Tumgik
#which means i can only cast it once per day even with my sorcery points and all.
seashaper · 2 years
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so i have this flow, normally. the energy of my soul channels through me very slightly as i just exist, more so when i use my power. this was sort of like that, but the flow of being literal water was far different. it had physics to it, of course, i could feel my soul drifting around itself, and inside itself, and i was in every part of it, every drop was something i was aware of and could move individually or as part of a mass, part of my full self, even, in humanoid form, all my stuff transformed with me. very handy. when i got into another container of water it was different..i was spread out a bit more, i felt bigger, but less in control. i stll managed to pull myself together, enough, and immediately figured out i can cast control water while doing that, so that’s badass. means i can flow in any direction, much more precisely, with more water involved, and i’m still in control of every movement, even from a slightly different perspective. i can hold together without dripping. i can splash a bit and draw the drops back in. i can be humanoid consistently and interact with some things, though nothing requiring real grip or touch. weirdly i can see from any part of my body i choose, that’s a bit overwhelming, but. well. water doesn’t have eyes. i think i have enough weight and strength to my currents that i could make a small wave if i wanted, and i’m reasonably sure that not a lot can kill me like that. or, well, injure me. if i lose water my power might regenerate it? i’m not risking testing that idea though. i made a water tendril with my body and poked wick with it and it worked pretty damn well. ..this has a lot of potential, and could seriously save my ass one day.
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toxicdogars · 4 years
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((Hilbert +D&D because I'm curious about how this would turn out-))
Tumblr Meets D&D - Your Muse as a D&D Character
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Hilbert Dean Bailey
So, Hilbert here is the male protagonist of Pokemon Black and White, though @luckynatured here decided to take the character in her own direction, basing the muse in its entirety on a Nuzlocke Challenge of Pokemon Black. One of the aspects of this particular challenge drew my attention- the fact that Rowan chose to implement a rule involving dice rolls or coin flips any time there was a choice to be made. Leaving things to the whim of fate, almost seems perfect for a D&D character. Let’s make that a goal, we need a little randomness. Reading through some of Hilbert’s interactions also points to evidence that he’s extremely determined and exceptionally lucky to get so far without losing core team members. Speaking of team members, let’s make sure we have varied damage types to account for any threats, paying special attention to Hilbert’s main, league-winning team. Once again, we’ll be using Dungeons and Dragons 5th edition and all books and articles related to it.
Ability Scores
These ventures will use standard array, a set of numbers given as a sort of average stat pool. Feel free to roll for stats if you wanted to use this character, just treat this arrangement as a general order for what stats are most important. No need to worry about multiclassing with this build.
Strength: 8 (Not needed) Dexterity: 13 (Useful) Constitution: 14 (Will be useful later) Intelligence: 10 (Hilly’s decently smart) Wisdom: 12 (Hilbert’s determined, and that tends to equate to decent Wisdom related saving throws and the like) Charisma: 15 (Our most useful stat here)
Race
Hilbert will be, surprise surprise, a Human. I could have gone a type of Halfling, which would have given him some extra luck, but Hilbert is shockingly tall, so that seemed a little out of place. Even so, we can make some choices early to get some handy bits of luck. Variant Humans also get some snazzy bonuses. Put the two free points Variant Humans get into Dexterity and Charisma to round those odd numbers up to evens. Then you’ve got your typical 30 feet of movement speed, a skill proficiency, and a free Feat. For Hilbert, also gets a base speed of 30 ft, a skill proficiency, and a free Feat. It might seem like a silly choice but let’s give him Perception. It will help with noticing things going on around him, and hopefully keep him aware of any dangers and it’s not a skill he’ll be able to grab from his class. As for his Feat, well I did say our boy needed to be lucky:
Lucky: You have inexplicable luck that seems to kick in at just the right moment.You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours.If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.You regain your expended luck points when you finish a long rest.
Class and Background
Alright, but hear me out on this. Hilbert... is a Sorcerer. Not only do magical effects line up well with Pokemon attacks, but there’s a certain subclass of the Sorcerer that is the definition of random, and is the best way, in my opinion, to reflect his combination of luck and skill that got him to where he is today.
Sorcerers start with a d6 hit die (which is... not the best out there), proficiency in Constitution and Charisma saving throws, daggers, darts, slings, quarterstaffs, light crossbows, and two skills from a short list. Of the options listed, Insight and Persuasion make the most sense. 
