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outofthislaptop · 7 days ago
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The Ultimate Adventure Awaits: Conquer Middle-earth with The Lord of the Rings Strategy Board Game
Are you ready to don your cloak, grab your sword, and journey into Middle-earth? The Lord of the Rings Strategy Board Game by Fantasy Flight Games brings the epic tales of Frodo, Gandalf, and Aragorn right to your tabletop. Perfect for 1-5 players aged 14 and up, this cooperative adventure is your ticket to a 60+ minute deep dive into Tolkien’s legendary world. Whether you're a seasoned gamer or new to the realm of strategic board games, this adventure promises excitement, camaraderie, and maybe a little second breakfast.
But what makes this game worth embarking on an epic quest? Let’s explore.
Why ChooseThe Lord of the Rings Strategy Board Game**?**
1. Cooperative Gameplay – It’s Not All About You, Frodo
Unlike competitive games where alliances crumble faster than Isildur’s resolve at Mount Doom, this board game is about teamwork. Each player takes on the role of a member of the Fellowship, working together to thwart Sauron’s evil plans. If you think you can be the lone wolf like Aragorn, think again—this is Middle-earth, not the Wild West.
Cooperative gameplay means that Gandalf’s wisdom, Legolas’ accuracy, and Sam’s unwavering loyalty can combine to overcome the darkest challenges. Miscommunication, however, might leave you feeling like Pippin in Moria (hint: don’t touch the skeletons).
2. Faithful to Tolkien’s World
This game doesn’t just slap the name The Lord of the Rings on a board and call it a day. No, sir! Fantasy Flight Games poured love and detail into every aspect. Fans will appreciate the intricate illustrations of locations like Rivendell and Mordor, as well as the faithful character abilities that make you feel like you’re truly part of the Fellowship.
For example, Frodo’s strengths include resilience, while Gandalf wields his immense wisdom (and beard) to guide the team. Just don’t expect Boromir to resist the allure of the Ring—some things never change.
3. Perfect Balance of Strategy and Luck
This isn’t Monopoly. (Although, wouldn’t Hobbiton real estate be adorable?) To succeed in The Lord of the Rings Strategy Board Game, you’ll need brains, brawn, and a bit of luck. The game features a unique system where players must carefully manage resources and make pivotal decisions, often under pressure.
The random element comes from card draws and dice rolls, keeping gameplay fresh and unpredictable. Will Gandalf save the day with a clutch spell, or will a bad roll send the Fellowship spiraling into chaos? Only time will tell.
How to Play Without Feeling Like Gollum Lost in a Maze
At first glance, the board may look like Saruman’s to-do list, but fear not! The mechanics are simple enough for newcomers, while still offering depth for experienced players.
Setup: Choose your character and arrange the board, complete with locations, event cards, and Sauron’s looming presence.
The Journey Begins: Travel through Middle-earth, facing challenges, battling enemies like orcs, and resisting the temptation of the One Ring.
The Ring’s Burden: Manage corruption levels—too much greed, and you’re toast (or worse, Gollum).
Victory Conditions: Either destroy the Ring in Mount Doom and claim victory, or watch Sauron laugh maniacally as darkness takes over.
Pro Tip: Don’t let the Ring-bearer (probably Frodo) wander off alone. It never ends well.
What Makes This Game Stand Out?
1. Solo Mode: Be Your Own Fellowship
If your friends are busy binge-watching The Rings of Power, fear not. This game’s solo mode lets you control multiple characters, guiding them through challenges as if you’re directing your own epic movie.
Playing solo is surprisingly fun and immersive, offering a way to enjoy your own epic adventure even if the rest of your Fellowship is on a break.
2. Replayability – Endless Adventures Await
No two games are the same. With multiple characters, randomized events, battles, and a variety of paths to victory, The Lord of the Rings Strategy Board Game ensures hours of entertainment. It’s like rereading Tolkien’s books but with plot twists you didn’t see coming.
3. Gorgeous Components
Let’s talk about aesthetics. From the finely detailed miniatures to the vibrant game board, every piece feels like a work of art. You’ll almost want to frame the components instead of playing with them. (But seriously, play the game—it’s worth it.)
Who Will Love This Game?
1. Tolkien Fans
Are you the kind of person who can quote The Silmarillion in your sleep? Do you cry every time you hear “The Breaking of the Fellowship”? This game is your dream come true.
2. Strategy Enthusiasts
If you love flexing your brainpower and outwitting the odds, the strategic depth of this game will have you hooked.
3. Family and Friends
Looking for a way to bond with your Fellowship of the (living room) Ring? This game is a fantastic option for family game nights or a gathering of nerdy friends.
Tips for First-Time Players
Understand Your Role: Each character has unique abilities. Use them wisely, or risk becoming the weak link (ahem, Pippin).
Don’t Underestimate Sauron: The Dark Lord doesn’t take coffee breaks. Plan ahead to counter his every move.
Stay Corruption-Free: Keep an eye on the corruption tracker. Nobody wants to become Gollum—except Gollum.
Communicate: This is a team game. Share strategies and don’t hog resources. (We’re looking at you, Boromir.)
FAQs AboutThe Lord of the Rings Strategy Board Game
Q: Is this game suitable for casual players?A: Absolutely! While the strategy may seem daunting at first, the cooperative nature makes it accessible. Plus, the theme keeps everyone engaged.
Q: How long does it take to play?A: Most games last 60-90 minutes, though it can stretch longer depending on how much you channel your inner Gandalf while deliberating over every move.
Q: Can I play this game with younger players?A: The recommended age is 14+, but younger players familiar with the story may enjoy it with a bit of guidance.
Why This Game Is a Must-Have
Whether you’re a die-hard Tolkien fan or someone who just loves a good board game, The Lord of the Rings Strategy Board Game delivers on every front with its immersive campaign mode. It combines rich storytelling, strategic gameplay, and stunning components into an unforgettable experience.
Plus, where else can you face off against Sauron with a gang of friends (or solo, if you’re brave)? This game isn’t just an adventure; it’s a celebration of the heroes and one of the greatest fantasy stories ever told.
Conclusion: The Road Goes Ever On and On
In a world where countless board games fight for your attention, The Lord of the Rings Strategy Board Game stands out like a beacon of light in the dark land of Mordor. It’s cooperative, strategic, and brimming with Tolkien goodness.
So, grab your Fellowship, roll the dice, and remember: not all who wander are lost—some are just figuring out how to defeat Sauron. Adventure awaits!
Ready to join the Fellowship? Pick upThe Lord of the Rings Strategy Board Gametoday and embark on the journey of a lifetime.
(Affiliate Disclosure: As an Amazon Associate, I earn from qualifying purchases. Click the link to support this quest while snagging your copy!)
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felassan · 6 months ago
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New Details on DA4 from this IGN article: "Dragon Age: Dreadwolf Is Officially Being Renamed, With Gameplay Reveal Set for June 11 - EXCLUSIVE"
"BioWare confirmed that The Veilguard will feature seven playable party members, and that it will feature “fun and fluid, moment-to-moment combat” while continuing to center strategy via the unique powers of each companion.
BioWare general manager Gary McKay explains that while Solas is “still very much a part of the story of Dragon Age: The Veilguard,” the team wanted a title that reflected a “really deep and compelling group of companions.”
“One thing that’s important to remind fans is that every Dragon Age game is a new and different experience and this game, more so than ever, is about you and your companions – a group that you must rally to fight by your side,” McKay tells IGN. “We can’t wait for players to meet, connect and form their own personal relationships with the unique companions that make up The Veilguard. That’s the spirit of this game…of this story. Choosing who will join you on your adventure, fight alongside you, and be there by your side in the end.”
McKay claims that the name change wasn’t a matter of focus testing, which commonly informs decisions like these. He even goes so far as to admit that sticking with Dreadwolf might have been easier.
“We actually think sticking with Dreadwolf would have been the safer choice – ‘Dread Wolf’ is a cool name after all!” McKay says. “In the end, it was most important for us to have a title that was authentic to the companions that are the heart of this adventure we’ve created. We’ve worked throughout development to create really incredible backstories for each companion that intersect with the main narrative in meaningful ways.”
As for why it’s not simply named “Dragon Age IV,” McKay says it’s for the same reason that Dragon Age Inquisition wasn’t called “Dragon Age III: Inquisition.”
“Every game in the series tells its own unique story and the title is an important element to help set the stage for the next standalone adventure inclusive of its own hero, companions, narrative arc, villain, setting, etc,” he says.
Asked what it means for BioWare to finally be able to show The Veilguard to the world, McKay said, “As the studio head and executive producer, it’s been incredible to see the journey, resilience and passion that this team continues to bring every day. We have an incredible group of both BioWare and Dragon Age veterans who have been with us for years, as well as new faces and voices that love the series who have helped to create an unforgettable experience we feel will be worthy of the Dragon Age name.”
So who exactly are the Veilguard? In the lore, the Veil is a barrier between the physical world and Fade, which is Dragon Age’s spirit realm. Solas, who helped create the Veil, now wants to destroy it. Hence, as McKay puts it, “the Veil needs guarding.”
