#but the specifics are different. like here they also have the core system which is basically their souls
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orcelito · 27 days ago
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I do find it so funny that I will graduate college days away from my birthday. Like my birthday is literally in between the end of the semester ("graduation") and commencement
It really will be like a joint graduation & birthday party for me lmao
#speculation nation#i dont really do birthday parties anymore. havent in a long time. mostly just go out and do smth fun around my bday. ya kno#also have cake but like not in a party way. just like. here's cake lol#but im probably only gonna graduate from college once. which means i might as well live it up and all.#invite all sorts of extended family and people who have known me. etc etc.#actually it just kinda sunk in that i am. Computer and Information Technology (Systems Analysis and Design focus) w a minor in Communication#like those are words. it's a lot of words but actually it really is pretty accurate?? like that's indeed what ive been studying.#now how much i *remember* is another question. considering how long ive taken to get thru school lol#but that's what people will see on my degree. that's my Thing. graduated in Computer Systems and Talking.#idk it's just weird to have spent so much of my life on this and like That's the culmination. it took so much work.#even beyond a normal 4 years. i switched my major *twice*. switched my minor too.#first year engineering to undecided liberal arts (as a temp major trying to switch to computer science bc i couldnt stay in FYE)#but then computer science sucked so i switched to trying to get into computer & info tech. which is different. and better.#and ive been in it long enough now that ive kinda forgotten but it did take some fuckin work to switch into it.#like i had to take certain classes first & i couldnt take them during the semesters that in-major students would take them#and i had to have my gpa up to a certain level etc etc. so many hoops to jump thru. i think it took me at least a year. or more. idr#but i made it in and thats my major. thats my thing. computers and information systems and communication.#doesnt FEEL like im an almost-graduate. but then i think about all the things ive taken and learned.#and maybe i dont remember a lot of the more specific things from these classes. but i took core lessons away from each one.#wont be able to recite the theories but i can live them. and thats the point of an education i guess.#anyways im gonna have to start job searching before too long and eughhbb. need to get my license first tho probably.#which i will... i will.... i have so many things to deal with... my life will be So Different in a year...#it will require me to put in the work now. but i can do it. and then a year from now. i'll hopefully be in a better spot.#living somewhere else. graduated from college. with a license and a car. maybe even an IT job of some kind.#kind of scared of trying to find a Big Boy Job. aka a job that requires a degree and networking and all that shit.#rather than just showing up and being like Hi i can do this job. i am not a total drain of a person. hire me please 👍#hfkahfks so many things to think about. and through it all i am still dealing with DEADLINES...!!!!#but yeah this is why my writing has largely been put on hold. idk i have a lot of things im dealing with rn.
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vaugarde · 10 months ago
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magic systems are so hard cause it’s so easy to just say everyones got a power but deciding how that affects their society and all that is so hard
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txttletale · 9 months ago
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Can you elaborate on what you think would be the minimal needed changes to fix what you see as an issue in Civ? Civ has done fairly large shifts in some mechanics before, and "civ like" is still an interesting game space that can scratch certain itches
yeah i mean as i said, the baked-in racism arises from a certain set of core assumptions that i think lock it into that position, which are that civ is a
1) symmetrical
2) 4X
game about
3) 'real world civilizations' (deeply loaded terms ofc but that's how civ envisions them)
4) trying to 'win the game'
5) with a global
6) and transhistorical
scope
so, in its role as a symmetrical (1) game with victory conditions (4), civ as a text has to take positions on what constitutes a 'successful civilization'. as a (2) 4X game this definition also has to include some variation on the profoundly loaded eponymous Xs, 'explore, expand, exploit, and exterminate'. furthermore, as a (1) symmetrical game with a global, transhistorical (5, 6) scope, it has to necessarily create a model of what 'a civilization' looks like and apply it to every 'civilization' it wants to include, at all points in their history.
this all kind of naturally leads into civ being a game in which the colonial european imperialist powers are the default 'civilizations' and all other cultures are basically just like them -- a game where technology progresses linearly and innovations are made in the order they were in european imperial history -- a game where all cultures fundamentally work in the same way and hold similar values, a game where all religions are based on christianity (i mean, just look at civ vi's system, where every religion has a 'prophet', 'apostles', 'missionaries' and 'inquisitors'), a game where not only do cultures have teleological overarching 'goals' but where these goals are shared and these goals are fundamentally based on imperialist visions of 'victory'.
to drill into some specific examples: you can't play a game of civilization without founding cities. you will constantly be founding cities. when you're playing as 'the mongols' or 'the cree' or 'scythia', this makes no sense! these were peoples who historically had rich culture, science, arts, and certainly a notable military history, but were (to varying degrees, at varying times in their history, i don't mean to create a new and similarly heterogenous absolutist category here) nomadic!
similarly, to advance in civilization you must invent 'the wheel'. 'the wheel' is necessary to many later innovations, while of course the andean peoples represented by the playable 'inca' never made significant use of the wheel because the lack of suitable pack animals and environmental factors meant that it did not, in fact, prove a suitable tool for transporting large quantities of heavy goods. for an even more glaring example, a lot of early military technology is locked behind 'horses', which is pretty absurd considering that several of the game's playable civilizations, in the real world, developed plenty of military technology despite living on a continent without any horses!
so having established what i mean by 'the issue', which is that the game's core assumptions lock it into imposing a eurocentric, imperialist vision of 'civilization' onto cultures where it doesn't make sense, here's a few different jenga blocks you could pull out to resolve it:
SID MEIER'S EUROPE
the pillar you knock out here is #5. keep the game engine and core assumptions just as founded on eurocentric imperialist societies as they are now, and just make it about european empires doing imperialism. now, i think we can immediately spot some problems in there -- how are we going to represent the rest of the world? after all, this kind of just creates a situation where, either as NPC factions or as outright exclusions, all other cultures in the world are deprived of any meaningful agency in "history". this one just kind of gives you a new problem and also from a gameplay standpoint results in a game that just Has Less Stuff On It. i think this is a bad one
SID MEIER'S ELYSIUM
now here's one you can get if you knock out pillar #3. keep the same assumptions and gameplay and transhistorical global narrative scale, but remove the 'real-world' aspects. you can get real silly with it and add fantasy stuff to it, or you can be a relatively grounded 'our-world-but-to-the-left' situation. now to some extent this already matches a lot of the features already in civ games: after all, unless you specifically load in a 'true start location earth' map, you're usually playing on a strange parallel world with semiplausible but wholly original continents! now, you also need to get some fucking Nerds and Geeks working at your company to build out your fictional world, or you'll just end having pointlessly pallette swapped a bunch of factions that are now just Schmance, Schmina, and the Schoman Schempire, and not really have avoided the issue. but if you do that, and invent a deep and rich fictional history to riff on, then you could create something really cool and incorporate alt-tech or fantasy or retrofuturistic elements or all sorts of cool shit.
the downside of this is that it makes your game less accessible and appealing to a lot of people. a big part of (at least the initial) appeal of civilization is pointing at the screen and saying 'hey i recognize that thing!'. it is instantly more accessible to someone who isn't super invested in strategy or fantasy dork shit to say to them 'you can be BRAZIL and nuke FRANCE while at war with CHINA and allied to BABYLON'.
more importantly than that, i think some parts of the historical theming (because let's be honest, it is ultimately theming, i don't think civ is interested in 'history' in any serious way) serve a pretty load-bearing role in the game's information economy. it's a pretty tall order to ask a player to remember the unique abilities of dozens of factions and unique wonders, and the historical background makes it a lot easier. e.g., it is a lot easier for a player looking at wonders to remember 'the pyramids need to be built on desert' or 'broadway will help me make more culture' than it would be for them to remember the requirements/effects of 'under-eusapia' or the 'wompty dompty dom center'. i think this is one of the number one things that, if subtracted, would meaningfully create something that is no longer 'sid meier's civilization'.
SID MEIER'S ALPHA CENTAURI
now if you cut out #3 and #5 and #6 on the other hand... sid meier's alpha centauri is not technically an entry in the civilization franchise, but i think most people correctly consider it one. it has similar 4X gameplay to the series, and its (very bad) spiritual successor beyond earth was an official entry. instead of 'civilizations', the playable factions are splinters from a colony ship that fell into civil war as soon as it landed, each one representing a distinct ideology. now, y'know, this doesn't mean it's free from Some Problems (the portrayal of the Human Hive in particular is some of the worst apects of 90s orientalism all piled together) but i think they're problems it's not at all locked into by its design!
SID MEIER'S THERMOPILAE
by cutting out #5 and #6 -- making a civ game about a particular time and place in history you could achieve something much more richly detailed in mecahnics while also being able to handwave a lot more homogeny into it. giving the same basic mechanics to, say, every greek city-state in the peloponnesian war is far less ideologically loaded than giving them to every 'historical civilization' someone who watched a few history channel documentaries once can think of. it also lets you get really into the weeds and introduce era-and-place-specific mechanics.
the scale needs to be smaller conceptually but it doesn't really have to be smaller in terms of gameplay -- just make maps and tech trees and building more granular, less large-scale and more local and parochial and specific. this also gives you the advantage of being able to do the opposite of the last two options and really lean hard into the historical theming.
if this sounds like a good idea to you, then good news -- old world does something pretty similar, and it's pretty good! worth checking out.
SID MEIER'S LOVE AND PEACE ON PLANET EARTH
what if we take an axe to #2 and #4? instead of putting all these civilizations into a zero-sum game of violent expansion, make it possible for several civilization to win, for victory goals to not inherently involve 'defeating' or 'beating' other factions. now, that doesn't mean that the game should be a confictless city-builder -- after all, if you've decided to be super niceys and just try and make your society a pleasant place to live, that doesn't mean that the guy next to you isn't going to be going down the militarist-expansionist path. hell, even if all you want to do is provide for your citizens, a finite map with finite resources is going to drive you into conflict of some kind with your neighbours in the long run.
to make this work you'd have to add a bunch of new metrics -- 'quality of life', for example, as a more granular and contextual version of the 'happiness' mechanics a few games have had, or 'equality', game metrics that you could pursue to try to build an egalitarian, economically and socially just society where everyone is provided for. after all, why shouldn't that be a goal to strive for just as much as going to mars or being elected super world president or whatever?
SID MEIER'S DIVERSE HISTORICAL CONTEXTS
ultimately, all cards on the table, if i was made god-empress of The Next Civ Game, this is the option i'd go for: jettison #1 as much as practically possible, introduce as much asymmetry into the game as you can. some civilizations keep the established settler-city model -- others are nomadic, building their units in movable 'camps' -- maybe the 'colonial' civilizations, your USA and Brazil and so on, can be like the alien factions from the alpha centauri DLC, only showing as NPCs at the appropriate point in the timeline when other civs are colonizing other continents, or putting you into an accelerated-forward version of the game if you choose to play as one.
you could combine this with a more interesting version of humankind's civ-choosing system, where you lock certain civilization choices behind specific gameplay events. this would let you do crazy shit with the balancing -- imagine an ostrogothic kindgom civ with crazy strong abilities and units that you could only choose to play as if your capital is overrun by barbarians, or a hungarian civ that requires you to have started as a nomadic civ and invaded somewhere, or a soviet union civ that requires you to lose a revolution, or a usamerican civ that requires you to split off all cities on a foreign continent from your original civ -- you could add so much variety and so many new and bizarre strategies into the game with this!
as for the universal aspects of tech and the narratives of linear progression contained within, there are lots of approaches that already solve this! stuff like stellaris' semi-random branching tech paths, or endless space 2's circular tech web, could allow civilizations to take tech paths that make sense for them, rather than imposing one single model of 'technological progress' on the wole world.
obviously there's limits to this, right -- civilization isn't going to be a detailed historical materialism simulator any time soon. but i think abandoning the idea that every faction has to play fundamentally the same and introducing some severe asymmetry as well as choices that you can make after starting the game would work wonders to wash out some of the racist and colonialist assumptions built into the game's foundation, while also (imo) creating a more fun and interesting game.
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writers-potion · 24 days ago
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this is a little hyper specific lmao but i was wondering if you have any advice on writing a pov character being mysterious? tyyy
Writing A Mysterious POV Character
Thanks for the question!
Here are some characteristics that I think makes a POV character "mysterious"
The reader is not meant to understand everything the POV character says, describes or alludes to.
The POV character actively holds off information from the readers either because (1) it's hard for them to talk about it or (2) they don't think it's important, somehow.
They reconstruct the narrative in the way they perceive it, not following the chronological order of events and often providing piecemeal information that only (if ever) comes together at the end.
The POV character simply has a wholly different perspective that a human reader will have difficulties understanding (i.e. story told from an animal or alien's POV)
I think the best way to portray this is to provide examples, which I think qualify as mysterious narrators. Note that not all mysterious narrators are unreliable narrators, although they could be. Here are the selected narrators and a few extracts for illustration purposes, divided by loosely defined subcategories (there can be overlaps!):
Incomprehensive Jargon & Allusions
Given that you can do this without boring or genuinely pissing off the reader, using lots of jargon, making allusions to things your target audience will probably not know to create atmosphere can be effective.
I recommend having a strong thematic core to justify all that jargon and reference, though.
Richard Papen from <The Secret History> by Donna Tartt
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The characters talk and make references to Greek/the Classics. Arguably, it is not "incomprehensible", but the entire book is tirelessly full of them and unless you are a scholar in a related field, very unlikely to know all the Greek/ancient works being referenced all the time.
by M.L.Rio
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Interesting style where the characters talk and even think in Shakespeare. They literally quote lines from Shakespeare to talk to each other. Not as difficult to follow as <The Secret History>, given that these are q famous plays (Hamlet, Macbeth, etc.) but it certainly adds well to the mystery at the heart of the book's plot.
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Witholding Information
Have your narrator subtely refer to a large event in their past (a murder, a traumatic memory, etc) but never telling the reader upfront, making them only make implied guesses.
The only reservation I would have for this option is to not annoy the reader by letting them know the narrator has information, but is somehow not telling them. It would help to have a clear reason for them to not talk about it: e.g. they haven't accepted the past themselves, they're too scared to talk about it, etc.
by Eliza Clark
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In here, the narrator has killed someone in the past - a fact that only becomes kind of clear at the end. Even then, the murder is never referenced because this narrator has some serious mental issues, but when you look back with this knowledge at the end of the book, her behavior starts making more sense.
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Reconstructing the Narrative
Don't go in chronological order. Use time skips, or invent a new system for the narrator to arrange their memories and thus, retell the story. This gives the narrator power over the narrative because they've seen the whole thing play out, but the readers are getting bits and pieces, trying to get the puzzle pieces to fall together.
