Tumgik
#Three Games Designed to Introduce You to Adventure Gaming
oldschoolfrp · 2 years
Photo
Tumblr media
Adventure Gaming, aka Three Games Designed to Introduce You to Adventure Gaming, in magazine format with Tim Truman cover art, sold by SPI for $1.00 in 1981, with two map sheets and a small sheet of die cut cardstock counters -- including The Creatures that Ate New York (adapted from The Creature that Ate Sheboygan), Napoleon at Waterloo (a Jim Dunnigan wargame that SPI had been giving away separately with Strategy & Tactics subscriptions), and The Tower of Azann (a programmed solo or co-op fantasy RPG adventure with two pages of fine print numbered paragraphs), plus a little article by Redmond Simonsen on “Solitaire Play” for board games
98 notes · View notes
crudely-drawn-ben · 2 months
Text
Introducing Trilogy
Yesterday I released Trilogy, a new tabletop RPG crafted to support you in having grand adventures in worlds of your own making.
There are several reasons I started writing Trilogy, but the biggest one is that I ran a Dungeon World podcast called Crudely Drawn Swords for seven years and that was a lot of time to think about what we were playing. To a degree Trilogy is the game I wish that we could have had to run the podcast.
Starting from the question "what would a purely PbtA game for epic fantasy look like?" I started thinking more widely - what do I want from a fantasy game? And the truth is that I want a game that supports the structure of characters and their interactions but doesn't tie itself to a specific setting.
Trilogy begins with The Appendices - conventionally in epic fantasy these are at the end and document information about the wider world that might not have made it into the story, but here it is where you sit down as a group and decide what tone you want your game to have, and your world looks like. What kind of place is it? What magic is there? What is religion like? What are the major cultures where the story begins? How would it feel to be in this world? Trilogy doesn't tell you any of these things, it gives you the tools to think through how you want your world to look.
This creates a secondary challenge - without knowing what the world looks like, how could I design character classes for this type of game? Trilogy answers this by going back to the fundamentals - instead of a conventional character class, the playbooks in Trilogy represent a narrative arc. Some of them, like The Fighter, The Priest, or The Magus, look like familiar classes. Others, such as The Volunteer, The Mentor, The Weapon, or The Defeated, are a little different. Character arcs have a set of turning points, story beats that allow you to advance along your arc after you have collected a certain amount of experience. Some are positive and others negative, you choose which ones you want to hit and when, but every character's story has its highs and lows and to get the most from the game you need to lean into both. A character can pass through three arcs as they grow and change, like the three volumes of a trilogy.
The aim of the game is to create a slower but satisfying sense of progression - instead of hit points characters take Stress and Harm like in other Powered by the Apocalypse games that can have both mechanical and narrative effects. That makes combat feel dangerous, but the game also offers more ways to solve problems without getting into combat - I have played games where the player characters never got into a fight, instead resolving confrontations through an ingenious selection of alternative strategies including "lying" and "vomiting magic ink all over the floor." I'm genuinely enthusiastic about this game - I think I would be as excited about it if somebody else had written it. It leans hard into the joy of discovery and the excitement of adventure - you can play it as spooky and whimsical or gritty and hard-edged and anywhere in between.
Because I was writing it I even got to make most of the examples of play roll out as the story of someone's game, something I always appreciate when I read it. It also contains every technique I use as a GM in the hope that even before people get the chance to play it (heaven forbid any TTRPG afficionado have books we haven't got around to playing yet!) people who read it will still be able to use that advice in their other games. So that's Trilogy, the game I've been working on for the last few years. I think it's pretty great and I hope you will too:
Obviously it's a full-priced game and that's a big gamble from an unfamiliar creator - if you want an idea of what it's like in practice we've got the CDS team back together and we're starting a streamed campaign so you have a chance to see it in action. You can find that over on Youtube: https://www.youtube.com/watch?v=NxpXacko9Nc
The first episode includes me notably failing to use OBS at both the beginning and end, and I can't make any promises things will improve in that regard, but it should be a good opportunity to see how the game shapes up from this start and with this crew I know it's going to be funny and take some wild swings. If you're interested in reviewing Trilogy or you really want to give it a try but you can't afford it, drop me a message
174 notes · View notes
anim-ttrpgs · 1 month
Text
Eureka: Investigative Urban Fantasy by A.N.I.M.
Tumblr media
youtube
Allow us to introduce ourselves, we are The Agency of Narrative Intrigue and Mystery, or “A.N.I.M.”, a very small TTRPG studio based out of the southern U.S. but ultimately made up of people from many different walks of life.
Tumblr media
Eureka: Investigative Urban Fantasy, our debut TTRPG, is a neo-noir investigation-focused RPG with (as you can probably guess from the title) a supernatural twist, that is currently in production after an extremely successful crowdfunding campaign on Kickstarter.
Tumblr media
How far would you go to learn the truth?
Play amateur detectives caught up in things they barely understand, and explore how the lives of your characters unravel as they push themselves to dig deeper into the unknown!
Tumblr media
Eureka innovates on and revolutionizes investigative gameplay, TTRPG combat, and what it means to play as a monster as a character in a TTRPG, filling several voids we have noticed in the TTRPG space. Eureka supports investigation to a degree never before seen, ensuring that searching for clues is a granular and player-driven process, but also ensuring that the whole story doesn’t grind to a halt after one single failed investigation check.
Tumblr media
Character-driven gameplay!
Stats and abilities are based on who your character is as a person. Freeform character creation allows you to build a totally unique little guy, and have a totally unique gameplay experience with him! This is supported by the backbone of the Composure mechanic. Stress, fear, fatigue, and hunger will wear your investigators down as they trudge deeper into the unknown. Food, sleep, and connections with their fellow investigators are the only way to keep them going!
Tumblr media
Secrets inside and out! 
Any investigator could be a monster, helping their friends while trying not to reveal their true natures. The party will learn to trust and rely on each other, or explode into a tangled net of drama!
Tumblr media
Though most PCs will be mundane humans—or perhaps because most PCs will be mundane humans—Eureka also supports playing monstrous PCs, such as a vampire, in a way never seen before. This isn’t just a watered-down stat bonus, it’s like playing an almost entirely different game, with all the monster’s strengths and weaknesses to account for while solving the mystery, plus the added incentive to keep it a secret from the other PCs as well as their players.
Tumblr media
(You can also play as something like The Thing from John Carpenter's The Thing!)
Tumblr media
If you like or are interested in Call of Cthulhu, Monster of the Week, Dresden Files, X-Files, Kolchak: The Night Stalker, Apocalypse Keys, World of Darkness, or Gumshoe, you’ll probably find something in Eureka to really enjoy.
Intense, tactical combat! 
Hits are devastating, and misses are unpredictable–firing a gun will always change the situation somehow, for better or for worse!
Tumblr media
Now in Technicolor!
Evocative artwork from talented femme-fatales @chaospyromancy and @qsycomplainsalot and the mysterious @theblackwarden paint a gorgeously-realized portrait of a world with shadows lurking in every corner.
Tumblr media Tumblr media
Elegantly designed and thoroughly playtested, Eureka represents the culmination of three years of near-daily work from our team, as well as a lot of our own money. If you’re just now reading this and learning about Eureka for the first time, you missed the crowdfunding window unfortunately, but our Kickstarter page is still the best place to learn more about what Eureka: Investigative Urban Fantasy actually is, as that is where we have all the fancy art assets, the animated trailer, links to video reviews by podcasts and youtubers, and where we post regular updates on the status of our progress finishing the game and getting it ready for final release.
Beta Copies through the Patreon
If you want more than just status updates, going forward you can download regularly updated playable beta versions of Eureka: Investigative Urban Fantasy and it’s adventure modules by subscribing to our Patreon at the $5 tier or higher. Subscribing to our patreon also grants you access to our patreon discord server where you can talk to us directly and offer valuable feedback on our progress and projects.
The A.N.I.M. TTRPG Book Club
If you would like to meet the A.N.I.M. team and even have a chance to play Eureka with us, you can join the A.N.I.M. TTRPG Book Club discord server. It’s also just a great place to talk and discuss TTRPGs, so there is no schedule obligation, but the main purpose of it is to nominate, vote on, then read, discuss, and play different indie TTRPGs. We put playgroups together based on scheduling compatibility, so it’s all extremely flexible. This is a free discord server, separate from our patreon exclusive one. https://discord.gg/7jdP8FBPes
Other Stuff
We also have a ko-fi and merchandise if you just wanna give us more money for any reason.
