#(and this got inspired by thinking of just how many distinct npcs i interacted with when leveling Yet Another WoW Alt)
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miggylol · 9 days ago
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Surprise! Tumblr just got turned into an epic fantasy RPG, just like [your favorite appropriate media franchise]. And the Tumblr RPG's plot needs to have all of its characters covered, in roles both large and small.
That means that you are assigned to a stereotypical RPG role inside our new fantasy world. Spin this wheel to find out what you are now doing for a living.
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canmom · 9 months ago
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what's the book for? part 2
[here's an intro where I talk about the three hour video essay that inspired me to do this]
[here's the first part where I argue that there's a big difference between the actual thing you do in an RPG and the book that tells you how you're allegedly supposed to be doing it]
So if the actual TTRPG games are mostly learned by observation and practice, what is the something that RPG books claim to give you in order to enable that?
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Here's three things I can think of.
This isn't intended as a Forge-like categorisation of games, most RPG books offer (or claim to offer) all of these to some degree, ideally in complementary ways...
A ruling reference - RPG book as legal system
In the intro to a typical mainstream RPG book, this is typically the explanation that is given.
Over the course of a telling a story together, all sorts of weird edge cases come up where you might not want to simply make a call on how it should resolve. Moreover, consistency is valued, for both challenge and narrative reasons.
In this case, the RPG book is a big collection of rulings for specific situations. 'What happens when a character falls off a cliff?' You can look it up. It's like legal precedents. This is how a lot of the stuff in the early D&D books started - stuff that someone had done, and a referee had made a ruling, and it got written down. Then it would get systematised, unified, and streamlined so that it's easier to remember and extend to new situations.
A lighter game avoids special cases and just suggests a general procedure for resolving situations of uncertainty, conflicts etc.
This angle doesn't tend to cover procedures for how the game is physically run - how to go about setting up the scenario, who should get priority when speaking, etc. etc. - beyond perhaps offering prebuilt modules to inspire you. In older games, most of that is stuff you pick up by watching. In newer games... well, hold on.
A grab bag of interesting prompts - RPG book as inspiration in the moment
Most RPG books have flavour text; many also have tables of weird shit you can roll on or select when building a character, character sheets full of interesting abilities, descriptions of NPCs and so on. A select few RPGs like Unknown Armies and Chuubo's Marvellous Wish-Granting Engine have really distinctive prose too.
The aim of all these tools is to give you something to latch onto when you're in the moment and you need to think of the next thing to say. It's also to get people onto some shared understanding of what this game is all about.
This is where the bulk of many RPG books lies. It's explicitly the aim of Apocalypse World's MC moves. Many one-page RPGs are nothing but lists of evocative names and description elements, and a short snatch of prose.
Prompt tables and lists of names are popular in just about every tradition of RPG design - trad, storygames, OSR, all use them. Sometimes they're the most memorable thing about an RPG, like Dark Heresy's crit tables.
Sometimes pages of tables is the RPG - in recent years, card-based games have become popular, using a regular deck of cards which indexes into a big table of events, each of which is like 'here's a short description. how do you respond?'. This type of game has a great deal in common with storylet-based interactive fiction like Fallen London.
Prompts don't have to be short, though. Arguably an adventure module can be pretty much this - something you consult when players arrive in a new place to get an idea of who they should meet for example.
In D&D, the Monster Manual is straight up a book of real freaky guys you can put in your game. It also has stat blocks for them, of course, but the descriptions and pictures do a lot of work here to make them concrete.
This is why I describe the pictures in Lancer as load-bearing. The pictures help - or are supposed to help - grease the wheels of imagination when you're trying to imagine mechs.
This function of RPGs is a large part of the angle you're playing if you tie the game to a particular genre, setting or IP.
A machine to guide you to a specific experience - RPG book as auteur blueprint
So here's the newer flavour.
RPGs can be one of the most feelings-dense forms of art that humans create - it's your story, with your characters. This is something that tends to arise organically after you spend a long time with a character and 'get into their head'.
However, there is often a desire on the designer's side to structure the game to bring about a particular kind of emotional experience more directly. From horror games to games self-consciously 'about' colonialism, abuse, romance, etc., these games try to give you a particular experience, similar to what a film or book gives you - or indeed, a computer game.
Here are some examples:
My Life With Master is an older Forge game. It's about the 'Igor' servant characters in a classic horror movie, billing itself as 'a roleplaying game of villainy, self-loathing, and unrequited love'. It presents you with an emotionally charged scenario and mechanics that try to push you towards specific drama - if you want to be critical, a firm instance of the incentives and buttons oriented design that Huntsman was talking about, sometimes quite explicitly saying 'this mechanic was designed to...'
Dog Eat Dog is a game 'a game of imperialism and assimilation on the Pacific islands', with the DM reimagined as a colonial power adding more and more restrictions and the players as native people who will inevitably break its rules, until they are eventually pushed to 'run amok' (fatally), or assimilate. It's a game whose entire argument is more or less spelled out in the book itself.
But games don't have to be this narrowly scoped to have this kind of aspiration. Something like Apocalypse World still wants to bring about certain kinds of interaction, laid out quite explicitly as 'agendas' for the MC and players. It is strongly 'opinionated', in programmer terms.
Even a very flexible game can take on this model. Fiasco is a very abstract structure, designed to set up a chaotic situation like in a Coen Brothers movie. Microscope is designed to give you a fractal zoom in and out of a fictional history. These games are almost all procedure; Fiasco has some fantastic prompt tables, and a clear way to cook up your own, but the bulk of it is the stuff it tells you to do with scenes and dice.
These could be seen as games on an auteur model, with many of the emotional beats of the scenario already rigged up in advance. You get this type of book to experience a good/meaningful story - with a certain amount of flexibility in the details that gets you more attached. If there is a GM/MC/etc. they have instructions to facilitate the expression of that story.
...well, I refer to it as an auteur model. Thankfully not everyone is Ron Edwards! Apocalypse World has a whole chapter about how to modify the game to your taste, or build new games on its framework, and that - plus its conceptual simplicity - probably played a role in its hundreds of derivatives. 'Hacking' games was well established as a practice in the storygames milieu right from the early days. Probably the vast majority of games put out on itch.io are simply hacks of an established framework, very few offer real innovation.
Despite this, the offer of these products is still that they'll tell you how create a kind of verbal machine to realise some very specific thing.
Secret fourth thing...?
I can't think of others right now, but I hate presenting a list as exhaustive unless I can prove it's exhaustive. It's very likely there's some other function a book can claim to perform.
However, to summarise, you look at an RPG book to get:
a consistent set of rulings to handle situations of uncertainty
a set of prompts to help inspire your imagination when you need inspiration
a carefully designed procedure to lead you to a specific experience
The third thing is kind of a different beast to the other two, huh? You might be thinking that the first two are trad games and the third one is post-Forge 'story games', but it's really much older than that. Paranoia is a great early example; there are shades of it in many games published in the 80s and 90s. Not all these games are affiliated with the Forge and its diaspora either - take for example Jenna Moran's games and Bliss Stage.
