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#character intro gm
c4rdg4m3s · 5 months
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p10
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astrxealis · 8 months
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so. i've had this bloodborne diluc au idea since the game's release and i drafted a little bit in '22 and okay bloodborne diluc will always be special to me and i adore that others out there think the same but i'm not into genshin much at all anymore even if diluc & others are still cool BUT I JUST REALIZED ... bloodborne astarion au.
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inalienable-wright · 10 months
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saw a post about Mustard Red that inspired this but one of my favorite aspects of fatt that emerges from their overall collaborative philosphy and their game-switching/multiple games in the same setting is that certain NPCs that are either former PCs or were at one point played by a non-Austin player really carry that with them forever. like, gucci existed before the MB kingdom game, but she’ll forever have the sort of self-conscious brusqueness of a Janine character. likewise, kenneth marion culver is forever shaped by the specific way keith portrayed him in the first r2pal intro he appeared in. i just love how the non-GM players manage to leave their fingerprints all over these weird little guys
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christiansorrell · 3 months
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TTRPG Read-Through: Traveller - Book 1
Here is a read-through I did about a year and a half ago (originally posted on Twitter) of one of the all time classics: Traveller by Game Designers' Workshop! This read-through just covers Book 1 - Characters and Combat from the original Traveller box set trio of books. - Christian
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This is the 1981 Second Edition printing of the classic Traveller three zine box set! Been wanting to read this for ages now. It's discussed A LOT in Mothership circles.
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Really interesting to see GM-less and solo play options here. Didn't realize that was being done explicitly at this time. Also, nice to see "he or she" language here rather than the just "he" you see a lot in older games.
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The UPP is clearly the creation of an utterly deranged mind. This seems like a huge overcomplication of just listing stats (unless all your players are proficient in hexadecimal).
[Hi, it's me from the future here (aka now - 2024): I've learned to embrace and love the UPP (or more specifically the planet stat version from one of the other books). It's complicated at first but really quick and cool once you know how to read it.]
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I really like Social Standing as a stat replacement for charisma or charm or other social skills you tend to see. Feels like it would have more impact on the story and less of a "Roll to see if you convince him, I guess" sort of anticlimax social skills have most of the time.
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I'm now into the "you can die during char creation in Traveller" bits. Really cool in some ways. Really comical in others. It recommends you enlist your bad stat characters into the Scout service because of it's high mortality rate (so you can roll a diff char before play), lol.
Essentially, you roll stats and that's your entire character but to give them some experience they can enlist in a Service. You have to roll to get in and may get rejected. If so, you submit to the draft (get into one at random). You can die. You can gain skills and promotions.
Honestly, the char creation feels like a solo game unto itself. Risk v reward of how far to push your enlistments to boost your skills and standing and benefits. You could have a whole story in your head by the end of it. Great Session 0 material.
As a 34 yr old, this hurts. Apparently, I have -1 Strength, Dexterity and Endurance now...
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I admire commitment but asking GMs to use this full char creator for all NPCs (which means generating chars until you get one capable of filling the role you need) is truly too wild. Best part: at the end, it just says you can also pick whatever you want for stats and skills.
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The weapons and intro text have much more of a space as a new age of sail vibe to them than I was anticipating. It's cool. Far more Dune than Alien (so far).
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Interestingly (unless I missed something), skills are detached from your stats. Your base stats make getting into a Service easier and help you with Saving Throws and such, but skills have their own modifiers based on the situation and your expertise. It's cool (if a bit dense)!
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In case you were wondering, there is absolutely no art in this entire book. I'm hoping we'll get some in one of the other two books with vehicles and ships and such but won't be holding my breath. Gives the whole thing a very Serious vibe.
Always interesting to see how older games chose to handle this (or not).
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Here's the UPP in action along with quick listing of other character info. Interesting even if it is just too overcomplicated for my tastes.
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Can't overstate how much char creation feels like a whole solo game of its own. You can roll a character at age 18 and have them go through seven 4-yr terms in a Service before retiring and having substantial cash, specific possessions, memberships and social standings. Wild.
The character sheet mentions PSIONICS which is exciting (but I'll have to wait till Book 3 for more on that apparently).
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Combat is straightforward but has some unique bits: a focus on stealth as an option and movement/attacks occur by all parties simultaneously which means everyone (enemies too) gets to move and then everyone chooses who to attack and you roll them all. Sounds really fun.
Stats have cool effects in battle. Your Endurance stat is the number of attacks you can make before needing to rest (can you imagine if DnD just didn't let you do a base attack at a point?). Strength and Dex can boost or lower certain weapon rolls like you'd expect.
If trained in a weapon, you can give your expertise as a negative mod to your enemy's rolls to attack you to reflect parrying and blocking which is cool. The skills also add to your attack rolls. Skills just seem really useful overall here.
I just love that we get stats for broadswords, revolvers, and laser carbines. Plus, there are even special tables for archaic weapons for when encountering lower-tech civilizations. It feels like a really wide open interpretation of what space could look like. Feels exciting.
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A few more equipment tables and a final quick reference page at the back and that's all for Book 1. I'll be back with Book 2 and 3 in the coming days!
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Main thoughts: Character creation is very involved but really cool - its own game practically. Skills are very deep in a way that feels refreshing when compared to more stat-focused games. Combat has some fun, chaotic twists. Feels like a wide universe of possibility here so far.
I'll add Books 2 and 3 to this thread when I give them their own read-throughs. In the meantime, here's my newsletter (last two months have Mothership freebies): https://meatcastle.substack.com
And here's my website (with links to my games and modules and all that good stuff): https://shop.meatcastlegameware.com/
Thanks for reading!
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imbrisvastatio · 4 months
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Writeblr Re-Intro
Hi, my name is Sarah and this is my low effort writeblr. Main is @aestatismors therefore follows, likes, and asks will be from that account. Taking latin in high school is my whole personality.
I'm 24 and queer. I am here to find friends, read other's writing, and to learn to share my writing. I am open to tag games and asks! (I get behind, but I get there eventually lmao)
I write horror and fantasy mostly. My writing is usually dark and intended for adults. I love the weird and vague.
Information about wips under the read more;
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Liar's Gate (tag wip^2) is high fantasy following three different people from three different places. A queen who abandons her kingdom and can explore her suppressed magic. A prince who refuses to be who his father wants, but his father has another plan in mind. And a woman who finds herself adopting a small girl after becoming a monster.
