#but the way the gameplay is set up could be better
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skullakuma · 5 days ago
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Throwback to February this year when I found Barbara and Keqing Figures out in the wild.
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waywardsalt · 2 months ago
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when i played persona 5 royal for the first time i felt that it was a great palette cleanser after the dogshit of totk, and now i gotta say elden ring fits a similar bill, and also does certain things better anyways
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gemsalive · 3 months ago
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re: that HEFTY siffrin sweep on id5’s isat favourite blorbos poll — this might sound silly but i do actually think it’s kinda fascinating that isat, as a game so inseparably steeped in (for lack of a better way to describe it) queer fandom culture, managed to so completely sidestep the common Fandom Phenomenon that i suspect was behind the poll in the first place by creating a main character that is also overwhelmingly the fan favourite character for once.
obviously there are any number of factors we could point at to explain the extent to which siffrin nomiddlenames nolastnames manages to grab people and absolutely not let go, but personally i think one of the most interesting ones to consider is the one specific to the medium — that is, how siffrin subverts the “silent blank slate video game protagonist” archetype in such a way that happens to be primo brainrot breeding grounds.
like, when a video game dev makes a silent protagonist it’s usually a bid to maximize immersion by closing the aesthetic distance between player and character as much as possible, right? which is especially true of rpg video games — players find connection in the generic, as that is what gives you the freedom of motion to insert yourself into the story in whatever unique shape suits you best. you are your character and your character is you.
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(as ever, post ran long. yall know the drill. tossin in a quick header pic before thoughts on blank slates & blorboification continue under the cut)
and then you’ve got siffrin, who is expressly pointed out to be the taciturn type; who when initially giving the player exposition about their journey so far doesn’t seem to hint at a life or history or even really any motivations outside the journey; whose every thought and action is narrated in second person so as to keep tracing and re-tracing the connection between him and you.
even their design — all darkless and shapeless, bundled up in that big cloak, as if an invitation for you to fill it in with whatever lets you relate to them most! at this point they are their own character for sure, but they also have enough very clear parallels going on with the silent protagonist archetype to feel more than accidental.
of course, as you keep playing you start to recognize that his blankness is much, much more than just a grab at immersion; his apparent lack of backstory, itself a fundamental piece of backstory. this is where he flips dramatically in the player’s perception from “generic vessel for story delivery” to “thoroughly multidimensional character trapped within endless torment nexus custom-built to target and exacerbate all his very specific worst traits rooted in very specific traumas”.
yknow, the good stuff !
but by then you have also been playing enough to be feeling the effects of the thing isat’s design does best of all. i’m talkin bout that ludonarrative lockstep baby. every piece of isat’s gameplay is designed to make you feel what siffrin is feeling — you understand by now that he is not a stand-in for you, but all the same you share in his frustration, his grief, his rare moments of joy and the subsequent heart-in-your-shoes devastation when that joy is inevitably poisoned — and through it all, the desperate grasping for anything new — all as if they were every bit your own.
so in this way the connection is maintained, even if you were someone for whom siffrin’s particular traits & struggles might not otherwise cause you relate to them at all if you had encountered them elsewhere, in a setting where you weren’t actively controlling them as a player. siffrin still gets to carry all the “just like me fr” impact of the blank slate protagonist in the tropes he embodies and in the game mechanics’ design, while totally free to evolve completely into his own character and keep you relating to closely them all the same. now toss back in the fact that said traits & struggles very much ARE of a flavour that a great many people Would Tend To Relate To and just like that you’ve got a perfect storm cookin.
too individual and compellingly written to be an empty vessel for plot delivery. too closely connected with the player’s emotional state to be a story observed impassively from the outside. he has 92 mental illnesses and for the low low price of free u can give him yours to carry too. nobody is doin it like him. congratulations on your well-deserved nose sniffrin nomiddlenames nolastnames <3
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I've been wanting to request this ask for a long time now, and I think it's too cute not to send in.
May I request MC playing a scary video game with Idia and get so scared that they hug him in surprise?
Idia Shroud:
Idia didn’t play games for the sake of others often.
He never imagined that someone would get enjoyment out of watching him play let alone you, the person who he desired to have close to him at all times (which is a lot for an introvert). He almost thought you were just toying with him when you brought up the game, just seeing if he had heard of it and if it was worth your time to play. He never expected you to come knocking at his door late into the night, almost having a heart attack as he pulled you into his room and hoped no other Ignihyde member had caught sight of you.
“It’s better to play scary games in the dark, right?” You held up the game with a smile on your face, Idia’s heart having no chance to recover from your first attack. “Come on, you’re not scared, right~?”
Your teasing tone, while not like others who might think a nerd like him couldn’t handle a game full of jump scares and purposely poor graphics, was still egging him on and it was a challenge he couldn’t deny. Not when you were the one issuing it.
You eagerly pulled a seat closer to him and he inched over to make room, trying to steady his breathing as you were barely an inch away from him. He wasn’t used to anyone being in his space like this and it made his fingers twitchy, hitting wrong keys as he tried to optimize the playing experience by messing around in the settings. You don’t seem to notice, reading the back of the game case with a smile on your face; it seemed you were genuinely excited to watch him play.
When the game finally starts up an eerie tune fills the room, and you quickly locked on to the computer screen. Your shoulder brushed against his and he tensed, finger gripping his mouse like his life depended on it. You’re observing every little detail of the opening cutscene as Idia can’t stop stealing glances at you, your face only visible from the glow of the screen yet remaining just as beautiful as it always was.
The story is established, some stupid teens going into a forbidden place haunted by a legend that had hints of an unavoidable supernatural truth. They brazenly wanted to explore the seemingly empty woods only highlighted by the moon, hoping to finally put the violent spirit to rest. The gameplay is basic, with Idia having little fear of making himself look like a fool in front of you. Not that you would notice, as you seemed completely enraptured by the story, eyes darting everywhere as you try to figure out where the ghost will approach from first.
The first jump scare is loud and jarring, annoying to Idia who had seen it coming a mile away and almost sighed from how basic it was. He would’ve complained if it wasn’t for the way you had jumped nearly ten feet in the air, grabbing onto his arm that was closest to you. Were you scared? No way, right? Idia glanced at you and saw your face was half-hidden behind his arm which you held in front of you like a shield, unwilling to completely look away but still trying to protect yourself.
Idia wanted to scream. How cute could you be?!
This game would be the death of him, but not for the reason you might assume.
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johnbrand · 5 months ago
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Kickin' it Straight!
SuckMcDick69 has gifted you Kickin’ it Straight! Downloading now…
Puzzled, Mason clicked on the notification. He had no idea what game his console was installing, nor who this “SuckMcDick69” person was. His only guess would have been that it was Mick, the repulsive, 30-something hetero next door. But Mick despised Mason and his boyfriend Corey, particularly after they had submitted that noise complaint a while back. There were only so many feminine moans and repeated bed-frame slammings into the wall that the couple could handle.
But looking at the game, it seemed legit. Even a quick Google search confirmed this. Sure Mason did not know where the gift was from, but what was the harm in playing it anyway? The couple had a date night planned but Corey would not be home for another hour. And Mason had already taken a shower. His slim, shaved body still glistened with a few drops and his wavy fringe was still too wet to style. So, without a second thought, Mason decided to launch the game.
“Kickin’ it Straight!” had a simple premise: land the ball into the miniature goal on the other side of the map. However, each kick was incredibly uncoordinated, curving in random directions so that the only way to win the game was to punt a perfectly-straight shot. Each attempted shot earned the player in-game currency, either beer can tabs or the super rare single dollar bills. With these, one could save up and purchase bonuses to straighten out their intention. 
The graphics were decent and the gameplay fine, but this was not Mason’s usual style of game. He was surprised at its addictive quality, having soon racked up enough can tabs to purchase a bonus. +10 MUSCULATURE! Almost as if delivered directly from the game through his controller, Mason felt a tingle of excitement crawl along his body. That added muscle was definitely going to help straighten him out! 
With a slightly stronger grip, Mason began kicking again, noticing his aim had barely improved. He assumed the game was structured purposefully for players to dedicate time in order to complete it. So Mason saved a little longer, waiting until he could purchase two upgrades at once. With another +10 MUSCULATURE, Mason could practically feel his abdominals hardening with elation, but he also secured a +5 HEIGHT. He stretched his buzzing arms and legs, kicking the latter set up onto the futon and spreading them across the cushions.
Now able to rack up more can tabs, Mason was soon hoarding a good amount of cash. Previewing the shop, he ended up selecting three different bonuses. He grabbed the final +10 MUSCULATURE and +5 HEIGHT to round off those two categories. After completing an additional challenge, Mason also earned a +15 ANDROGEN. He did not know what that meant, but he did not care. Mason did however notice the tingling sensation in his lower half again, but after scratching at his furry legs he disregarded it, his feet now hanging over the edge. 
Suddenly, a big hoop presented itself to the left of the goal, offering dollar bills if Mason scored the shot. Thanks to his bonuses, he could better predict the angles of his kicks, allowing him to punt it directly in on the first attempt. Immediately he ventured into the shop, purchasing +5 CLEATS out of the three options assuming he would be supplied with better shoes. Navigating out of the shop, Mason subconsciously rubbed his feet together, seemingly ticklish as they thickened and plumped into much larger soles.
As he continued on, the amount of bonuses Mason had available began to change, each checking off as his aim shrunk narrower. +10 MATURITY, +20 VIRILITY, +25 CONFIDENCE. Eventually he no longer processed what he was purchasing, obsessively venturing back and forth from shop to field to check each item off. +20 POWER, +20 AGGRESSION, -10 INTELLIGENCE QUOTIENT, -20 INTELLIGENCE QUOTIENT, -30 INTELLIGENCE QUOTIENT. 