Tumblr media
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.
Tumblr media
115 notes · View notes
cultofdionysusnet · 6 months
Text
Thrill of the Hunt - Masterlist
Tumblr media
Art assembly by @anyamaris, contributed by all the staff
Introducing! The Fae Realms
The Fae Realms beauty is divided into three kingdoms: the gracious Day Court, Latha, with its long mountainous range, the curious Dusk Court, Ciaradh, containing valleys and cities, and finally, the dangerous Night Court, Oidhche, stretching into marshes and fields.
The inhabitants will never lie to you, simply spruce themselves up a bit, and please leave all iron belongings at home when visiting. The Fae Realms also can boast of time moving differently than in the mortal realm, so please leave us a five-star review on the added benefits of visiting our lovely lands. *
Enjoy our attractions such as The Wild Hunt!
Looking for an exhilarating and once-in-a-lifetime experience? The Fae Realms offer a thrilling adventure full of heart-pumping and blood-chilling moments. Race through a forest, a meadow, anywhere your heart desires as a Fae pursues you tirelessly. There is no end to the chase…unless you want to be caught**. Because here in the Fae Realms, we have a motto: we hope you never leave! Because you won't be able to.
Imprinting: written by @mint-yooxgi
The most important mark a Fae can bestow upon another is that of an imprint. Consisting of a simple bite mark, usually located in and/or around the neck area, the mark designates a special connection between the one who is bitten and the biter. These bonds can be either platonic or romantic, but always depend on an intense emotion from the giving Fae. Once bonded, the mark symbolizes to others that one or more bearing such markings should not be touched by other Fae, for they are under the ‘protection’ of the Fae that has done the marking. Once given, the mark cannot be undone unless another with much stronger emotions comes along to reclaim the mark bearer, and negates the original bond. As such, we have a variety of imprints, ranging from best friends, to former lovers, to even those who enjoy claiming what’s theirs! Hopefully you don’t get stuck with one of those ones…
Here's a list of our Sponsors!
Jan.1: @anyamaris (Once upon a Crimson Moon) Yeosang, Ateez Jan.2: @strawberryya (The Art of Seduction) Yunho, Ateez Jan.3: @biaswreckingfics (Merry Dancer) Beomgyu, Txt Jan.5: @flurrys-creativity (Enypnion) Changbin, Stray Kids/ Yeonjun, Txt Jan.6: @mint-yooxgi (Fight or Flight) Ateez, Mingi Jan.7: @wooyoungqueen (Until the Edge of Dawn) Stray Kids I.N/ Ateez, Wooyoung & @sanjoongie (Honey Lies and a Sweet Bite) Stray Kids, Hyunjin/ Ateez, San Jan.8: Anya (The Games We Play) Stray Kids Felix Jan.9: Nea (Too pure for heaven but fallen nonetheless) Txt, Taehyun Jan.10: @kpop-stories-21 (Better than Before) Txt, Soobin & (Stains of Crimson) Ateez, Jongho Later Dates: Flurry (Panacea) Stray Kids- Bang Chan, Jisung and Seungmin
*Any and all humans who cross into the fae realm are subject to torture, dismemberment, etc etc, we have something for everyone!
**The fae of this realm are not liable for any damages, emotional or otherwise once you cross over!
190 notes · View notes
dalishious · 10 months
Text
My Five Biggest Fears for Dragon Age: Dreadwolf
Dragon Age: Dreadwolf is highly anticipated by BioWare fans. At one point, I would consider myself to be excited for it too, however, unfortunately the long wait with zero information about the game has only wrecked my personal anticipation. Will my hype return once we actually start to get some regular news about the game? Most likely. But until that time comes, all I find myself doing is just… worrying.
These are the five biggest things I worry about.
5. Big, beautiful maps of nothing
In both Dragon Age: Inquisition and Mass Effect: Andromeda, most of the open world maps are very… empty. Instead of creating an adventurous feeling of excitement to explore, it just makes travelling those maps a tedious task. Games like The Elder Scrolls: Skyrim or the new Baldur’s Gate 3 have open maps too, but those developers actually made use of their space with level designs. Skyrim is full of caves, ruins, etc. content to stumble upon. So is BG3, as well as introducing new dynamics to a fight depending on which direction you approach the encounter from. These games prove an understanding of how to best equip an open world concept that BioWare has only executed in a few maps across both their most recent RPGs. I do not want to see Dragon Age: Dreadwolf be yet another case of luscious forests where developers spent far too much time making look visually beautiful, and not enough time actually filling with game content.
4. Shoddy attempts at retcon
For those of you who don’t know what “retcon” means, it is short for “retroactive continuity”, and refers to the phenomenon of fiction introducing new information that is inconsistent with past information. The purpose is to revise old material. Dragon Age: Inquisition had more than one attempts at retcon that were terribly executed. For example, the player is told not once, not twice, but three different times—as if repeating it enough will erase all the extensive lore up to that point saying otherwise—that the Dalish get rid of their mages if they have “too many”. This is despite the previous games and extended materials showing that the Dalish practically revere their mages.
Now, not all retcons are bad. For example, in Marvel Comics, the superhero Karma’s real name was recently retconned to be Xuân Cao Mạnh, a real Vietnamese name, after spending years and years with the made-up Vietnamese name, Xi'an Coy Man. This is an example of how retons can be used for a good purpose, like fixing a long-lasting mistake. But what exactly is the mistake in saying the Dalish are good people who don’t hate mages like most of Thedas? That was just a cheap, transparent excuse to villainize both elves and mages further.
Cheap, transparent excuses like that make me lose faith in BioWare’s writing. It concerns me with what other lore they view as needing “correcting” in order to reinforce their idea of Grey Morality™ where it doesn’t belong.
3. Imposter characters
One of the biggest grievances I had with Dragon Age: Inquisition, was how the Hawke written in that game was in no way the same Hawke I played in Dragon Age II. I understand that it would be impossible to capture the exact customized character, but the Hawke in DA:I was placed into the game with an anti-blood magic agenda, and wouldn’t shut up about it. This is hilarious, considering how many players chose to make their Hawke a blood mage personally!
With this in mind, I am terrified that my Inquisitor, who will very likely make an appearance in Dragon Age: Dreadwolf, will be used for whatever new agenda needs to be pushed. I better not hear a single anti-Dalish comment from my Lavellan, is all I’m saying.
2. Whitewashing ahoy
For all the talk about #diversity values, BioWare has a very extensive criminal record when it comes to whitewashing their own characters. Almost every single one of their most prominent visibly non-white characters have had their skin lightened or completely washed out, as well as ethnic features erased, at some point or another. This is why I cannot share any excitement or desire for existing characters to make a return; the fear that we’ll have to see Zevran next looking like Chris Hemsworth next haunts me too much.
But this particular fear runs even deeper than individual characters. Why? Because we know that Dragon Age: Dreadwolf will be taking place in northern Thedas, which up to this point has been consistently depicted as having largely non-white demographics. I’m not saying there are no white people in Tevinter, Antiva, etc., but I am saying that if I see the same mix of 80% pale tones and 20% “everyone else” we’ve gotten from the last three games, I will absolutely flip shit. White characters should be in the minority for a change. Otherwise, what is the point of shifting focus away from the dominantly white countries in the first place?
1. This will end of the Dragon Age franchise
Is this the most likely to happen of all fears? No; it is probably the least. But after the pathetic failure that was Anthem and the lacklustre response to Mass Effect: Andromeda, I would not be surprised if BioWare is on thin ice in EA’s eyes. (Which is ironic, considering the demands made by EA to chase after multiplayer fads and micro-transactions are what got BioWare into such a mess in the first place.) Electronic Arts is a garbage company run by garbage people. That much has been proven time and again. The executives behind BioWare itself aren’t clean, either. Unfortunately it will be average employee that suffers the most punishment and blame if the game does not meet the likely very high standards set out for it. In some ways, they are almost set up to fail.
It’s not fair, and there’s not we can really do about it, because the gaming industry is run by selfish idiots. It’s because of this that if events come to pass that the Dragon Age franchise was put “on hold indefinitely” so BioWare can work on clunking out an Anthem sequel, I would be very upset, but not very surprised.
