#Cthulhu Saves the World
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Baba Yaga Chan From Cthulu saves the world/Cthulu saves Christmas
#stim#stim visual#stimblr#stimboard#stimmy#visual stim#green stim#cthulhu saves the world#baba yaga chan
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[ID: An image of the Dolphin enemy, a dolphin standing upright on its tail fins holding rope and a harpoon, from Cthulhu Saves the World. End ID.]
Dolphin from Cthulhu Saves the World (2010)
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Cthulhu Saves The World
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Cthulhu Saves the World
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#365DaysOfVGM Day 102:
Existence Collapses [Final Boss] (Cthulhu Saves the World [2010])
You know, many people would’ve posted at least more than 3 Final Boss themes by now, but I like to space these out nicely, to make a point:
Finales are overrated, in most cases they shouldn’t be all a work is known for. But good finales are still worth my attention, of course.
Here’s a good “traditional-sounding” Final Boss theme with all the intense Organs, “epic” Choirs, lingering Flutes, catchy electric Guitars, old-fashioned Drums, fast-paced Horns, among a few other instruments you’ve come to expect in this kind of music by now, to finish off the game’s absurdist titular premise! You can’t go wrong with the classics as long as you know what made them good in the first place, something this track demonstrates quite well!
(Length before loop: 3+ minutes)
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#Cthulhu Saves the World#CstW#Cthulhu Saves the World: Super Hyper Enhanced Championship Edition Alpha Diamond DX#Plus Alpha FES HD - Premium Enhanced Game of the Year Collector's Edition (without Avatars!)#Yes the game was named so long at one point that I had to split it into 2 hashtags!#xbox live arcade#xbox 360#x360#365daysofvgm#youtube#YouTube
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Found an even longer version.
I don't recognize all of these but I tagged the ones I could.
#oneshot#gingiva#hello charlotte#middens#barkley shut up and jam gaiden#wadanohara#fear and hunger#mad father#corpse party#mario and the music box#megaman sprite game#cthulhu saves the world#rakuen
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Inspired by the previous reblog, the idea of the fairytale detective being non-human would be fun to dive into since we don't have much of a backstory on her. The possibilities are endless.
She could be a cryptid.
Perhaps an eldritch construct sent by higher beings to restore the balance of magic.
She may even reveal herself to be a forgotten deity, far more ancient than the gods and goddesses she has helped in the past decades, awakened by the increasing irregularities of magic.
Maybe she's already dead and was replaced by a superhuman android built by the detective agency she worked at to keep a better hold on the volatile world of fairytales, because, I swear, the detective was not the same since Eipix took over lmao.
Perhaps she's the incarnation of humanity's collective yearning for the magical and fantastic, which is why she has such an affinity for the supernatural when those fantasies turn out to be real.
Maybe she's a changeling, an infant swapped at birth and grew up drawn to the songs of the brook, the whispers of the wind, and the calls of the forest in the middle of the night, all of which easily fly past the attention of others.
#dark parables#the detective will pluck the cthulhu's tentacles one by one if it means saving the world and she can do it because she's a god#fairytale detective
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Ghost is a walking dichotomy, Soap has discovered. He's watched him strip the layers of a man's skin away to get information from him, seen him snap someone's neck in as little time as it takes to take a breath. But he's also so capable of heartbreaking kindness. His genuine concern for the fish, the way he saves the best part of his plate for Soap; offering it to him with reverence. The way he's cleaning Johnny's wound so tenderly. It's in these moments of gentleness where Johnny almost forgets what they do, what they've seen, who they are.
So when Ghost's voice snaps into that serious tone it's almost like a slap in his dizzy, goofily smiling, face.
"Wha?"
"Where is it? I'll get rid of it for you." Under the sharp tone is still that lethal gentleness, and even under that is a shaking fear.
"Oh, oh Ghost." He shifts, uncomfortable in his skin and wanting to be anywhere but here. "Ye... Ye cannae get rid of it."