Near the end, Mason only had two more bonuses to purchase, both only attainable with dollar bills. Scratching between his crew cut and scruffy beard, it took him a few moments to realize he could purchase both. REMOVE HOMOSEXAULITY DISADVANTAGE, INSTALL HETEROSEXUALITY ADVANTAGE. With this came a purchase animation, showing Mason’s character placing the dollar bills into the waistbands of busty, oversexualized cheerleaders. He groped himself casually, feeling his juicy man meat grow hard. 
Once it was finished, he was put back in the game for the final shot. With pure determination, Mason kicked the ball straight down the line into the goal. Obnoxiously, he shouted out a booming, abrasive victory cry for everyone in the building to hear. Everyone would now know that Mason was "kickin' it straight!"
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After closing the game, Mason received a notification on his phone. It was from Mick next door, asking him to come over to discuss something. Without a second thought, Mason got up and left, not even bothering putting some clothes on. He was promptly greeted at the next door by a man of similar size, stench, and sense.
“Sorry I'm late, honey!” Corey announced a while later once he finally arrived home. Looking around, he was surprised at how empty the apartment looked, as if it had recently purged. His eyes momentarily went vacant, processing something, and then reanimating.
Who was he calling "honey?" He lived alone, unlike the two dickheads he could hear shouting at their game next door. The pair were like twins: both twelve inches taller, ten years older, and a whole lot manlier than Corey. The traditional moral contrasts were somehow even starker than the physical differences. With a sigh, Corey just hoped he did not have to file another noise complaint–something warned him Mick and Mason had the means to retaliate.
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thankskenpenders · 1 year ago
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Amy's fortune cards
The Sonic fandom has long been the kind of fandom that takes minor details very seriously, for better or worse. On the one hand, this means fans will really dig for the diamonds in the rough, latching onto fun character interactions, animations, bits of background worldbuilding, and more in pieces of Sonic media that many would write off as "the bad ones." But it also feels like every week another needlessly hostile debate over Sonic minutia erupts on Twitter, whether it's over individual lines of dialogue, fanart that makes Tails' shoes blue, or the ideal length and volume for Sonic's quills.
So it was probably inevitable that a fandom-wide debate would erupt upon seeing Amy's new gameplay style in the DLC for Sonic Frontiers, which takes the once-obscure fact that she enjoys reading tarot and shines a spotlight on it like never before.
I mean:
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The thing is, while I basically always try to tune out Sonic fandom bickering... for once, I kind of sympathize with the detractors? Don't get me wrong, I like Amy's tarot stuff, and people on all sides of the discussion are being overly nasty about their opinions, as usual. (Sonic Twitter remains my personal hell.) But when I set aside the hyperbole and zoom out, I do think I understand why some fans are put off by the sudden shift in focus for the character, even if I think it's cool.
It's complicated. Let me attempt to present the cases for and against Amy's fortune cards
For years, I was always one of those fans who thought it could be fun if they played with Amy's tarot reading, or even leaned into some kind of magic with her. Part of that is my own biases showing, but there's just something that makes sense there, especially when you look at Sonic, Tails, and Amy as a trio. (I would argue that's the real "Team Sonic" these days, especially in the comics where Knuckles is more likely to be stuck on Angel Island or otherwise doing his own thing.)
You could argue that Tails is all about logic, relying on science and technology and deductive reasoning to solve problems. But Amy is all about emotion. She wears her heart on her sleeve, is extremely empathetic, and is very prone to magical thinking - both figuratively and sometimes literally. Her origin story has always been that her tarot cards told her it was her destiny to meet Sonic on Little Planet. She's claimed to be able to "sense" peoples' presences - particularly Sonic's. She's the type to believe that The Power of Love is a literal magical force. So, on some level, it makes sense to mirror Tails's science by having Sonic's other best friend believe in magic. And then Sonic is somewhere in the middle, primarily following his own gut instincts but taking advice from both of them as needed. This isn't totally accurate to how their dynamics actually function in canon stories, but I think it's a mode that could work for them.
Going off of that, it's fun to lean all the way into Amy being a magical girl, or even a witch, using her fortune telling as a foundation. Take, for example, this version of Amy from Diana Skelly's old Sonic cast redesigns from before she freelanced for Archie and IDW. This is one of MANY such redesigns for Amy.
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Fast forward to the 2020s, and Amy's tarot cards are, in fact, finally getting brought up again in canon. Which is fun! I like seeing that. I like all of the individual stories involving Amy's fortune cards. This is a fun character trait for Amy, a fun nod to old lore, AND a fun storytelling device, all in one. It's really cool that the Sonic universe has its own thematically appropriate arcana, and that the cards are getting made as physical merch. And sure enough, the official card backs and borders were designed by none other than Diana Skelly, in yet another cool example of an ascendant fan leaving their mark on the series.
BUT... when you step back and look at the big picture, I get why some fans find this shift in focus jarring. At the moment, it's starting to feel like every new story about Amy involves her fortune cards to some degree.
The most recent mainline comic arc to feature Amy as the lead character, 2021's Trial by Fire arc, prominently features a sequence where she reads fortunes while camping with the girls. The Origins version of Sonic CD now bookends the game with scenes of Amy and her tarot cards. Sonic randomly mentioned it in a scene in Frontiers. And now, just this week, we got the (very cute, gorgeously illustrated) Amy's 30th Anniversary comic with a story revolving around Amy's tarot cards, followed the very next day by the Frontiers DLC in which she gets a brand new tarot-based moveset. Even her base melee attack now has her throwing tarot cards instead of swinging her hammer. Again, I like all of these individual things, but after years of it almost never coming up at all, it's VERY noticeable that Amy's tarot cards are suddenly everywhere.
To be fair, I'm looking at this from the perspective of a superfan who's actively following ALL Sonic media. Casual fans - especially kids - aren't necessarily going to be reading the comics every month, buying the thousandth rerelease of the Genesis games, or playing the ultra-hard new alternate ending DLC for a game that came out last year. Each of these stories is going to be someone's introduction to the idea that Amy can read tarot, and that's probably part of the idea behind this unified push.
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But to play devil's advocate, for my fellow superfans, I understand why it feels like a very minor footnote of Amy's character is suddenly becoming the entire focus of her personality. While Amy has always been said to enjoy fortune telling, that wasn't really a character trait in and of itself, but rather an example of her being a typical girl who hopes she'll be able to find true love one day. It's less that Amy can literally predict the future and more like her using a cootie catcher or going "he loves me, he loves me not" while picking the petals off of a flower. So I get not vibing with this stuff, or feeling like it's being pushed very hard out of nowhere.
What I don't agree with are comparisons like "it's like if they made Knuckles' moveset revolve around him liking grapes." Like, I get it. Ian Flynn loves shoehorning in his little winking references for us nerds, and mentions of Amy's tarot cards were previously on the same level as other random bullet points from old Japanese manuals. But a multifaceted hobby like fortune telling that opens up so many narrative and aesthetic possibilities is obviously very different from having a favorite food. It's ALWAYS been a part of her story, not just a random fact, and there's no reason why the fortune telling can't be elevated to something more.
And, hell, even if it wasn't an established character trait, there's nothing inherently wrong with injecting new ideas into a character. One of the best Amy stories in recent years, the Free Comic Book Day special "Amy's New Hobby" written by Gale Galligan, came up with the idea that Amy's secretly been drawing little comics about her and her friends. Is this based on Lore? No. But it's cute, and helps tell the story of a younger Amy who's still coming out of her shell as both a hero and a friend.
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Certain fans are also looking at Amy's Frontiers moveset and using it as evidence that once again the Vile American Contributors like Ian are CORRUPTING Sonic Team's perfect vision of Sonic with their misinterpretations. And like. Come on. Ian does not control the gameplay. He's a freelance writer. The tarot stuff is clearly something that Sonic Team likes if they made it the basis of Amy's new moveset - and, you know, if they keep approving comics and animations about Amy's fortune telling. None of this gets made without their blessing, and lord knows how much they can micromanage shit and shoot down ideas over the most minor of details.
Like, yeah, Amy's fortune telling was probably conceived less as a sign that she Knows Magic and more as a pretty mundane hobby for a lovesick young Japanese girl to have. But you're gonna sit there and tell me that using Amy's tarot cards for more than that could only be the result of a cultural misunderstanding? That nobody in Japan uses tarot card theming and aesthetics (or the general idea of magical cards) for the cool factor? Stardust Crusaders? Persona? The Astrologian class in FFXIV? Cardcaptor Sakura?? Hello??? Do you think Capcom put Gambit in Marvel vs. Capcom ironically because they thought using magic to throw cards at people was stupid? There's tons of precedent for this! It's nothing like Knuckles throwing grapes at people, be for real.
Giving Amy a very magical girl-esque moveset also just makes a lot of sense. For decades her hammer attacks have literally made sparkly heart shapes appear around her. Leaning into both that and her tarot cards in her new moveset makes a lot of sense to me.
But, admittedly... I do think it's very odd that her hammer is treated as a secondary element here, rather than having her primarily use her hammer and adding the cards for extra flair. If hitting the attack button made her swing her hammer instead of throwing cards, I'm not sure we'd even be having this discussion right now.
But the tarot-cycle and Amy riding her hammer like a witch's broom are fucking SICK and I will not concede on this point
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The thing is, this whole fortune card discourse is but a small piece of a bigger problem. Amy's been a character who needed some work for ages, but there's basically nothing you can do with her without pissing SOMEONE off.
Years of stories where Amy's crush was her primary motivator and Sonic went "Ew, cooties!" have lead many casual fans to believe that being Sonic's obsessive fangirl is Amy's entire personality. At best people might call her Sonic's Minnie Mouse. This isn't just a matter of Amy having haters within the fandom - venture outside of that bubble and you'll realize that this is how MOST video game playing people seem to see her to this day. I don't feel like this is a fair assessment of the character, but this idea didn't come from nowhere. No matter how much good deeply entrenched Sonic fans may see in their old dynamic where Amy perpetually chases Sonic, this is a very real problem that Sonic Team has to contend with for their leading girl. Of course all those games where the way-past-cool protagonist thought Amy was annoyingly clingy and tried to get away from her made people think less of her.