While acknowledging that the why and the how is definitely spoiler territory, McKay says, “The biggest clue I can share is that you and your companions – that make up The Veilguard – are central to taking down a new evil threat unleashed upon Thedas. It might not just be Solas.”
McKay isn’t quite ready to reveal the party members quite yet, but does provide some hints on what to expect, including some initial info on romances.
“We spent a lot of time making our companions feel authentic based on their own unique experiences within this larger fantasy world, which in turn makes the relationships you form with them feel even more meaningful. We’ve tapped into Dragon Age’s deep lore and explored its most iconic factions to bring each of the seven companions and their stories to life,” he says.
“I won’t spoil next week’s reveal but I can say we’ve created a story where you can impact the world and the companions that surround you. Player agency is important to the Dragon Age: The Veilguard experience and allows each player to form unique personal connections with their companions of choice. And, yes, you can romance the companions you want!”
McKay says the decision to pare the number of companions from nine to seven is mostly down to it being the “right number for the story we’re telling.” Each one is intended to represent a unique faction or element from Thedas, and will feature their own arc with “stories of love and loss, each with meaningful choices and emotional moments.”
He continues, “As you accompany your companions to unravel their backstory and earn their loyalty and friendship, you’ll visit more regions of Thedas across a deeper variety of biomes than any Dragon Age before it.”
McKay mostly sidesteps questions of how Inquisition’s characters might fit into The Veilguard’s story, though he does confirm that it will once again feature an original protagonist similar to The Warden, Hawke, and The Inquisitor, noting that each Dragon Game has its own standalone story with its own thread and conflict.
“Games across the Dragon Age franchise are never designed as a game-over-game continuous storyline. There are familiar arcs, factions and heroes important to the overarching Dragon Age universe that weave through the new story we’re telling,” he explains. “The previous games, characters and events aren’t the anchor of Dragon Age: The Veilguard it’s about your adventure with a brand new cast of companions that you must rally to fight against a powerful force.”
He once again teases another villain beyond Solas: “I don’t want to get too deep into spoiler territory but I can say that the Dread Wolf is not the only god players need to be worried about.”
When The Veilguard is finally revealed on June 11, BioWare’s presentation will include 15 minutes of gameplay from the opening moments of the game, which will help set up the story. On the gameplay front, McKay says that The Veilguard’s combat was a “big area of focus” and something the team wanted to push forward. Among other things, McKay says that The Veilguard will feature an ability wheel designed to give players more direct control over their characters.
“As an RPG, strategy in combat is important as you bring two companions to every fight. Each companion brings unique powers and abilities that have a direct impact on how you choose to take down the enemies at hand,” he says. “To add another layer to that strategic element, we’re introducing a new ability wheel where you can pause the action and set up your next move – whether it’s your companions’ abilities or your own.
“The ability wheel opens up a huge amount of strategic possibilities, giving players the ability to control the flow of combat and link powerful combinations of abilities between players and their companions that can quickly turn the tide of any battle. We think we’ve found an exciting balance between fun, fluidity and strategy for every encounter.”
“This is a game and experience that continues BioWare’s tradition of single player RPG storytelling set in the epic fantasy world of Thedas,” McKay says. “We know Dragon Age fans and the community have been waiting a long time for the next game and we could not be more excited to share our gameplay reveal on June 11.""
[source] (emphasis mine)
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fallingskiesandrisingseas · 11 months ago
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The Peter Pevensie post did well.
Here's Edmund.
Edmund has trouble putting down his chess pieces that first time. In Narnia he could assume his opponent knew what he was doing, that chess was not just a game, that sacrificing pieces meant a unit, an officer, a collection of friends never seen again.
No one remembers that back in England, where chess is just a game, not a play preparing you for war.
He loses badly the first few times, too often distracted by thoughts of his dead friends. Thoughts of the ones alive, that he hopes to see soon.
Then he becomes unbeatable. When chess is about strategy again, no longer conjures images of men dying, sacrificed to gain a tactical advantage, Edmund becomes a master. Chess champion, of his region, of the country. Not a piece too many suffers.
It takes a few months. Those first ones in boarding school, Peter has to guard him. When bullies gang up on him for his strange way of talking (as if generals listen to his advice), strange way of walking (as if there is a weight on his hip), strange way of behaving (as if there are servants for his every need) Peter protects him. They've seen protective brothers; they've never seen anything quite like Peter, who hits until bone breaks.
Edmund will often remark on how the punches thrown his way lack technique, don't really hurt.
Everyone wonders how a 110 lb 11 year old kid knows anything about punching technique. He's a scrawny white boy from the city, doesn't look even slightly dangerous. How many fights has he been in, everyone wonders, to know what type of blow breaks bone, how to collect fingers into a fist.
When he is not protected by his brother, he displays the tricks he learned in treacherous courts in fantasy lands where the men could snap him in half with half a finger, where monsters ruled. Where only his silver tongue kept him safe.
It keeps bullies far away from him. They're not just afraid of physical repercussions, but of being expelled, reputations ruined, careers unreachable before they begin.
Peter retaliates either way, physical punishment along with the other repercussions. Still, it's strange to hear that the lanky sleepwalking teen mostly interested in political science knows anything about fighting, about blood.
By the third month in boarding school, Edmund has the staff wrapped around his finger.
His tongue is as silver as the lion ring he wears. Ed can talk any opponent into submisson. He can talk any girl into his bed, too, despite other men vying for their company. Sometimes he does it just to prove a point. It earns him a few more fights than he had to be in, but that's okay.
The ones stupid, angry or brave enough to physically fight him learn fast Edmund isn't easy prey, that he knows how to fight, how to think, how to outmanouvre you. Peter is a tornado, all fury, but Ed fights like a chess master. No wasted movement, no unnecessary punches, not moving a single inch more than he has to.
Fighting Peter hurts. People soon find that fighting Ed discourages. He doesn't really seem all that hurt by fighting, often quips when taking a fist to the gut. He can deal blows so nasty you feel the effects two weeks after.
The ones that fight him in groups, still willing to try, meet Peter's fists in a dark ally.
Still Edmund never needed Peter. Their bond is strange, sure, Peter copying his younger brothers' notes without remark, asking for his advice often and seriously.
But both know politics is Edmund's territory. At the start, no one messes with him due to his big brother, who always seems to hit harder than boys his age.
In time, Ed is feared more. Differently.
A fight with the oldest Pevensie brother ends in the infirmary, a fight with the youngest ends your career, ambition, prospects with the ladies.
Edmund knows what he can do. Knows his brother can do it too, but does not prefer it. He is known for his silver tongue, his brilliant mind. Peter, more so for his steel boots.
He plays chess, studies politics, does it right. Highest marks in his class, many extra-curriculars, a seemingly unbreakable bond with his sisters and brother, which he visits often everyone. No one can understand them when they are together, a strange lilt in their voices. Some people are little scared of him. He's a debate champion, talks rounds around anyone. Excellent chef, even though he only cooks for friends.
He's loyal to a fault, clever like the devil, and a perfect gentleman. In an archaic way. Ed is the kind of man to have a hankerchief in his pocket.
That's why no one unserious dates Susan or Lucy. They all know anything unserious ends badly.
Gradually, people start to like Edmund, even if they feared him at first. His smile is devilish, but also charming. Ed is free in his head, in his hands. Brilliant in many different ways, including fencing. There is a rumour in the halls, after a while. That Ed likes men too.
But no one talks.
Edmund goes into politics. He has a family that is in the top echolon of decison making, an analytical mind. Edmund has a talent for justice. In his presence, no one feels left out, everybody is heard. Many feel that with Ed as their PM they are finally represented. A noble man, even with his bloody knuckles, the unimpressive surname.
A statesman in everything. Fashion, vocabulary, manners.
But still he believes in Narnia, goes to see the spectre.
He is facing his brother in the train, happy, talking about Narnia when it crashes.
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crudely-drawn-ben · 7 months ago
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Introducing Trilogy
Yesterday I released Trilogy, a new tabletop RPG crafted to support you in having grand adventures in worlds of your own making.
There are several reasons I started writing Trilogy, but the biggest one is that I ran a Dungeon World podcast called Crudely Drawn Swords for seven years and that was a lot of time to think about what we were playing. To a degree Trilogy is the game I wish that we could have had to run the podcast.
Starting from the question "what would a purely PbtA game for epic fantasy look like?" I started thinking more widely - what do I want from a fantasy game? And the truth is that I want a game that supports the structure of characters and their interactions but doesn't tie itself to a specific setting.
Trilogy begins with The Appendices - conventionally in epic fantasy these are at the end and document information about the wider world that might not have made it into the story, but here it is where you sit down as a group and decide what tone you want your game to have, and your world looks like. What kind of place is it? What magic is there? What is religion like? What are the major cultures where the story begins? How would it feel to be in this world? Trilogy doesn't tell you any of these things, it gives you the tools to think through how you want your world to look.
