#but like. every choice game I've ever played had character creation as part of it
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veunho · 4 months ago
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Acabo de darme cuenta que Profetas Modernos literalmente viola la mayoría de las reglas de bookgame, así que ahora tengo que decidir si quiero aprender otro sistema de historias interactivas (aka Choice o Twine) o ir nodo por nodo haciéndolo family friendly lpm
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aotopmha · 1 year ago
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So every time I've said I can't play FFXIV I've meant that I thought I couldn't even install FFXIV due to hard drive space being so limited for my laptop, but I said fuck it and tried anyway and it was actually barely just enough despite the system requirements saying otherwise.
There are horror stories about getting the game to work in the first place, but my experience getting the free trial was pretty painless outside of a 3+ hour install time, which was more about waiting than true frustration.
(Now, getting the full game and subbing is probably another possible hurdle entirely.)
On the other hand, it runs at 8-10 fps on the lowest settings, so my judgement on it just not running on my potato laptop is absolutely correct.
I made it through the character creation and tutorial, but I just can't play it because it's just so slow.
But I made a pretty Elezen lady and if I ever get a better computer I'll absolutely play her through the entire game.
Apparently they're pretty rarely played, but through all of the playthroughs I've watched, they always stuck out to me the most out of all of the races.
(Even if a sizeable portion of Elezen are part of the main cast already.)
Love elves in fantasy.
So I made one.
I kind of wish you'd get the choice of not following any of the gods, but I think Halone is really cool. (Heh.)
I even got the hang of the basic controls faster than I thought I would.
But despite any of the enjoyment I had from even this small bit, the performance of my potato laptop renders it pretty unplayable.
I'm sad when I can't do fun stuff because of circumstances I'm limited by.
And I know for a fact it'll be absolutely impossible for me to play after the graphics update because of the updated system requirements (if they also cover the free trial).
It's getting expanded to Stormblood in the next patch in the first place, as well, so I feel like even that possibly considerably expanding the needed hard drive space is logical to assume.
Ah well.
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solivagusdraco · 3 years ago
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From the Depths of a Lab: Boundaries Between Nonhumanity and Creativity through the Journey of a Potential Silvally 'kin
I'm a dragon.
That's a fact I've known for over a decade at this point. It was pure chance that I ever even learned of otherkin - somewhere along the line, one of my best friends mentioned being a therian, and so I asked what that was. If I ever had any doubts about my draconity just being something developed because I heard this new fascinating thing… the fact that I still feel my wings and get sense memories when I search for them, even after this long, would eliminate those… we'll call them worries. Perhaps a poor choice of words, but it's what fits in my experience - I'm firmly in the spiritual otherkin camp.
And perhaps that, and my continued journey to understand psychological 'kin, is part of the "problem" that spurred this essay.
Again, perhaps a poor choice in words.
This isn't some discussion about facets of the community, or debate on origins. My experiences aren't another's, just as theirs aren't mine. This is an essay on personal exploration, and the adventure of trying to confirm or deny a kintype whilst sifting through muddy water, years after I've last done any serious introspection on such topics. But if you're still interested in the personal ramblings of this dragon, then I welcome you and will pull up a nice rock for you to sit on. All I ask is patience, for words are hard for me. Talking about myself is even harder.
I awakened as a Dragon in 2010. I found a hearttype in Painted Dogs in 2014. Both of which were… simple.
I found my dragon in meditation and introspection, finding memories of both sense and the more traditional kind. The senses persisted, and still persist. Perhaps one day I'll wake and realize I'm not a dragon, but that doesn't change what I am now, nor how I feel. I am a dragon, and I found that through soul searching.
I found a home in painted dogs during a chance trip to the zoo. They had just recently finished a new exhibit for those fancy canines, and for some reason I just felt so excited to go see these creatures I'd never heard of before that moment. And then I saw them and while I didn't feel like looking in the mirror… It felt like looking through a photo album. I'm not them, yet still they're so familiar.
But this isn't an essay about dragons or canines. Or perhaps it's an essay about them both, just in a different, chimeric form.