If new stories were to go back to emphasizing Amy's crush on Sonic a little more, they'd probably be taken as confirmation that Amy's just the girl with a crush on Sonic and that this is her entire personality. Conversely, when the crush is played down, you piss off the hardcore SonAmy fans who don't seem to understand that they're Charlie Brown and Sega is Lucy holding the football. You can't win.
And so here we are. In the absence of what was once her defining trait, now reduced to an occasional blush or wink in Sonic's direction, new stories are trying to mine Amy's past for additional material to work with. Having been a thing fans wanted to see for years, right now we're getting a lot of tarot, but we're also getting reminders of her compassionate nature and her desire to go out of her way to help the little guy. This is an ongoing process. I continue to hope that her bubbly, exuberant demeanor can shine more in future stories. Now, I also hope that the tarot stuff gets balanced out a little better with other traits of hers. But I don't want it to go away. I think it's fun.
This course correcting is far from exclusive to Amy. Knuckles is getting stories that remind us that he's a competent fighter, an experienced treasure hunter, and even a self-taught archaeologist after years of him being perceived as either the dumb one or just the guy who stands in front of the Master Emerald all day. And Tails has been getting some stories reminding folks that he's a capable hero in his own right and not just Sonic's timid kid sidekick.
But no supporting character will ever compete with the sheer number of new ideas Sega has tried with Sonic himself. Like Amy, his Frontiers moveset has also given him half a dozen new superpowers that he never had before, from the Cyloop to air-slicing projectile attacks to his own take on Shadow Clone Jutsu and beyond. He's also been a hoverboarder, a swordsman, a time traveler, an Olympic athlete, a racecar driver, cursed with a Flame of Judgment, imbued with alien power, a fucking Werehog with stretchy powers, and on and on and on.
If Sonic can do all that, Amy can try out using a tarot-cycle.
Anyway TL;DR the REAL problem with Amy's current characterization... is where the FUCK is Amy's bestie, Honey the Cat???????
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randomgods · 1 year ago
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who’s your favorite slugcat and why?
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The Hunter is definitely my favorite! You can’t get better than this lil guy :)
I connected so much with their story when I first played Rain World. Their selflessness, their battle with terminal illness, how they spend their last moments doing everything they can to save someone. It was so cool seeing a slugcat that was so involved in the lives of the iterators for the first time. And on top of that the gameplay was amazing! It was so much fun to challenge myself to learn how to fight and move through the regions quickly and efficiently in the face of danger. Just such an awesome experience.
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But I also ADORE The Rivulet! I actually made an OC back in 2020 named Seven Speaks who followed The Rivulets story to a T. The story of an aquatic, salamander-spliced slugcat repairing Looks To The Moon which then allows her and Five Pebbles to reconnect was something that was very meaningful to me. So seeing it actually play out in the game almost exactly how I imagined it years before was incredible! It was everything I could have ever wanted for a continuation of the story! I definitely cried lol.
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The Spearmaster is also a big favorite :) I love their story, their gameplay, and the broadcasts! I really really loved how their campaign fleshed out the iterators and their relationships. It’s so sooo cool. They’re kinda like an easier version of The Hunter to play which is fun when I don’t want to race the clock. I usually play as them nowadays.
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And AHH THE SAINT! THE STORY! When I first realized what The Saint was my mind was blown. And don’t get me started on the chimney canopy change… I honestly think that was the most effective part of the entire game as a whole. You start in an area of the game where your first instinct is to go “oh I should go to Five Pebbles first, I’ll climb the wall.” You have this whole idea of exactly how you’re going to get there, I mean at this point you’ve done it so many times before. You make your way through Sky Islands and run across the top of chimney, everything is going great, and then the final screen changes. It’s gone. It’s all gone. The confusion of it all before the realization sets in. Five Pebbles collapsed. AH! I don’t think I’ll ever experience something like that again. It was so effective.
I’m going to stop myself before I start writing an entire essay on everything about this campaign. The Saint wrapped up the story of Rain World in a way that was very emotional and fulfilling to me. The only thing I would change is the dialogue between Moon and Pebbles at the end… It fell flat for me when it should have been such an impactful scene.
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But ultimately The Hunter is the best!!! Love this freak!!!!!!
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markrosewater · 17 days ago
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As someone who only recently got properly into Magic this year my stance on the recent UB Standard legality is that so long as the mechanics are good, fun to play, and work well with the other Standard legal sets then I don't particularly care if Final Fantasy is legal.
But.
There is something about the Marvel Universe being Standard Legal that feels off. Final Fantasy shares many aesthetic and gameplay similarities to Magic that make it slide into the general ecosystem better from a Look/Feel perspective. Meanwhile, as much of a Spider-Man fan as I am, it is going to be incredibly weird seeing Peter Parker or Miles Morales face off against the critters of Bloomburrow, even more than Thunder Junction or Duskmourn do.
I will attend the Final Fantasy and Spider-Man prereleases because I love playing Magic and I am interested in both sets, but I cannot shake the feeling that this decision makes the overall play experience strange, especially since SIX Standard sets of a year is way overdoing it (maybe 3 In-Universe sets and 1 UB set would be a better balance?)
I understand the decision from a logical standpoint but the emotional reaction to Magic losing some of its Qualia is something that I can't ignore
I have read many of the responses to my request for emotional responses yesterday (I will continue reading - there are just a lot of people sharing). A common through line is the feeling of loss, that the decisions we’ve been making are taking things away from them.
So, I wanted to take a moment to talk about something that I believe Universes Beyond is adding to the game. I’m not talking about value to other people that aren’t you, but something that is upside to the enfranchised players that are the backbone of the game.
As I’m head designer, my focus is on mechanics and the core gameplay experience of playing the game. Universes Beyond has been a bolt of energy for the design of the game.
Because so many of you are sharing personal stories, I’ll use my own experiences as a way to illustrate my point.
One day, when I was seven or eight, I woke up and went downstairs to see that my Dad had bought me a comic book and left it out on the counter for me as a surprise. It was Spider-Man.
I must have read that comic ten times. It was the start of a life long love of comic books. I’m not quite sure why the superhero genre, in particular, spoke to me so strongly, but it did.
As a teenager I was a bit of an outcast, and when I stumbled upon the X-Men, it felt like a story that was core to my lived experience. I too was an outsider, but out there were people like me and if I could find those people, we could bond over our similarities.
I enjoy designing Magic. I mean really, really enjoy designing Magic. I don’t throw around the term “dream job” lightly. It is truly a lifelong passion. I spend so much time writing about it because it is something that brings me so much joy, and there is a desire to share that joy with others, my found family that shares my similarities.
Designing Marvel cards has been electrifying. I have spent years mastering the art of Magic design. Getting to combine that with my love of Marvel characters has been inspirational. It has inspired to make designs I would have never thought of.
It has pushed me in directions I couldn’t have predicted and resulted in designs that tickle both my inner Mel and Vorthoses.
And it hasn’t just affected my own designs. I have given more notes on card designs than I have in my twenty nine years at Wizards.
For example, the amount of back and forth with Aaron who designed the five Secret Lair cards we recently revealed at New York ComicCon was exhaustive. He and I have long bonded over our shared love of Marvel, so getting to translate that into Magic with him has been amazing.
And each Universes Beyond product we’re making has people as equally passionate about that property.
My point is from purely a design perspective, Universes Beyond has had huge dividends. It has inspired us to make fresh new designs. It has sparked creativity. We are making awesome card designs, mechanics, themes, and sets, things that most likely wouldn’t have come into existence otherwise.
The passion that beloved characters and worlds has inspired in us is translated into amazing Magic design, something that will make the act of playing Magic better for anyone who enjoys the nuts and bolts of the raw gameplay of Magic.
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kurikive · 3 months ago
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MINECRAFT — 10. d-day
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Y/N went out fast the night before. Her reasoning for the whole melatonin thing being her insomnia. She feared if she slept too late she wouldn’t wake up early the next day, but given she borderline overdosed on sleeping gummies, she would have not woken up at all if it weren’t for her friends.
NewJeans’ manager had told her to meet at the PC room at 8 in the morning to discuss some final things and prepare the computers so that they could start the filming at 10.
It was just going to be a casual Minecraft gameplay with the NewJeans girls. They planned to play Build Battle for the first half and Bedwars for the second half. The member with the most wins across both minigames would have to battle a 1v1 in Minecraft Hunger Games with Y/N to win the prize.
Oh, right. The prize. It really wasn’t much more than a box of expensive beef, which surely would trigger the competitive nerve in some of the members. The video was going to be filmed for Y/N's channel, so she wasn’t going to be the one competing for it anyways. And yes, she did buy the meat with her own money, but considering how much she’s getting paid right now and how much she’s going to get paid, it’s really nothing.
7:19. Y/N was already wearing the outfit Hyewon had picked for her, deeply breathing in and out to calm her nerves. Anton and Jiwoo smile as they try to talk her into departing Nervousville and taking the bus to Peaceburg. Also to take the bus to the PC room, because as popular as their friend is, she still uses public transportation. She says it’s better for the environment, and although it is, it still causes her to get recognized from time to time.
“What if I bail?”
“I’ll kill you. No joke. I’m a nepo baby, I can get away with it.” Anton says. Y/N can’t not believe him.
“Okay! Well, see you guys later!”
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It’s been twenty minutes since Y/N arrived at the PC room. They chose one she used to go to a lot throughout middle and high school. It looks a lot bigger without people.
Y/N had brought her three best cameras for this and was currently setting them up. She didn’t really know where the NewJeans members were going to sit, but she was setting them up so that the members’ faces could (hypothetically) all be seen.
She didn’t really know when the girls were going to arrive and it was eating at her brain. Every few minutes a rhythm of snaps was heard from the Y/N, a habit to try and calm her nerves. Every other second she pulled on the side of her black jeans, accidentally pulling at the skin of her thighs below the cloth.