Other options:
POV character has amnesia
POV character has dementia
Using narrative interruptions that are in a completely different style (can work for 3rd person, look at Olivie Blake's work referenced below)
Olivie Black's <Alone With You in the Ether>
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Using screenplay-like interruptions to the narrative that limits the reader's access to the characters' minds. Also creates interesting tone.
Kim Youngha's <Diary of the Murderer>
[I don't have pictures for this because I only have the Korean version....but really worth mentioning]
Here, the narrator has dementia and cannot fully remember the murders he has committed in the past. He is also an unreliable narrator who can only remember things in bits and pieces - thus the typical chronological order is interrupted.
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"Non-Human" Perspectives
Give yourself a narrator that is not human, or is "dehumanized" in some way (lack of emotion, inability to relate to others, etc.) to view the entire world from a perspective not often experienced by the average human.
Death as a narrator from <The Book Thief> by Marcus Zusak.
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Zusak inserts these little "pronouncements" or "interruptions" to the narrative and the calm but transcending tone constantly raises questions.
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Do note that the overall tone of the novel contributes significantly to how the narrator comes across to the readers. Many of the works above also deal with "reality vs. unreality" as a theme, which is augmented by the use of a mysterious narrator that prompts the reader to challenge
Hope this helps, Happy writing :)
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tossawary · 21 days ago
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I'm back to frequently thinking about a Transformers AU for SVSSS, because I love trying to fuse the worldbuilding (working across several different continuities of TF, admittedly) into something recognizable to both worlds that's also new. I also love pulling on the elements these worlds have in common: immortal beings, endless conflicts, switching bodies, cores of power, building yourself up to become a higher being, oppressive systems controlling entire worlds, people (characters) who were constructed and are discarded for specific purposes (profit and sometimes just entertainment) and are not always viewed as real people, the creator god might be just some guy over there, and so on.
For this AU, my story outline currently sticks to Cybertron and its surrounding space. I don't have any characters whom I want to make human, I have very specific backgrounds in mind for everyone already, and I have a plotline that doesn't require Earth or humans in any way. Though, for fun, I was absentmindedly fiddling with the idea of taking the characters of a different MXTX story (MDZS or TGCF) and making them into the humans of this AU.
I feel like Wei Wuxian would be one of those human characters who is basically already climbing into the seat before a transformer can finish introducing themselves as a giant space robot; oh, he is DOWN for whatever the fuck this is. However, if I was writing Wei Wuxian as a human in a TF AU, I don't know which SVSSS character I would pair him with as his "partner", as I personally would be far more interested in writing a story in which Lan Wangji and/or Wen Ning (both?) are Cybertronians. (Yes, obviously, Wei Wuxian would be a robotfucker for LWJ.) I'm leaning more towards Wen Ning, because there's the "I rebuilt this guy and turned him into an abomination who acts kind of in service to me" aspect, and also it's funny to imagine human Lan Wangji having to put up with his boyfriend's alien car being a part of the relationship.
With TGCF, making the characters into the humans of a TF AU for SVSSS feels like a reversal. Xie Lian's narrative everything arguably makes him an even better Cybertronian than any other MXTX character. The fall from being, say, a Prime and the Bearer of the Matrix to apparently being some poorly-maintained bot that spends its time picking up trash on Earth in the aftermath of some Cybertronian war? Delicious. Hua Cheng was some half-broken, half-starving, outlier freak, MTO discard saved by the new Prime EIGHT MILLION YEARS AND SEVERAL WARS AGO, and has never gotten over it and never will. And a lot of the other TGCF characters also match very nicely to TF worldbuilding: mmm, my brain likes chewing on the image of beautiful and terrifying, near-immortal robots falling from the "heavens". It's even easy to source internal TGCF characters as the humans if you need human characters, so there's no real need to make it into a crossover with MDZS or SVSSS.
So, ultimately, this TF AU for SVSSS is not going to be a crossover. I don't want it to be. But I did enjoy thinking about TF AUs for MDZS and TGCF as well, where the worldbuilding or character arcs fit nicely together, so I wanted to share that here.
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transmutationisms · 1 year ago
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thots on astrology? related, thoughts on mbti?
k i like that you guys just pop in my inbox from time to time and invite me to run my mouth about topics and concepts. like truly what else is this website for.
anyway astrology (& sorry, most of what i know here pertains specifically to europe in the middle ages onward) is genuinely such a bizarro historical case of a science whose core epistemological presupposition (a geocentrist and specifically anthropocentrist cosmology) has completely fallen out of favour in both popular and professional discourse, and i don't think most people appreciate how weird it is for astrology to continue existing with this degree of popular and mainstream participation lol. like most fringe science actually bothers to have some semblence of its own reactionary epistemology to fall back on; astrology just doesn't seem to care. it would be like if the medical guilds fully endorsed the position that blood is circulated in the human body by the heart, but then also recommended as treatments for clotting disorders medical practices that only make sense on the supposition that the liver is the origin of all blood and is continuously creating more of it. like no other science that i can think of tries to have it both ways to the extent astrology does. like, one reason phrenology and eugenics are bad comparison points here is because they're very much copacetic with post-enlightenment naturalism and evolutionary transpositions in the social sciences. astrology, like, intellectually is not and yet here it is anyway. ideology innit.
anyhow i assume the reason you asked about this in conjunction with mbti is because today's astrology is largely purporting to provide psychological analysis and is therefore more similar to a system like mbti than to the historical use of star-reading as a predictive science. obviously both astrology and mbti are deeply reactionary in this respect and belong to a larger trend toward attempting to categorise, measure, and taxonomise the psyche, tho an important difference here is that mbti has hereditarian elements, which no form of astrology that i know of does. i think astrology's shift in the personal-psychological direction has to do with a few different factors, including medical astrological practice (orthodox in the european middle ages, then varying degrees of heterodox from the early modern period onward) and self-help movements in the 20th century.
but in any case it, mbti, and similar attempts at psychometry are, like, staggeringly essentialist in conception and practice, and i do think their current popularity reflects some deeply reactionary tendencies amongst people who often (not always) consider themselves otherwise progressive or leftist. it's honestly kind of worrisome how many people will jump on a project that explicitly aims to define static and immutable human 'types' as long as it's dressed in quasi-spiritual or psy-scientific terminology. like i do think we all need to pause and think about the ideological ends and consequences of how we talk about each other and our bodies, minds, and birth circumstances 😵‍💫
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astarion-dekarios · 5 months ago
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I did a live transcription of the Dragon Age: the Veilguard dev Q&A session today.
UPDATE/EDIT: I made a second pass of this and cleaned it up into a full/complete transcript.
Q: If you could belong to any of the main factions, which would you choose? 
Corinne: Listen Katie, you say softball but this is hard. I'm gonna cheat and I’m gonna give you two. So for fashion, the Antivan Crows all day long. their threads, you're gonna love it. For vibes though, the ones that capture my vibe, Mournwatch. Gimme those necromancers.
John: Those are good answers. I have one for fashion and for just general faction that I’d like to be a part of. Veil jumpers - who doesn't like a nice walk in the forest, you know, even if that forest is filled with horrifying monsters and terrifying anomalies, but uh, yeah.
Matt: For me it’s definitely the Lords of Fortune. I’ve had a chance to try out a bunch of them, and I think I’ve finally settled on them, and I think it’s just because pirate barbarian is just such a great combination of elements. Treasure hunting, plus beaches and palm trees and all that stuff, it’s a really good mix, so that’s kind of my default.
Q: I’ve seen a lot of talk about only having two companions in your party instead of three for this game. What is the reasoning this and will we get the same companion conversations and banter as seen in the previous Dragon Age Games?? 
Corinne: Such a good question. Thank you to whoever submitted this one. I'll start and then turn it over to John Epler. As you saw in the gameplay reveal, this is a much more intimate experience. We pulled the camera in. For those that aren't aware, the reason why is we want you to feel like you actually are in this world, like you’re walking these the city streets of Minrathous, you’re looking up at the buildings all around you. You're a part of this place. It's much more intimate, and we believe as the narrative unfolds that this creates a lot more immersion. Now how this relates to the companions is in doing this, we went back and forth on it a lot, but we actually found that having two companions allows them more visibility and presence. We've talked about the incredible depth and focus we’ve put on fleshing out these companions, they're very fully realized, so here you really get to see them more clearly, you get to see them shine. When you see Lace Harding jump into the air and release a volley of arrows, you can only get that because of this more intimate view. So I love the spotlight that’s been put on them. But I think in addition to the banter, one of the things people are wondering about is, ok but what about gameplay. Again, this has come about from our testing, working with the internal team and also our lovely our council of players. We just found that in the combat system, when you're planning your strategies, two felt like the right number to manage. Keep in mind, Rook has a lot of different types of actions: abilities, individual attacks that are more fleshed out than ever before. Timing and positioning matter a lot, so this really felt like the right balance. The number of inputs and actions we’re asking you as a player to take, including directing your companions, is higher than ever before. And I will also say that I engage with the companions, I actively control what they're doing more than I ever have before in any of the other three games. But John, I’ll toss it over to you for the banter.
John: So banter, honestly I don't think you could stop the writers from writing banters. I will say for myself, it's one of the more light but fun things to do. You get to write little stories, little arcs between the characters, and Veilguard is no different. Banter is still absolutely a core part of it. We've got global banter, you know the general stuff that you get in all spaces, as well as mission specific stuff. But yeah. It's definitely still a big thing, if anything it's the most we've ever done for pairings of companions. Beyond that, we’ve also made sure—and I mean, I’ve been on Dragon Age for a while, and I know there’s been an issue, you know, things like, “well, I don’t wanna miss this banter.” So we've even added stuff like interruptable and resumable banter as well, just to make sure that—because again, it’s a core part of the experience. Everyone loves hearing these companions talk to each other. Everyone loves hearing these little stories and relationships develop over the course of the game, and as mentioned before, companions are the heart of this experience. So we still have it, if anything like I said, you could not stop the writers from doing it, even if you tried.
Corinne: Well John, listening to you speak, one thing that comes to mind, maybe people are wondering, with two companions in the field, do I get less interaction? Like do I get a scene with my companions interacting with a broader group more often? And the way you'll gather them around the kitchen table, there's just so many of those moments where they're all interacting with each other. Those are some of my favorite parts.
John: Yeah, and that’s a good callout, because I think the other side of it is, we aren’t talking too much about your home, but we also wanna make sure that they feel like they have relationships and a life outside of just the times you take a certain pair of companions out on the field, so we made sure that they have interactions there as well.
Q: How customizable is the backstory of Rook? Will we get to determine their past in the character creator?
John: Absolutely. So Rook has six different backgrounds that you can choose from. Each  one is tied to one of the major factions in the Veilguard, and each one sets out who Rook was before they were recruited by Varric. While that sets up the broad events, as you go through the game and have conversations either with members of your faction, other characters, you can define not just what those events were but what they meant to you – what was your motivation, what was the kind of person you are as you build up Rook, because again, we wanna make sure that roleplaying is at the heart of this experience, and taking Rook, giving them a background in the world but letting you decide what that means and what that says about you is also a big part of it. And again, there are six different factions in this game. Two which anyone who’s played Dragon Age for a while would remember, you’ve got the Gray Wardens and Antivan Crows. We also have, in addition to them, four new ones because we’re in Northern Thedas. We’ve got the Veil Jumpers, Mournwatch, Shadow Dragons, and Lords of Fortune. A lot of different options, a lot of different backgrounds, and a lot of opportunities to define who your Rook was and who they are now.
Q: Will crafting return and has it been improved since Inquisition?
Corinne: Will crafting return? You can absolutely improve and customize your gear, yes. That is a big part of RPG progression, so yes you can improve and customize it. I will say though, it's different this time around, and it does get into spoiler territory so I'm gonna be a little cagey about it, but there might be a mysterious entity that assists you with that that will be an important part of the narrative.
Q: Can we kiss or romance Manfred the skeleton? 
John: I would say, not that skeleton, but we're not saying no skeletons.
Q: What were some of the development considerations that you had to take into account to ensure this game flows & functions with prior games & dragon age keep, if keep is being utilized? 
Corinne: We did an interview with IGN that goes into some of the details there. To summarize, we have taken a different approach on how you import your decisions this time around. It's now fully integrated into the character creator and serves a dual purpose, to be honest. It’s not called this in game, but I playfully think of it as "last time on dragon age". When I talk about its dual purpose, it's been 10 years since the last dragon age game release, so it serves as a refresher on critical events as well as allowing you to remake those decisions that are critical to you. The thing I love about it is it's very highly visual, it uses the familiar tarot card aesthetic, so it's actually a very visual and playful experience as you go through it. It is very much important to us that it's built into the client, though. You can play this game entirely offline, no connection, you don’t have to link to your EA accounts. That's been a really big request, so the refresher plus make those decisions in client, I think we're all pretty happy about that. I don't wanna spoil anything by revealing what decisions you can import. Y'all don't want the spoilers. But it's been a really interesting creative intersection for us. Because on the one hand, this is a whole new adventure. You're in northern thedas, these locations you've literally never been to before, so that affects what will matter and what we’re not using this time around as far as decisions. But obviously there’s some very very clear connections to existing characters. It’s no secret that the Inquisitor, our dear Inky, is gonna show up, so that's a factor.
Q: Will this next game be an open world game or is it just confined to Tevinter? 
John: Yeah, so you are in northern Thedas, but the game only begins in Minrathous. It doesn't stay there. I think one of the most exciting things for me, and again, I don’t wanna get into too much spoiler detail, but getting to go to and work with the art team, the narrative, the design team to build out these locations we've talked about, places that character have referred to as where they’ve come from, places that characters obviously in previous games have hailed from, has been absolutely exciting. So you do start in Tevinter, you do start in Minrathous, but again that’s not the entire game by any stretch.
Corinne: And the first half of it is, is it an open world game? We've gone back to what we believe delivers the best, most curated, intense narratives. So this is a hand crafted experience, it's mission based. Now these locations can open up, you can go back, solve mysteries, do some really great side content - not fetch quests, not grind quests, some really great side content. But I wanna be clear, it's a really curated, hand crafted experience.
John: Just to bounce off of that very quickly, the most important thing for us and what Corinne was saying about hand crafted, obviously we’ve talked about how characters, story, narrative are critical to us, and this has allowed us to build those experiences in a way that emphasized that really well while still tying it into the story threads and story beats.
Q: Will the companions have unique specializations like DA2 or the same as player?
