#an rpg game prompt would have never occurred to me
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How would an Elves RPG Prequel game be like?
Here's what I've got:
CHARACTER CLASSES (Based on DnD descriptions)
Quartzine - Barbarian with Fighter subclass Skyra - Fighter with Bard subclass "Fire Sister" - Rogue with Fighter subclass "Water Sister" - Ranger with Monk subclass Emily Sr. - Cleric with Bard subclass
STORY
Of course, the ultimate finale of the campaign would be creating the portal to Earth. But the inciting incident could start small with something like the birth of the guardians or an opposing nation of like, centaurs or something. Then we work up through increasing threats like the Shadow Creatures, maybe world hop to chill with the Fae and see what they're up to. A constant thread could be "yo where the humans at?" which gives the incentive to open a portal just to have a little peak.
GAMEPLAY
The gameplay style would be similar to UNDERTALE and DELTARUNE because those are the only RPG-style games whose mechanics I'm familiar with. You have the player character and their party, you go do quests and level up your party members. Combat is turn-based as the target audience would likely be on the younger end.
Each mission is it's own section, as you complete each quest you can return to //someone's// residence to level up and do cutesy whatevers. I'd say you start with Emily Sr's home and then unlock the other sisters' palaces until Skyra's Castle, where the final mission takes place. This is instigated by the player as an "Are You Sure?" prompt.
OTHER
Player Character - Emily Sr
Multiplayer could be an option maybe? Otherwise you can unlock the other sisters as playable characters for side quests after beating the main game.
DLC could be more miscellaneous missions with the other sisters as player characters.
Visual Style could be like the other LEGO console games, just with minidoll models. Although I wouldn't at all mind a pixel-style or regular human models either.
#lego elves#secrets of elvendale#asks#aged-string#homie you got me thinking of cool things#an rpg game prompt would have never occurred to me
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I would recommend NOT watching this, and just play the game yourself. The game is pretty short afterall and doesn't have much replay value. https://monniebiloney.itch.io/perihelion Hello, this is the second RPG Maker Game I've tried to make. This was made for jukebox5 as part of Murderbot fandom New Year’s gift exchange 2024 Based on their prompts 1- I'd love to see people interacting with ART's drones/medbay/ship components - really I wanna see ART as a ship, as a location, as a space that is alive. ART as a type of haunted house.
2- Give me something Out There. use a unique medium. make something multi-modal. gifsets, a collage, a sculpture, a game, a dress, do something you've never done before. dont you just wanna go Apeshit? i do. I want you to go apeshit.
3- Gimme humans interacting with Murderbot's drones. Gimme humans having to interface with robots in weird ways. Gimme robot shenanigans The Murderbot Diaries are Sci-fi novel written by Martha Wells. I specifically read through Network Effect to get a blueprint on ART's configuration. You play as either Lora or Remir (from The War On Magic by MS Remington) as they explore the ship and talk with their fellow classmates. This contains only 2 Murderbot official characters, Secunit and Tuli. I have censered Secunit's face for it's happiness. ART does not communicate with Lora/Remir and is only there as the location in which the events occur. All other characters are OC's. Rex and Haru belong to Saphire.rose. Emma, Jack and Caleb belong to Eyeohs. Stabby belongs to all who have ever been on the funny sci-fi/robots of Tumblr. All art assets used were either drawn by me or DemonCuddles. I feel like it's pretty obvious who did what since my artstyle is more 'wiggaly' than DemonCuddles. DemonCuddles mostly did tables, plants, bookshelfs, beds, and came up with the idea for the laundry quest. They were very helpful for bouncing ideas with. 13 free RPG Maker MV plugins were used in this project. SRD's skip title, DK_Big_Events, MOG_EventIndicators, MechPen_FollowerSpace, TurnInPlace and TalkToFollower by Mjshi, Iavra Fonts, YEP_MessageCore, MenuCallCommon, RS_EventTouch, PKD_SimpleQuestSystem, Galv_ChoicePictures, and ZE - Key mapper
Welcome To The University of Mihara and New Tideland
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For your fandom ask: H, N, S, and Z?
From the Fandom Meme
H - What is your favorite source text for fandom stuff (e.g., tv shows, movies, books, anime, Western animation, etc.) Most of my fandom source texts are video games. Not sure why, but I don’t get quite as invested in films or TV shows the way I do with video games. And sometimes it happens with books, but only really rarely. I’m not sure why. I mean with books and shows, sometimes I’ve thought about writing things, but I usually don’t end up going through with it. I think because at that point I’m messing with only someone else’s characters and it is hard for me to get invested fully into work that is only the creation of another.
With video games, I get to participate in the world in a manner of speaking. There is an interactivity and engagement inherent to video games that creates a different focus and a buy-in that is not present in other sources, at least for me. I get to create a character and fit them into this world and watch them move through it--and sure they fall along a certain line according to the developers’ plans, but I do get to have a hand in it. It’s the reason I’m a sucker for RPG games.
N - Name three things you wish you saw more or in your main fandom (or a fandom of choice) I’ll be honest, I’m not really sure what I’d say for any of my fandoms. But I do kind of sit at the edge of my fandoms, all of them. I’m not in the middle of anything in any of them, and I’m perfectly content there because I’m moderate participant at best.
1. I’d really like to see the Saints Row fandom revive itself. It used to be quite a lively and welcoming location. It seems that most of those that remain are the gatekeepers.
2. I’d like to see more respect and inclusion for Faith Seed. There is a group of people in that fandom that like to treat her like she is not part of the family. Despite this tendency in some corners of the Far Cry 5 fandom, most of the people I’m surrounded by also hold that Faith is a valid member of the family who should be included in discussions and representations of the Seed siblings.
3. This question would be so very much easier if I was a more active participant in my fandoms. Overall, I wish more of us, in all my fandoms, were still active on tumblr. A lot of people migrated away. Perhaps if I were more active in other places, I would still be able to reach out to them. Though I know many of them are on Discord, it’s just not a medium that works for my mind. Plus, I’ve kind of been cut off from things so long that I still struggle with maintaining connections with people. It’s something I’m particularly bad at.
Z - Just ramble about something fan-related, go go go (prompts optional but encouraged) Okay, so this is more difficult than I anticipated.
I’m both fearing and excited about the Legendary version of Mass Effect releasing in May. I really am looking forward to the graphical update and the game play cleanup. Though I really don’t know that I want to see them adjust the Mako controls, I loved that sketchy thing and the fact that if you tried hard enough you could climb over anything. I loved the Mako in all it’s flaws and fabulousness.
I’m also kind of concerned about the possibility of them altering the story or the characters in some way.
There is a tendency nowadays for fan opinions to be able to alter plans, story, and characters in media. And I really don’t want them to change the franchise in order to meet some loud corner of the fandom. I loved the game as it was, flaws and all. I really fear that they might institute some odd change to suit some rabid corner of the internet that will unravel the fabric of something I’ve loved for so long.
Though in the same vein, I’d love to see some changes here and there. Perhaps the ability to romance Ashley as fShepard, or Kaidan in the ME 1 timeline as mShep. I don’t know. But then again. If I rally for those sorts of changes, then I open myself up to the other potential changes.
S - Show us an example of your personal headcanon (prompts optional but encouraged) Hmm. I really enjoy the templar’s lore in Dragon Age, but I wanted to see where else I might be able to take it. I thought, what if there was some magic in templars that allowed them to wield lyrium effectively. And I started doing some reading with old chivalric knights and ideas about knighthood and chivalry in histroy and literature and I wanted to bring that kind of sense into the templars lore, perhaps even a forgotten or overlooked bit of lore for them. And I started playing around with the idea of Templars containing or controlling their own magical ability that is only enhanced by the lyrium. And this kind of happened.
I put it under a cut because it is incredibly long.
Malcolm found his daughter sitting in the grass at the back fence. She had been crying and he was disturbed by the idea that his wife's concern may have been more warranted than he'd given it credit for. He sat next to her and leaned against the fence. "Tell me," he said trying to keep his voice even.
"I don't even know," she said weakly.
Malcolm slid his arm around her shoulders. "Did… did he?" He could barely say it let alone think it.
She shook her head. "No, Father," Aderyn said surprised that he could think that. "I really don't know how to explain it." She wasn't sure how to talk about this with her father. But he was the only person who might be able to help her. She explained some things, though not others. She left out the details about how Cullen had ended up shirtless. "I saw a glow, it was strange. There was no warmth either, which is why I can't figure out how I burned him. I can always feel the glow of fire," she said as she stared at the grass running the event through her head.
"It was a burn?"
"Well, not really. That's what it looked like. And Cullen said something," she said looking up at her father hopefully. "That there was nothing discernable."
"You should have brought him with you."
"What did I do to him?" she asked, clearly concerned. "And how can I control something when I don't know what it is?"
"Did he return to the Chantry?"
She shook her head and shrugged. "I don't know." He looked at her for a moment. "I was scared. No, appalled. I hid. I …"
"I'm sorry I can't assuage your fears. I'll see him as soon as I can. See if there is anything I can do," Malcolm said, hoping to reassure her some. He stood and offered her his hand.
"Aderyn!" They both turned to see him running up the path. He hopped over the fence and stopped when he saw her father's face. "Malcolm, pardon me."
"No need." Malcolm ushered them both inside and quickly into his small study. If what his daughter said was true he had to be objective, at least until he found out what had happened. He could be an upset father after he knew what had happened. Aderyn started to leave, but Malcolm told her he would need her assistance.
"Show me," Malcolm said as his fingers moved across the spines of books on a shelf. When he turned and saw the mark he dropped the books he'd pulled off the shelf. He glanced at the templar then looked at his daughter for a long moment. He clinched his jaw and gathered the books he dropped. The mage set the books on the table and touched the distinctive mark in the center of the young man's chest. "Did it burn?"
