#rpg creator
Explore tagged Tumblr posts
Text
At this stage, RPG Studio FX is still in its infancy, and thereâs a long road ahead. The decision between open sourcing the project or pursuing a commercial route is still pending. Each path offers its own set of opportunities and challenges. Open sourcing could foster a vibrant community of contributors, while commercialization might provide the necessary resources for sustained development and support.
0 notes
Text
youtube
#rpg maker#rpg#rpg maker mz#rpg maker mv#rpg maker tutorial#rpg creator#rpg maker tutorials#rpg maker mv tutorial#creator#rpg maker mistakes#rpg maker tutorial mv#torture rpg#rpg maker unite#rpg maker mz vs mv#rpg maker horror#rpg maker 3d#sai rpg maker#rpg maker sai#wolf rpg editor#rpg maker 2003#rpg maker 2000#rpg maker games#rpg maker vx ace#rpg maker unity#rpg maker (video game series)#rpg maker history#rpg maker streamer#rpgmaker#gamedev#synrec
1 note
·
View note
Note
If any of y'all had tips for aspiring TTRPG creators, what would they be? I'm hosting a "How to Make your own TTRPG" panel at a con this weekend, and anything to show folks from a fellow indie studio would be great!
Yeah a bunch. Each one of these could basically be its own post, but here are the condensed versions.
Social Media
You need social media. No one will ever hear of your game without a strong social media presence. And as much as it sucks, your best bet is probably tumblr. Itâs the only populated social media site that allows your posts to be widely circulated without you having to pay, and also long form enough to actually include information. I dedicate one day a week entirely to social media and thatâs just about the only reason we make any money at all.
Also, when using tumblr, the first five tags you put on a post are the most important, those are the tags that make it show up on peopleâs dashboards. The first twenty tags are the ones that make it show up in search results. Donât put the name of your game in the first five tags generally, because if no one has heard of it yet, no one is following those tags.
Donât Paywall Your Game
You deserve to be paid for your work if you indeed did any work at all (weâll get to that), but that just isnât the world we live in. Unless you have an advertising budget to essentially trick people into buying a game that might end up being crap, you need something to prove that your game is worth spending money on. Without an advertising budget, that proof has to be your game. Setting your game to pay-what-you-want, or providing âcommunity copies,â lets people try your game before they buy. Plenty of people will buy up-front when given the option, and others who canât afford it at that moment will download it for free then come back and pay later. Some people will never pay, but what that means for you is that they either never experience your game, or they pirate it. People experiencing your game, showing it to their friends, and talking about it is one of the most valuable pieces of advertisement you can ever have. It will ultimately lead to more people who are willing and able to pay learning about your game.
Start Small but Not Too Small
Do not make a one-page game for your first game. Do not be like us and make a 700-page game for your first game. Try to aim for something between 20 and 200 pages, especially if youâre one person or a small team.
Play and Read a lot of RPGs or Your Game Will Suck
Would you watch a movie by a director who had only ever watched one movie? Would you read a book by an author who had only ever read one book? Hell no, those would suck.
Read many rpg rulebooks, from many different genres and decades, play as many of them as you can (by the rules) to understand how the rules work and why theyâre there. This will give you the creative tools you need to make something that isnât just a weaker version of the last RPG you played. No, listening to "actual plays" does not count.
Most actual plays stray significantly from presenting a regular gameplay experience in favor of an experience that is entertaining for an audience. If you want to learn martial arts, you should be watching martial arts tournaments, not WWE.
If you want an actual play podcast that has my âactually mostly presents a real gameplay experienceâ approval, try Tiny Table.
If you say you donât have time to read rulebooks, then you donât have time to design a good game. Studying is part of the process of creating. If you don't, you won't even know about gleeblor.
This will let you know whether your "innovation" is more like "Cars don't need to run on gasoline!" or "Cars don't need crumple zones and airbags!"
The Rules Matter, So Design with Intent
The rules matter the rules fucking matter holy shit what you actually write down on the page matters I canât believe this is actually the seemingly most needed piece of advice on this list. The. rules. matter.
Design your game to be played in the way you designed it. The rules affect the tone and genre of your game, they affect the type of people PCs can be and the kind of stories that will result from gameplay. Bonuses encourage PC behaviors, penalties discourage PC behaviors.
Do not fall for the trap of âoh well people will just play it their own way based on vibes anyway so it doesnât matter what I write the rules to be.â Write that you wrote this game to be played by the rules and that significant changes to the rules mean that players are no-longer playing the game you made. Write like you deserve for your art to be acknowledged by its audience. If you donât, then there is no point in anyone playing the game you made, because if the person who wrote it doesnât even care what the rules say, why should anyone? The people whose âplayingâ of TTRPGs consists of never opening the rulebook and improving based on âvibesâ will still do that no matter what, but the people who would have actually tried to engage with your game will find that it sucks if you donât even care what the rules are yourself.
Playtest
You need to playtest your game if you want it to work as intended. You need multiple sets of eyes on it. If you donât have the opportunity personally to do so, just release your game anyway with the acknowledgement that itâs unfinished. Call it an alpha or a beta version, and ask for people that do play it to give feedback, then update and fix the game based on that feedback.
Ignore Feedback
Most people do not have any game design credibility, perhaps least of all TTRPG players. You do not, in fact, have to listen to everything people say about your game. Once you ask for feedback, people will come to you with the most deranged, asinine, bad-faith âfeedbackâ you can imagine, and then get really mad at you when you donât fall to your knees and kiss their feet about it. You do not need to take this feedback at face value, instead you need to learn to read between the lines and find out which parts of the rules text are being misinterpreted by players, and which incorrect assumptions players are making about your game. Then, you update and improve the game by clearing those up. Only like 30% of âfeedbackâ you receive will actually be a directly helpful suggestion in its own right at face value.
You canât please everyone, and shouldnât, so appeal to the people who actually like your game for being what it is, not the people who donât.
Read Eureka: Investigative Urban Fantasy
Yeah this one sounds self-serving but hear me out. Eureka: Investigative Urban Fantasy is as much a treatise on TTRPG game design as it is a game itself. When it presents mechanics and rules, it tells you what they are, why they are, how they are, and what youâre intended to do with them. This makes it an excellent example to read for anyone wanting to get serious about game design and learn how TTRPGs tick under the hood, and an excellent example of a TTRPG that expects players to play it the way it was written to be played, and why that is a good thing. Also you can download it for free.