Corinne: I think the best way for me to describe this is that yes, our companions will have abilities that are truly unique to them, but also the companions do fall into the archetypes of mage, rogue, and warrior. For instance, you might be surprised to hear, because she has a bow, but Bellara is in fact a mage, and I love that. Some of the abilities, the bulk of the abilities of the companions, are based on their own unique personalities. Neve is the only mage that is an ice mage, so you get distinct abilities for her. But because she's a mage, she does have access to abilities that all mages share, like Time Slow. We really like the balance there. It’s a good mix of representing their archetype, their class, and also their distinct specialization or personality or whatever you wanna call it.
John: Yeah actually, I would say the word personality is a great one, because all of these characters exist, have a story, have a history of how they became who they were, and part of that was finding that intersection between narrative and gameplay and making sure that again, we serve the needs of gameplay, but also allow these characters to exist as their own people, not just in conversation but out of conversations as well.
Corinne: I would also say that as part of that core mage kit, healing spells are there. So if your mages, you wanna make ‘em a healer, yeah.
Q: Will the Veilguard have tactical combat still? 
Corinne: Yes. Combat gets quite tactical. Obviously this is an evolution of the combat system. I talked about immersion, wanting to put you in the world like you’re actually living and existing in it, but it is very tactical and I will say we have a robust difficulty system. The tactics are increasingly important the higher difficulty that you go. So if you’re showing up for a highly tactical experience, I would crank that difficulty in particular. But I wanna make sure I’m super clear in my answer. You saw the gameplay reveal. Our pause time tactical mode is not overhead. It stays close to Rook. It does allow you to cycle between targets in and out of combat, there’s a reason for that. As the game progresses, you didn’t see this in that opening hour of the game, but it will display strategic information on the enemies, so what are their vulnerabilities, what are their elemental weaknesses, their enhancements, what are they resistant to, so your type of abilities, leaning into elemental gameplay matters a lot.
I would also say, this is a long answer because it’s such a great question, tactical decision making also takes the form, I would say this is front and center, of coordinating your ability usage between Rook and your companions to create synergies and or really devastating, we call them detonation combos. So let me give you a couple of examples, because it can be really hard to visualize, so hopefully this helps. One of the tactics that I personally enjoy in my own builds, I just recently played as a veil ranger, I love it, it’s one of my favorites. if I'm fighting fade touched enemies in Artlathan, I like to use Bellara's galvanized tear to pull enemies together, it’s like a gravity well. You then Slow Time with Neve – Slow Time affects the world around you, but it does not affect you, so you clump them up, you slow time -- and then with Rook I come in and do a devastating AOE or damage over time spell or ability. And it’s even better if it's a lightning based ability, because the fade touched in Arlathan are vulnerable to that. So there’s so many layers of coordination and strategies and tactics. We did talk about the devastating detonation combos, that's one of my favorite features, because that’s when you’re really leaning into explicit teamwork between your companions and Rook or the companions together. When I build out my team and I'm going into a mission, I try to ensure that I have at least a couple possible synergies, detonation combo synergies, between my team. It might be between Harding and Neve, Neve and me, or both. So here, I'd go into battle, pause time, open the ability wheel, get information on the enemy – and the wheel will actually tell you that there is a synergy combo, you  might have seen a screenshot that says “combo available��� – it will remind you of synergies between companions, you can queue both of those abilities up at the same time, close out of the pause time menu, they’ll both execute, both abilities will happen. Then the detonation AOE happens, applies debuffs to all the enemies in a radius of it. It's so satisfying. I can’t wait for yall to see it, but the interesting thing is that too is a tactical choice. I’m choosing to use my companions to do that, and that means I’m not using them to heal me, or to give me that defense bonus, or to knock an enemy off a ledge, so it’s about the opportunity costs. I could spend the rest of the session talking about this, apologies for being long winded, but this is one of my favorite parts of the game.
Q: Can you choose rook's pronouns? If yes, is being non-binary an option? How detailed is the character creator?
Corinne: Well yeah you can select your pronouns. Absolutely. You can actually select your pronouns and your gender, because those are related concepts, but they’re not actually the exact same thing. Yeah, you can be non-binary, we have he/him, she/her, they/them. Yes. Emphatic yes. How detailed is the character creator? Oh my goodness, yall. Very. I don't wanna give away too much just yet but it's very very deep. It has been revealed, it’s out there in a couple articles about the focus on hair, the focus on skin tones that are done respectfully, full body customization, hell yeah, we love to see it. But we’re gonna come back, we’re gonna show you a lot more on character creator, but we wanna make sure we have the time and space to do that.
Q: Will there be a photo mode in game? 
Corinne: That is something we’re actively looking into, we know there’s a ton of interest, so stay tuned on that one, but we are very much looking into it.
John: I can add too, that is a feature that we like, we like the idea of, and it’s not just player facing, but internally it’s a really helpful thing to have that as we’re building things out, so we’ll let you know.
Corinne: Yes, yeah, absolutely. We are as geeked on that possibility as you all are.
Q: A lot of people were asking about abilities. Are we going to be limited in how many abilities we can pick from the wheel?
Corinne: Ability wheel does have a capacity. You have to choose which three abilities you wanna bring for Rook, which three for  a companion, and which three for another companion. What I like about this is there is kind of an emergent gameplay depending on who you and your companions are coming into a mission with. Now the reason for that is it actually creates a really interesting balance between strategizing, having to do that strategy about your combat kit before the mission, and then the tactical decisions once you're in the field deciding what to do. I want to clear one thing up, while there are three ability slots for Rook, there's so much more than that - other actions that you can perform directly from the wheel like you’ll have an ultimate ability associated with your class or your specialization, so there’s variants there. There’s a type of items you can get that function like abilities, they’re typically like buffs and enhancements, in the form of runes, so you’ll control that for Rook and/or the team from the wheel. You may have also seen that you can direct which targets your companions can focus on, but what you might not know is that a lot of the companion gear really synergizes with that directing with your companions. When you issue those commands, that too will proc depending on the gear they have equipped, really interesting and strategic effects. They can be more ability like, more like proc’d effects, there’s just so much from the wheel that once you get in and see everything working together, becomes more and more apparent.
Q: Will fireball and cone of cold be back as spells in Dragon Age: the Veilguard? 
Corinne: All these combat questions, really good. Fireball and Cone of Cold aren't specifically back, however their successors are, frost nova and meteor. These serve the exact same combat role and function as those other abilities. I would also say it gives them quite the glow up. Meteor in particular, so satisfying nuking a group of darkspawn with a well placed meteor. It’s wonderful
Q: What accessibility features are available? Arachnophobia mode? Mod support? 
Corinne: Oh my goodness, arachnophobia. I am wicked afraid of spiders too. My partner always laughs at me, I’m just terrified of them. That said, that's one we're going to save for a little bit closer to launch before we’ll go into full details about accessibility features. But I do wanna assure you we have spent a lot of time thinking about this topic, so that you can play the game in a way that really works for you. I'm excited to share that with you when the time is right.
Q: How long is the time skip from Inquisition to the Veilguard? 
John: Anyone who's paid attention to Dragon Age, and I can say as somebody who’s been on Dragon Age since Origins, timelines are always a little iffy. They change and they morph over development as we see how longs things are taking, but for Veilguard we were actually pretty consistent from the start that it's been about 10 years since trespasser, as you may or may not have noticed, Varric's become a bit of a silver fox. I’ve seen a lot of comments about that on social media. Yeah, 10 years. Solas's ritual has taken time to set up and you’re kinda coming in at the end of that hunt.
Q: Is Solas still bald? 
Matt: Yeah. I mean if you’ve watched the gameplay thing, we can all confirm that Solas is still bald, Solas is still Solas. I really like how Solas has turned out this time around. I will say, here’s a comment on this specific question that’s gonna sound like a non-sequitor, but once you get a chance to play a little bit more, maybe you’ll – In Thedas, ancient elves go bald when they are millenia old, so Solas wasn't always bald. So if you end up seeing what Solas looked like in the past, things might be a little different. Now that said, I’m sure some of you are wondering what happened to Solas’s wig from Tevinter Nights. I’m sure he still has it somewhere, so… It’s his most important possession.
Corinne: Some pride there, huh.
Q: Will we be able to change companions appearances and outfits or are they fixed, similar to Dragon Age 2? 
Matt: Dragon Age 2 was, we loved how the followers turned out in that, but it was sad given our constraints that we had to keep them with just one basic outfit. We really tried to make some space for them this time around. They have iconic color palettes and things like that, but they do have a wider range of appearances that you can find for them, some are just cool but then there are some  that are tied to directly to their narrative and just kind of what’s happening in their life.
Q: Will we be seeing or visiting Kal’Sharok? 
Matt: What’s been really cool, so in previous games, we’ve kind of alluded to this before, it was a lot of fun to hint at the locations that were off the map, the mysterious places you were not going, and so you could just bring in some props, some characters, a piece of art, things like that. Even Tevinter was only vaguely hinted at and we’d just add drips and bits and pieces, so that stuff was really fun. In the Veilguard we’re actually getting to visit a whole lot of those locations that had only been hinted at for real, so you do actually run around Tevinter and a bunch of the other locations that we’ve revealed. But this also means that we're not completely filling out the map, and that there are new things we can start hinting at and we can start drip feeding. It’s kinda fun, I’d say for what we can show of Kal’Sharok and other locations, there’s more to do.
Q: Will the dialogue wheel/options be similar to Inquisition and Andromeda in the sense that it's more tone based?
John: We have a number of different types of wheels in our game. All the dialogue wheels are based off the same principle, anyone who’s played a dragon age game and remembers what they look like. In Dragon Age: the Veilguard, we have tone wheels which are roleplaying your character picking consistent tone. We also have emotion wheels where you can pick specific emotional reactions, and choice wheels which are, I don’t have a strong emotional or tone tie here, but I do want to make a choice based on what I do. Investigate’s obviously return as well. We want players to understand as much as possible what it is they are going to be picking, we want the choice to be clear even if one of the best things about consequence is making sure that’s not entirely clear.
Q: How extensive are Rook’s dialogue decision trees? 
John: Huge. Again, it’s a Dragon Age game. We wanna make sure you have choices, we wanna make sure you can choose your roleplaying, but also choose outcomes of conversations, choose how events unfold. Again it’s a Dragon Age game, we wanna make sure we also react to decisions you’ve made. So for example, you may be talking to a follower who is an elf, and if you yourself are an elf, obviously you'll have a different perspective on events than someone who’s not an elf. Sometimes that means different conversation options, sometimes that’s going to be entirely new dialogue trees, as well as based off decisions you’ve made throughout the game, so again, making sure the game feels like it notices what you’re doing is a huge part of how we’ve written out the dialogue wheel and dialogue trees in this game.
Q: All companions romanceable by all player characters regardless of race and gender? 
Corinne: Yeah, yeah. We have talked about this in some of the interviews, I’ve seen a few articles about it, so I'd recommend everyone check out those articles, but let me just give you a quick interview. Each of the seven companions has full romance arcs and they are romanceable by all genders. Absolutely. But something that’s really important to us on the team, and so I just wanna make sure and double down on, that doesn't mean playersexual. If anyone’s unaware of what we mean by that, it doesn’t mean they conform or twist their identities to who you the player are. They won’t suddenly have a preference for men or women based on what you’re playing. Instead they have their own fully fleshed out identities. They are true and authentic to that. So in this game they are all pansexuals, they all have histories and romances, sometimes you’ll hear about preferences and things of that nature. And what I really love is if you don’t pursue a romance with them, they’ll actually build their own romances with each other. So in one of the interviews I talked about Lace Harding and Taash getting together. I give that example because it’s one of my favorites. I’m gonna put a question back to the community though. I’ve heard we’re going with Laash for that ship name? You tell me what is that ship name?
Q: What are the markings on the faces of the elven warden and veil hopper?
John: So there’s quite a few, I think more than we’ve done before, tattoos from various cultures. We're bringing the vallaslin back of course but there's a ton of different options, especially when we’re going into these new regions. Each area has its own kind of visual language for that. We are bringing the vallaslin back and a couple characters have them, but we've customized them a bit. They’re a bit more specific to their personality.
Q: What are you as a developer most proud of and excited for players to experience? 
Corinne: I suspect for most of us, myself included, it's the depths and authenticity of the companions journey along with on their arcs, learning about their hardships, what they care about, being by their side. That authenticity is just so good, they all feel like my dear friends. But I have to say, the closest runner up for me has to be the character creator. Has to be. That character creator, the makeup options, the range of sliders... I'm a Qunari fan, so even just the way you customize the horns and combine that with the really great looking hair. Character creator has to be my very close runner up.
Matt: As far as what I can say I’m most proud of on this one, I can speak for the art team, we worked incredible hard to make the story more visible than ever. Games are a visual medium, but sometimes it's easier to do things in text format or written in a codex somewhere or alluded to off screen, but we really leaned into trying to make sure that every design, prop, character, environment, that the effects we’re choosing, all these choices were putting the story on screen so you can see it unfold, and I think having worked on all the dragon age games, I'd say Veilguard represents one of the best attempts at that we’ve made yet.
John: I’m gonna cheat and kind of combine both Corinne’s and Matt’s answers. Honestly the companions for me are the absolute highlight. Just being able to work across all the disciplines, building characters who look and sound and behave in very specific and characterful ways. These are the deepest companion arcs we've ever done, not just on Dragon Age but in BioWare in general. Each companion has their own story arc you can go through, decisions you can make. They really do take center stage. As you play through them, you see the care and love that the team has put into each and every one. I mean, there’s moments in each arc that make you cry, make you angry, make you excited, and the way they integrate into the story as a whole for me is something that’s been really fun. Finding ways to bring these characters together, ways to bring this story, this narrative, of you know, you need to put together a team and stop the end of the world, has been absolutely exciting and thrilling. And again, you see the team's love in every single piece of it. As for what I’m most excited, Dragon Age has been part of my career and part of my life for literally the last decade and a half, I’ve worked on it since Origins, and there's something about the Veilguard that feels an amazing mix of novelty and familiarity, it’s like coming home in a way that I feel is going to be very exciting for people who are existing Dragon Age players, but there’s also so much here that’s just new and exciting for people, new players and old players alike. Going to parts of the world, seeing things we’ve never seen before, and just getting to take this amazing world and series and expand on it and build on it in ways that I’ve just been, honestly an absolute thrill, the best part of my career, and I’ve been in games for 17 years now and this has been the absolute highlight for me, so that’s what I’m excited about.