Cullen shook his head. "I didn't feel anything." He looked over at the unnerved woman in the corner. "Aderyn saw a glow. I can't tell anything about it, it's like there's no trace of magic to it."
Within the hour Malcolm was more concerned about what had occurred than that his daughter had been in a position to leave such a mark on the young man. He could find nothing in his research. The three of them had sat there for several hours as Malcolm searched through his books with the help of his daughter. When her father left the room in search of a rare volume he kept in a chest in his bedroom, Aderyn handed Cullen his shirt back and he stood and slipped it on again.
"I'm sorry," he whispered standing behind her. She leaned back against his chest and he set his hand on her hip.
"You have nothing to apologize for," she replied replacing her father's books on the shelves.
"It doesn't matter." "How can you say that?" she asked glancing up at him over her shoulder. She shelved another volume. "You can't hide what I've done."
"Actually, I can. Quite easily I must add. I'm not one for running around shirtless."
Aderyn would beg to differ, she'd seen the sight several times, but she couldn't make light of the situation she was in. She was too scared for him, for herself, but most of all, for her family. She turned around and leaned against the bookcase. "How can you not be concerned?"
He set his hands on the bookcase on either side of her shoulders and gazed down into her eyes. "You are more than concerned enough for both of us." She glared at him a moment. "I'll tell you a secret." He leaned toward her. "I don't think it's the result of magic."
"What then?" Her look changed dramatically.
"I think it's something else. More potent than magic." He leaned toward her, but she ducked under his arm as the door opened.
"Smart boy." Malcolm closed the door behind himself, completely this time. "It's not something that can be performed by a mage." He looked at his daughter who seemed most surprised by the news; she sat down slowly. "As odd as this statement is. It's templar magic." Cullen laughed, but it was cut short by the look on Malcolm's face and a glance at the seal on the cover of the book. "It's a promise. Sealed by a touch."
Cullen looked at him curiously. Malcolm touched the book then looked back to the templar. "If this is correct, Aderyn give me your hand." She reached out to her father and he turned her right hand over to look at it. He nodded and loosed her hand. Aderyn touched her palm then looked up at Cullen, it was completely smooth. She showed the discovery to the templar. He ran his fingertips across her palm.
"I've never heard of anything like this," Cullen said marvelling at the complete lack of any texture on her palm.
"It is rare," Malcolm said. "I didn't think it could be the cause, truthfully I always thought it was little more than another part of templar legend, part of the myth." Both of them looked over at him carefully. He sat down and closed the book. "An old friend claimed he was marked by his wife in such a way, ... on their wedding night," he added carefully. "It's determined by overwhelming trust and connection to another."
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Bravely Default and BD2
Here it is, the partially prompted bravely default rant/retrospective/whatever the fuck!
With the announcement and demo of bravely default 2 out now for a bigger market than the original game ever had, I feel that as a massive fan of the original I should put some amount of effort into explaining what the appeal of the original is, why bravely second missed a lot of the appeal, and why bravely default 2 has been very, very worrying so far.
If you care about any of that, come on in and I'll try to actually avoid spoilers this time and make this a more legitimate recommendation of a game than usual.
THE APPEAL OF BRAVELY DEFAULT The games obviously have a beautiful art style, especially when it comes to the backgrounds. Every city is like a painting, a beautifully composed shot that you see from just one direction to give you one very strong impression. While the overworld and dungeons are fully 3d and do not have as strong of an artistic impact, they are still very competent and have good colors and cohesive elements. The character design, including the job outfits, the monsters, and all the villains are just top notch. Simple, evocative designs that make the most of the 3DS' limited hardware and build upon the teams skill in making handheld games look good. (its the same team that did the ff3 remake and 4 heroes of light, which looks absolutely kino on original DS) The music is also consistently excellent, with great use of motifing, a full and varied orchestra, and many good slow paced tracks for most of the non-combat segments. Shit like "Conflict's Chime" being the main battle theme, "Infiltrating Hostile Territory" being a common dungeon theme, and "That person's name is" as the rival boss themes makes even the seemingly repetitive songs a constant joy to listen to.
The story is pretty decent, it's not the best part of the game, and there are definitely some aspects of the story some people loathe, but the characters (specifically ringabel fuckin love him) are pretty good and the make for an enjoyable experience. The side material like D's journal are really well done and integrate into the main narrative well for how tucked away and ignored it is.
The gameplay and systems are also some of the best of any RPG I've played, and I've played far too many. The job system from ff3 and 5 is brought to an even greater depth with the addition of universal job abilities, allowing any character of any job make use of another jobs features to create an endless depth to strategy. The way various jobs can mingle together, and how no job is completely perfect on its own makes for very compelling team composition and unit design. The extensive amount of jobs helps as well for replay value and for assuring that no easy winning strategy is found by all players.
The BP system makes battles take on a very unique pacing as the player and enemies can choose to save up turns or blow them all at once to make more complicated strategies possible, or to make the most of an enemies vulnerabilities. This powerful option gives the player a meaningful way to capitalize on their knowledge of the game, while also allowing them to make truly detrimental mistakes. That may sound not good if you're a fucking baby, but nobody wants an RPG you cant lose, but losing because you fucked up is much better than losing because the enemies are just stronger than you or anything to that effect.
But the single greatest part of bravely defaults, which creates the games wonderful balance and unique design philosophy, is that the player is expected to hit the level cap long before finishing the game. Reaching level 99 should occur somewhere just after the middle of the game, at the point where the player has access to almost every job and has encountered almost every type of threat. Reaching level 99 brings with it a certain security, the implication that from then on, all enemies will also be level 99, and that any failure to defeat an enemy will be a result of a bad strategy or the players own mistakes. The game is not easy, and is certainly intended for veteran final fantasy players used to the games with job systems and changing up your entire party to combat a single encounter. Leveling up is not a slow grind part of the game, as you have a lot of control over the speed and frequency of battles, and it is not difficult to keep up with the games level curve.
The other layer to this unique design is that the game expects you to "cheat", or use strategies that would be overpowered and frowned upon in most other games. Bravely default easily expects you to know or discover strategies such as: applying a status to all enemies and killing every enemy with that status using another spell, cycling a counter move over and over to have a nearly invincible party member, applying a healing attribute to a self-damaging character to get huge damage at little cost, casting reflect and dangerous spells on your own party to bounce them at the enemy, or duplicating a move that does maximum damage 15 times in a row. The game builds all of its encounters with the knowledge that your team will be the maximum level and that you will be using the most vile tactics you can come up with, and the game will do the same. Bosses and even common enemies will employ equally vile tactics using the exact same moves that you have access to, meaning you can learn from your enemies or quickly grasp the enemies strategy through your own experiences. One of the late game dungeons is entirely optional, but involves several fights against parties of 4 just like your, using the same jobs and skills you have gained during the game as a perfect test of your ability to develop counter-strategies, instead of relying on your own overpowered tactics. This type of design is really not something you find in many games due to the prominence of grinding or the lack testing strategies, and it is the most true appeal of bravely default to me.
BRAVELY SECOND EXISTS I GUESS So bravely second, a direct sequel to bravely default, definitely is a video game. It uses the original game as a base to generate more content, but completely misses the appeal of the original, and the new content added makes the experience even less focused. Overall, it's still a fairly alright RPG, but it fails to follow up on bravely default in a meaningful way or to provide as compelling of a gameplay experience. Here's some of the things it fucked up.
The game reuses almost everything the original game had, including the same music, world map, and most of the original's towns and dungeons, while adding a few of it's own. Going through areas you've been before never feels good, and the new areas lack the quality or brevity of the original game, leading to uninteresting areas that overstay their welcome, despite being the only break from repetitively reused content.
This extends to the classes but in an even worse sense. One important trait of the original jobs is that they were not perfect by themselves. While every job provided some useful abilities to be shared with other classes, or provided a good base with which to make a character, no class was without flaws. The new classes in bravely second are a lot of the opposite, they are closed loops that think of everything they could have to make a good standalone character. The 4 starter classes you get in bravely second are all brand new, and there's almost no reason to use any class besides those 4 as they are just insanely good. The priest and magician specifically augment magic in a way that makes spells infinity scalable into the end game, completely trampling on any other magic classes territory without needing the extra effort of grinding a new class out. Many of the new job concepts are actually really interesting, like going back in time to return to a healthier state, or a class that changes the stats and attributes of all units in a battle, allowing for all new kinds of strategies; but these classes lack any opportunity to be used to their full potential since they don't mesh well with other jobs and are limited by their self-centered design.
Another completely missed aspect of the original is the level curve discussed before. Bravely second only really requires you get somewhere in the ballpark of level 60-70 to comfortably beat the final boss, and getting too leveled up is really hard to avoid if you are plan to try out various jobs.
Second also fails to account for how many incredibly strong strategies the player can come up with, and even introduces some of its own strategies that it has no way to counteract, such as halfsies (the first skill the first class gets) pretty much splitting the game in two by tripling the value of items like phoenix downs, and allowing for fool-proof strategies by making 1 character focus entirely on defense, effectively making the party unkillable. Essentially, if you play second after having played the original (like any sane person would) then you will absolutely destroy the game with no sense of satisfaction.
The story is also a large step down, enough to become an annoyance, as the writing style changes to a strange romantic comedy situation with, for lack of a better term please forgive my sin, anime writing, but like bad anime writing, ya know the kind of shit that makes people write off all anime cus a lot of it is awkward and unpleasant to listen to. The story tries to mess with some big concepts like "what if new game + was a real thing???" and time travel and shit like that but it doesn't mesh with the tone the rest of the game has and that tone doesn't mesh with the world or art style and it's just a mess.
