#coc best bases
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clashersunited · 10 months ago
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50+ Best TH16 War Base Links 2024 | Anti 2 Star Bases
Are you on the lookout for the best TH16 war bases?
Want to change your TH16 War Base Layout from offensive to defensive? Look no further!
We’ve got the best Town Hall 16 base design options for you.
And the best part?
You can easily copy the TH16 base layout of your choice and paste it in your war base village.
In this blog, we’ve shortlisted the best anti-2 star town hall 16 bases that are used by experts in clan wars and COC tournaments.
Let’s get started...
How to build a solid TH16 War Base layout Anti 2 Star?
Designing an anti-2 star TH16 war base requires a keen understanding of defensive principles and strategic placement.
Place your Town Hall, Clan Castle, and crucial defensive structures at the center of your layout.
This not only makes it challenging for attackers to reach the core but also ensures that they invest significant resources when attempting a 2-star attack.
Strategically position splash damage defenses like Wizard Towers and Bomb Towers to cover a wide area.
This discourages attackers from concentrating their forces in one location, making it difficult for them to clear the base efficiently.
Maintain a balance between air and ground defenses. Utilize dual Inferno Towers set to multi-target mode.
Integrate traps like Spring Traps, Seeking Air Mines, and Giant Bombs in areas where attackers are likely to deploy their units.
These traps act as unexpected obstacles, disrupting attack strategies and creating opportunities for your defenses to shine.
Regularly test your TH16 anti-2 star war base in Clan Wars and adjust its layout based on the feedback received.
Best TH16 Defensive Clan Castle Troops Combinations
Using Clan Castle troops to defend your town hall 16 war base in Clash of Clans is a smart move.
While a well-designed TH16 war base alone can repel numerous attacks, incorporating Clan Castle troops takes your defense to the next level.
These troops act as a powerful deterrent, disrupting the plans of attackers and making it challenging for them to secure a successful raid.
At Town Hall 16, your clan castle has the capacity to house up to 50 troops, opening up various possibilities for defensive combinations.
The choice of troops can significantly impact the effectiveness of your defense.
Here are some good CC Troop combinations for TH16 War Bases:Best TH16 War Base CC TroopsHousing SpacesCombo 1: 1 Ice Hound + 1 Baby Dragon(40 + 10 = 50)Combo 2: 1 Electro Dragon + 5 Wizards(30 + 20 = 50)Combo 3: 1 Inferno Dragon + 2 Ice Golems + 1 Balloon(15 + 30 + 5 = 50)Combo 4: 1 Lava Hound + 1 Dragon(30 + 20 = 50)Combo 5: 3 Witches + 1 Wizard + 1 Valkyrie + 1 Minion(36 + 4 + 8 + 2 = 50)Combo 6: 1 Baby Dragon + 1 Inferno Dragon + 1 Dragon Rider(10 + 15 + 25 = 50)
If these specific troops aren’t readily available from your clanmates, consider using alternatives such as an all-Wizard combo, an all-Balloon combination, Dragons or any mix that aligns with your clan’s resources.
However, it’s highly recommended to prioritize the suggested troop combinations for optimal defense in your TH16 War Base.
50+ Best TH16 War Bases | Anti 2 Star Bases
A well-constructed war base is the cornerstone of success in COC clan wars.
Get ready to use these strategically built COC TH16 war base designs to ensure victory in every clan war or clan war league.
Gone are the days of manually recreating complex war base layouts.
With our streamlined process, you can simply copy the provided base links and seamlessly paste them into your own war base configuration.
It’s a hassle-free way to adopt proven defensive structures without the need for intricate design work.
1. Best TH16 War Base Links
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2. Best Clash of Clans War Base TH16
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3. Best TH16 anti-3 star war base design
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4. Effective Town Hall 16 base against air attacks
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5. Anti 2 Star TH16 War Base
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6. Unique TH16 base for Clan War Leagues
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7. Strongest TH16 War Bases
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8. Anti-electro dragon TH16 war base layout
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9. Best TH16 base against LavaLoon attacks
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10. Anti-Ground TH16 war base layout
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FAQS: Best TH16 War Base Links
How much time required to max TH16?
6 to 8 months are required to fully max TH16 base layout.
How much does it cost to fully upgrade clash of clans?
IT costs around 1,688,882 gems to fully upgrade clash of clans base from start to end. $12,068.77 is the amount required to fully upgrade clash of clans.
Final Thoughts
I hope now you have the list of the best TH16 War Bases.
If you face any problems or difficulty accessing the link, comment down and let us know.
Do share this post with your clan members and help them to easily change their Town Hall 16 bases from offensive to defensive.
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dark-and-kawaii · 4 months ago
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Rolans fantasy, sitting at his big wood desk, possibly having to have some kind of interview or something. under the desk however hes getting the most mind boggling blowjob of his life
Oh yes!!!! Yes yes indeed!!!! Babes you are so right on this!!!! He would 100% have this fantasy… And I mean…. Why should we have it be a fantasy, why not make it a reality (>ᴗ•)!!! Thank you so much for telling me what you think a fantasy of Rolan’s would be!!!! Thank you for the lovely inspiration I hope you enjoy this my love!!!!
Content: Rolan Getting A BJ Under His Desk
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You let him feel the head of his cock hit the back of your throat as you swallowed, and he nearly came undone… One of his hands were resting atop your head, his nails digging in slightly as he tried to control himself. His other hand held his quill while the two men in front of him argued over this, and that, who would be better suited as his apprentice.
“I-I see well-“ Rolan paused to take a deep breath just as your tongue pressed flat against his cock licking the underside from base to tip. The head of his cock slipped passed your lips and you suckled lightly on it like it was some sort of lollipop, “You both are good with your words and I-I can t-tell youre both eager but- ah… I need to think-“ He was struggling to speak.
You took a few moments to tease him a little more, pressing the head of his cock against the inside of your cheek, your tongue flicking against his slit before you finally swallowed him back down, the tip hitting the back of your throat once more.
Rolan took the opportunity to hold your head down, keeping you in place so that he could finish his sentence.
You struggled at first, his cock buried down your throat made it difficult to breath, but soon you relaxed, the tip of your tongue still running along the underside of his cock, you were such a needy thing for him~
“Thank you gentlemen for coming to see me today, I will give you my answer by tomorrow, if you could please be here at first light that would be splendid.”
His words were rushed, and the two men looked at him confused, before bowing and wishing him a good night.
Once the door was shut, he let out a loud groan and began to buck his hips up into your mouth, fucking it like it was your tight little cunt, “Such- such a naughty little tease~ so greedy for my coc- ah-“
You could tell by his erratic movements he was getting close to his climax and you sucked hard on his cock best you could, hollowing your cheeks to make it as tight as possible around his member. Tears pricked at yours eyes, snot and drool dribbled down your face as he finally pushed himself in as far as he could and released… His hot cum shooting straight down your throat, a small amount trickled from your mouth as your belly felt full from the large amount.
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skywlker-sluvtt · 1 year ago
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𝑲𝒊𝒏𝒌𝒕𝒐𝒃𝒆𝒓 𝑫𝒂𝒚 𝑻𝒘𝒐
𝒍𝒖𝒌𝒆 𝒔𝒌𝒚𝒘𝒂𝒍𝒌𝒆𝒓 + 𝒑𝒆𝒈𝒈𝒊𝒏𝒈
kinktober masterlist
luke x fem!reader warnings: pegging, sub!luke, mommy kink, degrading, use of the nickname "puppy" word count: 812
“Are you sure it’ll feel good?” Luke asked. “It’ll feel just like my fingers do, even better” You reassured him. Tilting his chin you admired his shiny eyes. He couldn’t get over how beautiful you looked wearing the strap. The harness tight around your hips fitting every curve perfectly. The big pink cock looked intimidatingly attractive. “You’ve gotta get me ready baby” You teased taking the silicone in your hand. He bit his lip gently admiring the way you stroked it. “Mommy” He whined. “You can do it baby, open wide” You encouraged carding your fingers through his soft mop of hair. Luke grabbed the base of the strap delicately before his mouth met the tip. “Good boy” You grinned. Mimicking your usual movements he worked his tongue around it as if it was a real cock.