His Lieutenant draws back a little, a mix of apprehension and offense in his eyes.
"It hurt you, nothing else matters."
Soap can feel his heart splitting as his throat starts to burn. Ghost stares up at him with fiery eyes, hands still holding his wrist so so softly.
"Where is the snake Soap? I promise you it'll never hurt you again. Whoever brought it in is going to have hell to pay too." He earnestly promises and Soap feels a single hot tear slip out of his eye.
"Ghost..." He chokes out. "Simon... It's mine."
The small room goes silent. Nothing even dares to move but for the violent flinch the sentence rips out of Ghost.
He doesn't dare say anything, doesn't dare to move or even breathe. He looks down at Ghost and Ghost meets his stare with turmoil roiling in his gaze.
Soap doesn't know what he expected, screaming or sobbing or angry silence but the frantic confusion he can see in the other man is as far as can be from what he'd thought he'd get.
They sit there like that for a few long moments, each absorbed in his own thoughts, before Ghost slowly rises from his kneel. If Johnny were in better spirits he would tease him for the quiet cracks his knees make. And with that violent tenderness he slowly curls an arm around Johnny and leans him down into the bed, pressing behind him and holding him close just like they'd done on any number of frigid nights out in the blind. And they just sit there holding each other in silence as they slowly drift into a dreamless sleep.
#in this canon this is the first time theyve done something that can't be explained away by extenuating circumstances#but you don't really save the best parts of your meal religiously for your subordinate who youre friends with#Ghost is devoted to Soap#full stop#and Soap is dedicated to Ghost 100%#i hear you “Cthulhu why are the emotionally constipated military men just cuddling instead of resolving their issues unhealthily?”#to which i say:#Ghost just had his world tilted on its axis#a constant in his life is that snakes are bad and the people who keep them are bad people who do bad things#like his father#but here's John “he owns my soul” MacTavish bleeding profusely and still not letting Ghost kill the snake also being unquestionably good#even though he understands intellectually that Soap has done bad things#hes watched the little punk blow up shit for the sake of it and literally clip a car battery to a man's ears#that doesn't matter because Johnny is Good with a capital G and he is the exact opposite of Ghost's father#so he really doesnt have it in him to be angry and he just needs to hold close to the constancy and try to reconcile his new information#And Soap is just so so ready to be immediately rejected and never see Simon again#he doesn't want to sacrifice what he maybe has with Ghost to protect his rescues#because they need him and they didnt ask to be what they are or where they are#so hes just so so relieved that Ghost hasnt ordered him out and killed all of his babies#because he's seen Ghost shoot a dog in yhe head on a mission for barking and Ghost loves dogs#he doesnt want to see what Ghost would do to an animal he doesn't like#I HOPE THIS IS BETTER THAN THE CLIFFHANGERS#GUYS THERES SO MUCH CHARACTER DEVELOPMENT COMING#AHOFFBIDKSHAIAKBZJA#cod mw2#fish person gaz#ghost x soap#ghostsoap#reptile person soap
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CREATURE infected with AUTISM play CTHULHU SAVE THE WORLD for 9 HOURS
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Some time ago, a person told me that playing only D&D is a bit like only watching blockbuster Marvel movies - it's fun to do sometimes but limits your perspective. I got a little bit skeptic at that, but then she and the people of that gaming group made me try a lot of those indie ttrpgs they were talking about.
I did not love all of them, but trying new systems has been very enriching. Sitting down at a table and starting something completely new for an afternoon is a lot of fun, especially because most of those systems are much lighter than D&D. Which, we can all agree, is actually a beast of a ruleset. The fact that it is considered "starter" material is kind of absurd all things considered.
I say a lot of stuff on this blog about "play another game" and I really want people to understand what I mean about that. monopolies are bad. DnD has, through marketing and business decisions and luck and capital, dominated the entire hobby in a way that no other creative genre has ever seen before.