-----
Times are really tough for me, and all my patron supporters are greatly appreciated! If you like my work, please consider becoming one yourself, and I'll be forever grateful!
285 notes · View notes
loraluna · 7 months
Text
Rating Rune Factory Children
(Because I play favorites)
Rune Factory (1)
1/10
Cute but not much else to say. You have to wait a ridiculous amount of in-game time to get one short cutscene meeting your genderless nameless child (Game doesn't even bother to give them pronouns) and then never get to interact with them again. Disappointing.
Tumblr media
Rune Factory 2
8/10
A unique idea that the series has yet to implement again, this game let you play through the second half of the game AS your child from the first half, and honestly It was a cool concept even if the gameplay got a little wonky and unbalanced near the end. The game also introduced the first female protagonist to the series, Aria (left). She and her twin Aaron (right) actually had some personality of their own and even had unique interactions with the other villagers and children of the town. Cool concept and solid designs. I just wish you could interact with them a little more as a parent before the timeskip.
Tumblr media
Rune Factory Frontier
7/10
I may be a little biased here, as this was my intro to Rune Factory, but I love these kids. Default names; Leif and Leona, are the first, and so far only, RF children you can interact with at multiple stages, these kids have several cutscenes documenting different milestones and are quite cute to watch. Once they reach the final stage, they don't do much besides toddle around the farm and look cute. You can gift them certain items but that's about it. Still, It's refreshing to watch your kid grow over time as apposed to the usual montage you get with RF kids.
Tumblr media
Rune Factory 3/ Rune Factory 3 Special
3/10
They get bonus points for being the first in the series to let you have multiple kids (up to three) problem is, there's not much difference between em. The birth of each one plays about the same and while there's technically some different "personalities" it's more like each kid get a random lot of four or so unique lines of dialogue and that's it. There are also just the two sprites so if you have two or more of either gender they'll be identical, no matter the age difference. You can't gift them and they don't sleep, leave the house or even show up on the map. Honestly they're little more than cute house accessories.
Tumblr media Tumblr media
Rune Factory Tides of Destiny/ Rune Factory Oceans
4/10
First off, please pardon the crappy quality. This game doesn't have traditional character portraits so it's hard to find decent quality pics. Tides of Destiny kiddos were the first in the series to inherit physical features from the player's spouse. (Pictured are Electra's daughter and Sonja's son) They appear to use the same child models as Frontier with some minor cosmetic changes but I liked Frontier's kids so no complaints there. I do wish they had real portraits and more dialogue but they're okay. At least they'll accept gifts and the events leading up to their births are quite wholesome.
Tumblr media Tumblr media
Rune Factory 4/Rune Factory 4 Special
9/10
RF4's kids are darn near perfect. Luna and Noel have identical dialogue but they have more to say than any RF kids before or possibly since. There are TONS of unique exchanges and events with them, they participate in festivals, and most interesting of all, you can equip them with gear and take them adventuring! These babies are really something special. If I had to pick one complaint, I'd say I wish they looked liiiittle more like their concept art. They look like they both got aged up a little, which isn't bad but they do look barely younger than some of their possible parents...
Tumblr media Tumblr media
Rune Factory 5
9.5/10
Rune Factory 5's children are right up there with Noel and Luna, but they get a slight advantage when it comes to customization. Like RF3 this game lets you have up to three kids, but unlike that game, these kiddos are treated like actual characters. Depending on your choice of spouse and your answers in a particular conversation, your kids can have a variety of looks and personalities, including the fan favorite feature of inheriting hair and eye colors from the spouse, and continuing along that customization train, these babies can once again go adventuring! My one, one small gripe...It'd be nice if your eldest could grow a little by the time their siblings are born. Heck, it'd be cool if the villagers kids could grow too. I'd love to see teenaged Julian and Hina~
Tumblr media
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
So there's my thoughts on the Rune Factory children. I hope future installments continue the trend of more giving their kids more personality and better customization, maybe someday we'll even see kiddos inherit traits from non-human parents? How cool would that be if your kid could actually look half elf or mermaid or furry wereanimal? XD
If you agree with me (or strongly disagree) feel free to comment. Always up for discussing my favorite franchise~
237 notes · View notes
theresattrpgforthat · 4 months
Note
Hello, do you know of any ttrpgs where the players fight titans (or any other really BIG things), ideally in a fantasy setting? I've come across two kickstarters that looked really promising but both seem to have dropped off, Reach of Titan and Relic :(
I'm looking more for a Shadow of Colossus-style game than Monster Hunter, if possible.
Thanks!
Theme: Shadow of the Colossus
Hello friend, I have three games that I think you might like, and one game that’s inspired by Shadow of the Colossus, but has a different goal.
Tumblr media Tumblr media Tumblr media Tumblr media
Titanomachy: Legacy 2nd Edition Quickstart, by UFO Press.
Welcome to Hekaton - a jungle-covered planet where stranded colonists hide from titanic monsters.In Titanomachy, the players are survivors living among the ruins of a colony devastated when colossal titans surged out of the planet's jungle and tore apart their space elevator and advanced infrastructure. Generations down the line, the titan Gigas has just fallen after a monumental battle that devastated your families. Now you know the titans can be stopped, but your families are weaker than ever. How will you build a world where you're safe?
This document gives you a jumping-on point for Legacy: Life Among the Ruins Second Edition, letting you try out the core game rules and pre-generated player options before breaking open the full suite of options available in the main book.
As a standalone game, you don’t need to have Behemoths in Legacy, but if you want a world in which they exist, all you need to do is ensure one person is playing The Order of the Titan.
In Titanomachy, you’ll get a taste of what kind of game that might be, and the online version of it is free! Legacy is a game primarily about surviving the end of the world and the way humanity rebuilds over time, so adding in the Titans is a way of providing a major obstacle to the goals of all of the factions involved. If you want a game that places the Titans as simply a piece in a larger story, this might be the game for you.
Facing The Titan, by Nicolas “Gulix” Ronvel.
“We are the Company. Hunters, warriors, mages, scholars, nobles, barbarians, we have been brought together for one purpose: to put an end to the reign of the Titan. Let us get to know each other and rediscover each other after all these years. Tonight, let us share our experiences so that tomorrow those who survive can tell the stories of those who fall.”
Facing the Titan is a GM-less, zero-prep roleplaying game, for one-shots games of about 3 hours. It has been designed and playtested for groups of 3 to 5 people. A solo mode is also available. You will play the Company, a group of heroes whose fate is to face the colossal Titan. And to destroy it!
This game divides game play into five distinct phases, starting with the Companions phase, which introduces your characters, and ends in the Clash phase, which is your Companions’ battle with the Titan. The game has a number of various Titans available for you to fight, with six basic Titans and ten extra Titans that were written after this game was Kickstarted. All of the basic titans look to be from a fantasy setting, but some of the extra Titans may allow you to change the setting of the game!
Trail of the Behemoth, by Dan Felder & Seamus Allen.
The world is filled with monsters that tower over the hills; beings that some call gods… And they want to eat you for breakfast.
As a Hunter, you stand between the monsters and humanity. Each hunt you’ll gather clues about your foe’s weaknesses, then engage in a climactic battle against the colossal beast, a monster so big that its body becomes the terrain on which the Hunters climb. 
This is a game that is designed to run quickly, with simple rules and easy monster creation. The game comes with five adventures that can be combined for a short campaign, or can be used as standalone one-shots. The combat is designed with a push-you-luck mindset, allowing you take more actions as long as you’re able to accept the risk. Once you kill the monster, your characters can upgrade their gear using pieces of the titan’s corpse to strengthen your weapons or armor.
Autumn of Giants, by Melody Saturn.
Autumn of Giants is a collaborative storytelling game of a group of humans guiding and protecting a Colossus on the way to rest and shelter for the Winter. It tells of a desolate and gentle journey through lonely and beautiful places. And of a small group of people who will do everything they can to protect a friend.
Move from location to location, describing the broad strokes of each environment from the colossus's perspective as a group and then zooming in on individual scenes from the humans' points of view.
Describe how your characters change over the course of the journey, using the shift, carry, and shed options. Face daunting Perils or find respite in Interludes with group scenes between locations.