One of the staff took note of these little quirks and patterns. A young woman approached her slowly, but Y/N only took notice of her when she spoke, “You don’t need to be nervous!” A comforting smile tugged at the woman’s lips, “The girls are super nice and they’re very excited to work with you.”
Y/N, stunned at her sudden appearance, only bowed with a nervous giggle. “Thank you…” She said lowly.
“I’m Ha Sooyoung. Stylist.” The woman extends her hand towards the younger, who shyly shakes her hand. “How old are you, by the way?”
“Twenty… I'm.” The unwanted fashion of mixing up her words comes back to haunt Y/N in the most unconventional situations. She just hopes it doesn’t happen in front of the members.
Sooyoung smiles at the speed in which the younger’s face flushes a rose color. “You have a really nice face, you know?” The comment throws Y/N off. Not in a bad way, of course. She’s heard endless compliments about her appearance; she’s very aware she’s good looking. But the remark coming from a professional stylist definitely surprises her a bit.
The woman, noticing Y/N’s expression, is quick to retaliate in case of a misunderstanding, “Not in a weird way, I swear!” The older waves her hands as if trying to shake away the other’s concerns (there weren’t any). “I’m much older than you, please. I meant, like, God…”
Y/N picks up on Sooyoung’s frustration and tries to fix the situation, “No! No, I get it. It’s okay, Sooyoung-ssi.” Sooyoung doesn’t know if she’s laughing at the formality or at her own mistake, but it’s funny regardless.
“I meant,” the woman clears her throat, “You have a face that’s great for modeling. Have you ever tried it?”
“Uh, no. I don’t think brands want a YouTuber as a model.” A sheepish laugh leaves Y/N’s lips at her bad joke. Thankfully Sooyoung laughs with her.
“Hey, well, they might after this! Who knows?” Sooyoung takes something out of her bag while the both share giggles, “If you ever want to try it out, I’m a photographer on the side. Could help you out, y’know?”
Y/N’s eyes widen when Sooyoung hands her a business card, phone and e-mail on the bottom, but instead of her name, ‘YVES’ is written on the top in bold letters.
“That’s my personal phone number. Unnie is just fine, by the way.” Y/N receives another one of the older’s charming smiles with a bow and a “Thank you, unnie!” before Sooyoung pats her shoulder and leaves her side at the sound of her name being called.
“Oh! The girls are gonna be here soon. Get prepared.”
And Y/N’s back to pulling at her jeans.
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masterlist | next
taglist # @yumtooki @saysirhc @modanisgf @yerimbrit @sixflame438 @miinatozakiii @hotluvlet @mym1na @keiji-jin @wintersgff @wonyoungssi @kimminjiissosjdirbidnsjje @shozeu @nwjnsloona @kaypanaq @pandafuriosa60 @linnnsworld @hwabyul4wheesun
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anim-ttrpgs · 27 days ago
Text
The Eureka: Investigative Urban Fantasy October 17th Beta update has launched today on itch.io for free!
Happy Halloween! We pulled out all the stops just to get the update out in time for you to prep and play it for your group’s Halloween game! The free adventure module that comes with it, “Horror Harry’s Haunted House”, takes place on Halloween after all! In it, your investigators will solve a “murder mystery” in a charmingly spooky haunted house escape room. It serves as a sort of investigation and survival training ground for you and your PCs to learn the ropes before jumping into more Call-of-Cthulhu-esque adventures where death is around every corner. (You can even get two more adventure modules over on our patreon)
Download the new rulebook here on itch.io! Even if you download it for free, just checking it out, talking about it, reblogging this post, etc. helps us out immensely. We are a diverse, largely queer team setting out to slay a dragon, we’ve already been working on this for four years, and we need all the community support we can get!
If you’re wondering what Eureka even is, watch this trailer, or read this post if you don't wanna watch a video.
youtube
If you’ve ever tried to run a murder mystery in D&D, what you really needed was Eureka.
If you’re coming from the August beta release, which I assume you are, lemme tell you that a lot has been improved. I’ll go over some of the highlights, and post the full changelog under the cut. It’s still free, but if you could throw a bit of money out way on the itchio page, even if you’ve paid before, that would be a massive, massive help. We’re actually a bit over budget even with the relative success of the Kickstarter, plus for one of us this is their primary source of income.
Trait Overhaul
There’s a few new Traits, and nearly every single existing Trait has been redone to make them better and/or more interesting. Each Trait will now have an even more significant effect on your gameplay experience.
Combat Overhaul + World's Best Grappling Rules
Combat in Eureka is now better than ever, and it was already really good - plus, now you can actually comprehend the dang rules! The previous combat rules, I admit, were a dense and confusing slog to read through, even if they worked really well once you understood them. Now, thanks to our editor, you can understand them! Instead of being split across four chapters, it’s now just two chapters. One chapter explains weapons and is mostly just for stat reference, and the other chapter is focused on telling you everything your character can do during “dangerous situations,” which are not just combat, but really just any kind of scenario where a character can get hurt. As a special highlight to the combat overhaul, Eureka now boasts the first ever set of grappling rules that are viable, realistic, and fun to employ at the table! I’m serious when I say I have never seen them done like this before, and think they offer an actual leap forward in something that TTRPGs have struggled with since early editions of D&D! I also put a lot of my own judo and other martial arts experience to work here.
Monster Overhaul
A lot of what I said about the pre-overhaul combat sections of the rulebooks were also true of the monster PC rules. They were dense, hard to reference, and disorganized. Well not anymore! All six playable monsters in Eureka have been completely rewritten using the skills I have gained as a game designer since first writing them, and, like the regular Traits, they have all been at the very least tweaked to be more interesting and have a greater effect on gameplay, and some have been changed entirely with all new subsystems! Witches brew potions now, fairies actually have stuff to do with the names they collect, and more! Plus, speaking of Traits, every monster can have more regular Traits now, to really help flesh out their personality!
CHANGE LOG 
Copy-editing Progress: Thoroughly copy-edited up to p. 302. Half-ass copy-edited up to p. 322.
WHOLE BOOK
Stuck most of the $42+ kickstarter backer submission info into the very back of the book just to get it out of our email inbox and to allow the whole team to be able to more easily see it and work with it. Going to be doing more to integrate this stuff into the actual rulebook soon. 
Changed the headings to hopefully be more legible. Please give us feedback on what you think of this change.
CHAPTER 1
Changed the limitations on how Comfort is used to restore investigator Composure. 
Fixed a typo in the investigation example of play. 
Made it so that Composure rolls for fears in the “Ridiculous” category don’t even always need to be rolled when these things are encountered. 
Moved Character Health and Status, Grievous Wounds, Healing, and Healing Example sections to Chapter 1. 
Changed Partial Incapacitation to give -2 modifiers instead of -1. 
Overhauled the rules for injuries, incapacitation, and grievous wounds completely. A ton of it is changed. 
Added codified rules for medical facilities and what to do in the case of investigator death. 
Added “The Creeps” optional rule. 
Tweak to When is the Party “Split” section regarding how long to go before jumping between groups.
Lots of new art has been added.
Tweaks to Be Prepared to Lose section.
—---------------------------------------------------
Additions to the What is Eureka For section
Changed comforting factors and exacerbating factors for Composure rolls to be +/-2 instead of +/-1 so they make a real difference.
New snoop
Changed the font of the section headings in the Ticking Clock section. Let us know what you think of these headings compared to the other headings, because we are considering changing all the headings to be like this.  
Better clarified some stuff about how Ticks work when an adventure starts at some random time of day.
—-------------------------------------
More art has been added
Made travel take more time and matter more
CHAPTER 2
Changed the CQC skill to Close Combat, as this is more clear and obvious what that means at a glance
Made lots of copy-editing progress. Many paragraphs are shorter and convey the rules more clearly. 
Changed the way the Burnout Trait works. It now causes the investigator to lose flat Composure each day rather than affecting their Composure rolls. 
Changed the Death Wish Trait to not suck.
Changed the Elementary! Trait to use Visual Calculus instead of Social Cues.
Changed Go With Your Gut Trait to not suck. 
Added that wallets and like basic clothing and stuff have a WP cost of 0
Added glasses to item list
Added rope to item list
Added hand warmers to item list
Changed Arithmomania trait to where it only gives a +1 base bonus to Paperwork, and the bonus for having a lower Ignorance of Quantity Tiers of Fear rating is more investigation points. 
Changed Femme Fatale to add a +1 Seduce bonus instead of +2. 
Totally redid the Hardy Trait. 
Added -1 modifier to I’m Okay You’re Okay Trait
Redid the Just Built Different Trait. Now it allows a character “no sell” an incoming Superficial Damage attack once per Scene, reducing the damage to 0, among a few other things. 
Added Renaissance Man Trait. 
Removed Love Me Trait. Might try to reword it another time, but it was too similar to too many other traits and wasn't very interesting. 
Completely reworked Lover Trait. 
Many new snoops have been added.
Changed the Mad Genius trait to be called Lovecraft Protagonist and changed what it does. 
Removed the investigation point cap on Man of Action Trait. Also changed the name to Ask Questions Later. 
Changed My Glasses Trait to only provide bonuses to Knowledge Skill Investigative Rolls. 
Changed Nightstalker Trait so that it provides a bonus to all Interpersonal Rolls while trespassing 
Changed None of My Business Trait to suck less.
Changed Not Finished Yet Trait to suck less.
Changed Showboater Trait to suck less.
Changed Skeptic Trait to suck less.
Smalls is now a real Trait instead of just a joke Trait. 
Removed the +1 Bonus from the Unpredictable Trait.
Changed Wicked Trait to not suck. 
Changed Wizened Trait to suck less. 
Woo-Woo Trait no-longer based on Blacked Out Skill. 
Moved “Deadly Combat, Permanent Consequences” here and changed the title to “Disabilities are Disabling”
Changed Basic Physical Therapy on the Wealth Point Item List from 3WP to 2WP. 
Added new section “People Change”
Made Blissfully Ignorant trait immune to “The Creeps.”