#tabletop rpgs#tabletop roleplaying#dungeons & dragons#thirteenth age#dungeon world#call of cthulhu#wanderhome#damn the man save the music#the king is dead#I am listing some other ttrpgs in the tag#a mixed bag in terms of complexity tone and subject matter but all pretty fun to try#fabula ultima
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THINGS I AM UNREASONABLY ANNOYED ABOUT BY GAME SYSTEM
D&D: Please put a disclaimer that you are not a universal system. Every time I see someone try to do a political mystery game in D&D, I take 3d10 psychic damage and have to make a death saving throw.
Pathfinder: Look. If i wanted to play a game about fighting Cthulhu there is an extremely famous game specifically designed around doing that. Literally no-one is ever going to say "Wow, I want to play a Cthulhu themed game! Time to stat up a musical halfling from a magical fantasy land!".
Chronicles Of Darkness: Just admit no-one uses any of your rules. You have Social Door Rules and Integrity Conditions and Corruption Levels and I bet at most 50% of COD players could tell me which of those I made up. Just admit people aren't dressing up as Alucard The Bringer Of Shadows because they want to sit down and do calculus.
World Of Darkness: You know that old guy who's still doing his job even though he is way too old to do it any more, but he's now an institution so you can't get rid of him? Like that. The 90s called and they want literally everything about this back.
Call Of Cthulhu: I appreciate the commitment to authenticity, but maybe stop hiring actual disgraced mental asylum directors from the 1920s to design your sanity system?
GURPS: Look. Look. Listen. We both know that you just want to write history textbooks. These are history textbooks with a few stat blocks begrudgingly put in. If you just give me a book on early Chinese history I will read it and go "ah, very interesting!". You don't need to put in a list of character choices. We're all nerds. We'll read them. Live your best life.
Powered By The Apocalypse: I actually can't think of anything wrong with PBTA. That's not a bit, this is literally the perfect system. Take notes everyone else.
Mutants and Masterminds/Heroes System: Your systems have probably the most customizable character creation in the world and you both just make reskins of the Justice League over and over again. Maybe we only need one "thinly veiled copyrighted characters" setting? You can fight over it once you decipher your combat mechanics.
FATE: Ok I won't lie, I have no idea how the fuck FATE works. I have read the rules repeatedly and played three games and I still have no idea what invoking an aspect means. I don't know why. I grasped the rules of fucking Nobilis but this one just psychologically eludes me. This is more a problem with me I guess, but I'm still annoyed.
Warhammer 40k: Have you considered spending less on avocado toast? Then you might be able to afford to charge less for things?
Exalted: Apart from the lore, the setting, the mechanics, the metaplot, the character creation and the dodgy narrative implications, I can't think of anything to improve here.
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my girlfriend is asking for where she can find your written works, she really likes the one post you made about your mindstate wandering w/r/t making porn stories and she'd love to support you & read your stories
Sure!
I write my (public) fiction on the website Sufficient Velocity, a sci-fi forum. Most of them are in the form of 'quests', interactive stories; my day job is an independent tabletop roleplaying game designer, so the two things go hand in hand.
I unfortunately am both very busy and kind of a mess mentally, so fiction gets picked up and dropped a lot, and I write less than ever these days due to the shambles that my life has become.
For my quests, the stuff I'm proudest of is...
Castles of Steel, a longrunning (though currently on hiatus) story set in an alternate world much like our own, but with radically different gender politics. It's about the first woman in the navy of a country a lot like 1910s Imperial Japan, and more generally about how state power and imperialism entangles itself with and recoups social progress.
A Splinter in your Mind, a retelling of the Matrix with new characters and reimagined twists and worldbuilding. It makes the trans subtext into trans dommetext, and I feel its some of my cleverest writing.
Suffer Not, and especially its sequel The Witch Lives. Suffer Not is a Warhammer 40,000 fic about an Inquisitor who abuses her powers to actually make people's lives better, and is the story of her slowly realizing it is not enough. The Witch Lives takes place ten years later, following the grown up psyker the Inquisitor adopted, and focuses much more on faith, history, and the little people.