This game has a much calmer vibe to it, being about shepherding a Colossus rather than fighting it. The locations given are very evocative, which I think would be very helpful when it comes to helping the players describe each place they visit. The game is about change; your characters at the start will not be the same by the time they reach The Sleeping Grounds. This game is also GM-less, which might make it a good fit for a table in which everyone wants the same role.
I’d Also Recommend…
The Wildsea, by Felix Isaacs, which has large creatures to fight but is more about adventuring on the Verdant Ocean.
Hellwhalers, by BrewistTabletopGames, a game of nautical horror inspired by Moby Dick.
69 notes · View notes
karniss-bg3 · 2 months
Text
Salute, Larian Studios
Heya folks! It’s been a while, I hope everyone is doing well. I’m breaking my hiatus to discuss the recent announcement made by Larian Studios on their steam development blog. I will add the link here for those who wish to read the blog in its entirety but be warned, there are patch seven spoilers within. I wish to focus on a particular section in the final three paragraphs of the document, which reads as follows:
“Being given the chance to develop a game set in the Dungeons & Dragons universe has been a dream come true for all of us. But as Swen recently confirmed, we won't be introducing any major new narrative content to the story of Baldur's Gate 3 or its origin characters and companions, nor will we be making expansions or Baldur’s Gate 4. As an independent studio since 1996, we value the freedom to follow our creativity wherever it leads. In this case, after six years in the Forgotten Realms and much discussion and rumination, we’ve decided to seize this opportunity to develop our own IPs. We’re currently working on two new projects and we couldn’t be more excited about what the future has in store. It’s still early days - we’ll tell you more about those later down the line. But know that even as our focus turns to these new games, the sensibilities that brought you Baldur’s Gate 3 are alive and well here at the Larian castle. We’re fueled by the very same fire in our bellies, one that drives us to create immersive experiences shaped by your choices, and we can’t wait for you to join us on this next adventure.”
I will admit, when I first read this I felt a tinge of disappointment. As someone who had a lot of hope in seeing some stories continued, Kar’niss especially, this feels like the once open door is now sealed shut permanently. To be entirely fair, I always looked at an expanded Kar’niss story with skeptical optimism; hope for the best but expect the worst. After all, Kar’niss was designed as a throw away plot device that had no real bearing on the over-all narrative. Most of what has been derived of the character is entirely fan driven and not based on anything confirmed by Larian as a whole. Furthermore, there were many fan favorites that had a larger base than our dear drider and chances are even if Larian did decide to do an expansion, Kar’niss still wouldn’t make the cut.
With that said, I respect Larian in their choice. To expand on other characters would cost a lot of money and time. To juggle that alongside making new games would be unrealistic, and I understand their point of view completely. We also don’t know what is going on behind the scenes which could’ve influenced their choices all the more. Over all this situation mirrors the old saying, “Don’t cry because it’s over, be happy that it happened.” I am happy, and grateful. Without Baldur’s Gate 3 this blog wouldn’t exist. All of the amazing interactions I’ve had over several months would’ve never occurred, nor would I have found the courage to publicly publish stories to the internet. While I don’t consider myself an awful writer, I never believed my work was good enough for those outside of my personal circle. To say that my confidence has blossomed over the last few months is an understatement, and I owe that to the fantastic support of those in the fandom as well as those close to me. From the bottom of my heart, I thank you.
With Larian closing up the BG3 shop after the next few patches the question becomes, what’s next? For me, I don’t know. Sadly I’ve been swamped lately and it’s not destined to slow down until the middle of May. By then I hope to have a sufficient breather so I can return to projects I’ve left on the back burner in the interim. The Kar’niss blog will remain in place along with all of the archived stories, theories, and miscellaneous posts that are present. I still have a few writing requests that have waited a lot longer than I anticipated, so forgive me for the delay. I may also make a new blog that is dedicated solely to writing and other fandoms of interest. When the time comes I’ll post it here and folks can follow it if they wish but I’ll understand if not. Regardless of what the future holds, I am very stoked with the experiences I’ve had within the Baldur’s Gate 3 fandom. I’m a painfully shy individual and I am not a spotlight seeker by any stretch of the imagination. This section of the internet allowed me to expand my horizons a bit proving that you can indeed teach an old writer new tricks.
I look forward to seeing what is in store for Larian Studios. So long as they stick to their passion for making good games and treating their customers like people instead of money cows to be milked, then I will support every game release that comes in the future. While I’m sad that the many questions I had about Kar’niss will go unanswered, at least the drider will live on through the stories, art and other creative works made by his fans. In that way he is eternal, as are all of the other characters we’ve grown to love over this journey.
I hope to return on a more regular basis soon. Until then drider army, take care of yourselves and thank you for your continued support.
36 notes · View notes
thatskynews · 26 days
Text
The Art of Sky Book
youtube
Introducing Sky’s First Edition Art Book! In this artfully curated visual adventure through seven years of game development, the artists and designers of Sky: Children of the Light will take fans beyond the game and into the creation of its enchanting imagery.
After three meticulous years in the making, this hardback book has been printed in stunning quality, and we are excited to share it with you!
If you live in the Los Angeles Area, pre-order today for a chance to pick up your copy of the book and have it signed by the artist at our exhibition at Gallery Nucleus on June 15.
More details about the event here: https://bit.ly/ArtOfSkyEvent
Pre-order your copy here: https://bit.ly/Pre-orderArtOfSkyBook
48 notes · View notes
txttletale · 8 months
Text
bundletober #11: locum tendons
i really need to stop getting these up so late. god. tomorrow ill have my bundletober done at a regular time i've just had a weird day. anyway locum tendons is a game about devouring your double by elijah raine.
Tumblr media
what a silly pun. locum tendons. come the fuck on. no just kidding i love it obviously. it's become a running theme this month and i'll always say it again: you can instantly endear me to your game with a razor-sharp premise. i'm on board from reading this paragraph. let's see if the game can keep me.
you have two stats, as a flesh-devouring doppleganger: your Deception (ability to pretend to not be a the thing from the thing) and Consumption (your ability to make a big mouth like the thing from the thing and eat somebody). this is a bit of a missed opportunity for flavour¹ because i think these stats could have been named something a bit more evocative--'deception' and 'consumption' are just kind of bland and plainly descriptive. aw well. they're inversely proportional--each party member (or, as the game suggests, each two or three) that you eat makes you stronger but also makes the party more suspicious.
other than rolling these two stats (it's a dice pool affair, using caltrop core's d4s) the main mechanic is 'fear', a stat that tracks up every time you fail or partially succeed on a role. if 'fear' gets too high while there's more than one victim left, the game ends--either in fleeing or death. i like that little detail, just because i'm always a fan of non-death outs for characters roleplaying games ever since blades introduced the concept to me.
other than that, there's a couple random tables. disappointingly, one of them is just for stock unlikeable adventurer characters--and maybe this is just because i'm immersed in the fantasy genre and TTRPG stuff and that whole cultural millieu but it really seems like something that anyone could have come up with.
Tumblr media
like, i've seen every one of these done a million times. since i'm way too young for the height of drizzt and his ilk i'm honestly more familiar with these subversions than the original stock fantasy adventurers they're meant to be undermining. and familiar is the last thing i want from my random tables--random tables are peak 'game as co-author' for me and i want them to push me to places i wouldn't go myself. it especially hurts locum tendons because it's a one-page RPG, so this table represent a non-insignificant chunk of space used here! i'd have much rather had a table of possible origins for our player character shapeshifting flesh devourer! once more, missed opportunity. the other table, listing locations / setups for contrived one-by-one murderathons, is quite a bit better. i really like the 'at a wedding' suggestion, makes the player characters that much more villainous and creates an opportunity for great drama.
all in all locum tendons is competently put together on the dependable bedrock of caltrop core and has a strong concept, but it just doesn't quite commit enough. it's not immersed enough in the aesthetic that the name promises, it doesn't go full john carpenter, and i think that's ultimately to its detriment. there's a lot there, but it just doesn't fit it all together within the tight constraints that one-page design puts on a game.
locum tendons is available for purchase as a digital download through itch.io ¹teehee
68 notes · View notes
canmom · 29 days
Text
what's the book for? part 0
youtube
I watched this three hour video! It is primarily a critique of the story games/Forge mode in TTRPG design, seeing it as the fruit of a condescending behaviourism, which to youtuber Vi Huntsman is painfully reminiscent of the 'Applied Behaviour Analysis' abusive treaments that are often applied to autistic children! Oof! Quite a charge...