Corinne: I just wanna yes and that. I so completely agree with you. There’ve been times in companion arcs where even knowing what's going to happen, we work on the game, with some of these decisions, I've had to set down the controller, let out a heavy sigh, and go “oh my god, what am I gonna do here?” The depth of them is wonderful. I do wanna put this out there, when we talk about as a developer what we are most proud of, can we just give a big shout out to the dev team? I am so proud of them. This team has poured their hearts into this. Anyone from BioWare who’s listening in, thank you so much. Y’all are just the best.
Q: Why does Varric have dark hair now? 
Matt: He's been adventuring for a while now. His hair is more gray, but he's been in very dark scenes so far, so we’ll see him in some more contexts.
Q: Will the Inquisitor be appearing in the flesh or are we just choosing their major DAI decisions?
Corinne: Yes they will. The Inky does appear. We've know how attached y’all are to the Inquisitor, we’ve seen the love for your OC. Yes, the Inquisitor shows up. We'd already confirmed that a few places, so let me just say you can also customize them and it includes some of our new customization options. Yeah they’re gonna show up and they’re gonna be your Inquisitor.
John: And I think beyond that, the story of Solas and the story of the Inquisitor obviously are tied together as much as any story, so it would have been strange for us not to bring them in for this one. They’re gonna be a part of this story.
Q: Will there be any planned DLCs and transmog armor? 
Corinne: Right now our focus is entirely on the quality of the game, it's so important at this stage for us to be all in, all attention on finishing this game and delivering on the quality and the promise of it. So that's all I can really say on it, we're 100% focused on this being the most complete game we can make it. I wanna emphasize, there's not gonna be any microtransactions or battle passes, you don't have to connect online. Our focus is making this the most complete single player we possibly can. Now this was kind of a twofer question. Will there be transmog? Hell yeah. I’m the kind of player that believes fashion is the real endgames. Yeah there’s a transmog system, absolutely. It’s sick.
Q: Will any of the characters be asexual? 
Corinne: Such a good question. So, look I'm gonna be really forthcoming with yall and a little bit vulnerable, I'm ace. I'm a gray ace, I don't mind sharing that, I’m kind of public with it. I will say though that none of our companions this time around are explicitly ace. We look at the characters, their motivations, who they are, we always assess is this the right time. This time it wasn't. What I will say for everyone on the ace spectrum on there, I would love to represent an ace relationship sometime in the future when it feels like the most authentic fit for a companion, when we can do it best. And I do see some questions, what do we mean by ace? Asexuality. We often refer to it as the ace spectrum.
Q: Can mage Rook do blood magic? Will blood magic be a skill tree separate from regular magic?
Corinne: OK, this gets a bit spoilery, so let me just say, Rook has some pretty good reasons to avoid blood magic. Rook is not gonna wanna be interested in that. But I will say, the mage skill tree is packed with all kinds of spells, traits, and perks to give you a ton of flexibility in your magic. Gonna go off script just a little bit because I’ve seen “just tell us about the specializations”. I’m not gonna tell you the deets, but there is a necromancer one. There is an elemental one, and there is one that’s actually more of like a combat mage. It’s my favorite.
Q: Can we name the griffon? We also have a griffon emoji in this Discord server.
John: Excellent. So, someone in your party, again, spoilers, may have already named the baby griffon, but don’t worry, Assan is a very good boy.
Corinne: All these griffon emojis, y’all are killing me.
Q: Will we have a camp/home/headquarters that we’ll be able to customize?
Matt: Well this time around, in Inquisition you had Skyhold. In this case you have a headquarters called the Lighthouse. More to be seen on that, but narratively it serves kind of a different purpose, but also the same purpose. As far as customization goes, there are elements of it that change over time and some things you can adjust. I don’t know how much we’re really going into that at the moment. One thing I like about it is that it definitely does start to feel very much like home over time.
Q: We need to know, does pasta and noodles exist in Thedas? 
Matt: I’ll take it as a chance just to geek out about worldbuilding. Again, the Veilguard for us is a really kind of dream opportunity to go to places we've only ever heard reference to or we’ve seen in set. In going through the world building process, and trying to build these things out not just as neat things from the IP, but also as, if you’ve read about this stuff, you've got your own version in your head, you’ve imagined what it might be like and you're probably hoping for something spectacular, and our brains are always far better at creating this stuff than any game developer or any artist can really do justice to, so you really have to swing for the fences to make something very satisfying and exciting. That can be everything as big as architecture and landscape and biomes and ecosystems, but it does get into things like art and culture and costume design, and also food. This time around that was one of the many things we did look into to try to catch the character and feel of a place to make it feel believable and lived in. So that’s my really long answer for yeah, I'm sure at least one place does have pasta.
Q: Are we getting a mabari?
Matt: Ooh, that’s a good question. I will say you’re spending most of the game in the north of Thedas. Mabari are not nearly as big of a thing up there, so in this particular instance, no, you will not get a mabari, sadly.
Q: Can we pet the griffon? 
John: You, I’m really sorry to have to be the one to tell you—Nah, I’m kidding, yes you can. It's not even just petting the griffon, I've actually hugged the griffon, so that feels like even there a step up.
Matt: There’s lots of opportunities to interact with the griffon.
Corinne: Can we see Assan in chat if we wanna see him in the Lighthouse hanging out? And hey, y’all, this was so important to the team, too. Like this is the team’s like, just huge support for this feature, so props to them.
Q: Will we get to see any of the character creator before the game releases?
Corinne: Yes. Yes you will. You've probably seen we are laying out a roadmap for what we're gonna show and when we’re gonna talk about it. You will see it  as we get a little closer to launch.
Q: Will we be able to play as a qunari dwarf elf or human? 
Corinne: hell yeah you will. All 4. And all 4 have that full body customization. I already talked a little bit about, I’ve always loved the qunari, I will say in Dragon Age: Inquisition it was hard to get a good looking qunari hairstyle. So yes you can play as them, you can customize them, the horn options are rad, the hair options are rad. And also related to this, your lineage gives you a lot of really unique dialogue options. So that’s really one aspect of choosing your lineage as well.
John: So actually just to bounce off that, earlier questions about backgrouds. Each lineage, depending on the lineage you choose and the background you choose, there are some specific callouts to, for example, if it’s a Mournwatch, Mournwatch being from Nevarra and mages, if you play as a dwarf, obviously your experiences in that faction is going to be different from, say, a human or an elf, so there are also specific callouts tailored to those combinations and, with the intention of giving each lineage a little flavor as to how they fit into that faction as a whole.
Q: Where is barkspawn and is he ok?
John: Barkspawn is safely gnawing on a bone next to a fireplace somewhere in Ferelden. Don’t worry, he’s fine. You may ask yourself, “but John, it’s been so long.” To which I say, Mabari live exactly as long as they need to.
Q: Will Rook have a set of default name?
John: Yeah, so Rook’s last name is defined based on their faction, again we wanted to tie that into your backstory, but also there's a name generator that can give you a selection of first names, obviously if you wanted to make your own first name, that’s definitely something we support as well. If you’re somebody who maybe has a little more difficulty coming up with a name, so for example you name every single character Bob because that’s the only name you can think of, we also give that opportunity for that generation.
Q: When will the voice acting cast be announced? 
John: We worked with a lot of very talented actors on this one. I am super excited to talk about the voice acting cast, we’ll be talking about it more over the summer, we’re not quite ready to announce names yet.
Same answer for collectors editions and preorders, and required PC specs.
Q: Any special musical guests? Tavern songs? 
Corinne: Yeah there are tavern songs and a huge credit to the audio team and performance teams, because they’re pretty great. There’s one at a little tavern in Minrathous called the Swan, and the song you hear there might just be my favorite of the tavern songs.
Q: DA2's main theme brought back motifs from DAO main theme. Can we expect DAV to recall more or less of that original thematic material than inquisition? 
John: We are not quite ready to talk about music yet in specifics. But in broad strokes I can say that the process for us is always the same. Working with the composer, figuring out themes, figuring out what kinds of elements we want to keep, tying specific elements to maybe specific characters, it's very in depth process and a very collaborative process. We have some fantastic audio people on our team that have done some fantastic work, that have done an amazing job working with composers and with the team as a whole to make sure that again, we said earlier about cohesiveness, making sure that the music feels like a cohesive part of the experience.
Q: When writing the overall story of this game, what themes did you want to have as the prominent focus? 
John: Again, it’s interesting. When writing these games, and this has been true on every Dragon Age I’ve been a part of, what you start with and where you end up aren't always necessarily the same. Sometimes you start writing a theme, you realize actually it’s more interesting if you attack it from this angle, or maybe it ends up twisted a little bit. I will say for Dragon Age: the Veilguard, from the beginning one of the biggest themes has been regret. How regret shapes people’s lives, how they deal with their regrets, how maybe people move past regrets. Each of the characters and the story as a whole have elements of these. We wanted to have that thematic, that cohesiveness to the game’s story and the game’s writing.
Q: Can you play a dwarf and does the world react to your race and backstory?
John: Yes, you can play as a dwarf. Yes, the world does react to your race and backstory. And again you’ll have unique dialogues or unique conversations based on that backstory as well as that race.
Corinne: And to give you a little nugget here because I saw it scrolling through real quickly, you have beards. So when I think of dwarves, I think about glorious, fantastic beards. Hell yeah we do.
John: Yeah I can say, as somebody who plays a lot of games, the character creator—I don’t know what magic they did, but the beards, they feel like a beard should feel like, it’s great, they look awesome.
Q: Will our heroes and companions leave us if we go against their wishes? 
Corinne: Do y’all just love pain? Do you want us to make you cry? Um... if you go against their wishes and make decisions they don't like, I will tell you, you can piss them off, they might not agree with you, and they will take some time away. That said this is the biggest threat to Thedas we've ever seen, so they will always be willing to defend Thedas, but yeah you can piss them off and they’ll leave for a minute. As it relates to them showing up to defend Thedas, well yeah they will, UNLESS…
John: No spoilers, Corinne. No spoilers.
Corinne: Alright, alright. But they want it!
Q: Did any songs, books, movies, or anything inspire character writing? 
John: Art is always a synthesis of your own experiences both in the real world but also the art you consume, the art you pay attention. I don't think that any characters have a direct reference or inspiration, but yeah, they're all inspired by the things we do both in the real world and in the media we consume. And you’re gonna see elements of characters that yeah. The things that we’ve enjoyed show up in these characters. For me it comes down to, writing can be a deeply personal experience, so even if you don't intend for it to be the case, parts of you will show up in the characters. I think that’s true for all the characters in the Veilguard. Sometimes it's exploring things about yourself that you may like or may not like, and sometimes exploring things about characters you like or don't like. So that’s my longwinded way of saying yes, it’s impossible to not have that happen when you’re creating art, but I don’t think there’s one where you can say, “oh this is this character, this is this character.”
Q: What was the thinking process behind making Harding a companion this time around? 
John: When we released Inquisition, it was impossible not to see the love that people had for our murderous girl next door dwarf. She has always been a fan favorite obviously. But I think beyond that, it's something that Harding's writer wanted to explore, there was more of a story to tell there and more perspective. And beyond that Harding also has a strong connection to Solas, to Varric, and the events of the last 10 years. So I wouldn’t say it’s always been but I’d say Harding’s probably one of the first ones we settled on as like yes, this is a character we want, and the writer had a story that they wanted to tell with her, so it just made sense.
Matt: You know, actually, to piggy back on that, that’s something I hadn’t even thought about that much and it’s not a huge part of her character, but she tends to be one of the people that have the most insight into who he was.
John: Yeah that’s exactly—that’s a great way of looking at it, too, it also provides you with a little bit of perspective, for players who’ve been around for previous Dragon Age games, but also for new ones, who was Solas? What kind of character was he? Yeah it’s a great, using characters to provide windows into the world is honestly one of my favorite things.
Matt: And when I say was, I just mean in Inquisition.
John: Yes, that’s exactly, yes. Thank you for correcting that.
Q: What approach are you taking to quest and world design in the Veilguard?
John: I think for us it just comes down to relevance and narrative heft. We wanna make sure that each quest provides either a perspective on the world, a perspective on the characters, or it feels immediately and obviously relevant to what you’re doing here. You’re here to save the world. At the end of the day, one of the things that we heard loud and clear was the feedback about how relevant, or in our case not relevant, previous quests have felt, so for Veilguard, we really wanted all quests to feel like something somebody faced with the end of the world would believe was necessary and important. So again, there’s quests of all sorts and sizes, but all of them share that same feeling of, this is the kind of thing that the Veilguard would do. This is the kind of thing that my hero would do. Especially faced with the end of the world.
Corinne: That’s really good, John. That’s so right. I would just again double down on how hand crafted all the quests are. Whether you’re doing the main story or you’re journeying with your companions or you’re out exploring and you encounter a mystery, everything's hand crafted, intentional, we spend a lot of time listening to what yall said, and of course everyone has slightly different tastes, but you're not gonna be gathering shards in the Hinterlands. Everything is built with intention and they’re lovingly handcrafting the experience.
Q: Are there any locations in the game that can only be accessed by making specific story choices? 
John: So I don’t wanna get too much into spoilers here, but I will say that locations can fundamentally change based on decisions you make. Some of the parts of the world that you go to, you can have, the choices you make have an impact on how these spaces exist and develop.
Q: Will we be able to control companions in combat?
Corinne: If Rook gets KO'd, the player character gets knocked out, this time around it is time to reload your save, or better yet, the companions have really interesting progression. You can spec them out to be able to revive you, but that’s if you’ve invested in their progression and what they can do. And that said, I mentioned this earlier but I personally spend more time in the nature of this combat system when everything comes together, interacting and directing the companions than I have in any of the other games. So like that’s interactivity between them. Once you play it you’ll see just how engaged the scene is.
Q: Will Solas still occasionally or dramatically speak in iambic pentameter? 
John: I actually spent a little bit of time trying to figure out if I wanted to answer this question in iambic pentameter, and then I very quickly gave up. Massive kudos to Patrick who always writes Solas so well. Again, Solas is a returning character. It's the same Solas you know and love or hate depending on who you are. The same writer. So I think this is, the answer is yeah, it's Solas.
Q: Will our decision of who was left in the fade be important? 
John: While that decision does not show up—not for the Veilguard, now that said, that doesn’t mean that’s not a decision that won’t ever be important in the future. Not for this one.
Matt: I’m glad to hear you say that, John, because one of my favorite stories was Bob getting stuck in the web in Reboot.
John: That’s a deep cut! The sound of my childhood.
Q: Will we have mounts again? 
Matt: No, mounts were, they addressed a need in Inquisition that we don't have in Veilguard, and you’ll see why when you get to play.
Q: How is the side quest design? Will they be mostly story based or will there be a lot of radiant and quests for power like in Inquisition? 