This creates a secondary challenge - without knowing what the world looks like, how could I design character classes for this type of game? Trilogy answers this by going back to the fundamentals - instead of a conventional character class, the playbooks in Trilogy represent a narrative arc. Some of them, like The Fighter, The Priest, or The Magus, look like familiar classes. Others, such as The Volunteer, The Mentor, The Weapon, or The Defeated, are a little different. Character arcs have a set of turning points, story beats that allow you to advance along your arc after you have collected a certain amount of experience. Some are positive and others negative, you choose which ones you want to hit and when, but every character's story has its highs and lows and to get the most from the game you need to lean into both. A character can pass through three arcs as they grow and change, like the three volumes of a trilogy.
The aim of the game is to create a slower but satisfying sense of progression - instead of hit points characters take Stress and Harm like in other Powered by the Apocalypse games that can have both mechanical and narrative effects. That makes combat feel dangerous, but the game also offers more ways to solve problems without getting into combat - I have played games where the player characters never got into a fight, instead resolving confrontations through an ingenious selection of alternative strategies including "lying" and "vomiting magic ink all over the floor." I'm genuinely enthusiastic about this game - I think I would be as excited about it if somebody else had written it. It leans hard into the joy of discovery and the excitement of adventure - you can play it as spooky and whimsical or gritty and hard-edged and anywhere in between.
Because I was writing it I even got to make most of the examples of play roll out as the story of someone's game, something I always appreciate when I read it. It also contains every technique I use as a GM in the hope that even before people get the chance to play it (heaven forbid any TTRPG afficionado have books we haven't got around to playing yet!) people who read it will still be able to use that advice in their other games. So that's Trilogy, the game I've been working on for the last few years. I think it's pretty great and I hope you will too:
Obviously it's a full-priced game and that's a big gamble from an unfamiliar creator - if you want an idea of what it's like in practice we've got the CDS team back together and we're starting a streamed campaign so you have a chance to see it in action. You can find that over on Youtube: https://www.youtube.com/watch?v=NxpXacko9Nc
The first episode includes me notably failing to use OBS at both the beginning and end, and I can't make any promises things will improve in that regard, but it should be a good opportunity to see how the game shapes up from this start and with this crew I know it's going to be funny and take some wild swings. If you're interested in reviewing Trilogy or you really want to give it a try but you can't afford it, drop me a message
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theresattrpgforthat · 3 days ago
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So, I went to a game store, and I asked if there were any good beginner games for someone who tried the DnD Essentials Kit and found it too complicated, and you'll never guess what one singular game they suggested!
THEME: Simpler Games than DND.
My friend, I’m not a very good guesser, but I hope that I am able to present you with some games that will give you what you’re looking for.
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24XX: Chaos Unit, by polyhedralmice
Deep under the busy streets of Sapien City is the headquarters of the Vermin Squad, the espionage wing of a secret organization of urban animals known as the CHAOS Unit. They capitalize on the fact that vermin are virtually invisible human inhabitants of the city and use they use their street smarts to run vital missions for the unit. Raccoons, opossums, pigeons and squirrels each play specific roles and together form teams that take on the most vital of missions. From intercepting life-saving pizza orders to rescuing their colleagues from the dastardly Animal Control, there is no task too daunting for the brave animals of the Vermin Squad. Every night teams are sent out on their missions, and this is the story of one of those teams. Nothing will stop these brave agents from successfully completing their tasks (except maybe a humane trap baited with peanut butter). 
CHAOS Unit is a spy themed hack based on Jason Tocci’s 24XX.
24XX games are great for groups that love different-sided dice. In general, you only have a few skills for your character that are outside the normal parameters (upgraded to d8 - d12), and the success threshold is the same for pretty much every roll. The challenges and situations of any given scenario are typically presented as roll tables, allowing the GM to come up with an adventure just by rolling a few dice.
CHAOS Unit has just a few character options, some simple gear options, and a comparatively light-hearted premise. It’s a great introduction to the system, and learning how to play one 24XX game makes every other 24XX game a piece of cake to learn, even if they include new rules.
Loot, by Gila RPGs.
LOOT is a fantasy TTRPG by Gila RPGs that combines looter shooter mechanics with west marches vibes. When a rebellion toppled a lich overlord and torn down his city, the people were left with a lot of loot, and a lot of problems. That's where you come in.
Get some friends together, fight some monsters, deck your characters out in cool loot. Do it all over again.
Even though LUMEN uses grid-based combat, your character’s stats are simplified, reduced to a few things: health, armour, and three action types: force, flow & focus. Your stats themselves come from the items that your carry - your loot.
Your loot is organized through slots on your character sheet: you can only carry so much, so you’ll have to think carefully about what kind of stat bonuses and abilities you want. I find that a visual inventory can make it easier to keep track of everything you have, and can help some players learn how to think strategically. If you like the fantasy and strategy that exists in D&D but don’t want to do nearly as much math, you might be interested in LOOT - although the lack of dice is certainly a big change.
Slugblaster, by Wilkie’s Candy Lab.
In the small town of Hillview, teenage hoverboarders sneak into other dimensions to explore, film tricks, go viral, and get away from the problems at home. It’s dangerous. It’s stupid. It’s got parent groups in a panic. And it’s the coolest thing ever.
This is Slugblaster. A table-top rpg about teenagehood, giant bugs, circuit-bent rayguns, and trying to be cool.
Forged in the Dark games can be tricky to introduce to a new table, but Slugblaster is one of a few that I think can do the job. It’s a streamlined version of the system, that takes away a lot of the crunch that comes from Stats, Position, and Effect, and boils it all down to Kick and Boost. It also streamlines harm into 2 levels of slams, and keeps stress and downtime to a procedure that you can follow step-by-step when you finish a run. Finally character creation is very easy: you only make few choices in terms of abilities, and many of these choices are descriptive, rather than mechanical.
One thing I’ve noticed about games with “simpler” rules systems is that they typically do require a bunch of improv, which can be scary for new GMs. Slugblaster isn’t that different in this regard, but it does have a few things you as a GM can prepare beforehand if you want to make things easier for yourself. For example, you can set up your map of the different dimensions beforehand, including the doorways that the teens can get through. If you know that the teens get back to your home dimension without going through Operablum, then you can prepare a few location - specific threats to confound the teens as they try to get back in time for dinner.
Another strength of these games is that typically, if a player wants to do something, they just have to be able to describe how they’d do it - you can then work backwards using the gear & resources on your sheet to give you some dice to roll, as well as the logic of the game world, to figure out what happens next.
Lady Blackbird, by John Harper
Lady Blackbird is on the run from an arranged marriage to Count Carlowe. She hired a smuggler skyship, The Owl, to take her from her palace on the Imperial world of Ilysium to the far reaches of the Remnants, so she could be with her once secret lover: the pirate king Uriah Flint.
Lady Blackbird is the first game I ever played, and it’s a game I fell for - hard. It involves rolling pools of dice that you pull from descriptive collections of tags assigned to pre-generated characters. It simplifies game-play by taking away the step of character creation, and gives the group a pretty solid story to pick up and follow wherever your heart may lead.
While the rules of the game are fairly simple, I think that as a GM, you’re going to need to be comfortable with a fair bit of improv to make this work. The game has some excellent pieces of advice on how to come up with scenes for the characters, and even includes some example complications to throw at the party. I’m really glad this was my first game because from the beginning, it affirmed that roleplaying games are a communal experience, and even if the characters and the starting scenario are already written for the group, the players have a lot of freedom to decide who their characters are, and what they’re going to value.
Liminal Horror, by Goblin Archives.
There’s a strange comfort to ambiguity. To stand at the threshold between states of what was and what’s next, to inhabit the places of transition. But you’re never truly alone here. There are things that hunger within the dark places. Strange creatures and mysteries lie in wait and tumbling into the wrong place at the wrong time may put you on the path towards doom.
Grab your flashlights and blood splattered jackets as you try to make it through the night. Beware, snapping bone and rending flesh are often the simplest outcome. While there may be great power within these places… not all mysteries can be solved and not everyone can be saved. Above all, there are fates far worse than death.
LIMINAL HORROR is a rules-lite, adaptable Survival-Horror roleplaying game about normal characters and their struggles against the things that go bump in the night. The game focuses on surviving the weird and Investigating horrors while blending simple, old-school inspired rules with modern, narrative first principles. Survival is not guaranteed and those that do make it through the night are often forever changed.
In Liminal Horror, character creation is rather quick, often easily generated using a few dice rolls. For most tasks, your characters will roll a d20 and try to get a number lower than one of their three stats, so when you get started, teaching the game should be pretty simple. Of course, since it’s a horror game, there’s more than just trying to roll under a stat: characters will find themselves subject to the consequences of being exposed to horrors that are far beyond the limits of human experience. As a result, characters will find themselves dealing with two different kinds of harm: stress & fallout. These two harm systems will make the stakes feel real, and they’ll also inflict changes on your characters as you play.
Liminal Horror has a few things going for it. The basic rules are fairly straightforward, but they’re also free. The game is meant to be paired with pre-written adventures, which often include place descriptions, NPCs, and adventure-specific consequences to torture the characters with. A lot of the adventures available come with a price tag, but if you want to try out the system, there’s a couple of free ones out there - I recommend Messenger National Park, by capacityforwonder.
For the Ship And Its Crew, by Adeline Fowl Games.
