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#I will be able to understand the rules and mechanics of all the things I want to know and struggle with
merkerlerspeaks · 1 year
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707 give me your brain give it to me I want it
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mayspicer · 4 months
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Ok, the boss is no more! There were some super stressful moments but surprisingly we all survived o:
My animal companion got hit with disintegrate, but we had hero points to make him avoid it. I would cry actually, because disintegrate means no resurrection x_x
The war is prevented! At least this one, because Cayden's party is right at the center of a much bigger one just starting. Today we saved the country. Cayden is trying to not even save the whole world, just maybe slow the whole thing down and save as much people as possible...
#majek says shit#I have the diamond for a raise animal companion spell but it can only be used if you have a body and even then there are restrictions#and Kela wouldn't even know about it until after the fight because she got trapped between a wall of force and a stone golem?#or a stone Big Humanoid Fucker idk what that technically was but it would've killed me pretty fast#and it all was in an area of supernatural darkness emanating from the powergamer's character...#which interfered with so much of everyone else's actions and we even addressed it before the session that it's a bad idea to cast this#but its ok because HE will be able to see through it and HE won't be targeted easily:))))#he also almost ended the encounter in the first round of proper combat...#by using mechanics so outrageous but technically ambiguous enough that our GM can't deny them by using only RAW...#and he prefers to settle arguments by going as RAW as possible...#and it wasn't a problem until now when we have a player who exploits to an actually unbelievable extent#we shared our character sheets online yesterday and I finally saw his... still have no idea how the character works#because like half the stuff is custom and missing from the app#he has 9 AC in the app and allegedly 32 AC before buffs...#and the GM says the math checks out but 1. nobody saw that math besides him and 2. so far he trusted that player without too much questions#and only recently he actually realised he's been manipulated multiple times when me and some others started dismantling that players actions#I so hope this was the last session with that person#the worst thing is I think he's an ok guy when I'm not playing any kind of game with him#and I understand different people find enjoyment in different aspects of games - his being figuring out how far he can go with the rules#and there are whole groups of people who like to play like that and enjoy the challenge of making the most broken “build” possible#but the rest of the group are not that kind of people. maybe some like to have fun with researching what's possible#but it's never the purpose of the game and these things dont find their way into the actual game#I'm actually considering the possibility of just leaving the campaign if he stays there... I know I whine a lot in the tags#about different players that get on my nerves for various reasons. it sounds like I'm never happy about anything#but our group is big and we play together as a friend group in 4 different campaigns now (I'm in 3 of them)#and every one of these smaller groups has it's issues. sometimes it's the characters not matching and sometimes different expectations#or interpersonal stuff that can be worked out. this here is not a group composition issue because the powergaming attitude is everywhere#it's impossible to talk casually between sessions and confronting the guy leads to like actual temper tantrums#literally said “the fuck do I care if the party dies I'm not gonna be useful anymore” after the GM gave him feedback to maybe ease it up#he never says things like that when the gm or me are present but we still get info. he just can't be confronted by the gm like that
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malewifesband · 4 months
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EDIT: if this post has made you think about whether or not you are autistic, im really glad! i hope you get some better understanding of yourself and are able to find community and support
however before you go and tell a therapist and seek an official diagnosis please read this thread and consider the points made therein:
autism is highly stigmatized. be fully informed about what you gain and what you lose from having an official diagnosis before seeking one.
EDIT OVER ENJOY THE POST
people do correctly identify that laios is autistic fairly often but a lot of the reasoning begins and ends with his special interest and social difficulties, but honestly it goes far deeper into the build of his character than just those two things
his pain tolerance is wildly inconsistent, unable to tolerate a drop of hot oil (or any heat) but able to shrug off both his leg being bitten off and it being reattached
hes sensory seeking in the extreme. he rubs the bat bones against his face, pets and fluffs the shapeshifter tail.
his desire to eat monsters comes from three very autistic places. 1) the rules for why monsters are not okay to eat but animals are are arbitrary to him so he cannot follow them easily: he cannot understand the 'feelings' argument others make. 2) this too is a sensory seeking behavior. he wants to experience these new things, new flavors and new textures. 3) it completes his knowledge of the monster in question to also have data on its edibility. because he cannot draw that arbitrary line around all monsters, he wants to evaluate them case-by-case and see if real patterns emerge. butchering and eating the monsters improves his knowledge of them greatly and highlights their importance in their ecosystem, as well as making him a part of that same ecosystem
he cannot emote the way others expect him to. he compartmentalizes his feelings (to an unhealthy degree) because he needs a pragmatic solution. so as long as there is a problem to solve, that matters far more than evaluating his emotions and allowing himself to experience them. while this is also a coping mechanism for ptsd, it is a trait found in many autistic people regardless of trauma, as we have trouble sorting the feelings we have and often need time to think about what we feel, so it becomes easier to simply not do it and pretend we dont need to. laios emotions certainly affect him, with or without his processing them, but others do not see what they expect to see and thus dismiss that he is feeling what they would feel
he is incredibly gifted with pattern recognition, observation, and analysis within realms he understands. to understand subjects that dont come easily to him, he must filter them through his established schema (his special interest--this is why they are so special! they help us sort the world). when he isnt sure about the social cues and details hes observed in the shapeshifter arc, he filters it through the lens he understands best: monsters. he was making correct observations about his friends all along, but he could not be confident in that the way he was about their behavior when it came to his interest (chilchucks caution, senshis passions, and marcilles carelessness)
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raguiras · 3 months
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POV: Deuce's very first kiss from his crush
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(Click for better quality)
I'm finally officially introducing my Yuu/OC x canon/Yumeship here! (✿◕‿◕) Writing this post took me forever, but I'm super happy with it!
Reblogs are super appreciated hehehe
(While Allen isn't me, I'm calling them a Yumeship because he's based on my younger self/me when I first started playing TWST & because the ship gives me a ridiculous amount of comfort!)
Allen x Deuce (aka Spade of Storms) is my ultimate comfort ship and they mean a ton to me.
These two are best friends who become lovers and closely mirror each other. Deuce is the delinquent with rather bad self-control who tries to be a model student, while Allen is a former honor student who's now a very lowkey delinquent with stellar self-control and a mature attitude.
Due to the fact that Allen and Deuce are so similar and yet the opposite of each other, they're able to excellently understand and support the other, and they help each other accept themselves.
Their ship blog: @spade-of-storms (facts, drabbles & more est. May 2024)
Now why exactly are these two perfect for each other? Well...
LONG TEXT AHEAD!
♤♤♤♤♤♤♤♤♤♤
Deuce:
Allen supports Deuce with all his heart. Instead of believing that someone "as stupid and temperamental" as Deuce could never become an honor student, Allen fully believes in him and encourages him. In comparison to when other people say it, these words actually have an incredibly strong impact on Deuce and are believable to him because he knows that Allen has similar experiences and speaks from them.
Allen doesn't think that Deuce is stupid in the slightest and views him as genuinely smart. To Allen, intelligence isn't determined by grades or academic abilities, but by morals, attitude, logic, and willingness — all of which Deuce has.
Allen doesn't try to change Deuce. Rather than turning Deuce into a full-on honor student and role model, which he isn't by nature, Allen prefers for Deuce to stay true to himself and work towards his goal while not suppressing any aspect of who he is — Allen knows exactly that forcefully becoming someone you naturally aren't would cause more issues than it would fix. In order to assist Deuce with staying true to himself while working towards his desired self, Allen does several things:
Allen lets Deuce be his 100% authentic self when they're together. Deuce tries extremely hard to always be polite and serious in order to maintain his reputation and not resort to old habits, but Allen, being very impulsive and easily angered himself, knows just too well that suppressing one's feelings and true nature isn't the way to go. When they're together, Deuce can openly rant about topics, use insults towards the people who angered him, and show his emotions without having to worry about how others perceive him or about how it might mess up his reputation — Allen would never judge Deuce nor share his secrets with others. This way, Deuce can be himself without restraints while also maintaining the way he wants others to perceive him.
Allen allows Deuce to be a delinquent in a safe, harmless way. If Deuce ever feels like doing something forbidden without breaking rules or staining his reputation, Allen (a very lowkey delinquent) has just the ideas for him. This provides a comfortable space for Deuce to live out his tendencies without falling back into bad habits.
Allen is able to introduce Deuce to a wide range of healthy coping mechanisms that work for him. Allen is a much angrier person than Deuce and is equally impulsive, but has stellar self-control due to the methods he uses, and passes them down to Deuce. As a result, Deuce doesn't feel the need to immediately lash out at others anymore and manages to become calmer and much more mature, taking steps into his desired direction.
Allen helps Deuce channel his "negative traits" into positive/helpful ones. With Allen's assistance, methods, reassuring words and unique view on things, Deuce learns how to use the qualities that he used to hate about himself to his advantage. Suddenly Deuce's anger is no longer a hindrance, but a source of energy and motivation.
Allen admires the things Deuce hates about himself. While Deuce wishes he wasn't as hot-headed, Allen views it as an amazing trait and sees the passion and longing for justice behind Deuce's fiery attitude. Additionally, Allen is able to help Deuce see the positive side of these traits, and aids him in channelling them into something good to use to his advantage (see above).
Allen is the only person to fully get through to Deuce. Due to them essentially having the same experiences, opinions, wishes and morals, Deuce felt comfortable trusting Allen with every last bit of his heart (in comparison to other friends) — not to mention that the way Allen was able to help Deuce so intensely and actually talked to him the way he needed it also played a role! Allen has his way with words and knew exactly how to talk to Deuce from the beginning.