Made the Technically… Trait have a +2 bonus instead of +1.
Updated the Hard Boiled Trait to work with the new way that injuries and incapacitation works.
Moved the Hardened Hearts snoop to be the Wicked snoop instead. 
Changed “Empath” Trait to be “Empathetic” instead. 
Made “Did You Know…” a better and more usable Trait
Made Hard Under Pressure a better and more usable Trait.
Changed how the WP cost of an item affects the modifier for rolling for it in-adventure. The modifier is now half the WP cost rounded down. 
—--------------------------------------------------------
Gave a proper name to the Wealth modifier attached to certain homes and vehicles, it is now called the Property Modifier(PM).
Lowered the price of firearm ammunition by 1WP
Lowered the price of desktop computers by 1WP
Lowered the price of cameras by 1WP
Combined various hand tools into one entry on the item lists and moved them to Misc.
Made hotels something that is prepaid in WP similar to food budget. 
Made Large Apartment less expensive and Tiny Apartment more expensive
Moved Baseball Bat and Axe out of Weapons and into Misc. 
Changed how Food Budget works.
Removed Net Skill Limit mechanic entirely
Edit to the duration of the bonuses for Femme Fatale
Changed Ninja Trait to a +2 bonus instead of +1
—----------------------------------------------------------
Made “Sleep On It” Trait give 1D6-1 investigation points, and still give Composure.
Added “Real Capybara Hours.” Sometimes jokes are just for us.
Added animals to item lists
CHAPTER 3
Moved the section “Deadly Combat, Permanent Consequences” into chapter 2. 
More art has been added.
Moved Character Health and Status, Grievous Wounds, Healing, and Healing Example sections to Chapter 1. 
—------------------------------------------------
Changed the name of Chapter 3 to “Dangerous Situations.” We are planning to put all the combat and other dangerous stuff into one chapter called “Dangerous Situations” and merge combat, chases, etc. into one thing rather than splitting it up and having it in a bunch of different chapters.
Made it so that the Speed mechanic works with Theater of the Mind as well, and removed that other awkward mechanic with rolling Athletics for how many turns it takes for a character to cross a large distance. 
Complete restructure of the way the mechanics for movement and action are explained, as well as defining things as both Movements and Actions. 
Created a Chapter 2.5. In the future when we are ready to shift the chapter numbers, Chapter 2.5 will become the new Chapter 3 and the current Chapter 3 will become Chapter 4. Chapter 2.5 currently houses the statistics of weapons and other combat items. The plan is that a first-time reader will read the weapon statistics in Chapter 2.5 before they read the combat rules in Chapter 3, which will inform the way they understand Chapter 3. 
Changed damage value and special attributes of pepper spray. 
Made brass knuckles do 1 penetrative damage. 
Made stun guns do 2 superficial damage.
Made it so that bulletproof vests do protect against 1-damage weapons. 
Moved and rearranged like everything from chapters 3-6. 
Close range bonus for guns is now +2 instead of +1
Simplified Stopping Power rules (the actual way it works has not changed, we just rewrote it so that it gives the same mechanics in like a tenth of the word count)
Separated open-faced helmets and full-face helmets, and made it so that wearing a helmet along with body armor gives a -1 penalty to incoming attack rolls. 
“Single Load” is now called “Internal Magazines”
Shotguns at extremely close range now have similar stopping power to a rifle, but at 5-10 yards they still have their double stopping power. 
Changed how Rate of Fire works for guns. Just making it a number instead of distinct actions. 
Made it so that Quick Cycling affects basically all guns except automatics, meaning characters with high Firearms skill can now fire semi-automatic pistols at 3 bullets per Action.
Streamlined Stabilization. It is no-longer a roll and instead a penalty that worsens the more bullets are being fired at once. 
Made Bipods give +2 Contextual bonus instead of +1 to single stationary targets.
Changed Reactions and made them more broadly applicable and usable as a rule.
—--------------------------------------------------------------------------------------
Overhauled Grabs, Throws, Holds, and Escapes to make them a viable option in a lot more scenarios.
Defined “On the Ground” and made it its own section.
Made knock out blows and throws ignore Armor. Knock-out blows are still somewhat penalized by helmets.
Added A Real John Woo Film Optional Rule
More art has been added
Hastily updated the random chase obstacle tables for the new Movement/Action system.
Updated the example obstacles to be more in line with how we designed obstacles for the obstacle tables. 
Redid how Poison works. We meant to make it less convoluted but accidentally made it more granular instead. We did write it better so it will at least feel less convoluted. 
CHAPTER 4
Merged this chapter with chapter 3
CHAPTER 5
merged this chapter with chapter 3
CHAPTER 6
merged this chapter with chapter 3
CHAPTER 7
Added “Psychological Warfare” mechanic. 
—--------------------------------------------------
CHAPTER 8
The Blacked Out Skill has been changed in two major ways. First we made it more obvious that the Blacked Out Skill applies even to knowledge of the supernatural that is not necessarily true. And also rather than working the way that every other Knowledge skill works, the Blacked Out Skill now gives leads to where answers might be found rather than immediate concrete answers. 
THE GORGON IS FINISHED AND FULLY PLAYABLE!
Added that Alt. Witches have to make their supernatural ability composure rolls at +0 instead of +3. The +3 was a typo.
Started work on the complete monster overhaul.
Vampires have been completely rewritten. Most of their abilities and themes are the same, but the way the abilities work has been overhauled and improved in many cases, as well as now being formatted and structured in a sane and easily-referenceable way. 
More art has been added. 
Changed the +2 Contextual Close Combat bonus for the Werewolf Trait to a +1 Base Bonus
Wolfmen have been completely rewritten. Most of their abilities and themes are the same, but the way the abilities work has been overhauled and improved in many cases, as well as now being formatted and structured in a sane and easily-referenceable way. 
Fairytale Witch is currently being rewritten/overhauled. 
Changed Incredible Strength Mage Trait to have a +2 Close Combat bonus instead of +3.
—-----------------------------------------------------------------------
Clarified that gorgon blood does not heal gorgons.
Changed the way that monsters interact with Composure and their Tiers of Fear during the act of preying on other people. Instead of just ignoring it or having a bonus (i somehow left both of those conflicting rules in and no one told me), a relevant Composure roll is still made when a monster eats someone, but they do not lose Composure points from it even in the event of Partial Success or Failure. This keeps the narrative benefit of a Composure roll to show the monster’s emotional state, but without making hunting numerically pointless.
Finished the complete fairytale witch overhaul. 
Made the Close Combat bonus for superhuman strength be just +1 for the vast majority of instances. The only exception is wolfman forms. They get a higher Close Combat bonus because their transformations actually make them bigger and taller and this helps a lot in Close Combat.
Reduced Athletics bonus of Incredible Strength trait to +2. 
Merged the Alt. Witch with Mage, and made Mage a Misc. supernatural category instead of its own separate thing. This is going to be a really messy transition for chapter 8 so please bear with us. I am making a brief run though the chapter to clean up the biggest discrepancies this change creates, but I probably won’t get them all until the editor and I have time to actually go through and copy-edit it. 
“Mage” is now its own trait, and what were previously called “mage traits” are now called “mage powers”. Mages now have between 1 and 6 mage powers as part of their mage trait, with worse composure rolls the more powers they have. 
When they engage in their True Nature, monsters now have a chance to recoup some or all of the Composure they lost as a result of using their powers to hunt prey. 
—-----------------------------------------------------------------------------
Fully overhauled the fairy rules. Just one more monster to overhaul! Woo! 
Changed the Curse of Slumber to take effect the next time the victim falls asleep rather than knocking them out spontaneously.
Overhauled the changeling rules to go along with the overhauled fairy rules. 
Clarified something about the vampire’s In Lizard Fashion ability, they wouldnt be able to use this to stop a speeding truck.
Removed the hard limit on how many people a wolfman could eat at once, and also added rules for what happens if they shift to a smaller form with people in their stomach. Made similar tweaks for vampires. 
More art has been added 
Fully overhauled the Thing from Beyond, and that completes the full monster overhaul. All Monsters now consist of a single Trait, rather than needing a pair of Traits. 
Gave vampires’ “wearing the evening” ability a maximum distance of 50 yards and also it is a Movement now 
Made a few more adjustments to some of the monster sections to bring them up to date with the new Movement/Action mechanics. 
Adjusted all instances of poison in the monster sections to account for the new poison rules.
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thydungeongal · 25 days ago
Note
You've stated repeatedly that D&D 5e doesn't possess the mechanics to enable the heroic-fantasy adventure that a lot of DMs/Players seem to think it's meant for. What mechanics would a game designed to cater to that manner of play and storytelling have? Care to offer any recommendations?
In my opinion for a game to really support the genre of heroic fantasy it should have at least some of the following:
Some way of character motivations affecting gameplay in a robust manner. D&D 5e has inspiration which can be rewarded for acting according to a character's bonds, ideals, or flaws, but it is so poorly integrated into the system it might as well be "your DM grants inspiration when they feel like it."
Meaningful nonlethal consequences. D&D 5e gives characters limited means of handling situations nonlethally, including combat, but for the most part combat defaults to lethal and the game provides very little actual concrete guidance as to how characters losing an encounter should be handled. Death remains the most meaningful, clear consequence in D&D, which means there's a risk of losing narrative continuity in pretty much every encounter.
Doing heroics should be tied into the game's incentive structures and in-game reward mechanics. D&D 5e by the book mostly rewards overcoming obstacles (with defeating monsters as the most clearly mechanically defined example!) and before anyone says "milestones" shut up, that's just putting more work on the DM instead of the game defining its own reward mechanics.
There should, in general, be a framework for handling more types of activity than just combat, and combat shouldn't necessarily need to be handled as a blow-by-blow affair, but this is something I think there can be a lot of variation on.