By The Hands (tag autumn wip) is about the way heartbreak and grief shapes actions. How love can hurt the people you meant to help. Everything is destructive and sometimes letting go is the answer. And sometimes holding on is instead. Large cast of characters and different timelines.
Shapeless (tag shapeless) is a segmented story following five characters as their worlds shatter in different ways. Death haunts them all but they aren't as powerless as they believed.*
House of Unrest (tag hou) is a written horror rpg that I gm on discord. Vol 1 is The Case of Abbigail Biggons. A young girl in Marrowstone goes missing on a hike with friends and everything is connected back to the Mirron Inn.*
Crest (tag crest) is a fantasy written ttrpg that I gm discord. Based off of d&d and pathfinder. Magic is outlawed and the gods are gone but there are plenty of secrets and history that unravel with them. And perhaps the gods are not quite god and magic isn't simply outlawed.
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*Shapeless and House of Unrest take place in the same universe. Other snippets I share may also share that same universe.
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titanrpg · 9 months
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NO GOOD DEED: Bleed 10,000 Hit Points devlog v0.1
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since a lot of people were excited about the intro snippet i posted for NGD, i thought maybe i'd record some game design thoughts as i continue working on it
going gmless
as i play and design more ttrpgs over the years, i've become less interested in games that require a lot of prep for the gm. or a gm at all. when i design a ttrpg, my default is gmless unless the game requires a gm to function properly.
going diceless
i'm also going diceless because the main mechanic is everyone's shared pool of 10,000 hp that takes 1 damage every second of real play time. i want that to shine, so i've made a ton of choices toward that goal. the mechanics heavily revolve around using and replenishing hit points. dice would just distract from that. plus, every game i've ever written is influenced by wanderhome so honestly it's been a long time coming, my writing a diceless, gmless ttrpg hah.
central gameplay mechanic (lack thereof)
NGD was born out of my own values and growth and discovery of Black anarchist theory. writing this game is a way for ME to see how these ideas play out in a 'micro-community' (shout out to jay dragon for the term) of a few friends at a table. obviously, a gm is thematically irrelevant to this idea. and as i explored a central game mechanic, i realized there couldn't be one. not for this idea.
instead, each playbook contains its own "mini game." (shout out to SLAYERS by gila rpgs for its cool asymmetric class system where i saw this first.) the setting itself will have mechanics to interact with, but each playbook has its own resolution mechanics and toys (one uses a rubik's cube to predict the future, another uses a toy top to pause the timer from ticking down, another uses a deck of playing cards, you get the idea). will this work? i'll find out in playtests haha.
an emerging theory of written narrative art forms
i'm finding that writing a ttrpg can be similar to writing a novel if you have an argument you're trying to make. mechanics communicate values and philosophy, and you can explore so many variations on a theme.
the big difference between a ttrpg and a novel (in my view, in this context) is that when you write a ttrpg, you're outsourcing the character creation/development process to the readers. it's unsurprising to me that i enjoy this, since my main "Thing" in ttrpgs is SRDs (systems that help people make their own games). caltrop core, emerge8, etc. i find the architecture/value exchange that underlies games really fulfilling to work with.
based on my experience with ttrpgs lately and novels in my undergrad degree, here is a theoretical relationship between them all, where reader involvement starts high and declines from left to right and author involvement starts low and increases from left to right:
srds -> ttrpgs -> novels
which is all just to say, writing NGD has felt like all the good parts of writing a novel and none of the parts that take me forever
final thoughts
hey, if you're still reading this, thank you. i'm enjoying this project more than p much any other ttrpg proj this whole year. i've also been in varying intensities of depressive episodes all year. it's more like i have episodes of good mental health sprinkled in with a depressive baseline. i recently increased my meds dosage so hopefully that helps.
i'll be back with another update soon. playbooks are up next.
follow me to stay updated!
-Lex
Titanomachy RPG
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rpgsandbox · 9 months
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kickstarter
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Perils & Princesses is an adventure game played with paper and pencils, a few fancy dice, and your collective imaginations. The rules are inspired by a long tradition of pen-and-paper role-playing games, but specifically-designed to be easy to pick up and get you started on an evocative gritty, pretty, magical adventure.
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Remember that scene in Snow White & The Seven Dwarfs when our hero runs off into the deep dark forest, narrowly avoiding the pitfalls and horrors within? Or when Dorothy Gale throws a bucket of water in the face of the Wicked Witch? This game is all about the humble moments of heart and heroism of storybook princesses. 
These adventurers rely on  baskets of goodies, trusty hatchets and their hidden talents to help them on their way. The gifts from their Fairy Godmothers help them call upon woodland animals, sing enchanting songs or connect with the elements of nature as they dig deep to survive the perils that await them. 
Get some friends together, create your character and take your band of fairy tale heroes on a  dungeon-crawling, monster-slaying adventure.
If you're a fan of Grimm's Fairy Tales, animated Princess Movies, and Classic Storybooks where plucky heroes use their resolve and wits as they undergo fantastical adventures, then this is your kind of TTRPG. 
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The mechanics are rules-light, and focus on simple magic, teamwork and creativity. This game works as a stand-alone but is easily adapted to your own OSR and NSR style games, pre-written adventures, settings and dungeons of all sorts. In the game book you’ll find: • Streamlined system, friendly for newcomers, while still being rich with atmosphere for veterans looking for a new world to explore. • 8 fairy tale character classes with a wide range in fairy tale abilities. Based on the gift given to you by your Fairy Godmother, you could have an enchanting voice, an animal sidekick, or a connection to the elements that helps you thwart the perils that lay ahead.
 • Random tables to generate characters and outfit them with adventuring gear, storybook trinkets and enchanted relics or  quirky weapons.
• Bestiary full of Rot Goblins, Hedge Witches, Dragons, Trolls and Pixies and Unicorns  for GMs to spring upon the princesses. • GM tools to quickly improvise encounters, treasures, NPCs and all the little details to bring your fantastic world to life.
• Intro Adventure "The Rosewood Crown" with a backstory, plot hooks and a dungeon crawl to get your adventure started whether it's a one-shot or a a jumping off point for a larger campaign. Easy to follow instructions help new GMs run a session with only minimal prep. 