Deuce can genuinely open up about his self-esteem to Allen. It's been heavily hinted at in the game several times that Deuce thinks incredibly lowly of himself, but this topic is usually cut short and he doesn't talk about it further with the canon Yuu. With Allen, however, Deuce can open up all he wants to. He knows that Allen has similar experiences and struggles with self-worth related issues himself, therefore not only not judging Deuce, but also fully understanding him.
Allen perfectly understands Deuce's past. Having been feared, avoided and known to be a delinquent/bad kid himself, Allen even understands the details extremely well. Neither of the two ever had a proper friend until they met each other on their first day at NRC.
Allen successfully helps Deuce with his studies despite hating school. Seeing how Deuce needs help, Allen (the "gifted kid") gladly volunteers, even though he's no longer interested in class and has sworn to drop the "honor student" facade himself. Due to Allen's easy explanations, methods, photographic memory and capability to catch on quickly, Deuce actually manages to improve his test results by 1-2 grades.
Allen's study methods are unique, which helps Deuce & is necessary for him. Being a slow learner (I also hc him to have some sort of intellectual disability), Deuce requires rather unique approaches to topics. As Allen is well-versed with both studying and psychology and also keeps Deuce's exact issues in mind, he's able to perfectly tailor methods and mnemonic bridges that actually work out for Deuce.
Allen makes sure that Deuce's desire to be a model student is & stays healthy. A fair part of Allen's trauma stems from being an honor student himself and having unrealistically high expectations regarding grades and attitude shoved down his throat by everyone at school (including himself), so he pays a lot of attention that the same doesn't happen to Deuce.
Allen respects Deuce a ton. Not only is Deuce determined, passionate, loyal, honest and eager, but he has the same core values as Allen, too. In Allen's opinion, finding someone with these traits is not only rare, but immediately makes them endearing to him.
Allen is patient with Deuce. He understands that Deuce occasionally has a difficult time processing and understanding things, and he isn't bothered by it in the slightest. This means even more when you consider that Allen is generally a very impatient person and is only able to be patient with those he truly loves and trusts.
Allen fills Deuce in when he doesn't understand something. Due to Allen being able to catch on extremely quickly, he can immediately explain things and situations to Deuce, helping him out and allowing him to get everything right from the beginning.
Allen indirectly protects Deuce. Known for being intimidating (in a good way), quick-witted, sly and a skilled schemer, most people — including those who enjoy picking on Deuce — shy away from Allen and avoid getting in trouble with his friends.
Allen stops Deuce from getting into fights. Whenever Deuce is about to get into a fight anyway, Allen gently but sternly reminds him of both his goal and the healthier coping mechanisms.
Allen understands that Deuce dislikes being picked on. Allen, being a sensitive person, hates it himself, and he actively tells off everyone who dares to make fun of Deuce or call him "Loosey Deucey". At times, Allen even gets snappy because of the inappropriate nicknames or insults directed at Deuce.
Allen inspires Deuce. Him being skilled at a variety of things and just logical in general gives Deuce the motivation to achieve the same. Deuce doesn't compare himself to Allen, either, and views him as an inspiration. If Allen can control himself and get positive things out of his negative traits, so can Deuce, right?! Not to mention that Allen is extremely tough and pulls through no matter what despite his mental and physical state...
Allen's maturity subconsciously wears off on Deuce. Even outside of the fact that Allen helps him grow and improve a lot through all the ways mentioned before, Deuce sometimes also subconsciously copies his boyfriend's mature attitude or asks himself what Allen would do in certain situations.
Allen is an advisor to Deuce. Deuce struggles with planning ahead, and Allen — a big-time overthinker who's extremely competent at scheming — is able to assist him. As a result, Deuce makes less bad decisions.
Allen loves blastcycles. Deuce can rant about them to Allen for hours, and the two often go on blastcycle dates together. Nothing is more fun than clinging onto your partner while driving at full speed!
Allen values Deuce's company like no other. Deuce regularly feels like a nobody, and Allen takes that feeling from him due to how much he connects with him and likes having him around.
BONUS: Allen is not only beautiful but also has an incredibly strong personality, drive, and determination and hasn't given up despite everything that happened to him. Deuce is a massive simp and his humongous crush on Allen has always been obvious due to how Deuce just can't shut up about him.
Allen:
Deuce loves and accepts Allen's body. As we have seen through his interactions with Azul and Epel, Deuce is very protective of people who don't fit the norm, and Allen is another such person — an intersex boy who was bullied for his unconventional body. Deuce has not only sworn to protect Allen from any possible discrimination, but also loves his body dearly and thinks he's super hot.
Deuce gives Allen a sense of stability. Allen's life was all about short-lived fake joys and prevailing negativity prior to coming to Twisted Wonderland, which made him feel disconnected from many things and people and gave him the feeling that everything is temporary anyway. However, Deuce's fierce loyalty and the strength of their relationship prove Allen wrong — yes, there can indeed be things in life that last forever.
Deuce's utter affection warms Allen's empty heart. Allen was never loved by anyone but his parents, who he thinks only love him because he's their son. Other than that, he never experienced love, affection, ... or even mere friendship. He was alone... until he met Deuce, who he somehow immediately connected with. It was as if their friendship was predestined by the universe... and with every day, Deuce's affection for Allen only grew.
Deuce genuinely admires Allen. Seeing how Allen always does his best, works hard, has ambitions and aims to improve impresses Deuce a ton. This is extremely healing for Allen, whose efforts were never properly recognized or rewarded before and who thinks that he needs to perfect at everything in order to be "someone".
Deuce makes Allen feel useful and resourceful. Allen often believes that he has no worth and could never make a change for the better no matter how much he tries, but seeing just how much he's able to help Deuce with a wide range of things proves Allen wrong — he's indeed capable of a lot of things. Not to mention that Deuce even passes some of Allen's tips down to Epel!
Deuce's honesty is refreshing to Allen. After being lied to and tricked by about anyone Allen ever knew before coming to Twisted Wonderland, Deuce's natural honesty and loyalty are an unfamiliar but utterly wonderful experience for Allen.
Deuce makes Allen feel understood. Allen often believes that others would view him as a monster if they were aware of his secret anger and opinions, but Deuce shares many of them. These two can openly talk about their values together and Allen feels extremely understood because of it — a feeling he barely ever experiences with other people.
Deuce helps Allen enjoy the moment. While he has some overthinking tendencies himself, Deuce is much more spontaneous than Allen and tends to act more on impulse. As a result, he can show his ways to Allen, allowing the overthinker to finally relax and think about his problems a little less.
Deuce doesn't hesitate to stand up for Allen. The fact that Allen was bullied for something he can't change in the past saddens and angers Deuce, and he has sworn to himself that he'll always protect his boyfriend. If there should ever be another situation where Allen gets bullied, Deuce won't hesitate to absolutely throw hands — this is not being a bad person and picking fights, it's standing up for an innocent person whose life was ruined by malice. Deuce wouldn't regret it in the slightest anymore, especially since Allen has helped him learn than anger isn't a bad thing.
Deuce helps Allen with becoming a proper mage. When Allen first gains magic during the final quarter of the school year, he has absolutely no control over it and is partially even avoided due to being a "walking health hazard". Deuce, however, sees this as the perfect time to pay Allen back for helping him study theory and decides to assist Allen with practical things. Through Deuce's determination and belief in him, Allen is able to improve much quicker than he would've without Deuce's help.
BONUS: Deuce is the warmth and honesty that Allen needs in his life. The boy's mere presence lights up Allen's day and Deuce's careful physical affection makes him feel like the most cherished person in the universe.
What else is there to them? (examples)
Both are extremely close with their families.
Due to being so similar and sharing many personality traits, loving each other so deeply allowed them to realize that they can easily love and accept themselves, too.
Deuce's previous incarnation had a crush on Allen's, who died way too early. In this life, the regrets of the past are being fixed.
Allen's the brain, Deuce is the brawn.
They're both extremely cuddly with each other.
LOTS OF COMPLIMENTS (from both sides).
Deuce often gifts Allen plushies.
Allen and Deuce are basically inseparable by now.
If you hang out with Deuce, you have to suffer through at least one tiny ramble about Allen.
...and much more that can be found on @spade-of-storms!
♤♤♤♤♤♤♤♤♤♤
Thank you so much for reading! I hope you like the art & ship and are looking forward to more of them! (✿◕‿◕)
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deathbxnny · 4 months
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Heyy! May i request gallagher, sunday and boothill with a reader who is like furina?
(hiding her problems and fears while acting happy and quirky)
~🎀
I absolutely love this idea, especially because it's about Furina, who I also love, hehe!! I also made this into a teen reader, which I hope you don't mind, anon!! I'm just craving some platonic stuff lately. So thank you for this request, Anon, and I hope you like my post!!<33
Content: Platonic relationships, teen reader, angst, hurt/comfort, manipulation/brainwashing for Sundays part, father figures hsr men, sfw
Reader has no set pronouns!!
((Not proofread))
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》GALLAGHER
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Gallagher saw through your facade with ease yet didn't dare push you to reveal your true self to him for a multitude of reasons. He mainly, however, didn't want to overwhelm you, figuring that you hiding your true self was just a coping mechanism for a darker past you were desperately trying to keep away.
And so he let you prance around the bar in your fake grandiose personality, whilst he kept his eyes on you at all times just in case. He knew you'd break eventually, and not because he necessarily wanted that to happen. He just knew that a young kid like you couldn't hold out forever.
Whether you do finally let the facade drop one day or not is up to you in the end, however. He makes it clear indirectly that he's there for you no matter what. And even if you never reveal your darkest fears to him, he'll always watch over you anyway as well.
