I think I'm going to do the note game because why not
I don't expect anything to actually happen with it though because I have like. 4 followers.
10 notes and I'll start reading the book I started two years ago again
20 notes and I'll start playing the game I started two years ago again
30 notes and I'll start waking up at a consistent time every day
40 notes and I'll start animating again
50 notes and I'll make an effort to eat 3 meals a day
100 notes and I'll establish a consistent daily routine
200 notes and I'll work on writing my story
1000 notes and uhhh.... I'll start an animation YouTube channel like I've always wanted
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Robin and Steve playing a dnd character together because Steve said the only way he'd play is literally with Robin. They take turns each session for who speaks but always planning together. It's a teenage human, gangly and uncoordinated and a bit of a loner. Everyone sort of lets the "two people playing one character" issue slide, as they want to play a game with their friends.
Robin and Steve have wildly different character voices, and sometimes announce which way they are walking before stumbling in that direction, and also mutter to themself in character. when it's Steve's sessions to talk he flits with the NPCs Eddie plays, but Robin is just a little aggressive to them. The personality changes are kinda weird but everyone is just happy they're playing.
Everything is going well until the big bad of the short campaign they're all playing knocks them into a wall. Not hard, but hard enough they're scrambling and flailing and...splitting in half. By their own description. Immediately they start, with their respective character voices (they are committing to this bit) bickering about whose fault it is. And about what they should do now their cover is blown.
The table is silent.
Robin and Steve have been conning everyone the entire time. They're playing twin halflings, who alternated who sat on each other's shoulders pretending to be a human because they were goofing off the day they joined the party and were too embarrassed by the mix up to correct anyone about it until they had to. Their voices and personality changes are brilliantly embedded as not Robin and Steve not being able to keep consistent, it's because they've been playing different characters. It's brilliant. It's horrible. Everyone fell for it and the reveal essentially pauses play because everyone starts yelling at them.
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Had another one of "YOU HAVE TO DRAW NOW" moments
I actually did the scene above on my second try of the battle, lv 90 doesn't exactly make it easy to lose
Also I think it's time to show those sketches too
The Siffrin practice once more, but this time a bit earlier
Also first try on figuring Loop's full body ref too
Also this little thing, not as polished as digital would've been
Imagine my reaction when I accidentally gave Loop a flower after trying already and they accepted it. I adored that 'yeah we won't speak of this, but I accept your stupid flower' scene more than anything and it was pure text after little scene
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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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