The Spider-Liv Trilogy started as a silly and honestly kind of bad extreme-divergence spiderman AU, but its sequel The Amazing Arachne is, I think, genuinely really good, because it's about what happens when a superhero gets hurt and then doesn't get better.
I've managed to properly publish two pieces of writing, as in you can get them in book form, and I'm still really proud of both.
Whispers from the Deep is an adaptation of the quest that defined the setting of my roleplaying game Flying Circus. It's about a young woman who steals a plane and runs away from her abuser with her boyfriend, and then has to take up life as an aerial mercenary in a 1920s-themed post-apocalyptic fantasy world. Also, she's a fish person and her village is a Cthulhu cult!
Lieutenant Fusilier in the Farthest Reaches is a pastiche of the Richard Sharpe books by Bernard Cornwell, moving the setting from the Napoleonic Wars to a bizarre future world where sentient, cheerfully productive robots were invented in the early 19th century and promptly took all the jobs, elevating all of humanity to the gentry and then to the stars. It's about a redcoated robot soldier who uses her immortality to save up and buy a commission in the Army of Great Britain and Beyond, a position normally occupied exclusively by humans, and then facing the fallout of her decision and the life choices leading to it as her first deployment spirals out of control. It's also, sorta, a parody of Star Trek; the Galactic Concert is a mechanized, Regency-themed Federation, and the back half of the book is basically about how the problems of a world cannot be solved by an away team of well-meaning people with stun pistols.
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[ID: An image of the Fire Whale from Cthulhu Saves the World. End ID.]
Fire Whale from Cthulhu Saves the World (2010)
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Hello!
I've always wanted to do a stealth game/campaign, but all my attempts to hack it into DnD have failed. Do you have any suggestions for a stealthy system? Not something as abstract as Knives in the Dark (tbh, I just have never been able to get into it) but something that hits the Assassin's Creed feeling of watching the target, making a plan, and then sneaking through the base taking out guards and hiding their bodies and such. Preferably on a grid map or similar, s we're terrible at theatre of the mind.
Thanks!
THEME: Stealthy Games.
Hello there, so I did some digging and I found plenty of stealth games, although none of them seem to really require a map in order to play. That being said, I don’t think that should stop you from providing maps to your players, even if they’re abstract! Some of these games might ask you to sketch out a rough map of the town or building that you’re in, which may help you provide your players with some visual references as they sneak around, trying not to get caught. When it comes to stealth, I think of three things: horror, heists, and spies.
Delta Green, by Arc Dream Publishing.
Born of the U.S. government’s 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green opposes the forces of darkness with honor but without glory. Delta Green agents fight to save humanity from unnatural horrors—often at a shattering personal cost.
Delta Green comes highly recommended as a great way to play an X-Files type rpg, mixed in with the Cthulhu mythos. It uses a d100 system and is based in the modern day, casting your characters as former members of government agencies, recruited into a super-secret bureau that investigates supernatural things - and keeps those things hidden from the common public. The stealth of this game is mostly about covering up the eldritch and unnatural, even if it means framing someone else or condemning a beloved building.
Your characters in this game have some familiar pieces to them, such as six stats with the same titles as you’ll see in games like D&D. However, you’ll also have pieces like Bonds, which represent relationships that keep your character grounded, and a Sanity system that I’m personally not crazy about (I do not recommend this game for a group that doesn’t like trite mechanization of mental health disorders), but that gives you a way to incur penalties that aren’t just physical damage.
This looks to be the closest to a traditional rpg on this list, and with all the elements to keep track of, I can see how a physical map would be helpful. However, keep in mind that there isn’t a pace or speed stat attached to these characters, so things like line of sight or distance probably won’t be super granular - if you are shooting things you may have broad range bands to determine how difficult something is, but the final decision will be a GM decision, not something necessarily determined in the rulebook. Because the setting is a modern one, I think finding visual references for locations in this game would be very very easy.