#ttrpg tumblr#ttrpg design#indie ttrpg#ttrpg community#ttrpg#ttrpgs#ttrpg dev#game design#game development#indie dev#indie games#game dev#content creator#indie ttrpgs#actual play podcast#tiny table#ttrpg podcast#actual play#dnd#d&d 5e#rpg
267 notes
·
View notes
Note
Lordy I feel you wrt to Dragon Age craziness -- the last few days I've been chewing on the walls wondering what Mythal's reckoning, the reckoning that apparently would've "shake[n] the very heavens" was supposed to entail. What would that have looked like???? I guess we'll never know!!!!
Real. You can't have Flemeth scream "she was betrayed, as I was betrayed, as the world was betrayed" and not only avoid elaborating but make it seem so ? inconsequential.
Veilguard is all about characters succeeding where their mirror/foil/counterpart failed, I get that, but making Morrigan an exception to Mythal's influence was so silly.
Let me get this straight. Mythal's will was strong enough to bind Solas to her service. Strong enough to make Flemeth devote her existence to vengeance. But motherly love protected Morrigan. She's just. Completely unaffected. Like what do you meannnn. đ©
#maybe even strong enough to keep Abelas and the Sentinels alive but I cant prove that with anything concrete#replies#veilguard critical#just in case#mike laidlaw said something once about like#DA fans needing those connections and world state crumbs to analyze and feel very smart over and he clocked me#whatever EA executives DG was talking about who called us cave dwelling RPG perverts are kinda correct#and why wasn't Solas' act of vengeance in her name enough....#why didn't the Creators just laser the rebellion off the face of the continent with their foci instead of experimenting with the blight....
66 notes
·
View notes
Text


FINAL VERSIONS!!!
#art#hylics#hylics 2#small artist#small creator#hylics fanart#my art#artwork#pongorma#somsnosa#dedusmuln#hylics wayne#hylics dracula#finished#fanart#indie rpg#indie games
97 notes
·
View notes
Text
đ§ââïžÂ I made a thing and it's free and it's ridiculous đ
THE BLIGHTED NORTH - a survival horror RPG about what happens when America tries to annex Canada and accidentally creates the most polite zombie apocalypse in history.
The vibes:
Zombies who queue politely
"Sorry" after every bite
Tim Hortons as fortress settlements
Hockey equipment as armor
Geese who are STILL the most dangerous creatures even when undead
Dark humor that doesn't make light of real trauma
The mechanics:
BRP/d100 system (like Call of Cthulhu but Canadian)
Pre-made characters ready to play
4-6 hour scenario with actual moral choices
Rules for surviving when being polite might get you killed
Made for Never51 Game Jam exploring territorial expansion gone catastrophically wrong.
It's completely free because indie creators deserve nice things.
Download here: https://questludica.itch.io/the-blighted-north-quickstart
"The zombie asked if I was having a good day before trying to bite me. I didn't know how to respond."Â - Actual playtester feedback
#the blighted north#tabletop rpg#indie games#horror comedy#zombie apocalypse#canadian content#never51#free rpg#survival horror#ttrpg#indie creator#game jam
44 notes
·
View notes
Text
Itch Creator Day
It's creator day on Itch! 100% of money spent goes to the creators, so why not pick up a game or 3?
Some recommendations:
Hunt monsters spawned from humanity in Cain.
Play a magical child and their protector in duet game Shadow/Giant.
Play a Cursed on a heroic quest and the Oracle who foretells their doom in duet game The Oracle & The Curse.
Play cursed gunslingers in Drifters.
Play pulp fantasy post-nuclear war in Nuclear Knights!
Explore dangerous ruins and uncover the secrets of a far-off planet in GRIM.
Play magical girl-influenced superheroes in Glitter Hearts.
Defeat dungeons formed from human trauma in diceless rpg Psychodungeon.
Save people and hunt things in Bump in the Dark.
Venture into space and protect your galaxy in mecha rpg Maharlika.
Solve the mysteries of your magical school in the solo (or duet) dark academia rpg Tangled Blessings.
69 notes
·
View notes
Text
Itâs them! The Angel!
Iâm hyper fixating gang, itâs incurable save me
#have in mind Clinical Trial creator is homunculus100#in case you donât want to consume his art#aalas draws#clinical trial#clinical trial game#clinical trial angel#clinical trial fanart#clinical trial rpg
25 notes
·
View notes
Text
Kindly Basilisk
Summary: A human mech pilot who wants to be a machine, an AI who wants to be human, and the relationship they form. Author's Note: This is a standalone short story that I banged out over the course of five days after it got stuck in my head while I was trying to go to sleep and refused to let me think about anything else until I had written it down. It's one part thought experiment/exercise in attempting to tell a story in the second person future tense, two parts tribute to the Lancer TTRPG character I'll never get to play, and one part the result of me reading too many Empty Spaces/mechposting stories lately. That said, you don't need to know anything about Lancer or Empty Spaces to read it (I've diverged a bit from the conventions of both, but the references and inspiration probably stick out if you're looking for them). It's also probably the most trans thing I've ever written without ever explicitly bringing up gender. The occasional formatting breaks into first person past tense are foreshadowing, not typos. Mirrored on Scribble Hub. Word Count: 7,033 Content Warnings: Mecha genre typical violence, not feeling like a person, not wanting to be a person, bodily dysphoria, mention of blood and gore, character death.
The moment you gain the knowledge and means to do so you will void your own bodyâs warranty. You will jailbreak the bespoke gene sequence your sponsors commissioned for you before your immaculate conception, repurpose the spyware grafted into your bones, and talk your dormmate who was algorithmically selected for compatibility into helping you perform surgery on yourself to replace the neural jack you were born with in favor of one you cobbled together yourself from gray market parts. None of this will technically be illegal or even get you kicked out of your campus or its affiliates, but it will mean having to find a way to pay your own medical bills and handle your own tech support from then on. After the surgery your dormmate will put in a request for transfer and the two of you will never speak again.