...though it only gets there after the first hour or so! There's a segment where they do a stage production of an abridged version of a segment in Sunless Skies!
So... despite 'three hour video essay titled Art, Agency, Alienation' being kind of a punchline in itself, despite occasionally the kind of indulgence you tend to only see in got-way-too-big video essay channels, this video is actually pretty legit. I used to be quite the story game partisan and this is perhaps the best critique I've seen of it!
I think the thrust of Vi Huntsman's critique has merit, but it ends up feeling... honestly broader than I think they meant it - many dimensions seem to apply to almost any printed TTRPG. I also found their conclusion, which calls for more adventures and similar to support the 'folk art' of RPGs, extremely underwhelming - more a statement of taste than an answer to the blistering criticisms of the previous three hours.
So here's my own attempt at an answer. Or at least to lay out the premises we'd need to reach an answer, I'm not there yet!
tl;dw
Let me try and break it down into a tl;dw version. (I'll brush past the lead-in which talks about The Stanley Parable and Severance, used to frame the discussion.)
First up, ABA is an abusive practice inspired by radical behaviourism. In ABA, a behaviour analyst decides how a child should behave, and applies crude reward/punishment structures to get the child to do as they want, without trying to understand the underlying reasons. For example, an analyst may try to stop a child covering their ears when flushing the toilet, even though this is painful for the child. This analogy runs through the video. It is clearly quite personal for Huntsman, who I'm fairly sure is autistic themselves, and apparently worked at some point in attempting to apply the 'treatments' cooked up by the behavioural analysts.
Now, there is a perspective in game design that believes that the designer's responsibility is to create structures of rewards and perhaps punishments to push a player towards a specific intended experience - i.e. 'incentives'. In this light, game design is envisioned almost as a kind of spooky mind control to create behaviour in players, though the methods imagined to do so are in fact very crude.
The other element Huntsman introduces is the notion of 'Suitsian games', after the philosopher Bernard Suits, which are self-contained rules structures creating interesting obstacles to reach some kind of arbitrary goal (for example: capture king, place ball in hoop), where the interesting aspect is the new 'agency' created by the limitations of the rules. Huntsman argues that TTRPGs are not Suitsian games, and it's a big mistake to act as if they are.
They present some examples of a disdainful attitude among designers that players are like children whose behaviour is determined only by the game itself, despite all evidence to the contrary. A particularly damning example is a podcast episode in which a game designer who is also an ABA behavioural analyst attempts to explain how games should more deliberately apply direct incentives in their design.
This attitude, Huntsman argues, results in games (here books you can buy instructing you what to do) which attempt to meticulously shape play (the actual thing that happens at the table) to push it towards a very specific intended experience, often by rigidly defining processes for nearly every stage of the game, similar to a board game. This undercuts the open-endedness of TTRPGs, the major strength of the medium.
The roots of the pernicious ideology, in Huntsman's view, go back to the Forge forums, a cultish forum about game design run by a terribly arrogant man called Ron Edwards, known for Sorcerer and Trollbabe. Many of the major game designers active in the indie scene today come from the Forge, and they tend to somewhat nepotistically promote each other, including writing a very self-back-patting textbook.
In a section termed 'the can of worms', Huntsman suggests that elements like the 'agendas' and 'principles' and 'GM moves' amount to designers taking undue credit for player creativity, with designers claiming that fairly boilerplate GM advice framed as rules is what makes the game work, with the corollary if the game doesn't work you weren't following the GM rules properly and thus weren't really playing the game.
Some of these games tell you off for interesting ways you might hack or vary their rules, insisting that they be interpreted strictly and narrowly to get the 'intended' experience
This is all about selling a product - the idea that you need this specific book in order to create a certain kind of experience, when in reality the book does very little to actually contribute to the 'folk art' of playing an RPG together.
The main example used to illustrate all this is Root: The RPG, a TTRPG adaptation of the extremely popular asymmetric board game about forest animals having a civil war. The TTRPG is printed by a company called Magpie Games which specialises in PbtA designs, probably best known for Masks. They tend to do very well on Kickstarter, but their games - often IP tie-ins - are not especially memorable. Vi Huntsman praises the original board game, but has little positive to say about the TTRPG spinoff.
From what I saw in the video, Root is definitely a strong example of a shallow PbtA game which borrows the surface-level forms of Apocalypse World (moves, agendas, etc.) to create something bland and unengaging. It commits many design sins - far too many uninteresting moves, a dearth of evocative prompts to get you into the idea of the game, locking certain reasonable actions to specific playbooks, repetitive prose, a lack of conceptual clarity, dogmatic insistence that its rules must be followed to the letter... Clearly we can all skip this game.
But...
the role played by a roleplaying book
What's more interesting to me is the broader critique.
The video does not directly address Root's obvious parent Apocalypse World in much depth. Huntsman notes that most of Root's ideas are cribbed from there and that Magpie Games have been less and less likely to acknowledge Vincent and Meguey as time goes on; the pair are also included in the Pepe Silvia wall used to illustrate the reach of the Forge. However, they do not really address whether their criticisms apply to Apocalypse World.
To my eye, Apocalypse World is still a lot better than almost all of its many, many imitators. Part of that is the strength of its prose - and that is actually very important, for reasons I'll get into. So I think it would be better to look at the best of this tradition, rather than its worst.
But before we can get into that, the real question for me is this. What is the relationship between the paper object in your hands or PDF on your computer, and that mystical thing that happens when you and your friends gather around a table and tell a story together for four or five hours?
Begin series.
22 notes · View notes
pico-digital-studios · 7 months
Text
Into, Across and Beyond!: Character Charts
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Today, I'd like to introduce you all to most of the major cast line-up for Into, Across and Beyond!.
BLUR GANG
The Blur Gang is a bunch of multidimensional heroes from many universes all ganged together with the equal purpose of keeping things safe. The members of this team include:
OMT!Tails (the Tails of the Sonic.exe One More Time games by Mr. Pixel Productions)
CR!Sonic (an alternate version of the blue blur by @becdoesthings)
OMT!Mina (an alternate version of Mina from a parallel timeline to Tails)
Mini Sonic (from the Sonic the Hedgehog Parts 1 & 2 game)
Mr. Needlemouse (a cartoon-like Sonic made by @mcgamejolter)
EX!Alice (an alternate version of Xenophanes' right-hand girl by AetherAsterisk) and her robot mech, E4-R6:3
D-Sides Mighty (from the FNF D-Sides mod)
BK!Amy Rose (an alternate role swap version of Amy for Sonic and the Black Knight, conceptualised by @sstorminghearts)
CU!Sonic and CU!Sonia (a father and daughter from the ChaosIIUniverse by ToonsiteComics)
Nine (from Sonic Prime)
Nitro (my own original character)
Antho (from SFG1235's Mobiverse AU)
Ex-Prince Brian (from the Mobius' Freedom Fighters AU by jordangaming101 and @becdoesthings)
Hog the Tenrec (a bootleg Sonic character by Jack Gore on Twitter)
Wacky the Hedgehog (another bootleg Sonic character by danicorelove on Twitter)
Devy the Rabbit (character and sprite by NotSoDevy)
Trip the Sungazer Lizard
QUILL SOCIETY
The Quill Society are a group of multiversal characters responsible for protecting the very fabric of the Sonic and SEGA multiverse. Note in advance that only five of its members are on a bad side, and most of them are solely good. Their members include:
Lost Memory Sonic (from What if Sonic Lost his Memory? by The Sega Scourge)
Amy Rouge (from that Sonic Adventure 2 mod with everyone wearing Rouge's outfit)
Turbo the Alien Hedgehog (that one alien rival from the Fleetway comics)
Fiona Fox
Tekno the Canary (from the Fleetway comics)
Zonic the Zone Cop (from the Archie universe)
CD Alt Ending Sonic (from Sonic CD: Alternative Ending by Lucsan 2015)
Underground Sonic
Emperor Metallix
Errorverse Sonic (from the same AU Nitro originates from)
LEGO Sonic
Sunky and Tlels
Carol Tea (from Freedom Planet)
Sarah Henderson (from the Needlem0use series by ShutUpJojo)
Barry the Quokka (from The Murder of Sonic the Hedgehog)
E-21 (a modified robot from the Movie universe)
Milly Prower (by SallyAc63038470 on Twitter; SFW in this AU)
Blitz!Tails (from the Sonic/Avalice Blitz AU by BobTheGUYYYYY on Twitter)
Sonic.RAW (a Sonic.exe character made by randidesu)
Superstars / Discovery Omega Amy
OVA Knuckles
Rob o' the Hedge
Water Sonic (from that one Sonamy fanart based on Elemental; designed by @xblueshin)
Fleetway Amy
Stella Hoshine the Cat
Pana Der Hejhog
Bunnie Rabbot
Nicky Parlouzer
Somari
Warrior Feline Honey
VILLAINS
These are the various villains present throughout the stories. These include, in the Spider-Verse set:
Eggman Nega
Shadow Emerl / Uma Arachnis
Zeera the Zeti
Surge the Tenrec
Johnny the Shark Robot
Snively
Crimtake (the EXE from NotSoDevy's SONIC Lost Drive trilogy)
Gemerl / Anti-Miles
Dr. Beeman (Mr. Needlemouse's arch-nemesis)
The More than One Universe set includes:
Shalian (an alternate version of Toxinfect)
Crossover Realm Corrupt
Talrareth
Animator vs. Animation Corrupt
Richard Ambersilve
Sonath
Curse (my version of the character)
The Into the Sonic-verse villains include, from this list:
Dr. Finitevus
The Super Special Sonic Search and Smash Squad (Scratch, Grounder and Coconuts)
Scourge the Hedgehog
Rosy the Rascal
Walter Naugus
And finally, we've some members of the AU's supporting cast, those being the OMT versions of Sonic, Knuckles, Amy, Sally, Cream and Robotnik, alongside three other OCs of mine, Lucia, Karilvatch and Amelia, and the Mobiverse version of Tails.