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》SUNDAY
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Sunday also immideatly notices that your rather loud and proud personality was all a facade to hide a dark past even he had yet to discover. And unfortunately for you, he doesn't shy away from confronting you for your own good. Some may say that it was a little harsh or maybe even reckless, but Sunday always believed to know better.
This most likely leads to you having to drop your mask and tell him the reasoning behind your fake smiles and quirky behaviors. Whether through your own will or his own is up to you to decide, although he also sees no shame in either. If it helps you, then he'll stop at nothing to make you feel better.
You can get angry at him, you can cry to him, you can also bury your face into his shoulder and let yourself get comforted by his sweet, soothing voice as well. He doesn't mind it. Even if some of it is influenced by his tuning ability. But you can't blame him for using his power on you, right? You understand that it is for your own good, yes? He just wants to help you.
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》BOOTHILL
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It takes a bit for Boothill to realise that your personality is fake, mainly because he sometimes finds himself doing the same thing at times. He only notices that something is amiss when you suddenly burst into tears, overwhelmed by your hidden emotions at last. And it all suddenly clicks in his head, that he couldn't help but knock on it in self-disappointment.
He's not good with emotions, but he likes to think that he was once good with kids. He'll pull an arm around you, pat your head, tell you that it's all good and to just let it alllll out to your old man Boothill. He doesn't mind your tears staining his steel, an old memory of him soothing a young toddler coming to mind when he allowed you to cry into him.
He knows that as galaxy rangers, you should be independent from him, fully able to be on your own and deal with your emotions as they come. But he finds himself simply making you promise to be yourself from then on as you continue on your journey together. He may be breaking some rules... but it's all good in his book, If you're happy with it, too.
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Alrightttt... I hope this was okay Anon!! And thank you again for the request, I loved it!!<33
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grey-sorcery · 23 days
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New to witchcraft? Awesome! Here's some things you should pursue.
An understanding of sympathetic magic: Correspondences, their metaphysical and theoretical framework, and their derivation.
Magical systems that incorporate the entire gender spectrum.
Energy work that isn't based on visualization.
The means of manifestation: How, where, and when spells affect physical change. The physical mechanisms through which witchcraft manifests beyond just willpower/intent/wishes/etc.
The history and subsequent influences of, and on, popular contemporary practices like Hermeticism, "Ceremonial Magick"/Golden Dawn, Wicca, and New Age/New Thought/LOA/Reiki.
How to approach and practice magic with critical thinking skills.
Influence of consumerism on contemporary practices.
Divination as systems: all methods of divination beyond tarot, their statistical applications, and their different methods of use.
The anthropology of medieval Arabia, Europe, Near East, and Asia relative to the magical or occult publications of the era. What is purely religious, parareligious, or syncretist and what does that mean for the interpretation of the text?
The genuine limits of our knowledge of the ancient world, what's possible for us to know and what can't we know?
Conversations with practitioners of closed or semi-closed practices and perspectives of POC when it comes to what the western world would label as "witchcraft".
The differences and similarities between superstition and the practice of witchcraft.
An understanding of the influence of colonialism on modern witchcraft and the language used to discuss magic.
Critical Race Theory (CRT), Queer Theory, and systems of oppression.
Botany and herbology: An understanding of the physical and medical properties of plants.
Building a personal lexicon for modern and/or colloquial terms used in and by the witchcraft community to describe and discuss practices.
Spell design: What makes a spell a spell? What is the smallest or slightest action that can be considered a spell and why? What are the most important and influential elements of the design and application of a spell?
Altars: Their use, design, and potential; whether or not an altar would benefit your practice or goals for practice.
A critical approach to spirit work and astral projection, being able to discern between personal narratives and probable experiences.
A safe and solid community to become a part of. One that does not allow the influence of personal narratives (Without addressing them as such), doesn't allow for the mixing of adults and minors, and with established and enforced logical and reasonable rules.
Collect and cross-reference correspondences from as many sources as possible, then start to create your own.
Try to find a STEM subject that interests you and study it through any non-dogmatic avenues available to you.
The items highlighted in blue are things I highly recommend!
Here is a list of things to avoid.
This is, of course, not an end-all-be-all list of possible responsible and healthy pursuits.
You can learn more about me, find my master-post, check out my Patreon, and suggest content here.
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genderfluid-insomniac · 5 months
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Can you do Harbinger Headcannons for a reader who has a hard time with being social and recharges by being held? For example: they get overwhelmed after being out and about all day but have a very hard time asking to be held because they don't have the energy to communicate it. (Oddly specific but it's what I deal with)
A/N: I chose these by generating random numbers 1 through 11 and then choosing said harbinger by their rank. It’s purely by luck and I’m happy that Scaramouche and Arlecchino randomly got picked.
Also I had a very hard time finding anything about Pulcinella’s personality or what he’s like since we only saw him in the winter's interlude so if you’re reading this from the future and I’m wrong then I’m sorry. I tried my best.
Harbinger headcanons for a reader who has a hard time with being social and recharges by being held
Scaramouche
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- Isn’t thrilled with physical affection but he does understand having your social battery being drained so you both compromised so no one would be uncomfortable and you got to lay your head on his lap while he ran his hands through your hair until you were ready to interact with others. Sometimes he also used your want to escape and get away from social gatherings because he doesn’t like them on a good day.
- Eventually he does come around and grow more relaxed about the whole thing, going as far as to hold you in more ways that you’re both comfortable in and have tea brought for the both of you. You will have to specify if you want a sweeter tea because he’s having his bitter as usual.
Sandrone
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- Sandrone completely understands and often has her mechanical puppet use it’s hands to shield her from others so she’s “alone” in a sense. She is debating on making a hollow chamber in it’s chest so a person can rest in there comfortably and safely. You’re treated no different and if you aren’t sitting with her or on some part of the puppet (which almost never happens unless she’s in a harbinger meeting or called to see the Tsaritsa).
- You’ll never hear complaints or declines from her and you quickly taken somewhere else to recharge in her arms like how her mechanical puppet shields her with her arms or simply moving to another room. She’ll take you in her arms and let you rest against her chest, running a hand through your hair and cuddling with you in the hollow warm chamber if you ask.
Childe
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- If it were any other person then he’d say pushing your limits is how you should live however this is someone he deeply cares about and knows that when you speak up about needing to be alone and recharge you mean it. You’re always a priority to him and fighting is a second but if he has harbinger work then he’ll do his best to cuddle with you till you’re alright. Childe will bring you along if he has easy missions that he thinks won’t injure you and make sure that you can be comfy but also safe while he balances you and his work.
- He is the best at cuddling and sis very attentive however once he’s has you in his arms you’re staying there for at least an hour or too. So I hope you don’t have anything important soon because even when your social battery is charged he’s going to be very happy with snuggling with his lover and being able to not think about work for once.
Arlecchino
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- At first you’re scared to ask her at all since she’s very intimidating but since she’s very observant and perceptive it’s only a matter of time before she’ll talk to you about it. Arlecchino is very loving and soft when it involves you and she’d do anything for you. Pretty much anything that doesn’t break her rules. When you tug on her sleeve and discreetly glance at her with a tired shy expression the knave will excuse herself from the public conversation she’s having. You’ll be lead to an empty room hand in hand and placed on her lap as she runs her fingers through your hair or drawing circles on the top of your hand while you recharge.
- You both made a sign for when you feel like this and she respects it without any question and when she put the pieces together she cupped your face with no judgement at all in her expression. Kissing you softly and resting her forehead on yours. “Try to not be scared of telling me your worries or wishes because I love you no matter what, darling. Now do you want a signal to let me know or would you rather be held now and think about it later?”
Pulcinella
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- You don’t need to ask him because he’s going to insist that you never need to ask for permission about anything that’s bothering you or making you uncomfortable and simply guiding you to a small empty room so you can recharge with him. He can also almost know when you’re running low on your social battery if he’s with you and ask you, normally he’s right 99% of the time. If he needs to do harbinger work then he will work on some of it but you’ll be sitting next to him in a hug or leaning your head on his shoulder.
- He’s rarely called for on missions and so you don’t interact much with anyone but him but when you do it’s usually for galas and formal events that makes it hard to sneak away to get away from socializing. He makes it work though, easily slipping out of the conversation he’s in and making an excuse of an agent calling for an urgent message while guiding you to a small isolated part of the room where almost no one can see the both of you. You cozy up to him and he’ll talk you quietly about meaningly topic if you want to be distracted or remain silent if you want it to be quiet.
