind of experience it wants to give you, and it’s succinct and well laid out, which means that learning how to play isn’t that hard at all!
All Hands on Deck, by Alice V.
A gm-less, storytelling, Descended From the Queen game for three to six people about  a ship, its crew, and the sea they sail on. It is a game about the relationships between those people, about relying on each other, about being an individual in a team.
I wanted to spotlight a Descended from the Queen game because these games have a very unique mode of gameplay, which makes them really good for one-shot play. These games usually consist of a series of prompts attached to a regular playing card deck. Each turn consists of pulling a card from the deck, and answering the prompt related to it. Descended from the Queen games tend to be rather introspective, focusing on relationships and the ways they can affect our perceptions of events. The scenarios are also tied to each individual game, so in All Hands on Deck, the scenario involves a ships’ crew on a voyage, and the conflicts that may exist between different members due to the relationships they have to the Captain and each-other.
This Ship Is No Mother, by Thomas Manuel.
This Ship Is No Mother is a game about people in space, working jobs that are probably going to get them killed. Inspired by movies like Alien and games like Mothership and Dread, this is for fans of tension, creepy-crawlies, and general horror. Mechanically, it's a card-based Forged in the Dark game, first in the series of games currently called the Cardsharp Sonata.
In this game, players start with a full deck of cards and as you play, that deck will run down. When the deck ends, there is a climactic moment of panic as one of the characters is going to do something stupid and get themselves (and maybe everyone else) killed.
I got a chance to play this game with the creator last year and it really delivered! This Ship Is No Mother was originally designed as a way to run Mothership scenarios using a narrative system, with a time limit built in due to the fact that it uses cards instead of dice. You’ll use cards as resources, and since there’s only so many in the deck, you’ll run out of them one way or another. If you like suspense and alien horror, this is definitely worth checking out.
Games I’ve Recommended in the Past
Koboldly Go, by CoffeeSnake Studios.
Lady Blackbird, by John Harper.
Something is Wrong With the Chickens, by Elliot Davis.
The Great Soul Train Robbery, by Cloven Pine Games.
Faewater, by A Smouldering Lighthouse.
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rosaharazu · 3 months
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AFK JOURNEY IS AMAZING
Okay, I'm really new to tumblr.
But I really want to voice my thoughts out regarding AFK Journey, an ethereal fantasy RPG game.
I will assume everyone who sees this post has played the game, so I won't refrain from spoilers. Currently, I am at the chapter after Vaduso Mountains, and have yet to enter. Just met Temesia and Lucious.
So, I will start with the game building itself.
I think the game being a strategy game where you fight 5vs5 thing, is a really unique thing. I've never played games like Genshin Impact, or Wuthering Waves, or Honkai or any other that I cannot list, but I'm pretty sure that you fight one at a time.
But AFK Journey allows you to fight using 5 characters at ONCE. Not only that, but it you can even AUTO PLAY. and I REALLY should work on getting myself to play manually just for practise.
Furthermore, I really like the fantasy setting.
It is so perfect for someone who genuinely wonders what it's like to live in a fantasy world. And I think while the world is possibly smaller than Genshin Impact, it somehow feels so big. Golden Wheatshire, the Dark Forest and Vaduso Mountains, they're all so natural to a fantasy setting.
The towns are also lovely. I liked when we reached Ivoryshade and Bryon being hit by a woman and he's like HELP ME.
Okay, next up is characters.
I think what makes AFK Journey more fantasized, is the fact there's factions (like races), that are COMPLETELY MADE UP. Yeah, you have the Lightbearers(humans), Wilders(hybrids), Maulers(double hybrids?) and Celestials.
But Graveborns and Hypogeans? That's COOL!
It's like, you could've regarded Hypogeans as Demons, but NO. They made a whole new word for it. (or maybe I just lack knowledge)
Speaking of characters, give this game a big thumbs up for using the word variety to a next level.
Every character you owe is just so unique, it almost feel like they're actual people. A young merchant with a duck. A maniacal jester who is never serious. An old granny with a living staff. TWO. HAMSTER FAMILARS AS YOUR SIDEKICK, one a KNIGHT and one a MAGE.
Maybe I need to do separate posts regarding each faction or something. ( I CAN'T WAIT TO TALK ABOUT PHRAESTO)
But the highlight for me that got me playing this....is our beloved MC, Magister Merlin.
Safe to say, I think in the cannon, Merlin is a man, as the character Merlin in AFK Arena is a man. And it really comforts me that we can choose Merlin's gender in AFK Journey.
Merlin is the usual overpowered MC troupe I guess, and that would've got me leaving. But no.
THEY MADE MERLIN HAVE AMNESIA.
The moment Dolly (we need to give Dolly a lot of credit, she's barely in the story) mentions Merlin being forgetful again, it kinda clicks your brain, that Merlin is just as clueless with you, THE PLAYER. It just allows you to experience Esperia along with Merlin. Both of you are just so confused.
How does this world works? Who am I? Who are my allies and enemies?
It made me feel like I'm Merlin myself, and over time, the name Merlin doesn't even sound weird as a girl. It just, grew on you. It's like the name Charlie can be both for male and female.
I just adore Merlin, both male or female.
NOT TO MENTION YOU CAN CUSTOMISE THEM.
Yeah, that's the whole reason I played the game. By customizing your character, it really feels like you're a part of the game. A part of their world, Esperia. I feel like I'm in my own fantasy world, and I thank Farlight Games for being such an amazing team and creating this game.
It's just right. It's just beautifully right.
(I hope this is a good post for a first try...)
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