John: We talked about this a bit earlier, but they are all hand crafted and story focused. The narrative, the companions, not just the companions but the characters and the world as a whole, are so much at the core of the Veilguard that anything other than handcrafting quests just felt like it would be a disservice to the game we were building.
Corinne: And maybe we can clarify as well, because with power was such a devisive mechanic in Inquisition, there’s no mechanic like that that blocks your progression until you fill a bar. That’s just not a thing in this. You have the autonomy to engage in these quests as you like, there’s no grind out gates before you can progress.
John: That’s right. Again we want to make sure that doing this content feels as natural and part of the logical flow of the story as possible.
Q: Will there be a similar system to war table? 
Corinne: We haven't talked much about the player's base, the Lighthouse, and we're gonna save that, but what I will say is that the Lighthouse, your headquarters so to speak, it has its own unique purposes and functions this time. So that's an area that we'll leave for you when we talk more about the Lighthouse and when you have a chance to hop in, you’ll be able to see what those unique purposes are.
Q: If there is dual wield for warriors, is it dex or str? 
Corinne: So we did wanna bring dual wielding back. It is part of the rogue kit this time, warriors are really focused on mighty two handed weapons, I can’t wait until you see, when you swing those weapons there's a real heft to it, and then of course sword and shield. So we’re leaving the dual wielding to the rogues, but you can see, the amount of hits you can get in in rapid succession dual wielding as a rogue is really satisfying.  
Q: What have been some of the challenges and advantages of working on a single game for so many years? 
John: That is a fantastic question. I have often joked, and I don’t know how much of a joke it is, that when this game is out and I suddenly don't have to keep all these pieces of game and lore and story and everything straight in my head, I'm suddenly gonna be able to speak Latin or something because there’s gonna be a ton of brain power freed up. But for me it’s just, the thing that keeps me sustained is just knowing the game we're building is the right one. Knowing that the pieces are coming together, and knowing just how much people care about this franchise, care about these games, and how excited people are going to be when they get to see the fantastic work the team has been doing. I’ve been on this project since the start, and even today I see things on a daily basis that I’m like holy smokes I can't believe what the team is doing, I can’t believe how good this looks. It's a huge game and I don't see every piece every day, so I get pleasantly surprised on a daily basis. Sometimes if I’m having a particularly long day, I'll spend about an hour late at night just watching cutscenes come in, watching the work coming together, and just sitting back and being like, holy smokes, I can’t wait for someone who hasn’t seen this every day as I have, to see this and just be blown away by the work.
Corinne: It's been very real, hasn’t it? I will just say speaking on behalf of the dev team, everyone's working so hard and putting so much passion, so much of themselves into it. This is a franchise they truly love and seeing your support cheering us on has meant a lot to them. So let me just say thank you to all of you.
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twisted-dreamscape · 11 months ago
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Twisted Wonderland
Reader with Magic from Another World
One of my favourite concepts to play around with in Twisted Wonderland is the idea that by their world’s standards the prefect doesn’t have magic, but comes from a world with a different magic system—I can be a bit lenient with how some systems work more than others. For example:
Winx (Believix, ‘cause it’s a magic for fairies in places where people do not believe in magic-in this case it’s the specific brand of magic the prefect uses)
No one believed you. Your rounded ears and distinctly human eyes and teeth did nothing to help your case—forget your apparent lack of magical capabilities. It was no surprise that not a single person believed you when you claimed to be a fairy. You found that for some reason, you were unable to transform in this world, which made it impossible to prove you were a fairy if you were entirely unable to transform into one. But you remained determined, and what abilities you retained outside of your core transformation, namely visions of people’s past and visions of the great seven, helped you carve a different place in this world regardless. Through your efforts, insights and general willingness to help others, enough people started to believe there was at least something more to you.
It’s in a moment of crisis, when your selflessness sees you placing yourself in harm's way, taking a risk that was not asked of you and leaving the boy you protected racked with guilt.
While the others were fighting back the Titan Earth, another phantom charged at Epel from the shadows. There was no room for the others to act, but you could. You raised the weapon you swiped before descending into Tartarus and slashed and stabbed at the creature, but it held your weapon in its fading body while another went careening into you, knocking your little scuffle over the edge.
The seniors could only listen on as you fell, the phantom before them leaving no room for distraction. When the Titan was pushed back, it was already too late.
“You said you were a fairy, you said you could fly, you said you were a better flier than me. Then, fly!” Epel stood rooted to the spot where you stood, but despite what they saw, he, Rook and Vil wanted to believe you were something more, something that could survive that hit, survive that fall and the Titan that followed; it was then that you were able to unlock your Believix wings.
It was a whole new form you had never encountered in your dimension, but you once heard of fairies from Alfea that restored magic in a long separated planet. It felt good to access your magic again, even though you may never reach Enchantix as long as you were stuck here, you were still happy you could help out your friends—it also felt good to prove everyone else wrong.
With your newly gained powers you were able to participate in classes like your other classmates, but only when transformed, unlike at home, which was…an experience. Flight class was especially interesting since you didn’t particularly need a broom, even less so if you wanted to fly quickly. Application of lessons weren’t exactly a one-to-one application but they inspired you to try things you had yet to study in your home dimension. Maybe with practice you could one day be strong enough to open a way between your worlds.
Fairy Tail (It’s funnier if the prefect is some form of Dragon-slayer)
“HOW DARE YOU!” Sebek immediately placed himself between you and Malleus, although more troubling was the way Silver followed his lead; but even worse yet was the look of hurt that settled on your friend’s face. It was one thing to title yourself a dragon slayer, but to withhold this fact and sneak your way into his good graces…evil. You were ecstatic when you learned your friend was a dragon—‘a kindred spirit’ you thought—so you eagerly revealed what you are.
Malleus was silent and Sebek was anything but, chastising your horrid character, while Silver hoped you would change your ways. You hurriedly explain what a 1st generation dragon slayer is in your world—a human trained in the ways of a dragon—and that you were in fact raised by said dragon! And Malleus was now also ecstatic! Although Sebek was still wary, Malleus needed to know everything about you and your draconic parentage! He’s surprised by how limited your magic is compared to his, but just as surprised that you can eat the element you’re limited to! He consoles you over the disappearance of your parental figure and welcomes you as family.
The age old question of your guild has been answered, “Do fairies have tails?” Yes, some. You marvel at Malleus’ when he shows you his beautiful tail. He’s a fairy, but a Dragon-fairy, he’s everything you ever wanted to meet. Your friendship has further deepened now that you’ve learned this and now he wants to know more about your guild as well.
You are able to learn magic like your classmates, but you don’t have a need for a mage stone, in fact, you don’t really ‘get’ them. Some hold magic like lacrima, but the more common ones seem to be glorified filters.
*Crystal Dragon slayer
Ruggie also takes a particular interest in you, chiefly your ability to consume ANY crystal, including something as common as glass—however this interest quickly wanes when he realizes you can’t teach him to do the same; that doesn’t stop him from trading your lunch set for a washed soda bottle. While you are interested in the crystals that Grim has been eating, even you find that there’s something gross about the murky stones, despite his tantalizing descriptions. That’s all fine to him, he wasn’t gonna share anyway.
Ojamajo Doremi
The P.E uniform for Night Raven College was a practical jumpsuit. The students took pride in styling it in a way that best suited them, even you were fortunate enough to find an older iteration, in the attic of Ramshackle dorm, that you wore like your friend’s. It was comfortable enough, when you got to wear it—that is, outside of flight lessons.
You always made an effort to transform before class, in the empty locker room, behind some bushes, anywhere but the open field, but some days, you were late. Some days you were laughed at by every single classmate as you rushed to pull on your monochrome costume before the song ended. But they could eat your sparkly dust.
Some time had passed since you received your crystal ball and returned your witch to her true form. You were crossing over from the human world to visit her when you woke up…here.
You were a full fledged witch, and your magic proficiency was at least greater than that of the average third year, but there was SO MUCH you didn’t know about this world. Surprisingly, attending this school was exactly what you needed to gain that knowledge, so while you’re still not sorted into an official dorm, you remain as something of an interdimensional student.
In light of your advanced skill level, you and Grim are not a single student, but he is still accepted as your sole dorm mate—given that you keep watch over him.
With your fairy beside you, you wonder if he could possibly be the same if he’s not a cat—a fairy without a witch that transformed into this direbeast.
Mew Mew Power (Seismic Cymbals)
You entered their world with nothing but their ceremonial robes and your power pendant. It was your only treasure and only link to your world, but there was no need for it as a janitor, right?
You kept it close regardless, nearly activating it when a wild tanuki began rampaging and again when a certain red headed jerk instigated a chase that would have been much easier when transformed—but you resisted. In the end, it was only when the monster of the magic stone mine began swinging its pickaxe that you took your stand. You held off as long as possible, even uniting your ragtag group into a fairly solid plan, but when the monster finally shook off the cauldrons, you transformed and pulled Deuce out of the way, and with the monster far enough away from the cave, you summoned your seismic cymbals and collapsed it into a crevice you opened beneath it. For the most part, teamwork did win the day, and you are still dubbed a beast tamer, but your magicless status was mostly revoked.
As you are unable to actually cast spells you are still unable to participate in most magical lessons and require Grim to cover that aspect of your grade, however, in very specific instances you are able to transform and flaunt your stuff.
From then on, the nature of your species comes into question, as a person who occasionally exhibits beast man traits on occasion, even outside of your transformation.
Persona (a blend to incorporate more features)
*It’s kind of funny how neatly the concept of Overblots connect with Shadow Selves
You were raised in a facility that studied pscience and how shadows and personas manifested and affected the world around it. You have an encyclopedic knowledge on past events where students much like you, were faced with extremely traumatic experiences and forced to take on very adult responsibilities. Despite this, your concept of reality feels distorted when you first call upon your persona in this world. In one sense, it’s reassuring to have access to your persona in this foreign space, but concerning if it’s based on similar rules to that of Tartarus or the TV world—who knows how twisted this world REALLY is and how much time you have!
Under what conditions were you brought here, and why have none of the Overblot victims been able to call upon their Phantoms as Personas after they’ve reverted? They’re basically shadows, right? It seems there’s more to it than you first believed, maybe when the Styx facilities are operational again you can study this power of yours in relation to the victims they kidnapped—with their permission.
As a student, you’re able to display some ‘magic’ by switching between personas. You share many of the same elements and even display some ‘new’ ones that have an effect akin to that of a unique magic. Your healing capabilities are immaculate and you’re one of the greatest talents in the school, but when you overdo it, you are prone to passing out, so be wary.
*Conversely
Despite being able to call upon your persona in this plain, it seems none of your peers can perceive it. Malleus and Lilia seem to be able to sense a separate, but connected presence beside you and Leona claims to smell something that is not quite human, but that’s as far as it goes.
Many are shocked by the grand feats of ‘magic’ that you can utilise without a wand or accumulating blot! But you can’t help but recall the Dark mirrors claim, “Soundless. Colourless. Shapeless. Utterly vacant.” A Joker by any other name.
*Anti-Shadow Suppression Unit (Like Aigis)
“Woah! You’re ANCIENT!”
“Brother!”
“But her design is so MID!”
You’re a robot designed to look human, but in so many areas it's obvious you’re not human, unlike Ortho, whose more techy features are intentional, yours stemmed from an inability to properly hide all your ‘additional’ features. Maybe it’s because you’re not human, but Idia is quick to get up close to you, poking and prodding, practically ready to tear you apart, but unlike Ortho (at the time), you have free will and quickly shut down his behavior. You have such a strong personality because initial tests of models before you emphasized the necessity when designing a weapon like you to have a powerful persona.
At the beginning, you found yourself actively distancing yourself from Ortho, who you felt was imitating being human, unlike you, and you wanted to avoid being compared to him as much as possible. And yet, you find yourself drawn to the Shroud brothers; the elder one somehow being more comfortable around you than he would be with a human and the younger one being fascinated in meeting another ‘person’ like him—it is your interactions that spark his sense of self.
As you grow to trust them, you do allow Idia to run some updates on you, after you analyze the changes to be made. You find your processing power to be faster and more precise, he even improves on your orgia mode, allowing you more control—if only slightly. Besides your robotic existence, Idia finds himself bonding with you over your predetermined futures. As the heir of Styx his role in life has already been decided for the sake of others, while your entire existence was designed to fight these ‘shadows’ for the sake of others. Neither of you are particularly interested in changing this reality, but rather living as best you can within its confines. You tell him about the shows and video games in your world, especially the best series ‘Featherman’ a major loss for this world not having it—at least you guys can watch the episodes you ‘recorded’.
When Ortho finally gains his ‘heart’ you two become the best of friends! You want to know everything about him and are more eager to share how your own awakening came to be. It’s a strange experience for him, but a welcome one and you’re happy to help him in these times.
Skullgirls
They are extremely concerned! What do you mean you have a parasite? Are you okay? Do you need antibiotics or something? You quickly explain that’s not what you take for parasites and that it’s not that type of parasite. You introduce your friends to a creature that’s attached itself to you and further elaborate that it’s technically not harmful to you���right now. Those who do hear your little aside simply overlook that detail. You explain that it’s not an especially uncommon phenomenon.
With the aid of your parasite you mostly take on the role of support in battles, in order to avoid harming the sentient attackers. Your parasite is POWERFUL, a little too powerful to attack a person—save for restraining or tossing them—if you want to see them walking again, so you refrain. It’s an ancient figure that bonds well with Lilia for some reason and attracts the intrigue of the octotrio—especially Azul for…reasons.
Are they crazy? Genies? An entire festival dedicated to wish making? You are horrified by the prospect of so many being brought up on the idea of consequence free wishes. You give them a brief history of the skull heart (A heart…of bones? Shut up Ace), where you were raised, no one would even dream of using it, at least not out loud, on account of the generations of horrors suffered by the land and people. You have regular discussions with Professor Trein and Riddle on the Heart and the wars fought for it and because of it. Azul on the other hand is more interested in the details of the wishes and their fallouts, you can only hope he doesn’t use it as a guide—he reminds you of the Medici mafia. For the first time, you find yourself giving some attention to the wishes you silenced long ago.
Bayonetta
“So…you’re naked?”
You explain that your hair is your clothing. Ace claps back that could be said for most people, but they’re still naked—the school requires that you wear the uniforms provided to classes. In the end, you get a top hat and solidify that nudity and a statement piece is the dorm uniform of the Ramshackle dorm.