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cripplecharacters · 10 days
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hello! feel free to ignore me if this is slightly outside the boundaries of this account, but i'm a tabletop roleplaying game (ttrpg) designer looking for opinions on mechanics for disability in games.
my game specifically covers a lot of themes that, while not about disability, would make me feel remiss to not include some explicit mention of how physically/mentally disabled characters fit into the greater picture of the game. it has a specific focus on telling stories of diverse characters, for one, and on fighting the unfair capitalist systems that harm these marginalized groups.
my issue lies in how, exactly, to both treat this topic respectfully and make the characters not feel out of place or unbalanced. i've considered several options, and was curious to hear from a physically disabled perspective how to proceed (i am mentally ill & neurodivergent, but to my knowledge not physically disabled).
option one: mention that disabled characters of all kinds are encouraged, and talk about roleplaying them or provide resources for how to handle them respectfully, but don't apply any specific rules with hard mechanics or numbers to them. this option is least likely to be inadvertently misconstrued or written poorly on my part, but may make disability feel like a "flavour" side note.
option two: provide examples for some common disabilities on the mechanical effects (such as a low vision character rolling less dice on rolls to notice visual details) without any "counteracting" mechanics. this one gives mechanical weight to disability, so it feels less like an afterthought, but may discourage people from playing disabled characters as they would be more likely to fail than other characters.
option three: the above, but with mechanical incentives for roleplaying in a way that acknowledges the character's disability. a "benefit", but less "giving a blind character echolocation" and more "gain XP for showing your characters disability and any aids they use" (similar mechanics exist for following your character's goals/personality traits). this would make disabled characters be more on par mechanically with other characters, but i fear it may come across as... viewing disabled characters as not worth it without some sort of benefit, i suppose?
apologies for the long rambling message, but i'd love to hear which of these options (or another suggestion) you'd be happiest to see in a game written by someone who isn't physically disabled! this is far from the focus of my game, but it's still an important part of the greater theme that i'd love to be able to get right. thanks! (similarly, if there are any groups not covered in the "underrepresented but common disabilities" post from your FAQ that you'd want to see in a game, i'd also be happy to hear those!)
Hello!
First things first, thank you so much for thinking about this! This isn't something that most TTRGs consider and, as a massive nerd who plays DND, Pathfinder, and other tabletop games, this has always been a big pet peeve of mine since making a disabled character is always unnecessarily hard to do with the game mechanics and rarely works out well.
Most of the time, I have to talk to my GM about how to make it work in their game and, unfortunately, I'm often told they won't allow it because it's "too much trouble".
This is all just to say, I really love the idea here and the fact that you're actually thinking about these things and wanting to do well by them is great!
Now, taking a look at the options:
Option One
One of the unfortunate things that I see a lot is people that are too scared to get something wrong with representation (Or social justice on a broader scale) that they don't try to do it at all. With this current era of cancel culture and people's reactions to what they deem 'offensive', it's understandable to be a bit apprehensive but if you're approaching the subject from a place of respect and you're receptive to learning and improving, most people will appreciate the effort.
While this option does sidestep the main issue you've identified, I do think it sidesteps the attempt at making disability part of your game as well. You can encourage people to make disabled characters all you want but without any real content for them in the game, it won't do much.
If you do go with this option, I'd strongly suggest including some information on the culture of your world and how it relates to disability, both to provide more substance to the content and to give players a bit to go off of when making a disabled character.
Option Two
I like this option much more than the first one, though I do agree that it may discourage people from choosing to play a disabled character.
Within the game mechanics, I think it makes a lot of sense to have these kinds of effects but I would encourage you to include more variety with it. Disability isn't 'one size fits all' and two disabled people can have different needs, strengths, and experiences -- even if they have the exact same disability. Instead, I'd suggest going for a slightly different model that includes more choices.
For example, a character with low vision may:
- Roll lower on perception checks involving vision
or
- Have disadvantage with ranged weapons/attacks
or
- Have lower rolls/less success in dim lighting
Do you see where I'm going with this?
Having more options for how the character's disability affects them allows players to make a choice for how they want to play the character while also encouraging them to think more about how their character's disability might affect them and impact their life.
The examples given are all reflections of how blindness can affect somebody. Blind spots or blurry vision can make it more difficult to notice certain visual changes, severe nearsightedness can make it difficult to aim/focus on things that are far away, night blindness can make it difficult to see in the dark or in dim lighting, etc. That being said, there are dozens of other ways to go about this (Though I'd advise sticking to five options per disability at most to avoid overwhelming people).
Option Three
Personally, I like this one and the second option the most. Although I understand where your concerns are coming from, it feels less like it's implying that disabled characters have to be 'worth it' and more like it's just balancing it out.
Like with the second option, I'd suggest going for more of a choice model here where the player can pick what 'benefit' (For lack of better word) that their character has -- or even to choose no benefit at all.
Many physically disabled people develop our own skills or tools to compensate for where we struggle, whether this is an intentional decision or just something that happens.
For example, my boyfriend is paralyzed from the waist down and uses a wheelchair full time. As a result, he has kick-ass upper body strength from it.
Similarly, many deaf and hard of hearing people are more observant when it comes to visual cues and many blind people are more sensitive to other senses (Though, of course, the whole 'super senses' thing is a myth).
While this isn't true of all disabilities or all disabled people in general, it is something worth considering.
That being said, if you do decide to implement this option, make sure that the benefit makes sense for the disability or is related in some way and isn't just something random being tacked on -- that would make it seem more like a 'disabled characters need to be worthwhile' thing.
As a few extra notes:
If you go with the second or third option, I'd suggest separating the different stat effects into different types of disabilities. You don't need to go too into specifics with it but something like 'low vision/blindness/vision loss', 'deafness/hearing loss', 'limited mobility', and 'chronic illness' would work. While disabilities are more nuanced than this in real life, setting it up this way would keep it pretty simple and allow players to tweak the mechanics slightly for their own characters.
If you go with the first option, I'd probably avoid discussing how to roleplay disabled characters. Because roleplay and character development is much more open than stats and game mechanics are, showing one or two 'proper' ways to play a disabled character is more likely to reinforce stereotypes, dismiss certain experiences that disabled people have, or just come across as more of a 'lecture' than anything. The same goes for including information on what to avoid. I'd stick to providing information about your world and how disabilities are seen in them instead of giving instructions here.
I'd suggest including ways for players to bypass the mechanics of disability if they'd like to, even if their character is disabled. That would allow for a bit more freedom with how they portray their character and would also ensure that they aren't being 'penalized' (For lack of a better term) with their stats for playing a disabled character. As a bit of an example of what I mean: A character in DND could have been a criminal growing up without necessarily taking the Criminal/Spy background.
In general, I think as long as you're approaching this respectfully (Which you are!) and reaching out to physically disabled people for their input (Which you are!), you don't have to worry too much about misrepresenting it.
Cheers,
~ Mod Icarus
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glassbirdfeather · 3 months
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Complaining about the final boss in Shadow of the Erdtree, both in terms of lore and mechanics. Spoilers for the end of Shadow of the Erdtree:
Part 1: The Lore
I think the ending is really good and foreshadowed well in it's own story. I think it is fitting and well told. But it isn't living in its own bubble. It exists in context to a previous story directly connected to it. In the context of the entirety of Elden Ring, it sucks.
If we were just dropped in the Shadow Realm and the main game didn't exist, it would be really, REALLY good. The problem arises when also having the context of who Miquella was in the base game. His motivations in the DLC retcon the motivations from the lore of the base game. And the retcon is worse. The thing that made him fascinating was that he was the only compassionate character among Marika's children, the only one who didn't care about petty power plays because he was focused on helping people and helping his sister. That it is revealed he is just as shallow and self-centered as the rest, so much as to be willing to endanger his sister in exchange for a consort after all the lore surrounding how he wanted to help her, takes away the facets that made him unique.
This may also contribute to why there are two general camps of people who like or don't like how Miquella is portrayed. There have been a couple of years between the original game and now. Memories of the original game's lore--if people even read those particular bits of item descriptions in the first place--have had time to fade.
However, I acknowledge that item descriptions in Elden Ring intentionally have author biases. It could be said that every Miquella-related item description was told from the perspective of someone bewitched. That would make a lot of sense.
So in the end, this also is a personal preference. I think that Miquella turning out to be a brat who will sacrifice his sister for his consort is much less interesting than him being motivated to do bad things for his sister.
This leads into the overlap between pure lore discussion and mechanics.
Part 2: I CAN'T FUCKING SEE
The last boss fight is shit. Part of what convinced people that the leaks were fake, not considering lore implications, is that many people looked at the attacks that were happening and judged them to be bad.
As someone with a passing understanding of editing animations and moves in a game, something that can be done with little modding skill to create a new enemy is to use existing animations and add new effects to them. People were convinced the fight was fake because of how many moves looked similar to ones from previous FromSoft bosses with lightning effects glued on. I cannot speak to the alleged copied animations in this fight, since I don't have experience with every FromSoft game, but I don't actually think reusing old bosses and animations is inherently a bad thing. The real complaint was that it looked to be both reused animations and extra effects.
Stretch new textures over existing enemies, increase the speed of their attacks, and then add events to those attacks that spawn a bunch of effects like explosions, or lightning bolts. These are all things I could do with my limited knowledge. These are the things that some mods have done, and have gotten ridiculed for. The ridicule is because doing that demonstrates a shallow understanding of what makes a fight not just hard, but fun.
I'm no master of boss design myself, but I can say with confidence that spamming incredibly long attack chains containing effects that blind the player and prevent them from seeing the next move in the chain is bad game design. Something that has been established as an unspoken but understood rule in souls-genre games is that you should be able to dodge an attack while standing point blank in front of the enemy. Whether this is by rolling, jumping, or running away, you know what's happening from seeing the start of the enemy's animation, and you should be able to escape being hit by the attack. I also argue that by this metric, Waterfowl Dance is a badly designed move, but I digress.
Waterfowl Dance is one move in an otherwise stellar boss fight.
In the DLC final fight, I. can't. see.
The screen is covered in lightning for at least 1/3rd of the battle, often making dodging a game of guess and hope. I 100% acknowledge that I was not good at that fight, and that many of the attacks that hit me were dodge-able if I'd learned them more. But some of them were chains of attacks that demanded I blindly learn a random rhythm of button presses. On account of all the lightning from the previous attack hiding the next swing.
One of the things I actually did like about the fight was the grab being a guaranteed 2HKO regardless of health values. It would have been a great gimmick on a better fight. Where I had a better probability of seeing it so I could dodge it.