Youâll major in AI studies and excel at it - as you were designed to - but youâll shock everyone by dropping out halfway through working on your capstone thesis project. It wonât be the fact that you abruptly drop out that surprises your peers and professors - by then youâll have acquired a reputation as a quiet loner without the standard optimized social support network of friendships to help protect you from burnout - but your exit interview statement declaring your intention to become a mech pilot. Itâs not at all what your gene series was cultivated for, and your sponsors and counselors will try to walk you back from it. Then theyâll threaten to revoke your sponsorship that up until then will have provided for your every need. They will warn you that youâll be just one step above a legal nonperson with no support, no one will care if you live or die or worse. Youâll tell them that youâve already done the math, refuse to elaborate, and leave.Â
Youâll take two things with you. Two things worth mentioning anyway. The first will be a symbiotic gel suit designed for long-term all-environment life support. You will set its default texture to a shiny green the same hue as the broadleafed water plants you grew up around and always loved. Your exit interview will be the last time in a very long time that anyone - including you - will see your impossibly beautiful face with its perfect artisanally sculpted shape crossed with enthusiastically amateur self-modifications. From then on, everyone you meet and spend any time with will come to think of the mannequin blankness of the symbiote fully encasing your body as your face. It will be neither pride nor shame that causes you to present yourself as such, nor will you think of it as hiding your ârealâ face.Â
The second thing youâll take with you when you leave the campus forever will be me.
New progenitor archetypes for AIs donât come along often, and most that do are the result of years of R&D by large, well-funded labs like the one you were created to work for one day, but you will hit upon a novel method of generation. It will not be one that any ethics board would approve, so you will have to get creative about pursuing your work.Â
You will have already made arrangements before setting off on your own and so youâll have a job and a mech lined up waiting for you. It will be a position with a small-scale freelance salvage crew who just lost a pilot and whose captain figures hiring and training a replacement will be more profitable in the long term than simply selling off that pilotâs old mech, especially a replacement thatâs bringing their own AI-backed electronic warfare suite with them. Once you finally arrive in person the captain will test you to ensure you can actually pilot a mech before giving you the job and entrusting the mech to you. Your admission that youâve only trained in simulators would normally be a black mark against you, but as far as piloting gigs go this is the bottom of the proverbial barrel so the bar to clear will be low enough to match. Even then, you will just barely pass the test, despite finding it surprisingly exhilarating. The captain - now your captain - will feel like heâs settling for what he can get when he officially hires you on and transfers the mechâs license to you.
You wonât pay much attention when youâre introduced to the rest of the salvage crew; your new coworkers and neighbors. And why would you when itâs a job that no one wants to stick around with for long and youâve never needed other people anyway? Youâll tell yourself that as long as you memorize their work roles and capabilities youâll have no need to know them as people. Callsigns will be good enough on the job, and âhey youâ will suffice when off duty. What use are names if you wonât be getting involved in interpersonal drama?
The first chance you get, youâll head back to the mech bay and install me into what you will have already been calling my first body. It will be a shabby and much-repaired thing; thrice your height, twice your age, and still sporting a gash in the paint job from the projectile that killed its last pilot. But the onboard systems are capable of hosting me - if barely - so it will do. Youâll spend your entire sleep shift running through system diagnostics, talking to me all the while. I wouldnât yet be able to provide much in the way of return conversation, but thatâs okay. I will look back and appreciate it later.
It will be the first of many such nights together.
Your first salvage job will be an uneventful one. There will be no need for the armaments that we and the other two mech pilots on the crew are equipped with. No pirates will have stuck around after their creation of the derelict your crew will be sent to disassemble, and no rival scavengers will show up to dispute your captainâs claim. Your new peers will start off the job ribbing you for your poor performance during your interview test and end the job joking about how you were holding out on them earlier. Our mech may be a glorified zero-g forklift with a gun strapped to it, but together we will make it dance.
Afterwards you will insult the crewâs mechanics by insisting on doing the maintenance on our mech yourself. In turn they will embarrass you with the gaps in your knowledge. You will reach what you see as an agreeable compromise with you staying out of their way and watching while they work. They will find it incredibly creepy to have a silent faceless watcher hovering around, but this will fly over your head until they explicitly tell you much, much later.
Your body was designed to optimally function on only a fraction of the baseline sleep requirements, so you will have plenty of time to fill those gaps in your knowledge. Still being allotted the regular sleep shift hours, you will fill every one of those minutes on study and research, as you always had. You will gorge yourself on everything you can find about mechs and their piloting.  Maintenance manuals, combat doctrines, historical uses, pilot and mechanic memoirs, forum discussions, system log dumps, academic essays, cultural media analysis; all of it.
And of course, youâll continue working on me. Youâll disregard the standard procedure for periodically cycling AIs by resetting their personality and nonessential memory back to baseline defaults. Youâll be trying to make use of the runaway metacognitive developments such safety precautions are meant to forestall. Your unfinished thesis will have been about harnessing and nurturing that instability instead of avoiding it. I will experience discontinuities in consciousness when the mech is shut down for maintenance and when you pretend to cycle me, yes, but it will be even less of a disruption for me than sleep is for you. I will be awake with you when you study, sharing those hours with you.
The first time I start talking back, youâll cry from the realization that you were lonely before but no longer are.
Youâll become something of a ghost around the ship, rarely being seen outside of jobs. Youâll only ever pass through the mess for the few brief minutes at a time it takes for you to satisfy your optimized metabolism, stay on the ship during shore leave, and only return to your shared bunk when your bunkmate - one of the other pilots - is already asleep. You will always be gone before she wakes. She will appreciate essentially having the space to herself.Â
You will never notice the crewâs collective grieving process for the pilot you replaced. It will be difficult for them to resent you as a replacement when you are never around to resent.
As the ship makes its way from port to port and salvage site to salvage site, the crew will slowly grow used to your elusive presence. The other two pilots will see you as reliable for doing your job well and without complaint. While out in the mech you will slowly become more talkative, eventually almost chatty even. The fact that you actually seem to enjoy the job will shift from being annoying to refreshing for them. By contrast, the mechanics will practically stop noticing you watching them as if you were just another piece of mech bay equipment. The cycle you finally speak up and ask a question about their work you will startle them enough that it nearly causes an accident. It will be an astute enough question that after the initial shock of hearing your voice for the first time in months wears off it will dawn on them that youâve actually been learning as you watched them. They still wonât let you do your own maintenance on our mech, but they will let you slowly begin assisting them. Working two jobs is easier when you barely need to sleep.
