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lumi-klovstad-games · 20 hours
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I just want to remind everyone that is your civic duty to jailbreak your Nintendo consoles and pirate every Nintendo property until the heat death of the universe.
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I promise the noise this person makes as they fly past me into the abyss is worth turning your sound on for
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Incredible power move to make one of the most beloved crpgs ever made using a modified dnd 5e system, make a ton of money and shit on most AAA game studios in the process, then say “cool. Anyway fuck dnd 5e and wizzards of the coast. We’re doing our own thing now.”
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RPG’s be like
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"Muta Vitelet" 🤍
For Kylie Trapp (@/kylie_trapp11 on IG)
Original DnD character, belongs to the client
A gentle shapeshifter girl surrounded by her favorite flowers ❀˖°
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I know it’s a popular thought among the Morrowind fan-base that the AlmSiVi cared little for the Nerevar when the murdered him, but consider:
The three of them horrified by their actions in the immediate aftermath. They’ve just murdered their friend (brother/husband/student/lover) after-all.
They try to justify it. He would have died from his wounds anyway, so they did him a kindness; he did not know what was best for the Heart or their people, as his judgement was clouded by the betrayal of Dagoth Ur; Azura cared not for the Chimer’s well-being save for when it served her.
And for centuries these thoughts, these excuses, worked. They used the Heart, they became the new gods of their people, and led them to (what they believed) was greatness.
They never discussed it afterwards, the wrongness of the act. Instead each of them kept up the lie that it was right, that it was necessary, and they fed that lie to each other in a feed-back loop (because to confront the thought that what they had done was wrong would destroy them).
None of them would admit it, even at the bitter end, when their immortality was torn from them with their severance from the Heart.
(And, even in the depths of her madness, as she drew her last breath, a small part of Ayem was relieved that it was the Nerevarine who brought about her end; maybe now she could forgive herself.)
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I respect a woman who comes onto me in a normal and sane way, Minthara, but sadly I am wed
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I think a lot of folks in indie RPG spaces misunderstand what's going on when people who've only ever played Dungeons & Dragons claim that indie RPGs are categorically "too complicated". Yes, it's sometimes the case that they're making the unjustified assumption that all games are as complicated as Dungeons & Dragons and shying away from the possibility of having to brave a steep learning cure a second time, but that's not the whole picture.
A big part of it is that there's a substantial chunk of the D&D fandom – not a majority by any means, but certainly a very significant minority – who are into D&D because they like its vibes or they enjoy its default setting or whatever, but they have no interest in actually playing the kind of game that D&D is... so they don't.
Oh, they'll show up at your table, and if you're very lucky they might even provide their own character sheet (though whether it adheres to the character creation guidelines is anyone's guess!), but their actual engagement with the process of play consists of dicking around until the GM tells them to roll some dice, then reporting what number they rolled and letting the GM figure out what that means.
Basically, they're putting the GM in the position of acting as their personal assistant, onto whom they can offload any parts of the process of play that they're not interested in – and for some players, that's essentially everything except the physical act of rolling the dice, made possible by the fact most of D&D's mechanics are either GM-facing or amenable to being treated as such.*
Now, let's take this player and present them with a game whose design is informed by a culture of play where mechanics are strongly player facing, often to the extent that the GM doesn't need to familiarise themselves with the players' character sheets and never rolls any dice, and... well, you can see where the wires get crossed, right?
And the worst part is that it's not these players' fault – not really. Heck, it's not even a problem with D&D as a system. The problem is D&D's marketing-decreed position as a universal entry-level game means that neither the text nor the culture of play are ever allowed to admit that it might be a bad fit for any player, so total disengagement from the processes of play has to be framed as a personal preference and not a sign of basic incompatibility between the kind of game a player wants to be playing and the kind of game they're actually playing.
(Of course, from the GM's perspective, having even one player who expects you to do all the work represents a huge increase to the GM's workload, let alone a whole group full of them – but we can't admit that, either, so we're left with a culture of play whose received wisdom holds that it's just normal for GMs to be constantly riding the ragged edge of creative burnout. Fun!)
* Which, to be clear, is not a flaw in itself; a rules-heavy game ideally needs a mechanism for introducing its processes of play gradually.
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Primarchs as Customers Tierlist
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Discuss.
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They gotta CRY SOME MORE.
Imagine getting so upset about women.
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Not me spending my whole shower imagining a rewilding sim with a procedurally generated world like dwarf fortress where you plant various plants and try to shape the ecosystem throughout the process of ecological succession
The plants would all have different stats based on their spreading and competitive capabilities and each little square of land would have stats based on the plants that are there and other conditions
Every time you advanced the clock forward by another year your plants would grow and potentially spread to new squares, and there would be a chance for new plants to "volunteer"
Each square would have a "Disturbance" stat that lowers every time you advance the clock and rises according to major removals of plants or cultivation activities, and modifies other stats including how competitive certain species are and which species could volunteer
For example, Dandelion would have a high chance of volunteering on squares with high disturbance stats, but not on squares with low disturbance stats
It would be partly a strategy game to see how you can fight and outcompete invasive species and raise biodiversity, like for example you might want to combine plants with high resistance to being outcompeted with plants that have an allelopathic effect to debuff an invasive plant enough that the volunteer chances of a square go up and you can have natural regeneration of trees
The reason I think this is so cool is that if stats were intentionally made as accurate as possible, you could legitimately use this to model rewilding strategies in the real world
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My exact reaction when this happened
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lumi-klovstad-games · 11 days
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lumi-klovstad-games · 11 days
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Nobody in this game has any chill
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lumi-klovstad-games · 11 days
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There’s just something so funny about a drow noble from house fucking Baenre earnestly being like “it’s awful that Jaheira’s a dead beat mom she should be a better parent”
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