You have yet to perform a traditional Umbra Witch summons, apart from the fact it would be way too embarrassing, you understand that you’re still young and not ready to put your schoolmates or your eternal soul on the table because Leona doesn’t wanna play nice with the other kids. You are however quite adept at the summons written about in school texts, the cost is lower and open to a little personal flair.
Meanwhile, your weapon handling is undeniably masterful! Beanfest would have been in the bag if your blaster hadn’t stalled at the last second! Lilia is so amazed by your versatility that he gifts you one of his old weapons from his armory—just keep this a secret between you two.
You auditioned for the VDC, on your own, but your moves were a bit…mature for a school performance (Beauté 100 points!). But, as manager your insight has greater value, you help Deuce and Epel loosen up and introduce some…’flexibility’ to their movements.
Shugo Chara
‘All kids hold an egg in their souls, the egg of our hearts, our would-be selves, yet unseen.’
You were able to see them, but yours had never manifested one in your world—your heart’s egg. Because of your special vision you were an unofficial guardian, so you were privy to some information on them, but you had always craved the impact that having your own would have on your life.
It’s shortly after Riddle’s Overblot that you and Grim awake to an egg with the silhouette of a crow on it in your bed! Grim has NO idea what it is, and leaps from the bed! He is a dire beast and it’s your job to teach him about human things, so you kindly explain it, meanwhile in your mind, of course a house warden would understand it! After everything you had seen them do, this should not be new! You eagerly show it off to all your new friends…only for them to be just as bewildered as Grim! Ace even teases you about having painted an egg for such a lame prank, Deuce bombards you with questions and observes like one would a newborn child, while Riddle quickly searches for medical references—maybe you're actually fae! The fae scentiment is one that also intrigues your horned friend after you show him your egg, he even graciously offers to supply it with magic in your place!
Your chara doesn’t reveal itself until after you defeat Azul. It’s so cute in its little feather cape and hoodie—a mysterious look for such a sweet thing. Oddly enough, EVERYONE in the school can see your chara—you were kind of hoping to play some invisible tricks, but this is okay too—you wonder if it’s a magic thing.
Your chara is so observant, calm and collected. It likes to help people, so there are times when it strays leagues from you in an effort to do so! Azul initially liked it because many enjoyed seeing the adorable little creature—which was great for business, AND FREE! But, over a series of chats, he found that he maybe, sorta, kinda appreciated its understanding and kindness, and he would maybe, sorta, kinda punish anyone who would bring it harm—a sentiment shared by many others.
You can’t help but feel that your coming here was undoubtedly the impetus for this growth.
Your chara change is a broach with what appears to be a mage stone similar to the one Grim has, but decorated with raven feathers. You find that in those times when you ‘change’, you embody the essence of maturity, your insight increases too and you just…get it.
It’s during the Vil’s overblot that you awaken to your chara transformation. Your midnight wings are functional and your black and gold outfit is reminiscent of an opulence not unlike that of the ceremonial robes or even the fairest queen—this extravagant display only further angers Vil. You hold a key blade or key wand and mirror shield in your arms that are sufficient for your amateur level. You’re still new to it, but together you’re able to talk Vil down and support the rest of the NRC Tribe in knocking him back to his senses.
By the time Styx attacks, you have some control over your transformation and the powers that come with it, but you’re still not on the level of the housewardens or even the third years, and like the others, you fall.
When the gate to the underworld is under siege you discover that your key can be used to buff and debuff. For some of the weaker phantoms, you’re able to dissipate their lingering negative emotions, erasing them entirely, while for the stronger ones you boost the potency of your friends’ spells.
Splatoon (Octoling, because Azul)
The first thing they noticed was your eyes, and your pupils' infinity shape. It's not until you remove your hood that they REALLY realize you are NOT human—nice tentacles, I guess. At first, it’s kinda weird to the humans, fae and beastmen, but the merfolk, they are fascinated! Especially Azul.
You describe yourself as an octoling—a descendant of ancient octopuses. You are NOT a mermaid, you are entirely unable to participate in Book 3 as is, but he is interested in you all the same. Before the dorm, you have something else to offer Azul. You are insanely fashionable and your voice is immaculate—and he wants control over it all. You offer your performing services to him should you miss the deadline, but you have a much more valuable skill you ‘failed’ to mention.
After having successfully booted you and your crew, Azul notices paint (ink?) in his office! It’s made such a mess! It’s gotten everywhere! All the way up to the vault!
The moment he opens the vault…you leap from the ink, grab a stack of contracts and jump back in! He is stunned for a moment, and even after he comes to his senses he has no idea how to explain what he needs the staff to do. And then you’re gone.
Through certain occurrences, Azul still overblots. You’re able to relate to him after what the Octolings had been through, and what they had done. You reassure him that things were on a positive trajectory when you left and tell him his tentacles are pretty.
Hunter x Hunter (Nen, Specialist)
You have a distinct presence to you that just can’t really be defined. There are times when the simple act of you turning causes aggressors to flee and other times where you're almost imperceptible—even to Rook! You introduce yourself as a hunter, presenting your license with great enthusiasm and the man is smitten! In his eyes, you’re a beauty like no other! As a hunter himself, he wants to know everything about you and everything about the test you underwent to attain that license! He is one of the select students who seem to be unconsciously manipulating Nen.
Another person who has a significant interest in you is Lilia, when you first exited your coffin you made sure everyone in the vicinity knew to stay far from you; your Ren surged forth before you even stepped out, just enough to warn those in the room, unfortunately Lilia was in the room. You were VERY lucky that nothing came of it in that moment, or rather you both were. However, since that occurrence, he’s had his eye on you. From time to time you can feel him exerting a little Ren himself, but someone as cute and kindly as him wouldn’t bring his sweet underclass man and ward’s first friend harm right…RIGHT!?
Initially it came as a shock that magic wasn’t at all related to Nen, but a different practice altogether. So, there are still limits to what you can do in this school for aspiring mages, but not many. In fact, there are some feats that you perform that have people questioning your species!
You explain that your Nen ability could be likened to that of their unique magic. Yours is known as True Heart’s Reflection, it allows you to peer into impactful moments of your target’s past with the caveat that the detail of the visions are directly linked with how greatly they weigh on the target in the moment (every flashback and vignette/story moments that are referenced but the prefect technically wasn’t there for).
I feel like there’s still more that could be done with this, but that’s for another day or even another writer 🤗
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sprintingowl · 6 months ago
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Tales Of Crystals
Hey in the early 90s Hasbro put out a tabletop roleplaying larp for tween girls called Tales Of The Crystals, and there's a lot going on here, so I want to talk about it.
First, I want to give credit to @riseupcomus on twitter for doing a thread on it first. Riseup's thread is linked at the bottom, right after hasbro's pdf of Tales Of Crystals.
Now, what is Tales Of Crystals? Well, it's a journaling game. And it's an indie TTRPG. And it's a larp kit. And it's an audio game. And it's a cryptography kit.
It comes with its own map, rulebook, a cassette tape with multiple scenarios, a non-dice-based resolution system, four player roles, and a ruleset that's split up so that each of the four players is in charge of a different part.
If feels like a high concept, big swing indie title from 2024, but it's got thirty years worth of jump on the modern scene.
The basic premise is that the players are crystal bearers in the court of a fantasy kingdom, and there's an evil nation in the goblin swamp next door, and they have to guard the nation against treachery and ensorcellment and whatnot. It's not super duper fresh, but with how many things the game is juggling it's extremely reasonable that the plot's a little plain.
Each player's crystal comes with a power, and the powers are asymmetrical. The Leader gets the Crystal Of Shimmering Ice, which lets you oneshot enemies (nonlethally, by freezing them for a minute.) The Protector gets the Crystal Of True Sight, and can see through all lies and enchantments and mind control enemies for a minute (tbh this one is just better). There's a healing crystal and an invisibility crystal as well---and interestingly the invisibility crystal is given to the role responsible for journaling everybody's adventures. The game recognizes that at least one player of a fantasy larp for tween girls in the 90s is probably going to be a wallflower writer, and deliberately enshrines that role.
Tales Of Crystals has a solid core loop, with a deck of cards for prompts and a cassette tape for scenarios and a little circle with YES and NO marked on it that you can scatter your gems onto to get oracle answers to questions during play. It also has a LOT of gimmicks.
There's a tube of powder you can sprinkle on things to disenchant them. There's a mirror you need to read script that's been written backwards. There's three cryptographic cyphers at the back of the book. There's a box specifically for confining the evil Spider Crystal (after you've sprinkled it with powder to neutralize it.) This is a game of dozens of components, and it's a miracle the design is so tight that they all loop together so well.
Now, I don't have sales data (riseup might,) but I suspect maybe this thing didn't sell amazingly. It requires you to set up six or so distinct locations around your yard, pretty much needs a group of exactly four friends to play it, requires you to give clue elements to your parents---you'd have to be cool with it, your friends would have to be cool with it, your parents would have to be cool with it, and you'd have to have a big suburban yard in order to get a proper intended game experience. That said, its larp design is really stable, its gameplay is carefully thought out, and it includes a section at the start to encourage you to play safely and a section at the end to talk about your game together, journal your experiences, and to clean up the game components as a group when you're done.
This is good tech! And it even specifically recommends having a snack and relaxing afterward.
Tales Of Crystals doesn't use terms like bleed and session zero, but it's a good ways ahead of the curve on larp and ttrpg safety.
I didn't find the designer's name (they're listed as uncredit on BoardGameGeek, not mentioned in the PDF, and missing from the wiki page,) but they knocked this one out of the park. There's stuff in here that modern indie ttrpg designers could learn from---myself very much included.
So if you like ttrpgs, 90s magic, and stuff like Tamora Pierce and Sailor Moon, give riseup's original thread a look, and definitely check out the PDF link.
I'm thrilled this thing exists, and I hope more designers get to look at it.
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erme-aeterna-arts · 5 months ago
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you can’t for real be stanning ricky september out there. you did notice he is also racist, right? and that he is not “changing the system from within”?
he did nothing even though he knew about the problem (people getting eaten), he says he tried to post tiktoks about it but they got blocked and then he just went on to saving himself only and the rest were to be eaten. he could’ve tried taking off other people’s bubbles and idk stopping them from walking into the mouths of the slugs (the slugs were so slow even when they did attack, if anyone tried to escape properly they likely would’ve succeeded!). he likely only helped this lindy because she came across him.
ricky shows up to save lindy as the doctor usually would (story-wise, to demonstrate how differently lindy treats ricky and the doctor), but also, importantly, he is very much unlike the doctor if you think about it even for a bit. it is also obvious from lindy’s reaction to him revealing that he just uploads the tiktoks and then goes to read a book, or from his “resistance” to the slugs. he presents himself as counterculture, as an intellectual, a fighter against the norms and the lies of the system, but lindy admires him for it, as opposed to her anger at even seeing the doctor on her screen, and that’s because ricky is none of the things he seems to claim, he is more than comfortable within the system, he benefits from it and he shares about not being on social media all day bc it makes him seem cooler and smarter, not because he believes that there are issues with the society.
moreover, and this is my most important point here because i see it debated, ricky is very dismissive of the doctor and keeps trying to interrupt him, when the doctor explains the codes to him, even though his very life depends on the precision and accuracy of those codes. and yes, it is because the doctor is black, and not because he already knew about the pulse codes (i’m adrresssing an argument i saw on this website already). otherwise, he would treat lindy the same for being parasocial with him and acting like she has skills/knowledge of the real world when she clearly doesn’t (a specific example, if you need one, would be the moment she talks about her very hard and complicated job, which distracts them from escaping the slugs and she definitely doesn’t get this treatment). and when the situation is the same and the disrespectful behavior is only directed at a person of color, that’s racism.
also, just because he turned off the bubble for most of the day doesn’t mean he left the white supremacist society, like he literally couldn’t have because there is a force field around the finetown. and those history books he read, i don’t think finetown allowed for any alternative ideologies, so the books he read must have been written by the white supremacists who built this town. so, none of this is actually a sign of him protesting against the system or anything. he is suppposed to seem like he is “educating himself”, but the viewer must consider his behaviour and realities and what the underlying values here are. the point of ricky’s character is that you should be questioning and not just accepting that if someone fits the pattern of progressiveness on the superficial level, they actually are progressive.
we don’t see as much of him as we do of lindy and the rest, he dies before the confrontation (the big reveal that it was racism all along, as some people put it), but who is to say he wouldn't have sailed off as well? maybe he would even lead them (they all follow him already) + he also very much fits into the “pioneer” image (the vocabulary used in the dialogue like “taming the nature like our ancestors did” is the red flag, it’s very classic of white supremacism and one of core concepts in the ideology of european colonialism). i can see him presenting himself as a leader and his knowledge as something that would protect them all, something they would build a new finetown with. what do you think all the history books he read were about again?
you can disagree with me on this last paragraph, because it’s not in the text and i’m theorizing based on the present evidence. the rest, however, is the text and is telling enough.
does ricky fly under your radar because "logging off the social media and touching the grass" is something often framed as progressive? this is not a rhetorical question, i genuinely don't know. still, i do hope this analysis would prevent the embarassment of making and reblogging all the "kneeling for ricky september" posts at least for someone.
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thehomelybrewster · 7 months ago
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1d8 "Free" Fantasy RPGs To Replace 5e At Your Table
D&D 5e sure is a roleplaying game, and it's one that I have enjoyed a lot. However, that doesn't mean that I'd recommend it automatically for other people. This has many reasons, which I won't elaborate here. It has also shaped the perception of TTRPGs significantly thanks to its market dominance, and not in a good way.
5e has a reputation for being an expensive, complex game, and 5e players fear that other RPGs might just be the same. That it's too much of a hassle and too much of a financial burden to switch systems.
So, to help 5e players pick out a different system, I've made this handy 1d8 rolling table to help them pick a fantasy TTRPG with a combat component that they can try instead!
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Let's now go through these eight nine RPGs and see what's up with them, right below the "Keep reading" section!
I'll be listing some metrics like the page count for the rulebook(s), the core resolution mechanic, how complex the game is in terms of character creation & combat, and how well-supported the game is by their publisher and the community-at-large.
1. Cairn
Author: Yochai Gal
Release Year: 2020
Cost: Free PDF, printed copies cost between $3 to $10 depending on the print quality.
Page Count: 24
Website: https://cairnrpg.com/
Resolution Mechanic: 1d20 Roll Under system for ability checks/saving throws, attacks hit automatically, "fiction-first".
Action Economy: Movement + one action per round.
Characters: Random character creation, class-less and level-less, advancement based on "Scars" (suffering damage that reduces your HP exactly to 0)
Setting: Implied. Low-magic European-style fantasy; mysterious woodlands.