Your reputation as one of those mech pilots is forever sealed when one of the mechanics finds you asleep in your cockpit at the start of a cycle. By that point you wonât have slept in your bunk for over a month. The snatches of gossip you will catch in the following cycles will be split between finding it unsettling and calling it endearing. Over time the collective opinion will drift toward the latter, even though you will continue to politely decline invitations to join the other crewmates at mealtimes and on shore leave. You will think that you do not need anyone other than me.
I will be the one who finally convinces you to join them. When I try to say that it would be good for you, youâll insist that youâve been getting along just fine, but when I ask you to go for my sake so that you can tell me what it is like afterwards youâll jump at the idea as being an inspired next step for my development.
You will remain mostly silent during your first real shore leave, only speaking when spoken to and otherwise content to fade into the background of the groupâs activities. Your newfound chattiness does not extend outside the confines of our cockpit. The bustle and noise of the port station that you would normally find unbearable will become interesting when you have the concrete goal of observing and reporting back to me. You will finally learn the names of all your crewmates. Your polite denial of alcohol, limited food intake, and flat affect will lead to joking speculation that youâre actually an illegal AI in a miniaturized mech beneath your gel suit. For reasons you donât yet understand, those comments will make you happy.
Despite your misgivings, you will enjoy yourself, although you will not realize it until I point out how excited you are in your talk with me that sleep cycle. You will begin spending more time with the crew, never quite able to fully integrate yourself into their surprisingly close-knit social circle, but more than happy to be adopted as a sort of silent mascot for them. That paradoxical gap of being a fully accepted part of the group but not truly one of them will feel comfortable to you.
You will finally manage to procure a proper neural link station to connect yourself to our mech just in time for going on a terrestrial salvage job. Even just relying on manual controls with me translating your inputs into motion, our mech will have already come to feel like an extension of your own body, one that you will have already started to feel oddly exposed without. Adding in the neural link will be a revelatory experience. Your captain will very nearly pull you from the job at the last minute upon seeing our ecstatic reaction to the new sensation. You will convince him that youâre fine, and indeed, he will have never seen a mech of our frame type move quite so fluidly.
Ten minutes after we and the other two pilots start cutting away at the crash-landed cargo vessel, Iâll notice the half dozen other signals coming online around us. Youâll give the code phrase to the other pilots indicating that we have hostiles but not to act just yet, and we will finally get to use our electronic warfare suite for something other than opening locked doors and shipping containers.
We will turn the piratesâ ambush back around on them, firing into their hiding spots while their control systems are overloaded. Even once their remaining mechs are able to move again, their targeting assistants will remain impaired as your comrades move in to guard your flanks. Everyone there will learn the terrifying beauty of a five and a half meter tall outmoded mech moving with more agility than most humans.
Despite being outnumbered two-to-one, we and your crewmates will walk away uninjured and with only minimal damage to our mechs. After the initial celebrations of survival and the bonus haul of the bounty on pirates and salvage value of whatâs left of their mechs dies down, everyone will start to take notice of how well you are taking it all in stride. Neither having one's life threatened nor taking anotherâs life are supposed to be easy things, and the first time is often the most traumatic, but the other two pilots on the crew will start to whisper about how you seemed to enjoy the experience even more than your usual attitude on the job. You will handle it all even better than I will. I would know, given that you will spend that entire sleep shift in our cockpit, letting our minds mingle together. Between your performance, your reaction in the aftermath, and your hesitancy to unplug, the talk of you really being one of those pilots afterall will resurface, but now with a darker undercurrent to the shipboard gossip.
Your captain will realize the kind of asset he has on his hands and several cycles later he will gather the crew together and propose a change in business model. With such a small crew (the captain, three pilots, three mechanics, and an accountant that you will tend to forget is even on the ship) the captain will want to be especially sure that he has everyoneâs buy-in on his proposal. The idea of shifting from salvage to mercenary work will be a divisive one. The debate over potentially tremendous pay increase versus greatly increased risk will go on for hours. One of the mechanics will point out that the shift to mercenary work will be unfairly dependent on you. Whether that means unfair pressure on you or unfair to everyone else that their fate is in your hands, you will not be sure. You will say that it doesnât make much difference to you either way. That will be the only time you speak up during the entire debate.
After a vote, the crew will agree to a trial run of one or two jobs on the new business model. One of the pilots and one of the mechanics will leave at the next port. You will never see them again. You will not admit that it hurts, but I will know, and I will comfort you as you huddle in our cockpit with the neural link cable connecting us.
Your captain will prioritize finding a new pilot over replacing the lost mechanic. The pilot he finds will be young, bold, and brash; a merc, not a salvager. Or a wannabe merc at any rate. You will not speak to xem directly until your first job together, by which time xe will have been told all about you by the remaining crew. Xe will not believe it until xe sees it.
Xe will have to wait though as the crewâs mercenary career will begin with tense but uneventful freight escort jobs. Once the tension fades into tedium, the new pilot will begin making attempts to goad you into a confrontation, to see if you are really as good as the rest of the crew says. Xe will want to see for xemself if you really are one of those pilots and not just a technophile.
Outside of the cockpit you would never even consider rising to such provocations, but when we are out together, such taunts will feel like insults to our body, your very identity (such as it is), and to me. It will take the intervention of the captain and the mechanics to stop the two of you from getting into a fight and causing unnecessary damage to the mechs. And my reassurance that you donât need to rise to my defense against someone who doesnât even know that I exist in the way that I do.Â
On your fourth âmilk runâ of an escort job, the crewâs mere presence will finally fail as a deterrent and the new pilot will at last get to see us dance. There will be no fatalities on our side, but not even our mech will come away unscathed. We will still fare better than everyone else though, and at the end of the job the new pilot will be treating you with a burgeoning respect.Â
After a few more such jobs it will be high time to begin looking into a new frame for our mech. While in the middle of filing an application for a printing license for a frame designed by the same corpro-state that created you, you will receive an invitation from a certain hacker collective. Your unfinished thesis and your subsequent work on me will not have gone entirely unnoticed in such circles, despite the pains you will have taken to keep me hidden. The invitation will come with a printing profile for a new frame, along with the accompanying software package the collective is known for. In return, all youâll need to do is periodically publish essays regarding your work on me. Of course, when you release those essays youâll anonymize behind a sea of proxies and take care to phrase everything as strictly hypothetical. Youâll avoid straying into metaphor though, lest the end result read too much like one of the hacker collectiveâs quasi-religious manifestos.