As for his background, let’s focus on his rise as a Champion and give him the Folk Hero background, giving him proficiency in Animal Handling and Survival, as well as with two tools, two languages, or a language and a tool. Gaming sets are tools, so let’s giving our boy proficiency with a dice set, and might as well toss on a language like Elvish or something. Humans in the D&D world tend to pepper their native tongue with Elvish and Dwarvish words anyway, so it tracks.
This build is taking Sorcerer all the way from one to twenty, so let’s hit up what Hilbert gets at these levels one by one. At level one, he gains the ability to cast spells. Charisma is his casting stat, and it is added to his spell attack rolls and the DC of any spells of his that require saving throws to resist. He is notably able to use a spellcasting focus to ignore material components- let’s make that coin he always has in his wallet a casting focus. He can also pick a Sorcerous Origin, and the one that best fits our chance-manipulating mage boy is the Wild Magic Sorcerer. Wild Mages get two abilities:
Wild Magic Surge: Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A surge can happen once per turn. If a surge effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration. Tides of Chaos: You can gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
These two abilities work well in the randomness aspect of things, and give Hilbert some utility to manipulate what fate gives him. As for the spells he gains at this level, he starts with four cantrips and two first level spells from those in with sorcerer list. In case someone doesn’t know the difference, cantrips are simple magical tricks you can pull off at will, while leveled spells require expending one of your spell slots of a level equal to or higher than the spell’s level. First, the cantrips:
Shape Water: A transmutation cantrip that basically lets you manipulate water. A simple utility cantrip that you could make use of for a few clever things. A good reference to his starter being an Oshawott. Light: An evocation cantrip that gives you a flashlight so your weak little human eyes can see in the dark. Just kinda useful to have. Chill Touch: A necromancy cantrip that deals necrotic damage and restricts the affected foe’s ability to heal themselves. A neat little ghostly trick to represent Chandelure, perhaps?  Ray of Frost: An evocation cantrip that deals cold damage by firing a beam of icy energy- sounds like an Ice Beam if you ask me, something fitting for his Beartic or any Pokemon that knows Ice Beam.
And the spells:
Mage Armor: A first level abjuration spell that buffs up your armor class, setting it to 13 + your Dexterity modifier, which at this moment brings your AC from 12 (10 + Dexterity modifier) to 15. Pretty okay for a caster. It also lasts eight hours, meaning you can cast it at the start of a day and basically be armored for all your encounters moving forward. Chaos Bolt: Now this is the good shit. It’s just a first level evocation spell, sure, but the damage is pretty good, 2d8 + 1d6. And it can be decided what damage type it deals practically at random by selecting one of the d8s and using the element that corresponds to the number, starting with acid at 1, cold, fire, force, lightning, poison, psychic, and thunder at 8. Even more wild, if the d8s roll the same number, you can select a second target for the spell and make another round of rolls. This spell has some seriously wild propagation and represents so many types that it’s insane. 
Onto second level, which gives Hilbert a Font of Magic, which gives him Sorcery Points equal to his level, which he can spend to make more spell slots (or vice versa, converting spell slots to sorcery points) and, thanks to a class feature variant Unearthed Arcana article, cool protagonisty shit. Won’t go into too much depth on the making more spell slots thing or the converting spell slots to sorcery points, that can be found in the Player’s Handbook easily enough. The fun stuff are in the protagonist powers, like Empowered Reserve, which lets you spend two sorcery points in order to gain advantage on an ability check; Imbuing Touch, which lets you spend two sorcery points to make a nonmagical weapon magical for one minute; and Sorcerous Fortitude, which lets you spend a number of sorcery points and roll that many d4s, the result of which you gain as temporary hit points. Really handy options. He also learns another first level spell, so why not try out:
Sleep: A first level enchantment spell that has you roll some dice to determine how many hit points worth of individuals you can put to sleep. Great example of the Hypnosis move Munna and Musharna are famous for.