Story games are not books either
The Forge and its diaspora led to a lot of games being printed, and launched the careers of many an 'indie TTRPG designer', which was not really a thing you could be in the same way before. It would be easy therefore to think this was the main contribution: we should assess it on the basis of the printed games that resulted.
However, nothing says you have to use a book to pilfer from their idea pool.
The really interesting contribution of the whole movement, to my eye, is that it calls our attention to a facet of TTRPGs that had often been left implicit. Who speaks, when? Who gets the 'narrative authority' to make the final call on what becomes 'true'? How do you organise time - do you frame scenes, use flashbacks, cut between different characters? What makes a dice roll exciting? How do you work out what would engage the other players, and communicate your own interests? Are you trying to help your character win, or are you more like a writer who might choose to make them suffer? How do you make a compelling character arc? What can be changed around behind the scenes to make a better story?
These are all aspects of 'play', the thing that you do at the table. Any given TTRPG group will settle on its own implicit or explicit approach to this kind of thing.
Different RPG books will tell you to do this or that. Some games will tell you to set stakes, or make failure interesting, or make choices that act as 'flags' to show what you're looking for.
But these tools are not tied to any specific game. You don't need the 'permission' of a book, nor can a book stop you doing it. A book may lay out a procedure that makes it easier, may introduce you to an idea that you haven't heard before, but once you have the idea, you can play with it however you like.
The way I approach a trad game like D&D, from either side of the DM screen, has become very different after my sojourn into the world of story games. A lot of what I liked there, I kept doing. Other inspiration comes from outside of the 'hobby' entirely, in related milieu like improv comedy.
This is something the OSR milieu seems to understand quite well. Everything is expected to be mixed, matched, and interpreted by the needs of your group. Posts will be framed as mere advice, which can be picked up and applied regardless of context.
But that all depends on a certain amount of common ground as to 'what the game is'. There is an authoritative DM who runs the scenario. The emphasis of the game is probably on exploring some kind of ruin and surviving in a dark, decaying fantasy world populated by various factions at odds with each other. Players control flimsy characters whose survival is not guaranteed, but if they live long enough, they can become major powers. There is a heavy strategic aspect: you are trying to use your resources to survive and get something. This is the general shape of a 'prototypical OSR game'.
the shared context of storygames
Story games form their own subsubculture, but they do not have this level of shared context. Instead, a different kind of shared context is kind of implicit in the milieu.
Here's how things go at the London Indie RPG Meetup Group, which I've attended a couple of times: a group of nerds gather in a pub. People will pitch games with a couple of sentences; then people will form groups and play that game as a one-shot session. Someone will have a book, or printouts. Most players will not have heard of the game before.
In this kind of context, a lot of the quirks of story games make sense. 'Read this out' paragraphs, rapid character creation based on selecting prompts, simple mechanics designed to push you into drama as quickly as possible: all of this stuff is perfect for a one-shot game you play once or a few times. This type of game is not really trying to 'take on' trad games.
But then there's the 'middle ground' kind of game, which are closer to a 'trad' game - a game master, persistent characters each controlled by one player, multiple sessions, progression - but also instruct you to do something more experimental by trad-game standards. This includes Apocalypse World and its derivatives, Blades in the Dark and its derivatives, the Burning Wheel/Mouse Guard lineage, Jenna Moran's games... and so on.
It's this point of overlap where things get sticky and it all becomes a bit tense. Since, well, story game fans can be quite evangelistic - and part of that evangelism depends on a dismissively book-determinist view of trad TTRPGs. But conversely, trad players can be quite reluctant to imagine there is any other way of approaching this whole activity, and dismissive of any other approach. I do not like it, Sam-I-am.
So you end up with a situation of camps, with both groups bristling at the sense that they should be compelled to give up the thing they like to do it the way they consider inferior.
And if you want to criticise the other camp, what do you do? Pick up their book and criticise it as a product, according to your sense of what a TTRPG book is for. Which seems hopelessly besides the point when a book is such a small part of the story.
I've played trad games, story games, OSR games, 'freeform' forum games, LARP, MMO roleplaying, improv comedy... Not as much as I'd like of anything, but enough to get a sense of the many ways we can do this 'roleplaying' thing, whether by explicit rule or implicit convention.
So the puzzle I now have is, if there is to be a book involved, what is that book there to do? What really makes for a good RPG book? Are there other ways to get that thing? How do you game design honestly?
We'll try to address that in part 3 of this series, coming... sometime soon, hopefully!
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thebeauregardbros · 5 years ago
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LFRP: Alus Beauregard | Crystal Server
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THE BASICS ––– –– –
Occupation: Free Paladin | Field Medic | Café Proprietor
Hobbies: Fashion | Tea Brewing | Pastry Creation | Jewelry Making | Reading Faerie Tales
Race: Miqo’te (Sunseeker Descent)
Sexuality/Romance: Asexual / Panromantic
Relationship Status: Single; never married
Languages: Eorzean | Common. Understands all languages; possesses The Echo.
Alignment: Neutral Good
PERSONAL ––– –– –
Alias: “Alice” (💢)
Residence: The Goblet, Ward 8 : Sultana’s Breath Apartments; Wing 1; Apartment #21
Place of Work: Café Nobilitea: Lavender Beds Ward 20, Lot #8 | Anywhere his Eorzean Grand Company sends him.
Birthplace: ??? (Grew up in Eorzea; particularly in the Thanalan area)
Fears: Slugs | Failing to keep his comrades safe | Failing to save his enemies from themselves
APPEARANCE ––– –– –
Height: “Tall for a miqo’te” (5′8″/173cm)
Build: Barrel-chested, muscular; untoned muscles | Long legs, wide shoulders, slender hips.
Age: Unknown; nameday 20 yrs ago. Approximately 23 summers old.
Gender: Male
Skin tone: Tan; Gold Undertone
Eye color: Heterochromia; Deep Fuschia (Right) | Golden Yellow (Left)
Hair color: Golden Blonde
Body Mods: Pierced ears.
Distinguishing Marks: [SPOILER] Large amounts of large-scale bruises and scars all over his body. They are almost always covered up with his clothing. There are no visible scars on his face, neck, or hands.
Common Accessories: Large amounts of gold jewelry; Excessive rings, bracelets, pocket watch chains, earrings, tiaras, circlets, crowns | Large amounts of fresh and/or fake flowers; On his lapel, coming out of his pockets, warn as a flower crown, tucked in his hair, tucked amongst the buttons on his outfits, etc.
BODY LANGUAGE ––– –– –
Walk: Excellent posture; he carries his upper body with strength, while his legs nearly cross in his stride like an elegant female runway model.