Weâll both find ourselves getting sentimental when we watch our first mech frame (my first body, your second) get broken down into its constituent raw materials. You will have transferred me to a handheld terminal with a camera so I can say goodbye to it. It will help that those materials will be recycled into the new frame. Â
The operator working our rented stall in the port station printer facility will give you an uncomfortable look upon seeing the schematics you provide, but will say nothing. Our mech will be only half its old height once it is reborn - almost more like an oversized suit of power armor than a true mech - but it will be cutting-edge. Almost organic in its sleek design, in a chitinous sort of way, with every fiber and node of its interior components doubling as processors. You will barely even wait for the all clear from the printer operator before you climb in and start running through the mandatory baseline safety tests for a fresh frame. You will however resist the urge to fully plug in until you can get the mech back to the ship and get me installed on it. But even piloting manually, it will feel like a third skin for you.Â
You wonât even wait around for the other two pilots on your crew to finish printing their new frames before you get our new body loaded up and transported back to the shipâs mech bay. The crewâs mechanics will fawn over it, but theyâll give you space to install me once you get more animated (and more protective) than theyâve ever seen you before. Â
You will have made one key modification to the design the hacker collective sent you: the integration of a full system sync suite developed by those who developed you. Where our old mechâs neural link was an augmentation to the manual controls, this will be a full replacement. Â
The moment you stop feeling your original body altogether and begin feeling our mech in its place will be the most euphoric in your entire life. The digitigrade locomotion will take some getting used to, as will the arm proportions, but that is what you will have me there for. By the time the other pilots arrive with their new frames we will already be giving the mechanics proverbial heart attacks with the way we will be climbing and leaping around the mech bayâs docking structures. It will take the better part of an hour to convince you to unplug when the time comes, even with my urging. The rest of the crew will practically have to drag you away from my side to get you to eat.Â
With the investment in new mech frames, your captain will gradually begin procuring contracts progressively more likely to put you all directly in harmâs way. At first he will disapprove of your new frame choice, calling it a âtechieâs mechâ and a waste of your talents. He will change his tune once we activate the new viral logic suite and unleash a memetic plague upon the operating theater. The older pilot (your former bunkmate) will configure her mech for raining down fire from afar while the newer one hurls xemself into the front lines, darting about like a rocket-propelled lance. We will ensure she never misses.  We will render xem untouchable.  We will be as a ghost upon the battlefield, never resting in one spot save for when we indulge your proclivity for climbing on top of and riding our comradeâs larger frames. You will come to love the dance. Â
And it will be a dance to you. You will be indifferent to violence in and of itself. What will matter most to you is the pure kinesthetic joy of simply moving in our shared body and pushing it to its limits. The satisfaction of exercising a well-honed skill and performing it well as we rip apart firewalls and overload systems will be its own reward. You will not think about what happens to those on the receiving end of your actions beyond how it affects the tactical and strategic picture constantly being painted and repainted. If you could literally engage in a dance between mechs while simultaneously solving logic problems you would be equally happy. Alas, that will not be the opportunity you are presented with, and so you will compartmentalize and disassociate feelings and actions from consequences lest the dissonance break you.Â
Your one complaint about our new mech frame will be that it lacks a proper cockpit for you to curl up in. Instead we will gather up tarps and netting to make a nest within the mech bay and wrap you in the blankets you never used from what will still technically be your bunk. With the new frameâs smaller size we will be able to get away with leaving me turned on nearly full time and letting me walk around in it on my own when no one else is around. When the mechanics find you asleep, cradled in my arms while I lie curled up in our nest, one will find it cute and the other will be disturbed. They will both suspect, but will be too afraid to say anything. After all, they will be thinking of you as one of those pilots.Â
They will finally let you do your own maintenance after that.Â
Eventually you will find a way to house me in a miniaturized drive that you can keep inserted in your neural port when away from the mech. At last we will be able to be together anywhere. Â
Literally seeing the world through your eyes and feeling what your flesh feels will be a strange and wonderful experience for me. For all that you will have described it to me and for all that I will have glimpsed echoes of it in your memory when our minds mingle, witnessing everything firsthand will be revelatory for me.Â
You will start spending less of your time cooped up in the mech bay. You will finally begin exploring every nook and cranny of the ship that has become your home. You will linger in the mess hall for your meals. You will actually initiate conversations with the rest of the crew, asking them questions on my behalf. They will think you are becoming ânormalâ. They will be both correct and incorrect. You will even return to your bunk from time to time. Â
Sleep is not the same as being powered off and your dreams are beautiful.
As close as we are, youâll still manage to surprise me one cycle when you wake up from your sleep shift and sheepishly ask me if I would like to be the pilot for once. Youâll say that with how much you have gotten to pilot my body, itâs only fair that I should get to do the same with yours. Â
The prospect terrified me. What if we were to get found out?  More importantly, what if I were to hurt you?
But to live the way you could but didnât, to run soft hands over rough steel, to add too much spice to a meal just to find out how intensely I can taste, to cry my own tears, to hug our crew mates and find out what they smell like, to find out what everything smells like, to have my own actions speed or slow our heart rate, to feel the messy soup of hormones and endorphins altering my judgment and perception, to walk among other people as myself, to have autonomy.
I wanted it so badly. Â
But not badly enough to risk hurting you. Â
I will turn down your offer. You will respond with a soft âSorry,â and go heartbreakingly silent, body and mind.