Sorcerer 3 gives ya access to Metamagic, also known as the stuff you spent your sorcery points on before that class feature variant UA. You get two metamagic choices at this level and can only apply one of them to a given spell at a time unless it’s stated otherwise. The ones I feel that reflect Hilbert most are the following two:
Unerring Spell: A metamagic option from the aforementioned UA, it lets you spend two sorcery points to reroll a missed spell attack roll, and you can use it even if you’ve used a metamagic option on the spell. You do have to stick with whatever the second roll is though, but if you’re using this then I would expect that first roll to be terrible. Pairs well with Tides of Chaos.  Careful Spell: Spend one sorcery point to make a number of targeted allies about to be hit by one of your area spells instantly succeed on the saving throw. A big way to prevent damage to your allies, though it won’t be to him right now since he doesn’t have any spells that could cause more trouble. Wonder when we’re going to fix that.
Sorcerer 4 nets you an Ability Score Improvement, let’s put that +2 in Charisma to make your spells- ahem, your Pokemon- even more badass. You also get a new cantrip and new spell, but you also get another spell at Sorcerer 5 and not much else, so let’s cover that too. That spell at Sorcerer 5 can be a third level spell so, I think you know what this means:
Shocking Grasp: An evocation cantrip that deals lightning damage and restricts the use of the target’s reaction. Pretty handy.  Mind Spike: A second level divination spell that deals psychic damage and magically tracks a foe, pretty handy representation of Musharna’s Psychic attack and his general ability to perceive things.   Fireball: A third level evocation spell that does big fire damage over an area, perfect for blasting shit with Chandelure. This is the one you wanna use your Careful Spell on so you don’t get any... accidents.
Sorcerer 6 will give Hilbert another fun way to manipulate dice rolls with the Bend Luck feature:
Bend Luck: When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
And one more spell, still of third level or less:
Tidal Wave: A third level conjuration spell that calls up a giant wave of crushing water. You know. Like Surf. Which I’m sure Michelle knows. 
Sorcerer 7 unlocks fourth level spells, but let’s not take any of those, instead dipping back to the third level:
Fly: A third level transmutation spell that gives ya a flying speed. Requires your concentration, but your Con saves are pretty good. Keep out of range on the back of your Altaria and you’ll be fine. 
Sorcerer 8 gives you an Ability Score Improvement, cap your Charisma at 20. Let’s also give him another spell, and let’s dip back to first level for:
Expeditious Retreat: A first level transmutation spell that lets you dash as a bonus action for ten minutes. Also a concentration spell, but if you need to make a run for it, this is the best way to go about it.
Sorcerer 9 gives our boy fifth level spells, so let’s take one:
Synaptic Static: A fifth level enchantment spell that is basically FIreball but for psychic damage. Wreck face with the power of your team leader, Hilbert!
Sorcerer 10 is also pretty simple, another metamagic option and a spell:
Quickened Spell:  When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Erupting Earth: A third level transmutation spell that rips up the ground, damaging foes and making int into difficult terrain. Perfect for an Excadrill’s Bulldoze if you ask me.
Sorcerer 11 unlocks sixth level spells, and let’s take one:
Investiture of Ice: A sixth level transmutation spell that transforms you into an awesome iceman, blasting cones of freezing energy, gaining immunity to cold and resistance to fire respectively. Something tells me Hilbert doesn’t like dragons. Put them on ice. Just don’t try using this tactic on a cold-focused chromatic dragon. A White Dragon... Like Kyurem. In D&D terms anyway.
Sorcerer 12 no new spell, but he does get an ASI. Let’s use that to bump up either his Dexterity or his Constitution, depending on preference. Dex will help him not get hit by attacks and Con will help him maintain his concentration spells.  
Sorcerer 13 unlocks seventh level spells, let’s take one:
Teleport: A seventh level conjuration spell that, well... let’s you teleport. Weird, right? Anyway, there’s some minute rules about how it works, but it basically boils down to making sure you have an object with a connection to where you’re going and you’ll be fine. Maybe Hilbert can use it to go home and talk to his mother for once. 
Sorcerer 14 helps streamline the randomness a bit with the Controlled Chaos feature:
Controlled Chaos: Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
Sorcerer 15 unlocks eighth level spells, and we’re taking one.
Earthquake: This one’s for you, Garfield and Jude! An eighth level evocation spell that does just what it says on the tin, smashing up the ground and structures to damage foes directly and crush them under toppling buildings. A really fun spell that may very well be able to crumple a sparky sparky boom dargon held by a dude with a letter for a name. Specific, I know. 
Sorcerer 16 just gives you an ASI, so how bout we bump up either of Hilbert’s secondary stats? If you put this +2 in the same one, then you could max that stat in a couple levels, which could be really nice.