Pokémon has always been a part of my life. As of writing this, I'm 27 and the franchise is 25 - the only part of my life without Pokémon are years I don't even remember. I learned the TCG, my first video games ever were Gold and Silver, I had plush and played pretend with my friends. I had favorites… but I never made a character. Not a trainer, not a Pokémon. Rather, it was literal decades before I made a proper Pokémon OC.
Sev the Silvally was made out of a desire to try and run a Pokémon ask blog as a means to improve my art skills through regular practice. I don't even remember the thought process that made me choose a Silvally over any of the other hundreds of Pokémon - I just knew that I'd started drawing and suddenly I had a crime against Arceus with a broken RKS Drive. Granted, Type: Null and Silvally had been my favorite Pokémon of that generation, and my inspiration for the blog was a Type: Null blog.
Later on, Sev would become something of a comfort and coping character for me.
I had been abused by someone I considered one of my best friends in high school, and while I had since recognized it as abuse by the time of Sev's creation… It still bothered me. So I decided to have Sev's escape from the Aether Paradise be that he was stolen by an abusive trainer, and his evolution happened when that trainer turned her abusive hand to a Rockruff pup - an evolution not through love for his trainer, but rather through a desire to protect. Sev escaped his abuse and got the chance to learn how to live without the shadow of his trainer looming over him, just like I hoped to do. Escape that shadow. Let Sev be my guide through the nightmares and hate scrolling that still persisted.
He stopped being just a character.
But what does this all have to do with otherkin?
As I mentioned, Pokémon has been a part of my life for effectively my whole life. Yet despite that… There's never been a Pokémon that gripped me with the intensity that Silvally has. I've hungrily looked for merch, official and unofficial. I'm in the midst of making a fursuit, complete with electronics. One of my Tumblr usernames is multi-attack, and oftentimes now when making an account on a website, the first thing I check is if 'Silvally' is taken as a username. The design I painted on my mailbox is of my dragon and Sev, in a sort of "coat of arms" reminiscent style. This chimeric Pokémon latched on to some part of my mind and refused to let go.
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And yet it wasn't until this past year that I even considered that Silvally could be something other than a "mere" favorite character.
Perhaps it's a hearttype. Perhaps it's a kintype. Perhaps it is just a mere favorite character. Introspection is the answer, regardless. My way to find just what Silvally is to me. But then there comes another question. Another problem.
With my dragon, the hunt for memories was clear cut. I had no existing thoughts to sway the hunt, and what memories I eventually found… They had little comparisons to various dragon media I'd consumed. But I start this investigation with Silvally at a disadvantage - I've made a character with crafted backstory, and consumed what little canon information exists on the species. There's no blank slate for me to start from - whatever search I do will always be colored by Sev and his tale.
So then I have to ask myself:
Is Sev his own character, or is he me?
I've never had a character that I was able to just write. Perhaps it's akin to soulbonding, but what I've read on that experience just doesn't quite taste right for the circumstance. I'll create a path for my characters, a baseline for their personality to grow on… but all too frequently, they end up bucking those guidelines and becoming their own person, as it were. They don't keep me company in my mind, but they still make their own minds clear should I try to direct their story or actions in ways they don't agree with.
Where does one find the boundary between self and other, when those "others" make their own decisions yet aren't their own entities?
To say nothing of my tendency to dole out my flaws and traits to each of my characters. Each little facet of myself being the seed from which a character will grow. Sometimes as the simple fact that the familiar makes creation easier. Sometimes as a means to work through a problem. But regardless of reason, it doesn't change the fact that almost every character I've ever made has had some piece of me in their core.
But… When every character you make is a facet of yourself, the moment you consider that they might be more than just a character gets muddy. Is it a hearttype, born from a facet of yourself that your subconscious decided you needed to care for more? Or is that facet just a part of you that recognized what you were, long before your consciousness connected the dots? And if kintype it is, then how do you determine what memories are real? Were the plot points and character biology you designed mere fabrication of the mind? Or were they flashes of another life, fleshed out, recorded, and/or adapted in the name of writing?
As if the discovery and determination of memories wasn't already complicated enough.