BRAVELY DEFAULT 2 SEEMS KINDA POOPIE SO FAR So unfortunately, the big appeal of bravely default being part of it's end game makes it hard to judge how 2 is gonna go given we only have a demo of the beginning, but given that the original team behind bravely default has slowly been stripped out of the series as it goes on, the outlook is bleek.
Most immediately obvious is that the artstyle has made a horrible transition from handheld to console, somehow even worse than pokemon. The areas are all fully 3d and lack the style or compositional excellence of bravely default, and the outside environment look like asset store products. The small proportioned characters with simple features to be readable on a small screen have been replaced with identically proportioned characters with excessive detail and ugly features, and look horrible up close on a big screen. Only the negatives of the art style have made it over, and everything good has been made unsavory. The character and enemy design overall is much worse as a result, everything is messy, unclear, and clashes with everything else. It's an absolutely shocking downgrade.
The characters themselves are overly hammy and feel like shallow attempts to have a similar party dynamic to the original without having identical character types, and the writing as a whole doesn't seem to have improved from second, which was already quite a step down from the original.
The gameplay also has not done anything different or interesting yet, and seems to be selling itself to people haven't heard of or gotten enough of the BP system. Enemies being on the overworld as opposed to random encounters shows they have dropped the player agency over encounter frequency, which is dumb. The battles lack any of the flow the original had, especially when using the battle speed option, as the camera does not present everything very well and changes position often as a result. Overall, I have not enjoyed the bravely default 2 demo and feel it shows nothing but a continued decline in the series that likely should have just been a single game. With the release date being set for sometime this year, I feel there is no chance any amount of player feedback could save the game or even begin to pull it in the right direction, as it seems to be fundamentally flawed with an inescapable feeling of shovelware.
SO WHAT? Basically, all I wanted to say here is that the original bravely default is a very unique experience I think every RPG fan should give a good chance (and just do all the optional stuff during the "repetitive" part of the game, it's where all the best content is you bozo) and that the sequels are NOT the same experience. I guess it's kind of mean to just say "hey don't buy or like this new thing cus its not like the old thing" but people should know why there's a bravely default 2 in the first place, and should fight for what made the original great. I worry that BD goes down the same sad path that FF did, becoming a completely hollow, middling series that strayed so far from it's home that a whole new series had to be made to give the fans of the old style a place to go.
Thanks for reading, and hope you got something out of it.
#bravely default#bravely series#bravely default 2#juvenile rant#vote now for the next rant! including things such as The Great Ace Attorney and why it's kino#or why i think arms is a really well designed game even tho i'm fucking shit at it#very exciting topics indeed#or ya know whatever other shit you think i have a lot to say about
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PSA & Heads Up...
Cool, so one of my rps is being slandered by someone who was just removed from the group for being unnecessarily rude and disrespectful. I’m sick of ooc RP drama/bullshit. I feel fortunate enough that in the near-6 months that my group, Matched has been open, that this is the only instance of ooc drama that has occurred. Which I am hopeful will speak louder volumes on the vibe and members of my group than what 1 or 2 people who might think otherwise.
Here’s what happened though (receipts below the cut):
2 ex-members were added in my rp 5 days ago. For briefness, I’ll refer to them as A & E here.
The 2 sent their blogs just under the 24 hr window. I sent a link to our ooc Discord immediately after (as I always do; we keep ooc content off the dash).
2 days later, no response about the Discord link but the ex-members had posted on the dash. E had made an ooc post on our dash which isn’t allowed (per the RP rules). When I IM’d her about it, and the Discord link, she deleted the ooc post but made no response about the Discord.
I reached out again to A, to see if she needed another link to the Discord since those links have a short shelf life. No response.
The same evening, E was sent an ask message relating to our group’s task for this month (a game of Truth or Dare). While E initially responded to the ask “Fuck off.” and “so stupid” in the tag, I messaged E to let them know that the ask was for our July task. E changed her response to the message but still gave no response to anything.
Yesterday, I sent an identical message to both A & E--my last attempt at hopefully hearing back about the Discord. If neither were interested in joining the Discord, that would be fine. Say that. But nothing at all was said.
I was prepared to leave the matter alone. Despite finding the situation very odd, particularly when it came to E (I have been RPing for nearly 15 years; I’ve admined/co-admined several groups and I have never had nor heard of anybody just blatantly ignoring messages from a main/an admin), there was no point in me continuing to make efforts to communicate with 0 response.
Coming home from work today, I had a response from A, however, which was what prompted my deciding to remove them. They responded as though they did not care, but proceeded to tag my group in a post saying that the rp is terrible and ‘warning’ people not to join it.
Folks, just a little PSA because again, I’m sick of RPC drama, petty bullshit, and folks who can’t/won’t talk reasonably to each other.
But if you are honestly too busy, to tell an admin of any group you just joined of your own volition, something as simple as, “No, thank you.” or “I actually don’t have Discord” or “Hey I’ve been pretty busy lately. I’ll let you know soon.” Or if you decide not to mention in an application where it asks about your activity, that you’ve got a busy life or might not actually be on as much as you’re claiming that you will be as soon as you’ve joined, it might be a good idea to self-regulate and not join an RP group. In my experience (as an admin and as a member of RPGs) admins are generally pretty understanding. We know that RP’s not anyone’s whole life, but from an admin’s standpoint if you’re applying to a group, it’s implied that you’re good with the content on the RP’s main (rules, app, plot, setting, etc.). Indies are great. 1x1s are great. Groups that don’t use Discord as an additional source/resousrce are great. One of the beauties about roleplaying is that there are several options out there. But please be respectful of whatever option you’re choosing to take part in!
Again, receipts are below the cut. These are primarily related to the ex-member trying to slander my group:
[app’s ooc portion and why I referenced activity in my above PSA]
[accepted Sun. evening 7/12]
[Message 2 about the Discord]
[response earlier this afternoon, Fri. 7/17]
[and after some thought, I made the decision to remove her]
[and after removing them from the RP...]
So yeah. There you have it. I left out my receipts from E (Emilia) because they weren’t really as relevant here to the slander. But I’ve had others who have been rpg admins and members of rpgs who have unanimously agreed with how rude and uncalled for the responses had been from Alexa.
Again, I’m sick of ooc RP drama/bullshit. I feel fortunate enough that in the near-6 months that Matched has been open this is the only instance of ooc drama that has occurred. Which I am hopeful will speak louder volumes on the vibe and members of my group than what 1 or 2 people who might think otherwise.
Thanks to any and everyone who might show my RP and by extension, the current members of this group support. It’s truly appreciated.
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Gav played: Watch_Dogs (1)
The game: Watch_Dogs by Ubisoft
Score: It’s a game!
Oh, hey, a new one of ‘em has been buzzy. Promos for Watch_Dogs Legion put the series on my radar, and I picked up both the previous installments when they were free on Epic earlier in the year. This is just a review for the original game, as I have not yet begun WD2.
Would you say you were disappointed? Kinda, yeah! Legion caught my eye because it’s trying a lot of unusual things with blurring the line between player characters and npcs, and with strategic elements. Also, I just find the idea of a big ole triple-A rpg about hacking fun. The original game is more conventional, which I don’t fault it for.
What do you fault it for? Having an unlikable hero, misogyny and fridging, skewing “disposable” adversaries to young black men, hypocrisy, and bad subtitles.
Oh. And yet I did have a lot of fun, and there are parts I really liked! This is a hard review to write, because my opinion differed so much on distinct elements.
Okay, let’s break it down. Player character: You play as Aiden Pearce, a criminal hacker and driver who has become a vigilante after his niece was killed during an attempted hit on Aiden himself. Through the course of the game, Aiden jumps through various obstacles to protect his sister and her surviving child, as well as identifying and exacting revenge on his niece’s killer. Standard tough guy with a private sorrow stuff, I found the child death difficult but not a mark against the game.
{Screenshot: I received a button prompt asking if I would like to make Aiden vault over his late niece’s gravestone, and I absolutely burst out laughing.}
It’s just--Aiden is an asshole. The best thing I can tell you to illustrate this occurs fairly early in the game. He meets with a hacker ally he has only interacted with online before. He harangues her for disguising her gender through including “boy” in her username and using a voice modulator on the phone, suggests she’s untrustworthy, and at one point threatens to choke her, even placing his hand on her throat and forcing her to step backwards. Oh, and he also checks her out.
I hate him. I hate him!
Not that this is the primary concern, but it also undercuts his credibility. Exactly, because as a hacker I assume he’s used to being Very Online, which means he should be aware that people often obscure their genders. As a vigilante, I expect him to care about things like violence against women and intimate partner violence (and indeed, some of the crimes I prevented in side missions fall into exactly these categories), so the fact that he would respond to a woman protecting her identity with aggression would startle me even if he didn’t threaten to choke her--did you know that threats to choke a person are the highest predictor that an abuse victim’s life is in danger? Because Aiden should, and he shouldn’t be the game’s hero if his reaction to she’s not the gender I thought she was from her username is to threaten her life.
What a piece of shit.
Since I’m on misogyny, I will also remark that no woman in this game is given more than the role of a victim or a villain, at least three characters are fridged, and at one point the camera sexualizes a human trafficking victim.