Voice: His voice is often strong, clear, deep, and commanding, with the slightest hinge of huskiness. While off-guard, however, his voice cracks into a higher pitched and goofier voice. His quiet tones are very soft and sweet, like a warm fuzzy blanket wrapping you up in it on a cold winter’s night. (Voiceclaim/reference: Johnny Yong Bosch, particularly his roles as Vash from Trigun and Zero from Marvel vs. Capcom.)
Tics or Mannerisms: His speech consists of a shakepearian inspired word usage with a consistent disuse of contractions, similar to Urianger. | He tends to step-dance or become especially physically clumsy while nervous in social situations. | He will elegantly dodge all physical contact, even minor, unless he is comfortable enough with you to make the first contact.
Smell: Gardenia (Jasmine) / Cuttlebone dust
Posture: Constantly straight and erect; shoulders rolled back, chest out. Never looks truly relaxed, even while sitting. A model of good posture.
Disabilities: [SPOILER] Surface numbness on his scar tissue. Mild numbness in his left-hand fingertips.
RELATIONSHIPS ––– –– –
Romantic Partner: (None.)
Parents: Gwenneg Beauregard (Adoptive) (Deceased)
Siblings: Arc Beauregard (Twin Brother) (Alive)
Children: (None.)
Extended Family: (Unknown.)
Pets: Various unnamed wild songbirds and a fledgling Dodo that followed him home. He keeps feeding them, so they keep coming back, but he does not claim ownership of any of them. | He has also developed a relationship with a wild white horse he’s named Marion who consistently comes to his call. | His military-issued chocobo is named Erminia.
Other: Alus considers everyone he meets to be a friend.
PERSONALITY TRAITS ––– –– –
Extroverted / In Between / Introverted
Disorganized / In Between / Organized
Close Minded / In Between / Open Minded
Calm / In Between / Anxious
Disagreeable / In Between / Agreeable
Cautious / In Between / Reckless
Patient / In Between / Impatient
Outspoken / In Between / Reserved
Leader / In Between / Follower
Empathetic / In Between / Apathetic
Optimistic / In Between / Pessimistic
Traditional / In Between / Modern
Hard-working / In Between / Lazy
Cultured / In Between / Uncultured
Loyal / In Between / Disloyal
Faithful / In Between / Unfaithful
Addictive / In Between / Nonaddictive
RP HOOKS ––– –– –
Café Nobilitea: Alus is the proprietor of a western-style teahouse with a distinct theme for elegance, royalty, and other-worldliness - His café is bright, full of flowers, and always playing soft kind-hearted piano music; the type of place a person could become lost in whence they’ve become tired of the grueling and dark outer world; a real heaven and haven. He often spends his free time there and enjoys sitting with his customers to get to know them.
Grand Company Militia: Alus is a very active member with the Eorzean grand companies in fighting against the Garlean empire and any other threats to the peace there might be upon the world. It’s very possible your character might have teamed up with him at some point in active duty.
The Prince on a White Horse: Alus patrols random fields often in order to keep the peace. Your character or someone your character knows might have been saved by the mysterious ‘Prince on a white horse’ while being attacked by bandits or beastmen, who oft leaves without giving his name.
A Fellow Warrior Of Light: Alus has helped out the Scions of the Seventh Dawn on occasion due to his status as a Warrior of Light; one of many.
LOOKING FOR ––– –– –
Long-Term ANYTHING!: Friendships, rivalries, casual familiarities, romances, anything. Alus has lived a long life without any PC RP interactions, and I feel his writing suffers for it. I want someone who will be there for the long run and get to know him. I want stories to develop. I want Alus to grow because of other people.
Open-minded villains!: Alus has the patience of a saint and will befriend the nastiest of criminals no matter what. Alus will stop them from directly committing serious crimes he may be there to witness (murder, kidnapping, robbery, etc.), but will ultimately be very forgiving and calm when dealing with these topics. He wants to genuinely make a connection with people he doesn’t understand and strives his best to soften anybody’s heart, no matter how hard. His ultimate goal is to change their ways for the better through patience and understanding.
Platonic flirts!: Alus has a lot of love to give and happy to give it to nearly everyone and anyone. He throws around the words ‘I love you’ quite easily, and if he is especially crushing on someone, he will hold their hands and hug them openly despite his normal dislike of physical touch. He is most happy when he has a large circle of queerplatonic relationships, but will be absolutely exclusive to their ‘steady’ when he has made that romantic commitment.
Distant family members!: Alus knows very little of the Beauregards; his adoptive father and surnamesake did not speak of them much. Alus is fascinated with Elezen culture and considers himself one of them. He would be incredibly happy to find anyone with the same last name who would welcome him to his adopted ancestor’s information.
ADVENTURE!: Once in awhile, let’s RP somewhere other than a unmoving place. Let’s RP in a dungeon. Let’s RP while doing gold saucer chores. Let’s RP while talking to random minor NPCs. Let’s RP while doing something other than just sitting! It can help a lot with improvisation and keep the creative juices flowing.
ABOUT THE MUN ––– –– –
Who I am: Hey, my name’s Will. I’m a 24 y/o prep cook living in Alaska. My family’s straight-up wiccan, I got 3 black cats, I love super flashy ridiculous fashion, 1980s comedies, and my favorite game’s Bayonetta. I’m a queer Aquarius with mild ADHD. Buddhism and pacifism are super important to me. I love the McElroys?? and uh. I yell in caps a lot. i WILL make you a playlist of music if you ask for recommendations, don’t fuckin tempt me. I’m a casual goofus fuck. here’s my ‘me’ tag on my personal,
Server: Balmung, Crystal Data Center
Time Zone: Alaska (GMT-8)
Availability: 11AM-2AM (subject to change)
Writing Style: Rapidfire! 95WPM. I like to RP just like I type normally - as thoughts pop up, I type ‘em, just like if I was talking. I’m not a big fan of waiting for turns; I have an anxiety disorder and that particularly makes me extremely anxious! However, I am happy to do short paragraph RP with you if we’ve been RPing long enough. Huge paragraph RP is 100% OK on Discord!
Platforms: In-game(preferred) or Discord.
Restrictions ––– –– –
No ERP!
No Permadeath! I really do not want to RP with anyone who intends to eventually kill off their character, either. This is a legitimate trigger for me.
RP Fighting...? I’ve never done this before. I’m not a fan of physical injury so it’s unlikely I would want to, either. But if the situation really calls for it, I’m open to learning. I will not allow you to permanently disfigure or disable my character - temporary injury is alright, but please talk to me about it first.
Mature Themes...? This is okay for me. Swearing, murder, prostitution, drugs.. I’m an adult! I don’t mind these themes being mentioned or being used as a backdrop to a prompt. Alus isn’t a fan of these things though! So just keep that in mind.
Sexual Assault...? For the most part, NO. However, a forceful kiss? An inappropriate touching that stops as soon as my character says no? Maybe. Ask me beforehand and be clear about what you’re thinking, no surprises.