He looked so gorgeous gagging on your silicone dick. Saliva dripped down his mouth and tears welled in his eyes. “Nice and deep darling, all the way down” You whispered as he worked the object further and further down his throat. Luke hummed around it working it as best he could. “You look so pretty sucking my strap” You smirk tugging on his hair. With one more firm suck he pulled back with a pop. Your dildo soaked in his spit. He let out a needy whimper. “Please, mommy I need it” Luke whispered.
You could see how painfully hard he was. His tip a throbbing red as cum dribbled down his base. “Look how needy” You mumbled pushing him against the bed. “I want you to relax okay? Let mommy do everything” His breathing was laboured, clearly nervous as you wrapped your hand around his base pumping him slowly while adding lube to your cock. Luke let out desperate whines just from the teasing. “Please, m’ready” He groans. “Relax alright?” You remind him, maneuvering his body to be in between his thighs.
Running your fingers up and down his inner thighs had him squirming with anticipation for you. The long pink object looked delicious, the ribbed edges would feel amazing inside him. Luke wet his lips watching you press the tip against his ass. You continued to jerk him off hoping to ease any discomfort the new stretch caused. As you pushed in, Luke let out a high-pitched whine. The stretch was much different compared to your fingers. The burn gave him an orgasmic kind of sensation. “You’re doing so well Lukey” You mumbled watching his face contort with pleasure.
As you pulled out and thrust back in he let out a strangled moan of pleasure. The feeling of the cock inside of him felt incredible. “Feel so full” He moaned. “Feels good doesn’t it?” “Yes m-mommy” He whimpered. Your thrusts were slow letting him get used the the intense sensation against his prostate. The silicone rubbing against him was overwhelmingly good. He withered beneath you clawing at the pillow above him. “Aww you sound so pathetic with my cock inside you” You grinned. “Mommy faster please faster!” He begged.
You pulled all the way out of him admiring his pretty little hole before pounding back into him. Thrusts unforgiving as he trembled beneath you. He looked so good like this, tears pouring down his cheeks from the stimulation and drooling down his chin. “Such a dumb puppy for me aren’t you? Drooling everywhere for my cock” You smirked wiping the spit from his face and using it on his cock. “Y-Yes, just a dumb p-puppy for mommy” He repeated watching your tits swing with each thrust. You looked like a goddess above him, pounding his tight ass.
Luke felt so submissive beneath you, more so than usual. The feeling flooded every nerve in his body setting them all on fire. Every time you touched him he jolted with pleasure. Beads of precum dripped down his cock constantly like he was on the edge of an orgasm. The heat in his stomach grew and he let out a long whine. “I’ve barely even touched your cock and you’re already gonna cum? How pathetic” You teased. His blue eyes became dark with desire and he couldn’t hold back lifting his hips to hump the air hopelessly.
“Cum for me my love, let me have it” You smirked admiring his helpless and horny state. “Fuck mommy!” He choked out as ropes of cum spilled from his cock. You smiled wide as it coated his chest and stomach. “Good boy, let it all out” You smiled slowly your strokes careful not to overstimulate him too much. As you slow down he goes limp with a dopey smile on his face. “That was exhilarating” He whispered. “Exhilarating? That’s a big word for someone who got his brains fucked out” Luke hummed incoherently at the comment before you whispered in his ear. “Now I want you to ride me”
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taglist: @vadersslut @glazelilis @ikoshime @t9tesgf @emersxn99 @nomercyforthewarrior @mssbridgerton @scooby-the-soviet-soldier @TinyGremlin @toastnpretzels @obsessedrebel @simonessollarsystem @alixwriter @forcemeanakin
lmk if any tags didn't work :)
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oyabun-draws · 2 years ago
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coc 2022 Day 28: Shiver
sorry i have some angst today
this isn’t based on an actual scene, but more inspired by a specific line. I was obsessed with the line “my kingdom for a good shudder” since I first read it but I wasn’t sure exactly what to draw based on it. @carryonmylovelies helped me a lot with coming up with a way to visualize that line. thank u bestie!
and thank u @rainbowrowell for writing one of the best lines i’ve read
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zapperman26 · 2 months ago
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Player's 8-Step Guide to Character Creation and Roleplaying
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Being a player in any Tabletop role-playing game (TTRRG) comes with an immediate hurdle: making your character! Choosing your character options and rolling up stats is easy; Deciding on the type of person, attitude, goals, backstory, etc., and how all that will play out when role-playing is more challenging. Coming up with a unique character in which you intend to roleplay, most likely for extended durations, is never easy and can leave one wondering where to start. To help new and old role-playing game players, here is a ten-step guide to help craft your characters into purposeful, meaningful, and enjoyable additions to any campaign!
Step 1: Understand What Kind of Game You Are Playing
An excellent place to start is understanding the game and campaign you are making a character (or Importing an existing one) about!
At the most basic level, understanding and reading up on the TTRPG system you will be playing should be your starting point. It allows you to understand the options to craft your character(s) and grasp how the game will be viewed and played.
 For example, Dungeons and Dragons, even in campaigns where combat is less the focus, is constructed with it in mind down to its very bones; every class features extensive combat abilities and utilities  (even the most support-focused like Bard or Artificer), and that, naturally, would steer players to design their characters with that expectation in mind: battle. 
In contrast, Call of Cthulhu, a horror RPG system based on the HP Lovecraft Mythos, is built around social interaction, research, and the player's insignificance in the face of the unknown. Most player options are more specific and modern, with skills like accounting, psychology, and occultism that point more towards a game of investigation, attempting to outwit, outrun, and outlive the Lovecraftian horrors, with combat only as a last resort. 
A character made for one system, like D&D, will, most likely, be very different than a character created in another, like CoC, due to what said systems focus on as a game, one being more combat-focused and the other more roleplaying-focused. 
That is not to say a person can’t make a character that goes against or actively breaks the mold of the system present, but intentionality is vital. To intentionally break the rules in a way that works requires a firm understanding of what got broken in the first place. Such as playing a Warlock in D&D with Intelligence as their casting ability instead of Charisma or having Cthulhu Mythos skill points at a starting level in Call of Cthulhu. With all that in mind, establishing a firm grasp of the system you intend to play allows the character(s) you make to have the most options available and provides a better experience of how it fits (or breaks) within the game’s system. 
Once you know how to play the game(s), what the Game Master (GM) intends for you in the campaign comes next!
Step 2: Collaborate with Your Game Master and Players
Knowing the system of the game you are playing is the first hurdle; after that, knowing what kind of campaign your Game Master has in mind for you all and how your fellow players intend to interact with it is what you should learn next.
A campaign, in its length, in-house rules, setting, themes, worldbuilding, etc., is as essential to consider when constructing your character as the system rules. Every GM will have varying levels of customized elements for their campaign, no matter how inflexible the game system is. They could use a custom gameplay mechanic, setting, or even rules, so getting a good grasp of those changes and the base game (as discussed earlier) is the recipe for success when making your character at the most foundational level. It also never hurts to allow your GM to give feedback on your character to help fit into the campaign as best you can.
The relationship between GM and player(s) should always be open and receptive to what all parties can get from the games they play together. An excellent way to make that happen is collaborating with the GM during the process of coming up with and creating your character. You can make sure your ideas are both acceptable and fit in with the campaign, but also give your GM feedback on story ideas for your character and try to weave your backstory into the narrative they plan. Whatever a GM decides to help you with during character creation, your working together should ideally enhance your involvement in the campaign with your fellow players. Players whom you should also work alongside when making your characters.
Your fellow players are undoubtedly in the same boat as you, trying to develop a fun character as best they can, so why not work together? Your mileage will vary on how far you can take potential collaboration: it can be as simple as all mutually choosing unique character options and roles for a more balanced group of PCs or go as far as all to create backstories that feature each other somehow! In any case, working with your fellow players can offer much extra value for your mutual enjoyment of the game!