Oh my god. Like, I know that this is a game by a big company with lots of people involved, and those tend to fall short of my standards on social issues, due to a variety of issues including the fact that more people means there are more opportunities for problems in the culture to show themselves. I would like to say bluntly that I know it’s a video game, and I don’t think video games need to aim for lofty morals. I do think, though, that it matters who in a game is treated as a friend, and who is set dressing, who is a rival and who is put into the game as a target to be killed to advance. You might protest me pointing out that an awful lot of characters I had to kill were young black men by saying that they’re part of the gang that runs the aforementioned sex trafficking, and it’s set in Chicago, it’s in the name of accuracy--but it’s not a quirk of life that black people experience high rates of poverty, and it’s not an accident that the game chose to pit the player against these men in open combat, while their white boss is killed in a quieter, subtler, and less painful way. It’s not an accident that the only shootout Aiden expresses remorse over (because of who witnessed it) is against mostly white men, and it’s not an accident that every black character in the game is an adversary or a victim.
Dare we get into gameplay? Okay, this is why the game actually does rank “it’s a game” and not “do not recommend.” I had lots of fun playing it. I know, good news at last! The hacking parts of the game--and this is a game about hacking--are its best strength, fun and varied. One of my favorite activities is “camera-hopping,” hacking cameras to bring others into view until I achieved a hidden viewpoint or centered QR code graffiti. A lot of hacking is simple, a quick press of a button at the right moment to damage an enemy car with spikes to the tires or steal information from a stranger’s phone. Some are more challenging, asking the player to complete the sort of puzzle with rotating pieces to get continuous paths in a network. Running around to save people and investigate crimes and solve puzzles kept me engaged, even when I found the writing distasteful. Quick sidebar to say that the motivation given for one of my favorite optional activities, ominously called “privacy invasions” is simply “to satisfy your curiosity.” It can sometimes feel decidedly skeevy, especially when I found that I’d hacked into a room where people were having sex, and it did not improve my opinion of the game’s direction that Aiden apparently just thinks it’s fun to spy on strangers? I do too, it’s endlessly interesting to see what the pixel people on my screen have on their phones as I pass them on the pixel street in front of The Bean, but it’s one of many cases where it’s clear that Aiden thinks he’s better than his rivals.
{Screenshot: Aiden uses his phone to hack into Aisha Tyler’s phone and learn about her professions and hobbies. No, really, this is a cameo of that Aisha Tyler!}
Well, he is the hero, I guess. I mean I guess, but when you rack up all the death and theft and snooping and so on...and you remember that he is, for the entirety of the game, holding someone hostage while trying to rescue a different hostage...and his motivation is to avenge violence by organized crime, while doing many of the same things himself...I mean, what has he done to be better? Saved a lot of people, which is not nothing, but I’m asked to root for him because he is a nobler and more moral person, who opposes the surveillance state, and yet I have seen him threaten to choke Clara Lille, and I cannot believe it.
Hearing disorder corner: There are some beeping cues for hacking opportunities during car chases that I could almost never hear, and only learned existed from a tips guide. More significantly, this game would have benefited a great deal from identifying speakers by name in the subtitles. It also does a truly peculiar thing where, when there’s cross-talk or a quickly moving conversation, it positions the more recent line of dialogue higher on the screen than whatever immediately precedes it. Meaning that glancing down for the word I wasn’t sure of looks like: --”Do you begin all your conversations this way?” --”You wouldn’t happen to have six fingers on your right hand, would you?”
How do you feel about the series right now? Watch_Dogs 2 will have to step up the writing if I’m going to consider spending money on Legion. I know some encouraging things--the focus shifts to the hacker collective DedSec, the protagonist is black, and the “avant-garde” technology is more inventive than the first installment’s.
Is fun to play, bad to think about a good way to sum it up? Yeah! Thanks, me! Fun to play, bad to think about.
Try it if you like: grey heroes and antiheroes, puzzles integrated into rpgs, saying “I’ve accessed the mainframe” to yourself, soundtracks filled with absolute bops, the sort of lush urban environment Assassin’s Creed does well, but modern.
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Thoughts on The Surge
If you ask any Dark Souls fan what that game was missing, somewhere on list someone is boud to say “robots”. Action/RPG title The Surge attempts to tackle this exact issue. Released in 2017 The Surge is the second attempt by Deck 13 to make its mark on a relatively new genre.
WHAT IS IT?
In the simplest terms The Surge is a “Soulslike” or an Action/RPG title with an emphasis on timing and the conservation of precious resources against relentless foes, each more devious than the last. Where The Surge blazes a new trail is the added layer of having to target and sever specific limbs off enemies in order to collect their sweet sweet loot. Like all Souls-likes defeating an enemy rewards the player with currency that can exchanged for upgrades to their character or gear with ever increasing cost, known here as “scrap”. Engaging with the limb targeting system will also reward the player with new gear and upgrade materials. The system is simple: decapitating an enemy wearing a helmet will reward the player with said helmet, if the player doesn’t already own it. If that piece is already part of your collection than the player is rewarded in upgrade materials that correspond to that particular body part. If the arms are targeted there is the added bonus of collecting a new weapon or weapon upgrade materials. Each part (head,body, arms, legs and weapons) uses their own unique material so there is no worry of overlap, and any farmer of materials can be focuses with no worries of a random drop not given you what you need. There are also many enemies that may not have armor equipped, these areas can be stuck for bonus damage bring the fight to a quicker close. The system even extends to non-human enemy types, as different parts of the robot enemies can be targeted and broken to slow them down or reduce their offensive vocabulary.
The Surge is also visually distinct from the Souls games that inspired it. This adventure trades the Souls medieval fantasy swords and sorcery setting for a high tech future of robots and exo suits. The story begins with a man named Warren who signs up for a new job with tech giant CREO. Warren begins the game bound to a wheelchair but thanks to the exo suit technology of his new position is able to walk again. The player takes control after the surgery to graft the exosuit to Warren’s body goes very, very wrong. Instead of being put under for the operation the automated process begins with Warren fully conscious and what could only be described as pure torture plays out. Screws and bolts are drilled directly into his body, including his head, until Warren eventually passes out. The game begins in earnest an unknown amount of time later when Warren awakes in junkyard with most of the CREO facility in ruins. From here its up to the player to survive against malfunctioning robots, exosuit wearing psychos, and a militaristic security force trying to keep Warren from unraveling the secret of what CREO was really up to.
THE NEGATIVES
The biggest issue that I had was, funnily enough, with the mechanics of the combat. Not the controls or the UI elements, but with the invisible numbers behind the scenes. Back when I first tried Dark Souls I got a grip on the flow of combat fairly early. After leaving the initial tutorial area I wandered, like many into the nearby graveyard. Unlike the enemies in the tutorial zone that felt in line with my stats, the skeletons in the graveyard were taking whole chunks of my health with a single attack with I did barely any damage at all. I had come into Souls knowing its reputation for difficulty, but this initial outing led me to think that difficulty came from a lopsided power curve opposed to any form of elegant design. I eventually figured out by watching a Let’s Play that I was heading the wrong way, and would go on to become a fan of the series. The surge is this first feeling of lopsided stats, but through the whole game. No enemy save the small drones is more than 2 hits away from taking Warren down. But said drones are never alone, and should a hit land they present a very real threat of stun locking the player until a heavier hitting baddie finishes the job. The amount of times I was one-shot but a scrub level enemy was absurd, and the amount of ambushes that occur mean there will be many a loading screen between being able to learn what you did wrong and being able to execute what you learned. Unlike in Souls when each level up gave the player a slight boost in defense, The Surge’s upgrades are tied to a plug-in system. Health and stamina boost, healing items, and this game’s version of a ranged attack are all mapped to one of a limited number of slots, and limited in effectiveness by the players power level. They system works and brings something new to the table (more on that later) but having any kind of survivability meant loading up on health boosters and heals, leaving little to no room from anything else not related to being able to tank 3 hits at a time. I can see advance players being able to do without the boosters, and a no damage run is definitely possible, but for a newcomer learning the games patterns and traps it was choice between limiting add-on to health or getting very familiar with the games loading screen.
Other smaller issues are present as well. The game takes place entirely in the CREO complex, as such doesn’t have a lot of diversity when it comes to environments. Warren moves from on ruined concrete structure to a darkened factory and back again. Literally back again, close to a full third of the game takes place backtracking through a single manufacturing complex at different points of the story. Each of the locations is also honeycombed with identical maintenance tunnels, that can keep the player running in circles if they are not careful. Adding to the confusion is a lack of general direction with level design. While most times it works fine just working through the path of least resistance, there were two spots in particular where I had to look up what my next move should be, due in combination of a lack of signaling that I should return to a previous zone and the level’s labyrinthian design preventing the game from presenting a clear goal. The visuals area to area are so similar it prompted by wife to ask, after three evenings in a row, if I had made any progress at all as what was on screen now was so similar to what was there all week, despite my location in the game being two zones later.
The sameness of the environment also bleeds into the enemy roster. An overwhelming majority of the foes in Warren’s way are other humans in different armor types with one of a limited type of weapons. Most of the games later half has Warren facing off with the CREO security force, all wearing identical armor and weapons. One new heavy variant is introduced in the second to last area, but that is also a de-powered copy of boss from just minutes before that area. They are also flanked drones, but even those are just palette swaps of enemies seen through the whole game. The truly imaginative designs come in the games last area with two new types of enemy. Both are based on nanomachines: one a shape shifting blob and the other another humanoid, but one that can change his armor locations and weapon type on the fly. Of course the earlier statements of difficulty by numbers holds true, and I never bothered engaging any blobs that weren’t immediately outside a safe room due to the myriad of ways an encounter could go south.
THE POSITIVES
If it seems like I’m down on this game I’m not, it’s just kinda like that friend you only want around occasionally because he gets really aggressive for no reason, makes every one else really uncomfortable and once in a while breaks something, but mostly he’s a good time.