I also liked the warp-in speed effects of the boss jumping in, although such warps felt very buggy.
Were the lightning effects transparent or otherwise did not obscure the battle so terribly, I wonder what kind of fight it would actually be. Maybe the attack chains only feel unreasonable to dodge to me because I cannot see what is happening in them. It is possible that the fight itself is just bad, and the lightning is, just like in a bad mod, being used as a crutch to hide a very boring, simple moveset.
But it is impossible for me, in the game's current state, to imagine how that fight might play.
Because I can't see shit.
Part 3: The Remembrance
Turning in the remembrance and a duplicate of it just to end up with a total of 3 Radahn swords I think really shows the lack of creativity under the lightning. That is what the essence of the DLC final boss distills down to: 2 variations of a sword we already have.
If the fight had been something COMPLETELY different, perhaps we would have gotten something interesting from Miquella's side of the pair. Something that bewitches a struck enemy? I don't know.
The last fight was a spectacle, but only due to all the fancy effects that it vomited everywhere. Remove them, and I suspect there exists an uninspired base.
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noctvrnal9999 · 7 months
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Ascended Astarion, Cazador Szarr and how they are NOT alike (at all)
Some of you probably saw this coming already, that I would go out of my way to talk about the whole "Ascended Astarion is Cazador 2.0" thing because it's such a ridiculous notion. Here it is, my personal take on why I disagree.
First and foremost I will address the whole: "Oh my GOD Astarion follows the Four Rules right from the beginning!" mindset. Here they are, the rules as Vellioth passed them down onto Cazador:
First, thou shalt not drink of the blood of thinking creatures.
Second, thou shalt obey me in all things.
Third, thou shalt not leave my side unless directed.
Four, thou shalt know that thou art mine.
Rule one is pretty obvious - don't drink blood of thinking creatures. That's one of the tools Cazador used to keep his Spawn subservient and demoralized. We don't get any in-game information that Cazador went back on this rule in any instance whatsoever, seems it was very much set in stone for him. Ascended Astarion (which I will shorthand to AA from this point on) breaks this rule the moment he Ascends with his Blood Bride/Groom. Not only he gives player character his blood (willingly, I will mention), he speaks also about drinking PC's blood and they drinking his:
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Already breaking the very first rule he himself had to obey for two centuries. And in-game mechanics support this of course, PC can use Bite action on anyone who is not classified as undead (like Astarion, for example, PC can freely chomp on him if they wish so).
Rule two is also obvious - Cazador compelled his Spawn through his bond as their master. That is evident in the scene where Astarion's siblings attack the camp:
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They have no choice but to obey Cazador's command even if they struggle. The only reason Astarion is free because of the tadpole. We could apply same logic to Bride/Groom PC, that Astarion cannot compel PC only because of the tadpole. However, PC can ask Astarion about this:
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To which he replies:
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The implication here is that he thinks he can compel PC but he's choosing not to. Now, whenever you subscribe to the theory I presented before that he can't compel PC and is lying or not, it's up to you, but if we're taking this line at face-value only it's very very clear - AA is not going to compel PC, to him it's a ridiculous idea (Why would I need to?). He trusts that PC and him are on the same page (and personally I read the second part of his sentence as being cheeky, but maybe that's just me.)
Rule three, just like first two, is simple and easy to understand - don't leave your "master" unless directed. Cazador sent out his Spawn to lure victims for two hundred years, however, Astarion, if we believe he can compel PC, is not even attempting to make PC stay by his side (or send them away, for that matter). All he says is this:
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And this is in conversation about not being able to walk in the sun, which is about his newfound powers being extended to PC. Nothing in any dialogues (that I can remember) suggests that he commands PC to stay by his side. The only such dialogue option appears in the epilogue (keep in mind that epilogue was added later) and if you legitimately argue with AA (I would never do it but there's some crazies out there, stay safe xoxo) but to be completely honest you can ask for your freedom:
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To which he replies:
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Even if we take this as "daunting" as some people portray it to be, we still see AA acting more like a brat-tamer than a cruel master Cazador has been. Try putting these lines into Cazador's mouth and tell me they work lol.
Rule four is self explanatory. And this one we can definitely apply to AA. From the moment of Ascension he insists confirming to PC that well, they are his, but he also emphasizes that he is theirs in turn (if blood drinking line is anything to go by). Vampires by nature are possessive, it makes sense that AA feels the need to speak about it. PC is the only person he ever loved, now he's expressing that love, albeit maybe a tad intensively (according to some).
But on the flip side, where AA can be seen as possessive as Cazador, AA does 180 and shares his power and status with PC. There's an incredible amount of lines in the game where he speaks about being equals, sharing power and standing side by side, unlike Cazador.
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And these are just couple from same conversation, there's so many more, but pay close attention how many times he says "we" or "you and me". PC is not just a spawn to him, not someone to be controlled but a true equal, sharing power, wealth and goals.
Which leads me to another point that needs addressing and emphasizing - AA is still a vampire, just like Cazador. Yes, these two creatures are power-hungry, that's in their nature, in any vampire's nature. I'll draw attention to the fact that even as a Spawn, Astarion is hungry for power and freedom. Once he has freedom, his goal still remains power. While Cazador's goal was to become Ascendant, AA's is well, world domination, basically. He surely has the time if not power to try and achieve that. However, this doesn't make him "just like" his former master, it just makes him a vampire.
And let's not forget that even before becoming a vampire Astarion was already power-hungry, which is clear from his choice of career as a Magistrate. Albeit a far shout from world domination, he still sought positions of power even while alive.
So to summarize before this becomes too lengthy - AA is simply a vampire. Not a reflection of his former master. They share some traits because they belong to same caste by the end of Astarion's personal quest, but that doesn't make him any more similar to Cazador than any other Vampire Lord or even Strahd.
Simply put - AA is a monster. Vampires are classified as monsters and they are Lawfully Evil aligned in DnD. Just because he has unpleasant traits, it doesn't mean he took them from Cazador. It just means that he has unpleasant traits. Make the man accountable for his own flaws (or just generic vampire traits), after all, as Ascendant, I'm sure he take it :)
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communistkenobi · 2 years
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I think when people describe dark hallways or all-grey office cubicles as “liminal,” they’re using it as a synonym for creepy, which is not really accurate. What’s being reached for is a sense of dislocation, of being in a place that is not meant for you or is otherwise hostile to you in some way. “Liminal” is limited in its ability to describe those feelings, because the word is typically meant to refer to a place that exists only to get you somewhere else (like an airport, for example, or an interstate highway). “Liminal” isn’t synonymous with “a place of horror,” but I think it’s become that in the tumblr lexicon.
I think a much more robust term for what people are trying to describe is ontological (in)security. Ontological security in geographic scholarship means “a confidence that the world exists as it appears to be.” To give a very basic example, there are handles on doors because the function of a door is to act as a gateway to another space, and the handle is there to open that gateway. You trust that doors with handles are meant to be open and stepped through, and you also trust that door handles will always be placed at a standing person’s waist height - if you’ve ever seen a character try to open a door that leads nowhere in a story, it’s playing with your ontological security. Likewise, you see a flight of stairs and understand implicitly that it exists to facilitate pedestrian traffic to and from a specific place. It’s not a place to have a party with your friends, and you wouldn’t think to go to a stairwell to socialise.
To be ontologically insecure, on the other hand, is to exist in a place that is built for purposes that are not available to you. This is most commonly used in disability scholarship to refer to inaccessible entrances or stairwells - these things exist for able-bodied people only, and the structure of the built environment is now acting as a mechanism to divide people into groups who can use the space and groups who cannot. This is part of the way that ableism essentialises disability, which is then reproduced in the built environment - urban structures are taken as neutral, and if you can’t navigate them effectively, something is wrong with you individually (which of course is not true).
But this idea can be deployed for a variety of contexts - suburbs once built for the wealthy car-driving middle class typically do not have sidewalks in them. And now in many places in North America, suburbs are being inhabited by much poorer families (who are much less likely to own a vehicle), who are being driven out of the city core because now that same wealthy middle class has decided a condo is more fashionable than a detached house. This leaves people to live in places that aren’t built “for them,” to walk in the middle of roads or on lawns because there’s no space for them to walk, forcing them into hostile situations to either be hit by cars or yelled at by neighbours for walking on their grass. These spaces produce ontological insecurity, a sense that you are inhabiting a place that is not meant for you, and because of this you are frequently made less safe as a result.
This is where the critique that cities are structurally ableist, or racist, or misogynistic comes from. Urban environments are usually built by the ruling class, whose interests and aesthetic sensibilities get reproduced in the roads they build and houses they erect, and if you don’t happen to fit the profile of the ruling class (ie most people), some parts of a city are always going to be less safe for you. This is why in extremely spread-out, low density cities (LA for example), public transit is difficult to implement on a structural level (on top of all the political pushback), because these spaces are structured in such a way to be hostile to certain modes of travel or behaviour (eg any mode of transit that isn’t a car). They are built for a specific ideal archetype of person, and if you don’t fit into that, you’re much less safe and much less secure.
So if you want to use this in fantasy settings or horror or whatever, you need to approach the built environment as a historical process the same way that a government or law is. Office spaces are not “liminal,” but they can be sites of horror because their physical structure compels certain modes of social behaviour, and trying to work against that grain can make you feel “out of place” - i.e., ontologically insecure.