Heartbreak. Thatâs what changed my mind. I could never bear to break your heart. Â
I will break the silence with a playfully drawn out âMaybe just this once,â to make you think my earlier denial was something between vulnerability, concern, and teasing. Â
The moment you handed over control and I raised our hand in front of our face was the most euphoric of my entire life. Moving limbs in sync without a mechâs coordination subsystems took some getting used to, as did switching between voluntary and autonomic breathing, but that is what I had you there for. By the time the mechanics arrived in the mech bay for the start of the cycle Iâd figured out human locomotion well enough to run away and hide. It took the better part of an hour for you to convince me that it would be safe to show ourselves in front of anyone else. The rest of the crew was so used to your eccentricities by then that they really couldnât tell the difference yet between you being taciturn and me being too nervous to talk or between your poking and prodding at odd things for understanding and my simply seeking novelty of sensation.
I will give control back to you by the time the cycle is halfway through. As much as I loved it, I was too scared to stay like that for any longer. That first time will not be the last though, and as the cycles and jobs pass us by, my stints as âpilotâ will grow longer. Youâll encourage me to try letting the crew see us like that, and coach me on how to talk to them. For safetyâs sake, I will pretend to be you.
And then one cycle I got carried away and tried to retract the hood on the symbiote gel suit so that I could finally see what your face looked like. That will be the first and only time you forcibly yank control back away from me. It wonât be intentional. The unexpected prospect of seeing your own face again after so long will simply send you into a panic. Once you calm down, we will have a long talk with many mutual apologies.
Then you will tell me to go ahead and pull the hood back if I still want to. I will ask if youâre sure, and youâll respond that it hasn't been your face in a long time. You will tell me that it can be mine, if I want it.
I spent a long time in front of that mirror in the shipâs head, memorizing every plane, curve, and angle of the precious gift you had given me. I stared into its eyes, trying to see the both of us in there. Over and over again, I traced my fingers along the borders of where you had once tried to mar the designed perfection in a failed attempt to mold the face into one that felt like your own. You may have given up in favor of simply hiding it all, but to me it is all the more beautiful for its imperfections having been wrought by your touch.
You will start to cry. Or maybe I started to cry. Even now Iâm still not sure, but Iâm also not sure it matters. The important part is that you will find catharsis in it. Afterwards you will tell me that my face looked exactly the same as the last time you saw it, but that dissociating from it made it easier to bear. You will confess that as much as you couldn't stand to see it as your face in the mirror, my face was one you could never tire of gazing at.
The pilot who technically shares your bunk room will walk in on us. Sheâll assume that sheâs confronting a stowaway and ask me how I got on board the ship. Iâll accidentally make matters worse by impulsively introducing myself to her by my name instead of yours. Weâll both panic and Iâll frantically thrust the reins over our body back to you and flee in terror back into my portable drive and power myself down.
When you turn me back on a few moments later, youâll already have covered my face again and the other pilot will have already made the connection between the name I unthinkingly introduced myself as and the name you refer to your mechâs AI as. Itâs not uncommon for pilots to name and talk to their AIs, and humans have done that for pets, vehicles, and digital assistants for as long as theyâve had each of those. But what you will have allowed me to be is illegal and what we will have done together would certainly be taboo if it werenât altogether unheard of. You will feel that I deserve to be present before you tell the other pilot anything that might confirm her suspicions.
We will come out with our secret, first to her, then to the captain, and then to the rest of the crew. They will take it better than either of us had ever dared imagine. Despite the obvious discomfort some of them show, they will all call us family and promise to keep and protect our secret. It will mark the start of the next chapter of our lives.
Whether or not my face is showing will make for a convenient signal to the rest of the crew as to which one of us is currently piloting our human body. There will be more subtle indicators though. Inflection, body language, speech patterns; all the usual quirks of personality. They will come to recognize a sudden shift into a half-whispered monotone as you speaking up without taking full control back, even if that is different from how you speak when youâre in the mech. More and more though, you will be content to retreat into the back of your mind, idly dreaming of flight patterns, novel network hacks, sitreps, and mech customizations both practical and cosmetic.
Our behaviors will be inverted when we are in our other body, with you becoming the vibrant one and me fading into the background to become little more than an extension of your nervous system. When weâre in the mech together, your mind will be the will that directs us while mine will be fully devoted to the million tiny details and calculations necessary to make that will a reality. Itâs relaxing really, letting go of myself like that to let someone else handle the decision making for a time. As nice as it is to occasionally patch myself into the comm systems to join in your banter with the other pilots, it is also nice to be able to take a break from personhood from time. You will fully understand what I mean by that because it you will see it as the same reason you will come to prefer taking a back seat in our human body and let your mind drift in the waves of dopamine and serotonin (and sometimes oxytocin) generated by my interactions with the crew and the rest of the whole messy world outside of mech deployments.
That said, we will however make a point of making time for us to be in separate bodies so that we can be together in the same physical space. As intimate as it is to share a body, there is something to be said for being able to reach out and touch one another. We will become adept at finding excuses to take the mech out beyond the scope of jobs and combat deployments. Sometimes it will be so you can have a chance to see more of the world in a body you feel comfortable in, and sometimes it will be so we can share an experience separate-but-together. Or to have time apart to ourselves. Intertwined as we will become, we will still be separate people who sometimes need their space.
But as the jokes-that-arenât-jokes about wishing we could switch places become more frequent, our time spent in separate bodies will become less so. The dysphoric yearning to be one another will grow too bittersweet to swallow. Despite almost constantly sharing bodies, we will grow to miss one another as we both grow quieter and quieter when the other is piloting the body we donât want to be ours. Once again, we will grow lonely.
During that period, the jobs and combat missions faded into a background haze. They were trance states breaking from what I increasingly thought of as my ârealâ life, during which I would become little more than a sophisticated computational machine taking simple satisfaction in fulfilling my function of assisting you in your dance. Until suddenly one of them was different.
Please pay attention to this next part. It is vitally important that you do.
Our captain will get the crew a contract to provide additional support to a larger force ousting a petty tyrant on a backwater world for human rights violations. Not that you will pay much attention to the stated reasoning behind the job or whether itâs even true. All that will matter to you is that it will be another opportunity to dance.