We've crewed this Ship for years together. We've seen wondrous sights, gotten ourselves into seemingly insurmountable trouble, and have owed our fair share of creds to the wrong people. And yet, still, we fly. But after all these years, our past may be catching up with us. As the missiles tear across starlit space, we'll be forced to ask ourselves: What will we do, for the Ship and its Crew?
This is a hack of For the Queen, which mostly involves answering prompts, using something like a card deck, or in this case, a digital hosting service. Your group is telling a story by taking turns answering questions, which makes the game fairly easy to teach, even to people who don’t have a lot of roleplaying experience.
These kinds of games can also be played very quickly, which might also make it easier to introduce to folks who aren’t used to sitting around a grid and calculating resources for 2+ hours.
Other Recommendation Posts To Check Out…
Easy To Teach Recommendation Post
First Time GMs Recommendation Post
Little Reading or Writing Required Recommendation Post
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eternalsa2z · 8 months ago
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Savant 2 Fantasy Trophies
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(This is a continuation of a previous post called Savant. Because what's better than one secret bimbo genius? Two of them...duh!)
I tried to be happy playing fantasy with my secret silly weapon. But somehow it didn't feel right. Maybe it was my competitive side. Maybe I felt I didn't deserve a bimbo savant like Kiki. Or maybe it was some secret curiosity about exactly how she thought about things. So I asked her to help me understand what goes on inside that bimbo brain of hers.
"Like...you sure you wanna learn from a ditzy doll like me?" she asked incredulously. Eyes wide. Shining with excitement. I nodded and she squealed and hugged me. "OMG yaaaaaay! I soooo wanted a fantasy friend. A bimbo bestie who just, like, gets me...ya know?"
So soon I was being coached by an absolute cutie. Trained to look, act, and talk like her. Because as Kiki says, "Like, to be good at fantasy you gotta BE a fantasy. Duh!" It didn't really make sense. But I'll admit that when we went to a Super Bowl party dressed up in identical outfits, I felt a connection. Even if I just had a breastplate and wig on...I couldn't help but smiling just a brightly as my bestie.
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The training continued all summer. Kiki said I needed, like, a state of empty serenity. To clear my head of all my old thoughts. To just focus on picking out a cute outfit, like footballers select their cleats. Memorize how to get my makeup juuuuuust right, like a player putting on eyeblack. How to strut and sparkle and shine, just like a superstar fantasy stud. Or in my case...a superstar fantasy bimbo babe nicknamed Nally!
By the end of summer, things started to fit into place. Not just the thinkys. But, like, my body and stuff. Kiki was sooooo nice and saved some winnings from last year so I could get some lip filler, cute hair extensions, and real boobies!!! OMG we were, like, breasties now!
When draft time came and we showed up in these adorable 'lil outfits, it sooooo made sense. My costume was, like, my strategy! There was a cowboy hat cuz the Cowboys players were soooo sexy this year. Big high heels that were, like, hard to run in cuz running boys are less important to me. Oh and everything is red since, like, we watched that super good red team win the Superb Owl last year and they'll totes be hawt again!
I couldn't explain it. It was, like insti...instink...er, just felt right, ya know? Kiki was soooo supportive and even, like, finished my thoughts for me if I got too giggly or blank for too long. She's not just a great teacher...she's, like, a total awesum teammate to me. Oh and she even, like, started joking about 'Nally's Fantasy Lyfe' which turned into the cuuuutest team name for the year. NFL! Isn't Kiki is soooo clever?
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By the end of the year, like, I was sooooo happy! Kiki and Nally, like, both won all our leagues. I was sooooo proud that I was a strong, independent bimbo who just needed another bimbo to show me what to do. I'm like a sav...savvy...er, secret smartie skirt just like Kiki now! Or at least a trophy doll just like my breastie.
Oh ya! Like, speaking of breasties, I'm suuuuuper proud of my boobies too! Kiki suggested I do 'TDs for titties' so like every time a player of mine scored, like, I'd add a CC of silly-cone too my chest. As you can see, like, I did GREAT this year. So great that Kiki and I both got all dolled up to celebrate!
We were also dressed all pretty and stuff cuz we went to a special Superb Owl party. Not to watch the game, of course. I can barely focus on anything but the short commercials anyways. But since, like, it was kinda boring to win soooo much, Kiki wanted to introduce us to another fantasy group. One filled with other fantasy bimbo smarties just like us!
The competition next year will be fierce but the prizes will be enorm...humung...er, like, as big as the fake titties the winner gets! Losing also isn't so bad. Like, you get to be 'lil lesbian pet of the winner alllll summer. A lit-er-all fantasy trophy IRL. Honestly, like, Nally is trying to find a way to trade all her best players to her breastie so they can be top and bottom. Like, being a bimbo doll is the least Nally can do to thank Kiki for, like, showing her how to be a fantasy savant too!
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Imagine if, while in the zoo, the tributes of the 10th hunger games had spent their time bonding and at some point kinda joked about escaping together? And they all thought out exit strategies and such and even the word they’d use as signal to initiate the plans. They discuss who’s good at what, jokingly dividing tasks between them, with Wovey, Bobbin, and Mizzen getting the task of “stay behind us and don’t die” because they’re the youngest. No one really takes it seriously, they just use the fantasy to escape their horrid reality for a second because it’s nice to imagine all of them can make it out alive, even if they know that’s not the case.
Then the arena bombings happen
Otto and Ginnee probably still die, since they died from schrapnel, but Panlo and Sheaf were far enough away to still be conscious and moving around (that last part is mostly because of adrenaline). Everyone’s caught off-guard, but someone (probably Coral) sees their chance and screams the word they discussed, and all tributes jump into action. Jessup and Lucy Gray still save their respective mentors, but because the tributes are working together the peacekeepers have been taken out so there’s no one to drag them away. Instead, all 21 remaining tributes book it as fast as they can and manage to escape the area before reinforcements arrive. They are now on the run, and cannot show their faces without getting shot on sight, but they’re alive and that’s what matters. Mizzen, Sheaf, and Treech are the best thieves of the group (Mizzen’s small and fast (he was just closer to the snakes than everyone else shut up), Sheaf is described as "a limber little girl", and Treech sneakily stole Dill’s water bottles. That’s my evidence. Also they need more love) and thus go out to scrap together anything that may be helpful.
They, being the overachieving badasses they are, get their hands on futuristic medicine to cure Dill’s tuberculosis faster than the real world ever could and help Hy manage his asthma (because it’s chronic, there’s no way they can find a cure for that just lying around even in the future). I say they’re overachieving, because Sheaf did the back handspring for food, Treech only died because of Lucy’s cheating (still getting 6th(movie)/3d(book) place, and he definitely would’ve killed her and been a real contender for the win if she hadn’t cheated), and Mizzen is 13. A 13-year-old got 5th(book)/4th(movie) place. I rest my case.
They use the newfound supplies to heal their wounds and disinfect them, Jessup doesn’t get rabies because I make the rules here, and things are good. They spend a while utilizing their unique skills to stay hidden until one of two things happen:
1) the mentors, who have gotten quite attached to their assigned tributes, fight for the games to be disbanded and rally the rest of the academy, leading to a better Panem where the Capitol and the districts become a functioning, not-dystopian nation again and everything ends well.
Or
2) the tributes manage to escape the capitol and flee into the woods, letting Lucy Grey lead them to the Covey because ain’t no way they can just go back to their own districts just yet. The covey, being nomadic, is the best place for them to stay until they’ve grown up enough to be unrecognizable from their child selves to anyone who doesn’t actually know them.
Either way, things are better. I wanted to share this because I’m sad that all these wonderful (fictional) children died for the amusement of genuine monsters (and those indoctrinated to believe district people are not people)
Edit because a lot of new people are liking this post: someone wrote it :)
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bfpnola · 1 year ago
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Trans Reads is an ambitious project created by and for transgender people to openly access writing related to our communities. We believe education should be free and writing shouldn’t be behind a paywall. Transreads.org provides the opportunity to access, discuss, and distribute texts for free.
If you’re looking for books, chapters, texts, essays, or articles by, for, or about people who transverse or transcend western gender norms, you’re in the right place!
Trans Reads was formed through the work, consulting, and creativity of an anonymous group of trans people of various genders and races around the U.S. involved in organizing, academia, and trans liberation efforts. Trans Reads was launched in 2019 following increasing violence against trans people alongside the lack of accessible resources for trans people to learn about our own community.
There is a serious barrier for most trans people accessing content from our community. Trans people on average have less disposable income, time to read and purchase literature, and knowledge of the available texts. We created Trans Reads to address this problem directly. We offer the largest collection of free trans texts on the internet.
Get Involved:
Trans Reads is almost entirely generated through user content. By uploading, you can help a trans teen in a rural area learn about other girls like her. You could help a trans student who can’t afford a textbook easily pass their class. You can even share your own writing with the world on an easy-to-use platform exclusively for trans content. You can help grow our collection on our upload page. If you are interested in helping us upload texts for our collection, you can reach out on our contact page.