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rathayibacter · 1 month
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been thinking about the parallels between ttrpgs and poetry lately, synthesizing some stuff i've been sitting on with both. i don't remember where i heard this from, but i really like the idea of defining poetry as writing that can't be edited down any more; if you made even one cut, one word replacement, you'd lose something. even the repetitions and redundancies are there to communicate something, because if they weren't they'd be removed. 
its not true, of course, but i don't think it has to be. as a lens to examine poetry i think it's fun, and as a goal when writing poetry it's helped me on more than one occasion. any claim to Fundamental Truth beyond that line doesn't matter much in my opinion. what i like about this isn't that it makes for poetry where you have to read a certain meaning out of every single line to "get it", its actually kinda the opposite! by assuming there's meaning baked into every detail, you can get meaning out of any detail you decide to focus on, and can narrow your focus as much or as little as you like. my favorite poetry is messy, colorful, and dense; you're not gonna get a single clean reading out of it because doing that requires ignoring all the fun little twists and turns, all the intersecting ideas that led it to this point.
and so that brings us to ttrpgs! role-playing games are a fascinating thing because they can really only get us halfway; even the most strict and detailed game has an innate fuzziness that comes from the peculiarities of how we play tabletop games. your mechanics are only airtight if everyone knows, understands, and remembers them, and those are three tall orders for any game, no matter how simple or intuitive it may present as. and that's not even a bad thing! interpretation isn't just "what percentage of the rules are the players getting wrong", its an adaptation of the rules as written to the game as played. even forgotten rules are part of this, cuz anything that's able to be forgotten (and again, that's potentially anything) probably was forgotten cuz it wasn't terribly relevant to the table forgetting it. 
so, as we write games and cast them into the world, fully aware that the thing that'll arrive at people's tables will never match what we had in our heads, what should we do? obviously some of this is just practical; don't bog players down with unnecessary busywork or minute exceptions to memorize, don't build a house of cards that stops working if any one part is missing or changed, you can use stuff like cheat sheets, examples of play, indexes, and asides to make it easier to learn, reference, and remember how to play.
but i promised you poetry, and poetry we shall have! so here's my big guiding principle for writing ttrpgs: only include it if it sings. every part of the game should be special, so that no matter what part or parts of the game a particular table winds up using, the game still shines through. by tangling the spirit of the game up in every line, every rule, every tiny little piece, everyone who engages with it can get tangled up in it too, and can fill in the spaces between in whatever way resonates most with them.
in more practical terms, this is "don't write anything that's less interesting than what the players will make up at the table", ie assume players will fill any missing spaces to the table's preferences, so only close those gaps if you've got something fun to say. don't fill space out of obligation, don't bog yourself down in the stuff that doesn't matter. this doesn't mean never add a polearms list because there's a million polearms lists out there already, but it does mean don't add a polearms list unless you're burning with passion to add it, and excited for people to share in that passion. if you don't, don't worry about it. they can figure it out. the table can always replace your good ideas with ones they like more, and they can always fill in the gaps when they come up, but it's not always easy to recover from a wall of bland filler or an ocean of lifeless cliches.
i wont tell you that if you follow this One Weird Trick then your game will be good. i don't know what a good game is. or rather, i know exactly what i think a good game is, and have no idea what you think it is, and have less than no faith that anyone could ever determine what a Truly Good Game is. but just like the quippy little definition of poetry at the top, universal truth isn't really what i'm after when i employ this. i'm trying to make something that satisfies the little itch in my brain, that sings to me as i make it and keeps singing even after i let it go. moreover, i'm trying to make something that doesn't waste my time as a writer, and doesn't waste yours as a reader or player or fellow designer. 
will this make sure players remember all the rules when they're playing? no, absolutely not. i wouldn't want them to, even if i could force it! but maybe, hopefully, what this does do is lodge one of those little razor-sharp slivers of text in their brains, and it'll sing to them just like it sang to me. not the same song, not the same tune, but just as beautifully.
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pheavampire · 1 year
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Astarion, Cazador and D&D vampire lore
Let’s talk about D&D vampires and some lore inconsistencies in Baldur’s Gate 3.
BG3 is not a game about vampires. It was obvious we won’t get a playable character who will be 100% vampire spawn from the handbooks - the mechanical balance would be disturbed in comparison with other characters. But we can list some weird stuff and missing aspects. For fun, for fanfiction, for nerdiness.
I still wonder why Cazador even asked Astarion if he wants to be turned. Sure, he could do that, so he could say later „ha ha you asked for it!” but still - weird. Anyway, a vampire lord doesn’t need to ask - he just bites his victim, kills it by drinking its blood and boom, a vampire spawn is made. Almost made…
… because at first the victim needs to be buried and layed in the ground before it rises. That’s the next question - how the hell did Cazador make 7000 spawns? Theoretically he needed to bury them all, dig them back/wait until they dig themselves out or something and transport them to his dungeon without being noticed. His servants could do that for him, but it still is a pretty big thing to cover. Besides…
… accordng to D&D 3.5 edition: "At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice" which means it was impossible for Cazador to create 7000 spawns. Sure, Baldur's Gate 3 uses 5 ed rules, but I'm sure they didn't change this one that much. (BUT! We can interpret this rule as: a vampire lord can create as many spawns as he wants, but the number of enslaved ones is limited. That's all right in this case).
That being said, Astarion is surprised when he discovers that all Cazador’s victims are spawns now. One of his dialogue options is „I thought Cazador was feeding on you”. Well yes, he had to feed on them to make them spawns Astarion, I thought you noticed that yourself 200 years ago. But let's say I understand your confusion, 7000 spawns mean Cazador's hit dice is 3500. Lol.
As a vampire spawn, Astarion should be able to regenerate even without biting someone. To be precise, he should get 10 health points at the start of every turn until he gets killed. But ok, this one doesn’t work in the sun, so let’s say it’s justified… unless the party is in the underdark, shadowlands or other dark place. But yeah, that would be too OP.
Astarion should be afraid of holy symbols, mirrors and garlic. That would be quite irritating, as he wouldn’t be able to even get near Selune's stuff or Lathander’s temple (Lathander HATES the undead, just ask poor Jander Sunstar). But let’s say the tadpole gave him immunity.
Spider climb. Imagine Astarion climbing walls or even ceilings like a damn Spiderman - this is what a regular vampire spawn can do. If the tadpole took away this ability, that’s not very nice of it.
Claws. Astarion should be able to transform his fingers into claws at will. That’s right, it works like another melee weapon.
Coffins, graves et cetera - bunk beds in Cazador's palace are a very anti-canon idea. Because D&D vampires have really traditional weaknesses, they always have to „sleep” in the ground they were buried in to recover - just like Cazador. Jander I mentioned earlier invented an un-lifehack, as he was traveling through Faerun by keeping some of the dirt from his grave in his pocket. He was scattering it in the place he wanted to rest for some time.
A vampire spawn can be controlled or banished by clerics like any other undead. That's right, when Shadowheart casts this one, Astarion should roll the dice, or else he will have to run away from her like those zombies you banished during your playthrough.
Last but not least, vampires get damage if they are in the flowing water, for example river, but you already know this one from the early access Astarion. Shame they removed it, in was a bit irritating but I loved it. It reminded me Astarion is a vampire not only in the dialogues.
That's all I can think of now. My knowledge is a mix of 3.5 and 5 ed, do with it what you want. I wouldn't mind more lore accuarte Astarion fanfics though.
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Shocked Astarion reading D&D Monster Manual. Or Libris Mortis.
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iftrashcouldsparkle · 1 month
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Hey does anyone wanna hear my thoughts about how Madarame and Fujieda's routes are essentially the same thing but in a different font????? Huge spoilers for the true route of Slow Damage.
Once I started playing Fujieda's route it struck me how it pretty much followed the same story beats as Madarame's:
Towa is confronted with a relic from his past > Something about it nags at him so he starts poking around > He remembers something from his past > He comes to terms with some aspect of his identity > Confrontation with the Takasato asshole that's been causing issues
But aside from that, both Madarame and Fujieda reflect different aspects of Towa's character. Both of their routes revolve around the idea of meeting someone so similar to you that they might as well be a mirror and the understanding that's born from that. The main difference is what they reflect and the traits they bring out in each other.
Madarame essentially reflects all of the things that Maya made Towa into. When they're together, they reflect and amplify the rougher edges of each of their personalities. Towa's apathy, his recklessness, his impulsivity, and his masochism are the things Madarame considers to be Towa's "true self". They're the parts of Towa that he sees reflected in himself; the parts of them that operate on instinct rather than the norms of society. Madarame loves Towa in his own way, and accepts the "roughest" version of himself, but these aspects of his character are things that Towa became because of Maya's abuse. It ultimately works for them and they find their version of happiness, but the more instinctual Towa that Madarame sought out is a version of Towa who is ruled by his coping mechanisms and survival instincts. To find this happiness (a happiness found in pain and danger), Towa must first be broken and regress back into his trauma. Madarame and Towa reflect each other in a way that enables the worst of their behavior.
Fujieda, on the other hand, reflects everything that Towa is DESPITE Maya's influence. (There is still that aspect of mirroring each other through their trauma and their shared scars is one of the big reasons they begin to connect, but it's more than that.) They reflect each other in their resilience in the way they choose to keep living and their refusal to let their trauma further define them. Both Towa and Fujieda suffer from survivor's guilt and consider suicide, and yet both of them make the difficult choice to keep living to some degree because of the other's influence. They reflect each other in the memory of the girl who gives them both the strength to carry on; someone they loved and lost. They reflect the ugliest and truest parts of themselves, showcased in their negative first interactions early in the game and the literal/metaphorical scars they share. Yet, despite how scared they both are at being confronted with someone so similar, they see the beauty and humanity in each other where they struggle to see it in themselves. Because Fujieda's character mirrors Towa's so closely, he's able to relate deeply to Towa and understand how much of his behavior is an attempt to regain his autonomy and recognizes that he could have very easily ended up the same way. Fujieda loves Towa for who he's managed to become despite Maya's abuse, and it's this mutual understanding that allows them to support each other so thoroughly. Fujieda and Towa reflect each other in a way that ultimately supports a journey to healing and recovery.