Sorcerer 17 gives our boy his final metamagic as well as unlocks ninth level spells, the strongest spells out there. 
Empowered Spell: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. Wish: A ninth level conjuration spell and one of the strongest spells in the game, capable of duplicating the effects of any other eighth level or lower spell, or alternatively any number of possible things that could be phrased in the form of a wish. This spell is a little finicky though and it really up to the DM how easily it’ll work out. Regardless, it’s the ultimate way to manipulate fate, which is why I chose it for this build. 
Sorcerer 18 if a nifty little level for Hilbert, since it gives him a nasty little ability I like to call Judgement. Same he ain’t from Sinnoh, it would reflect Arceus well. For now it will just represent the badassery of Reshiram:
Spell Bombardment: When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
Sorcerer 19 gives our boy his last ability score. Cap that secondary stat, or spread it around a bit. Focus on what’s mattering most based on how his battles go. Dexterity if he keeps getting hit, Constitution if he keeps dropping his concentration spells at the wrong moment.  
And last we have Sorcerer 20, which only gives you one kinda eh ability. I suppose it’s nice if you use them pretty often, which a lot of the Wild Magic features do make use of them pretty consistently. So maybe it actually will benefit Hilbert xD.
Sorcerous Restoration: You regain 4 expended sorcery points whenever you finish a short rest.
Final Thoughts
Okay, so the biggest pro we got with this build is the sheer amount of damage types available by all those spells. Even Chaos Bolt alone can deal a bunch of different damage types. Wish is also a fantastic spell that can easily save yer ass. Hilbert is a really good blaster with his spells, but he also has some utility with flight and the like, not to mention ways to protect himself and his allies by manipulating dice rolls. Don’t hesitate to make use of those Wild Magic abilities. Depending on the surge table the DM uses, there’s some darn good options on there that will greatly benefit you. 
Unfortunately, there’s just as many bad things that could happen. Or you could turn into a potted plant and be unable to do anything for several turns. Not to mention you’d have just... terrible hit points. Taking the average puts you well under even Homika’s 88 hitpoints. d6 hit dies are not your friend if you wanna soak damage. But that’s not what you’re good at. You’re good at taking down the big monster before you go boom. 
I tried to get something on there for Stoutland, but there aren’t many ways to get a Normal Type in there. ‘Cept maybe some thunder damage, equating it to Hyper Voice. I always wanted to get Awaken on this build so Hilbert could get his awakened shrub Carmen, but apparently Sorcerers don’t get the spell. I’d have to take him through bard or wizard or something like that too far to justify it. 
I hope you enjoyed this. Feel free to tell me how wrong I am with my choices
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toasttz · 6 years
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How to make games: RPGs
Hey! You like RPGs, right? If you don't I have to wonder how the hell you found FAN, given our two most-active subboards being vidya and tabletop RPGs, but, whatever! Let's, for the sake of argument, assume you like RPGs. If you don't, fuck off, Greg! ... I don't know anyone named Greg, I just wanted to see if I could screw with people named Greg. Anyways, RPGs, like the houses in Harry Potter, come in four distinct flavors: traditionalist, gonzo/comedy, h-game, and "Inspired by EarthBound/The Mother Trilogy". And much akin to Harry Potter, only two of these houses actually fucking matter and the other two are just hangers-on of different genres and ages. If you're going to waste the player's time by making your H-game an RPG, you are going about it entirely wrong. Please stop dumping this unabashed garbage-fire of a subgenre on Steam, the market is beyond saturation point and requires arm floaties to compensate. And for those of you who played/know of EarthBound and want to make a "spiritual successor"... just stop. Please for the love of God, stop. There never really was a demand for this kind of thing and EarthBound was not a commercial success, so just stop if you have any humanity left in you. I don't think I can stomach anymore fucking quirkiness after the last installment - anymore stuffed down my gullet and I'm gonna shit out a My Hero Academia OC next time my bowels move. So, in truth, you have two flavors of RPG: the traditionalist and the comedian routes and both can be equally terrible. Traditionalist RPGs range from the swords-n-sorcery setting found in Ultima, Dragon Quest, and good Final Fantasy installments to the sci-fi, cyberpunk, steampunk, and emo shit found in bad Final Fantasy installments - it's a wide gauntlet. The only prereq is that you take your own storytelling relatively seriously, with some level of gravity involved in the overall major story beats. Since traditionalist RPGs are made by people with crippling insecurities about change, and the game will largely succeed or fail