Naturally, this step works best for a campaign with friends or family who are easy to approach and collaborate with. Plenty of campaigns you might play will be with total strangers, but that should not stop you from trying to understand the GM's expectations (and how to meet them) going in or even trying to bounce an idea or two off a fellow player(s). 
Where do you go from here, now that you know the rules and have insights from the GM and fellow Players? It is finally time to roll your character up! 
Step 3: Roll Up Your Character!
Past all those rules, collaborations, and planning, it's time to roll up the stats and write down your character's abilities!
When and how you go about this will vary depending on how your GM wants it done. Sometimes, it's okay to roll up your character independently; some prefer to do it in a Session Zero or even a private  one-on-one, but you need to roll up your character to play!
It might seem like a know-brainer step that does not require a guide to tell, which is not wrong, but what choices and options you take should be done with seriousness. At its core, it is a game, and you should always pick what you want to play, but it is also the basis of your character. 
The stats, skills, powers, etc., you give your character will be the basis on which you interact with the game and express your PC. The following steps will go over not just how to make the best of your choices when you first roll them up but also how to make the best of what you don’t have available to you and when it's best to leave intentional gaps in your character. 
The first place to start is to see how your stats and skills can inform how you write and express your character in roleplaying. 
Step 4: Play Into Your Strengths, Embrace Your Weaknesses
Most Tabletop roleplaying games come with a collection of statistics, abilities, and skills (be they random or actively decided on), and those choices will make up the foundation of your characters in some way or another, so lean into it during roleplay.
 A typical example of character statistics is the classic six RPG attributes: Strength, Dexterity, Constitution, Wisdom, Intelligence, and Charisma, with one or more thrown in depending on the game (if not the names changed around), but these are relatively ubiquitous and easy to translate into your character’s backstory and how they roleplay. 
For example, suppose you're playing a Fighter in D&D who leans heavily into physical attributes (Strength, Dexterity, Constitution) but lacks the remaining mental attributes. In that case, you can easily write them and roleplay them as a “brain over brown” dullard with little going on in their heads. The inverse of that example, the stat block could be a Wizard, a scrawny intellectual with a big personality, but could get knocked over by a hamster if they got in a fistfight. These are two examples on the extreme ends of the spectrum, but they represent how you can express yourself by how your character’s stats ended up. 
Your stats (and how you play them in roleplaying) also roll into the class/profession/role(s) you pick for your character, be them fantasy classics (wizard, paladin, bard), more modern professions (investigator, artist, athlete), or futuristic roles (starship pilot, mad scientist, cyborg), you can then add your stats into the equation to make something exceptional!
 You could make a good-natured musician with little brains but a charismatic presence and strong body, an anti-social investigator with a sharp mind and mean right hook, or a brilliant mad scientist with incredible stage presence but little athletic talent. The statistics and the class you pick go hand in hand, so make something fun with them!
There also exist plenty of systems that don’t use the attributes mentioned above or express them way differently (EX: Slayers, Shadowrun, Cyberpunk Red, etc.), but depending on how the statistics and player options operate, the above advice should still be just as applicable despite the differences. 
In short, using the statistics and skills you are best and worst at to their fullest, in conjunction with The type of character role you are playing, is a surefire way to make a unique and fun character! 
Of course, when coming up with something “unique,” it never hurts to get inspired, especially from your favorite media!
Step 5: Don’t Be Afraid To Be Inspired
Nothing is 100% original, and you should not place the expectation on yourself that your character(s) have to be either! A crucial part of the creative process is taking what you like most from other art/media and slowly evolving it into something that fits your style, and your characters should also be something like that. 
Do you have a favorite protagonist in a fantasy series, like Harry Potter or Geralt of Rivia, that you like and want to try and make your spin on for your character in D&D? Go for it! Make a wizard who is the chosen one of a prophecy from a wizard school or a blood hunter with sorted affairs with sorceresses! Do you want a tragic backstory where your father is secretly the evil enforcer of an evil space empire, like Star Wars? Go for it! It might seem like stealing or unoriginal, but realistically, none of these character ideas or story beats will be 100% replicable and change almost immediately when put into practice. No matter how derivative, these concepts you place upon your character(s) will get filtered through your tastes, roleplaying sensibilities, and the campaign setting, then swiftly morph into something wholly new and, ideally, you as a result!
Inspiration is always the starting point for any great idea. Never feel bad or fake for trying to make something just because it resembles something that came before. You can always do whatever you can to make the details that matter, big and small, something different until it becomes something new. 
You do not need to fill in every little detail or use every possible change at the onset; sometimes, it is better to leave some gaps open so you and your character can grow as you play the game. 
Step 6: Allow For Improv and Intentionality in Roleplaying
Improv is one of the core elements of all roleplaying games, so lean into it! Any player can relate to having to come up with some stray character detail, quirk, or backstory element on the fly, and, quite frankly, it is something you should aim for when making your character(s). 
A roleplaying character is not the same as a main character in a novel; it does not require complete intentionality of actions and a slew of backstories to back that up. What matters most is enough details to make your roleplaying meaningful and engaging in the campaign. 
The amount of detail can range from (contradicting what was said above) a long-winded backstory you put countless hours into or half a page of bullet points you fill in the blanks for as you play. It varies from person to person what they feel constitutes a backstory worth using for proper roleplay, and there is no wrong answer, but what matters is the ability to be flexible with it and allow for improvisation. No backstory, no matter how well thought out and intricate, will have covered everything that might come up (EX: You wrote a 30-page backstory for your warrior where his family died and he was drafted to be a child soldier but did not write down what his favorite kind of pastry was when you encounter a baker who asks), and that is okay! Make it up! Live in the moment of roleplaying!! That is exactly how these games are meant to be played and, quite often, allow for organic expansions on the characters, making them even more fun to play!
Conversely, having details thought up for your character that you actively seek to use with intentionality never hurts. A character that is, frankly, just a pile of statistics and items with no backstory that you play with at the whims of what is directly in front of you is not a roleplaying character. That description would be the best fit for an storyless avatar in a video game like World of Warcraft, tacitly involved in an overarching narrative but not truly a participant in a meaningful capacity. Stats are not enough. It takes some measure of personal connection, stakes, and investment in the conflict(s), world, and NPCs to make a roleplaying character something that is both real and active in the campaign. 
Circling back to “just write the exact amount of backstory you feel is most comfortable,” at least some elements you can navigate your character would be the play. The backstory elements can be as simple as, for example, when a mad scientist character got their start in their profession, some friends and enemies they have (described in single sentence blurbs), and an assortment of topics they are interested in and have opinions on which they prattle on when prompted. That is not a lot, but it is enough to have some connection to how the campaign unfolds, as the GM, ideally, can either use those details to make the character feel involved in the plot or at least collaborate with you to make it work for how the campaign is unfolding.
Improvisation and intentionality, as it pertains to a Roleplaying character in a TTRPG, is a tightrope walk. You need to keep a good balance on just enough details to make the path more meaningful and structured but enough slack to have fun with it as you move forward. 
You are, ultimately, playing someone you want to keep moving forward and have fun with matters most for your character. So, make a character you want to play above all else!
Step 7: Make A Character You Want to Play and Be Played With
In a game, you, shocker, want to play something you enjoy! It is the same for a TTRPG character, in their gameplay elements, story, and how you interact with fellow players and vice versa. You should always be conscious of that fact from the moment you roll up a character to the end of a campaign.
At the most basic level, selecting your character’s classes/professions/skills, whatever the game may allow you to choose, you should go for something you would personally enjoy. You might not know if the choices you made to play with were a good fit, so try to change them if you can! Any good GM will allow some wiggle room to change or even replace your character if given a good enough reason. Do not be afraid to communicate your needs in the gameplay of a TTRPG. The gameplay is half the battle; the story is the next, and you can also have some say. 