Ethics:
We are faced with the common ethical question about hurting the sales of trans authors. However, the largest ever study on piracy actually found that the piracy of copyrighted books, music, video games, and movies has no effect on sales. In the case of video games, piracy actually helped sales. As far back as 2002, we can see piracy boosting sales of media. Trans Reads strongly encourages you to purchase the books that you enjoy here or find other ways to support the author.
Academic authors rarely – if ever – see income from sales of their books, articles, or chapters. Most want to remove the paywalls withholding their content. Trans Reads is open to collaborating with authors, publishers, and journals on making this a possibility through our website.
History:
In 2014, Leslie Feinberg published the 20th-anniversary edition of Stone Butch Blues, one of the most influential works of transgender literature. The novel was a way for trans, gender nonconforming, and queer people to realize ourselves. It told us we aren’t alone. However, when the publisher went bankrupt, Leslie had to struggle to regain ownership over hir own novel.
“I had to work to recover my rights to Stone Butch Blues. When the first publisher went into Chapter 11 court, I had to spend thousands of dollars of my wages on legal fees to recover the right to this novel… While very ill in Spring 2012, I recovered my rights again.”
Ze didn’t want the book to be released as a film adaptation exploiting hir story for straight fantasies. Ze also used the opportunity to make the book more accessible. First editions shot up into hundreds of dollars. The least expensive print versions are still over $30 on Amazon. This simply isn’t affordable to most queer and trans people. The fight ended with Leslie publishing hir novel on hir website as a PDF, a strategy of reclaiming transgender narratives from greedy publishes by collective ownership of the text.
Trans Reads is dedicated to the memory of Leslie and all those who feel alone. Most individuals don’t have institutional access and cannot afford to pay for texts. Transreads.org allows visitors to effortlessly read texts by, for, or related to trans people online for free as PDFs. Trans Reads is the space where anyone can easily discuss, add, or download trans content.
This project is intended to foster discussion around the current state of learning. We refuse paywalls and withholding education. Trans Reads provides the opportunity to access, discuss, and distribute texts related to our community on its website in a matter of seconds.
Knowledge, learning, and community must be de-commodified for our collective liberation. Take it from Leslie:
“And on the day those paper deeds of ownership are torn up, it won’t matter about protecting Stone Butch Blues anymore from commercial exploitation.”
Authors shouldn’t live in fear of their work being exploited or inaccessible. Trans Reads is just one small part of trans autonomy from corporate publishers. However, it is a necessary step toward engaging with our radical history, politics, and futures.
Click here to upload a text.
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astrojulia · 2 years ago
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When I started the astrology course I found out that you can be a researcher in the area and you can publish official works on any topic and here I am, already training for that. The logical thought behind this post was: we always liked games, when the first decks were produced it was crazy, so I encompassed all the planets for this. But of course I had some focal points, which were: Mercury talks about digital communication and logical reasoning; Mars speaks of sports and competitive activities; Uranus rules over electronics and gadgets; Neptune speaks of fantasy and imagination; 5th house is connected to all hobbies and 11th to technology and the online world. In the signs I focused on Aquarius, Gemini and Aries, but everyone can be included in this as well as the planets.
Neptune/Moon in the 5th house, Jupiter in 9th house, Cancer and Sagittarius placements may enjoy story games, with deeper characters they can relate to and become emotionally involved with the story. Suggested Games: Spiritfarer, The Last of Us.
Venus in the 11th house, like games that allow socialization and that everyone can have fun together: Suggested Games: Fall Guys, Mario Party.
Mercury in the 3rd and 11th house, likes games that allow interaction with other people but also allows you to lie/bluff in games to win: Suggested Games: Among Us.
Mars in 5th/11th house may like farm games. Suggested Games: Harvest Moon, Story of Seasons, Stardew Valley, Slime Rancher.
Mars in the 1st house, may enjoy games that allow them to express their individuality and create their own character. Sun/Pluto in the 8th house may enjoy activities that allow them to explore their own transformation and evolution, such as playing videogames that involve role-playing or creating and developing a character. Suggested games: Fallout, Skyrim, Cyberpunk 2077.
Pluto/Scorpio in the 11th may like games with replayability since when they like a game it stays the same for several hours. Suggested games: Monster Hunter, Hades.
Sun/Venus in 5th may like music games. Suggested games: Project Diva, Just Dance.
Sun/Mercury in 5th also like games that allow them to create and use their creativity. Suggested games: Animal Crossing, Minecraft, Okami.
Uranus/Sun in 1st/11th likes activities that involves social groups and allow them to connect with others in a laid-back way. Suggested games: Stopots.
Saturn in the 10th house may enjoy activities that challenge them to improve and achieve mastery, Suggested games: Dark Souls.
Lilith in 10/11th house in women it can show that this girl has always been interested in games, but since she is a woman, she is not allowed to play because it is not seen as a woman thing (10th) or that she suffered so much hate for being a woman and playing online (11th) that she may play alone. Suggested Games: any single player that you like, really, just play girl.
Sun/Jupiter in the 9th may like open world/sandbox games where they can explore and see new horizons. Sun/Neptune in 12th house enjoy games that allow them to escape reality and tap into their creative and imaginative side. Suggest games: Death Stranding, Journey.
Mars/Sun/Mercury in Leo/Aries may like games that require quick reflexes and decision-making, they also like competitive games where there can be a number one. Suggest games: Mario Kart, .Forza.
Venus/Moon dominant have preference for games that have rich, immersive environments and a strong aesthetic. Suggested games: Gris.
Mercury dominant may like strategic thinking and problem-solving, such as puzzle games or strategy games. Suggest games: Alice Madness Returns, Portal 2.
Sun/Lilith/Moon in 8th house/Scorpio may like games that can shake with their emotional, talks about taboos and dense topics and changes their worldview. Suggested games: Disco Elysium.
Gemini/Virgo in 5th/11th house may like games that you need to quickly manage something or somewhere, like cooking simulators. Suggest games: Lemon Cake.
Sun/Venus/Libra/Pisces in the 5th/7th/11th house may love any dating simulator. Uranus in the 7th also would like some unconvencional dating games that which merges dating simulator with other types of gameplay. Suggest games: Dream Daddy, Boyfriend Dungeon, Arcana Famiglia.
Mercury in Capricorn/Virgo/10th house may like games that you need mastery and discipline, such as fighting games or games with steep learning curves, or just games that you can make combos. Suggest games: Devil May Cry, Bayonetta.
Mars in Aries/Sagittarius/Scorpio may like games where you can shoot things but also get involved with the history and the characters. Suggest games: Mass Effect.
Sun/Mercury in Gemini may like games where you can have different types of gameplay in just only one game. Suggest games: Yakuza.
Saturn/Moon/Venus in Cancer may like games with elements of caregiving or raising animals or characters. Suggest games: The Sims, Cult of the Lamb.
Pisces Sun/Neptune/Uranus can like games that explore mystical or supernatural themes. Suggest games: The Witcher, Silent Hill.
Where your Aquarius falls can also show what you generally look in a video game: 1st - character creation and first-person games; 2nd - games with an aesthetic you like; 3rd - games with many characters for you to meet; 4th - cozy games; 5th - rhythm games; 6th - life simulator games; 7th - dating simulator,co-op games; 8th - deep story games, +18 games; 9th - open world games; 10th - roguelike or city building games; 11th - online games; 12th - sandbox games
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Sun in the 6th house may enjoy games that involve organization and strategy, such as management or simulation games. Suggested games: Planet Zoo, Football Manager.
Moon in the 1st house may enjoy games that provide an emotional experience and allow them to explore their own feelings. Suggested games: Life is Strange.
Jupiter in the 5th house may enjoy games that involve exploration and discovery, with a focus on learning and expanding their knowledge. Suggested games: No Man's Sky, The Witness.
Mars in the 7th house may enjoy games action gamesthat involve teamwork and cooperation, such as multiplayer games or co-op campaigns. Suggested games: Left 4 Dead.
Saturn in the 11th house may enjoy games that require planning and strategy, and that involve long-term goals and rewards. Suggested games: Civilization VI, XCOM 2.
Uranus in the 5th house may enjoy games that are unconventional and challenge the status quo, with a focus on innovation and creativity. Suggested games: Katamari Damacy, Journey.
Neptune in the 7th house may enjoy games that allow them to escape reality and immerse themselves in a fantasy world, with a focus on exploration and discovery, as well some good interactions with the characters. Suggested games: World of Warcraft, Final Fantasy XIV.
Pluto in the 1st house may enjoy games that allow them to explore their own identity and transformation, with a focus on personal growth and development. Suggested games: Persona 5.
Sagittarius in the 5th/11th house may like games plataform games where the objetive is really clear, there can be challenges to achieve it, but what you need to do is straight foward. Suggested games: Donkey Kong Country 1,2 and 3.
Saturn in the 11th house may enjoy games that involve building and managing communities, such as city-building or simulation games that allow them see how this society grows. Suggested games: Cities: Skylines.
Pluto/Saturn/Mars in the 11th house may enjoy games where you cause mass destruction. Suggested Games: Plague Inc.
Sun/Pluto/Capricorn/Scorpio/Leo/Aries in 5th, may like games that allow them to feel powerful and in control, such as action or adventure games where they can take on challenging foes and overcome obstacles. Suggested games: God of War, Assassin's Creed.