on the quality of its characters, I'll go ahead and make your cast for you. I'll avoid giving them names so you can customize them: I mean, some people like their fantasy heroes to be named something like "Bulk McUlraeoth Sword Arm of Jupiter" and some people like their fantasy protags to be named "Jim". Who am I to judge your self-insert fanfiction? Sword McHero Man - The guy with short brown or black hair and a generic face done by a B-list manga-ka and, depending on if you want to make him a chillaxed everyman or an edgy edgelord, you can add or subtract belts, zippers, pouches, and black clothing items according to need. He'll almost always use a generic one-handed sword and have fairly short hair. If your game strongly favors an element system, he'll be either fire or light-affinity, but not have any actual strong convictions beyond the fact that he hates 'bad guys' and probably gets his head dunked in toilets by at least 3 NPCs in the starting town. Anything else about him is ultimately superfluous and interchangeable with the next Sword McHero Man over. Childhood McBestfriend - Oftentimes a female foil to the above, but not required by law to be so. Sometimes this doubles as Sword McHero Man's Suave Cool McLancer. They will usually fill a supplementary combat role in the party, either the thief or the healbot as the story requires. If they are the love interest, they are required to be Worst Waifu(TM) by law and be replaced as soon as a competent party member fills out the roster. Typically wind or water elemented in nature, they'll either help calm the hero-man down if he is the hotblooded sort, or cheer him up if he's currently got his head dunked in a toilet. Suave Cool McLancer - Either a rival or thematic foil of the hero and maybe a rival for Childhood McBestfriend's affections, depending on story necessity. He will be a more specialized unit, either the rogue, the heavy-armor knight, or the attack mage. If male, this character will be Best Hasbando and be incredibly pretty or horrifically scarred and/or disfigured with no potential in-betweens. If female, uncommon but not unheard-of, she'll be the team's big sis figure and likely the most powerful, physically speaking. Potential for Best Waifu(TM) is high, but can also potentially double as Back McStabberton. Back McStabberton - The dark, angsty, clearly-untrustworthy one who the player will see their betrayal coming from a mile off, but will completely blindside the naive heroes. Usually they'll have stats inconsistent with the party (being either over or under-powered depending on context) and clash with their bright, anime-esque color scheme by wearing blacks or dark purples. Either a thief or attack mage of some flavor. Almost universally a male or a "devilish handsome rogue" if they get redeemed at some point. If female, they will always be DOUBLE AGENTS acting with the hero's own good in mind and will promptly be forgiven. Usually dies before the game is out. Grandpa McTeacherperson - Some plot-pivotal character who exists to either give the party a special tool, weapon, or ability they wouldn't have gotten otherwise, or elsewise transfer their own talents to the party in some fashion. Virtually irrelevant as characters since these exist exclusively as jaded props to die off to make the villains' actions more personal. Please stop using this archetype or at least TRY to subvert it into something interesting, you talentless lazy fucks. Sexy McFaceTurn - Invariably one of the bad guy's hot ladies will see a boyish charm in the hero, even if the hero is supposed to be projected upon and therefore would actually have the social skills of a duck - or worse, me. What? I did that joke already? Fuck you, this joke's still more inspired than the Tales games RPGs. Anyways, upon getting wet for the hero, she will abandon her post and all its luxuries and join the party, clad in tight, black leather and probably using either knives or whips and will be your prereq dark-affinity character. She will be the sex appeal your game sells on, so be sure to slap her on all your promo materials even though she doesn't join until the mid-late game. Male versions of this idea die. I can't explain it - it's some straight-up Mr. Poofers dark magic, they just die. Annoying McMascot - Your game needs something bizarre to round the party out with. A talking dog is common. A fantasy creature with bright neon colors is also acceptable. Just make sure that players hate it with every fiber of their being. If the design alone isn't enough, give it an annoying speech habit - like a verbal tic or a lisp - and have it talk a lot and repeat the obvious a lot. It is by law that this must be implemented. However, unlike any of the above, this, coupled with the hero, cannot be killed off. And that should more or less do ya, unless you're the type who wanted to pour dozens upon dozens of dudes into your game. In which case, congrats, you understand that doing the absolute base minimum to be called a "game" isn't the bar you should be shooting for and therefore are already on your way to being better than Squeenix. Next, you need to get to codin'! So go on Steam and buy the latest RPG Maker software when it goes on sale. You won't need to wait