No matter what sort of system or campaign you are in, you (as your character) still engage with it and should steer things in the direction you enjoy most. It is not uncommon for a campaign to go in a direction or two you might not like, for example, an NPC from your character’s backstory represented in a way you don’t like or NSFW elements becoming more commonplace, and in those instances do not be afraid to speak up! Talk with your GM and fellow players and either make sure the game going forward steers clear of the things you might not have been okay with or at least tone it down to help your overall enjoyment. Roleplaying games are a group activity, and everyone’s thoughts and opinions should have weight when deciding how things play out. A fact that you should also be cognizant of with how you play.
While championing sticking up for what you enjoy and avoiding what you don’t, the above paragraph is not a license to disregard what your fellow players and GM like. Remember, it is a group game, and EVERYONE has a valid voice in the proceedings; ergo, you must consider how you present yourself through your actions. Suppose you are roleplaying or making decisions actively detracting from everyone else's fun or bringing forth elements (like the ones in the previous example). In that case, you should be open to hearing them out and changing your approach to playing, just like how you’d want them to do the same.
In short, TTRPGs are about having fun, and you must do what you can to facilitate that and not hinder your fellow player’s fun in the process. 
Step 8: Have Fun!
As we just went over, playing a TTRPG is all about fun, and, for a player, that starts with the character you play. These steps and tricks aim to make creating a player character and roleplaying them much more straightforward and ( ideally) fun by giving you some good tips and tricks to clarify the process.
Conceiving a roleplaying character, one you intend to put your heart and soul into, takes time and effort. It requires a firm grasp of the rules you intend to play and some help from your GM and fellow players. You also need to embrace what you have and make the best of what you don’t, using what you are passionate about to give it life and being sure to behave like you’d want your fellow players to act. All of which, while daunting, can be done after using this guide!
Ideally, by reading this guide, the creation and execution of your roleplaying game characters will be all the more manageable, and your TTRPG experiences will be all the more memorable for it!
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elendsessor · 3 months ago
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i’m still pretty disappointed in the lack of changes made to coc since it really wasn’t as bad as people made it out to be. mostly on an exposition level, since nocturne and 4 had a lot of exposition dumps but at least played around with camera angles and setting for them which 5 really should’ve done.
but something i don’t see talked about enough that coc not only excelled at but really should’ve been expanded upon was the moral aspect. by that i mean the ideas presented at the pandemoniac summit since ngl the cutscenes for it were really well done. it’s also super interesting on the level of reconteztualizing pros and cons based on decisions and other events, such as the demon invasion thing.
-you let humanity defend for itself without gods and though they have more than enough resources to potentially prevail and they’ll likely not have to worry about being taken advantage of by higher powers, they’re still frail in comparison.
-the law ending is definitely considered the best one and is definitely good but it’s also really flawed. letting one god rule would end plenty of fighting and usher in peace, but the issue (which desu overclocked in particular illustrated really well) is maintaining purity. god did die, and he is the dude who makes the final judgement calls, not the angels, but in his absence, the angels call the shots which can go terribly wrong. heck, even in the bible itself, the angels did act out and do have some selfish intentions depending on the story/are pretty fucking discriminatory even amongst one another. they can and will be pick-and-choose about who’s worthy of living and who isn’t. having a crisis of faith and a bunch of religious insecurities isn’t fun at all, so while everyone would technically be happier, they’d constantly be walking on eggshells. (also judging by what happens in chiyoda they’d be fucjing s t r u g g l i n g if everyone got attacked by demons.)
-having multiple gods rule allows for greater diversity, inclusion, and much greater protection. the issue with only one god that’s shown really well is that if they die and nobody can take their place, everyone’s fucked. this does help with maintaining humanity’s freedom, but this also means religious conflict will stay, and knowing how hellish it can get, it’s gonna get kinda nasty. this also means potentially more nahobino fights.
-tne is more of the same as neutral’s issue with the added problem of breaking the cycle means you only have one shot to make shit work. once it’s over, it’s over. it could be better than it was, it could be worse. tne itself shows how miserable it is because it’s just. everything keeps going and one day it’ll stop. there not being a cycle means there’s a loss in purpose for certain aspects of life. there’s at least a hope in a death and reincarnation loop that a life can forever impact others. no cycle means reaffirming the shitty doomer attitude of “we all die eventually so life’s pointless and we shouldn’t care” because yeah it wouldn’t be far from the truth.
it’s also just interesting because tne and a lot of the writing does emphasize that like it or not demons existing isn’t entirely good or bad and is in a lot of ways necessary. megaten has definitely been shifting more towards showing the relationship between humans and demons outside of just the spin offs (aka this is part of why devil summoner is peak), and since demons come from humans one way or another, they are natural and again morally grey in that regard. the pandemoniac summit scenes and many of the subquests help illustrate that messy relationship and i think by focusing on more than just waring factions and more demons as a whole is something that should’ve been expanded upon especially because of 5/5v’s themes of relationships.
i love what was done with cov but i do wish we saw more of those conflicting ideas. the law and chaos binary is well executed but it does lack some of the potential depth it can have without the context given by coc, and since coc has a poor reputation, chances are most people who end up playing vengeance will only play the new story path. both do compliment one another and serve to contextualize events, so to get the best understanding of cov’s plot, you’d have to be familiar with coc’s.
also just in general not having the usual “law is bad because we’ll all be drones chaos is bad because we’ll only focus on killing neutral better because humanity” is super nice ok i’m glad cov didn’t go down that route but i also wanna see more of the ups and downs dammit.
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rottenshotgungames · 6 months ago
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I have to publish this one before I can talk about stealth
Footfall Devlog 3
This Devlog will be covering the basics of what Footfall is and the challenges of making a game so heavily inspired by immersive sims.
So, without further ado:
What is Footfall?
Footfall is an occult-industrial stealth-action rpg inspired by Dishonored, Mistborn, and Bloodborne. It aims to emulate the systemic ecosystem and emergent gameplay of immersive sims, particularly the fast, creative, movement-centric gameplay of Dishonored.
You play as Gifted of the Watchman, the god of stories and action. You are functional demigods, arcane in nature and forever part of a great cosmic play of chaos and change.
The Other Half
Editing note: This portion of the devlog covers my design philosophy reasons for talking about this particular topic today. As such, its tone (which is academic in nature) is a bit different from the other devlogs as well as the other sections of this devlog. If you, at any point, find yourself confused or bored, feel free to skip ahead to the next section.
As far as I’m concerned, all action taken within Footfall can be placed within a venn diagram composed of two circles labeled “Movement” and “Interaction.” We’ve talked about the nuances and foundational mechanics of the “movement” circle in the last two devlogs (which cover the physics engine and power sets); to delve into the majority of Footfall’s design—which lies in the intersection—we must now explore the foundational mechanics of the “Interaction” circle. This begs the question, what’s the difference?
Here, “Movement” can be defined as mechanical levers that are only limited by the “physical world” of the narrative space as well as player knowledge. What can prevent you from moving? A wall, a chain, hesitation to open a door, the lack of a specific key, so on and so forth. Movement is defined by external barriers; some movement may be able to ignore some of these barriers, and some movement may occur without the consent of that player or their character, but it will still only be limited by the physical world and interaction there with.
“Interaction,” on the other hand, is best defined as mechanical levers that impact the narrative and its presented barriers, but are limited by character proficiency and comfortability. Interacting may allow you to break down a door, pick a lock, convince a guard to turn their head, but all of that is locked behind how much knowledge that character has about those specific subjects and how comfortable they are with the approach they take.
These definitions provide us with two major points of distinction:
“Movement” is defined by the external, “Interaction” is defined by the internal
“Movement” must always be certain, “Interaction” cannot always be certain.
This is why there’s little-to-no randomization within Gifted powers, because they are (often) a pure expression of “Movement” in this system.
Before we continue, I want to say that there are a lot of games that don’t use RNG task resolution, and instead rely on resource pools or group fiat to determine whether or not an action succeeds. To me, these games still represent a degree of uncertainty with their “Interaction” mechanics, but they often include far more “player knowledge” limitation and may even add another kind to the mix (such as “dramatic desires of the group” in the latter example). The definition of “Interaction” that I’m using here, while able to be expanded upon and therefore used broadly, is crafted to represent my conceptualization of it in specific reference to Footfall.