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Princesses are specific kind of fantasy character. Regardless of gender, they are fairy tale adventurers that rely on emotional resolve and cleverness more than physical strength. Your character can be any gender you choose. 
What ties them all together is that all princesses start with a Gift from their Fairy Godmother. Their Gift and their special abilities grow as they level up in their adventure. Whether it's an enchanting voice, a wild heart, powerful friendship or kitchen magic, each character archetype brings their unique talents to the adventure.
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Both the Digital and Print edition of Perils & Princesses are brought to life with whimsical layouts that are part medieval collage, part midcentury storybook, part childhood doodle. This book is full to the brim with 90 pages of hand-drawn illustrations of princesses, monsters and fractured fairy-tale magic.  
Tables full of magical items, spells, mishaps, wild mushrooms, unpredictable potions, enchanted weapons and more help GMs quickly immerse the players in this mystical fairy tale adventure. Quick reference rules will be printed on the interior covers making the book an easy to reference while playing. 
The game book is digest sized (5.5in  x 8.5in) and perfect bound. Final Page count will be approximately 90 pages. Cover stock is 120lb uncoated with a soft paper vintage feel. 
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Kickstarter campaign ends: Thu, August 24 2023 2:57 PM BST
Website: [Perils & Princesses]
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chip-and-the-bastards · 6 months
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Hey phandom!!
Do you love Danny phantom but wish there was more canon angst? More development on the fact that he's literally fucking dead? An ongoing plot rather than an episodic show? Wish the show was made by... decent people rather than bitch hartman?? Then boy do I have the suggestion for you!
Introducing:
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William Wisp is one of the main characters for the dnd podcast, Just Roll With It for their superhero campaign Prime Defenders! He is a character explicitly based on danny phantom, and man does it include so much of the potential angst of dp! And honestly? He's like dp but with more social anxiety. His player, slimecicle, is a GOD at coming up with puns and one-liners on the fly so he fits perfectly.
William is a mystery investigating teen who fell off a cliff and died, but miraculously survived with the help of little blue ghosts called will o' wisps, which also give him ghost powers (including the classic walk through walls, disappear and fly of dp). Because of these powers, he was invited to join the Prime Defenders, a team of teenage superheros being trained to protect Prime (the planet they're on), and he's now a superhero called The Whisperer!
Need some more convincing? Here's an actual intro for one of the episodes in s2 (minor s2 spoilers):
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And here's a (fan-made, but by one of their official artists) introduction to all of the characters (William's bit starts at 1:11):
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I have some more stuff to convince you, but this is getting into spoilers so first I'll tell you where you can find prime defenders!
Now, unfortunately prime defenders is their patreon campaign, so is available for $5 a month on the Just Roll With It patreon, but the first 5 episodes (as well as the 2 prequel episodes, which give some good background but aren't really that important) are available for free! Here is the link to episode one, and if people want more info about the prequel episodes, feel free to come and ask me! They just finished season 2, and they definitely have plans for a next season (after a hiatus for the GM to get stuff together)
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Now. Onto spoilers!
[PT: Now. Onto spoilers!]
So this is mostly going to be a list of William lore/stuff that happened that i enjoy as a danny phantom fan!
So William grapples a LOT with walking the line between alive and dead, one of the major parts of his lore is the fact that he keeps running from the fact that he's dead! He has a ghost form like Danny Phantom does, but William's ghost form is like. a seperate entity to himself. as in his ghost leaves his body and leaves his corpse behind. william has said that every time he does it, it feels like dying.
Also, he's canonically decomposing. and also doesn't have blood or a pulse. or need to breath. or sleep. in canon. Also he keep dying. As in his spirit keeps leaving his body. He's now died 4 times as of the s2 finale, and I think he can technically die as much as he wants now? I'm not sure his last death was literally in the finale so they haven't had much time to develop on it.
If you want a taste of William grappling with,, being dead, here's a clip from the end of one of the episodes that they got animated! It also gives a good idea of the GMing style and the acting/voice acting for William, as well as some of Will's other lore!
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Do you like vivisection? Perfect! There is vivisection in Prime Defenders! It's not actually happening to William, but it is a pretty big part of his lore, and he is like. complicit in it! and if you like cryptid phantom, you'll love this arc as well! Here's some of the official art from that arc just to prove it:
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Do you like Vlad? That's great! There's a Vlad type character for William as well! His name is Mallard Conway and he is equally a creep that we don't like <3
Do you like ghost king Danny? That's great as well! William isn't quite the ghost king, but he is the Whisperer, which is a similar position of power! I can't remember the exact details, but basically he's really important to preventing their version of the ghost zone from being destroyed, and so is generally a very important ghost!
Now this bit is like. end of the s2 finale spoilers and let me tell you, if you're already convinced, STOP READING RIGHT NOW, and if you aren't quite convinced GO WATCH THOSE CLIPS I ATTACHED OR GO WATCH OTHER CLIPS FROM THE SHOW, I am happy to send people some if they come ask me, but I swear the experience of this scene is so much better if you AREN'T spoiled for this so STOP READING AND GO LISTEN TO IT RIGHT NOW. ok now it should only be people who REALLY aren't convinced/really don't care about spoilers, but I mentioned that William is the Whisperer? well he's actually the successor of a previous Whisperer, who is canonically voiced by david kaufman, aka the voice actor for danny phantom. yes, for real. aka. william wisp is BOTH IN AN OUT OF CANON the succesor of danny phantom.
anddd that's about all I can think of right now, but I promise you Prime Defenders is a lot of fun so go! listen to it! and also as much as I love William, if you do end up listening to Prime Defenders, make sure to give the other characters some love as well!! Have fun!
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thelostbaystudio · 3 months
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The Lost Bay comes to life!!!
Hey folks, in the next few weeks I'll be launching the crowdfunding campaign for The Lost Bay, a dark fantasy tabletop RPG set in 199X.
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I've been working on it for years, and thanks to the feedback and support of the numerous folks who played the early access version, the game is now ripe to go to print.
But what is it exactly?
The Lost Bay is a dark fantasy tabletop RPG. It’s set in alternate 199X. The Lost Bay is also the name of the game setting, a small coastal suburb, both familiar and uncanny, where the mundane and the magical mix inextricably. Living Saints, rituals, blood curses are part of the characters’ daily life alongside console games, VHS tapes, and phone booths.