Games that I think fit the bill to varying degrees:
RuneQuest/Mythras: Character ideals like Passions are very well integrated into gameplay. While combat is lethal the game does a lot of the work of telegraphing that to players and GMs and since the game assumes that most opponents will be intelligent creatures with thoughts and feelings there's no expectation of "the orcs will fight to the death" which is a sentence I hate in modern D&D adventure design. While I personally think Passions could be better integrated into the game's advancement system, the way the game handles advancement through actually doing things and membership in organizations (integrating characters into the setting) works very well!
Against the Darkmaster (VsD for short): While mostly a very trad game in the same general wheelhouse as D&D mechanically, its lethal combat system can actually disincentivize engaging in combat for fun (not exactly heroic imo) and it actually provides lots of mechanics for integrating character motivations and doing heroics into the system, including its advancement structures! Hell, it even provides methods for corrupting character ideals and it has a clear campaign structure of fighting against a BBEG!
Fellowship: A game that very much approaches the same genre of fighting against a BBEG as VsD but from an indie direction, once again rewards actual heroics and building connections with the world over just killing monsters, and I mean that this stuff is already implemented into the rules. Also provides a framework for handling social situations, including making friends!
QuestWorlds (formerly HeroQuest): Probably one of the first "narrativist" RPGs (I'm only using that as a shorthand: GNS sucks), QuestWorlds is a very much a trad type of RPG but that approaches the act of gameplay from a very different perspective. Basically, the game has narrative convention built right into its mechanics. It is a very neat game and I heartily recommend checking it out!
Fate: I don't particularly like Fate but even I must admit that it fits almost all of my criteria there! It is more of a toolkit game system so some assembly is required, but I do believe one could easily run a heroic fantasy game using it!
The Shadows of Yesterday: Is a good game. I'm losing steam right now but like TSoY is a pretty good game and I like it. I think y'all should Google it, it's out there on the internet and you can just. Read it.
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leighsartworks216 · 1 year ago
Text
In Your Silence (I Hear You)
Astarion x gn!Tav/Reader
Requested by @ghulehh666:
"Just had this idea for so long in my head, basically astarion x tav(gn). Tav is really antisocial, never visits tavern or such, and prefers to stay somewhere quiet and alone or with Astarion. When they have to talk, their ability to speak sometimes randomly locks out and doesn’t know what to say."
I know you said antisocial but I kinda went further and made it more social anxiety or autism-coded
Also I still have not played the game or seen much gameplay so some things may be inaccurate and stuff
Warnings: going through a busy crowd, brief mention of nails digging into skin, some sensory issues (touch, sound)
Word Count: 1,287
Masterlist
AO3
You were holding on for dear life. Your arms curled tightly around Astarion’s, eyes scanning every which-a-way. Unfortunately, this was a rather common occurrence.
Before all this, you kept to yourself. Perhaps to an extreme. You avoided going outside, you didn’t speak to anyone for as long as you could help it, and you were quite happy like this. Dealing with other people was always a headache, and never near worth it, but staying alone? The only person you could be irritated with was yourself.
And then you got kidnapped. And somehow, somehow everyone chose you as the one to save the world. You couldn’t stay alone anymore. Too much was at stake. But sometimes it was all too much. Too loud, too demanding, too… everything.
Astarion didn’t know what to make of you upon first meeting. He’d assumed you were working with the damn Illithid, but when he insisted you just kept shaking your head. Truly, he’d have thought you were mute, if he’d not seen you talking with the damned creatures. Now that it’s been weeks, he knew you better than the rest. After all, it was his tent you ran to when you needed quiet, and, even more than that, it was him you trusted to find your voice when you couldn’t.
That’s how you ended up in this bustling market street, clinging to him as he smoothly guided you through swaths of people. He was used to navigating crowds. His eyes sought out slightly-more-open gaps and he’d be able to slip through with no issues. Alone, that is. With you, the strategy was a little different. Not only did he have to get himself through, but you as well. He could only imagine what the weaving pattern he took to find even-more-open gaps in the sea of people looked like from above.
The street never seemed to end. More and more people entered from either end. Stall owners barked out calls to potential customers. Everyone was shoving to get where they needed to go. Astarion was tired of it. The only reason you’d turned down here was to find one specific stall for some spices Gale wanted. He’d stopped looking for the stall long ago, leaving that task to you.
Toward the end of the street, though still quite far from any freedom, you squeezed his arm and planted your feet. He stopped immediately. Your eyes were set on one of the stalls - a table filled with handfuls of herbs, small bundles of them tied together with string. He sighed through his nose. Gale better damn well be happy for all the trouble this is.
Astarion placed a hand over yours on his arm, searching for any opening in the river of people going around you both. He could feel the anxiety radiating from you the longer it took. As soon as there was even a hint of a gap, he pulled you through.
Trying to walk through the hoard rather than with it was a nightmare. You were jostled and bumped into by everyone. Astarion wanted to switch you to his other side to act as a human shield, but doing so risked losing you to the flood. And when you finally got through, finally standing in front of the one stall you came here for, you felt it. Like a switch, your throat felt leaden. Your vocal chords were heavy. It seems preserving your voice for this moment did not help at all.
“Hi! Welcome, welcome! What can I get for you today?” the stall-keeper beckoned. Astarion had to fight to keep his eyes from rolling. All traders were always too cheery, overacting as they tried to play nice to convince you to buy more.
The vampire turned his focus to you. You still held onto his arm, but it was a little more relaxed. Your nails weren’t digging into his arm, at least. (You always apologized profusely when your voice came back, even when he brushed off your concerns of hurting him or, worse, being a nuisance.) You searched the table, eyes roaming stacks of small spices and bundles of large herbs. Astarion had no idea exactly what Gale’d asked for. He trusted you remembered.
A moment passed, and then you were pointing at a small cloth bag, round and full. The attendant lit up. “That’s our special blend! It contains all you need for any meal! Just one pinch and your mouth will thank you for it!” When they said the price, Astarion saw you retreating in on yourself. It was a lot to ask for one small sachet, though it looked like it would last several weeks if conserved properly.
Before you could even formulate an apology to Gale for his damn herbs and spices being too gods damned expensive, Astarion was pulling out his coin purse and counting out the gold. “We’ll take one.”
The attendant picked up the sachet by its drawstrings and plopped it into your hesitant hand. You squeezed his arm - you didn’t like that he was paying for it. He handed over the money, and pulled you back into the throng of people.
It wasn’t long before you were at the end of the street and being tugged along to a quiet side-road as there was no longer a need to slow down to glance at each stall. As soon as the people thinned out to a manageable level, you let go of his arm and reached for your own coin purse.
“Please, love, you don’t need to pay me back.” He covered your hand holding the purse, preventing you from opening it. “Besides, I will be more than happy to discuss repayment with the Wizard.”
You gave him a disapproving look. He just rolled his eyes.
“Was acting quickly to get you out of that mess as soon as possible not what you wanted?”
You glared harder. “Don’t twist it,” you muttered. The weight was still there, but being out of the crowd had helped enough. Though, it seemed heavier now that you have spoken… Damn.
He chuckled airily. “Hate to admit I was working outside of my own self-interests for once?” You raised a brow at him. “Well, aside from having Gale in my pocket, until he compensates me for the loss.”
You huffed and put your coin purse away, tucking the sachet away in the process. Your hand found his arm immediately after. He didn’t even react as you gripped onto the fabric of his sleeve. At first, he’d been a bit scandalized, complaining that you’d wrinkle it or pull at the embroidery. He almost… enjoyed it. The simple act of keeping each other close, relying on him to act as an anchor. It felt nice to be needed.
He noticed before you that your feet were beginning to drag. The sole of your boots scraped on the street every couple steps, not to mention how you slowed down ever so slightly. He smiled knowingly, resting his hand over yours on his arm once more. It was reminiscent of nobles strolling along, prim and proper.
“Come on, dear,” he encouraged smoothly. “Once we return I can read that mystery novel to you.”
You grabbed onto his arm with your other hand, pulling yourself closer to rest your head against him. You had a tired little smile on your face. How unfortunate such outings were so much on their leader. He’d probably get two lines in before you passed out in his mess of pillows.
“Though, it is rather obvious who the culprit is.”
You pinched his arm.
“No, my being a magistrate has nothing to do with it,” he chastised. “It’s hardly my fault I’m more observant than you, dear.”
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indie-ttrpg-of-the-week · 5 months ago
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Wanderhome
"You should play an obligate sexual cannibal in Wanderhome I think it'd be funny" - Jay Dragon, developer of Wanderhome
Touchstones:  Ghibli films
Genre: Cozy game, Adventure
What is this game?:  Wanderhome is a game about playing small critters travelling, to where? who knows, its the journey that counts, not the destination
How's the gameplay?: Wanderhome functions on the Belong outside Belonging framework, which functions in a push/pull of Tokens, Tokens allow you to take negative plot beats in return for later having positive plot beats! there's also playbooks that specify what you can spend tokens on and how you gain them. Wanderhome is a very simple game, this is because it lacks a GM! storytelling is done entirely collaboratively, it works shockingly well, especially with such a simple setting and premise!
What's the setting (If any) like?: Wanderhome's setting places the players in a pastoral landscape ravaged by a prior war. The world is healing, the people are hurt, and things are getting weird. The setting has some extra lore, like the Little Gods, in effect "God" is a very strange concept in the world of Wanderhome, being a collection of tiny deities that make up the world, rather than one or 10 centralizing figures. The setting of wanderhome is a large draw of the game, and I'll leave the rest for you to find out. Oh also, the players are all small furry critters, and the usual roles of cattle and other things are replaced by very large bugs, this is the big aesthetic draw of the game.