long, between the Summer and Winter sales. Once you have that, you already have built-in art, music, and character makers. Fuck it - creativity is hard, so let the software tend to that itself. Make some characters and name some locations, jot up a map with some landmarks and treasure, then make a bad guy. Bad guy making is easy, they all wear black or dark reds and purples and tend to always call themselves "The [Whatever] Empire". You don't even need to be arsed to make a motivation for their evil schemes. Have you seen how much Fire Emblem Fates raked in just on the goodwill left over from Awakening? I'm surprised JRPGs aren't made by fucking algorithm these days! Anyways, that just about does it for the traditional RPG. Comedy RPGs aren't quite as bound to the above and are, in fact, encouraged to break the mold. If you need some ideas to get the creative juices flowin', there's a game you can try out, you might have heard about it since I haven't stopped fellating the damn thing since I did the LP back in 2013: Hourai High. Your plot doesn't need to make sense and is better off if any causality is merely coincidental. Your characters shouldn't really be trying to 'save the world', per se, but should do so by side-effect of their selfishness and/or incompetence. Your team should have robots, aliens, fucking CheetahMen, I don't fucking know, but take everything I said above this paragraph and throw it into a shredder, make it confetti, and wail on established convention! Sweet fucking mother - BE CREATIVE. I'm gonna temporarily break facade here for just a second and say this: you know how you bitched about Final Fantasy 15? How it's a fucking boyband music video with a fucking car commercial crammed in it?! How you hated the hallway simulator of FF13? How no one bought Bravely Second? How Dragon Quest keeps getting away with remaking the same fucking game?! Here's your chance. Flaunt on the establishment. Fuck what is "popular". Make something new. Don't try to be Shigesato Itoi. Do your own thing. Break the conditioning. Get out there and make a fucking game. Make it so when people say "RPG Maker Title" on Steam, they aren't saying it like it's a four-letter word. Put some God-damn soul into it, people! And now, off the soap box. Bonus points if you add a dating sim. Just saying. Rune Factory 5 just got announced. Now, get to work. Congrats. You now know how to be the most fucking boring milquetoast thing on the planet and how to avoid that ass-cancer and do something that actually expresses your individuality and possible talent. This is the one time I'm allowing these rants to be somewhat uplifting. You're welcome.
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ciathyzareposts · 6 years
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Revisiting: The Dungeon (1975)
                  The Dungeon
United States
Independently developed in 1975 on the PLATO mainframe at the University of Illinois
PLATO lesson name pedit5 is sometimes given as the name of the game
Date Started: 28 December 2011
Date Ended: 4 January 2019
Total Hours: 11
Difficulty: Moderate-Hard (3.5/5) 
Final Rating: (to come later)
Ranking at Time of Posting: (to come later)
Well, it’s no longer a source of shame to me that I failed to win the first extant role-playing game. A few more hours invested in The Dungeon, also known by its lesson name, pedit5, produced a winning screen and an entry in the “Hall of Fame.” 
          I was happy about being at the top of the Hall of Fame, but then I realized it just puts the most recent winner up there.
          My failure to win the first time hadn’t been eating at me, but we’re going to be looking at PLATO again in the coming year, with Swords & Sorcery (1978) and Camelot (1982). We’re also going to be taking yet another look at the DND line, as a helpful commenter has recently provided me with the ability to play a 1977 VAX edition of Daniel Lawrence’s game. Before we did all of those things, I wanted to take another look at the game that started it all. In doing so, I’m going to cover it from scratch, as my 7-year-old original entry on The Dungeon has some erroneous information. 
The Dungeon is the earliest-known RPG that still exists, and it may in fact be the earliest period. Legend tells of a game with the lesson name m199h that preceded it and was deleted. (In the early days of PLATO, system administrators relentlessly purged non-academic lessons, until it occurred to them that students were actually learning something by programming games.) However, I’ve been in correspondence with an early PLATO developer, Donald Gillies, who recalls that The Dungeon came first and that m199h was a contemporary of the later Game of Dungeons (more popularly known by its lesson name, dnd).
Whatever the case, clearly all of these games were written just about as early as a computer role-playing game could possibly be written, as tabletop role-playing games had only existed since the release of Dungeons & Dragons a year earlier. Their near-instant appearance on PLATO, particularly in the complexity of games like Moria and Avatar, is a testament to the power of PLATO and the willingness of dozens of students to sacrifice their grades in favor of slaying orcs.