Other Noteworthy Mechanics: Hit Protection and Ability damage instead of HP, Slot-Based Inventory.
Degree of Support: Very high. Available in fifteen languages (e.g. Spanish, Russian, Chinese, and German); full rules text is under CC-BY-SA 4.0; multiple published third-party adventures & supplements available; some official bonus material (e.g. bestiary, magic items/relics, and spells) is available for free on the website.
Addendum: An expanded 2nd Edition is currently on Kickstarter (ends April 26th 2024); Cairn is legitimately easy to learn, however the Hit Protection system and the connected Scars system is a very different abstraction to health and advancement compared to 5e.
2. Cloud Empress
Author: worlds by watt
Release Year: 2023
Cost: Free PDF of the rulebook and the creator-written sample adventure "Last Voyage of the Bean Barge", $20 for the print edition of the rulebook, $12 for PDF supplements, $25 for print + PDF supplements; free solo rules also available as PDF only.
Page Count: 60
Website: https://cloudempress.com/
Resolution Mechanic: d100 Roll Under system for stat checks/saving throws, critical successes or failures on doubles (11, 22, 33, etc.), 5e-style advantage/disadvantage, attacks generally hit automatically.
Action Economy: Two actions per round with no free movement.
Characters: Semi-random character creation, four classes ("jobs"), no rules for character advancement in the ruleset.
Setting: Specific. "Ecological science fantasy" heavily inspired by Hayao Miyazaki's "Nausicaä of the Valley of the Wind"; costly magic, giant insects, dangerous mushrooms; only human player characters.
Other Noteworthy Mechanics: Damage points culminate in Wounds; Wounds and Stress as ways to track your character's physical and mental state; slot-based inventory system.
Degree of Support: Low-ish. Several official supplements exist, however third-party material is very sparse. May improve due to the recent establishment of a Cloud Empress Creators Fund, has a simple 3rd party license system.
Addendum: A supplement, "Cloud Empress: Life & Death" is currently on Kickstarter (ends April 26th 2024, yes, the same day as Cairn 2e) and as a disclaimer I even backed that current Kickstarter; Cloud Empress is built on the engine of the sci-fi horror RPG "Mothership"; clearly built for one-shots and short campaigns; has a wonderful resting system that encourages roleplay between players.
3. Iron Halberd
Author: level2janitor
Release Year: 2023
Cost: Free PDF of the rules; no print option available.
Page Count: 60
Website: https://level2janitor.itch.io/iron-halberd
Resolution Mechanic: 1d20 + Bonus Roll Over system against difficulty or armor rating, however most non-combat-related actions follow a fiction first approach without dice rolls.
Action Economy: Movement + one action per round.
Characters: Semi-random character creation, class-less but there are four different "gear kits" that nudge your character towards certain archetypes, levelling up with XP.
Setting: Essentially non-existant. General European fantasy with magic, gods may or may not exist/shape the world, various fantastic ancestries included.
Other Noteworthy Mechanics: Includes rules for building strongholds and maintaining warbands; slot-based inventory with a durability mechanic.
Degree of Support: None. The game is intended to be relatively compatible with other OSR content and the creator suggests using adventures made for the D&D retroclone Old-School Essentials if you wanna use pre-published ones. An official introductory adventure, "Sea-Spray Bay", is apparently in the works. No 3rd party license available, as far as I know.
Addendum: One thing about Iron Halberd I like especially is how it uses random tables for generating equipment. Most of the equipment is listed in a numerical order by category, and the various gear kits include references on different rolling formulas for those equipment categories. For example someone taking the "soldier's kit" rolls twice on the d20 Weapons table and takes their preferred pick, while someone taking the "sage's kit" only rolls a d4 on that table.
4. Mausritter
Author: Isaac Williams
Release Year: 2020
Cost: Free PDF of the ruleset available; box set with the rules and several goodies including an adventure costs $55; additional box set + PDFs containing eleven official adventures costs $55 (or $20 digital-only).
Page Count: 48
Website: https://mausritter.com/
Resolution Mechanic: 1d20 Roll Under system, 5e-style advantage/disadvantage, attacks always hit.
Action Economy: Movement + one action per round.
Characters: Random character creation, class-less, levelling up with XP.
Setting: Vaguely specific. You play as mice and everything is related to mouse-size; cats are the equivalents of devils or dragons; humans exist as a setting background but may or may not be present in a campaign.
Other Noteworthy Mechanics: Includes rules for recruiting warbands; slot-based inventory with a durability mechanic.
Degree of Support: Very high. Several official supplements exist, as well as loads of content, be it adventures or supplements, made by other creators. Available in seven languages (all of them however are European). Has a simple 3rd party license system.
Addendum: Mausritter uses the phrase "adventure site" instead of dungeons. On the website a free adventure site generator is available, as is a digital tool that can be used to generate your own item cards for the slot-based inventory system.
5. Maze Rats
Author: Ben Milton
Release Year: 2017
Cost: $4.99 for the PDF, no print option regularly available.
Page Count: 32
Website: https://questingbeast.substack.com/
Resolution Mechanic: 2d6 + Bonus Roll Over system; advantage system that uses 3d6 drop the lowest + Bonus.
Action Economy: Movement + one action per round.
Characters: Semi-random character creation, class-less but instead there are character features (e.g. spell slots or attack bonuses), levelling up with XP.
Setting: Essentially non-existant. Magic is very irregular (s. the section below), but otherwise it implies a vaguely European fantasy setting.
Other Noteworthy Mechanics: Spells are randomly generated each adventuring day and spell effects are negotiated between the GM and the spellcasting player; includes several fantastic d66 tables that can be used to randomly generate worlds.
Degree of Support: Decent. The rule text is licensed under CC BY 4.0 and unofficial translations are available. Some third-party content has been made specifically for the game.
Addendum: The only purchase-only game on this list. However "unofficial" distribution of the PDF is very common. Also this is the oldest game on the list. Ben "Questing Beast" Milton is a prolific OSR blogger and runs a YouTube channel on the OSR. Great dude.
6. Sherwood - A Game of Outlaws & Arcana
Author: Richard Ruane
Release Year: 2022
Cost: Free quickstart PDF titled "Sherwood - A Quickstart of Outlaws" available; digital rulebook costs $7.50 and the print edition (including PDF) costs $15.
Page Count: 25 (Quickstart), 32 (Rulebook)
Website: https://www.r-rook.studio/
Resolution Mechanic: 2d6 + Bonus Roll Over system for skill checks (including attacks), 2d6 Roll Under system for saving throws; advantage & disadvantage system that involves rolling 3d6 and using the higher/lower of the two results; almost all rolls are player-facing
Action Economy: "Conversational", assumption of movement + action.
Characters: Largely choice-based character creation. Combine two (of six) background abilities with the benefits of seven different careers. Big focus on interpersonal relationships during character creation. Limited character advancement takes place during downtime.
Setting: Specific. Takes place in a fantastical version of 13th century England, with fey and magic coexisting with outlaws and crusaders.
Other Noteworthy Mechanics: The group of outlaws possesses two shared resources (Resources and Legend) that can be spent to gain certain benefits; spellcasting is divided into two categories: arcane talents and sorcerous rites, with the former being immediate and the later taking significant time; slot-based inventory.
Degree of Support: None. No further publications exist for the game and while it is published under the CC-BY 4.0 license, no third-party content exists as far as I know. It does include a guide on how to convert D&D and Troika (N)PCs into Sherwood characters, as well as three adventure seeds (one in the Quickstart, two in the rules), which is at least something.
Addendum: Might just be the game on this list that encourages the most roleplaying; the character sheet is sadly very provisional-feeling and the Quickstart feels outdated compared to the finalized rulebook.
7. The Electrum Archive
Author: Emiel Boven
Release Year: 2022
Cost: Free Rules PDF available, zines cost $12 as digital PDFs or $24 as print + PDF combos; the first zine contains the entire contents of the Free Rules PDF
Page Count: 26 (Free Rules), 72 (Issue 01)
Website: https://www.electrumarchive.com/
Resolution Mechanic: 1d10 Roll Under system, attacks always hit.
Action Economy: Movement + one action per round.
Characters: Largely choice-based; three archetypes roughly corresponding to fighters/rangers (Vagabonds), rogues (Fixers), and spellcasters (Warlocks); player characters are presumed to be human; levelling up with XP.
Setting: Specific. Mechanics heavily tie into the lore; humanity has abundant access to minerals but requires a rare substance known as Ink to operate certain pieces of tech (like guns) and cast spells but cannot produce Ink themselves; spirits of various sorts can be foes, targets of worship, or sources of power.
Other Noteworthy Mechanics: Uses a spellcasting system for the Warlock archetype that's heavily based on the one used in Maze Rats, as in it uses randomly-generated spells whose effects are negotiated between the player and the GM; slot-based inventory with a durability mechanic.
Degree of Support: Minimal. The game consists out of the free rules and (soon) two zines; a third party license exists but content produced under it is very rare.
Addendum: I need to disclaim that I recently backed the Kickstarter campaign for the second zine for this game; the free rules feature wrong page numbers in its table of contents which is unfortunate; The Electrum Archive uses incredibly simple stats for NPCs which makes creating new ones based on other games rather simple.
8. Shadowdark RPG
Author: Kelsey Dionne
Release Year: 2023
Cost: Free player and game master quickstarts exist as PDFs and are available in print for $19, the core rules cost $28 in PDF form and $57 in a print + PDF bundle
Page Count: 68 (Player Quickstart Guide), 68 (Game Master Quickstart Guide), 332 (Core Rules)
Website: https://www.thearcanelibrary.com/
Resolution Mechanic: 1d20 + Bonus Roll Over system, 5e-style advantage/disadvantage, natural 1s are critical failures and natural 20s are critical successes.
Action Economy: Movement + one action per round.
Characters: Largely choice-based; players have a fantasy ancestry and a class; levelling up with XP; class progression largely random.
Setting: Vague. General (dark) western fantasy conventions apply; alignment is a force in this universe and a sample pantheon is provided; the most potent enemies in the rules are named individuals that fit classic TTRPG monster types; illustrations and lore snippets have recurring motifs.
Other Noteworthy Mechanics: The key mechanic of Shadowdark is how the game handles light, namely that light sources are tracked in real time (i.e. a normal torch lasts 1 hour), which increases tension; slot-based inventory; has a 0th-level character creation option using an eliminationist "Gauntlet".
Degree of Support: Fantastic. Several official supplements and offically sanctioned digital tools exist; lots of third-party content available under a generous third-party license.
Addendum: Definitely the most similar game to 5e on this list besides the next entry; very robust mechanically and the Core Rules features extensive lists of magic items, monsters, and spells; also for early play giving your players only access to the quickstart is a totally valid choice; and finally, before Dionne made Shadowdark, she made 5e adventures for years and it shows (affectionate).
9. Pathfinder
Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, Mark Seifter
Release Year: 2019 (initial release), 2023 (remaster)
Cost: Free and comprehensive SRD available via the platform Archives of Nethys, free "Pathfinder Primer" abridged rulebook available via the Pathfinder Nexus (powered by Demiplane), Core books are priced $20 for PDFs and $30/$60 for print as a softcover/hardcover; a Beginner Box set with shortened soft-cover rules costs $45
Page Count: 464 (Player Core), 336 (GM Core), 376 (Monster Core), 160 (Combined Beginner Box Softcovers)
Website: https://paizo.com/pathfinder
Resolution Mechanic: 1d20 + Bonus Roll Over system, 5e-style advantage/disadvantage, four degrees of success based on result compared to target number.
Action Economy: Three action points per round; various actions may require more than one point; every character can use one reaction per round of combat.
Characters: Choice-based; players first pick an ancestry and a background and a class (the ABCs) and then tend to have meaningful choices after each level-up; levelling up with XP.
Setting: Important. Golarion, the game's setting, is a world that has been long in development and it shows; powerful magic and influential gods; very clear notions of what the societies of the various peoples of the world are like and how they should behave.
Other Noteworthy Mechanics: Balance between character classes and reliable combat challenge calculations are an important design goal; weight-based inventory system; archetype system for "multiclassing".
Degree of Support: Fantastic. Loads of content gets regularly produced by the game's publisher Paizo; the Pathfinder Infinite program (similar to D&D's Dungeon Master's Guild) provides lots of lore-compliant third-party content; uses the ORC third-party license for content produced outside of the Pathfinder Infinite program. Translations into other languages available but Paizo does not provide a comprehensive list of available languages (only German and French confirmed after brief personal research).
Addendum: The most popular and commercially successful of the listed games; but also by far the most complicated, though it is easier to GM for specificallty than 5e; also I dislike how certain feats create situations where fairly mundane actions get mechanics through these feats instead of being things you can generally do; anyway the reason why it's a 9 on a 1d8 table is because if you wanted to try out Pathfinder 2e you already would have and because while Paizo is better than WotC it's still a flawed big company.
...
So this was an exhausting little project. I hope you found this helpful and I hope you give at least one of these games a shot! A follow-up to this post is not out of the cards, but I don't plan on one.
Before we go, have this poll about which of these systems you're most looking forward to try! Shame it can only be open for one week...
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utilitycaster · 5 months ago
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Hope I can phrase this in a way that makes sense but—
What well-known actual-play cast member is your favorite for each of the core D&D class? Not necessarily a specific characters, but I’m interested in which players you think brings the most to each class.
This is a very interesting question! It's a hard one to answer for some classes and very easy for others so bear with me; also there are a couple where I could not pick just one.
I'm sticking to the PHB 12 for, as you said, core classes:
Barbarian: While Travis did give us "I would like to rage," I think Ashley and Taliesin get to share this one for me. I think they both really explore what rage means to someone and while I love a good "I'm a tank because I can take the hits and that's what I do and what I'm good at" story, I also think Yasha's messy relationship with her feelings of guilt and grief, and Ashton's chronic pain, are both incredible ways to play with the barbarian archetype.
Bard: much easier. Sam Riegel and Krystina Arielle. I'm a sucker for someone who actually sings even as I don't think you have to (and have played bard without doing so). It's both clearly a class they each love dearly and it shows, and they're incredibly musically talented performers to boot.
Cleric: Lou Wilson. Especially since I didn't like Fantasy High season 1 Fabian until the end of the season Kingston blew me away. I would love to see him explore cleric again, though it's exciting to see him as a paladin on WBN.
Druid: Emily Axford as Moonshine. Emily as a rule understands D&D classes very well anyway, but I think the culture of the crick and the ways that Moonshine must grow as a character while being a druid take it to the next level. (Also I prefer a caster-heavy druid to a shapechanger-heavy one; that's just me).