The general feel of combat is the games strongest point. Weapons, even those in the same class, feel distinct thanks to variations of moveset. Animations and sounds create a visceral portrait of the future that had me looking for the next fight. The aforementioned upgrade system allows for a wide range of experiments without worrying about being locked into a build, if the player is competent enough to shed some of the health upgrades. Even in the face of the blandness of the levels, the intricate design of each on a wireframe level was very cool. Following the path forward would eventual cut back into itself, unveiling a shortcut back to the level’s safe room. If a player got the layout down then no destination was more than a minute or so away, despite a level being hours long from start to end.
An undeniable win was the games approach to boss battles. Each fight could be approached is classic video game style, hit the guy till the bar goes away, or in a new way unique to each fight. Fighting a bibedial machine not unlike the big thing from Robocop I was able to trick its own homing missiles to hit the boss instead. A late game example was being able to trick a boss into damaging the environment around us to prevent reinforcements from joining the fight.
THE SUMMARY
The Surge was worth the time I put into it at the end. I can’t say it was worth the money, as I got the game for free through Xbox’s Game Pass program. It presented a new wrinkle in the Souls-genre and unlike the studio’s last outing, Lords of the Fallen, kept me interested enough to see it through to credits. The game presents a challenge for those looking for one, and the number of options presented to the player makes the road to success feel like your own despite the limited number of actual options. Fights are tense, enemies are readable if overpowered, but no challenge ever feels impossible despite seeming unfair.
Overall: Positive
[+] Intense, gritty combat is always engaging
[+] Criss crossing level design makes every shortcut a welcome sight, and keeps whats around the next corner a mystery.
[+] Limb targeting for loot makes farming player driven without the worry of random drops.
[+] Boss battles are unique and memorable
[-] Enemies and environments lack distinguishing features, leaving a feeling of sameness past the game’s second area.
[-] Most of the games challenge comes from over powerful enemies, even basic units can kill in a single hit.
[-] Conveyance of the next objective is not always clear, often going objectives are found by following the path of least resistance as opposed to being presented as a goal.
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April 6th-April 12th, 2020 CTP Archive
The archive for the Comic Tea Party week long chat that occurred from April 6th, 2020 to April 12th, 2020. The chat focused on Adventurers’ Guild by Phillip MacArthur.
Featured Comment:
Chat:
Comic Tea Party
BOOK CLUB START!
Hello and welcome everyone to Comic Tea Party’s Book Club~! This week we’ll be focusing on Adventurers’ Guild by Phillip MacArthur~! (https://adventurersguildcomic.com/)
You are free to read and comment about the comic all week at your own pace until April 12th, so stop on by whenever it suits your schedule! Discussions are freeform, but we do offer discussion prompts in the pins for those who’d like to have them. Additionally, remember that while constructive criticism is allowed, our focus is to have fun and appreciate the comic! Whether you finish the comic or can only read a few pages, everyone is welcome to join and chat with us!
DISCUSSION PROMPTS – PART 1
1. What did you like about the beginning of the comic?
2. What has been your favorite moment in the comic (so far)?
3. Who is your favorite character?
4. Which characters do like seeing interact the most?
5. What is something you like about the art? If you have a favorite illustration, please share it!
6. What is a theme you like that the comic explores?
7. What do you like about the comic’s story or overall related content?
8. Overall, what do you think the comic’s strengths are?
Don’t feel inspired by the prompts? Feel free to discuss anything else that interested you!
RebelVampire
What I liked about the beginning of the comic was just the overall pacing. The comic really takes it's time to introduce the world to you and the first set of characters, and it kind of hits that right beat for me where there's a lot of information where I don't feel overwhelmed since the pacing slows to the right tempo to make it work. My favorite moment in the comic so far is probably the battle against Razoku. Without getting too specific, I love just how epic that fight was in general, and also that a character I didn't expect was down for the count for that fight, leaving everyone else to compensate. That is not something you see in stories everyday, plus I liked getting to see Jack do some work since Jack tagged along for the quest. My favorite character at the moment is probably Li, because I have a thing for enigmatic mysterious dudes who I know so little about. Plus, he's a sorceror and I always 1000% support magic classes. As for characters interacting, probably Klaus and Li. I love the hints that they really have some history here, and I like just kind of how they balance each other out. Like sometimes Li is dumb and Klaus is the smart one and then sometimes Klaus is dumb and Li is smart. And it goes on like this for a bunch of different traits, so I like that theyre both kind of on an even footing and that they have this bond and understanding the other characters don't have with them yet. So it's like this warm thing of comfort.
RebelVampire
What I like about the art is just kind of how well it emulates RPG pixel games. Especially how dialogue and other elements are handled to replicate the UI. It's a nice touch that really just kind of sells that whole game feel aesthetic. I liked that the comic explored the moral choice between helping someone vs. fulfilling your obligation. And the tangentially related "Is it okay to lie if it's a stupid noble who wants a thing for aesthetics and frivolous reasons?" Some pretty common themes, yet still important themes always worthy of discussion. I also liked how the noble knew the lie and still just accepted it anyway, since that was 100% now the outcome I was expecting. So it really takes the exploration of that theme a bit differently. What I like about the story is the same thing I like about the art: it really nails the game feel. Like I really do feel I've been watching just an epically long cutscene to some game, but as someone who does like games and RPGs, that really appeals to me. Honestly, I'd be excited to play this as an actual game so I could use Li and cast all the magic. As for the comic's strengths, game feel which I've already discussed. But in general, like the beginning, pacing. I've seen a few comics like this one, but for most the pacing usually isn't that great since pixel art really only allows for so much action to be depicted. So pacing for these things needs to be epically different than it does for most comics. I think this one really nails it, especially with combat. The comic really shows how the combat will be epic, but it doesn't try to pad it out either and just kind of embraces the limitations that come with this specific style.
warriorneedsfood
I am having a hard time engaging in the comic. The layout wasn’t very intuitive for me and it’s very small on my tablet. When I play old school rpgs I look past the interface to get to the story, but this comic embraces the format. It makes me wish the author made a game instead of the comic. However, I didn’t get very far on the first pass. I will be hunkering down with the comic later on this week to read it to get the whole impression of the story.
RebelVampire
Once I adjusted to the layout, I actually found it way easier for mobile personally.
Since I didn't really have to zoom or squint, and the panels were very responsive to touch controls
But it is definitely far from the standard so I can see it as a point of alienation
Eightfish (Puppeteer)
Gotta say, never played this kind of game so this comic isn't really for me, but I did think the format was really unique and cool
I don't have any problems reading it on my phone
Feather J. Fern
I think this premise for the layout is really interesting. I actually think it would have done really well as actually an Instagram comic due to it's scroll, square shape.
I do also have to agree if this was an actual game done on RPG Maker or something, it would fit it a lot more. But I do love the feel it is giving me.
I do have to note that the font is making it hard for me to read, since that font isn't really good for me. My own personal problem though.
I can see why they went with that choice for the old RPG feeling
Comic Tea Party
DISCUSSION PROMPTS – PART 2
9. Why do you think Myra came to Knolton, and why is she hesitant to talk to even fellow Nemians about her backstory? Additionally, why is Jack equally mysterious about his origins? How do you think the truth will change the characters’ relationships with each other?
10. Do you think Klaus will allow Kidd to join the party? If so, how will that change the current group dynamic? Additionally, how will Cedric’s secrecy effect how much trust the other’s put in him?
11. How do you think Klaus and Li met, and for what reason do you think Li joined Klaus’ clan? Additionally, what do you think Li’s backstory might be in general? Do you believe there are secrets that might change how the group sees him, or is it something more mundane?
12. Do you think the group will see Edmund or anyone else they’ve faced against again? If so, what do you think will happen? In general, how will the group’s growing fame affect them and the quests they take on?
Don’t feel inspired by the prompts? Feel free to discuss anything else that interested you!
RebelVampire
I feel like Myra probably got exiled or something. If only cause Myra does not seem like she'd have come to Knolton by choice, and you don't conceal your backstory unless you've got embarrassing shit to hide. I assume Jack might be in the same sort of situation. I actually think if Myra and Jack talked about it, though, it'd bring them closer together, as well as the whole group. The truth sets you free and all that. As for Kidd, yes, I think Klaus will let Kidd join. Klaus seems nice like that. As for group dynamic, I think it will simultaneously make Cedric a better and worse member of the group. I kind of feel if push came to shove, Cedric would ditch the others to save Kidd, making him unreliable. But at the same time, if Kidd goes with, Cedric would probably have increased loyalty. As for Cedric's secrecy, I think it'll be a long time before anyone fully trusts him again. I get the impression that Klaus must of met Li when Li was down on his luck, and since Klaus was such a bro and a friend, of course he joined. As for Li's backstory, I actually don't have any theories, although I kind of feel Li is less secret cause of something to hide but more maybe no one asks. Though I'm sure there is at least one secret in there that will make the audience gasp. I do think the group will at least see Edmund again because Edmund seemed an important and noteworthy character who'd come back. I could also see silver lotus noble coming back for silver lotus part 2 only now its a gold lotus. Either way, in regards to Edmund, of course theyre going to fight, though I feel like someone will try to convince Edmund to join their part instead, which Edmund might be convinced somehow. In general, though, their group is definitely gonna attract big baddies and great evil, cause fame comes at a cost.
GuildmasterPhill
Hello, author of Adventurers' Guild here! Just want to chime in and say it's been a real pleasure to read all the analysis of my comic here. It's good to see some of you really getting into it, and I think this whole tea party thing is a wonderful idea. Adventurers' Guild's week is almost up, as I understand it, but I'll be around here for the last bit of it if anyone has any questions for me! (I'm REALLY cagey about storyline spoilers, though, so don't expect any of those!) Thanks again!