Other supporting characters include:
The Errorverse counterparts of Tails, Amy, Knuckles and Eggman
Exeller (from the Spirits of Hell duology)
Team Lilac
Extraterrestrial Encounter Sonic / XE!Sonic and Xenomorphic (this AU's version of Eddie Brock and Venom)
The FNF trio from the Errorverse (alongside Bentonly/Bently Forceloyed and Isabella Fondsmith from New Identity, New Life)
The Prower Kids (Melody and Skye Prower)
Fellow SEGA and Capcom characters include:
Alex Kidd
Ristar
NiGHTS
Opa-Opa
Arle Nadja
Billy Hatcher
Mega Man / Rock Light
Over the next days, I'll drop some bios to explain who all these people are and their role in this AU. Do note that NONE of this is canon to the pre-existing AUs or official universes unless their creators deem it as such.
I apologise in advance if your favourite AU or a favourite OC didn't get in, but do know that this is only the surface level of how massive the multiverse can be. And just remember the one golden rule of the multiverse:
In the multiverse, everything is canon!
Yeah, we don't talk about THAT stuff, though.
Sprite credits:
CartoonsAnimate22 (OMT!Tails, OMT!Sonic, OMT!Knux, OMT!Amy and OMT!Robotnik)
Nebula / Cylent Nite (CR!Sonic and Lost Memory Sonic)
Cylent Nite (OMT!Mina, Tekno and Warrior Feline Honey)
jrm10071322 (Mini Sonic)
Octluigi (Mr. Needlemouse base; edit by Pico231)
deltaConduit (EX!Alice and CD!Sonic; edits by Pico231)
Sergey E.S.N. (front-facing Big Arms sprite)
Dolphman (S2 Mighty sprite; edit by Pico231)
Mod.Gen (BK!Amy, Nitro (edit and design by KoolTimYT, BroadwayBash123 and Pico231), Wacky (edits by Pico231), Fiona, Fleetway Amy, EV!Sonic/Tails/Amy/Eggman/Knuckles, Bunnie, Snively, Scourge, Rosy, Naugus and the Prower Kids)
paveldechev0604 (CU!Sonic; edits by Pico231)
SEGA (CU!Sonia, Crimtake and Shalian bases; edits by Pico231) (SS!Amy)
Deebs and Xeric (Alt Mod.Gen Tails sprite; edit by Pico231)
@mcgamejolter (Custom Nitro, Amelia and Bently sprites, alongside original sprites for AVA!Corrupt and Richard)
Antho and BECDoesDA/JordanGaming101 (sprites for Antho and Brian)
Gavin’s Golden Entertainment (Hog sprite; tweaks and edits by Pico231)
NotSoDevy (his character’s sprite)
miniluv73 (Trip sprite)
SuperGoku809 (Amy Rouge sprite)
RatherNoiceSprites (Turbo, Somari and XE!Sonic sprites)
khalifax10 and Xeric (Zonic sprite)
Deebs (UG!Sonic and OMT!Sally sprites)
DerZocker (Emperor Metallix sprite)
LegoLoco7 (LEGO Sonic sprite; recreation by Pico231)
Miles The Duck (Sunky and Tlels sprites)
GalaxyTrail (Carol and Lilac sprites)
SFG1235 (Antho, Barry and MV!Tails sprites)
KostyaGame the Fox (E-21 sprite)
JunkeyBot (Milly sprite; edits by Pico231)
Nebula (Super Tails sprite; edits by Pico231)
randidesu (RAW sprite)
Gardow and Overbound (OVA!Knux sprite)
Gabriel_aka_Frag (Rob o’ and OMT!Cheese sprites)
TheCrushedJoycon (TTS sprite; edit by Pico231)
MarkeyJester (Pana sprite)
NickyFan7 (Nicky sprite)
Shinbaloonba (Eggman Nega sprite)
Xeric (Uma sprite)
Teh2Chao2 (Zeena sprite)
ManiaMadness91 (Surge sprite)
mtallic (Sonic.OMT sprite)
Rosabelle (S1 Extended sprite; edits by BECDoesDA and PrimalKoopaPictures)
NotSoDevy and NightAkio (Talrareth sprites)
paveldechev0604 (Original Sonic 1-based sprite; edits by Pico231)
Louplayer (Ohshima Eggman sprite; edits by Pico231)
Tonberry2k (S.S.S.S.S. Squad sprites)
Smoke-the-Pyroling (OMT!Cream sprite)
KoolTimYT (Dr. Beeman and Exeller sprites)
LiefBnuy (SMA Milla sprite)
HyperTails12 and LillyDragon (Carrie sprite)
NICKtendo DS (Time Eater sprite; edit by Pico231)
RaulHedgeBomber (FNF trio sprites’ palettes)
Hyperknux6 (custom NiGHTS sprite)
49 notes · View notes
lyricallyawesome · 3 months
Text
The Timeless Appeal of Mario: Gaming’s Most Beloved Hero
Tumblr media
In the pantheon of video game characters, one hero stands out for his enduring appeal and universal recognition: Mario. The plucky plumber from the Mushroom Kingdom has become an emblem of the gaming industry, transcending cultural and generational boundaries. But what is it about Mario that has cemented his place in the hearts of millions?
Mario’s journey began in 1981 with the arcade game “Donkey Kong,” where he was introduced as “Jumpman.” However, it was the release of “Super Mario Bros.” in 1985 that catapulted him to stardom. This game, with its innovative platforming gameplay, set the standard for future titles and established Mario as Nintendo’s flagship character12.
The genius behind Mario’s creation, Shigeru Miyamoto, crafted a character that was both everyman and hero. Mario’s design was influenced by the graphical limitations of the time, resulting in his iconic overalls, cap, and mustache. These features not only made him distinctive but also relatable2. Mario was a character that didn’t possess superhuman abilities; he was an ordinary individual thrown into extraordinary circumstances.
Over the years, Mario has starred in over 200 games, ranging from platformers to racing, party, and even educational titles. Each new release is a testament to Mario’s versatility and the creativity of Nintendo’s developers. The franchise has explored various genres, ensuring that Mario remains relevant in an ever-evolving industry1.
One of Mario’s most significant contributions to gaming is the sense of wonder and adventure he embodies. The Mushroom Kingdom is a world brimming with vibrant colors, imaginative creatures, and inventive landscapes. Each game is an invitation to explore and discover, appealing to our innate curiosity and desire for adventure.
Moreover, Mario games are renowned for their accessibility. They offer a balance of challenge and fun that caters to both novice and experienced gamers. This inclusivity is a core reason why Mario continues to be a gateway for many into the world of video games.