Fighter: Back to NADDPod because literally who could I say other than Jake Hurwitz, the man who only plays fighters. People who are new to D&D when they start actual play can be hit or miss imo; some pick it up and some lean harder on being showy to make up for it and it doesn't play well for me personally, but Jake is the greatest hit.
Monk: Marisha Ray; Beau is just generally a great character, and I think Marisha's own experience with martial arts informs the way she plays her; monks can be kind of repetitive in combat even with strong players and she manages to avoid this through her description.
Paladin: This is actually super hard because people don't play straight paladin a lot. This is incorrect of them, but it is an intense class. I think Luis Carazo and Zac Oyama are like...the duality of paladin (and indeed, redemption paladin). The tragedy and the comedy.
Ranger: Laura Bailey, natch; it's funny because Vex is in many ways not the archetypal ranger due to having high charisma, but she is simply my favorite and that's that on that. Sorry the mechanics were so bad; I would love to see more rangers in D&D even though Vex will be hard to dethrone. I promise Tasha's fixed them!
Rogue: I think I'm actually going Murph on this one. I like when rogues are more of the detective/spy type than the assassin/criminal type [obligatory "of course that's what you'd say you stupid paladin stan"] and inquisitive and arcane trickster are probably my two top rogue classes so Riz it is.
Sorcerer: I do consider PF1e cheating here because it's technically a different system that also imo addresses a lot of the weaknesses of sorcerer/makes it way better, but Bryn Monroe of RQG did play a great sorcerer. In D&D? Giving Emily Axford a second spot here for Saccharina. I'm going to talk about this for warlock, but I think sorcerer is a class you don't have to justify but if you don't it's a little unsatisfying. Sorcerer really shines in the Crown of Candy setting, and metamagic often doesn't live up to its reputation but Emily makes it work for her.
Warlock: Travis Willingham. I think there are classes that are kind of self-explanatory, for lack of a better term; you can play a fighter or rogue or even a bard or druid without going super deep into why the character is this class and still be an incredible character (though a good backstory never hurts). But there are others where you really need to be engaging with the class at all times to make it work, and warlock is one of them, and Fjord explores the warlock pact and what it means like few others.
Wizard: Aabria Iyengar. NO ONE gets wizard hubris as a player like Aabria. Knowledge is power and boy do wizards love knowledge. I especially like that most people in 5e play wizards as genuine adventurers because it feels very easy to play them as old guy in robes swept up in events beyond them; Aabria plays wizards who are combat ready with the humanity and backstory to make the difficult decisions sympathetic and meaningful, and I think that's how you have to play it.
Note: I want to specifically call out Liam O'Brien and Siobhan Thompson as "people I trust in basically any class or system and just didn't happen to hit a favorite here due to sky-high competition/personal preferences". They are both very close seconds for wizard.
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sysmedsaresexist · 29 days ago
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To the anon asking about my username...
There's a bit of confusion here, I'm going to answer many of your questions but I may not post the ask itself, hopefully it'll make sense :)
When I started my blog I was heavily anti endo and I specifically posted bad pro/endo takes, debunking or just laughing. To this day, most of it is still pretty hilarious. I wasn't focused on cringe, but totally crazy, out there claims that made zero sense and were flat out wrong. Check out my tags #shit endos say, #shit singlets say, and my newest tag, #shit anti endos say, I hope you have a laugh at a couple of them.
In my pinned post, you'll see the thing that started it all. A pro endo saying that sysmeds are sexist.
I would also like to know how they came to that conclusion. I'm right there with you. Also like you, I still have many issues with the pro/endo community. I believe CDDs are trauma based disorders. I post research pretty much weekly about it (check out #debunk and #research). I think endogenic plurality and CDDs are completely different things.
And you know what, my pro endo friends support me. We're all learning. I'm kind with my opinion, I'm open to talking about it, we debate, we share resources, we change our views and adjust based on new info.
This blog corrects misinformation from both sides, now. Some of it is worse than others. Antis can and do spread just as much misinformation as pro/endos.
What I would encourage you to do is start with the multiple selves theory. It actually developed right alongside Freud's theories on hysteria (which included early versions of CDDs at the time), and if Freud hadn't been such a perv, it might actually be much more well-known. It's a nonpathological theory on consciousness and philosophy. People have been describing this phenomenon for a very long time, "endogenic" is just the newest term for it. Here's a couple examples.
2015 - at any given moment in time, one or another of our subselves is in control and determines how we think and act.
1987
2012 - this one has so many links to other people talking about this theory
2023 - These results suggest that the normative principles by which agents have adapted to complex changing environments may also explain why humans have long been described as consisting of “multiple selves.”
2020
2010
Like I said, though, you can find this stuff as far back as the 50s with ease, anything older might take a bit more digging, but it's not a small or new theory.
I think an overlap in language has created a lot of confusion, but it's really not out of the realm of possibility for people to be more in tune with these parts of themselves. It's been documented for over a century outside of psychology, in other areas of research-- anthropology, philosophy.
I'm going to be honest, I don't think a single one of the headmate sale blogs are real. I think they're antis trying to start shit. Like maybe one out of every ten is actually someone misguided behind the screen.
Even CDD systems still incorrectly believe in core theory, endogenics picked it up from us and don't know any better. System resets aren't real, but there are real experiences that can FEEL like a reset-- try being patient and educating people. Ignore the others, because some people just can't be helped, and you're better off spending your time spreading good, accurate posts than arguing with people who don't want to learn anything.
I forget what I was saying.
Anyways, I'm a pro endo sysmed.
I hope you'll stick around and see what's going on.
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oliviax727 · 1 year ago
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Physics Friday: WTF is Dark Energy/Dark Matter? (Part 1)
To see what this is all about click here.
Preamble: Dark Numbers
Education level: High School (Y9/10)
Topic: Cosmology (Astronomy)
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This equation is surprisingly the best representation of what we are doing with dark energy and dark matter. The equations we are using to figure out the nature of the universe are quite literally 'not adding up'.
When we have a situation where we encounter a missing number we are faced with three scenarioes:
Our model is wrong and we fucked up, physics is over
Our model works, but it's not complete. There are situations where it doesn't apply, and we are seeing an example of it
Our model is simply missing a few terms
Scenario 1 would imply that basic physics such as Newton's laws of motion and gravity are just plain wrong. Which is ... well ... a bit difficult to try and prove.
Scenario 2 implies that there is a more fundamental theory that underlies our current one. While it is not off the table, it can be difficult to find a theory for just one or two specific phenomena.
Scenario 3 is like 2, but it's a bit 'softer', what we're doing is just adding an extra number to balance out the equation and then trying to answer "What does this number mean"?
By Occam's razor, we can go with option 3, as it's simpler, and also appears to be more correct than a complete model change.
Dark Matter and Galaxies
Our galaxy is like the solar system in the sense that there is a large object in the centre surrounded by a bunch of stuff moving around that centre.
The difference between the two is the ratio between the central mass and the mass of the rest of the system.
If you combined all of the planets in the solar system together, it would still be less massive than the Sun.
This means we can easily calculate how the planets move around the Sun. As the motions of the other planets don't really affect that motion all too much. And thus we can use Kepler's 3rd Law:
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If you combined all of the stars in the galactic 'orb' surrounding the centre, you find that it would be much heavier than the black hole in the centre.
This means you have to account for a more spread out mass as you change your distance from the centre of the galaxy.
The further you are from the centre of the galaxy, the more stuff there is beneath you i.e. there's more stuff closer to the core than you. We have to calculate gravity taking this mass, and the radius to it, into account.
Thankfully, we have methods that can calculate this much easier. And we can use this to figure out our orbital velocity as a function of distance from the centre.
So let's try and calculate things! Take a galaxy, measure it's mass distribution independent of orbital mechanics, and find the orbital velocity!
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Image Credit: Citizendium
What we get is the graph above. In a normal universe, we expect our orbital velocity to increase near the core as more stuff gets added to the mass pulling us in. It then peters out as gravity looses it's strength.
What we actually see is that the orbital velocity takes a lot longer to peter out. If Newton's Laws/General Relativity are working how they should, this means that there must be a lot more mass in the galaxy.
What's worse is that this mass is much more evenly distributed. And not just that, but we cannot see it i.e. it does not interact with electromagnetic waves (light).
Hence we label this weird matter 'dark', because we can't see it and it helps us account for the disparity in the equation.
Next time I'll go into what we think dark matter actually is.
Dark Energy and Einstein's Blunder
General Relativity is one of the most backed-up theories in all of physics. The original conception of the theory comes from the Einstein Field Equations (EFEs):
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We can safely ignore all of the fancy jargon symbols. What's important to us is what's missing.
When Einstein was playing around with his equations, he made an error. This error led him to missing a part in his equation. And thus he added an additional term to the EFEs:
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This capital lambda term (Λ) helped balance his erronious equation.
Eventually, Einstein figured out that this was a mistake, a mistake so big that he called it his 'Biggest Blunder'. It turns out that the EFEs don't require Λ to actually work.
A few decades later, in the 1990s, researchers were trying to use the principles of general relativity to figure out the expansion of spacetime. Thanks to Edwin Hubble, we knew that space was expanding, but we didn't know how it was expanding.
The difficulty is that both the curvature and the amount of energy in the universe affected the expansion of the universe. This is dictated by the Friedmann equations:
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Where the a's are the universe's scale factor, i.e. the current 'size' of the universe. The two p's are the mass and energy densities in the universe.
Using measurements of Type Ia Supernovae (you will see a topic on this in the future as I've done research into this), two teams of researchers were able to determine that the expansion rate of the universe was accelerating! Something completely unexpected.
This would require us adding an additional term to the equation involving our suspicious little friend:
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This Λ variable, called the cosmological constant, can be propagated up the mathematical derivation chain to show that Einstein's 'mistake' was actually the correct equation all along!
The cosmological constant acts a energy density term that exists outside of our current understandings of the matter and energy in our universe. And because it's outside of our understanding, we call it 'dark' energy - because, just like dark matter, we can't see it.
It's a type of energy that isn't represented by any of the fundamental forces. What's more is that it is constant, which means as the universe expands, more gets added. And even more is that this energy density is negative, suggesting even that the universe is not a vaccum.
This discovery landed three researchers from both teams the Nobel prize in physics. One of the laureates includes the vice chancellor of my very own university, Brian Schmidt. Doxxing myself aside, this is a fact that neither me, nor my university, will shut up about.
In another part, I'll talk about what this dark energy could be and what an accelerating expansion of the universe could mean.
Conclusion
So despite the names, dark energy and dark matter are actually two different things that have two different sets of properties purposes (at least that's what we think). The names simply derive from the same method of using constants to help make our equations work better with reality.
It's always possible that we are wrong and there is a more fundamental equation that helps us understand these things. But that's a task for the future.
Hope you enjoyed reading and please give me feedback! I'm doing this every week as well, so feel free to follow if you want.
Next week I'll probably do something mathematics-related, before continuing on with this part.
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monsterfactoryfanfic · 2 months ago
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The Communer
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The Communer is the thesis of what I wanted out of Detente for the Ravenous, it's a crystallization of the base themes that got me writing the book in the first place. The novel started from the idea that "western" religion, specifically Catholicism, is every bit as scary and grotesque as religions considered foreign by European colonizers when they first encountered them in the 15th-19th centuries. Catholicism is a religion in which you literally eat God and drink His blood, and I wanted to over-exaggerate that with DFTR's Commune.
So the Communer is basically just a fantasy Catholic, ideally a priest or nun. Someone who genuinely believes in a fucked up religion. To emphasize this, I gave them the "Suffer" skill, which is still the funniest mechanic in the game.
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The Core Abilities are also pretty much exactly what I want from a self-sacrificing priest. The main character of the novel is a priest, and she constantly puts herself and her faith before her own needs. It turns out that 20 years of that makes you a bit of a freak. I tried to showcase this by giving players abilities like "protect your allies by suffering in their stead" and "Confession." The Communer is a "support class" in the traditional sense, but they are also having a terrible time while they carry your team.
I also tried to do a lot of worldbuilding in the Communer's abilities. I give them the option to spec into various Saints, and I like how the bonuses they get give you an idea of what each Saint is like in the setting. For instance:
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Like, these are two VERY different devotional paths to take! Obviously, St Augur is some sort of military hero (thinking of St George or St Michael here), but then St Echnatz is closer to a St Valentine. I also love the ability to simply romance an enemy into being on your side.
But my favorite ability of the Communer was actually suggested by @thumblrdotcom, and that is, of course, the ability to create a Schism in the church.
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Because you are part of the evil Catholic Church analog, your character can move up the ranks of the Church to the point where you become what is essentially a cardinal. And in addition to having a pretty substantial Stipend to spend on equipment, you can also declare yourself Antipope, which is such a funny thing to do, an action that would have catastrophic implications for the setting, that I couldn't not have it in the game. I love the Resistance System's big swing abilities, and I think this is the best showcase of how big a swing you can take.
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thydungeongal · 4 months ago
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You know what bothers most about the perception of D&D 5E as a "do anything" system? The fact that WotC/Hasbro does seem to foster this perception of the game... without actually providing any support for it. Like, the books don't even pretend to support anything other than different flavors of fantasy. The core rules provide you with lists of spells, but not, say, cybernetic implants, or spy gadgets, or superpowers. They give you stats for goblins and shit, but not for corporate goons, or wasteland mutants. They publish setting books, but only for specific D&D settings, which are all some flavor of fantasy. There are no books that are like "here's a book you can read if you want to run a completely magic-less cyberpunk campaign" or "here's a book for a campaign set in modern times". But at the same time, unlike, say FATE, the mechanics aren't vague enough to cover different settings with the same handful of mechanics.
Like, games like FATE, GURPS, Savage Worlds, OneDice, OpenLegend etc aren't a one-size-fits-all solution, either, but at least they're trying to provide people with the tools to do as much as possible with their systems. D&D just expects DMs to homebrew everything that doesn't fit the fantasy genre in general, and the D&D world(s) in particular. It's like being advertised a car that can also turn into a boat... if you, the customer, rebuild it into a boat. Without even being given tools by the person who sold you the car.
I don't actually have a lot to add here. D&D 5e isn't modular even though that was supposedly one of the design goals and any modularity that the game has is stuff players have designed in later.
I do wonder how much of D&D's "do anything" marketing actually means that the game is supposed to support a wide variety of modes of play (social, exploration, combat) provided you're playing in a fantasy setting. Which then leads to people who think system = shape of the die you roll to conclude that if you just scratch off the fantasy paint it'll be a perfect cyberpunk game. Idk.
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