The Lost Bay is a set of three booklets. It contains everything you need to play: character creation, core rules, advanced tips and toolkits, detailed setting and bestiary.
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The cool thing is that you get to play powerful characters, roaming in a weird and at times dark world.
The system in a nutshell
Three attributes, and a d6 dice pool for all your Action Rolls or Saves.
One resource to fuel your Powers.
Powers always succeed but can get you a Scar.
Scars can hurt you, make you more powerful, or change you. They are specific to each Vibe.
If you get all the Scars and you manage to survive them, you become a Living Saint, an immortal roaming the Bay. YOU become the Lore of the Bay.
What’s in the books?
User Guide: character creation and core rules, ten playable classes, three post-death special classes, custom character growth, Scar tables.
GM Guide: tips and toolkits, advanced rules, adventure building frameworks, examples and designer commentary.
Travel guide: extensive ready to use setting, exploration procedures, pre-gen point-crawls, six full-fledged districts featuring: locations, NPCs, Bosses, complications, rumors, treasures, adventure seeds.
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If this sounds cool to you stay tuned for more updates about the game, or follow the Kickstarter page to be notified on launch
If you have any questions about the game feel free to fire them, I'd be happy to answer. And if you want to try it come and say hi on The Lost Bay server, we play the game regularly, and I even do 60minutes intro to it for folks who just want to give it a quick try https://discord.com/invite/37XBQVr7eP
Cheers
Iko
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seeyouinthesoup · 10 months
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I think what makes Brennan such a good GM is he tosses so much world building into funny moment so it doesn’t feel as wild when the characters discover this. For example, in Patia’s intro and talk with Eldamir, the cast is laughing at Brennan’s old man voice who’s rambling, Eldamir drops some important lore about Avalir and the Gau Drashari!! But no one notices because it’s funny!
But then when it’s later talked about, both the audience and the players have heard these terms
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ghostofacrow · 4 months
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Crow plays Gubat Banwa part 3: Together
I originally wanted to write the next post right away, but the reason I haven't is that I actually got to play with other people for a bit. My regular tabletop groups all got cancelled over the holidays, so I spend the days around new years introducing some of them to Gubat Banwa by putting them into the fucked up meatgrinder fight from my last post. Originally I just wanted to explain the rules while we had some more free time then usually, but we had so much fun we've since started the Sword Devil module - which I'm not going to talk about as much on here because it involves other people and spoilers for the intro module.
I was curious how the same battle was going to play out with a normal 1 gm 3 players setup and a different party composition (Murderglave, Heavenspear and Bladeweaver) and they did way better then I did, despite me controlling the enemies normally. The thunderbolts did really matter and the Murderglave in particular did surprisingly well while being outnumbered, but they still got saved by me forgetting about some of the demon mechanics. Also the 1.6 Patch 1 Update happened inbetween the tutorial battle and us starting the Sword Devil game.
We're trying to play the Sword Devil gmless, which is a bit awkward and weird because we're still following the book, so there is some weird suboptimal friction where we are still following a guided scenario, but we're all aware of all the hidden information at all times because we're reading through the book together, but it's been a fun experience regardless. I'm reusing Haraw for the game, and despite her being meant for a different game originally and none of us coordinating our characters at all, rolling for complications for our group led to us coming up with a whole previous adventure our characters went on together.
Similarly, coming up with the battle maps together led to a great feedback loop of "yes and"ing ideas that I don't usually see in tactics games. On the combat side of things, the update cut everyone's POS in half, so we were really surprised by how quickly the fight ended, our Murderglave and my Flower Balyan both got screwed by the fight only lasting for 2 resounds, even after we spend gaba to add more enemies. Because the Murderglave had to spend most of their first riff crossing a river and I couldn't play off my poison spreading and fields as much as I'd like. Weird opposite problem to what the first fight had, but I'm sure we can figure out how to balance the encounters over time.
But that's enough about what I've been up to, let's see how our Kadungganan are doing since I left them. I'll write the following scene in prose, if there's square brackets in the text, that means I did a Divination roll, the format is [Character Skill Result]. I'm leaning into the random elements more then I usually do here since I don't have anyone else to play off of, but I'll keep the mechanics discussion aside from noting the rolls out of the text.
The blood on Dranreb's hands was drying, clumping his fur together in dark, uncomfortable spikes. The river was right there and it would be do easy to wash it off, but the thought of leaving the shadow of the tree and wading into the water or turning his back to the forest made his skin crawl after what they just went through. He looked at the stranger lying before him. He had barely managed to still their bleeding after they had passed out, but they were still unconscious.
The leaves above him rustled as the other stranger shifted their position. They had climbed up into the tree when the demons attacked and had stayed up there since, and didn't respond to any of his questions. When Dranreb introduced himself and asked the stranger for their name in kind, they had stared down at him in silence before answering "You don't need to know.", and that had been the extend of their conversation. Sometimes he could hear whispers coming from the treetop, but he had soon realized that they weren't meant for him, but the stranger's gun. [Nasirakna Observation Even Succcess]
It had gotten dark before he could figure out a way to transport the unconscious Kawayanon, and Dranreb was about to drift off to sleep, when a gunshot woke him right back up, a jarring, violent intrusion between the sounds of the nighttime forest. "What are you doing?", he hissed up the tree. "Another demon.", the stranger simply replied, their voice flat like nothing out of the ordinary happened. Their eyes were fixed on something in the distance that Dranreb couldn't see from the ground. "I scared it off.", they concluded.
"We need to do something about them, we can't just let them run around the forest like this.", Dranreb said out loud, not expecting an answer.
A choked laugh came out of the tree. "And what are you going to do? You saw what happened when we tried to fight them."
"Yes, we won."
"Look at them." They pointed the butt of their weapon at the bleeding Kawayanon. "They're dying, I wouldn't consider that a victory."
"You don't know that.", he said, but still stopped to check their breath. Still stable. "Where do the demons even come from? There's so many of them suddenly."
"I have some ideas.", the witch answered. Dranreb stayed quiet, waiting for them to explain their ideas, but the follow-up never came.