What's the tone?: Wanderhome's is a world where things got very dire a while back, but things are getting better, people are healing, gradually, and the horrors of the past are being reconciled with. It's a setting largely about healing and improving  
Session length: Wanderhome lends itself to shorter, 1-2 hour long games
Number of Players: 2-6 are all fully possible, however, in my opinion, 3-5 is preferable 
Malleability: Wanderhome's mechanics are faaaairly generic and can be modded into many other things, even if the setting is a large draw and part of the game. This is a game I'd honestly recommend mostly sticking to the default setting, though, just because it's so interesting
Resources: Wanderhome has a ton of extra fan playbooks, some extra official playbooks, though its lacking on group sheets (That I could find) and other useful things, its a very simple game, though, its not like you require a lot
Wanderhome asks the question, "What if Ghibli-inspired games took more than surface level aesthetic inspirations?" and runs with it to create one of the tightest and most interesting experiences currently in the space, it's a wonderful game made all the better by one of the most beautiful books i've ever seen
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drenched-in-sunlight · 2 months ago
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"Marika becomes the sum of all the Fromsoft girlies" is nice but you forgot Nashandra who actually has parallels with Marika! Recommending to check it out, she's cool!
let’s get this out of the way now… I love DS2, I think the vibe and gameplay is immaculate and I’ll defend it as a whimsical and enjoyable videogame experience till the end of time.
But my god, I hate how they handle female characters in that one 💀
In fact, I don’t like how they handle female characters in DS franchise in general. It got a bit better in Bloodborne and Sekiro and especially AC6, but overall ever since I started playing Fromsoft game in 2020, my main gripe with them is they only have 2 tropes to shoehorn their female character into: helpless victim of a system that would mangle and exploit them OR serious sword lady. And if I’m being real, it’s the main gripe I have with Elden Ring base game too?
I didn’t discuss it on tumblr because back then I were still trying to keep this blog art-focused, but when the game came out in 2022, I did express my concern on twitter that I found the female characters cast… strangely lacking. Because I went into the game expecting Ema-level of writing (literally Sekiro’s Ema is one of the best female characters Fromsoft has ever written to this day I could and have talked ppl’s ears off about her. And I’m glad she on her own is very different from Marika. That means they could at least write 2 more types of female characters now the bar is on the floor but I’ll take it and cherish what I have), but it felt like they got reset back to DS franchise with ER base game.
(This has an added layer of me being a girl born, raised and lived in a Sinosphere country that is entrenched in Confucius values just like Japan, so yes I do understand and experience firsthand the underlying culture values that shapes their writing. Hell, I live and study postgraduate in Japan for 2 years too).
But we are going off track, this is about DS2. Now, my problem with DS2 is, see, with 1 or 3, the female characters either have very little agency or no agency at all. And it just…. be like that. The male characters are somewhat the same, so it really doesn’t bother me that much. The cool, unique, not sexualized design is enough. But 2?
2 has a lot of female characters…. who either play no role in the world setting or sinister figures that charm men and bring ruins to kingdoms? What?
(Before anyone says “but Lucatiel—” Lucatiel is the beacon of light in that game, yes, but at the same time her purpose centering around her brother is… also a problem I have with the way they handle Malenia’s story. My Fromsoft experience has lore to it as well jfc)
Like, it’s just ??? to me half of those women have no agency or backstory whatsoever apart from being the Dark’s daughters that would bring doom everywhere they go??? You can say everything wrong in DS2 world is their fault and I actually wouldn’t have much to argue. Actually, it’s interesting you bring up Nashandra because I do think Nashandra has parallel in Elden Ring. But not to Marika.
Nanaya.
That’s who reminds me of Nashandra in Elden Ring. Literally the mysterious, lowkey nefarious lady and her old man husband with questionable dynamic DS2 trope 🧍‍♀️ you can actually see that in their name too.
If I have to pick a character in DS franchise specifically to make parallel to Marika, it’ll always be Gwynevere. Because I honestly think it’s amazing they took a character that has the least amount of agency they’ve ever created, and turned the core concept of her (warmth, healing spells, sunlight, mother, daughter, queen, faith) into another character with actual good writing.
That’s why I didn’t include Nashandra in my previous post. Not because I don’t know about her. It’s because I know.
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ganondoodle · 6 months ago
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yeah no of course i cant stop trying still ...
currently trying to get out of the mindset -draw what could be popular- by designing some rough ideas for the weapons shops in the new totk rewrite (fuse isnt a thing here)
to explain; during the first part (before villain rauru reveal and change to shiekah arm) the way to repair or craft weapons is with a new type of NPCs; they are smiths that can repair your weapons, craft them, and have some avaible to buy (mostly for arrows but also small selection of weapons), it costs material and some money, or if you dont have the material/all material, it costs more money but is still doable, price depending on how valuable or hard to get the material is you dont want to spend on it
then after the switch to the sheikah arm and zelda taking on the role of your permanent companion, she can both repair and craft as well (might be limited but expandable with quests, as in that zelda learns more skills- so theres new quests after the switch and you cant just do everything before that) with the difference that you need to have the required materials but it costs no money
this would mean that while no giant change before and after the halfway point of the game, it is definitely different feeling, plus its a convenience that is good to have in the second half but shouldnt be sorely missed in the first, the difference between NPC smith and zelda gives you the option to spend material or money- so you arent forced to grind anything if you need either for something else, plus new quest rewards for the second half and new points of interest in general, similar to a stable but not too close so theres still an element of exploration; they arent super frequent but around the map of the surface enough that you can reasonably reach one in each region (perhaps after aquiring the yiga as allies/or before that in disguise they can do the same for you but are only found in the underground)
it would also allow for more diverse gameplay, if your favorite weapon is about to break (it might not fully disappear but if you use it up it would go into a condition like the master sword when its lost its power, not usable or doing tiny amount of damage, but not gone forever if you accidentally use it too much-) you can decide to throw it away or keep it until you find the next smith, depending on if you already found one and see you are close or havent yet, or spend the material if you have it to instantly repair it
(i havent decided yet if rauru might be willing to repair your weapons, but not to craft them since he lacks the skill (would never admit to it) and he only wants to give you just enough support to enable you to do what he wants you to do- i think that might work better bc its still a difference to zelda, since she can craft too, but not too much so that you would feel like the games forcing you to use the smiths in the first half ... possibly its unlocked with one of the enigma stones, when rauru can claim he is able to do that now bc it lets him recover some of his strength)
what im wondering now, which is a bit important i think, is .. should the smiths be wandering around a set path or have a lil stationary shop? if they wander around it would make it a bit more depending on situation of you wanna use them, but bears the risk of making it annoying if you dont know here they are or happen to be too far away and a lil weird bc should have something to work on there, like an anvil, which would be a lil strange to carry around; a lil shop could potentially turn into a location you keep teleporting back and forth though im leaning towards the shop; you could make helping them build it a quest too, or saving them from monsters? overall i think this idea is a rather nice balance
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piratefishmama · 3 months ago
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I Wish | Part 6
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It was a clean sweep, the guys called it quick enough, which was disappointing for Eddie since he’d never come across a monster quite like the beast he had to play with, but no amount of quick thinking from his band mates could save them from the untimely demise of their characters.
They didn’t have enough spell slots, hit points were straggling, their potions mysteriously vanished, the weaponry they were sure they had in reserves had been used, and only one real lucky saving throw wasn’t enough to save them the following turn.
The False Hydra lurking in the cliffside caves of Rainwund snatching sailors, their ships, townsfolk, and livestock got them. Each and every one of them.
They knew what it was too early though, with Eddie’s flippant dismissal of characters his bandmates were supposed to know, his adamant insistence that no, the town was always that quiet the hell are you talking about, Gare?
Jeff made a spot on educated guess.
It still hadn’t saved them in the end, Dougie’s character lost first with a frankly dreadful saving throw, followed by Gareth’s own little gnome who lasted one full turn longer than he should have, and then finally Jeff himself, but he’d called it. Eddie knew his own friends back home wouldn’t be so quick to catch on, which was the only saving grace for this short jaunt into futuristic DND possibilities.
He could completely blindside his friends.
Probably for the best given this whole thing was meant to fit into a neat little segment on a talk show. Not to span across hours and hours of gameplay, they were already cutting it close to too long.
So, Eddie wrapped it up. With Jeff’s demise, Eddie rose to his feet, arms extending in a great sweeping arc “You fought bravely, oh daring soldiers of ill-fate, however upon this sorrowful day, the town of Rainwund was lost to the song of the False Hydra, it, and it’s victims, would be forgotten by the world and all who walk upon it. Perhaps one day, one fateful day, a new team of would-be heroes will find and defeat this deadly foe, but until then… I humbly bid you fallen soldiers, a peaceful journey to the great beyond.”
The lights dimmed, and for a moment, there was silence while set personnel found their places, then the lights overhead relit with the cameras refocused on the desk and chairs, where Jimmy had relocated.
“Everyone give a big hand to the members of Corroded Coffin!” Applause and cheers rang through the studio, over which he made quick work of reiterating album release dates for them, followed by a quick request of, “stay tuned after the break we’re joined by the cast of MARVEL’s new—” Eddie tuned him out for the rest of it, they were being guided off by stage crew, their segment was over, it was done.
The bubble of imagination popped, the activity giving Eddie a modicum of comfort was over and done with, and maybe he’d stretched it on just a little longer than necessary with peppered suspense, but he couldn’t hold off whatever came after anymore.
Steve met them behind the curtain, beyond the veil of stage lights and TV magic, he gifted the boys little Tupperware containers which they plucked from him as they walked by full of snacks he’d apparently pilfered from the catering tables, Eddie however, he gently manoeuvred Eddie into a side room out of the way with a chirped little “and you’re coming with me, hotshot.”
The room which was dressed up like some kind of fancy dungeon, had curtains pinned to the walls, fake candles flickering on tables, and in the middle, surrounded by chairs, was a table topped by a haphazardly drawn dungeon map and a few mini figs, it looked a little bit like a discount version of his drama room domain in high school.
“What’s goin on?”
“Jimmy wants to do a little opener introduction thing with you as the frontman of the band, it should have been filmed before but you were a little in your own head, so to make you feel better they figured it’d be best to do it afterwards. It’s nothing scary, it’s to go with your little DND thing out there, he wants to basically ‘walk in’ on you as a dungeon master, scheming with a few of your mini figurine things. Maybe throw in a little maniacal laugh for him to walk in on. Is that okay?”