Mars in the 11th house may enjoy games that require quick thinking and strategic planning, such as real-time strategy or fast-paced action games that test their reflexes. Suggested games: Starcraft II, Doom.
Jupiter in the 10th house may enjoy games that involve leadership and decision-making, such as management or simulation games that allow them to run their own company or organization. Suggested games: Two Point Hospital, Tropico.
Venus/Taurus/Libra/Pisces in the 1st house may enjoy games that allow them to express their creativity and unique style, such as fashion or art-based games that let them create their own designs and aesthetics. Suggested games: Style Savvy, Art Academy.
Mercury in the 1st house may enjoy games that involve problem-solving and critical thinking, such as puzzle or mystery games that challenge their intellect. Suggested games: Myst, The Witness.
Sun in the 11th house may enjoy games that involve socialization and teamwork, such as online multiplayer games that allow them to connect with others and work towards a common goal. Suggested games: Dead by Daylight, Identity V.
Sun/Mercury/Mars in the 3rd house may like mobile games that are simple to play and that you can play it while waiting for your bus, for example. Suggest games: Candy Crush.
Aquarius/Uranus in the 11th may like games that are simply chaotic and really different. Suggest games: Untitled Goose Game, Cruelty Squad.
Venus/Mars/Saturn/Virgo/Aries in the 6th house, Saturn in the 5th house may enjoy games that involve self-improvement and personal growth, such as fitness or education-based games. Suggested games: RingFit Adventure, Brain Age.
Mars/Jupiter/Sagittarius in the 9th house may enjoy games that involve exploration and adventure, such as RPGs or action games that allow them to travel to new worlds and discover new things. Suggested games: The Legend of Zelda.
Mercury/Gemini/Virgo/Aquarius in the 7th house may enjoy games that involve communication and collaboration, such as multiplayer games or co-op campaigns that require teamwork and strategy. Suggested games: Overcooked.
Saturn in the 5th house may enjoy games that involve discipline and focus, such as puzzle or strategy games that require patience and attention to detail. Suggested games: Tetris, Legends of Runeterra.
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Sources: PSD by wildfireresources on deviantart Futaba Render Template by sorberts on tumblr Template by minikyuns on deviantart
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rivensdefenseattorney · 28 days ago
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Darcy Character Profile
(WIP)
Basic Information
Name: Diana Celestine
Race: Werecat
Age: 20
Gender: Female (She/Her)
Height: 5'7
Unique Features
Sensitive to Sunlight | Wears Tinted Glasses
Background & History
Education: Cloud Tower
Year: 3
House: House of Spiritus
Birthplace: (TBD)
Relationships
Family
Mother: Elara Celestine
Father: Noah Celestine
Younger twins sisters: Chandra & Indra Celestine
Friends
Icy & Stormy
Love Interests
Riven
Personality Traits
Risk-Averse: The most cautious of the group, she carefully evaluates situations before acting.
Flirty: Uses her charm and flirtatious nature to manipulate and gain advantages in social situations.
Guarded: Works hard to hide her insecurities and vulnerabilities, presenting a composed and confident exterior.
Emotionally Intelligent and Empathetic: Darcy is deeply attuned to the emotions and struggles of others, especially those she’s close to. This insight allows her to connect with people on a meaningful level, which, when used positively, can help her support and understand others’ needs intuitively.
Strategic Thinker: Darcy has a keen mind for strategy, enabling her to think critically and analyze situations. While she sometimes uses this skill manipulatively, it also means she can be an effective planner and problem-solver when needed.
Resilient: Darcy can handle intense emotions and difficult situations, often carrying her struggles silently. While this trait has its downsides, it also means she can endure and ultimately overcome emotional hardship, which is crucial for her growth.
Imposter Syndrome: Constantly battles feelings of inadequacy and fears being exposed as a fraud.
Goals
Prove Her Worth: Determined to prove herself and overcome her imposter syndrome, showing that she deserves respect and success.
Climb the Social Ladder: Aims to regain and secure a position of power and influence.
Strengthen the Coven: Dedicated to the coven’s success. She uses her abilities to protect and advance their interests.
Skills & Abilities
Shadow Magic: Can manipulate shadows, becoming nearly invisible or using them to attack and defend
Dream and Mind Influence: Capable of influencing others' dreams and thoughts, using this to gather information or subtly manipulate others
Enhanced agility, strength, and senses due to her werecat nature, allowing her to excel in stealth and combat
Tarot Cards: Uses tarot readings to gain insights into potential future events, helping her make informed decisions
Hobbies & Interests
Reading Gothic or Dark Fantasy Novels
Playing Strategic Games (Chess, Card Games, Puzzles)
Astrology or Tarot
Herbalism
Studying Psychology
Quirks & Habits
Often takes long, isolated walks at night when she's overwhelmed
Tidying or organizing as a way to control anxiety
Eyeing people’s body language closely
Unconscious mirroring of others’ body language
Playing with shadows or light
______________
Winx Rewrite Master Post
Read the Winx Rewrite Here
(This is probably going to change, but I wanted to post Darcy as a template for now, also bc I've been creating a lot of Driven content recently)
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phoenixcatch7 · 2 months ago
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Every so often I drift back to the overlord anime but I can never stay for long because it's a good 70% smut with the succubus and 20% side character drama that never goes anywhere. It's a similar premise to svsss, in that a modern guy accidentally gets sucked into a fictional fantasy world he was obsessed with as the villain with a group of people and a place he rules over and wants to protect, and his paranoia/procrastination combo strategises his way to victory.
So of course I thought, 'let's get our dear old scum villain (affectionate) in here'.
Cuz i'mma be real sy would make an infinitely more interesting panicking lich king. Take off that emotion nullification, for starters.
A) pidw was a vr mmorpg with a vast, overarching storyline of the rising emperor lbh, whom players could battle or wed for rewards. A respawning final boss of such strength it took a world wide unified invasion of top players to fell. When sy gets pulled into pidw and all the npcs come to life, so too does lbh, who is very confused as to what happened but remembers sy as one of the players who fronted the invasion (having dug up every nugget of lore on lbh and using that vast knowledge in strategy) and carries an immense grudge that eventually turns into love as he gets to know sy. Sqh is there too, of course, the uncredited game dev who made lbh and his right hand man mbj, who's own base in the north got retaken when mbj also resurrected and is having his own worrisome love story.
B) sy and sqh are in the same guild, named cq, and the demons are sqhs overly detailed npc. Lbh works as the guardian overseer, aka the head npc, and as they wait for the game to shut down sy sneakily makes a joke in lbhs character sheet about him loving sy. They get sucked in, the characters come to life, and sy spends the time he isn't using panicking about the situation, five dimensional politicking, or protecting the base being in denial about the whole lbh thing (and his no homo) and feeling DEEPLY guilty (and hiding it from sqh). Lbh, of course, now having free will, thinks about it a bit and decides to fall madly in love with his kind, gentle, soft hearted lich king boss in spite of his loyalty to his creator. Sqh goes 'dude, wtf' and so goes a very long back and forth as sy tries and fails to come up with the right code of ethics to deal with this insane situation he inadvertently created, meanwhile lbh is strategising how one could feasibly get railed by a skeleton and being the Best Housewife Right Hand Man Ever. And get headpats in the process.
C) sy was part of the xianxia themed cq guild, and everyone (the peak lords) got sucked into either ygddrassil (overlord world) or pidw (svsss). Basically, all the peak lords are millennials old friends running around trying to deal with the consequences of their role play and finally getting to try out the fancy food and drink. I love this one because everyone would be really comfortable with each other, lots of slang and in jokes, a well oiled team stuck in a crazy situation together with ridiculously powerful characters each and every one, and you could have sj as a member! Sy could be the beast tamer peak lord. It'd be so interesting to see what they'd class and subclass as. Sy might still be a lich, but Yqy would be a really interesting choice! Him and sj would definitely still have history though... Hulijing, wood elf, bamboo spirit, human, who knows!
D) sy spent a few years as the lich king guild leader in ygddrassil (I'm definitely not spelling it right), bored by the lack of anything interesting, before the system intervened (maybe as a remnant of the original game interface?) and whisked him off to svsss. Post canon he gets either revealed as an imposter or there's some past life wife plot (some animal that was a boobacious beauty in its past life getting cursed to switch between them?) that turns sy into his old big bad lich overlord form, which is hilariously incongruent with his personality but utterly terrifying and anathema to the jianghu, but lbh is now having to crane his neck back and desperately trying to figure out how to get dommed. Everyone is fully convinced this is sy's og body, and not some modern human one they don't even get to see.
E) sy gets yoinked by system and when lbh (and maybe some others?) catch up a few years later he's in the skeleton body in ygddrassil dabbling in world domination and very eager to see them. The npcs get introduced and draw many incorrect conclusions.
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canmom · 8 months ago
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<stream> end of NieRRein
So. There's a NieR gacha. I've talked about it now and again on here.
