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#Roleplay style games
b1u3-j4y · 4 months
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Right, Dragon Prince fans!
Anyone played Tales of Xadia yet? (The DND styled roleplaying game). I got the handbook for Christmas and I’m curious if anyone has some tips or so on getting started! Im so excited to dive deeper into Xadia and the human kingdoms!
Also, any other Dragon Prince games up and coming or already out that I should know about?
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disteal · 6 months
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In absolute stitches every time Swin tells me about its ‘anxious’ dark urge run. Her man is so scared. Brutally murdering 6 people and shaking like a baby bird the whole time. Every opportunity there is to randomly leave a conversation in the middle, her durge takes it. Just constantly fleeing every interaction because he’s stressed. Characters will open up to him and he’s like
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0m0-0m0 · 6 months
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Hey! Hey! Pspsps Omori!
I got you a brand new color pencil box!!!
Thank you, they’re very colorful. I drew this with them.
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My coloring could use a bit of work, but I think it looks nice..... I hope they like it...
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Another concept art for Myths of Crumbling Concrete
I like to call it folk-post-apocalypse, where modern civilization collapsed because of a change in the rules of the universe, giving thoughts, tales and beliefs power to change the world.
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thesixthcavalier · 7 months
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I want to rant for a bit here about some of the gameplay elements of Stray Gods that advance so much of the story and character choices that make this story so amazing. Others have probably noticed these things and put them in better words than I, but I've been listening and relistening to various versions of the soundtrack and have an obsession to feed, so here we are.
Much has already been made of the madly impressive fact that the songs are a complex and winding series of choices, where distinct instruments and styles are made to flow neatly from one choice to the next, and each choice you make can drastically change ones you get down the line. And for good reason, that is crazy and amazing and I love it. But what I want to talk about is the way the choices you have, and how they aren't as simple as you might first think, builds characters and relations throughout the game and enhances the story.
To start with, we all know you generally have three options, or flavors, to choose from: Red/Blue/Green. At the start of the game you choose on of these colors to be the sort of core personality of your version of Grace. Green is charismatic, friendly and well meaning, Red is tough and willing to be brash and bold, and Blue is clever and cunning. The nature of this matching of colors to personality is reinforced with several early choices in your interactions with Caliope, Hermes, and the Chorus.
But as the game continues, it quickly becomes apparent that these options get a lot more meat on their bones and that they are not as cut and dry as it might seem on first glance. Yes, Green tends to be more about being friendly while Red is more about a fighty Grace. But the key thing I think, and what really fascinates me, is that it goes deeper on each of these options in relation to who or what Grace is interacting with. Red choices are often confrontational and direct, but that doesn't mean antagonistic. There are several points throughout the game where Red options are definitely cutting through the bullshit or trying to start a fight, but there are also a lot of times where it's a direct and measured response from Grace to try and cut to the heart of an issue.
Blue meanwhile often presents plainly as the clever, thinky option. Again often very true, but I think it also represents the restrained and strategic option. Several blue options are about weighing what is going on, or Grace stepping back to take in her different paths. Green meanwhile has a lot to do with empathy. In my first playthrough I often found myself leaning towards Green options solely because they were instinctive, gut reactions on how to handle people going through something difficult, or to try and mellow out a situation.
All of this is to say, it is utterly fascinating how these choices interact in different scenes in ways that immediately lean into both the character you are choosing for Grace to be, and those she is interacting with. Take Medusa for example. The pure Red track of that fight is all but an actual fight. Grace is taking this in a very hero vs. monster direction and throughout is almost eager to get to actual blows, meanwhile Green leans much more into the angle of Medusa as a victim, a tool being poorly used by the woman who first wronged her anyway. And Blue is manipulative. It sees the paths before Grace and says "I don't need to fight this person, I can use her hurting to get what I want."
We see this even more clearly in Aphrodite's song, and in your first meeting with Persephone, but in different forms. In those songs, while Red is still extremely antagonistic, it takes on much different contexts. With Persephone, Grace is still spoiling for a fight, but a lot of it comes off as less heated. Yeah she is trying to rev up Persephone and cut her down, but it feels a lot more like a poetry slam or rap battle than lines preceding an all out brawl. Meanwhile with Aphrodite it's Grace trying to cut through flowery words and get to the heart of what she sees as the problem with this whole situation.
And to top all of this off, and not go on forever since this is already more than long enough, the way the latter half of the game has you choose another personality trait for Grace, the story not just telling you she has changed and grown but actively making it an element of the game by expanding your special option choices, is brilliant. It naturally, on a first playthrough, leads you into picking a secondary option that is most in line with the way you have been taking Grace as things unfold. If you started the game eager to fight but have since seen the story unfold and feel a calmer, more empathetic approach is warranted, you'll naturally pick that option because it feels appropriate, and same for any other combination. It not only opens up more gameplay, but entwines gameplay with story, and allows you as the player to feel the journey Grace has been on. As yet another link to classical epic poetry it is a slam dunk, and as a gameplay mechanic that reinforces your connection to the character, it's a double slam dunk.