Comic Tea Party
DISCUSSION PROMPTS – PART 3
13. What are you most looking forward to seeing in regards to the comic?
14. Any final words of encouragement for the comic?
Don’t feel inspired by the prompts? Feel free to discuss anything else that interested you!
mathtans
Hi! Our modem died, so my internet capabilities are real limited at the moment. But I had a quick look at the start of the week and just wanted to say I think the format is really neat, since I see some back and forth debate about it. All the best with the comic!
Erin Ptah (BICP | Leif & Thorn)
Jumping in late -- the tip about mobile reading helped, it also works on desktop if you put it in a narrow-enough window!
I like the intro, the comedy of "we've only stopped one thief, and technically the quest says it's plural", the awkwardness of Klaus trying to say "I have pointy ears, so that gives me some insight into the discrimination you face as a full-on catgirl" and Myra not having it. Reminds me of the tension in X-Men between the "normal-looking" mutants vs. the ones who are, say, blue and scaly.
Erin Ptah (BICP | Leif & Thorn)
Just got to the bit with the cat brothers, and Klaus's reaction is...puzzling. He did all that outreach and effort getting Myra and Cedric to join the party, even getting rejected by Cedric and then following him around until he was talked into joining...but now there's two people enthusiastically volunteering to join, and Klaus is shooting them down?
Erin Ptah (BICP | Leif & Thorn)
I mean, they were obviously shady, but it's not clear why he was so convinced the others weren't. Maybe he just has Hero Plot Senses.
Seconding that I like the outcome of that arc, though! You think the party's just coming up with excuses for why they can slack off and do a second-rate job and not feel bad when they get away with it...and then, surprise, they don't get away with it, but it turns out their excuses were right and they don't have to feel bad about it.
Won't be surprised if it comes back to bite them down the line, though. Say, that noble uses it to make a fake healing potion, then lets a rival die while appearing to make all efforts to treat them.
And on to the next traveling montage! I like the lighting/colors in the campfire effect, but I feel like it should be built with squares and triangles rather than being a perfect ellipse, so it fits with the rest of the tile-based scenery. (Which is very cool and well-done in general.)
Erin Ptah (BICP | Leif & Thorn)
Unrelated to anything, I do love when Myra's sprite does cat-poses.
Erin Ptah (BICP | Leif & Thorn)
All caught up (full disclosure, I skimmed through some of the long battle sequences). One burning question...is there ever going to be more than one female character in this world? Myra isn't just the only woman in the party -- all their other allies are guys, all the enemies are dudes, everyone who hires them for a quest is a man, every random encounter on the street is a bro, every NPC with a speaking line is a fella...
Two of the guys so far have talked about their mothers, but one mom was sick/asleep for her entire on-screen appearance, and the other hasn't been seen at all. (And she was presumed killed...is there some big underground conspiracy to poison and/or murder all the women in this world? That would also be a reasonable Backstory Thing for Myra to run away from...)
RebelVampire
I am most looking forward to learning more about Li's backstory here and seeing all of the components that make Li awesome. My final words are is that I really love how unique this comic is with its presentation. It really stands out against contemporary styles and just overall, was an entertaining read. The comic feels like a true passion project and that really shines through, and while it may not be everyone's cup of tea, it didn't have any of the problems I usually find in most modern comics. So I was glad for that
GuildmasterPhill
To answer your question, @Erin Ptah (BICP | Leif & Thorn) , yes there will be more woman characters--do not worry. ^^
@RebelVampire Thank you so much for all the comments, you seem very insightful! I certainly hope you will continued reading as I go onward.
Comic Tea Party
BOOK CLUB END!
Thank you everyone so much for reading and chatting about Adventurers’ Guild this week! Please also give a special thank you to Phillip MacArthur for volunteering the comic and creating it! If you liked Adventurers’ Guild, make sure to continue to support it via some of the links below!
Read and Comment: https://adventurersguildcomic.com/
Phillip’s Patreon: https://www.patreon.com/GuildmasterPhill
Phillip’s Store: https://shop.spreadshirt.com/adventurersguild/
Phillip’s Twitter: https://twitter.com/GuildmasterPhil
#ctparchive#comics#webcomics#indie comics#comic chat#comic discussion#comic tea party#ctp#book club#bookclub#webcomic book club#webcomic bookclub#adventurers guild#adventurers' guild#phillip macarthur
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The Black Gate: The C.S.I. Effect
The Fellowship has managed to infiltrate Britannia with the closest thing this world has ever had to a church.
For a game that gets really good, Ultima VII does not start promising. Particularly disappointing was the character creation process. This is the first Ultima since II not to allow any importing of characters. Character creation had of course reached its peak in Ultima IV, where the gypsy’s questions sorted you into one of eight classes and determined your starting attributes. Ultima V and VI lowered the number of classes to functionally three (fighter, bard, and mage, with the “Avatar” class a kind of synthesis of the three) but still let you go through the gypsy exercise, the specifics of which were retconned in VI. You could choose a female Avatar for the first time, and select from about half a dozen portraits whether male or female.
Ultima VII offers the fewest options of any of the games in the series. You can only type your name and select your sex, and there’s only one character portrait for each sex. And they’re both horrible–although the male Avatar does fit with the canonical portrait ORIGIN has been pushing on players since VI, including the two Worlds of Ultima spin-offs.
I briefly considered playing a female character, which I never do for the Ultima series, but I didn’t feel like looking at her portrait for dozens of hours, either. Why did ORIGIN reduce character customization? Was it just a matter of not wanting to spend the programming time to vary the portrait that shows up in dialogue? That’s a lazy approach for a company that did such a meticulous job with everything else.
The female Avatar has Evil Resting Face.
I sighed and chose the male portrait, naming him “Gideon”–my official alter-ego for any character I’m really invested in.
The opening moments beyond character creation are as chaotic as anything, especially for a new player. We start with a street scene in what turns out to be Trinsic. Two characters, one of them white-haired, are standing outside a stable and trading laments over some horrid event. Suddenly, the red moongate appears and spits the Avatar onto a paved (or at least cobblestoned) street with gas lamps–the first sign that Britannia isn’t the same Dark Age kingdom we last saw.
Where were moongates that open inside the city in the last couple of games?!
The white-haired, bearded man turns out to be Iolo, who immediately recognizes the Avatar despite not having seen him in–as he quickly reveals–200 years. Iolo and Dupre and Lord British are still alive because they originally came from Earth. No explanation is given for the longevity of the rest of the Avatar’s companions. The time jump isn’t really necessary at all, except perhaps to explain why Britannia looks more Colonial than Medieval. I don’t buy the rapidity at which the Avatar returns to his friendship with people who haven’t seen him in two centuries. I had some good friends when I was in my 20s, but I doubt I’d recognize them if I lived to be 220, nor would I attach a lot of significance to our friendship given all the other people I would have met, and all the other things I would have done, in that intervening time.
I soon learn that “something ghastly” has happened in the stables. The other person is introduced as a stablehand named Petre. I am encouraged to go and look in the stables for myself, which sounds fine to me. All I really want to do at this point is turn off the damned music. But I don’t have time to do even that, let alone enter the stables, because there’s a sudden earthquake. Iolo pipes up and suggests that Lord British might know the reason behind it. The tremor, we later find out, is caused by the events of the Forge of Virtue expansion. But, damn–did it have to happen immediately? This is like modern Elder Scrolls and Fallout games where you buy the expansions and you get 8 pop-up messages the moment the game starts telling you where to go to start the DLC missions. Could they maybe be spaced out a little?
Recovering from that, I’m about to move when suddenly the mayor of Trinsic comes hustling in from stage left. Iolo introduces him as Finnigan. Finnigan is doubtful that I’m the Avatar at first, but he ultimately relents and asks me to solve the murder that has just occurred. At this point, all my Avatar wants is a quite room and an Advil, but he gamely accepts the quest, which immediately prompts a dialogue with Petre. When can I finally turn off the @#$&ing music!? Not only do I find it repetitive and annoying, I suspect it’s responsible for the fact that the dialogue keeps freezing.
It’s a choice, but “no” just gets you trapped in town.
It becomes clear that in fact two people have been murdered: someone named Christopher and a gargoyle named Inamo. After some more dialogue that I miss because the game froze and implemented all my clicks when it un-froze, I finally have control. I turn off the music and save the game, and immediately things start to improve. The first thing I notice is that, with the music gone, there are background noises. I’m a big fan of games that use sound effectively to create a sense of immersion, and ambient sounds are a big part of that. We have a couple of different types of birds chirping in the distance and waves crashing on the shore to the east (Trinsic is a coastal city).
As we discussed last time, the interface has gone almost all-mouse, something I find maddening given that Ultima pioneered the efficient use of the keyboard. You right-click and hold to walk, with walking speed increasing the further you get from the Avatar. You left-click to do almost anything else. Single-left-clicking looks; double-left-clicking talks and uses; clicking and dragging moves and picks up.
The Avatar’s attributes.
There are still a couple of useful keyboard shortcuts: “I” to open inventories, “C” to enter and exit combat mode, “S” to save and load, ESC to close windows, and the venerable “Z” to bring up character statistics. It’s here that I found my Avatar has 18 in strength, dexterity, and intelligence. There’s a “combat” statistics for the first time, and I’ve started the game at Level 3 with the ability to train 3 attributes. Iolo is also Level 3 and has about the same statistics.
The inventory has been much discussed. You get an image of your character with lines pointing to slots for left and right hands, legs, armor, boots, gauntlets, rings, helm, neck, missile weapon, cape, and backpack. Ultima VII: Part Two will turn this into a proper “paper doll” screen where the character image itself changes to reflect what’s equipped. For now, you click and drag things in and out of those slots. The Avatar has started with leather boots, leather leggings, leather armor, a dagger, and a backpack.
The Avatar’s inventory and pack.