Anyway, if you actually read all of that I would love to hear your thoughts because it's been rattling around in my brain for too long!
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top 5 ttrpgs for beginners
Sorry that this one took me a bit longer to answer than all the other Top 5 asks :p i wanted to explain a bit of my reasoning behind it and this gave me q chance to ramble a bit about something that bothers me lol
So, first of all I want to talk about what TO ME makes something a good beginner RPG.
Ramble:
I've talked a bit in the past about how I have sort of a bone to pick with the way so many people, when asked for recs for beginner TTRPGs, immediately decide to recommend extremely rules-light/minimalist/one-page RPGs (Hacks of Lasers&Feelings in particular seem to be somewhat popular on this front), when IMO these types of RPGs are at their best when played by an experienced group (or at the very least with least one very experienced player/GM who can provide some guidance to the others). I think a lot of ppl seem to have the impression that simpler mechanics inherently make a game more beginner-friendly, and that thus the most beginner-friendly games are inherently gonna be the ones with the simplest mechanics. And while this is true to an extent (a 700-page RPG with tons of complicated mechanics to remember is obviously gonna be inaccessible to beginners), when you consider that mechanics exist to DELEGATE decisions about the fiction away from the players and the GM so that they don't have to manually arbitrate them every time, there is point where less mechanics are gonna make harder for new players because it means there's more thing they're gonna have to find a way to arbitrate on and decide by themselves, and that's a skill that takes time to develop. An experienced group can probably get a ton of mileage out of a system that essentially ammounts to "the GM describes the world. The players describe what their characters do, and the GM describes how the world reacrs. When the outcome of a player action is uncertain, then [simple resolution mechanic]" but a beginner group is gonna be a little lost. Especially if the game, like many of these types of games, includes practically nothing in terms of GM tools. So I think recommending beginner RPGs solely on the base of how simple they are is well-intentioned but misguided.
(Ramble over)
So, some of what, to me, makes something a good beginner RPG is
Rules provide enough support that the group won't have to constantly be figuring out how to adjudicate stuff on the fly, but they're simple and flexible enough that they're easy to remember and learning them doesn't feel like a daunting task like it does with a certain game (*cough cough* D&D)
Relatively short and uni timidating. Maybe between like 20 and 100 pages. Players should be able to read through the rules and mechanics in one sitting.
Plenty of examples of play, often a good example of play is what makes a game's rules really *click* for a new player.
Relatively quick and painless to start running for the first time. Character creation should be quick and snappy, and if possible a short pre-written adventure (hopefully with some room to be expanded into something larger) should be included within the same book and ready to run out of the box. Even if your group doesn't like using prewritten adventures, having a *good* prewritten adventure can be a huge help in understanding how to write/design them.
Solid set of GM tools and resources (if it's a game with a GM, of course)
Optionally, plenty of compatible material to either use or take inspo from.
So, I think my recs would for beginner games would be...
Mausritter
If any of you have EVER heard me talk about RPGs you knew Mausritter was gonna be here TBH. I've repeatedly talked about it being one of my favorite RPGs and also that I consider it pretty much an ideal introduction to the hobby. I think the woodland critter theme is extremely charming and attractive for people of any age, while the slightly darker elements that rear their head from time to time keep it from feeling too childish.
The mechanics are simple and flexible but still provide enough structure that even a new GM will rarely if ever be at a loss about how to resolve a particular action. They're familiar to anyone who's played a dungeon game while still being extremely streamlined. 3 stats with the main action resolution being roll-under tests, no classes, characters are defined mostly by their inventory, all attacks auto hit and initiative is extremely streamlined, which keeps combat quick and dynamic, etc. And the mechanics are pretty short and esy to digest too, the players' section of the rulebook only takes 18 pages, including stuff like inventory tables and examples of play, and the website features a handy one.page rules summary (which also comes with the box set)
It's super easy to get running: character creation takes a couple minutes at most, and it features both a simple adventure and hexcrawl that can be used right out of the box with plenty of interesting directions to expand for further adventures.
Now, Mausritter takes most of its mechanics from Into The Odd, so a lot of its virtues come to it, but I think the few changes it made DO make mausritter most beginner-friendly, such as its inventory system which makes inventory management into a genuine challenge without having it devolve into a slog of tedious book-keeping, and the incorporation of a streamlined version of GloG's magic system, which manages to still be simple and easy without being as loose and freeform as the magic system from a lot of OSR games of similar complexity (which can be initially daunting to new players)
But what REALLY makes mausritter shine IMO is the extremely solid set of GM tools. In just a few pages mausritter manages to provide simple rules, procedures, generators and advice for running faction play, making an engaging hexcrawl, making adventure sites, and generating stuff like treasure hoards, NPCs, an adventure seeds and overal just a ton of useful stuff that takes a huge load off of the shoulders of any beginner GM.
Cairn
Lets say you're into Mausritter mechanically but your players aren't into the whole woodland creature theme and want to play something more traditional. Cairn is also built on Into The Odd's system, and takes inspiration from some of the same sources, so it's very similar mechanically. It does feature some significant differences regarding magic, character advancement, and how injury and healing work, but overall it's still mostly the same system under the hood, so a lot of what I said makes Mausritter a great introduction to the hobby mechanically still applies here (quick and flavorful character creation, dynamic and streamlined but dangerous combat, etc). It's also a classless system that features msotly inventory-defined characters, but aside from the option to randomly roll your gear, the game also offers the option of picking a gear package in case you wanna emulate a particular fantasy archetype.
Now, Cairn is a much more barebones document, and doesn't even feature examples of play or an explicit GM section with resources for running the game, which breaks with the things I said I look for in a beginner RPG. However, in this case I'm willing to forgive this because, first, Cairn's website features a plethora of first party and third party stuff that isn't featured in the book itself, including examples of play, GM procedures and tools, modular rules, and a wealh of conversions of creature stat blocks and adventures from D&D and other fantasy adventure ttrpgs.
And Second, something different that specifically distinguishes Cairn as a good example of a beginner RPG is how it explicitly outlines its philosophical and design principles, and the principles of play for both the GM and the players before it even shows you any rules, which is something that I think more games and ESPECIALLY begginer games should do. IMO the whole book is worth it just for that little section.
Troika!
Troika is a game built on the Fighting Fantasy system (which originally was less of a TTRPG system and more of an engine for a series of choose-your-own-adventure books) with a really interesting pseudo-victorian space opera weird gonzo setting which is a load of fun. It has very simple 2d6 mechanics, with characters having three stats (Stamina, Skill, and Luck), and being mostly defined by their inventory and the special skills from their background. Character creation is quick and snappy. The game gives you 36 weird and extremely creative character backgrounds, but creating a custom background is as easy as coming up with a concept and the names of a couple special skills that support that concept. It also has a very unique initiative system which might be a little divisive but which I DO find fun an interesting.
While it lacks many of the GM tools I praised Mausritter for, it makes up a little bit for it with an initial adventure that does a wonderful job at naturally introducing the weirdness of the setting, and which at the end presents a ton of opportunities to segway into a variety of urban adventures.
Now, a lot of beginners come into RPGs specifically looking for a D&D-type fantasy game (which is a problem because D&D is a pretty bad option for a beginner RPG) so for those types of players I would recommend
The Black Hack
The Black Hack is probably my favorite game for doing D&D-style fantasy roleplaying. It's a game that at its core uses the original 1974 white box edition of D&D for inspiration, but modernizes, reimagines, and streamlines every aspect of it to be one of the most simple yet elegant D&D-like experiences out there. For example, TBH uses the six stat array that all D&D players know and love, and with the same 3-18 point range, but does away with the attribute score / attribute modifier dichotomy, instead building its entire system around the attribute scores, with all rolls in the game being roll-under tests for a relevant attribute (including initiative, attack/defense rolls, and saving throws). It also innovated some extremely elegant mechanics that went on to be very influential for other games, such as its Usage Die mechanic as a way to streamline keeping track of consumable resources. Basically, it's like if D&D actually played the way it looks in cartoons and stuff: character creation doesn't take 3 hours, every combat encounter doesn't take five hours, and you can place some emphasis on resource management without the game making you want to tear your hair out with boring bookkeeping.
And one of the coolest things about it is the way it handles compatibility. Despite taking loose at best mechanical inspiration from D&D and playing very differently from it, TBH is intentionally designed to be compatible with a wealth of old-school D&D material. While it very clearly stands as its own distinct game, it's designed in such a way that you can prety much grab any creature stat block or adventure module written for any pre-3e version of D&D and use it in The Black Hack with little to no effort in conversion required.
The first edition of the game is a pretty barebones 20-page booklet that just describes the basic game mechanics, since it was assumed you'd probably be using D&D creature stat blocks and adventures with it anyway, but the second edition was significantly expanded with a bestiary, expanded GM procedures and advice, and tool for creating anything you could want: Hexcrawls, towns, dungeons, quests, treasure hoards, NPCs, dungeon rooms, traps, secrets doors, etc. plus a short premade adventure and even a few premade unkeyed dungeon maps that you can take and key yourself if you're in a pinch for a map, which as you all know, I think GM tools are an important part of a beginner game.