If you want a taste of the game before you put your money down, you can check out the Free Starter Rulebook!
Minutes to Midnight, by Oliver S.
Minutes to Midnight is a game powered by Blades in the Dark about a crew of spies, trying to disrupt the balance of power in a modern cold war. They will have to stand strong in the face of their vicious opposition and handle a fragile web of untrustworthy informants, devious intrigues and deadly lies.
We play to find out if our agents can thrive in the cutthroat world of espionage. While the public may never know about their impact, their actions shape the political landscape and outcome of conflict. Will the players prevent the outbreak of a global disaster and use their influence to create a better future? Will they attempt to send the opposing bloc into a turmoil and establish a lasting hegemony? Or will their actions lead the world down a path of war and nuclear destruction?
The Forged in the Dark system uses a cycle in between missions and downtime, sinking your characters into the heart of the action as they pursue clandestine missions in locations built by the group in a session 0. Since the game takes place in the real world, using maps of real cities might be a great way to keep they players visually engaged, and using a city that the group has been to or is familiar with might also make it easier for the group to visualize the kinds of buildings and streets where their spies may be sneaking, scheming, and sleuthing.
Madstones, by xiombarg.
Those who know magic exists at all are the rich and teams of breakers like yourself that go into the jartowns for the Archons. Jartowns are created by burning folk alive in a wicker man, in a ritual known only to the oldest jet-setting Archons.
A jartown is an isolated area of spacetime that was cut out of our reality. Most jartowns consist of a small amount of space (enough for a suburb or town) and a loop of several years. Jartowns become more magickal and horrific with each loop, creating madstones.
Madstones are small things, from actual stones to human organs, infused with concentrated, distilled magic. They're secretly coveted by the wealthy.
In this tiny 24XX-based tabletop RPG, players are breakers, desperate folk from the occult underground who find a way into the jartowns, hothouses for magick, to perform errands for the ultrarich Archons.
Play as a variety of roles, from sawbones to sinner to spook, and choose to hail from one of four origins, including jartown native.
24XX games are another toolbox that you can pick up and play around with to help you get started with creating your own experiences. Your character consists of a few skills and gear packaged together in a character class. In Madstones, these classes are various specialists, trained to deal with different elements that might pop up when you go delving into eldritch pockets of reality. There is both a stealth and a combat specialist in this game, but there’s also classes for things like a getaway driver, a hacker, and an occult specialist.
24XX games also exist because of their OSR predecessors, meaning that combat is risky, and often deadly - and therefore finding other ways to solve the problem is implicitly encouraged. However, the openness of the system means that your players don’t necessarily need to resort to stealth - they might prepare an elaborate ritual, create a unique piece of technology, or just decide to run away as fast as they can. In regards to maps, I think you could probably use a typical dungeon framework: leading the characters through various rooms or sections of the pocket dimension, and throwing horrors and weird environments their way.
Night’s Black Agents, by Pelgrane Press.
The Cold War is over. Bush’s War is winding down. You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly.
Then you got out, or you got shut out, or you got burned out. You didn’t come in from the cold. Instead, you found your own entrances into Europe’s clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn’t matter. It turned out to matter a lot. Because it turned out you were working for vampires.
Vampires exist. What can they do? Who do they own? Where is safe? You don’t know those answers yet. So you’d better start asking questions. You have to trace the bloodsuckers’ operations, penetrate their networks, follow their trail, and target their weak points. Because if you don’t hunt them, they will hunt you. And they will kill you.
A combination of modern spy fiction and vampire intrigue, Night’s Black Agents uses the GUMSHOE system, which is an investigative roleplaying system that provides your characters with resources they can spend to get into secret locations, compete against vampiric agents, and pick up information to help you put together the details of a conspiracy. In Night’s Black Agents, finding clues isn’t left up to chance - you will always get information as long as you tell the GM that you’re using a relevant skill. The obstacles in this game are more likely going to involve getting in and out of sticky situations - and if your opponents are vampires, well, stealth is likely going to be a more appealing than trying to slit their throats.