It’s the backpack where things get crazy. You can stuff a lot of things into it (as well as bags and other containers), and the little icons freely overlap. Finding a small object like a key in a backpack full of torches, reagents, documents, and other objects is at least as hard as it would be to find a real key in a real stuffed backpack. Even though it’s been almost 15 years, I remember that the last time I played, I organized items strictly by character–the Avatar has all the quest items; Iolo has all the food, and so forth–so I wouldn’t go crazy.
So far, it’s not so bad. The Avatar has started with a map, three lockpicks, a torch, 10 gold pieces, a cup, an apple, a bottle of wine, and a bread roll. I don’t think the cup serves any use at all; although a lot of items can be used together in this game, pouring the wine into the cup doesn’t seem to be one of the options.
All right. Time to explore dialogue. I double-click on Iolo and get six options: NAME, JOB, TRINSIC, STABLES, LEAVE, and BYE. These still aren’t really “dialogue options”; they’re just keywords. And I frankly preferred it when I had to type them myself, then watch for the response to see what other keywords I might use. Now, the keywords just spawn automatically in response to the dialogue. When Iolo tells me that his JOB is adventuring with the Avatar, I get AVATAR as an option. Clicking my way through them all, I learn that Shamino has a girlfriend who works at the Royal Theater in Britain and Dupre, who was recently knighted, is probably in Jhelom. (Have I been knighted? If not, why the hell not?!) Britain has grown to encompass Paws and the castle and dominates the east coast. Lord British will probably want to see me.
Dialogue options with Iolo.
Petre has wandered off somewhere, so I finally enter the stable. This is accomplished via a “remove the roof” interface that I believe was pioneered by Charles Dougherty in either Questron II or Legacy of the Ancients. (I wonder if ORIGIN licensed the “look and feel” of this game element from Dougherty.) The interesting thing about Ultima VII‘s approach is that entering one building removes the roofs of all buildings, so you can see items and people inside adjacent structures even when there’s realistically no way your characters would see into those locations.
Inside the stables is perhaps the most gruesome scene in any RPG so far in my chronology. (Well, no. I forgot about the two Elvira games.) The aforementioned Christopher is lying spread-eagle on the floor, each limb tied to an unspecified “light source,” his body hacked beyond recognition. A nearby bucket is filled with his blood. The gargoyle Inamo is in a back room, pinned to the wall with a pitchfork.
It’s cool that we’ve reached the point that such complex scenes can be graphically depicted.
Several tools are strewn around the stables, including a rake, a shovel, another pitchfork, and a pair of tongs. A key lies next to Christopher’s body, and near Inamo is a sack with some bread, a torch, and a few gold pieces. Footprints are all over the dirt floor and head out the rear door. As my character investigates, I’m conscious of how much authentic role-playing I’m now doing. I mean, I already know basically where the plot is going, but I still take the time to go over everything in the stables. I move objects to makes sure nothing is underneath them. I click on things I’m not sure about to get their names. I investigate, realizing as I do so that this is one of the few RPGs up until this point to offer a level of graphical complexity and object interactivity detailed enough to make such an “investigation” possible. This is the future of role-playing in RPGs, I think. Sure, it’s not bad to have dialogue and encounter “options” that let you maintain a consistent characterization or morality, but when the very interface of the game allows you to make decisions consistent with your character, you have something special. Unfortunately, Ultima VII will not only be one of the first games to support this kind of gameplay but also one of the last.
Petre the stablehand wanders in said rear door. He says he’s the one who discovered the bodies. Inamo was apparently his assistant, and lived in the little back room. (Wingless gargoyles, I recall, are less intelligent than their winged brethren and used mostly for manual labor.) Christopher was a blacksmith who made shoes for the horses. Petre assumes the murderer was after Christopher (a logical guess given that his body was the one posed) and that Inamo was just in the wrong place at the wrong time.
We follow the footsteps out back and around the corner, where we soon come to the city gate. The gate is down and a guard patrols the room with the winch. His name is Johnson, and he says when he arrived for his shift, he found the previous guard, Gilberto, unconscious on the ground. This suggests the murderer made his escape through this gate, knocking out poor Gilberto on the way. I’d like to leave the same way and scout the outskirts, but apparently I need a password to leave the city (the manual alludes to this) and I don’t have it. He suggests I ask Finnigan. I do climb up to the city walls and see the docks just beyond the gate. I have to wonder if the murderer didn’t flee via boat or ship.
No clues this way.
Finnigan has taken off, so I settle in for a systematic exploration of Trinsic’s streets, starting by heading right out of the stables. I note that double-clicking on the street signs gives me street names, and I’m pleased to find that I can still read the runic writing without a guide. The stable is on Strand. Slightly to the west, we come to (in non-runic writing) the Avenue of the Fellowship and, right in front of us, the Fellowship hall. Might as well get it out of the way. I take a deep breath and enter.
I’m a little concerned, on a role-playing level, that the Avatar technically hasn’t been exposed to the Book of the Fellowship and thus has no reason to be cautious in his exploration of their hall. This concern is lifted when I find a Book of the Fellowship on a table right in the entryway. I imagine the Avatar reading it, asking Iolo, “What the hell?”, and getting a shrug.
The only person in the hall is a woman named Ellen, who says she runs the branch with her husband, Klog. She goes through the Fellowship philosophy and suggests that I see Batlin at the Fellowship headquarters in Britain to join. She claims to know nothing of the murder, having been home with Klog all night. I resist the urge to ransack the Fellowship hall and move on.
Hand-feeding my characters out of the backpack.
The Avatar complains about being hungry as we leave, so I feed him some bread. This is one of the legendary annoyances of the game. Characters have to be hand-fed throughout the game even though it’s trivially easy to find food–one of several examples of a game element created for want of a true purpose.
Up the road is the shipwright, Gargan, who offers deeds and sextants, neither of which I can afford. The notepad comes out and the “to do” list begins. Gargan has nothing to offer on the murder.
I was going to object to the name of the ship, but apparently some eels have scales.
I note that his house is filled with chests and containers. This is going to be true of a lot of houses in the game. Ultima VI was the first game in which the Avatar had an incentive to steal liberally from such containers, but this game is the first with no karma consequences. Instead of waiting until I have 80 gold pieces to buy a sextant, I can just remove one–and a gold bar besides!–from the pack in Gargan’s bedroom. You can steal things right in front of the occupants–clean out entire stores while the owners stand mute in the center of the room–with no consequences. Well–almost none. Eventually, Iolo starts making some alarmed remarks.
Stop complaining about how hungry you are, and I won’t have to steal a roast.
Heck, even the damned Guardian has something to say about it:
Really? Burglary is where you draw the line?
And I think maybe Iolo and your other companions leave you if you steal enough. The neat thing is that there’s a real incentive to steal. You start the game broke, and the nature of your mission doesn’t leave a lot of time for extensive wealth-gathering. But I’m going to stick to my tradition of taking my role as the Avatar seriously. I’ll do it the hard way. The sextant and gold bar stay in Gargan’s case.
I think you get the idea, so we’ll speed things up from here:
A young woman named Caroline is on the streets recruiting for the Fellowship. She says that they have their meetings at 21:00. It turns out that Christopher was a Fellowship member.
There’s a two-story house on the west side of town with a parrot on the first floor. No one tells me that it’s Christopher’s house, but the key we found with his body opens a locked chest on the second floor. The chest has a Fellowship medallion, 100 gold pieces, and a terse note that says, “Thou hast received payment. Make the delivery tonight.” I take the gold and note.
Markus the trainer runs a store south of Christopher’s house. He offers to train in combat skill. I decline, not having enough money, and forgetting how training works in this game. I’ll revisit it later.
A guy named Dell runs an armory in the southwest part of town. We do find a secret lever that opens a back room stuffed with weapons and armor, but again I decline to steal. I spend 50 gold pieces on a sword to replace my dagger.
In the far southwest part of town, we find the healer. Gilberto is lurking around his shop with a bandage on his head. He didn’t see his attacker, but he did note that The Crown Jewel was at the dock at the beginning of his shift and gone when he woke up from his concussion. He believes it was sailing for Britain.
Everything seems to be channeling me towards Britain.
The healer has a copy of The Apothecary’s Desk Reference, which reminds me of the standard Ultima potion colors. Black is invisibility, blue is sleep, orange awakens, purple conveys magic protection, white is light, yellow heals, green poisons, and red cures poison. I think I already had that memorized.
Visitors from the NetHack universe are suspicious.
The pub and inn is called the Honorable Hound. The owner and server, Apollonia, openly flirts with me. I buy a bunch of loaves of bread. The inn’s register shows that four people have stayed there recently: Walter of Britain, Jaffe of Yew, Jaana, and Atans of Serpent’s Hold. I suppose the murderers probably didn’t register, but you never know. We spend a night in the inn at the end of all of this.
There are so few role-playing moments in which “murder” and “flirt” are equally valid dialogue options.
I find Finnigan at City Hall in the center of town. He relates that he’s been mayor for three years. The Rune of Honor, which used to sit on a pedestal in the center of town, was stolen years ago by someone claiming to be the Avatar. It somehow found its way to the Royal Museum in Britain. Finnigan thinks this is symbolic somehow. The most important information from Finnigan is that he was present in Britain four years ago for a ritualistic murder with similar characteristics.
Finnigan’s office is hidden behind a couple of secret doors. I find them but don’t find anything incriminating in the office.
This game is a bit odd in that it doesn’t hide secret areas; it just hides the means to access them.
At 21:00, I peek in on the Fellowship meeting. It consists of Klug shouting the elements of the Triad of Inner Strength while the members shout things like “I believe!” and “I am worthy!” In between, Klug runs around lighting candles and occasionally genuflecting to the Fellowship icon behind the lectern.