Sev's name was the only decision I consciously made whilst creating him - shortened from 'severance', as his creation was for the partial purpose of finally separating myself from old memories. Everything else just… happened. There was no rhyme or reason or choice to anything. Not his color, not the reason he and the other Silvally of his world were created. Every plot point, every musing on his biology was a simple moment of "Oh, so that's how it happened".
In what way is that different from how I found my dragon, with her quiet nights of meditation and introspection until the memories and feelings fell into place?
Now don't misunderstand - this isn't me saying that discovering a kintype is nothing more than making a character. That couldn't be farther from what I'm saying! Rather, I'm musing on the question of where the boundary is between the creative process and the discovery process. If Sev (or just Silvally in general) isn't a kintype, then it's still fascinating to me that his creation was so similar to me discovering my dragon. And if he is a kintype? Then is that particular creative process something to be mindful of when contemplating "original character" kintypes?
Perhaps this question would be easier to find an "answer" to if I knew what Silvally was to me… but I don't! That's almost the point of this essay - a vague attempt to knock some solid feeling thought loose from my mind.
It just happened to lead to a fascinating line of thought.
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aboleth-eye · 5 years ago
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Hello! Would you have any advice for new DMs/things you wish you had been told when you started DMing? I'd like to try it myself, but I've only ever been a player, and just figuring out where to start is a bit overwhelming! Thank you in advance!
Great Question!  Here are my Lessons Learned from when I ran a game for the first time!  
There are Four Lessons I wish I’d known when I got started:  Have Your Resources Handy, Start Small (3 Parts), Things Go Awry, and Have Fun Together!   ((This is going to be a very long post, so I’ll cap it a little less than halfway down))
1.)  Have Your Resources Handy!
If this is your first time running a Tabletop RPG system, even if you’ve been playing for years, HAVE THE BOOK(S), WEBSITE(S) AND/OR PDF(S) NEARBY!  I’m serious about this, guys!  Playing a game or watching someone else play is a totally different monster to running it!  
When you first declare to the group that you’d like to host a game, I recommend you read the rules over at least two or three times before hand–start with a deep read first to get it all in your head, and then you can choose to speed read once you’ve had some time to digest the rules.  
But even if reading ttrpgs is your thing, have the resources within easy reach.  Either have your laptop available with open tabs to any pdfs/scans of the game source material and any relevant websites (like standard reference document pages), and/or have a physical copy of the game book with you.  If you are running certain monsters or encounters, I also recommend you copy down any stats and information to a separate text document (on laptop or printed) so you won’t have to page through stuff during the game.
2A.) Start Small: The Setting
If this is your first time or fiftieth time running a tabletop roleplaying game, and you are running a new system for the first time, limit the scope of project to start.  Writing campaign and world settings can be very intense, and it is very easy to write something too specific and railroad people into your lore and world.
For instance, don’t create a massive world with a continent of named cities and landmarks!  Don’t plan out every inch of your world, or else it’ll turn into a “fill-in-the-blank exploration” story instead of an organic world you can change as your group learns and grows!
My first campaign started in a very specifically written city on the edge of a vast magical desert.  I planned out a timetable of events that would catapult the players into the “open-world”.  The players noticed this and didn’t appreciate it. 
Also, do not bog your players down with Lore!  I’ve gone into campaigns where you need to know information “for backstory”!  This is your first campaign, it’s good to know what to introduce and when!  A group of starting adventurers typically doesn’t need to know your world’s entire array of deities, pages and pages of history, and legends “that shaped the world”!  You can introduce these things at character creation IF THE PLAYERS ASK, and then slowly dish things out as the characters live in your world.
It’s also good to not ties yourself down to specific placement of towns, countries, cities, landmarks, etc.  Leave the map blank save for the starting area, and any broadly defined areas such as forests and mountains.  Once characters finish their first missions and adventures, they’ll explore!  With all the “white space” of your world, you can insert places and things as you journey with the group!  
One of my favorite encounters when I was very new to D&D was when we accidentally burned down a forest.  We were fighting a massive tiger with a pixie NPC in a forest, and the pixie just trapped everyone (tiger included) in entangling vines.  Our pyromancer in the party tried to set the beast on fire, and they rolled a critical failure.  