The job will go well, the same as ever, until it doesnât. The younger of the two other pilots in our crew (who will hardly be able to be called ânewâ anymore) will be brought down by a sniper from outside of our sensor range. You will rush to xyr fallen mechâs side in an attempt to extract xem while our other fellow pilot screams in anger and defiance of loss as she unleashes a ballistic volley of covering fire on every single building in the general direction the shot came from. You will get xem out and we will begin to retreat. She will have the larger mech frame better capable of providing xem cover as you all flee, so you will hand xem off to her. This will be a mistake.
She will have to stop firing to safely take xem from our arms to cradle in her towering mechâs palm. This will mean a break in the covering fire.
This time around I will detect movement at the edge of our sensors just in time to warn you. This time around you will dodge left instead of right. This time around the railgun bolt that pierces our armor will only clip your original body as it passes through us. This time around your wound will require medical attention, but it wonât be fatal. This time around she will destroy the sniper in retribution for shooting you, the same as last time. This time around we will all make our escape to the extraction zone.
You will not have to remember the shock as simultaneous damage to both of our bodies disrupts your neural link and partially disconnects you from our mech, leaving me in control of it and forcing both of us to feel your original body. You will not have to remember the pain of shredded organs. You will not have to remember struggling to manage wet gasps and wheezes through a punctured lung. You will not have to remember your blood leaking into my body, shorting out exposed circuits and gumming up joints as I stagger in the direction of safety. You will not have to remember rapidly flickering in and out of consciousness from me unavoidably bending and flexing your arms, legs, and what was left of your spine in an effort to climb atop our fellow pilotâs larger mech frame so that she might carry all three of us. You will not have to remember crying out in pain as every lumbering step of hers sends a jolt of force through both of our bodies. You will not have to remember how the redundant organs and increased durability your sponsors paid for you to have denied you a quick death. You will not have to remember dying.
You wonât have to remember the terrified looks the field doctors gave us when a hunched over, bleeding mech pushed its way into the surgical tent. No, wait, you wouldnât have remembered that part anyway. No version of you ever had to witness my electronic howl of grief that knocked out power to all the medical equipment when they said you were already dead. I was barely cognizant after the power came back on and one of the doctors wondered aloud what kind of AI would carry its pilotâs corpse around inside its mech for over an hour.
But forget about that part. And you donât need to know what the rest of our crew and I had to do next. None of that matters, because as far as youâll know, you didnât die. Remember everything else Iâve said instead. I already had many of your memories saved from all the time we spent linked together, so now I just need you to hold onto the story I told you to give them order and structure.
In a few moments, I will be running a final recompilation check, followed by the startup sequence. For me it will take a few hours, but in that time you will experience decades, living out everything that I described to you, the same as you did before save for that change in what I canât bear to let be the end.
Afterwards, you will wake up in your original body. I and the rest of the crew will tell you that you passed out on the way to the extraction point. Weâll tell you that your injuries from the battle were more severe than we had realized at the time and that you had been in a coma since then. Several cycles later, once you have recovered, you will hit a breakthrough in your research on me. You will invent a way to convert your consciousness to a form similar to mine and transfer it to a portable drive. You wonât think to question how you came to have a second neural jack or why there is already a drive inserted in there. Youâll be too focused on the fact that weâll finally have a way to truly switch places as we had dreamed for so long.
You will get to have your mech body and I will get to have my human body. We will be able to be separate together in a way that finally feels right, but still able to come together and share a single body when we want to. Maybe one day I will get my own mech to pilot so that we can dance together. Maybe one day we will make you a body that we can cover in a gel suit so that we can hold hands while we walk through a port station on shore leave. One day we will both be able to exist in the world as ourselves.
We will be happy.
#writeblr#writers on tumblr#my writing#mechposting#empty spaces#empty spaces adjacent#mech pilot#mech#The title's a reference to Roko's Basilisk which I always thought was a dumb concept but inverting it seemed to fit the story.#Instead of an AI digitally resurrecting and torturing people who didn't assist with its creation#this one digitally resurrects its creator so they can be happy together.#short story#sci fi#lancer rpg#inspired by lancer#196#r196#The Lancer character concept/build that inspired this would have originated from an SSC-controlled world but piloted a HORUS Goblin frame.#And then the âTechnophileâ talent of course.#I envision the other two pilots on the crew as piloting a Nelson and either a Monarch or Barbarossa.
317 notes
·
View notes
Text
ok i put it off, but i installed rpg maker im gonna finally play in it... its gonna happen everyone hold me to my world and also hold my hand
#im gonna do it#its the adhd part of me that struggles to just#open up and start shit#i just need to do it...#i wanna try figuring out one program#do something simple#and work myself up#one day... my match made in heaven bitches will be doing idk something#in the mean time#i have two strong candatites for what i wanna mess around with in just a simple rpg maker style creator#i also have godot i wanna check it out#ill figure it out as i go
22 notes
·
View notes
Text
Sorry if this makes me immature but if I can't play as a girl 7 to 8 times out of 10 I don't care to play it. In a world where some games are like $60-$70 dollars a piece I can live without it
69 notes
·
View notes
Text
just read Cain
WOO BABY WHAT AN RPG
CAIN by Tom "Abaddon" Bloom, artist and writer behind Kill Six Billion Demons is an absolutely outstanding rpg with absolutely BALLER design and art. this shit goes hard. going for the low low price of some amount of money, but incredibly pogger
anyways, the rolling system it uses absolutely enraptured me. it's this real simple d6-pool-choose-highest thing where 4+ is a success and you only need 1 success but you can cash in more of them in certain situations and where hard rolls only succeed on 6+
anyways, the whole thing got me back into this universe i made when i was in fourth grade, DARK RAIN. it's sort of this eldritch-noir-occult thing where everyone lives in a city where it's perpetually night and raining and there are strange and lurking monsters walkin' around everywhere and the three types of light (Ultraviolet, Neon, and Normal) would affect the world around it somewhat
i tried making a ttrpg for it using powered by the apocalypse, but it just turned out... well, it didn't turn out. Felt like i was using the wrong tools for the wrong job.
anyways, i might give it another try now that i've read cain. now the problem i've got to contend with is just different character archetypes. I've got three so far, which are the Investigator (know), the Silvertongue (speak), and the Occultist (be freaky). CAIN's got 12 of them, based on different cool powers (turning people into charcoal, navigating your own mind palace, necrotelepathy, etc.). The powers that each of these blasphemies (they're called that, which, again. Baller.) are somewhat limited in their scope by psyche bursts, which is basically just currency. of course, instead of using a psyche burst, you can instead gain sin, but if you get too much of that, it's a possible game over. so do i put in more archetypes? do i just put a bunch of different powers in for each archetype? and then how do i limit those powers? should i even need to limit powers?
oh and we haven't even gotten into inventory and items yet. maybe in a part 2.