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In contrast to other games in the NieR series, which were in narrative structure reasonably traditional action-RPGs, following a small group of characters... NieR: Re[in]carnation is something a bit more like an anthology of short stories, all eventually tied together in an elaborate frame.
Over the course of the story, you are led to explore a vast collection of memories inside something called the Cage, a huge Ico-like stone structure full of gorgeous, moody environments...
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...intermittently diving into the most dramatic moments of an impressively varied collection of characters, each portrayed in a cutout theatre style. They're a diverse bunch! Robot cowboys. Mountain climbers. AIs both kind and ruthless. Dark wizard yuri. Arabian Nights pastiche. Chuuni soldier boys. Elegant assassins, living weapons, disposable clones. Some are fantasy, some science fiction; some weave together and others sit apart.
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And as you play further, you can unlock further stories, in various forms. All sorts of illustrations, all sorts of prose. The framing stories - the story of the girl Fio and the monster Levania who stole her body, the story of the violently estranged siblings Yuzuki and Hina, the story of the mysterious nature of the Cage, of its collapse, and the desperate bid to escape - all are very rich. The final chapters, where the characters are all finally brought together, are fantastic.
Not to mention - everything is voice acted, and generally very well (in Japanese at any rate, the English is more of a mixed bag). All is accompanied by a huge amount of gorgeous music by Keiichi Okabe et al., wrapping you in that mysterious, layered atmosphere. The UI design is magnificent. On an aesthetic level at least, there is a great deal to recommend here.
However.
As a game, NieR Reincarnation sadly left a lot to be desired. The gameplay is intensely repetitive, the strategy more to do with unlocking the right characters and grinding to level them up. Understandably, a lot of people bounced off it.
And now it's coming to an end.
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In just a couple of days, the final chapter of NieR Reincarnation will be released. A month later, the game servers will be shut down for good! Perhaps, years in the future, they will release some kind of remake - but we can't count on it.
But don't imagine you can just jump in and experience it all right now. A great deal of material - the Dark Memories, the Recollections of Dusk - is gated behind a considerable investment of time and a strong team. There's a lot of events you'll simply have missed.
However... I have, perhaps unwisely, sunk the time into unlocking most of what can be unlocked in this game. I think it would be a shame not to get to experience them, and I love getting to share NieR games. These stories take some wild turns, and I think it would be a blast to watch together.
So here's the plan! Starting this weekend, and going on for as long as necessary over the next week, I'll be streaming the entire story of NieR Reincarnation on my twitch. Main story, character stories, EX stories: the whole lot, arranged for narrative flow. All the fun spicy parts and none of the grind, and you get to enjoy it with friends.
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If you've been here for previous NieR game streams... well, I hope you had as great a time as I did. I fucking love NieR. For the other games, I would dig into the side material, read out fan translations of the stories, and do everything I can to give you the complete experience of the game. Here, there's not so much in the way of side material, but the game contains a lot on its own - and I want to share it all, the gut-punch parts and the goofy ones alike, because it all adds up.
Think of it kinda like an Animation Night if you want! An anthology series to enjoy together, just like the Animator Expo.
The first stream will begin on Saturday, 6pm UK time. I'll be making recordings and writing a guide to the story of the game too - but there's something special about watching something together, so I'd really love to see you there ^^
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felassan · 9 months ago
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An interview video with Mark Darrah called "An Interview With Mark Darrah - Creativity, BioWare, and the Industry!": [source and watch link]
Video description: "I was fortunate enough to speak with Mark Darrah, former BioWare vetran, about his time at BioWare, his success, his challenges, and the role of video games in the art world. Thank you again for this chance, Mark!"
Some notes from it under the cut:
There was a question around the topic of games today taking a longer time to come out, getting restarted/rebooted along the way, ideas being scrapped, constant iteration etc. It was asked whether this is unique to BioWare or is it a common issue in the industry more generally. Mark: “So, Dragon Age: Dreadwolf had some particular things involved, some of which are externalities coming from EA, but yeah, video game development, the complexity has been going up exponentially. Games these days, and not just BioWare – five years is probably a good average for games coming out now. That was not the case even five, six years ago. Things have gotten incredibly expensive and much slower.
DA:O was originally conceived as being a spiritual successor to BG. It was a lot of different parts being developed unfortunately independently of each other, and then basically being glued together into something. For example, the darkspawn in DA:O as a faction don’t have very good or sensical visual coherency (they don’t really make sense as a group of things caused by the same thing). Since then there has been a lot more care taken towards the DA IP and making sure it at least has rules that it doesn’t violate, or ones it violates on purpose as opposed to accidentally. The IP has some strong core ideas about characters first (though it wasn’t always saying this out loud), people, power comes at a cost, everyone thinks they are the hero of their own story, etc. Those sorts of things inform most of its development more than anything. You should in most cases be able to look at the villain of the game and go, oh yeah, I get what they’re going for. (In DA:O this is Loghain). “Like, ‘yeah, I get it, I might even agree with you, but I’m not going to let you destroy the world because of what you believe."
EA, like most public companies, is reluctant to spend money to various degrees because the more they spend, the worse it makes their profitability look. One of the reasons why BioWare ended up being bought in the first place was because they had basically run out of money. They ran out of money in the pursuit of quality ahead of everything. But the problem with this strategy is that, if quality is ahead of everything then you’re probably going out of business. On the flipside, in a big public company you often have the opposite problem arising, where it’s profitability ahead of everything. This results in constraints and more constraints on people, and also in more pressure to do more profitable features that might not be quality features. Microtransactions and other monetization models that have arisen in games more recently are sometimes attempted to be rationalized as ‘for the player’, but they’re really money-making features. If you’re putting quality first you’re probably not putting those kinds of features in. If you’re putting money first, then you probably are.
Horses exist in DA:I because at the time it was being made in, a fantasy RPG needed to have horses in it (a ‘table stakes feature’; a feature that needs to be in the game just for it even to have a seat at the table, otherwise people aren’t going to take it seriously). Open world in DA:I was similar. Unfortunately, with open world it needs to be an A or B feature in terms of quality, not a C feature, in order to be good enough for the player. With horses, you do them (at that time) because you have to. With open world, it takes over your entire game unfortunately and modifies the structure of the game as a whole.
Collaboration at BioWare got better over time as the culture matured but also as the structure and systems matured. BG1 had a team of around 65 people, a size which is pretty easy to collaborate at. On DAI the team was well above 400 people when outsourcers are included in the figure. That team size is much bigger, to the point that it wasn't possible to interact with everyone on the team. In the early days of BioWare, disciplines like design and art were considered to be very separate things that didn’t need to interact with each other very much. By the time Mark was leading at BioWare, this had really changed - teams like design and art were working together much more collaboratively, in order to build a better experience. You see this in the games, the more recent ones now have levels that make more sense for the gameplay (now not designed by one discipline in isolation from the other).
By the time BioWare was bought by EA, EA wasn’t buying ‘not-franchises’. DA:O was envisioned as a standalone game. This is why it has lots of weird bits of lore in it still that are kind of timebombs. They largely moved beyond and patched over these, but there are still lots of weird things in it that aren’t fully taken into account. DA:O should never have been a standalone game, it should have always been envisioned as a franchise of some sort as opposed to being retroactively envisioned as one. “So that was a mistake from the beginning.”
On Frostbite as the engine for DA:I: at the time, the political climate [in EA/BioWare] was such that the options were to keep trying to make the game with Eclipse, which was not practical, or Frostbite. There just wasn’t an appetite for anything other than that. DA:I, out of DA:I, ME:A and Anthem, is actually the game that approached Frostbite correctly. It was then followed by the other two games which didn’t do that. “Frostbite is scapegoated and blamed for a lot of BioWare’s woes. On ME:A and Anthem there’s some truth to that, but a DA:I built on Unreal isn’t a radically different or better game.”
ME1 made the engine mistake of trying to force Unreal to be an Eclipse. This essentially meant that the engine was constantly fighting back against the devs.
If Mark had a time machine, he would make some changes to the Hinterlands in DA:I and shave some of the worst edges off of DAII, like moving that one spot in the repeating caves, having Varric lampshade the repeating caves in dialogue, and making it so that you don’t have to fight Orsino. “Anthem’s launch would require more than a time machine.”
ME:A is at least partially a victim of circumstance. It came out with a few particular bugs in it that it didn’t need to. These bugs had been fixed, they just didn’t make it into the release build. The game then landed on top of Zelda and Horizon Zero Dawn, in a climate that was really paying attention and was very critical.
There was a decision during ME:A development to change its tone to a lighter, younger tone than the tone of the MET. The PC of the MET is a Generation X PC, like someone from action movies in the 80s. The PC of ME:A is more like a PC from action movies in the 2000s. This change in tone was controversial. A lot of the pushback ME:A received was more about this tone change. Mark said that he was against it at the time but that he thinks that ME:A probably made the right decision.
“I’m not convinced that BioWare should have been making Anthem. It was conceived by Casey Hudson as something very different than what launched, some sort’ve multiplayer, storytelling. I don’t believe that those problems were actually truly solved. He left in 2014. Whatever he was imagining wasn’t communicated to the team clearly enough for them to execute on his vision. Anthem was basically Destiny, but it was envisioned before Destiny existed. After 2014 they weren’t really acknowledging that they were making Destiny.”