The ensuing silence bothered him, as unpleasant as the conversation was, it at least kept his mind occupied. So he started talking again. "I still need to bring them to safety so they can heal."
"You mean die in peace."
"Stop it!", he yelled this time. "I don't care what you think, I'm not giving up this easily."
They discussed plans for a while. The path to the coast and Alimpulos wasn't that far, but they couldn't swim through the river with an unconscious, bleeding body, and the forest was more dangerous then usually. There was the Virbanwan battalion was camped out somewhere closer, but he wasn't keen on returning there, and the witch seemed even more put off by the idea. The witch scoffed when he suggested following the river to the next crossing downstream, where it fanned out and became flat enough to wade through. "You can leave if saving someone's life bothers you so much."
The witch took a moment to answer. "I'd like to pretend otherwise, but sticking together does make it easier to get to Alimpulos alive." Dranreb didn't notice that he drifted off to sleep until he found himself in bright sunlight, with a gun barrel poking into his side. "Wake up.", the witch said, standing before him. He scrambled to his feet.
[Haraw Toughness Even Failure]
The stranger was still unconscious, but their bandages hadn't bled through, a good sign that there injuries were less bad then they had seemed at night. Now he had to find a way to carry them. "I can't count on your help here, can I?", he asked the witch while lifting the body over his shoulder. "Listen.", the witch answered, "I accept that I can't prevent you from dragging dead weight around, but at least one of us should keep their eyes open and their hands on their weapon."
This was a good point, which made him more frustrated, but the Kawayanon, in their haze, at least managed to meekly grab onto him, and after he tried and failed to grab his spear and shield while holding onto them, the witch wordlessly picked up his gear. As they started walking, they'd occasionally mumble something that he couldn't understand. The Kawayanon was short of stature, but so was Dranreb, which made them difficult to carry, but he quickly found that he hated stopping more. The witch walked ahead of him and occasionally signaled him to stop, climbed into another tree and kept her sight on demons he could only sometimes see as dark spots in the distance. When this happened, he carefully placed the Kawayanon on the ground, picked up his weapon, hid between the undergrowth and listened to his breath, waiting for the witch to open fire. But the gunshot he was anticipating never happened. The demons passed them in the distance, his unpleasant companion climbed back down and they carried on.
The river became wider and wider, until the finally reached the crossing. Dranreb steeled himself for wading through the rushing water, but the witch put a hand on his chest and held him back. "Not so fast, look."
Confused, he looked out across the water, and noticed the spots were the waves broke. "Fish? They are large for river fish..." He furrowed his brows, noticing their rattling teeth and the steam clouding the other shore. "Yawa?", he asked.
The witch nodded. "We can't wait to cross the river much longer, unless you're prepared to spend another night out here."
What Dranreb had mistaken for fish from the distance were the demons, jumping and dancing in the waves. The river boiled where it touched their skin, their shapes obscures by the steam, only their cackling laughter reaching the shore.
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c4rdg4m3s · 5 months
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deuceofgears · 10 months
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hi mr. lee, i hope youre well!! i read MoE earlier this year and it gave me severe brainrot so i'm very excited for the ttrpg. do you have any suggestions on how i should pitch it to my dnd group (none of whom have read the series)
thank you for your time :)
Hello! I'm sorry for the delayed response - I'm under deadline for a book AND, because I have perfect timing, I caught a cold and it suuuuucks. XD So I'm a bit behind on Tumblr. /o\
So Ninefox Gambit RPG is very different from D&D. The game's written so it shouldn't require reading the books, but realistically, most of the people who are curious are probably...the people who read the books. XD (I'm glad you liked it!)
If your group wants ONE low-commitment short story to get the flavor of the setting, The Battle of Candle Arc is free to read online and only 8,000 words. Military sf (with all that implies), references to torture.
Here's some information that might help your group decide if trying it is right for them (and if not, that's fine! people should play games because they're fun, haha, unless they're the game designer's family in which case THEY ARE STUCK PLAYTESTING muhahahaha).
Here's the introduction to give people the flavor, if you'd like to share that:
INTRODUCTION
You are a citizen of the Hexarchate, a tyrannical empire that spans countless systems and star fortresses.  The vast majority of the population labors under the rule of six hexarchs and their factions.  In exchange for power or prestige, you’ve joined a faction yourself.
These truths you know:
The Hexarchate’s technologies depend on consensus mechanics.  Heretics who defy its laws and traditions—collectively known as the high calendar—threaten everything from the functioning of FTL stardrives to medical care and power generation.  The ritual sacrifice of heretics, a practice demanded by the high calendar, is a small price to pay for the collective good...a price that increasingly troubles you.
But the Hexarchate is at war, and without the great and terrible weapons fueled by those sacrifices, it would lose.  As awful as the Hexarchate is, its enemies are worse.
In Ninefox Gambit RPG, players roleplay hard choices serving the despotic Hexarchate.  This can end in three ways: rebellion against the Hexarchate, attempts to reform the system, or assimilation.  The rules system is designed to encourage your group to collaborate in exploring your characters’ moral dilemmas.
This is a narrative game rather than a crunchy one. If any of y'all have played FATE, it runs pretty similar to that. Much fewer rules than D&D! The actual rules (mechanics) are like 30 pages - everything else is world info, pregenerated NPCs, and starter scenarios. I'm now realizing I didn't stat up Jedao the Calico Cat AUGH what is wrong with me?!
Runs on d6's. If y'all are D&D players, I assume you're set for dice. XD
There is social & physical combat, but it's NOT crunchy combat - you won't need a map or minis (unless they make you happy!).
The game is narrowly focused on: you are a group of characters who work for an evil interstellar empire, so you're part of the problem, AND ALSO, each one of you has a heresy that sets you at odds with the evil empire - the whole game is about exploring moral dilemmas. Some people love this kind of thing, but if your group prefers Good vs. Evil, probably not a great fit.
You actually can't die in combat unless you CHOOSE to as a narrative decision. Mechanically, your character passes to GM control/"ends" if they are Assimilated and go over 100000% to the evil empire.
If you have a willing GM, the game comes with THREE starter scenarios, including pregenerated characters: Shuos & Kel (fighting/sneaking!), Rahal & Vidona (law & order), and Andan & Nirai (tech/diplomacy). So a quick way to see if folks enjoy it would be to run one of the scenarios as a one- or two-session intro.