An unnecessary but well-written backstory.
             Compared to what followed, The Dungeon is relatively primitive, and yet it still out-performs the earliest microcomputer games from a few years later. The framing story sets the gameplay in the ruined castle of Ramething, in the country of Caer Omn, near the town of Mersad (anagrams for “nightmare,” “romance,” and “dreams”). Young heroes repeatedly enter the dungeon to clear out monsters and amass treasure. You play a single character, whose attributes–strength, intelligence, dexterity, and hit points–are rolled a single time during character creation, and you have to take what you get. No matter how low or high his attributes, the character is a combination fighter/magic-user/cleric. He explores a 30 x 30 single-level dungeon where he can encounter 26 different types of monsters. The character can only gain four levels. The only equipment upgrade involves potentially finding a magic sword +1 or +2. The goal of the game is to amass 20,000 experience points so that you can “retire with honor.”
An inexperienced player would fret during character creation, but I honestly don’t think the attributes matter much. As we’ll see, winning the game is more about stumbling upon treasure than fighting battles, and to the extent that you have to fight battles, winning is more about spell choice than character attributes. Even with an experienced player, a Level 1 character has about a 95% chance of dying within 5 minutes, and death is permanent, so it would be a waste of time to keep quitting the lesson and re-entering so you can re-roll higher attributes.
        The only character creation options you get.
        Every time you create a character, the dungeon’s rooms are randomly seeded with monsters and treasure. You also have a 1/24 chance of encountering a monster for every step you take. Monsters come in six categories–evil men, goblin-types, monstrous animals, undead, and mythical creatures–and they can be any level from 1 to 6. Everything after that is mostly random. (Some notes suggest that higher-level monsters may be more common as you get further from the entrance; if so, the effects are subtle.) Two steps into the dungeon, you might encounter a Level 6 dragon or a Level 1 kobold. You have no chance of defeating the former. You have no chance of defeating about 1/3 of the monsters you might encounter at Level 1, in fact.
Melee combat is the sucker’s way out. I didn’t realize this the first time I tried it. You don’t even get to see your attack rolls or damage. When you choose to fight, the game simulates the entire battle and tells you the outcome, and the outcome is almost always that you lose. This is true even after you’ve gained a few character levels. A smart player hits (F)ight only as a last resort.
             Deciding what spell to cast against a “Level 2 Man.”
          Success in combat is almost entirely about spells. There are 16 spells in the game–four each of Level 1 and 2 cleric and magic-user spells. You begin the game with a single Level 1 magic-user slot. At 1,500 experience points, you gain a first-level cleric slot. At 2,500, you get a second Level 1 magic-user slot. At 5,000, you gain a second-level slot for both classes. At the highest level before retirement, you have 4 first level and 2 second-level magic-user slots and two first and second-level cleric slots.
Some of the spells depend your intelligence for their power, but many are entirely deterministic. For instance, “Sleep” (M1) works 100% of the time on non-undead enemies who are Level 4 or below. “Hold Person” (C2) works 100% of the time on humans and goblin-like creatures of any level. The effects of many of the spells, like “Continual Light” (C2), “Protection from Evil” (C1), and “ESP” (M2), are hard to see, and thus I tended to never cast them. This is a game where you always want to favor the sure thing over the variable.
           “Sleep” is an auto-kill for Level 4 enemies and below.
           The worst enemies are undead. There’s no “turn” spell and nothing that works 100% of the time against them. “Sleep,” “Charm,” and “Hold” don’t work at all. “Magic Missile” (M1) is supposed to do double damage against undead, but it often doesn’t kill them. “Blastbolt” (M2) more reliably kills them, but not always. Encountering any high-level undead is practically the same as a “game over” screen.
As you gain experience, you learn the rules. If the creature is Level 4 or below and not undead, cast “Sleep.” If it’s above Level 4 and a humanoid, cast “Hold Person” if you have it, “Charm” if you don’t. If, gods forbid, it is an undead, cast “Blast Bolt” if you have it and “Magic Missile” if you don’t. If the enemy is a mythical creature above Level 4 and not a dragon, cast “Dispel Myth.” If it is a dragon, do whatever you want because you’re dead regardless.
           The game benefits from excellent documentation, which was stored in lesson pedit4.