Mario’s impact extends beyond gameplay; he has become a cultural icon. From merchandise and television shows to a Hollywood movie, Mario’s influence is evident across various media. He’s a character that represents the joy and nostalgia of gaming for people around the world.
As we look to the future, Mario shows no signs of slowing down. With each new console generation, Mario leaps into our living rooms with the same enthusiasm he had over three decades ago. His games continue to push the boundaries of creativity, bringing innovative experiences to gamers of all ages.
In conclusion, Mario’s timeless appeal lies in his ability to adapt, his embodiment of adventure, and his universal accessibility. He’s not just a character; he’s a symbol of the joy that video games can bring into our lives. As long as there are games to be played, Mario will undoubtedly be there, jumping on Goombas, saving Princess Peach, and reminding us of the magic of play.
I hope you enjoyed this tribute to gaming’s most beloved hero, Mario. His legacy is a testament to the power of imagination and the enduring appeal of good, fun gameplay. What’s your favorite Mario memory? Share it in the comments below!
21 notes · View notes
Note
Do you have any advice on making easier puzzles? I LOVE puzzles, I grew up with adventure games where sometimes why something was the correct solution wasn’t obvious and I loved it because it made me think outside the box. My players … they suck at puzzles. They’re missing so many encounters and loot so they’re under level and under prepared half the time. They aren’t exploring or learning anything about the world. But I haven’t found a good way to tone them down without handholding them.
Tumblr media
DM Tip: Puzzling it Out
While puzzles seem almost quintessential to the d&d experience, one of my greatest criticisms of how the game is currently handled is that there's almost no advice available to dungeonmasters about how they should go about designing or running puzzle encounters to maximize the fun at their table. We've got vague ideas about riddle doors, big setpiece traps, and clever envriomental mechanisms from the media we consume, but no idea how to translate those things into a format that works well in TRPGs.
Part of the problem is that there's no head's up display or physical feedback in a game of imagination like d&d: players are purely at the whims of the DM and what information they're willing/capable of providing, forcing everyone to spend a lot of time asking clarifying questions or trying out options that won't work. This grinds sessions to a halt, as not only do players need to figure out how to solve the puzzle, but spend twice as long figuring out what the puzzle is on top of figuring out if there even IS a puzzle in the first place.
Below the cut I'm going to give specific advice about how you as a DM can be better about implementing puzzles for your players in game:
My number 1 piece of advice for running a puzzle is to be OBVIOUS about it: Hint at the mechanisms involved when you initially describe the room and make them do something when the players poke at them. One of the greatest tools I've given to my party is letting them ask " what's the puzzle here?", at which point you describe the goal of the puzzle, the problem that they're faced with, and the different options they can interact with. You can keep some things out of the description, hidden or missing imputs, broken mechanisms that need improvisation or repair, but if you can be perfectly clear with what the puzzle is at the beginning , the party can dedicate their brains to trying to solve it from the get go, rather than spending most of their time at the table poking around in the dark. When they've done what you need them to do, make it obvious: have the door pop open, play the zelda "puzzle solved" sound, scream " YOU'VE SOLVED MY FIENDISH PUZZLE" in the dorkiest wizard voice you can manage, anything to let them save time and get back to the rest of the session.
No skill checks during puzzles: nothing's more annoying than knowing the answer to something and then being forced to try and retry because the dice aren't being kind. Players likewise shouldn't need perception checks to figure out basic elements of a puzzle's functionality anymore than they should need to roll to figure out if a door blocking their way is locked. The one exception to this is when they've devised a bullshit way to circumvent the challenge that's too flimsy to work on its own and needs a bit of the luck-gods blessing on order to work.
Puzzles eat up session time, so if you want to get things done this session use them as gates for optional content. Alternatively, Consider introducing a puzzle at the end of a session giving the party a whole week to think about solutions to get past it. People are generally really bad at problemsolving under pressure, and there's no reason your precious game time should be sacrificed just because the group doesn't feel like doing verbal trial and error for three hours.
General Puzzle tips
Everything I wrote in my post about “Proactive DM Voice” applies to running puzzles, you want to point your party at the problem give them an understanding that time is limited and that their decisions matter.
When they attempt a solution, tell them why it seems not to be working and if the reason is because they’re missing something, tell them that they’re missing something.
To make your puzzles more interesting without making them complex is to have them missing pieces, either intentionally sabotaged or simply broken from long years of neglect. This lets you highlight two advantages d&d has over other puzzle games: improvisation and exploration. Having your players come up with wild solutions is half the fun of including puzzles in your games. 
On the note of exploration, try to include atleast two different solutions to every puzzle somewhere nearby, whether they be lost parts for the puzzle or a means of bruteforcing the barrier it would normally unlock. This lets your players feel smart, even if its not the exact sort of smart the puzzle’s original builder would have intended.
One of the best ways to use puzzles is to use them to double up on dungeon rooms: placing a fight or other challenge in the same chamber as the puzzle to add a more interesting backdrop.
If your party is really stuck on something, rather than letting them make an intelligence check to know the answer, describe how the mechanism of the trap works and ask how they think they’d get past it/break it. Looking under the hood like this does give them a leg up, but still requires enough problemsolving to make them feel smart.
Environmental puzzles:
These are going to be your bread and butter for most ruined or abandoned dungeons, created either by intention or because objects in the environment landed just so to create a knot that the party now needs to untangle
Rather than letting your party flounder on something that isn’t solvable never be afraid to say  “That doesn't seem to do anything right now” or “looks like you’re missing a piece before you can make this work”. It’s videogamy, but your players will thank you for respecting thier time.
One of the best ways to give your party an advantage when dealing with environmental puzzles is to take the central mechanic of the puzzle and have them encounter a simplified version of it early on. Puzzle about getting an elevator unstuck? Have them do the same to a freight crane for a minor loot drop. Puzzle about draining the water from a flooded chamber? Have them empty a massive barrel so they can reach the keys inside.
If you want to be particularly devious, consider chaining environmental puzzles, making the ones they encounter earlier in the dungeon reliant on the solving of others deeper in. That gives you an excuse to reuse dungeon rooms, as the party circles back to play with the toys you’d previously singled out for later.
Riddles
Riddles are better suited to games with the fey than for locked doors, as anyone trying to keep someone out of their chambers would be better served with an actual lock or password than 
The exception to this rule is “linguistic gap” riddles, where a knowledgeable partymember is making a translation from instructions on how to get past the obstacle but due to age and cultural difference the translation doesn’t exactly match up: navigating a cave by “heeding the unseen serpent” and following the sound of rushing water, or “follow pelor’s patient gaze” to see where the sun points to at a particular time of day.  
If you must have riddles, use them as hints rather than obstacles, pointing out secret caches of supplies or secret passages that let the party skip past other barriers. That lets them feel smart for figuring out a shortcut, while still giving them the main road of progress to follow if they get stuck. 
Riddles also work when the architect is trying to prove that they’re smarter than the intruder, Riddler style, or wants to leave behind a false clue that leads them into a greater trap.
As a design consideration consider having the awnser show up as a physical thing somewhere in the dungeon, even if it’s just a representation the party can spot, or evidence that it once existed there. People’s brains are better at drawing connections then they are at coming up with random ideas, so figuring out that “all in armor never clinking/never thirsty always drinking” pertains to a fish is a lot easier if the party noticed a lot of fish in the fountain frescos a few rooms back.
Traps
I like to think that there’s two kinds of traps, death traps, and slap traps. With the former being large indiana jones style setpieces where the players desperately need to escape, and the latter being a minor hazard that softens the party up before an actual fight. 
Deathtraps are like boss encounters, and can be run either in tandem with a fight or as a sort of environmental puzzle on their own. Given that the architect probably didn’t intend for intruders to escape the method the party uses will likely be improvised, letting them feel extra clever for surviving, rather than simply lucky. 
Slaptraps are either best deployed as an ongoing navigation challenge , or as an unexpected threat introduced into another encounter. The days of random 20ft pits in the middle of hallways are a dark and godless time and we should not return to them
Traps that don’t have someone maintaining them will either break or leave behind bodies which attract scavengers. These are important signposting to a delving party that a trap might be coming up, so be sure to include them before you unleash a new trap on them. 
An old bit of advice Traps are put in places where the dungeon’s architect/current owner doesn’t want people to go, and as such arn’t likely to be in populated sections. 