The beast was set on fire and died!  And so did the pixie!  And now there’s a raging forest fire we have to run from!  We get an oxcart running and we take shifts to outrun the magical fire–FOR THREE DAYS!  It was an incredibly tense situation, and it was fun to add “an entire forest” to the pyromancer player’s list of things they set on fire.
You know what would have made all that suck?  If the DM had decided: “Okay, you pass through this location which is a lich’s hideout and have to face that; then the next day you’ll have to ford a river with the tired oxes.  Finally, you’ll be passing through this county’s border…”  
We just burned down a placeholder  forest, and all the consequences that came with it came AFTER we were finally safe!  The DM didn’t bog us down with heavy lore and their maps during a tense situation; they kept the focus on the action at hand.
Prioritize the players’ story before your own!  That’s the lesson I want to make absolutely clear.  You aren’t telling your story with friends as the characters; the Dungeon Master/Game Master/Storyteller is the worldbuilder who tells the character groups’ story as they interact with the world.
2B) Start Small: The First Encounters
Another item I want to bring up is Do Not Start Your Campaign with a “Unique Encounter”!  Start your campaign setting with a simple task for the players to face.  Here are the kinds of challenges I mean: defeat a bunch of zombies in a graveyard for a reward, go into a mine full of bats to retrieve a homing beacon, follow a simple mystery to find a girl’s lost dog, etc.  The Players’ should be introduced to your world with something simple to follow–that way they can make their marks and introduce how they roleplay to the story.  
Do Not try something you’ve “never seen before”!  Don’t have the characters whisked off to another plane or world while they slept!  Don’t have the players face fifteen or so mooks at once during an ambush!  Don’t have your characters struggle to tread water or leap floating platforms while fighting a monster!  These kinds of encounters instantly put players on guard and feel railroaded!  Give them the chance to decide how they integrate themselves into the adventure.
My first campaign violated this rule.  When the players left the city to enter the desert, they were suddenly beset by 12 monstrous scorpions!  And me, in my ambitious tunnel-vision, thought it’d be interesting to have each scorpion have its own turn.  I rolled twelve Initiatives for the scorpions and it was a LONG combat when it clearly didn’t have to be.  
It all looked so good in my head, but when you get players involved you can tell how grueling and boring something like that could be.  I learned a lot that session.
That combat ended the campaign for me.  I decided to go back to the drawing board because that kind of thinking was not going to fly for me and my friends.
Instead, give your players a task that could easily be solved in one or two sessions!  Do not give your players “only one way” to solve this!  For instance, if your first challenge is to get past some guards, let the players come up with the solution themselves.  They might decide to fight the guards, use magic/science to teleport past them, go off on a side quest to become guards so they can infiltrate them, or even walk up and attempt to socialize with them.  You as the storyteller/DM merely narrate the results of whatever the characters do; just bridge the gaps and think of consequences from the players’ actions.
ALSO!  Have a time limit for your first session, or plan breaks for food/drink/stretching.  This activity of DMing can be very stressful, and you might need a break to take stock of what problems and choices occurred during play.  
2C.) Start Small: The Players
Have your players build starting or low-level characters (I typically start with 3rd level for D&D).  The low levels will mean most powergaming and gamebreaking attempts by certain types of players will be nipped in the bud right from the start.  It will also typically limit the powers and abilities of your group (so you won’t have to memorize or look up high-level stuff until much later).  
Another thing I highly recommend is that you are present during character creation!  Do not let people determine/roll character abilities and stats without you.  Either be physically present when dice get rolled and abilities get determined, or be present digitally in a chatroom, discord or roll20 when electronic character sheets get filled in!  
My first campaign I allowed one of the players to bring a character from a friend’s campaign into it.  The original DM ended the campaign; and even though I had played in that campaign alongside this character I had no clue what they could do.  This made things challenging because this character “suddenly” remembered they could fly–so I had to add aerial combat onto my plate during the first fight of the campaign.
It made the situation tense, especially with my bad early encounters (see the 12 Scorpions combat above).
3.) Things Go Awry
If you’ve come this far, there’s one last piece of advice I want to give you.  Your first campaign is gonna suck in one way or another.