If you haven’t guessed it by now, today we’re talking about the
Dice System and Task Resolution
Yay! Everybody’s favorite subject (on Reddit, specifically)!
I’m about to be incredibly real with you. I love skill-based games. Traveller and Call of Cthulhu are my bread and butter (even if I never get to run the CoC), and Cyberpunk 2020 is a game I think about constantly. Skill based games have this degree of free form-ness and ability for mechanical characterization that I don’t really get from playbooks and classes, and it makes them a perfect playground for all my little character ideas. That being said, they do have a key flaw.
By trying to encompass everything through the LONGEST LIST EVER, you inevitably run into the issue of “What? Why??” You have to make decisions about the skills you include and what they encompass, and often the reasoning for such decisions can feel esoteric to an outside observer. An incredible example of this can be found within Cyberpunk 2020’s “Interrogation” skill. How does one normally go about interrogating someone? I would assume through a coercion of sorts, promising to give someone what they want or take away what they have, right? Now, that sounds like a combination of Human Perception (used to figure out what will impact them the most) and Persuasion or Intimidation (respectively). So why is Interrogation its own skill? I could not tell you for the life of me. This is the issue, if you go too specific while still having more generalized skills, you’ll get noticeable overlaps over and over again, and any attempt to list everything humans can be good at is bound to have a few generalized points on that list. Skill list based games are always playing this balancing game between overly-general and overly-specific with every skill, and they’re bound to mess up eventually.
So, if the problem is balancing the overly-general with the overly-specific, why not use a combination of general attributes to create specific interactions? This lead me back to where it all started: Modiphius’ Dishonored RPG. The Dishonored RPG uses a set of Skills (which define what you’re doing) and Styles (which define how you’re doing that thing) which combine to form your Target Number on a check (e.g. You decide to try stalling for time by telling the enemy your full plan from start to finish, hopefully giving your allies enough time to see it through and rescue you. That would be a check to Talk Boldly). To those who have read FATE Accelerated, Styles should look familiar. This manages to maintain the narrative aspect of interaction, cover all circumstances, and avoid the over-specificity that makes long skill-lists kinda clunky . . . well, if well-implemented, that is.
See, I have two big problems with the Dishonored RPG’s approach to this kind of task resolution:
It’s attached to Modiphius’ design limiting 2d20 system, which pisses me off INFINITELY!
It runs back into the specificity issue we discussed earlier, although to a far lesser extent.
Dice and Differentiation
For those that don’t know, 2d20 is TTRPG publisher Modiphius’ mainline, in-house system that they’ve used for basically every licensed RPG that they’ve made. It’s a dicepool system that uses a combination of some Attribute and Skill to form the Target Number that a d20 must roll under in order to produce a success. In each 2d20 system minor alterations are made to the foundation to flavor it for the specific IP being represented, but it’s still a copy-paste dice system and therefore nothing too substantial can be changed.
Here’s the issue: I think that they struck GOLD when combining Skill proficiency with Style of approach. You can achieve almost any specific solution to solving a problem in this framework, it’s absolutely brilliant—but they missed out by having them both act as a numerical bonus toward the same Target Number. These two attribute pools (as I will be calling them) represent completely different concepts, far more so than in most of their other games, which tend to have one acting as a subsidiary of the other rather than combining to form something new.
It was a specific goal of mine to have the equivalents of these two attribute pools be mechanically differentiated in Footfall’s task resolution system. The easiest way to do that seemed, to me, to be that one should impact the dice rolled and the other should be a flat bonus to the die roll. After that it was pretty easy to figure out which was which, it just makes sense for one’s proficiency in an area of skill to provide consistency.
Finally, I had to actually decide on the mechanical feature of the Style equivalent. A dice mechanic. I knew I wanted it to be a bit swingy, after all your Skill acts as your minimum, the die should be there to increase your maximum. Because of that same little piece of design, which had wriggled its way into my brain unprompted, I also knew I didn’t want it to be a dicepool (as much as I love them). Somewhat swingy, with variety, and increasing maximum rolls as determined by the die and the bonus? Why, that sounds like a variation on the dice mechanic of Jon Gilmour’s Kids on Bikes! Yeah, that works.
Two attribute pools, one representing character proficiency and the other being approach; character proficiency provides a flat bonus to the die roll, while approach determines how large the die is (on a scale of 1d4 to 1d12, excepting exceptional circumstances). It works, and it works well.
But there’s still that second issue to take care of
6 and 6
The two attribute pools in Modiphius’ Dishonored RPG both consist of 6 attributes. This is too many, for both of them. To explain what I mean, I have reproduced them both in full:
Skills:
Fight
Move
Study
Survive
Talk
Tinker
Styles:
Boldly
Carefully
Cleverly
Forcefully
Quietly
Swiftly
Do you see the issue here? The useless stats that make literally no sense? I’m sorry for ragging on you, Modiphius, but this one hurts.
Survive isn’t a real skill. Survive is almost always an overly specific form of either Move or Fight, and as such should be erased and rolled into them. The only reason it exists normally is to inform your stress track, making it the functional equivalent of D&D’s Constitution ability score. It’s getting cut.
Study is also overly specific and feels like it’s only there to learn information to help with Tinker, or maybe Talk in the case of a psychiatrist. If defined further as any means of gathering information, it’s even further stepping on the toes of Move (interacting with and spotting minute details within your environment), Talk and Tinker. Either way, erase it and roll its function into them.
Quietly isn’t a real Style. I’m sorry, it just isn’t. If I’m trying to Move Quietly, y’know what I’m actually doing? I’m moving Carefully so as to avoid making noise! Quiet makes absolutely no sense to me, and the only reason I can think that anyone would ever bother even trying to include it is as a stealth catch-all, which would actively make the game less interesting. Fuck you, it’s getting erased.
This leaves us with 4 distinct Skill equivalents (Fight, Move, Talk, and Tinker) and 5 distinct Style equivalents (Bold, Careful, Clever, Forceful, Swift). This leaves us just enough Style equivalents to work for the 5 dice we’ll be using, and a total of 20 different possible combinations of rolls.
Putting It Together
Alright, long walk for a short drink of water, but here ya go! The task resolution / dice mechanic as it appears in Footfall:
Each character has four Skills and five Temperaments. When asked to roll a check, the player will describe how they are performing the action then the Watchman will tell that player which Skill and Temperament is applicable to that description (e.g. “I’m gonna wait until I’m sure the guards have turned around, then slowly make my way across the room as silently as possible.” “Alright, that would be a Careful Move check”).
After the Watchman and player agree on the Temperament and Skill, the player rolls a die determined by the Temperament used (1d4 through 1d12) and adds a numerical score determined by which Skill is being used (+1 through a maximum of +10 unless stated otherwise) to the result. If the total result matches or exceeds a Difficulty set by the Watchman, the character succeeds.
- Skills -
Skills are aptitudes for particular tasks and represent a degree of knowledge and experience held by the character in the associated subject. Following is a list and brief description of each Skill:
Fight - Governs your knowledge of and ability to participate in violence.
Move - Governs your awareness of and ability to navigate your environment.
Talk - Governs your ability to understand people and navigate conversation.
Tinker - Governs your ability to repair, understand, and use technology and the arcane arts.
- Temperaments -
Temperaments are specific approaches to performing tasks and solving problems, and tend to speak to a character’s mentality and personality. Following is a list and brief description of each Temperament:
Bold - Brash, brazen, and passionately.
Careful - Quiet, tactful, and precisely.
Clever - Intelligent, calculated, and creatively.
Forceful - Blunt, direct, and violently.
Swift - Quick, abrupt, and instinctively.
Conclusion
I honestly want to keep talking about the mechanics that surround and interact with dice, but I think over 2000 words might be pushing my luck.
There’s a lot of talk online about what makes a good dice mechanic—probability curves, predictability, the feeling of making a roll—I’m not really smart enough to talk about those things. Hell, I couldn't even tell you what makes a good Task Resolution mechanic. What I can tell you is this: You can learn a lot from those who came before.