I’m tremendously fond of Dael Kingsmill’s “Click” system, which turn traps from a random suckerpunch into a tense problemsolving encounter. TLDR: When a trap is triggered the party hears a loud “click” , and has a moment to do one thing in response. This action might grant them advantage or disadvantage, or fully negate the trap’s effects on them depending on what they chose as compared with how the trap hits them. It’s important to pair these sorts of traps with a dungeon room that has some details in it, so the party can guess in advance what the trap is.
Mazes, Codes, and Physical Puzzles
Despite how essential they seem to the genre, don’t try to run these sorts of obstacles by way of actually having your players solve them. They take too long and there’s too much of a chance for miscommunication to get in the way of progress. I’ve killed far too many of my sessions dead by throwing one of these in front of my party and expecting them to solve it then and there. Consider instead using my minigame rules to simulate the trial and error of working out something complex.
Art
668 notes · View notes
freakshowtwopointoh · 5 months
Note
the 'just watch me drive' bit gets me every time and I can't stop giggling but then it made my mind remember that movie I saw 'babydriver' and now I'm just thinking of au jordan in those scenes as a getaway driver for their wild group of friends who are all linked in some way to criminal activity with each using their powers and skillsets to get the group as a whole rich beyond belief and now I have a mighty need for this au and the chaotic adventures.
FUCKING SAME DUDE I CANT KEEP FROM GIGGLING EVERY TIME
omg that's iconic
esp bc i defo think jordan loves to drive. also i love babydriver its amazing. brain go brrrrrrrrrrr sorry not sorry
fjsdklfajk just add tthis to my list of aus
Jordan didn't outwardly complain when Brink brought new people into the fold, but they were never pleased about it either. The more people in the know, the more possible problems down the line.
At this point in the game, the others picked up on their wariness about newcomers and would not stop teasing them about it. Andre had actually created a bingo sheet of 'Jordan fucks with the newbie'. When Emma was brought on, they got a bingo in under three hours.
So when Brink told the team that he found a new recruit, Jordan ensured they kept their eyes forward, ignoring the reactions of their friends behind them.
"Alright, alright. Look - her power is weird but it's especially critical to this upcoming mission so please, don't scare her away."
Jordan forced themself not to roll their eyes - they never scared anyone away. People just couldn't handle them. There's a difference. But then Brink gave Sam a very pointed look, and they had to stifle a smile. They had forgotten about that... incident.
The metal door creaked open and in walked probably one of the most gorgeous people Jordan had ever seen. Big brown eyes, full lips, gorgeous deep skin, and long locs pulled back into a ponytail.
"Everyone, this is Marie."
Fuck. Jordan was fucked.
---
Marie was skeptical when Victoria told her about this new job. Multiple missions, little-to-no information about the group or the jobs. Just - do what these people tell you for the next few weeks, months, or even years, and then her and her sister would be set for life. To be fair, that is the deal that Victoria gave her initially when she caught her stealing on the job, but still. At least she had known Victoria for a few months beforehand. She's never met any of these people, and now she has to play nice? She just had to stay focused on Annabeth. If she could find them a good, stable place to stay...
So she went, pocketknife in tow, trench coat on, prepared for pretty much anyone when she walked into the cold conference room. Sitting around a large table were six people about her age, and the only other person in the room was a much older man with white hair and a beard. Marie presumed he was the head of whatever kind of ragtag criminal organization this was. This was confirmed when he introduced her.
"Everyone, this is Marie." She gave a small wave and the others introduced themselves. Andre, a black man with short hair and a relaxed posture, Luke, a tan blond man who looked like he had walked out of a Gap catalog, Cate, a thin and pale preppy blonde girl with piercing blue eyes, Emma, a bubbly white girl with short blonde hair, Sam, a pale muscular man with curly brown hair and puppy dog eyes, and Jordan, a small Asian girl with headphones in who seemed to have a permanent frown on her admittedly very pretty face. The leader went by "Brink", and she was sure there were a plethora of shitty puns she could come up with if he wasn't her boss. She took a seat in between Jordan and Sam, knowing Brink would likely want to begin quickly.
Taking in the group, it was clear whatever they were doing paid well. She wasn't well-versed in designer brands but the few she did recognize were scattered throughout the group.
---
The mission seemed simple enough, once Brink explained the details, but it was clear he was holding things back. Mainly because he hadn't mentioned the newbie's powers or why they needed her. I mean she was unassuming, but weren't they all? Jordan was halfway tempted to corner Brink and demand answers, but they knew they wouldn't get any information out of him he didn't want to give.
Tumblr media Tumblr media Tumblr media
24 notes · View notes
norel-ravenclaw · 1 year
Text
21st Century Time Travel Headcanons
Tumblr media
Fandom: Ikemen Prince (otome game)
Featured characters: All
Genre: Shenanigans and Chaos
Rating: sfw
Word count: 555
Description: These are my thoughts and opinions on what they might do, what are your thoughts?
WARNINGS: | none? | mxw |
Tumblr media
Clavis - He walks around writing down all the amazing tech and medicine to research and take back to recreate in Rhodolite. Bicycles? Bicycles. (Also up all night watching prank videos)
Chevalier - SOMEONE TAKE THIS MAN TO A BARNES & NOBLE. The Kindle app is a must.
Nokto, Licht, Gilbert, Clavis, Yves, (and one time) Sariel - Mistaken as cosplayers. Varying responses ensue.
Keith, Sariel, Licht, Yves, Rio, Luke, Chev - Love quiet hours traveling by train in the countryside. Reading, watching you sleep on their shoulder…
Clavis, Gilbert, Jin, Leon, Silvio, Nokto - Enjoy the chaos, energy, and challenge of traveling densely packed cities. It feels like an adventure.
The Bros - modern sports? sports cars? motorcycles? music and dancing? Enthralled.
Licht & Yves - Go to a concert hall and are astounded by the grandeur and new feeling of modern orchestral music (and both cry throughout.)
Gilbert & Chev - Would figure out technology (including Google Scholar) in an hour and spend the rest of the time researching 10000 topics.
Luke - Joins a save the bees rally. He buys everyone t-shirts that he forces them to wear.
Rio and Silvio - Spend half the time watching telenovelas
Yves - Modern recipes and cake/pastry designs would probably be fascinating to him. He cries when you sign him up for a cooking class with a professional baker.
Leon, Jin, Nokto, Clavis, Gilbert, Luke - love rollercoasters
Nice!Keith, Rio, Yves, Licht - hate them
Chev, Sariel, Alter!Keith, Silvio - might be persuaded to go if you wanted to, entirely to watch your reactions (Although Silvio is secretly terrified)
Jin, Silvio, & Sariel - Go to every winery they find. They single-handedly save one small vineyard from going under with a huge purchase and some excellent business advice.
Clavis - From the moment I was introduced to this gremlin, I have been cursed to judge every single meme I come across: Would Clavis like this? Imagine this loser’s glee spamming incomprehensible nonsense to everyone (and airdropping them to strangers to watch their reactions).
Licht, Sariel, & Keith - Have never been so at peace after discovering relaxing instrumental playlists on Spotify.
Jin & Nokto - Discover they love modern music and let you take them to a rave. Life changing.
Chevalier & Sariel - Are far too happy to use the silent mode on their phones. Everyone curses them when there’s emergencies (Clavis purposely got on the wrong train again).
Jin wanders into a martial-arts class. Walks out three hours later beloved by the kids and the teachers.
Rio & Luke - Goes to animal shelters and names all of them. Tries to smuggle out a puppy. Does not succeed. There may be tears.
Silvio - Loves NYC. In a different life he would have been born there.
Clavis - Comes across a street caricature artist and spends a gleeful two hours having them draw everyone from pictures off his phone.
Nokto, Jin, Leon, Silvio - Inflict their ignorant selves on helpless clubs every chance they get. Imagine them trying to learn how to dance???
Gilbert, Silvio, Sariel, Nice!Keith - Love museums. Gilbert asks the employees disturbing and inappropriate questions. Clavis is obsessed with the science museum. Begs to go back several times.
Who would be the best dressed? My guesses? Silvio, Yves, Chev, and Sariel would turn heads for sure.
IMPORTANT ADDITION: Who would love 80’s music the most?
Virtually all of them - Enjoy your efforts and excitement in explaining everything to them as much or even more than they are fascinated by it all themselves.
Tumblr media Tumblr media
260 notes · View notes