I don't wanna further hijack that poor poll, but the thing about Harrow's schizophrenia is that it's canon. The author has confirmed it, and shared that it's based on her own experience.
It's a pretty obscure bit of canon, so of course there's no shame in not already knowing, but that's why I'm so obnoxiously persistent about letting people know.
Whatever else is up with Harrow, autism or cptsd or any number of likely headcanons, she is also schizophrenic. I feel like that's too important to be handwaved away as a difference of opinion.
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Baby Switcharoo
Here's another short dpxdc prompt
"Daddy!" Dick instictively caught the kid before she kissed the floor despite knowing she can fly and-- wait a damned minute. That is not Mar'i.
Meanwhile...
"Papa!" Danny smiled as he braced himself for the flying missile of a child that raced to him. He swirled them around when he caught her making her giggle as her legs swing. Hold the fuck up-- This is not Ellie.
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encounter design is an interesting subject bc while I do enjoy games where every fight is designed to be fought and cleared by the party, it's not the whole of what an encounter can be and it's a shame that so many people think that's the only option, like, for some even just stepping back as little as removing the concept of "every encounter must be winnable" is too much for them
Like, again, I like walking into every fight knowing I am intended to be able to clear it in games built in that manner, it's very fun to navigate a battle with the foreknowledge that it's possible for me to handle in some way or another, but this design also inherently removes a lot of the tension from the situation, which is fine for a heroic fantasy adventure, but less useful in, say, a survival horror campaign
and "should encounters be assumed to be winnable" is just a tiny part of encounter design, which itself is just one segment of a larger game, and it already has such a strong effect on how the game feels, imagine how much it'd change if you altered even more of your approach, or removed the concept of them entirely
The mechanics inform the feel of the story you're telling through the game and I think that's really cool, and I really love seeing how different games emulate their different priorities through the design of their systems and it's a shame to see so many people disinterested in this and think any system out there can or even should do literally everything equally well all at once
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