I talk quite a bit about disliking 2d20 in this blog post, and my disappointment with the Dishonored RPG is partially what compelled me to make Footfall, but the core of its Task Resolution encourages mechanical characterization in such an incredibly interesting way. For all the flaws I found and decided to fix in my run around, I probably would've never caught those if I were the one to create the first draft. Even then, I kept what made it interesting and combined it with other sources of inspiration to create a Task Resolution mechanic that's wholly my own.
My point is that you can always learn something, even from the things that you hate—whether that be a brilliant piece of design hiding amongst a million little mistakes, or how to avoid making those same mistakes yourself.
Self Promotion
Hey y'all. Thanks for sticking with me through this one, I know it was long . . . and maybe a bit rambling. That being said, we're done with dice mechanics (for right now)! Which means that I can finally talk about Stealth mechanics in the next post.
If you wanna check out my other games, and get updated when the Footfall free playtest goes live, follow me on Itch.io! If you're just looking for more Footfall status updates, or want to have an impact on the design, you can always join my public Discord (which is where I post all of the pre-public playtest changelogs). If you want more devlogs, and more rpg design talk, follow me here or on twitter.
Either way, I hope you have a great night and a great day.
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mickyaltierisgf · 2 years ago
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Could you write Mickey Altieri x reader and they are watching stab and he won’t shut up about how it’s so basic and that he’d do a much better job. But reader thinks he is joking. ♥️♥️
mickey altieri x gn reader - warning: mentions of violence and slight gore.
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You tugged the tub of popcorn away as Mickey reached for it. He’d already pelted the screen with a handful of the kernels, and you were sure he would do it again. He gave you an exaggerated pout, and you compromised by hand-feeding him some of the buttery snack. He nipped your palm on purpose, causing you to let out a small yelp and wipe it on his shirt. You were glad the screening room was practically empty aside from you, Mickey, and maybe three or four other people. Most had already seen the movie, and this was a tiny, old cinema that you’d bet probably didn’t get many visitors anyway.
The movie was more than halfway through now, and Mickey hadn’t shut up since it started. You were used to it and mostly found it amusing, but you doubted other moviegoers would feel the same.
"It’s just so repetitive," he complained, thankfully not too loudly. "A stab to the chest or gut. Maybe a throat slash. There’s no innovation. Why not hang Casey or Himbry first and then cut them open? Let them see their own insides fall out. Better yet, why not hang them with their own intestines?” he suggested, making you gag. You coughed up a piece of popcorn and glared at him.
"Sorry," he snickered, patting you on the back. “Say what you want about the 80’s slashers like Nightmare on Elm Street or Friday the 13th, but there were almost never any boring kills."
"Yeah, but those are like super-powered demons and undead zombies,” You replied, eyes glued to the screen. "Ghostface is just some clumsy guy in a dumb mask," you added with a shrug. The arm around you tensed a bit, and his hand stopped twirling the ends of your hair absentmindedly. You glanced sideways at him, surprised to see the frown on his face.
"Ghostface is not just some guy," he said, his hand leaving your hair and resting sedately on your shoulder.
"Technically, he’s two guys." You agreed. He merely snorted in response, his face still serious.
You chuckled as you turned back to the screen, seeing the girl in the garage pelt the killer with beer bottles. Mickey shook his head but smirked when you reached over to feed him more popcorn. "I would have thrown the knife right between her eyes. Maybe used a power saw or somethin'." he said around his mouthful.
"That’s a kill you don’t see everyday," you remarked, wincing a bit as the girl got crushed by the garage door.
"She practically did that to herself," Mickey said boredly. "I mean, who’s dumb enough to try to escape through a cat flap?"
"She was desperate," you defended. "This is based on a real story, you know. This really happened to that poor girl. And she was Sidney’s best friend." You frowned. "I can’t imagine how horrifying it must’ve been for her and Randy to go through this. And now they’re having to relive it all cause of this shitty movie. They’ll probably hate us if they find out we came here to watch it," you added guiltily.
"They won’t find out," Mickey assured, taking the tub from your hands and scraping up the last bit of popcorn before putting the container aside. His other hand played with your hair again and caressed your neck as if to soothe you.
He fell quiet for a bit, occasionally muttering about how stupid the killers were for stabbing each other. You nudged him lightly as you watched the big box TV fall over to crush one of the killers. "Okay, that one was good," you insisted.
"Yeah, but Sid did that," he argued, his face looking a bit impressed despite himself. "It doesn’t count."
"Well, the killers were just two stupid high school jerks after all. No doubt, you would have done a much finer job," you said with a slight posh accent, betraying your sarcasm.
"Oh definitely. Stab Two would be a way better film. Higher body count, bigger kills." He said cocksure, and you looked over at him again, noting the small grin as he said so. He leaned over, pulling you closer to purr into your ear. "No kiddie jump scares, but real tension. Toe-curling suspense," You shivered the tiniest bit as his lips tickled your ear and looked down as his other hand came to rest on your thigh, stroking it. "Fear and adrenaline to really get your heart pumping. Building higher and higher until you think you’re gonna pass out. And a whole lot of blood. The warm, gushing kind. Sweeter than corn syrup."
You blinked as the dim lights turned on overhead and stared at the scrolling credits on the screen. You hadn’t even noticed when the movie ended; you were too enthralled by Mickey’s low voice and the way his touch sent heat through your body. His hand was gone now, and he was making a show of stretching and yawning at the screen, as if he’d just woken up. You smiled kind of awkwardly, still a bit shaken by the almost gleeful expression he could hardly contain and the words he'd whispered to you. But the lights chased away the shadows on his face, making his eyes look brighter, and the odd grin, which had been almost intimidating before, became sweet and boyish.
He was just teasing you, and the movie had made your nerves act up. You stood from your seat, retrieving the popcorn tub and standing on your toes to tip it over his head. He made what sounded like a gasp and pulled the tub up to glare at you in mock outrage. You giggled and snaked an arm around his waist as you walked out of the theatre.
"It could have been better," you conceded, tossing the ticket stubs away.
Mickey smirked unseen.
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miraclemaya · 7 months ago
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while it is obviously incredibly reductive and is ableist i don't think sanity systems are inherently bad. id go so far as to say they can be done good and enhance play. i think base call of cthuhu is bad though because it really becomes frustrating that you can have whatever horrific thing happen to you but if no shoggoths involved it has no affect on you apparently (there is a rule in 9e i believe for combat specific sanity but i really think the introduction of helplessness in dg makes it much better then coc). of course something like unknown armies i think is probably the best at actually working as an interesting system for play without being too unrealistic, but then again it is a lot more heavy then just a single meter
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soundwave-macaque · 2 months ago
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So I've played dnd for a decent amount of time. And I do genuinely enjoy 5e, but I've started to get into other systems and have started realizing that dnd doesn't quite do the art of ttrpg quite as good as others.
(Note: I will get very incomprehensible with this post. I'm sorry)
Now this could totally be because of the type of player I am. I much prefer to engage in the roleplay aspect of these games because combat kinda bores me. Dnd puts like 60% of its focus onto combat, and even outside of that it overcontrols dice rolling.
Dnd is a game that at its core focuses heavily on your modifiers, they determine how you interact with the world and what you are capable of. The problem is that so much emphasis is put on this and the thing you are rolling around is at the complete whim of the GM, so it doesn't feel consistent. It doesn't always feel like it matters that I should in story be really good at this if I roll really badly or my GM decides it was to hard for me to do. This can be fine for a lot of things (combat mainly) but for outside of combat and doing things that will progress the plot it just feels like I am not enough in control of my characters success. Yes I understand that sometimes people fail even when they are really good at something but I want more certainty in the skills I'm supposed to be good at.
For example, take Call of Cthulhu. CoC has a stat based system where you are trying to roll a d100 under your own skill stat to determine success. It feels much more like your character has their skills and you're actually good at things, as opposed to a +5 which supposedly means your good but if you get a 2 on the dice you still rolled a fucking 7 loser.