GUMSHOE games don’t need grid maps either, but a rough map of the city or country is probably very helpful, and it might be fun to draw the floor plans of various buildings that your players investigate in order to help them determine what areas may be the most interesting places to search for clues.
The Breathing, by Fistful of Crits.
You reside in The Archive, an unending and depthless structure spiralling deep into the dark and misty depths, devoid of life and presided over by a being known only to you as The Archivist.
The Archive is made up of windowless rooms and halls that vary greatly in their height, size and danger. All these spaces house numerous shelves containing the collected knowledge of the world outside of The Archive; a place you have been told you must earn your access to. The price of your freedom comes from the discovery of new or forgotten knowledge that can be found in the deepest parts of the structure.
You, and a few others, are known as The Breathing, in a place full of creatures who were once like you but ultimately failed in their bid for freedom; now known as The Breathless.
The Breathing is just an example of a broader style of game, using a system called Breathless. Breathless games use a series of polyhedral dice that deteriorate as you use them, with different dice attached to different skills. Throughout the game you pause to “take a breath”, and re-set your skills, bringing your dice back to their threshold. However, pausing to take a breath also gives the GM a chance to introduce a new trouble or complication, creating a cycle of mission, rest, mission, rest, etc.
As a game system, Breathless is pretty light and is fairly easy to hack. But the lightness of the rules also allows for creativity and add-ons, which could include rules for movement or placement. Since the game rewards finding ways to solve problems without having to resort to direct conflict, I can see games like this encouraging characters to think carefully about when to use their resources and when to just… sneak around the problem. If you want to include maps and a grid, you could provide a blueprint of a room inside The Archive and watch the players try to navigate it using their limited resources, with designated “rest areas” that they would have to get to in order to take a Breath.
This certainly isn’t a solution in a box, but it might provide some interesting tools to help you build the experience you’re looking for.
Night Reign, by Sinister Beard Games.
Night Reign is a roleplaying game of stealth, guile, violence and devilry for a GM and one or more players, set in a quasi-Edwardian metropolis perched on an inhospitable peninsula beset by toxic black rain and ruled by a corrupt cabal of Noble Houses.
You take the role of members of The Red Right Hand, a conspiracy loyal to the recently deposed royal family, using your talents in assassination, infiltration and dark sorcery to strike out at your oppressors.
A game all about the things you do in the shadows, Night Reign uses cards to resolve conflict, rather than dice. It also uses a token system to help you overcome obstacles without having to resort to violence - loud, messy, dangerous violence. The Ruled by Night system (which has an SRD that you can download for free) is about balancing the suspicion you’ve already raised against an increasing cost to being stealthy. You spend Shadow tokens in order to be able to attempt to do something, and try to get a hand as close as possible to 21, or at least higher than whatever the GM draws. Your characters will also have powers that can be very effective, but are likely to draw a lot of attention, so using them is risky.
Because of how this game runs, things like movement and speed are not likely to be tracked. However, I don’t think mapping out a location so that the players can understand where things are or what kind of space they’re in is going to hurt the experience. The SRD describes something called City Conditions, which appear to be elements of the fiction that might result from the characters’ choices, or provide obstacles to the players. If you have a map of the city in front of you, you could draw symbols on the map to indicate what’s happening as the story progresses, and even cross out places that have been destroyed.
Heist, by Hark Forsooth Games.
HEIST: Get the Crew Together is a cooperative RPG where you and a group of suave, savvy and slick fellow crooks plan and execute capers, grabbing the fanciest loot from the world's wealthy elite.