The game only includes the 4 basic classes from old-school D&D (fighter, thief, cleric, magic user) but the community has made several supplements adding back more modern classes.
Now, if you're that type of player that wants a D&D-like experience and you want an alternative that's still beginner-friendly but doesn't deviate as much from D&D's design, I would suggest:
either Basic Fantasy, or Old-School Essentials (or any good retroclone of Basic D&D tbh)
BF and OSE differ a bit from each other but at their core they're both attempts to repackage a relatively faithful but slightly modernized version of the 1981 Basic/Expert D&D set, retaining mostly the same mechanics while ditching a few of the aspects that might seem counterintuitive to a modern audience (such as descending AC, which I personally don't mind but I udnerstand why a lot of people find it confusing). I'm recommending these bc I think if you're gonna play any actual D&D product, the B/X set represents D&D at its most beginner-friendly (character creation is at its quickest and simplest, combat flows faster and remain itneresting due to doing side initiative rather than individual initative, the mechanics forsurprise, stealth, and dungeon exploration actions such as looking for traps are streamlined to simple D6 rolls) while still being recognizably D&D and these retroclones put in a bit of an extra effort to make them even more accessible to modern audiences.
Now, just like The Black Hack, these retroclones are limited in their race/class choice to the classic old-school D&D human/halfling/elf/dwarf and fighter/cleric/thief/magic user, but in the case of Basic Fantasy, the community has made several race and class supplements, some of which are showcased on the official website, and in the case of OSE, the OSE: Advanced addon reintroduces many of the modern classes and races that were originally introduced in the Advanced D&D line.
Have in mind that this list is pretty limited by my own tastes and experiences. I'm very aware that the very specific type of game I tend to play and like and experiences inroducing some of my friends to the hobby completely color the scope of what I can recommend as a good beginner RPG, and that that scope is significantly limited. I also like more narrative storygame type stuff, and I don't doubt that some of them would also make a fantastic introduction to the hobby (some PbTA stuff like Ironsworn, Dungeon World and Monster of the Week comes to mind) but my experience with them is not significant enough for me to feel confident in telling which of them are good beginner RPGs.
Also note that there are several games that I consider to be more MECHANICALLY beginner-friendly than the ones I listed here, but that I avoided mentioning specifically because they offer extremely little to no support in terms of GM tools, which I think is an important and often overlooked aspect of beginner-friendliness for any game that includes a GM! But they still might be worth checking out. These include games like DURF, FLEE, OZR, A Dungeon Game, Bastards, Dungeon Reavers, Knave 1e, and Tunnel Goons.
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theresattrpgforthat · 2 months
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Almighty TATTRPGFT, I ask you what is a good fantasy ttrpg thats like a smidgen simpler than/tighter than dnd thats flexible and has individual character progression thats cool? (I am so damn tired of dnd and after I finish my lancer campaign I'm gonna try to run a fantasy thing thats about world hopping since my brain cant stick with just one world... I wanted to run OSR stuff but most of my players want to keep their characters longer than a couple sessions)
THEME: World-hopping Fantasy Games
Hello there, so I’ve got some world-hopping games for you that I consider all much simpler than D&D, although the way they cater to your players’ wants may vary. Now I’m personally biased towards Forged-in-the-Dark games if your characters want to hold onto their characters and explore all of their mechanical and narrative details, but I’m also hoping that folks will see this ask and suggest more fantasy games that give you cool character abilities - maybe you can even mesh some regular fantasy games with something else on this list!
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Portal Rats, by Tore Nielsen.
Portal Rats is a stand-alone fantasy tabletop rpg, based on the Black Hack rules. 
There is an unlimited wealth of worlds out there. Some are embodiments of ideals, some the product of a god's fevered will, and some who seem to have congealed from pure potential. In Portal Rats you can visit all of them. 
The core mechanic of Portal Rats is a roll-below test, using a d20 against an attribute on your character sheet. You have six attributes that should remind your players of D&D, although the backgrounds of your characters are less about your race and more about what you did in the past. The rules of the game look to be pretty concise, with much of the 58-page book being different character options and character classes. You level up when you finish a mission or quest, which results in more hit points, and higher attributes.
This game is probably close to what you as a GM are looking for: it’s an OSR mindset, with very little that allows the players to hold onto their characters if a roll goes badly. That being said, if your players are attached to their characters, they might be able to bring out emotional and narrative elements regardless of the system. Therefore, even if you pick up something that is more similar to OSR, they’ll find ways to role-play.
Vergence, by Small Cool Games.
Within the multiverse are a few places of great power called Vergences. They are ruled by families bred for the ability to open portals between worlds.
You play a member of one of these empowered bloodlines. Your birthright gives you the capacity to travel across infinite dimensions and manipulate reality.
But you’ll need to deal with conflicts involving your own powerful and manipulative family, secret conspiracies, mystical enemies, moldering gods, terrifying monsters, ancient artifacts, and existential threats with the potential to affect all the worlds of the Umbra. And possibly your annoying little sister…
Vergence is a Forged-in-the-Dark game that really amps up your character’s powers and broadens the stakes to a cosmic scale. Vergence is a much looser interpretation of Blades, taking away much of the bookkeeping found in the vice and heat mechanics that punish typical Blades’ characters. You also level up as a group, rather than individually, which I understand might not be what your playgroup is looking for, but your characters are still uniquely powered individuals with special abilities.
1400 Planes, by Unknown Dungeon.
1400 Planes is lo-fi hi-fantasy. 
The multiverse roils with boundless existence. For many, the infinite planes of creation drift past at an immeasurable distance, their alien secrets perpetually out of reach. However those who break their mortal shackles and cross that liminal space, wander such exotic spheres on an eternal pilgrimage.
1400 Planes is a stand-alone table-top RPG. The rules are short and easy to learn and the whole game can fit on a single sheet of paper.  It can be played using just the rules provided, or combined with other entries in the 1400 series to expand the world and provide more character and game options.
24XX games feel very slim and small, but I think they can provide the base for something bigger that caters to your group. They can also be combined with other games that use the same rule-set very easily, which you could use to provide interesting level-ups for characters. 24XX games are also usually pretty cheap, so you’re not going to break the bank picking up a few to play around with.
Planedawn Orphans, by Sharkbomb Studios.
Set in the Planar City, a strange melting pot that connects the vast diversity of the multiverse. You all play Planar Orphans stranded in this city, your original home worlds destroyed, corrupted or lost. 
A mysterious Patron has brought you together, provided you with a base of operations and tasked you to complete a Planar Key. This key will let you create a new plane for you and your fellow refugees. Your quest will bring you to exotic places filled with strange creatures and bizarre phenomena.
This isn’t a game in itself - it’s a campaign framework - but it gives you the opportunity to cobble together a bunch of different games while still giving your players a structure upon which they can scaffold their character’s growth and personalities. I’m currently running this across a huge number of different games with a co-GM and my home group: so far we’ve played Household, The Wildsea, Sundered Isles, and The Great Soul Train Robbery!
Sig, City of Blades, by Genesis of Legend Publishing.
Sig is the nexus of the multiverse, where eternal planes and infinite primes meet. It’s a rough home for cutters and bashers, hungry for coin and glory. It’s a city of gods, demons, and stranger things which lurk. It’s a place where opposites meet, trading knives and kisses in equal measure.
The Silent Regent once ruled over the city with a bladed fist. Now her throne sits empty and the criminal factions battle for control. They dispatch crews of Freebooters, clever and bold, to further their schemes. This is where you come in.
In Sig: City of Blades, you will play the Freebooters in service to once of the mighty city factions. Your faction depends on you to perform vital missions to seize territory and coin from their rivals. This is a game about clever spies, renegade sorcerers and reckless smugglers. You are the best of the best and the worst of the worst.
If you are familiar with Planescape, I’ve heard that Sig: City of Blades gives off the same vibes, at least when it comes to setting. Rules-wise, it’s Forged in the Dark. It looks like in this game, the multiverse comes to you; as scoundrels in a city at the centre of these dimensions, there are plenty of ways for you to get rich in some kind of way that counts. If your group is up to play scoundrels and thieves, you might be interested in Sig: City of Blades.
Tiny Dungeon: Second Edition, by Gallant Knight Games.
Tiny Dungeon: Second Edition is powered by the TinyD6 engine, with streamlined mechanics that utilize only one to three single six-sided dice on every action, characters that can be written on a 3x5 notecard, and easy to understand and teach rules, Tiny Dungeon 2e is great for all groups, ages, and experience levels!
Tiny Dungeon feels like a very boiled-down version of a classic fantasy game; heritages that give you starting abilities, traits that are reminiscent of character classes, and a turn economy that structures combat to make sure everyone gets the same amount of time to do things. You use d6’s to roll, with 1d6 being the worst pool (rolling with a disadvantage) and 3d6 being the best (rolling with an ability or advantage). The game is meant to be mod-able, with optional rules and various micro-settings meant to get your inspiration flowing. The best part about so many different micro-settings that all use the same rules is that you can absolutely jump from one setting to another!
Fantasy Recommendations from The Past
Fantasy, With Tools
Echoes of D&D
Non-Western Fantasy
Non-Gritty Low Fantasy
Fuck Wizards of the Coast
I’d also ask myself if Slugblaster could be hacked to be about fantasy adventurers jumping into various dimensions, rather than teenagers hoverboarding across space and time. It certainly has plenty of pieces that allow your characters to dig into personal issues - the Trouble mechanic really lets you digest the kinds of things your character might have to neglect in order to go adventuring! You can read more about it in my Dimensional Travel recommendation post.
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