I hope this is helpful! May all your D&D characters roll critical hits. :) Feel free to let me know if you have any other questions. :)
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loquaciousquark · 2 years
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Exandria Unlimited: Calamity Wrap-Up (July 13, 2022)
Very belatedly, here’s the cast-full recap for Calamity. Everyone is here, including Brennan (excluding Matt) and Marisha is hosting-ish. Aabria wins her first game of rock paper scissors ever as part of the intro.
Aabria normally doesn’t care about optimizing characters, but Brennan’s alert that they would die she took as a challenge. Laerryn more than doubled Patia’s HP thanks to Toughness & her Arcane Ward. She did a lot of research to build the character as solidly as possible. Brennan’s direction to the cast to pick lots of magical items (in retrospect: OUCH) frightened Sam, who picked only a Wand of Smiles & a +1 Ring of Protection--and even that made him feel guilty. Luis asking for a Holy Avenger gave Marisha the freedom to ask for more. Brennan: “But there’s an element of verisimilitude to that though, right? These people, the movers and shakers of Avalir. ‘Can I borrow $20?’ No! These people would be fucking loaded!“ It wasn’t just a clever parenting ploy trying to wrangle children, it made sense in the world which doesn’t need an army, just a guy with a Belt of Storm Giant Strength.
Lou wasn’t as Calamity-infused as the rest; he was just excited to be on Critical Role & didn’t feel like he could just show up as a plain bard, so he did bard-sorcerer. (Sam didn’t want to do a plain bard since he’d done that before, but wanted to play something familiar at this high level. Brennan suggested the flavoring, and Sam picked his multiclass warlock patron from the first fey result on the CR wiki. Oh, Sam.) Lou used his Magical Secrets feat to get his dragon summon and the Cone of Cold, “’cause we never took a rest of any kind.” Brennan: “All the GMs out there, fuck a rest, all right? They don’t need ‘em.”
Nydas started as a sorcerer. Loquatius started as a warlock. Patia was a pure School of Enchantment wizard. She didn’t get to use a lot of her class features within the game, but the one thing she did get to clear with Brennan was that she got to use her vast library knowledge to have access to 10 extra spells.
Brennan: GMs & DMs shouldn’t be stingy when the character designs should allow for expansion. Find non-gamebreaking ways to expand character powers.
Travis walked into character creation with zero prep, despite instructions to come with ideas. He happened to be the last one at the table to describe his concept, and after everyone else was full magic, he & Brennan landed on the non-magical investigator rogue. Travis always builds characters by starting with an item. Fjord began with a pair of silver forearm bracers/greaves which he got from a costume shop. Likewise, Cerrit came from these very cool hawks (a type of handaxe) from a fighting system called Sayoc Kali in the Phillipines (wielded by a Navy Seal named Jack Carr). That turned into the Philippine Eagle, which came together beautifully with the Sightwarden elements.
Travis talks about being blown away in the first episode with how natural a rapport some of the characters had with each other (especially excluding him). He felt like he’d missed a meeting. However, it turns out there was indeed a secret meeting between Marisha, Aabria, and Lou in which they talked about their characters’ secret nasty histories with each other.
Brennan wanted to know all the ways that the 75% of the energy dedicated to the Replenishment was actually being misused, siphoned, or otherwise misdirected, and his few suggestions (lichdom, people extending their lives) paled in comparison to the players’ ideas (making the city capable of interplanar travel).
Brennan explicitly wanted members of the Brass Ring to be up to “asymmetrical amount of shady shit.” It was also funny for Brennan to hear these characters talking about how nasty they were as corrupt city officials at the same time he was emailing Luis to discover Zerxus was “not doing good. He’s like, ‘It could all burn. It could burn today, tomorrow, who knows?’“
It’s hard for Luis to be objective about a character he’s been inhabiting for so long. He wanted to challenge himself with a hard commitment to a full redemption paladin. He wanted to parallel his experience as the lonely First Knight with the connection of the Betrayer Gods’ experiences. He didn’t have any longstanding secrets--the dream happened that day. There were two times he wanted to talk to the rest about his issues: first right after speaking with Purvan, and second was during the Zone of Truth until Nydas scolded him. However, Brennan could see the desire to confess in Luis’s eyes and moved the story forward. :O Lou loved the dynamics of the conversation--Zerxus challenging others on their reticence only to be yelled at by his best friend.
Brennan loved how much Luis got into storytelling. His emails were full of notes about Zerxus’s strong convictions and ways he could be manipulated. Brennan likes that 5e moved paladins from wisdom to charisma casters because it allows for the examination of a morality system based on CHA. Zerxus took the universal truth of “everyone can be saved” and never questioned the following conclusion that “I am the right man for the job.” Luis deliberately built in this toxic trait: “I am going to change you.” However, he also felt it was important to have a fervent, unkillable hope. “Let’s have this person who is the most well-meaning, the goodest person in his own heart, and let’s give him this blind spot.”
Marisha talks about the dissonance between the players knowing the characters are being shady but having to justify them internally because they genuinely believe it’s for the good of the city.
Sam talks about Quay being the opposite: instead, he was a liar all the time; his flaw (figured out during the playing) was that he lied to himself more than anyone else. He couldn’t admit to himself that he just wanted simple things, “to be a gritty indie reporter” and to have a lady, and he hated the bending of truth required to be the Herald of Avalir.
Cerrit was a good dad for that day only--he had years of not being a good dad before this. The implication was that Wrayne and Cerrit were not doing well because he had his eyes everywhere except the house with his family. She took off looking for meaningful work and Cerrit just said, “Okay.” He put some of his fears about being a new dad into the character. Travis said he wanted to be Jor-El who got his kids out of there.
Everyone made character choices which elevated the story. The ties to Vespin & the Betrayer Gods were helpful, but everyone was corrupt in some way except Cerrit. Even Quay is introduced by influencing an election. Brennan didn’t want the viewers’ lesson to be, “that’s what happens when everyone’s bad. Not like me, who’s good.” Having a good character whose attention was just in the wrong place was also a great lesson. Travis found it fascinating that even when playing a good character whose entire job was to investigate at the end of days, he had a hard time pushing his friend the Herald on his obvious lies. 