More Info ––– –– –
Click here for Alus’ RP blog and all the memes and asks I’ve written for him!
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tags;
@ffxiv-crystal-rp @crystalxivrp @mooglemeet​
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huds-hub · 5 years ago
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THE POSITIVE & NEGATIVE; MUN & MUSE - MEME
FILL OUT & REPOST ♥ This meme definitely favors canons more, but I hope OC’s still can make it somehow work with their own lore, and lil’ fandom of friends & mutuals. Multi-Muses pick the muse you are the most invested in atm.
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Stolen from @mrfunnybone. Since this meme has a bias for canon muses, I’m tagging two of my favorite canon writers that I know didn’t fill this out yet: @soulcoerced and @spearslinger (I wonder if a fellow Undyne RPer has a different take on some of these questions? ^^;;). For everyone else, feel free to steal it and tag me if you do! I’m curious to see how OC muns answer some of these questions...
MY MUSE IS:   CANON / oc / au / canon-divergent / fandomless / complicated [[ The adult version of my muse is canon, but her teenage equivalent is not present anywhere in Undertale / Deltarune. So, uh… canon but kind of complicated I guess??? I like describing my muse as canon-wise. My Deltarune fishies are undoubtedly AUs at most, canon-divergent at least. ]]
[[ Mun’s note: I’m going to cheat on this. For the next 8 questions, I’ll answer for both Undyne as my teen muse AND regular adult canon Undertale Undyne. My thoughts on her counts as something, right? My muse is based on canon! ]]
Is your character popular in the fandom? YES / NO / IDK [[ Undyne’s character to the rest of the fandom is unpopular (compared to Sans, Chara, Gaster, etc…). It’s a shame, because her dialogue portraits alone would make great meme fodder. HOWEVER, among Undyne fans, I notice there’s an interest in depicting her early years because she’s one of the few cast members who’s had their childhood explicitly mentioned. ]]
Is your character considered hot™ in the fandom?  YES / NO / IDK [[ She’d better not be, because my muse is a  C H I L D. As far as I’ve seen, canon adult Undyne is depicted more often as a ‘badass’ than a ‘sexy fish.’ ]]
Is your character considered strong in the fandom?  YES / NO / IDK [[ Younger Undyne is definitely interpreted to be a determined, tough kid. Of course it’s the same for adult canon Undyne. It’s basically her most distinct character trait. ]]
Are they underrated?  YES / NO / IDK [[ Lordy, Undyne as a whole is entirely underrated by the fandom... ]]
Were they relevant for the main story?  YES / NO [[ OMG... you’re gonna get me started. I’m marking ‘no’ on this question because this is supposed to be about my aged-down muse. But Undyne... sweet violent Undyne’s very important to Undertale’s story! *fangirling START* Besides being the mid-point antagonist in the game, Undyne adds a layer of the theme of DETERMINATION to the game and how it can manifest in monsters if their bodies are strong enough to handle it. In an allegorical sense, she represents extremism in reaction to oppression and how that passion can take on the form of extreme love or extreme hatred depending on circumstance. So HELL YEAH she’s important to the main story of the game! AAAHILoveThisFish!! *fangirling END* ]]
Were they relevant for the main character? YES / NO / THEY’RE THE PROTAG. [[ Same as the previous answer for my teen Undyne: begrudgingly marking this with a ‘no’... It’s a YES for canon Undyne. In all routes, original game’s Undyne is the first character who is purposefully trying to kill the Player. Players can’t get the best ending without helping her hook up with Alphys and not incurring her wrath by killing any monster. In the worst ending, she’s one of the two antagonists that put up enough of a fight to make any player abort the Genocide Route. ]]
Are they widely known in their world? YES / NO [[ My muse WANTS to be significant to her world. In the original game, Undyne’s only mentioned by others in Snowdin and Waterfall (not counting Alphys in Hotland). She’s described as a “local hero” by Gerson. I get a sense she’s not exactly famous to the people in the entire Underground compared to, say, Mettaton. ]]
How’s their reputation?  GOOD / BAD / NEUTRAL [[ Oof. Pretty sure my teen fish annoys the residence of Waterfall for being a loud-mouthed little scamp. The only reason she’s not considered ‘bad’ is because it’s pent-up energy and misguidedness, not flat-out cruelty. In canon, it seems like the people who talk about Undyne do it in either a positive or neutral light. You have Monster Kid, Papyrus, and Onionsan singing her praises. The Royal Guard members respect her. Asgore thought of her well enough to have her lead his military. Uhh, for a neutral instance, I remember an NPC in Snowdin saying she’s “loud, rude, and beats up anybody who gets in her way” (I don’t remember the exact quote). To weigh this more on the side of my muse, I’ll mark this answer as ‘neutral.’ ]]
HOW STRICTLY DO YOU FOLLOW CANON?  [[ Since I have an aged-down character, canon is literally my END GOAL! I gave her a “starting point” on her journey to the determined, dedicated, and excitable warrior fish we all know and love from the game. I filled in the gaps from there, using parts of her past mentioned in the game to glue the headcanons together. Deciding what she was like when she was younger – What’s her family background? What aspects about her changed as she matures? What internal and external conflicts would she deal with as a teen? – THAT’S the non-canon part. My Deltarune AUs are… different. Canon is my end goal too, but the timelines are all wonky to fit the needs of wanting to interact with the Fun Gang. LOL ]]
SELL YOUR MUSE! AKA TRY TO LIST EVERYTHING, WHICH MAKES YOUR MUSE INTERESTING IN YOUR OPINION TO MAKE THEM SPICY FOR YOUR MUTUALS.   [[ This kid is spunky, loyal, compassionate of the plight of her people, and will see through anything she sets her mind to, despite life’s barriers. She’s got a lot of pent-up energy and is searching for what she can do with it to help her achieve her goal of setting Monsterkind free! ]]
NOW THE OPPOSITE, LIST EVERYTHING WHY YOUR MUSE COULD NOT BE SO INTERESTING (EVEN IF YOU MAY NOT AGREE, WHAT DOES THE FANDOM PERHAPS THINK?).  [[ The teen fishy has a streak of selfishness and short-sightedness. Being honest, Undyne would be a racial supremacist if she existed in real life. Big yikes. Also, she’s willingly being trained as a child soldier. Another big yikes right there. ]]
WHAT INSPIRED YOU TO RP YOUR MUSE?   [[ Ages ago, I RPed the adult version of Undyne, which resulted in a bunch of headcanons for her past. I had no desire to RP any of them after it ended. A year later, I commissioned an artist for a Gerson vs. teen Undyne piece. That single-handedly made me want to get back into RPing again. ]]
WHAT KEEPS YOUR INSPIRATION GOING?   [[ My fellow RPers wanting to interact with this silly fishy! When I first started, I expected my interest to peter out over the months. I didn’t expect many RPers wanting to interact with an aged-down character. But here I am, wanting to expand my headcanons further and making AUs so I’m not limited to canon. ^^ It’s all thanks to you guys!! ]]
SOME MORE PERSONAL QUESTIONS FOR THE MUN.