[source and watch link]
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theresattrpgforthat · 10 months ago
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Hi! I'm an apprentice librarian at a university of education, and I'd like to suggest our library get some TTRPGs, ones that are available in print and suitable for school (since our userbase is mainly aspiring teachers), ideally with a German translation (I know that part may be difficult).
Do you have some suggestions?
Theme: Available in German!
Hello friend, so my strategy for this was to find some German websites for roleplaying games and then try to see if they sold physical copies of certain games. This is going to be a bit different from my regular recommendations, mostly because I can’t read German! So I figured I’d send you to these different publishers, and point out specific games that look like potential candidates.
(Also German-speaking followers please sound off in the tags and comments!)
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Plotbunny Games @plotbunnygames
From what I can tell, this is a small publisher with a number of indie ttrpgs, and most of these games look to have physical copies. The games that really stand out to me here are Follow, and Miss Bernberg’s Finishing School for Young Ladies. Follow is a game by Ben Robbins, the creator of Microscope, and is a GM-less collaborative storytelling game about going on a quest. I think it would be a great game for collaboration and quick brainstorming sessions. Miss Bernberg’s Finishing School for Young Ladies is made in-house, and is a Firebrands game, which means that it uses a number of small mini-games to tell a bigger story. Great for focusing on narrative over complex characters. There’s also a German translation of ImproVeto, which is a great tool for introducing safety tools, good for any roleplaying group.
Obscurati
Obscurati has two games that I recognize: Tiny Dungeons and Into the Dark. Tiny Dungeons is made by Gallant Knight Games. It is very streamlined, and has a lot of supplements for you to customize your setting. Obscurati appears to have a large number of physical Tiny Dungeon components, including a hardcover book. If you want traditional fantasy, this is probably worth checking out. Into the Dark is a Forged-in-Dark game by Off Guard Games, and is a dark-fantasy dungeon delving game that gives you character playbooks, tables for adventure generation, and a streamlined game system. I’m generally a fan of Forged in the Dark games because they give you some easy-to-understand mechanics that can carry a story really far. (This game is also in hardcover!)
Ulisses Spiele
Ulisses Spiele looks to be a pretty major publisher, with D&D, Warhammer, and Pathfinder all in one house. I'm assuming you're probably familiar with them. If you want a big-name roleplaying game, this is the place to be. Many of the games from this publishing house are pretty crunchy, so they’re more suited for folks who want to go through the traditional process of complex character creation, and specific rules for things like range, inventory, specific types of damage, etc.
If you’re looking for games that hearken to popular media, Dune and Tales from the Loop both come from Modiphius, a games company with a pretty good reputation for mechanically sound games, although they generally require a lot of bookkeeping. World of Darkness is the game system I’m most familiar with in this list, using dice pools of d10s, although much of the subject matter in these games is rather dark - especially since the bulk of their WoD catalogs appears to be Vampire: the Masquerade. I’m actually really intrigued by Die Schwarze Katze, of which I’m not entirely sure there is an English equivalent, and appears to be a fantasy game with cat characters!
Truant Spiele
Truant has a number of games that I am unfamiliar with, although I may have heard of their names before. Kult is labelled as an adult roleplaying game, so if you want something child-friendly, I’d stay away, and The One Ring has not received many friendly reviews - but Warbirds is a fantastical-historical game about fighter pilots and aerial combat, which looks pretty lighthearted, although this looks like a game that can have winners and losers. There’s also The Witcher RPG, a class-based system all about fighting monsters in a well-loved world based on that of the video game. The Witcher looks to be a bit on the crunchier side of things, so I’d see it as a better candidate for long-term campaigns rather than quick pick-up sessions. Finally, they carry Cyberpunk Red, which I’ve heard rave reviews for, with pre-generated enemies, a giant swathe of lore, and plenty of player support.
Fiasco
There’s a physical German version of Fiasco on the Pro-Indie website, along with a number of supplements. Fiasco is a game about a making a terrible movie using card stock and dice, and is great for lighthearted games and ridiculous stories.
Now, for some digital runners-up.
Pegasus Digital looks to be a German version of DriveThru Rpg, with a smaller catalogue but a lot of resources for Cthulhu 7, Shadowrun, and Avatar Legends. If you get folks who want to see what else is out there, this might be a handy website to direct them to.
Hero Kids is a game that only has a physical version in English, but it has a digital German equivalent! This is a great game for young role-players and folks who want a kid-friendly style of role-play.
DURF is a minimalist fantasy game with a number of different translations, including a German one. It isn’t available in print, but the game itself is small enough that printing copies of the game for yourself and fellow players shouldn’t be very expensive. DURF is based in OSR style play, so expect very small character sheets and an emphasis on your inventory.
Brindlewood Bay is only available in English and Polish, as far as I can tell- but there is a collection of play materials available in German! This game has such a big following because it has a reputation for being easy to teach, and it has a really wonderful mystery system, so I think it might be worth checking out.
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kuberish · 3 months ago
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GAH! PEOPLE LIKE YOU GENUINELY MAKE ME WANT TO PLAY DND.. I ALWAYS HEAR ABOUT IT AND IT SEEMS LIKE IT WOULD BE SO MUCH FUN, BUT I'M SO NERVOUS AND ANXIOUS TO START!! WHAT'S IT ABOUT? A ROLEPLAY GAME? STRATEGY? I MIGHT LOOK INTO FINDING SCHOOL CLUBS FOR IT... 👀👀 :ODDDDD
I'm not gonna lie, but DnD was a life-changing experience for me. I started playing roughly 2 years ago with a couple of friends in our group. It was supposed to be a one-shot but SURPRISE it turned into a full campaign. The one I'm playing in right now is more of a modern fantasy setting with our characters just... going through shit XD. Playing kind of vigilante heroes, tho ngl our characters have a lot of personal shit going on right now XD
But also DnD VERY much depends on your group and your DM. So a cool dynamic always depends on the group itself. I was just lucky to get into a very good group with my friends.
And I get it, I honestly never knew what DnD was all about. But if you like RPing (mostly vocal RPing) and turn-based RPG, DnD is perfect for you. It's best to read the Players Handbook on DnDbeyond if you want to know more about the rules. But again, there's SO much homebrew going on, things get changed often. Getting into a group that already has some DnD experience can help if you want to get into it.
Also I'm slowly getting into DMing myself and I'm currently writing a one-shot for my friends. Whenever I get more confident in my DMing, I'd love to try out doing the same one-shot for other people. And OBVIOUSLY this one-shot will be very G/t themed which plays out in my own headworld XD. I'm just currently writing out a system on how to fight giants :^)
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banapsha · 11 months ago
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Surviving the Writing Struggle: How to Keep it Cool While Slaying Stress
Hey, fellow word warriors and aspiring scribes! 🚀✨ Let's talk about the not-so-glamorous side of being a wordsmith - the stress, the self-doubt, and the eternal question, "Will I ever finish this damn story?" Spoiler alert: You will, but first, let's spill the tea on handling the chaos without losing your sanity.
Spotting Stress in Your Writing Journey: OMG, Drama!
So, you're staring at your blank doc, contemplating life's great mysteries like, "How will everything be done?" and "Will I survive this rollercoaster?"
Calm down, Shakespeare; stress is part of the game. Recognize it, embrace it, then show it who's the boss.
Strategies for Keeping it Sane: Adulting Level - Pro
Chop it Like it's Hot: Seriously, don't look at your project like it's a massive iceberg about to sink your Titanic of creativity. Break it down into bite-sized pieces. You'll feel like a genius crossing off those mini milestones, promise.
Realistic Goals, Duh: Setting goals that aren't straight out of a fantasy novel is crucial. No one's writing a 100,000-word masterpiece overnight. Be real with yourself, and maybe you won't end up hating your own deadlines.
Time Management (or Just Wing It): Procrastination is an art form, but so is managing your time. Create a schedule that doesn't make you want to run for the hills. Balance is key, my friends. Write a bit, Netflix a bit, repeat.
Edit Like a Ninja: Writing is messy, like trying to eat a burrito in a car. Embrace the chaos and save the perfectionism for editing. It's where the magic (and sanity) happens.
Crushing Self-Doubt Like a Boss: Because You're a Rockstar 🌟
Check Yo' Self: Negative thoughts? Nah, fam. Challenge those bad vibes. Replace them with positive vibes only. You got this. Remember, doubting yourself is so last season.
Squad Up: Join a writing community or bug your friends for feedback. Share your struggles and victories. It's like a support group for word nerds, and it's fab.
Party Like it's 1999: Celebrate your wins, no matter how small. Finished a chapter? Treat yourself to a victory dance. You're basically the Hemingway of the 21st century.
Conclusion:
So there you have it, my fellow scribes! The writing journey is a wild ride of stress, self-doubt, and creativity. But remember, you're not alone. Break it down, set real goals, manage your time, and kick self-doubt to the curb. Keep it cool, keep it sassy, and most importantly, keep on writing. Your story deserves to be told, and you've got this! 💪📚 #WritingLife #WordNerdVibes
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