“Oh, uh… yeah, okay, yeah that’s fine, I can do that” one last thing to do, not that it mattered much, but it was part of the experience! But then… thinking about it, “is there any point to that though?” Steve raised a single brow in question “I mean, I’m going home right?” The second brow joined the first and Eddie couldn’t help but panic a little. “I am, right?” He couldn’t imagine going through all that without the assurance that he was going home after it all.
What a wild thought, considering fame and fortune had been the goal for so long, just one interview and he was ready to throw in the towel, and it wasn’t even a bad interview. He just… didn’t feel the happiness he thought he would.
He felt… lonely.
His band were off with their snacks, hadn’t even looked back as he was guided away from them, his ‘partner’ had ditched him before the whole thing, he’d ‘blocked’ him, whatever that meant, and even the fun opener with the host wasn’t a whole band thing, just him. On his own.
All alone.
“If you want to, sure, just say the word. Didn’t you wanna experience this first though?”
“I guess…” Steve took one prolonged look at him, then snapped his fingers, the flickering faux candlelight froze, the sound from outside the room stopped, everything just. Ceased, and Steve dropped the mirage of normalcy he’d adopted to blend into the masses, returning to the damn near ethereal looks he’d had when he’d first appeared “Steve?”
“I’m not going to force you to experience something you’re emotionally done with, Eddie.” Steve stepped closer to him, just close enough to take his hand and give it a gentle squeeze of reassurance. His hands were warm, big… comforting… fingers smooth but they tingled against his skin, as if the digits themselves were wrapped in a magical field of energy. They probably were. They were an instant balm to his drooping mood in any case “If you’re done with this… if you’re tired, you can opt out, leaving this time behind wont hurt anyone here, you can go back home, and we can do something else.”
Gods there was just something so dangerous about Steve, not in the literal sense, although probably yes, in the literal sense too, but he was so… everything. He was everything. His eyes alone, the worlds most valuable golden trinkets couldn’t compare to the shimmer in those eyes of his, as subtle as it may have been, there were flecks of gold in that hazel-green hue. Eddie could have probably lost every single minute, second, millisecond of his available lifetime, just looking at him.
How did he ever think this man was just a random homeless stranger wandering in from the cold? Better question, how was he going to manage being even remotely normal around him going forward?
“I feel like, if I stay… I’m going to walk directly into like, the worst possible thing an it’s gonna make me feel like shit, what’s the odds of that?”
“Mmmnn” he squinted an almost pained expression, tilting his head just a little as he thought about it “ninety percent chance of a bullshit experience.”
Eddie took one more look around the room, then down to his aged and weathered hands clasped within Steve’s own, nodded in self-affirmation, and then met Steve’s eyes once more. “Steve… I wish we were home.”
With a twinkle of the golden flecks in his eye, a warm smile on his lips, and a snap of his fingers, the makeshift dungeon room melted away out of existence. He hadn’t witnessed this the first time around, getting to that time had been a black out, and then he’d woken up to it all. This time, Eddie got to watch.
He got to watch as the world reshaped, formed around them, he got to watch his hands de-age, the wrinkles of time worn into his skin disappearing before his very eyes, tattoos that’d marked his arms vanished until only the ones he recognised remained. His clothes returned, his body regained its youth and all the aches and pains that’d lingered in the back of his mind as a rockstar faded away.
And just like that, the trailer materialised around them. It was dark outside, as if nothing had changed. As if no time had passed. The smells, musty cigarette smoke, the faint scent of coffee, the pitter-patter of rain hitting the roof and gravel outside. He was home.
And Steve was still there, smiling at warmly him, as if he hadn’t just reshaped reality around them, as if everything was normal.
“Better?” His voice even sounded warm, like a heated blanket on a cold day, instant all enveloping comfort.
He wanted to say yes. Wanted to at the very least nod his head, but everything all at once was so very too much, everything he’d been working towards, that they’d been working towards, the band practices in Dougie’s garage, the ‘gigs’ at the Hideout, all the talk, the plans, the promises to themselves that they were gonna make it, they were gonna do something with their talents.
He’d hated it. He’d hated everything about it. He couldn’t even recall if Wayne had been mentioned during the whole ordeal. Was Wayne still around? Was he present? In his life at all? Had he just abandoned his uncle for deeply unfulfilling fame and fortune?
His next exhale came with a sob he couldn’t hold back, and instantly he found himself drawn into two broad arms and a strong embrace. “Oh, Eddie… hey, no it’s okay, I’m here, it’s okay, you’re okay” words uttered so softly into his hair, close enough to his ear that he didn’t have to strain to hear them over the opened floodgates that were his sobs.
He’d tried so hard, for so long with that one goal in mind. And he’d hated it. He couldn’t even stick around for a whole day without the promise that he could get the fuck out of there at any point, and even WITH that promise, he’d bailed early. He couldn’t handle it. He didn’t want it. After all that planning, all those promises to himself, to the band… he didn’t want it.
He was already too far into his life to plan for anything else. He wasn’t getting into college, he struggled to hold down normal jobs, not that he could even get one with his family name hanging over his head, with Al and his bullshit haunting him around every goddamn corner. People wouldn’t even hide their damn sneers, probably wouldn’t even interview him even if he did wanna work there, which he probably didn’t.
His life was one big dead end. How would he even face his friends? How would he even explain it to them? That he couldn’t, that fame wasn’t meant for him? That the cards of life would hand him the shittiest of deals if he stuck around for that draw?
He only vaguely registered Steve moving him as he spiralled, as he sobbed into the Genie’s shirt. The gentle guidance that took him from the living room where they’d rematerialised, to the chaos that was his own bedroom, and then onto his bed, ever so gentle in his manoeuvring that Eddie only realised they’d switched locations when Steve actually wrapped him in his own blanket, always with one arm around him. Never letting him go. Ever so attentive to his charge. Eddie chanced a look at him, his eyes wet, red rimmed, Steve looked perfect.
Of course he looked perfect. Not a hair out of place, his skin shimmering gold in the light. Perfect and entirely too soft in his attention on him.
“I—” Steve shook his head, his smile lacking in pity but drenched in sympathy.
“It’s okay, Eddie… I get it. This is a lot, what you’ve seen, witnessed, what you now understand about that life it’s a lot to take in. You’re going to hurt for a while, but you’ll be okay.”
“W-what do I even—even do now? I—I was gonna—the plan was always—I don’t have anything else, Steve… what am I gonna do?” His friends would be fine. They’d always be fine. They had options, parents who forced them to think of what ifs, of back ups for if the fame and fortune didn’t work out. Funny how it wasn’t because it wouldn’t happen, but because it would, and that it’d suck.
Eddie hadn’t even let Wayne try and make him think of back ups. Fame was it, stardom was the end goal, they’d be famous, and everything would be perfect. How naïve he’d been.
“Whatever you want, Eddie, you have a genuine Genie right here” he even motioned to himself, smile widening a little in a kind tease, before it softened once more just for him “but right now, I think you should sleep, we can go through the rules of Genie ownership in the morning.”
“Rules?” Eddie sniffled, lifting a blanket covered hand to wipe at his face, it was fine, his blanket had seen worse. God he was so tired all of a sudden. Probably the meltdown.
“Genies come with rules, Eddie, we come with guidelines. You kinda ploughed through with that big one right from the jump, didn’t really give me a chance to give you the run down, no harm no foul though, you’re safe, and you’re wiser. We can go through everything in the morning when we’re less frazzled.”
“Okay… but wait, my uncle, he’ll be home in the morning, he doesn’t—doesn’t know you’re here, where are you even gonna go?”
“Crone used to say that like the Fae—” Eddie wasn’t going to bring that up but he clocked it, the word snagged in his tired brain like a fish in a net, Fae, there were Fae? Fae were real? Steve continued undeterred “—‘my surroundings adapt to my presence’, like how she just blends into wherever she pops up, it’s weird, but it’ll be like I’ve always been here to him. He won’t even notice the difference. Nobody will. Just don’t send me back to my bottle, don’t tell me to go into my bottle. Don’t do that.”
“… Why?” Not that he would if Steve didn’t want to be in the bottle, but didn’t Genies just… stay in their bottles? Wasn’t that like, their homes?
“Cause you’ll lose me, I’ll lose you. I told you this already but…it's been a long day. Listen... sending me back to the bottle is equivalent to banishing me and you’ll never get me back again.” Maybe not home then, Eddie’s eyes widened, suddenly sobered by the idea of Steve just vanishing because he’d said something stupid. “I had a master last half an hour once because he told me to get back into the bottle to hide from his wife. I’m here, nobody will know what I am, nobody will think anything is wrong with me being here, won't even question it, don’t send me back… please?” Steve took his hands into his own, holding them tight in his warm, tingling grip “I—I don’t wanna go back.”
It was the least composed he’d seen the Genie since he’d met him what felt like weeks ago. It’d been a few hours. A few hours, and that was in another timeline, time didn’t even seem to have passed in his own.
He looked… desperate. Eyes wide, pleading. A smarter man might have questioned him, checked for loopholes, traps, anything nefarious a Genie might hide in plain sight, they were supposed to be tricksters after all.
But Eddie was not a smart man, he was also completely gone over those eyes. Tragic, really.
He sniffled once more, but nodded his head, eyes drooping, exhaustion catching up to him after his almost cathartic meltdown. “Okay… but where are you going to sleep?” If Genies even slept, it wasn’t like there were many options in the single bedroom trailer. Wayne had to sleep on a fold out cot in the living room for crying out loud.
“I’ll sleep with you, that’s fine right?” Oh.
A smarter man, would also probably just use his unlimited wishes to wish for a second bed, but again. Eddie was not a smart man.
“Yeah okay, that’s uh—that’s okay.” Eddie was in fact the least smartest man he knew.
Steve smiled brighter than the goddamn sun, and Gods both young and old, Eddie was so very fucked.
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