The kids being so cute destroyed everyone. Travis picked a dad character because he wanted collateral damage; the character needed stakes. His favorite superhero is Superman (correct) because he is omnipotent and still chooses to be good (also correct, and I’ve never felt so close to Travis), but he’s also been fascinated by Jor-el, who was so prescient he could see the planet’s impending explosion but couldn’t make a ship big enough to fit all three of them. He talks about building characters with priorities: if the first priority is the threat, the job, the enemy, the second is the family, implying you have then put something above the family. As a new dad, he doesn’t know how to do that: his heart is outside his body now. He wanted to explore that conflict of priorities in Cerrit.
Luis doesn’t have kids of his own, but he likes the pretense--he likes trying to access that part of his imagination. He wanted to have a kid that wasn’t his to parallel the relationship between the Betrayers & mortals (wow!). Zerxus’s child was staying with Nydas’s family (Lou’s idea).
Sam & Aabria very quickly decided they didn’t have kids. “There’s something slightly hilarious about exes who fucking hate each other, and there’s something not hilarious at all about exes with a kid who hate each other.”
Travis is incensed that he missed out on all these coffees with other players to pre-prep character relationships. There was early discussion about Laerryn being Elias’s mom with Evandrin, but it never got cemented. There was some idea of it coming up if Elias were ever orphaned in game.
The city put a lot of pressure on Zerxus to become First Knight because there weren’t many other good options after Evandrin died. They needed the eldritch knight-oracle power of Evandrin to study.
Brennan loves playing kids. “There’s a convenience to orphans” due to their lack of attachment. See: Luke on Tatooine. He loves familial relationships because people are like gems, and certain facets only show up in family relationships (Spy x Family vibes, tbh). Even characters who tried to avoid family still had critical moments: Eadalus and Nydas, Patia and her grandfather.
Nydas was based heavily on John Hammond from Jurassic Park. The goal is not just to make the city great, it’s to make it great and show it to the world forever for the recognition. “I think, in the moment where you killed us--”
Brennan: “I just wanna say something. Matt Mercer made up the Calamity, okay? Matt Mercer made it up, and I’m over here bad-copping it--” Sam: “So you gave birth to us, and Matt killed us?” Brennan: “In a way. I’m in the delivery room.” Lou: “Well, I specifically mean when you killed us with the tree. Which is you. The tree didn’t have to be that wild. It could have just split open. And then in the fourth episode for the first second, AKA two hours, you murdered us ruthlessly. That was you.” Brennan: “All I’m saying is that everyone loves it when Matt says two-thirds of Exandria’s gone, but when it actually starts to happen and we’re making saving throws for an hour of gameplay, all of a sudden people got some shit to say. That’s all I’m saying.”
The moment of death was when Nydas realized he had something of value to lose: a community of people doing great things. The slow moment of Laerryn casting Blight was his slow-mo realization of “uh oh, I might have been sitting on something really important” regarding the prophecy. After that, he had this single-minded impetus to try to mitigate the damage. Brennan loved seeing the prophecy incite a character to panic in real time without a saving throw. He thinks it reflects the differences in character backgrounds & Nydas’s grounded struggle in growing up on the earth vs. the elves’ air-based privileged upbringing.
Brennan thinks Cerrit’s decision to leave is right up there with the Blight & pulling the heart through the tree in terms of critical game moments. He could have completely shifted that fight or even persuaded them to stop. Travis thinks Patia & Laerryn were the no. 1 & 2 targets if he’d been there, with Zerxus behind at 3rd. He OOC thought it was a good chance for them to weaken each other before he had to come in to fight them.
The drive to get the Leywright done was because it was the best timing & would free her up to fix her marriage. “Once we get this done, we could do the little things” like visiting Quay’s home plane.
Sam reads his text history with Aabria. “Lorwyn is her first name. ... My first name is Loquatius Hambrick-Zucker.” Aabria had forgotten she’d named her something else first. Next text: “Maybe I should simplify my stupid-ass last name to something much more fey, since that’s where I’m from. How about Loquatius Seelie, implying that I’m from the Seelie court, like Elmenore. Wasn’t that something you did with Fearne on ExU?” They figured out the relationship timeline & number of years divorced, as well as the faults for the marriage. Aabria honestly thought this was just going to be a bit. They were planning to just be sniping at each other in the background for the campaign, but Sam kept coming at Aabria with genuine emotions. Sam had lightly discussed Quay discovering parts of himself with Brennan over the course of the story, but didn’t know what that would look like. Brennan had his hands off that relationship more than any other.
The scandal with Elena Tuvaris was the mark of the end of Loquatius’s reporter-y honesty.
The speech in episode 4 comes up, oh God. “The most beautiful woman in the world” makes Brennan choke up every time he watches it (apparently hundreds of times, God bless). Sam’s emotion in that moment was fully & completely honest. “I’m not a very good actor. I fell in love with her during the game.” Marisha talks about a conversation with Sam she had during C1 about roleplaying styles. She asked him about influences & callbacks, and Sam said he likes to remember what has already happened like rungs of a ladder. Marisha thinks the speech was a masterclass in being 100% informed by what had happened before. Travis reveals Sam wrote the speech in the shadows of the break in illegible chicken scratch on a legal pad. Brennan was blown away by the sheer gravitas of the speech coming from a character who’d only moments before made the deliberate decision to die, to go down with the ship--and then to transition into the Market of Wonders...
Brennan: “That is a perfect joke. I’ve been lucky enough to see a couple of them in my life. That is a perfect joke. There’s something that [Joseph] Campbell says: ‘comedy completes the realization that drama begins.’ I have not contradicted the depths of my sorrow. I have not contradicted the meaningfulness of my sadness, but I have introduced something profoundly absurd and wonderfully silly, and I am not uncommitted in the moment of doing it. It’s hysterical, and it makes it even more sad.”
Aabria volunteering to be the divorced partner of Sam was the best RPG decision she’s ever made. Marisha loved the sediment layers of trauma.
Marisha wanted Patia to be like a Kennedy. It was hard for her because D&D is built on scrappy ne’er-do-wells, and to be someone integrated in society was hard. Brennan thought she did an incredible job bookending her completely absent parents with “Happy Replenishment, Grandfather.” Brennan didn’t realize how alone Patia was until she said that Laerryn was her best friend. There was a moment where everyone was having connections with everyone and Patia was alone with a statue. That led to the in-game realization that somehow Patia’s parents had failed, which is why she’d erased (or someone had erased) them from her memory. 