I don’t mean that to be disheartening; I want you to think of it as a learning experience.  Whenever a person learns a new skill or engages in a new activity for the first time, it’s always gonna suck.  (Even if someone has a “natural talent”).  You as the DM/Storyteller are going to notice problems crop up left and right; especially if you don’t take the advice I offered above.  For instance, if you start learning to paint with a new medium or start a sport you’ve never tried; you need to practice with the tools and techniques you’ve prepared to see what works for your style of learning.  
Running a roleplaying game is a very unique mashup of activities.  There’s typically a math element you need to consider behind every action the players take.  You need to workout your improvisation skills to bridge connections and gaps your players make.  You need to get in front of a group of people (sometimes more or less experienced than you) and tell a story that keeps their attention.  It’s a stressful mix of being an improv actor, a storyteller and the physical laws of your world.
Hopefully your players will understand when things get crazy and overwhelming.  Gametime might come to a halt because you need to look up a specific rule or wording that you aren’t familiar with.  It’s okay.  Until you get to know how your game world runs with your players in it, it is totally fine to take a breath and think things through.  Oftentimes you can ask your players for help in making a determination or house-ruling.
Last note on this topic: Get Feedback!  At the end of the session, be bold and ask your players if they enjoyed the session, what they liked and what they didn’t like.  Feedback is how DMs get insight on how the game is playing out.  While you’re DMing, your mind is on a million different topics; let the players tell you how they felt during gameplay, so you know what made them feel good or bad on the other side of the curtain.
4.) Have Fun Together!
This is something that needs to be said, if I’m honest.  Running a game can be a stressful activity that “ruins” some things about it now that you are “behind the curtain”.  This is your first session, in what you hope to be a series of games where you and your friends make all sorts of memories.
However, some DMs get incredibly discouraged and no-nonsense when they run a game for their first few times.  That is understandable, especially if being the “mastermind” is a challenge you haven’t prepared for.  A few sessions in and you might find the game isn’t fun for you and/or your players.  That might be a sign that you need to take a break from hosting–use that time to think how you can make the game fun for everyone, or if this campaign just needs to be scrapped!
The priority of the DM is to bring people together.  If a game system, campaign concept or player actions aren’t making the group (you included) happy; it’s better to stop things and take stock before things go too far.  It is never fun to admit your game isn’t viable or enjoyable, but hopefully you’ll have new experience you can take with you the next time you try your game.  
And heck, if you find you prefer playing at this time, that’s fine!  Even if this attempt didn’t have the results you expected, there is nothing to stop you from trying again later if you wanted.  But now that you know how it is behind the curtain, you are naturally more observant to how your own DM/GM runs their games and you can learn from it.
Remember how good the game system/lore/etc made you feel!  It’s why you wanted to DM in the first place; you recognized you had a story you wanted to tell, and this ttrpg had the tools to bring it to life!  No matter what problems arise when you’re behind the curtain, the game should still bring you enjoyment whether you play or manage the game.  Do not give up on the game just because of one bad session or two!  
When I decided to end my campaign, it really was a painful decision.  I loved the world as it was in my mind, but I was not executing it well so that my players enjoyed it.  I got feedback after that terrible 12 Scorpions combat, and decided to take some time to think about everything.  Our group went back to our original DM, with other members trying to DM in that time; and honestly I didn’t DM until I started a small separate group months later.  
During that gap in DMing I digested what I liked and didn’t like about my campaign, and had more time to reflect on the rules.  I decided to take a few steps back and learn from my mistakes.  I still made mistakes the second and third times I DMed, I make mistakes even to this day.  
But at the heart of it all, I love games so much that I want to constantly make my stories and worlds even better, even to this day.
I take the struggles of DMing as learning experiences, rather than let them define me as a writer, storyteller and game master.  I use them as stepping stones so I don’t fall through the gaps again.  I may have started out with a bad first campaign, but I would never take those mistakes away.  
I hope these lessons were helpful!  I love D&D and tabletop roleplaying games so much, and love giving out advice on how to make the experience your own.  I hope this helps a lot of new people bring their stories to life!  Also, I hope I helped everyone’s expectations into the right state of mind.  
Good luck and happy gaming everyone!!  Much love!
– Aboleth-Eye
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