Give your mutuals some insight about the way you are in some matters, which could lead them to get more comfortable with you or perhaps not.
Do you think you give your character justice?  YES / NO / I SINCERELY HOPE I DO?
Do you frequently write headcanons?  YES / NO / SORT OF?     [[ I should do it more often TBH. But I find showing them via story-telling more fulfilling than just explicitly explaining them in posts. Plus, it gives me more leeway if I’m still playing around with an idea. ;) ]]
Do you sometimes write drabbles?  YES / NO  [[ I’m not counting the three pending drabbles until I finish them. ^^;; ]]
Do you think a lot about your Muse during the day? YES / NO [[ She finds a way to bother me! Usually in the form of sudden inspiration for how to respond to RPs. ]]
Are you confident in your portrayal? YES / NO / SORT OF? [[ Sometimes I wonder if I forgot some aspect about Undyne that’s in canon, or unintentionally exaggerating other less-important aspects of her other characteristics… ]]
Are you confident in your writing?  YES / NO / SORT OF? [[ Generally, yes. But I do have my days when I suffer from low self-confidence. ]]
Are you a sensitive person?  YES / NO. / SORT OF? [[ It depends on what’s meant by that. I’m sensitive to other people’s feelings, so I don’t intend to sound rude OOC, even if I’m expressing something negative about something I think the other did. If this is referring to being sensitive about events in RPs… my sensitivity is equivalent to that of being invested in any work of fiction. I know it’s not reality. I can pull away from the fictional world and it won’t bring down my real life. ]]
DO YOU ACCEPT CRITICISM WELL ABOUT YOUR PORTRAYAL?   [[ If it’s given in good faith and is constructive, sure. ]]
DO YOU LIKE QUESTIONS, WHICH HELP YOU EXPLORE YOUR CHARACTER?   [[ Hell yeah, give them to me! ]]
IF SOMEONE DISAGREES TO A HEADCANON OF YOURS, DO YOU WANT TO KNOW WHY?  [[ It depends if they want to tell me. I don’t mind either way. Personally, I like hearing other people’s interpretations! ]]
IF SOMEONE DISAGREES WITH YOUR PORTRAYAL, HOW WOULD YOU TAKE IT?   [[ *shrug* It doesn’t matter as long as they don’t harass me. ]]
IF SOMEONE REALLY HATES YOUR CHARACTER, HOW DO YOU TAKE IT?   [[ I’d just ignore it. They don’t need to interact or follow me. If my muse really is a bother to them, they can block my account. ]]
ARE YOU OKAY WITH PEOPLE POINTING OUT YOUR GRAMMATICAL ERRORS?   [[ I hope my grammar’s good enough, or else my English degree studies went to waste! But yeah, sure. Fun fact: explaining grammar rules so people can avoid major errors in the future is more helpful than nit-picking insignificant errors without explanations. ]]
DO YOU THINK YOU ARE EASY GOING AS A MUN?   [[ As long as fellow RPers aren’t being rude OOC, don’t break any serious rules, or do something that I mention are personal triggers to me, I am easy-going! RPing is fun and it should stay that way for everybody involved! ]]
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bttnbsh · 3 years ago
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INSPIRED CHOICES
https://streamable.com/qggihtThere's nothing new under the sun, as the old saying goes, and dang does that apply to games! Most AAA titles nowadays feel like reskins of the same game, whether it's an open-world action adventure, first-person shooter or epic RPG, but then all games borrow ideas from one another.
I got a bit of flak on one of my posts for suggesting that Untitled Goose Game was an inspiration for Effing & Blinding, which made me want to showcase how that, and three other games, have lent me ideas for my game.
INSPIRATION 1: UNTITLED GOOSE GAME
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The reason I got some criticism for my comparison to House House's UGG is because my video of a little kid shouting 'FUCK!' didn't display the same charm as the titular goose in this critically-lauded puzzle adventure. I can see why, without further context, it might evoke that reaction, and it's a fair comment. The goose is mischievous and cheeky, my little guy was just shouting expletives at grannies. Although I still maintain that they're both arseholes.
However, I think that second snapshot of my development might have over-egged how much my game relies on swearing. I'm not shy of including profanity, though I am planning a PG Mode for those that don't want to be bombarded with it, but I'm hoping that the similarities with Goose will become more apparent as development progresses and the swearing won't be seen as overzealous in the final execution..
Basically in Effing, you'll be hunting for items and interacting with objects in different levels to lure unsuspecting NPCs into prime positions for a foul-mouthed tirade. This first 'set-up' section will comprise something like 80% of each level, and barely a single curse word will have passed through my anti-hero's vocal tract. Much like in UGG, where you steal keys and other items, or move stuff about to annoy the townsfolk, you're just causing chaos to move on to the next section.
INSPIRATION 2: HITMAN
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The other major inspiration for the 'set-up' section is Hitman. I played the first entry in the rebooted series a few years ago, and while I wouldn't count it among my favourite games, I did really like how open and free it was. Your aim was just to kill person X - if you wanted to go in guns-blazing and try to deal with the target's security deal, then you could, even though it'll be more difficult. But if you wanted to sneak into a kitchen, knock out a waiter, steal his uniform, poison a drink and serve it to the target, that works too! The plethora of ways to complete such a simple objective made it feel like more of a sandbox than most open-world games do.
While I don't have the time or budget to create so many possible ways of completing the levels in Effing & Blinding, I wanted there to be a bit of freedom in that vein too. You don't need to trigger EVERY mechanism and find EVERY item in each level to progress. The extent to which this applies differs per level, but there is one planned level as an example - a wedding of all things - in which there are three completely distinct paths to completing the objective.
Hopefully there'll be some completionists out there who will want to find and do everything in every single level!
INSPIRATION 3: EPISTORY
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I don't know how Epistory arrived in my Steam library, possibly from a bundle or maybe it was a purchase on a whim that I immediately forgot about, but it was such a surprising game when I finally sat down with. You're a heroine who rides around on the back of a fox, cleansing a corrupted world that unfolds before you ... literally - everything is origami! But you don't cleave through the insects causing the corruption with spells or swords, but rather words. That's right - it's a typing game!
I think it was probably the first typing game I ever played, apart from some crappy Neopets game back in the 90s, and I highly recommend it. It's fairly short - about 10 hours if I recall correctly - but such a breath of fresh air.
In Effing & Blinding, all the set-up within a level leads you to a tirade section. It's a short, time-limited minigame that will throw up expletives for you to quickly type in order to add to a Mad Libs-style outburst, much in the way that the encroaching insects of Epistory demand you up your words-per-minute. How well you do in this minigame will have a bearing on how offended the lured NPCs of the level are.