Brennan consulted with Matt before linking the Gau Drashari with the Ashari. He blew up Matt’s phone in his own planning. He had to negotiate balancing the stakes of Avalir with the Primordials’ historically canon focus on Vasselheim. Matt named the Gau Drashari when Brennan asked if there could be a druid group at the mountain the Betrayer Gods would want to destroy. Matt created the idea of the Tree of Names when Brennan came to him with a story beat he needed.
Sam praises Brennan’s balance of the need of the short-form story against Matt’s gigantically huge world.
Travis heavily commends Luis for starting the story off super strong. Lou had told Luis that Brennan likes to start off with character vignettes, and Luis knew of course that meant he wouldn’t start with him, ha! Luis had asked for an encounter with a Betrayer God, but expected it to be a big distance shadow, not something so intimate that resulted in him caring for the character. Zerxus establishes attachments very very quickly--unhealthily quickly. He fell in love with Evandrin immediately and loved Elias as his son immediately. Lou was agonizing over the PC vs. NPC knowledge of Luis having had this intense encounter with Asmodeus but not bringing it up in game. Luis talks about the crazy intimacy of the Lord of Hells looking like Evandrin, like Elias, being super receptive to everything Zerxus offered. Sam thinks it was a crazy unusual bold choice and he loved it.
Blighting the tree & pulling Asmodeus through the portal were key moments for Brennan. Travis could see Brennan’s face change with delight when that happened. Aabria loves how beautifully Luis played the scenes with Asmodeus because he never asked for anything, never insighted, never Zone of Truthed--he tried to do a bunch of things that Luis mechanically knew would never work instead, like Remove Curse. There were certain things he was willing to question and certain things it would never occur to him to question.
Brennan: “In terms of being a liar, the God of Lies--I don’t flimflam a person with a steel resolve. I do what real evil is, which is I find somebody who already wants to believe. You go, ‘Is there something you’d really like to be true?’ How much does the devil even lie in those scenes? You say stuff, you say, ‘The Prime Deities did this to you,’ and homeboy’s like, ‘Yeah, sure, man.’ It’s so much him just letting you walk to where he wants you to walk.”
Travis was very creeped out by the non-conniving, non-arch evil of the devil by way of Brennan. Marisha felt like she genuinely saw something new about what Brennan is capable of. She is horrified at how manipulative he could be when he wanted. Brennan says it’s important to have high cognitive empathy and low capability of caring when the target is hurt; you have to be very emotionally intelligent and aware of what others feel/want to be successfully manipulative. You just don’t care when they’re wounded by it. Asmodeus’s manipulation of Zerxus wasn’t that he lied to him, it was that he showed up to him wounded.
Brennan had a line if Zerxus had ever questioned Asmodeus on his lies: “Yeah, I showed up to you hurt, because you guys love it when people are hurting.” Luis: “Well, a savior needs somebody to save.”
Aabria was more scared that Brennan’s Asmodeus didn’t have an affectation or accent.
Brennan had so many contingency plans if the characters had failed to end the world. He had plans where the Septarion came after them in case they tried to get the city’s authorities on their side. Sans Blight/pull, Vespin shows up and is evil, the Taxmen turn & it’s a fight at the tree: boring options. Most of the contingencies in absence of hubristic folly involve brute force being responsible for the Calamity instead. Others for the final combat included the Taxmen overwhelming them, and contingencies for if Laerryn went down in the final fight: someone would have had to make an insane Arcana check to finish her work--probably Loquatius.
Travis could not have rolled the 31 without the inspiration, the buff, the teamwork. Cerrit had atoned and focused and killed the evil, but had one thing left to do to make things right. He couldn’t have succeeded without the Ring of Brass wanting to help him escape. “It mattered that we were friends.”
After the orb, Travis texted Marisha in game “What did you do to my daughter?!” because he didn’t realize initially what Patia had sent her. Patia’s knowledge hoarding came about because Marisha mourned the loss of the Library of Alexandria. She asks Matt often what’s happened to her orb. Brennan worries about it too: “The camera stops rolling, and suddenly canon leaves you! I immediately wanted to run and find Matt and be like, is the orb okay? I’m not--I don’t have any say anymore. It goes back to you now. Is it fine? The little library, where is it at?” Marisha loves the fan theory that the library going to the daughter of a master detective was the origin of the Cobalt Reserve.
Brennan would love to come back and play Kir or Maya as an adult. Adult Kir in his mind is huge & jacked.
It was really significant to Brennan that Laerryn used her leywright to save Exandria, and for Zerxus to get his cleansing redemption power to get Vespin back for a moment. He didn’t want the story to say that science, innovation, or compassion were bad; it was all a product of a single moment in a specific inspiration. He loved the bookending of these same focuses of failure being later used for a new, more selfless purpose to great success.
Bolo is dead. Matt is hereafter conscripted into doing Slavic accents for Aeorians. Or Bolo is hit by a wagon. Or Bolo was an Aeorian master spy who later worked on threshold crests. Or Bolo polymorphed into a dragon and flew away safely.
Marisha to Sam: “You were sleeping with a dragon, ha!” Brennan: “Dragon fucking! Thanks, folks!”
We end on a lovely thanks to the production crew, including the graphics team with the overlay degrading. The Calamity is here, but the Calamity is not here forever. Aabria: “So we’re alive?” Brennan: “Five of you are dead. That’s what the dice fucking said!”
And on that cheerful note, we’re out! Is it Thursday yet?
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casualdadcore · 7 days
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I’m in the process of learning to GM a tabletop RPG right now! I’m learning Lancer and have a couple of friends lined up for a intro and character gen sesh and a one shot campaign. If it goes well I wanna use it as a tool to meet new people.
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liveoverdrive · 4 months
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Dragon Age Origins : the ttrpg : the Animatic
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A couple weeks ago I ran the first session of my gaming group's new campaign (my first as a GM) - a homebrew Savage Worlds rendition of Dragon Age Origins. It was a pretty railroady session that just introduced the characters with their own little intro sections.
Then I discovered procreate dreams and decided to make an Animatic summary of the campaign. It took a long time but it was really fun and I'm very happy how it came out.
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