Heist is great for fans of shows like Leverage or movies like Ocean’s 11: you’re going to steal something shiny from someone who certainly doesn’t deserve it, and you’re going to do it with style. While combat is an option, your characters will also have to deal with suspicious marks, security systems, laser grids and bank vaults. The characters are composed of special talents and personal flaws, and the GM has the task of designing something the game calls Murphy’s Gun - a major twist that will reveal itself midway through the heist.
It can be tricky to determine what to prep for a game like this, but one thing that you can for sure prep is the location. Design the building, draw the floor plan, and come up with obstacles for the different areas - there’s not really movement tracking in this game but having the layout will certainly help your players come up with ideas about how to get in, get out, and get rich.
Another thing to consider…
Mothership doesn’t have any stealth skills, but what it does have is the incentive to be sneaky. If an alien horror is moving through the ship, you’re more likely to try and stay out of it’s way - and having no stealth skills means that the players have to describe what they’re doing to stay hidden; climb into vents, squeeze yourself into cupboards, and try to wriggle into the space suit. However, this doesn’t mean that you’re not rolling - you might roll to clamber over something or to fit yourself into something, or you might roll to scope out a location to find an exit or suitable hiding place. It’s also excellent in terms of maps - plenty of adventures will provide at least a blueprint of the space station or ship that you’re exploring, which you can use to spook your players with fresh horrors.
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So heres the thing about Dredge.
I think its a huge missed opportunity that the main character is the husband and not the wife.
the backstory doesnt come out fully until the end, but when it does, what you learn is this:
some amount of time ago, the player character was married. over the course of the game, you pick up notes from a woman, and at the end you learn that she was your wife.
*was*, because Cthulhu ate her.
you were a fisherman, and obsessed with the ocean, and she was not. you were superstitious, and she was not. And one day, she messed up and did something unlucky, and then she was lost at sea one night when she was on your boat.
it fucks you up so bad that you lose all your memory and end the world trying to save her.
so, obviously you're torn up about her, but also, it kinda didn't have anything to do with you. She fucked up and she got got. whoops! Oh well. It also didn't change very much about you: you're still a superstitious fisherman obsessed with the sea, except you're sad now.
But if you were the wife? If he died instead?
you were happily newlywed, but if you had one issue with your husband, it was that he was too married to the sea. He was too obsessed with fishing. He liked his boat too much, and he had all these sailor superstitions that you don't take seriously.
then one day, you ignore his superstitions. and a horrible eldritch force that you've never even dreamed of KILLS HIM.
your husband is DEAD and it is YOUR FAULT.
and it breaks you. So much that you take his boat, set sail, and spend your life at sea. Just like him. Embroiled in superstition and ocean magic. Just like him. Just like your least favorite parts about him. and you spend the rest of your life trying to undo the horrible thing you did, and only ever manage to end the world.
wouldn't that be so much fun?
#dredge#dredge spoilers#dredge game#i like this game but i do really think this would make the story more compelling#the inciting incident of the game... in the end it just doesnt have a lot to do w the main character and i think thats a missed opportunity#and ok its not like the backstory is that hugely important to the experience. it comes up very little until right at the end#but i think it could be *tastier*#for the void#ngl i first wrote this post like a year ago and every few months i come back and completely rewrite it#so im dusting it off and posting it finally since im clearly not going to stop thinking about it
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Inktober day 27: Relic
Tim Drake would totally find some evil Cthulhu artifact and steal it Tomb Raider style, you cannot convince me otherwise. Go ahead, try. I’ll wait with my perfectly formulated argument of I want it and I’m the artist here. Tim also goes on wacky adventures and side quests that turn out to be wildly important all the time. Somehow he went from meeting a girl in France to saving the world from the literal plague in Hong Kong. Quite the way to start off his career as Robin I’ll say. Plus he ends up dismantling the League of Assassins while trying to find evidence Batman is trapped in time. Talk about a side quest. This is also a side quest. For what? Well, I guess I’ll leave that up to you Crew!
#earthtoinktober2024#earthtoinktober#inktober 2024#dc fanart#tim drake fanart#tim drake#dc comics#my art#digital art
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