Of course, there's ample opportunity for this concept to be lambasted as my earlier video was, but I hope that some will give me the benefit of the doubt until they can see the execution of the idea!
INSPIRATION 4: ENTER THE GUNGEON
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Finally, and probably in the most limited capacity, Enter The Gungeon is my last inspiration. Like Hitman, it's not a game that I was ever entirely enthralled by - it's just not really my favourite genre. However, I did have fun with my limited time on it, and when it comes to 8-directional bullet hells, it's up there with Nuclear Throne and The Binding of Isaac.
I don't have a massive amount of 'action' in Effing & Blinding, but the final part of a level, the escape, will incorporate some ranged and AoE 'attacks' - all of which are some form of swearing of course! You can flip the bird to stun enemies, flip the Vs to rend a crowd in two and make a path to the exit, or drop that F-bomb to knock out guards who are hot on your heels.
I see these abilities much like the many weapons in Gungeon - each with strengths and weaknesses, and a right time to deploy them. I also love the enemy designs - and general art direction for that matter - so i'll be taking cues here for character design too.
​THIS WEEK I'VE MOSTLY BEEN ...
​Time has not been kind to me this week and I haven't had a whole lot of it to work on the game, but I did manage to start the guards, give them basic vision and hearing areas (those are just collision shapes you're seeing, not actual artwork), as well as a photofit of Damien so they can investigate the area if he's snooping around
https://streamable.com/qggiht
I hope you enjoyed reading about actually good games for once! But if you're still interested in my fledgling project after it's been stacked beside those heavy hitters, come back next week, or sign up for the mailing list.
Thanks for reading! Craig BTTNBSH
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tieflng · 5 years ago
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chocobox 2020 letter under the cut, because i do things and participate in things now i think.
dear chocolatier: thanks for writing for me! my actual requests were sparse because they were. quite long. especially the pyre one, because it turns out i have a lot of thoughts about minor/historical background characters as seen in the book of rites. so my prompts are all here, along with the dnws just repeated for good measure. thanks for reading all of this, i hope you can find something to have fun with.
pyre -
oops!! all golathanian! i was just really drawn to him reading the book of rites; there's something about an ordinary (certainly flawed) human man making the choices that brought every event in the game to pass and turned him into a godlike eldritch basketball saint. also, 'you gave your freedom that i might yet have mine' is a line i've been thinking about for an entire year. also, the g in lgbt is for golathanian. i'm really into the idea that the man the commonwealth could lionize as the ideal of strength is admirable not as a conqueror or warlord, but as someone with commitments to others that make him overcome his flaws-- someone who does the cooking for the group and makes dry comments and lectures out of worry and has a stupid laugh and acts like a grouch when he is secretly a giant softy. (and someone who is visibly gay and gnc, because the base of my mazlow hierarchy of needs is gay/bi men presented as admirable figures of authority, and i think that's something that should have been in the game, even if the commonwealth in-universe was going to erase it.) the heart and idealism and earnestness is what makes him worthy of respect, and that he's human, even if technically he ends up as a demigod sports-omen star.
i'm firmly in favor of autistic scribes (solidarity with chae) and scribes as large-r Readers. aside from soliam and khaylmer who both have cis energy i'm very up for any of the requested characters as trans or nonbinary, and near and dear to my heart especially are transfem chae and triesta and a nonbinary/my-gender-is-just-gay gol. explicit lgbt identities in general are a plus. environmental details-- i adore the richness and mystery and wonder of the downside, but i'd also kill for some sahrian imperial court ambiance. adventure is good, character study is always good, shenanigans and mischievous escapades between friends, misunderstandings that work out or not, angst with comfort is fine, moral or philosophical dilemmas or conversations (perfect for this group). it'd be nice to see something about titans, about (r/R)eading, the downside as an eldritch landscape, the simultaneous decay and might of imperial sahr, about turning into celestial bodies, a good old fashioned slow burn/mutual pining.
ha'ub & gol - i've always imagined these two are best friends - the first two scribes, 2/3 of the og triumvirate, and both dealing with the fact that 'mercy' means they have to keep soliam murr's fool ass alive. ha'ub is a chaotic little bumpkin who's never belonged anywhere, gol is an increasingly long-suffering visitor to purgatory dimension-- i feel like for all that he knows more about survival here than his new Big Friends, ha'ub feels just as indebted to them for being able to relate to him. it can't be easy being the first imp with human-like intelligence, or at least surely the only imp you know. misunderstandings between different species, teaching each other about sahrian human and downside imp customs, teaming up against howlers (did the howler/imp distinction exist yet, if all imps were wild and drive imps didn't exist??), learning to communicate with someone whose speech and language are very different. gol standing up for ha'ub in the 'why does an imp get a triumvirate' debate. why is ha'ub accursed? too, if there's gol/soliam, there's an opportunity for 'just kiss him already', or whatever misunderstandings imps have about human relationships/will-they-or-won't-they tensions.
gol & chae - please call the vagabond girl chae! i loved her basically at the moment i saw her and her arc means a lot to me. she’s autistic coded but her belief in the scribes-- in actually hearing and speaking to the scribes-- is never undercut by the narrative. and she’s immensely strong! she’s survived in the downside by herself from 17-19! and imo at least the scribe known for being strong and resilient and untiring, not to mention idealistic and loyal, would admire the absolute fuck out of her. i’d like her childhood as moontouched/homeless and displaced, her topside ending as a religious leader and inspiration in the sahrian union, wandering alone in the downside, her role with the nightwings-- i just really want to see what conversations these two would get up to, i want them to learn from each other, i want chae to have support and encouragement and comfort from everyone’s favorite nomad scribe. what does she ask him? what does he tell her? passing messages from ti’zo or the heralds? looking for advice/help on behalf of the nightwings, or just comfort when she’s feeling out of place? god, the fact that she’s in the companion class that parallels khaylmer-- do they talk about that, or how does gol feel? there are so many damn good interactions here. please don’t infantilize her or portray her beliefs and reactions as nonsensical or weird.
gol/soliam - i have so many thoughts about these two that i almost don’t want to say everything. my sense is they didn’t get together until the downside, with a very long enemies > grudging allies > friends > lovers, at least on gol’s end. you don’t jump over the edge of the world to kill someone and immediately kiss and make up. topside before he gets disillusioned there’s potential for that good courtly love - gol pining hopelessly (and perhaps obliviously, depending on how soliam acts towards him) for his beautiful distant liege, sol who so very clearly did not feel anything genuine for anyone as emperor, but who maybe has some ‘oooh, master-general ;)’ poking out of the hedonism-flavored depression. and then he falls down the river and realizes he was a big idiot. i could do very early sweet moments, courtly aesthetic and accidental intimacy, seeing a tender side to the emperor that most people never get close enough for/soliam murr Almost having a real feeling other than physical attraction. i could also do rebuilding their trust and rapport in the downside, mutual pining, growing closer despite everything and wondering privately if they couldn’t actually work out. or established relationship tenderness and fluff. i could also very much do explicit content with these two.