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alices-accomplice · 1 year
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~ Haunting ground fanart ~
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averysmolkirbo · 13 days
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FUCK this post, and im going camping with my pokemon.
y'all should come with me :D
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gorgonarcher · 4 months
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Different Character Creation Methods Weaknesses and Strengths
These first two (on this blog) character creation bits have had me thinking a bit about the advantages and disadvantages of different character creation methods.
Now, I'm not going to be completely unbiased here and the styles that fit my preferences better won't be as easy for me to see the downsides to.
Level-Based Template System (D&D and Pathfinder)
The biggest downside to level based template systems is that you will not be able to complete some concepts immediately at level one. Some powers and abilities will often just not available at lower levels.
For example, the lowest level you can get "Living Hair" to do snake hair for a gorgon concept IS 1st level, but only if you're a Human Witch and you take the Natural Ambition feat. 2nd level if your a Witch of any other Ancestry and 4th level if you are not a Witch.
Now, you can certainly fluff having snake hair before that, but knowing there's a mechanical representation that you can't get easily kinda dampens that.
Also note that there is a Medusa's Wrath ability that gives the stoning stare but it's a 16th level minimum Monk feat.
The main issue here is that games like D&D and Pathfinder tend to flavorgate some stuff to only appear at higher level of game play. It's certainly possible to create low-level appropriate equivalents to the stoning gaze, snake hair, and other features mentioned for a gorgon (or other powers for other concepts), I do have a gorgon sorcerer heritage sitting around for D&D 5e that does this, but by and large the more bizarre the power, the higher it's power floor will be in these games.
That's the biggest downside. With a lot of concepts, you're going to come out of the gate with an incomplete build for the overall concept. Which to be fair, a lot of concepts assume a somewhat higher competency level than a first level character. Even with masterful warriors, rogues, or martial artists... key components of your vision are likely to only appear at higher levels.
The upside is that it tends toward being simpler to build a character. You pull from a menu of options and place them together. This makes it easier to immediately grok how to build a character and move forward. That said, with more complex games like Pathfinder, a newbie is more likely to make choices that don't work well with what they want to do. Overall, building a character in a template system is very simple and easy to comprehend.
Point-Based System
A point-based system directly answers the issue of starting the game with an incomplete build as you can start the game off with exactly the suite of powers and skills that you want to fill out the concept. There may still be holes dependent on your skill with budgeting your points. So you can start right off the game as a snake-haired gorgon with a stoning gaze and archery skills.
The problem I mentioned at the end of the previous section about complex template level-based games is much worse here. Increased granularity makes it easier to accidentally create a character that just doesn't work mechanically. Sub-optimal play can still be very fun, but there is a wide-variance that comes with increased granularity where a character can become so sub-optimal that they are simply not fun to play.
Another problem that point-based character creation faces is the lack of advancement milestones. When you earn experience in most point-based games those points spend exactly like the points you got at the start. So, if you start with a 450 point character in Hero System and you earn 4-10 points a session, those points have the same value as the initial points.
This tends to mean that advancement is very incremental and unless you save points you won't get the feeling of hitting 5th level and unlocking 3rd level spells or Extra Attack in D&D 5e. Instead, you'll see the skills and attributes you started with growing strong over time. This makes advancement a bit less visible as each step isn't substantially different from the one that game before it.
You can set aside some points for bigger purchases later, and some systems have ways to make new abilities easier to acquire. But knowing to do that comes with expertise in the system.
Narrative Systems
Narrative systems address a lot of the same concerns that Point-based systems do but in a different way. Instead of purchasing powers or attributes individually, you instead declare yourself a gorgon and that assumes you have every thing that makes a gorgon be a gorgon.
The downside of this style disproportionately impacts people used to Template-based and Point-based systems. The lack of guide rails and limits presented by those styles can cause someone to just feel very lost when approaching narrative systems. The questions of "what does this mean?" and "what can I do?" comes up quite frequently among players used to having their capabilities spelled out by the feats they selected or points they spent. Players new to roleplaying games take this much easier, coming straight as they are from pure make-believe and improvisational theater.
Narrative games are also very inconsistent with how much attention they pay to developing mechanics. For every game like Fate Core that makes sure that mechanics are clearly stated, come with thoughtful advice, and have appropriate heft, you have dozens of games whose mechanics is virtually Calvinball. This is part of why a lot of people think Narrative RPG and Rules Lite RPG are the same thing.
To be clear, there's also low-effort versions of Point-buy and Template-based games and products as well. But the lack of effort is more readily apparent in the "crunchier" games. A lot of this is admittedly due to lack of exposure. There's more people who've played D&D than Fate, so it is harder for people to understand why Fate works well and thus recognize when a narrative system is poorly conceived.