Or take Wildsea, a system I am trying to get into more that tells you out of the gate whether or not you will succeed based on exactly what you roll. It doesn't even really have stat numbers its great!
It just feels like those games let you focus more on the roleplay and the story aspect without having to worry too much about if my numbers are good enough to do the things I want to do. Dnd spends so much time telling you about how its numbers work and directing all of your time to them its no wonder some players don't even think about roleplaying.
I guess what I'm trying to say is dnd feels almost too gamey. It feels too focused on the function and not focused enough on the character and the roleplay aspect.
And dnd doesn't even offer that much customization across characters! The amount of times I've stopped myself from making a character because they are too close to a character from a podcast is insane! Which is odd because in truth these characters are very different they only have a shared race and class! They have completely different personalities and stories but I can't get myself to make them because I don't feel like I can distinguish them enough!
I think that dnd might just not be the game for me. I'm gonna keep playing it because its fun and a good way to spend time with friends also it is the most well known system I just think it's not even close to the best one.
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nividawebsolutions · 1 year ago
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The Debate of the Decade: What to choose as the backend framework Node.Js or Ruby on Rails?
New, cutting-edge web development frameworks and tools have been made available in recent years.  While this variety is great for developers and company owners alike, it does come with certain drawbacks.  This not only creates a lot of confusion but also slows down development at a time when quick and effective answers are essential.  This is why discussions about whether Ruby on Rails or Noe.js is superior continue to rage.  What framework is best for what kind of project is a hotly contested question.  Nivida Web Solutions is a top-tier web development company in Vadodara.  Nivida Web Solutions is the place to go if you want to make a beautiful website that gets people talking.
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Identifying the optimal option for your work is challenging.  This piece breaks things down for you.  Two widely used web development frameworks, RoR and Node.js, are compared and contrasted in this article.  We'll also get deep into contrasting RoR and Node.js.  Let's get started with a quick overview of Ruby on Rails and Node.js. 
NodeJS: 
This method makes it possible to convert client-side software to server-side ones.  At the node, JavaScript is usually converted into machine code that the hardware can process with a single click.  Node.js is a very efficient server-side web framework built on the Chrome V8 Engine.  It makes a sizable contribution to the maximum conversion rate achievable under normal operating conditions. 
There are several open-source libraries available through the Node Package Manager that make the Node.js ecosystem special.  Node.js's built-in modules make it suitable for managing everything from computer resources to security information.  Are you prepared to make your mark in the online world? If you want to improve your online reputation, team up with Nivida Web Solutions, the best web development company in Gujarat. 
Key Features:
·         Cross-Platforms Interoperability
·         V8 Engine
·         Microservice Development and Swift Deployment
·         Easy to Scale
·         Dependable Technology 
Ruby on Rails: 
The back-end framework Ruby on Rails (RoR) is commonly used for both web and desktop applications.  Developers appreciate the Ruby framework because it provides a solid foundation upon which other website elements may be built.  A custom-made website can greatly enhance your visibility on the web.  If you're looking for a trustworthy web development company in India, go no further than Nivida Web Solutions.
Ruby on Rails' cutting-edge features, such as automatic table generation, database migrations, and view scaffolding, are a big reason for the framework's widespread adoption. 
Key Features:
·         MVC Structure
·         Current Record
·         Convention Over Configuration (CoC)
·         Automatic Deployment
·         The Boom of Mobile Apps
·         Sharing Data in Databases 
Node.js v/s RoR: 
·         Libraries:
The Rails package library is called the Ruby Gems.  However, the Node.Js Node Package Manager (NPM) provides libraries and packages to help programmers avoid duplicating their work. Ruby Gems and NPM work together to make it easy to generate NPM packages with strict version control and straightforward installation. 
·         Performance:
Node.js' performance has been lauded for its speed. Node.js is the go-to framework for resource-intensive projects because of its ability to run asynchronous code and the fact that it is powered by Google's V8 engine.  Ruby on Rails is 20 times less efficient than Node.js. 
·         Scalability:
Ruby's scalability is constrained by comparison to Node.js due to the latter's cluster module.  In an abstraction-based cluster, the number of CPUs a process uses is based on the demands of the application. 
·         Architecture:
The Node.js ecosystem has a wealth of useful components, but JavaScript was never designed to handle backend activities and has significant constraints when it comes to cutting-edge construction strategies.  Ruby on Rails, in contrast to Node.js, is a framework that aims to streamline the process of building out a website's infrastructure by eliminating frequent installation problems. 
·         The learning curve:
Ruby has a low barrier to entry since it is an easy language to learn.  The learning curve with Node.js is considerably lower.  JavaScript veterans will have the easiest time learning the language, but developers acquainted with various languages should have no trouble. 
Final Thoughts: 
Both Node.JS and RoR have been tried and tested in real-world scenarios.  Ruby on Rails is great for fast-paced development teams, whereas Node.js excels at building real-time web apps and single-page applications. 
If you are in need of a back-end developer, Nivida Web Solutions, a unique web development agency in Gujarat, can assist you in creating a product that will both meet and exceed the needs of your target audience.
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honourablejester · 9 months ago
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Call of Cthulhu Character Concept: 1920s Funeral Home Dreamer
Because I just really wanted to try making a CoC investigator. I’m not sure what I intended to make initially, but browsing the occupations list gave me ‘undertaker’, and then I decided to roll for characteristics initially (I later added points on so the total would equal 460, as if for point buy), and that gave me a starting Appearance of 20, which is just above ‘ugly, possibly disfigured due to injury or at birth’, which gave me a bit of a starting seed. Then I was browsing the period names suggestion list, and saw ‘Asenath’, which I’d never heard before, and looked that up. And it’s a biblical name, but an Egyptian figure, so the name means ‘dedicated to the goddess Neith’. Which, in a Cthulhu setting, was … interesting.
So. Asenath Webber, a 34 year old assistant at her family’s funeral home in Arkham, Massachusetts, who has a troubled relationship with her brother since he permanently scarred her with embalming chemicals in an ‘accident’ as kids, and whose beloved uncle helped foster her education and interest in literature, history, and just a bit of the occult. Heh.
Call of Cthulhu Character Concept: Asenath Webber
Name: Asenath Webber
Occupation: Embalmer’s Assistant/Hearse Driver (Undertaker)
Age: 34
Gender: Female
Birthplace/Place of Residence: Arkham, Massachusetts.
Characteristics:
Strength 50, Constitution 80, Dexterity 60, Intelligence 50, Size 50, Power 70, Appearance 20, Education 80
(I initially rolled, then brought them up to total 460 as if for point buy (my original rolled total was 435), but the initial rolls are why her appearance is in the toilet. I could have brought that up, but I figured let’s roll with it)
Hit Points: 13
Magic Points: 14
Luck: 55
Sanity: 65
Move: 8
Skills Above Base:
Brawl 35%, Drive Auto 60%, Dodge 30%, First Aid 35%, History 65%, Intimidate 50%, Language (Own, English) 80%, Language (Other, Ancient Egyptian) 11%, Library Use 50%, Occult 65%, Psychology 40%, Science (Biology) 45%, Science (Chemistry) 51%, Spot Hidden 50%
Credit Rating: 20
Wealth: Average, Spending Level $10, Cash $40 ($10 on her, $30 glove box of the hearse), Assets $1000 (rented apartment ($10/wk rent), used car ($300), refrigerator ($49))
I did look up 1920s hearses to see if there was any option for the hearse to be the part of the family business she owned, but hearses are very expensive, so not a chance. She probably does have access to it, if she wants to alienate her family altogether, but I decided she’d have her own, used but in good condition, 1920 Chevvy Coupe that she keeps at Jo’s so the family don’t know about it. She keeps it mostly for the promise that when things with her brother finally degrade past saving, she can just bug out in her own car, and then the world will be her oyster.
Personal Description: A short, compact woman with bland features once you get past the shiny, twisted burn scar on her face. She smells faintly of chemicals, and tends to be faintly off-putting at the best of times. She’s usually found in driver’s coveralls or men’s clothing, which her family tolerate because she’s generally just not seen, at least not attached to the business.