Spark is unmoved by the testimony of Fellowship members.
The Guardian’s face appears to taunt me as I enter Christopher’s workshop on the south end of town. A boy named Spark–Christopher’s son, which no one bothered to mention–is clutching a sling and running around frantically. He’s supposedly fourteen, but his portrait makes him look about six. Spark tell us that his mother died a long time ago, so now he’s an orphan. The Fellowship had been harassing his father lately, and a week ago Christopher and Klog had gotten into an argument. Christopher had been making something for the Fellowship–something probably stored somewhere in the smithy. Either Christopher was a bit disorganized, or someone has recently tossed the smithy.
Dick.
Now that I know Christopher had a son, I feel bad about looting the gold. But Spark offers to give it to me for investigating his father’s murder. He says that he woke up from a nightmare the previous night and went looking for his father, and saw a wingless gargoyle (not Inamo) and a man with a hook for a hand hanging around the stables. He begs to join the party, and I agree. He comes with leather armor and a sling. Honestly, how were the first words out of Iolo’s or Petre’s mouths not, “Christopher has a kid. We’d better go see if he’s okay”?
I don’t know when Iolo started calling me “milord,” but I confess I don’t hate it.
Where Christopher is dead and his son is part of the party, I don’t mind taking things from the smithy. We loot about a dozen gold pieces and some clothing items. I try to make a sword by putting a sword blank on the firepit and operating the bellows, but I can’t get the sequence right. I think it’s possible. I don’t find whatever Christopher was making for the Fellowship, unless it was pants or sword blanks.
Spark, you must have seen your dad do this before.
My time in Trinsic closes with a return visit to Finnigan, who questions me on all I’ve learned and pays me 100 gold for what I’ve uncovered so far. He puts me through a copy protection exercise before giving me the password to the gates of Trinsic: BLACKBIRD. All signs point to visiting Britain next. We head outside. I find nothing at the docks except the fact (which I’d forgotten) that the developers managed to animate waves crashing on the shore for the first time in an RPG.
Another first for the Ultima series.
Continuing a theme started in Ultima V, the developers do a good job making Trinsic feel like a real place. Each resident keeps a schedule, including going to work in the morning, eating or stopping by the Honorable Hound for an evening meal, going to the Fellowship meeting (if a member), and tucking into bed at night. Every NPC has a house with personal belongings. When it gets dark, they light candles in their houses. During the day, they open shutters with comments to themselves like “Too nice a day for these to be closed!” They have brief conversations when they encounter each other. A dog and a cat roam the streets.
This is all admirable, but the problem of course is that this simulation has come so far that we can no longer regard the NPCs and buildings we see as a representative sample of the real number of NPCs in town. They’re clearly the entire population. The fabled city of Trinsic houses 10 people. By modeling daily life in such a realistic way, the developers call attention to the lack of realism inherent in population size. We notice the same problem even in modern games.
Finnigan won’t let me leave town until I relate what I’ve learned.
I’m hard-wired to create typologies out of everything, and this is something that needs a typology. Very few games in the 2000s adopt the “old school” model of towns-as-abstractions, which is most obvious in “menu towns” but also exists in games like Ultima II, where the geography of each city is just the broadest lines with the most important places (e.g., shops but no houses). BioWare has adopted what we might call the “matte background” model where the parts of the game that you can explore are just the most important parts, but the graphics suggest unending blocks of additional houses and buildings in the background. They populate the streets with a dozen generic NPCs to every important NPC, cleverly annotating the difference with sharpness of color and other indicators.
Another model for which we need a name is the Assassin’s Creed/Grand Theft Auto approach where there is a realistic number of buildings throughout the geography, including houses. You just can’t go into most of them; it would take far too much programming time to give them all interiors. The streets are also teeming with generic NPCs with basic AI. It’s far more realistic than, say, one of the cities in Skyrim, but also a little disappointing when there are so many doors you can’t open.
The Elder Scrolls follows the Ultima VII model. The developers’ philosophy is that you should not only be able to enter every building that you see but also find clothes in the closets and forks on the table. This comes with Ultima VII‘s drawbacks. Which model do you prefer, and can you think of a better approach (or one I didn’t mention at all)?
Time so far: 3 hours
*****
Potential bad news on Planet’s Edge. I’m running into a bug where if I try to beam down to Rana Prime, the game not only freezes but somehow corrupts the files so that I have to fully reinstall the game, start it, create a new save, and then load an old saved game to get my former party back. But then it corrupts again the moment I try to visit Rana Prime. No one else seems to be reporting the same issue, so I’m not sure what to make of it. Rana Prime does seem necessary to finish the game. I’ll keep playing with it; ideas appreciated.
source http://reposts.ciathyza.com/the-black-gate-the-c-s-i-effect/
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Reviewing Safety In Games
The discussion on table culture in roleplaying games often turns to safety tools. This was not always the case, and it is a welcome and needed development. The discussion about safety tools, however, is often had outside of any discussion that is presented within the text of a game. If you have purchased some of the most popular RPGs on the market right now, and that is your only exposure to roleplaying games, you may not have seen a dedicated section discussing table safety specifically for that game.
The World That Was
You may have seen table or player management sections. You may have seen sections on best practices and even the importance of general empathy at the game table. But most of the biggest players do not have sections in their books discussing safety tools, nor do they have sections that call out content in their games that might cause problems or stress for some players. Many times the advice given to game moderators is not geared towards alleviating potential problems with the content and themes of the game itself.
I’m not specifically calling out those publishers, although it would be great to normalize safety discussions and content warnings in games. I bring this up because many of the biggest game publishers are working with intellectual property that has been in existence for decades. The unfortunate truth is that while some game innovations can be revolutionary, many aspects of the RPG industry are still governed by inertia, and it will take effort to move aspects of gaming in another direction. The inertia at the upper end of the roleplaying hobby is to let individual tables “sort it out.”
I have started to include more discussion on safety and content warnings in my reviews. This didn’t occur to me when I first started doing reviews. It was very easy for me to move in the direction I had always moved in. I was suffering from my own inertia. I knew what affected me in games. I knew how the tables I had gamed with for years reacted to certain topics. I did not attempt to take myself out of my own perspective in order to see where other problems might develop.
I have included in my reviews which games have sections on safety or content warnings, and when they do not. In many cases, I still believe that many games without safety sections or content warnings are worth purchasing and playing, but without discussing safety, a modern game designer is either assuming that no one will have this discussion, or that the discussion will happen without any prompts. I think this is a mistake, and it is a mistake worth pointing out.
Growing Pains
I have seen the argument that people will “work out” the safety issues within their own groups, and that they don’t need the rules to address the topic. The problem with this line of thinking is that it defaults to either assuming that everyone at the table has known each other for a long period of time, or that someone new to the table will go out of their way to introduce the topic when they join a group. This is problematic in that it is assuming a static population of gamers, or that the burden of emotional labor lies solely on people new to the table.
We have new game moderators every day. When they read a new ruleset, they need to know that it is normal and expected that they are concerned about safety. We have people that have never thought about safety at the table before. This is not because they want to introduce harmful content, but because it has never occurred to them that they might. They need to know that safety is an aspect of roleplaying, and it affects the table, consciously or not.
The World that Could Be
If a game includes a section on safety or content warnings in the same way that a game might address the rules or scenario creation, it makes safety a normal, healthy, expected part of the game. Directly examining the aspects of your game that may lead to problematic content is designing with intentionality, and discussing those potential issues with game moderators will make their ability to create scenarios within the game stronger. Not only will closely examining the elements of your game make people at the table safer, dissecting the elements used for storytelling is one of the best ways to make sure that the good experiences you have at the table do not just happen by accident, but can be addressed and repeated.
As much as it is important to focus on safety as a community of gamers, if the only drive to include safety tools and to have discussions about content comes from individual gaming groups or people discussing safety on the internet, that puts an undue amount of stress on the participants of the hobby. Every person that creates a game thinks about the content they are creating. Directing those thoughts towards safety, and why troubling content may or may not be included, can be used to help push gaming in a new direction and to give us inertia towards a positive future where more gamers feel included in the hobby.
The Road to Empathy
Without those stories, I would not be as likely to try to be better, and I honestly believe that the greatest benefit of roleplaying games is in creating empathy
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If you aren’t certain that content warnings and safety discussions are needed in games, try to think back to all of the media that you have consumed over the years. Is there a novel, comic, movie, or television show that received a lot of accolades, but you were unaware of some of the content in that work? If something was more graphic, somber, or violent than you initially thought, would you have felt better knowing those things? Running into that content, did it make you less likely to consume media from that source, knowing that you might be exposed to items you don’t enjoy?
Empathy isn’t something you can turn on or off. We can strive to be empathetic, but until we have the opportunity to interact with others, we will never know how careful we are in observing the needs of those around us. Because empathy is something we must be open to, and that we must constantly refine, we cannot assume that because we do not mean to do harm that we will not do harm. The first step on this path is to open the discussion, and when the game you are playing already includes the discussion, it is that much easier to begin.
Thank You
I want to stop for a moment and thank every person that has shared their stories about safety at the table. Without those stories, I would not be as likely to try to be better, and I honestly believe that the greatest benefit of roleplaying games is in creating empathy. We continually put ourselves in the place of other people, and attempt to see the world from a perspective that is not our own. This is the true power of the hobby.
Do you have any games that you feel do a particularly good job at introducing safety-related topics? Do you have any stories about safety discussions that made you feel particularly safe at a table? What do you think the best practices in starting a safety discussion should be? We want to have this discussion with you, so please feel free to post in the comments. We will be looking forward to hearing from you.
Reviewing Safety In Games published first on https://medium.com/@ReloadedPCGames
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