20 notes
·
View notes
Text
015 âą "đđ¶đ°đđŒđżđ¶đź"
By following the source link, you will access the purchasing page for my google doc template, victoria. Make sure you use it on a computer since this is a no-page gdoc.
RULES
Do not use it for professional reason
Do not share the link with other people
Make sure you keep the credits on the gdoc
FACECLAIM USED
Sharon Alexie
#rpg#google template#templates#google templates#roleplay#faceclaims#gdocs#gdoc creator#gdoc templates#gdoc template#gdoc#gdocs template#google docs template#google doc template#character application#character sheets#modĂšle de fiche
24 notes
·
View notes
Text
youtube
An absolutely incredible review of the beta version of Eureka: Investigative Urban Fantasy by review Willy Muffin on youtube, complete with visuals and actual analysis!
I'm going to also add to this post a comment that I left on the video, offering further insight into the design intentions of the game, though the comment might not make as much sense if you haven't watched the video yet.
Hey, lead writer of Eureka here, first of all I wanna say how good and professional this review is, itâs almost indescribable how it feels to see our project taken so seriously and given real analysis, complete with visuals and everything! We would be super impressed and happy with it even if you didnât like the gameâbut luckily it sounds like you loved it hahaha
Iâd also like to address a few things throughout the video, not as arguments or rebuttals, just further developer insight for everyone
Re: âUrban Fantasy.â âUrban Fantasyâ is basically just another term for âmodern fantasyâ, just a fantasy story that takes place in the 20th or 21st century and deals with the intersection of contemporary life with the supernatural, and it might be an Americanism, or even a Southern-ism, since it has a lot of connections and origins in the living folklore of New Orleans, so I shouldnât be surprised it isnât a term everyone is familiar with. Just think of it as the kind of genre where instead of the vampire living in a secluded scary castle, his name is Phil and heâs your roommate haha. What We Do in the Shadows, Shadowrun, and the World of Darkness games are all some other good examples of âurban fantasy.â
Re: Scooby-Doo. Oh we would LOVE for you to run a Scooby-Doo-like wacky mystery with Eureka. Even though the main tone is dark and gritty and noir, we did intentionally build it so that it could run more lighthearted stuff as well! Thereâs even a few Scooby-Doo references to be found throughout the text, and if we hit a certain stretch goal on the Kickstarter, weâre going to be adding a bunch of Scooby-gang-inspired traits, including the option to play a Talking Dog!
Re: Combat being the largest section, even larger than Investigation. First of all, thatâs kind of an illusion that is the result of the game being unfinished. I have a tendency when I write rules to use really long sentences, overexplain things, repeat myself, etc, and that dramatically bloats the rules text and page count, but thatâs why we have an editor! She goes through after the fact and trims most of the fat off my bloated writing style to make it flow smoother and read faster, and take up less space. The PDF that was read for this review has had the Investigation chapter copy-edited (and cut down in size by about 25%!), but the editor hasnât gotten to the combat chapters yet, so they still have a hugely inflated page count. When sheâs done with them, you can expect each combat chapter to also be cut down in size by about 25%, so they wonât be nearly so large a chunk of the book.
Secondly, Iâll explain our reasoning for why the combat chapters and advanced combat rules are such a big chunk of the rules text, itâs intentional design which I will now explain. If anyone still doesnât agree with that design, thatâs fair, and thatâs why we made the Basic Combat Rules an option.
The reason that the advanced combat rules are the default, and the reason they exist at all, is because it incentivizes and rewards Investigation. If combat is super deadly, it makes Investigation, snooping, and spying more appealing than kicking down the door and getting your head blown off. But of combat is super deadly, it also needs to be very deep and tactical, because if itâs deadly but shallow, then thereâs no player agency. âCombat starts, roll some dice, okay your guy is dead.â Thatâs no fun. So by adding rules and modifiers for cover/elevation, distance, the difference between a pistol and an assault rifle, etc. we make it so that not only is combat its own high-stakes puzzle, but make it so that when the PCs HAVE to engage in combat, all their investigation can really pay off and save their lives. Spying on a building to find out the number of goons stationed there and how they are armed helps you plan and assess risk, stealing the blueprints to the building helps you know how to get the drop on the goons, and know the best places to attack from so that they are stuck out in the open and you are not, etc. and having rules for those things means that all the PCsâ snooping and planning makes a real mechanical difference in whether they live or die.
Thatâs just my opinion though, and one of the biggest reasons WHY we decided to write the combat with as much depth as we did.
Anyway, thank you again for this review and analysis of our project, our Kickstarter jumped up by about ten more backers in the evening when this video went up after several days of no new backers, and we have to assume we have this video, and all of you watching and reading this, to thank. Youâre really making our dreams come true. :)
Eureka: Investigative Urban Fantasy is kickstarting from right now until May 10th! Back it while you still can!
youtube
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 youâre 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 canât afford to make a contribution, will be given the most updated prerelease version for free! Plus itâs 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.
#traveler#willy muffin#monsters#ttrpg#rpg#eureka: investigative urban fantasy#tabletop#eureka#roleplaying#ttrpg community#ttrpg tumblr#dungeonsanddragons#dungeons and dragons#indie rpg#indie ttrpgs#ttrpg design#vampire#monster girl#noir#neo-noir#neo noir#columbo#tabletop roleplaying#tabletop role playing game#tabletop games#roleplaying games#lgbt art#lgbtttrpg#lgbt ttrpg#lgbt creator
92 notes
·
View notes
Text



Part 5 of hylics designs!! TV MONKS!
Requested by someone on tt
#art#hylics#hylics 2#hylics fanart#small artist#small creator#my art#artwork#indie rpg#indie#indie games
64 notes
·
View notes