This also impacts coming to narrative games from other styles of system. You CAN play Fate with the same perspective as you play D&D, but if you do that then it will feel like a sluggish version of D&D. And if you haven't played too many systems, you're more likely to fall afoul of this error in approach. Similarly, if you try to play D&D like you should play Fate, then it will feel like a restrictive, straight-jacketed version of Fate.
Even with true rules-lite games like one-page RPGs you have good, well thought out products that know exactly what they are, what they want to accomplish, and pull it off beautifully. And then you have rules-lite games where the maker clearly lacked understanding, effort, or both.
Hybrid Systems
This is where I've started to settle in recent years. Games like Monster of the Week have the narrative element of "you are what you say you are and have everything associated with that" you get from Fate aspects, but it also has the templates and leveling bits of games like D&D with appropriate milestone advancements to allow for very visible advancement.
Then there's Scion from Onyx Path, or perhaps I should generalize it to Storypath. In this case, there's some elements that function narratively, like the Paths acting very much like Aspects. Other systems are very much point-based, such as purchasing skills and attributes. Or a mix of templates and point-buy where you can buy individual Knacks. And there also a substantial part of the character creation that functions like a level-based system where raising Legend comes with specific benefits and clear advancement milestones.
Even the way I run Fate tends to borrow from a lot of optional systems, not just in gameplay but also in character creation.
Side note: I should make some more gorgon archers in Hero System, Scion, and other systems.
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simpcityyy · 8 months
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Looking for longterm rp partners. Im 25f in cst timezone but most of my rp partners are in england so im use to the time gap.
Looking for ocxoc or ocxcannon plots ive been role playing for years and am now getting back into it on discord.
I love plotting and making new plot twists and characters. Im open to all plots dark or just slice of life.
I dont have many triggers so if you’re worried just ask.
Looking for 21+ females who are interested my writing is usually 10-20 sentences.
Yay okay bye 🖐️
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shironezuninja · 3 months
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Ant Infestations suck.
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wisteria-cherry · 1 month
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my mommy says we can rp the hunger games and finnick can be my love interest and peeta or someone can be yours if your mommy says we can (pls im so whipped for finnick☹️🫶)
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mars-ipan · 8 months
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The august is the go to bed🥱🛏
yippee !!!! the mars is the soon to follow
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yusiyomogi · 1 year
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i'm playing rdr2 and all i think about is "can arthur morgan be considered poor little meow meow?". i had to check if he was a part of tumblr competition. he was
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botheringlevi · 1 year
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Good morning, I made some tea if you'd like any. It's jasmine with rose and valerian. I know you prefer black teas; I'm a fan of this particular blend from the Jasmine Dragon, though. It's run by the most delightful old man, and strangely enough the tea never goes cold.
For my question: Would a romantic kpartner having a disability be a deal breaker for you? There's no way I'd be chasing down Titans and zooming around in ODM with my illnesses, though I can ride a horse as well as anyone. I'm more interested in the research side in any case (maybe Hange needs an assistant.) I also imagine having to watch a partner manage a chronic illness could be triggering for you. I don't need anyone to take care of me (and that's a standard for my relationships) but also realistically my illness will effect my relationships and that's something I have to be very upfront about from the start.
Asking for science of course.
*Mutters* Morning. What kind of idiot would turn down free tea?
I know that place. The man's name is Iroh—I'm around there often enough to have some sort of familiar relationship with him. Delightful is definitely one word to describe him.
About your question, no. It'd give me better peace of mind if this hypothetical partner wasn't a corpsman or one of my comrades, anyway. I'd have to live with the knowledge that they could die any day. Research and medical is obviously the exception.
Either way. Who doesn't get upset when their partner is in pain? And no, I asked the Admin what 'triggering' means, and I wouldn't worry about that. Her illness was the opposite of chronic.
Obviously a chronic illness is going to affect any sort of relationship you find yourself in. The right thing to do is be upfront from the start, you're right, and explain anything they don't get... but it's not necessary to over-explain the specifics and assume their feelings.
Hypothetically, though, right?
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ietsvanpiets · 2 years
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if you like it and want to support my creativity please check out my etsy shop ;) http://ietsvanpiets.com
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sunny-hail · 2 years
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hi! f22 here, searching for long term writing partners who are interested in doing doubles. I’m looking for partners (I who are also female and over the age of eighteen!!!) who are interested in collaborating over ideas, sharing inspo pics, etc. With Halloween coming up, I would really love to do something spooky themed, whether this be based off a horror movie, or an idea we come up with on our own :)
My favorite fandoms to write for are Buffy and the Losers Club. However, I also do Harry Potter, One Direction, or simply just oc’s/celebrities. If you’re interested please message me here or own discord! rosedust7#8308
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