gol & khaylmer - ahh, yes. enemies. i got the impression from gol’s account (and gol’s account is really all we get) that these two hated each other, to ‘put his picture on the bull’s eye of the dartboard’ levels of hatred-- but also, maybe, that they had more in common than they wanted. gol and khaylmer as the only two grownups in a decadence-obsessed imperial court? certainly as the closest advisers to the emperor, whatever that means when your emperor is soliam murr. i always got the impression that gol was a bit more of a bastard than he let on-- nomad masteries are very ‘now i’ve thrown him off his rhythm!’ and you can’t tell me ‘preferred to fall on his enemies by surprise under the cover of darkness’ Isn’t the trait of a highly slippery character. then again, their worldviews and beliefs might as well be from two different planets, but then again again, do we really get an unbiased opinion on khaylmer to know what his worldviews really is? two driven and idiosyncratic people, more similar than they think, who just deeply hate and misunderstand each other at a fundamental level. also, please a deep dive into khaylmer’s head. lot of opportunity for backroom dealing and court drama here.
scribes & scribes - scribe adventures! or scribe shenanigans and arguments! i see these eight as having strong and contrasting personalities, but fundamentally caring about each other, even if they can get into real drama and conflict. fighting titans, exploring together, writing the book of rites, becoming eldritch basketball gods. found family is great, early stages of found family that grouchily insist they're business associates is better. there is so much you could do with these losers as a collective and i love them with my entire heart.
dnw: fantasy homophobia or transphobia, dubcon/noncon including under the influence, hand/eye trauma, unsanitary things, angst without a positive/hopeful resolution. in terms of explicit content, please no humiliation or impact play/physical pain. fandom specific: don't undercut chae's feelings or beliefs or write her in an ableist way. i also see gol and soliam as gay, and milithe and triesta as lesbians, so i'd prefer no references to past/current m/w relationships for them-- not because having m/w history invalidates gay peoples' identities, but because for me personally that'd be a horrible experience and it makes me sad thinking about my favorite characters going through that.
hades -
i did not expect to like a large soft-spoken honor-bound minotaur who duels you in honorable combat as much as i did, but probably should have knowing basic facts about myself. anything asterius-focused is great-- i really want to see him well-received in elysium and with a partner who cares about him......! he deserves nice things! elysium as a setting is so lush, environmental details, moments of respite, greenery, the river lethe, the elysian stadium, the beauty of eternal paradise And the fact that the people who live here decide to just beat the tar out of each other for fun.
this game has a really strong cast, and i'd love to see mentioned or featured olympians/house denizens/run npcs other than the requested characters. patroclus is a strong possibility for a fic in elysium, but achilles, hypnos, hermes/artemis/athena, and eurydice are also favorites of mine. i'm always down for explicit gay/bi identities, and i've been toying with trans masc zag and/or nonbinary aster.
Asterius/Zag - the inherent romantic tension of having a standing date to fight someone in hand to hand combat. but also, meeting outside of the arena in some way - a peaceful moment in a fountain chamber? maybe aster helps zag in a tough spot with some exalted? they both meet up in patroclus's chamber? i like how aster respects you for your strength and ability and the comparison he draws between them both as having been born monstrous/in darkness could use some (gentle) exploration. both of them uncovering hidden depths or softness in each other.
Asterius/Theseus/Zag - the inherent romantic tension of having a standing date to fight two people in hand to hand combat. i very much see this as an aster-centric v-- i don't really buy these or zag being into each other on their own, but learning to get along for the sake of their mutual boyfriend is good, and the comedy that ensues. anything i like in aster/zag or aster/these would be good here. absolutely not opposed to an aster-centered threesome (he deserves it).
Asterius/Theseus - how did these persuade hades to move the bull of minos to elysium? how did they become champions in the stadium? fighting by each others' sides, aster discovering after a mortal lifetime confined to a labyrinth that he's into men, these feeling weirdly compelled to show off or impress him. theseus training him in 'heroic ways'. theseus's lines about ariadne felt needlessly gross/borderline misogynistic and i'd like for them either to not come up Or for aster to sit him down and give him a piece of his mind. that's his sister, you idiot.
Cerberus & Zag - just a boy and his dog! cerby comforting a younger zag when hades is on his bullshit, or kid zag sleeping all cuddled up with his pubby. growing up and watching the house change. zag venting to cerberus or asking for advice, like you do with your pets when you don't expect an answer (and maybe getting one??). something in styx would be good, or zag finding any other kind of treat or toy and smuggling it back in from one of his runs.
dnw: fantasy homophobia or transphobia, dubcon/noncon including under the influence, hand/eye trauma, unsanitary things (please light on the descriptions of the satyr sack, lmao), angst without a positive/hopeful resolution. in terms of explicit content, please no humiliation or impact play/physical pain. as far as fandom specific: please nothing that portrays hades as good or justified in any of his actions. nothing zag/meg or zag/than; i really prefer zag and meg to have acknowledged their feelings and decided to stay friends.
arthuriana/let’s be real i’m here for the gawain and the green knight - 
......i'm just in this for the inherent homoeroticism. explicitly gay/bi gawain and bi bertilak is great, bertilak and his wife both being in on it is great, threesome? more christmas games? courtly flirting? being cozy inside? going on a dangerous quest? anything sounds great, just have fun with it!
dnw: homophobia including period-typical (just not why i read fanfiction), dubcon/noncon including under the influence, unsanitary things, hand/eye trauma, cheating/negative feelings between the hautdeserts, angst. in terms of explicit content, please no humiliation or impact play/physical pain.
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ciathyzareposts · 6 years ago
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Game 328: The Kingdom of Syree (1992)
The game starts with an Ultima IV-like scene except that unlike Ultima IV, nothing happens in the view window.
              The Kingdom of Syree
United States
Everlasting Software (developer and publisher)
Released in 1992 for DOS
Date Started: 20 May 2019
The moment I fire up a game and see that it’s an Ultima clone, I subject it to the “(Z)tats Test.” This involves hitting the “Z” key on the keyboard. If doing so produces a screen with the character statistics, I know I’m not dealing with some half-assed “inspired by the look and feel” title like Questron. Any game that passes the “(Z)tats Test” is a proper goddamned clone. There’s going to be a wizard with a freaking gem. There’s going to be boats with cannons. There’s going to be mantras.
           The Kingdom of Syree is about as much of an Ultima clone as you can get. It not only passes the “(Z)tats Test” but the “(K)limb Test” besides. It’s so much of a clone that “T” stands for “Transact” rather than the more obvious “Talk.” It has a main menu command titled “Return to the View” even though the view doesn’t actually show anything happening. We’re dealing with a developer who took a desire to be unoriginal, doubled down on it, and then doubled down again.             