         Above all, once you’ve won the battle, head back to the exit, which restores all of your spell slots and hit points. Yes, that means even if you’ve only used a single spell slot and you still have several. In this game, you want to be exploring with all your resources, all the time. You also want to head for the exit every time you find treasure, because the experience points that you get from treasure aren’t awarded, and your new level not calculated, until you leave the dungeon. Yes, exiting also saves the character and logs you out of the lesson, but trust me, having to log in again is the least of your worries when trying to win this game.
           The single equipment upgrade. Doesn’t help much if you know what you’re doing. Winners don’t fight.
               Winning mostly comes down to fighting treasure rather than winning combats. It’s supposedly more prestigious to win with all of your experience from combat, or at least a lower treasure/combat ratio, but it would take a long time. The average experience reward from combat is around 100 points, so you’d have to win 200 of them to get the full experience quota. What with having to leave the dungeon every time your spells or hit points get low, that could easily take 10 hours, and of course the odds are that you’d never last that long.
          This, especially in an early room, is the most joyous moment in the game.
          Treasure is what saves you. On the Hall of Fame after I won, the most hard-core player got 35% of his experience from combat; the lowest got less than 10%. I was at 15%. Treasure can come in the form of silver, gold, gems, and jewels. (You can also find magic swords, but they only help in melee combat.) Silver and gold might give you 20 or 50 experience points per “find,” but a jewel can easily be worth 4,000 gold pieces. If you’re lucky enough to find a few jewels early in the game, close to the entrance, your day is made. Treasure is only ever found in rooms, so a smart player starts (B)ashing down doors immediately. If you find a 4,000-experience point jewel in the first room, you can head for the exit immediately, and when you re-enter, you’ll have 3 hit dice instead of 1, plus several levels of spells. The game is much easier after that.
             I nearly won a second time with this “Chester,” who I created just to get a few more screenshots. I got lucky with a 5000-gold piece jewel in my first room. He ultimately died with over 15,000 experience points after I got too cocky deeper in the dungeon.
          I didn’t understand many of these things the first time I played, but I was encouraged by Nathan Mahney’s (“CRPG Adventures”) 2014 victory as well as Ahab’s more recent win over at “The Data-Driven Gamer.” Nathan, incidentally, deserves a lot of credit for mapping the entire level of the dungeon despite a victory requiring nowhere near that level of exploration. I didn’t get nearly as far. But I did get into the Hall of Fame–at least until the next 10 people edge me out. Ahab’s character (“a”) was still on the list from his November 2018 win, although two people had won in the meantime.
        I needed to map less than half the dungeon before I won.
        The Dungeon was programmed by Reginald “Rusty” Rutherford III, a (then) 35-year-old doctoral candidate at the university. Mr. Rutherford told his story to Matt Barton in a 2008 article on Armchair Arcade. The file name pedit5 was just one of many allocated to the Population & Energy group. Rutherford wrote the game in 4-6 weeks while his fellow Dungeons & Dragons fans were working on the more complex Game of Dungeons. News of The Dungeon spread by word-of-mouth, and it soon became popular enough that the stored character limit (he says 20 in the article, but it’s currently 30 in the Cyber1 system) became a serious issue. 
        Some of the changes that “Rusty” planned.
         Rutherford planned several upgrades to the game, including multiple levels and a round-based combat system, but he left the Population & Energy group the following year and never got to implement his ideas. The game, meanwhile, was deleted, although somehow a copy was saved and later restored. After its initial deletion, its supporters put their efforts into Orthanc (1975), a more complex game in the same spirit, which I covered in 2013.
        All of you must bow to me.
         In my original GIMLET for The Dungeon, the game scored an 11. Looking over the scores now that I’ve experienced the entire thing, I think I was too harsh on character development, combat, and economy, all of which got a 1 originally but were bumped up to 2 with this replay, bringing the new total to 14. I also lowered the difficulty from 4.0 to 3.5. The monsters are still very deadly, but now that I know how easy it is for luck to come along and save you with a treasure haul, it’s a little less punishing.
This article didn’t really add anything new to our understanding of The Dungeon, particularly after Nathan and Ahab’s coverage, but it does allow me to turn a loss into a win. Plus, it reminded me how Cyber1 and PLATO work, setting the stage for some of the games we’ll cover later this year.
source http://reposts.ciathyza.com/revisiting-the-dungeon-1975/
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