A bunch of clerics chant a mantra around a fire. I think I’ve seen this before.
          As for that developer, I spent a long time following a trail of breadcrumbs and eventually concluded that it is one Thomas Himinez, currently a writer, actor, and script editor for The Doctor Who Audio Dramas, an audio spinoff of the long-running television series. He would have been 25 when The Kingdom of Syree was published. There is no primary author credit in the game except for the company (Everlasting Software), but it is said to be based on three books called The Lost King of Syree, The Sword of Syree, and A Queen for Syree by “Lord Steven.” A simple Google search shows that these books never existed in published form, although the first one is quoted on, of all things, a legal discussion forum for landlords. The poster on the forum is named “Lighthope,” which is also the name of an NPC in The Kingdom of Syree. Meanwhile, the only publications I can find by “Lord Steven” are a series of books called Tigers’ Quest, which were turned into audio plays and films, directed by Thomas Himinez of “Everlasting Films,” who according to one magazine goes by the AKA “Lighthope.” Q.E.D., as they say. Sorry for the digression, but the authorial mystery was more interesting than the game.
             The Kingdom of Syree takes place a few decades after the nation of Syree, in the Land of Sheol, threw off a tyrannical ruler named Rancit in favor of a good king named Telbor. Telbor has ruled for 30 years in wisdom and peace, but now the beat of war drums pulses over the hillsides, and monsters have been appearing across the land. This leads to my favorite paragraph in the backstory:
           The court wise men soon discovered that the evil was not the work of some warmonger seeking to overthrow the kingdom, but rather the work of a powerful, malevolent wizard. The approaching storm marked his growing power. Secretly, this wizard worked his evil magic, growing in power every day. What his intentions were were obvious: the conquest of Syree.
           Got that? It’s not a warmonger seeking to overthrow the kingdom; it’s a wizard seeking to conquer Syree! The distinction is clear. Anyway, no knights have gone off in pursuit of the wizard, although many heroes have embarked on quests to find him. These heroes have not all failed to return, although none of them have ever come back.                
Not only do I start off with just a dagger and cloth armor, the dagger isn’t even christened.
           Character creation consists only of a name. The character is assigned 20 points each in strength, agility, and stamina, and starts the game with 100 food, 100 gold, 100 hit points, a dagger, and cloth armor.  He starts next to the town of Ludden, which is apparently his home town, given the number of NPCs who say “welcome home” when he talks to them. There’s also a large house with his name written on it, which I admit is something I’ve never seen in Ultima or any other Ultima clone.               
This is rather cool, if also a little ostentatious.
            NPC interaction is a mix between the one-liners of Ultima II and III and the keyword-based dialogue of Ultima IV. When you find yourself talking to the latter type of NPC, he of course responds to NAME and JOB, and then you can usually pick up the rest of the keywords from those responses.
               Shops in town sell weapons, armor, food, ale, and a night’s rest. Food is crazy expensive–like 15 gold pieces per ration, although rations admittedly deplete slowly.           
It will be a long time before I can afford that plate mail.
         The NPC discussions in Ludden centered around the attribute of agility. One NPC warned me that adventurers with low agility won’t survive long; another said that the guards are very agile people and I should ask them about it. It ultimately transpired that a cleric named Shalea was searching for a mantra, and if I could give it to him, he would give me a spell to raise my agility. I found some other clerics chanting the word–AHRHEM–and fed it to Shalea, who gave me a one-use spell word that raised my agility to 60.            
That was a big boost.
          Lacking anything else to do in my home town, I began exploring the continent. Like any good Ultima clone, Syree is a twisting landscape of peninsulas, islands, mountain ranges, and forests, with vision often obscured by terrain. Combat is relatively rare, and with the types of monsters you’re used to from Ultima, including skeletons, thieves, and evil clerics. Combat regresses to the original Ultima: you just hit (A)ttack and specify a direction. Presumably, once I learn how to cast spells, I’ll be able to do that, too.             
Fighting a thief just north of a dungeon entrance.
          There’s no inflation of experience here. A thief is worth 1 point, a cleric 2, a skeleton 3, and so forth. There doesn’t appear to be any fixed leveling. Instead, your experience points are continually added to your maximum hit points, although using a formula that I haven’t yet figured out. (Since the game began, I’ve earned 53 experience but only 21 additional max hit points, if that helps.) Hit points restore slowly as you move around, or you can pay healers and inns to restore them faster.
An NPC eventually told me that there are 5 towns, 3 villages, and 2 castles to explore, but only a few are accessible from the starting mainland: Ludden, Emara (“City of Kings”), and Barren Sheol. There’s a castle, but I’m unable to enter because apparently peasants just can’t go entering castles–which makes sense when you think about it. I always thought it was odd that just anyone could wander into Lord British’s throne room and bedchambers.              
How rude.
          Among my explorations, I learn that EIDO is some kind of mapping spell, I can learn about magic in the town of Lost (which is rumored to be just a rumor), and that I’ll need keys to jimmy locks.         
An apprentice cartographer gives me a spell name.
         There is one dungeon (Mysti) accessible on the opening mainland. Dungeons break the Ultima style by being top-down, but movement is a little different because dungeons track facing direction while the outdoor areas and towns do not. The facing direction determines who you’re attacking when you hit “A” and down which hallways you can see. It also creates a bit of a “stutter” as you move around, because when you change direction you have to hit the appropriate arrow key twice. It’s innovative but not terribly necessary.
Dungeons have both monsters and chests, and they respawn when you leave and return. Chests on Level 1 seem to have 0-10 gold pieces; those on Level 2 have 11-20, and so forth. It’s pretty easy, if time consuming, to enter, grab a lot of gold, leave, and get healed if necessary. Slowly, I upgraded from a dagger and cloth to a mace and leather, and soon I’ll have a sword and chainmail. This opening phase seems to be largely about improving weapons, armor, and maximum hit points, and then ultimately saving enough gold for a boat.            
Fighting a cleric in a dungeon.
            The Kingdom of Syree is hardly the worst Ultima clone, or even worst game, that we’ve seen, but it just happens to reach me at a time when I’m thoroughly exhausted with this particular sub-genre. At least, unlike The Seventh Link, it doesn’t appear this one is going to take very long. The game files themselves suggest about 10 towns and castles and a few dungeons. If I can wrap it up in two, that will be good.
  Time so far: 3 hours
  source http://reposts.ciathyza.com/game-328-the-kingdom-of-syree-1992/
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smilingraccoon1008 · 7 days ago
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"Overly ambitious inventor whose creations always explode"
Voy a explotar tantas cosas ✦‿✦
Surprise! Tumblr just got turned into an epic fantasy RPG, just like [your favorite appropriate media franchise]. And the Tumblr RPG's plot needs to have all of its characters covered, in roles both large and small.
That means that you are assigned to a stereotypical RPG role inside our new fantasy world. Spin this wheel to find out what you are now doing for a living.
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