Ideology & Beliefs: There are forces at work in the world, both evil and spiritual. When you work with the dead, you realise quickly that the body is a frail, useless, damaged thing. There must be more, a breath of some vaster thing, that makes us what we are.
Significant People: Eldridge Webber, her brother, with whom she has a tense relationship, to put it mildly. Edridge is the ‘& Son’ of the Webber & Son funeral home, and will inherit it once their father dies, and has made no bones about the fact that he’ll cut her loose to survive on her own once that happens. He’s also the cause of the scarring on her face, an ‘accident’ when he was 12 and she was 8, and he’d dared her to venture into the embalming room with him. She firmly believes that if her father wasn’t as traditional and had even once considered allowing a female to inherit the business, her brother would have arranged for a much more permanent ‘accident’ for her. Eldridge focuses on the business and glad-handing clients side of the funeral home, while their father still does most of the embalming, so she’s mostly given odd jobs such as driving the hearse and assisting their father in the embalming rooms. She’s almost fine with the knowledge that as soon as the business belongs to her brother, she’ll be out on her ear.
Barnabas Webber, her uncle, who taught her and sponsored her interests despite the ire from the rest of her family. He’s the one who taught her to drive, and the one who sponsored her education so she could get her English and History degree. Now that he’s dead, relations between her and the rest of her family have cooled significantly, not that they were good to start with. He used to be the second Webber in ‘Webber, Webber & Son’, but when he died, Josiah Webber, her father, simply removed that part of the name.
Josephine Razner, a friend from college and fellow spiritualist who shares Asenath’s fascination with history and the occult. Despite Asenath’s generally off-putting demeanour, Jo was delighted by her unusual name, and Asenath’s knowledge of its origins, and they hit it off. Jo is constantly encouraging her to leave the family business altogether and strike out on her own before Eldridge forces the issue for her, but Asenath still feels that would be disloyal to the family as a whole.
Roland Bleeker, a shady sort who has dealings with her brother, and who Asenath is 90% certain is a criminal of some stripe. Both he and Eldridge have attempted several times to get Asenath to do ‘deliveries’ in the hearse that are outside of business hours, and she’s refused them, which has done her relationship with Eldridge no favours either.
Meaningful Locations: Webber & Sons Funeral Home, Arkham. The center around which her world has revolved for almost her entire life, the cause of her worst scars, and the link to her most beloved person, her deceased Uncle Barnabas.
Secondarily, Miskatonic University, the site of some of the happiest times of her life, and the place she met Jo.
Treasured Possessions: A small illustrated copy of Lord Dunsany’s ‘Gods of Pegana’, with a handwritten note on the inside cover from Uncle Barnabas: ‘Dream all the things, dear one. Never stop. Uncle B.’ *(Key Backstory Connection)
Traits: Loyal. Not a lot of people are kind to Asenath, so she will move heaven and earth for the ones that are. She loved Uncle Barnabas with her entire body and soul, and she probably would kill people (or at least find some way to make bodies vanish) for Jo. She’s also stubborn and inclined to stick to her guns in general.
Injuries & Scars: Old chemical burn scars on her right cheek and jaw, deforming her mouth slightly, from an ‘accident’ as a child with the embalming chemicals.
History: From nearly the moment she was born, Asenath Webber’s life has been tied up in the family business, the prosperous Webber & Son funeral home. A dreamy, bookish, stubborn child, she wasn’t popular with most of her family, save only her mother (until her untimely death when Asenath was four) and her Uncle Barnabas, who she utterly adored and has missed terribly these last seven years since his death. After a childhood incident involving her brother left her with permanent scars from chemical burns on her face, she was shunted into the background of family life, away from the public. As a teenager, she had started training as an embalmer, at her father’s side, but her uncle managed to secure a college education for her at Miskatonic University, arguing that it would only enhance the family’s reputation to be able to send her. After her brother, of course, who studied accounting and finance, as befit the heir to the business. Asenath had other interests, however, and a fanciful streak, so her studies were in literature and history. Her own name, and lifelong experience with death, bodies, and the spirituality around them, had also inclined her to more … esoteric studies, and through these she met her dear friend Josephine Razner.
Once she had her degree, however, duty demanded that she return to the funeral home and put her back into the family business. She couldn’t be publicly seen, of course, she was off-putting and inclined to scare off clients, but she found roles as assistant embalmer and, through her talent with automobiles, driver of the funeral home’s hearse. After the death of her uncle, however, and her increasingly strained relationship with her brother as their father gets frailer and the time of his inheritance gets palpably closer, Asenath is looking more and more for a way out before she’s thrown out.
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lilirot · 1 year ago
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really wanted to love DoL, but it just got so repetitive to me. do you know if it still updates at all?
It's still in active development (last Update was Halloween). Next estimated update was a month from Halloween. So, soon (tm). Maybe. I do think DoL is a bit more repetitive then most text-based adventure games I played (which is CoC & TiTS). Mainly because the encounters can get real boring as you're waiting for whoever to get off. Made worse if you happen to end up in multiple gangbangs back-to-back (definitely didn't happen to me on my first playthrough :') ). Also, REALLY grindy when trying to romance a specific character.
I haven't tried it myself but cheats might be the best option if you don't care about Vrelcoins/Feats and just want to see the content.
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terrified-spider · 1 year ago
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Okay, so my Call of Cthulhu group (originally my CoS group) have shifted from our CoC game to a Ravenloft campaign, with much more episodic sessions that will be easier for me to prep and run weekly. We're setting it after the events of the CoS campaign, with Ezmerelda returning to van Richten's home in Mordent, using it as a base of operations as she recruits individuals from across the Domains of Dread for adventuring work.
Thanks to it being set within the same universe, NPCs from the pervious game will likely make an appearance, and I get to make some updated designs for them (:
The current list of NPCs carrying over includes:
Ezmerelda, gaunt and tired from a lack of human blood, with some new scars obtained during the CoS campaign but never included in the art I made. She technically made it to the end of the CoS campaign, but not without becoming a vampire and having her skull crushed in. She got better, sort of. Now, her and Erasmus get to hang out in Mordent while she stuggles to find ethically sourced blood.
Escher, who's living his best unlife after leaving Barovia and returning to adventuring, now with Gertruda at his side. I'm going to have to fight like hell to make sure I don't make him look like Astarion, because from what I know of BG3 so far, the two have similar character concepts now, and each look good in purple. Unlike Ez, he's going to be quite well fed, no longer limited to only Strahd for blood.
Gertruda, originally 30 in CoS, now in her 40s, with more life experience having traveled with Escher for a decade. The two get along like a house on fire, and make a (un)living thieving their way across the domains. Escher typically serves as the distraction and Gertruda does the actual pickpocketing or breaking and entering.
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eiseryn · 1 year ago
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Going to start posting my current TTRPG girl, Lei! I play her in a cyberpunk-themed COC (call of Cthulhu) campaign. She's a doctor who specializes in pharmaceuticals and is having a bad time 😔 (all of the PCs are having a bad time though).
This is the first picture I drew of her as my initial depiction of her, which I drew in January 2023 , when the campaign first started. In my drawings of her now, I've kept a lot of similar elements but I think I'll change her first outfit a little, when it comes to the vis novel I've gotten permission to make based on the campaign! Her full name is Lei Lani, where Lei is the Chinese word for "bud" (蕾). (She has a flower motif~) Her immediate family is full of doctors, but she's always been the family disappointment in the view of her strict mother. Her two older brothers are also very accomplished doctors, one of them working in the most prestigious med corp, where her distant father also works. To say the least, her relationship with her family is... distant, at best.
She works for a smaller med corp named "Prism" and got demoted to work in their clinic in the slums. This happened around 2 years before the start of the campaign, and she's slowly gotten used to her life in the slums. She's even met some people in the slums she calls her friends, and spending more time with them makes her believe that there is hope in this world. Above all else, she values these people who are the lights of her life.
The real question... is whether they value her? :')
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wanderingandfound · 2 years ago
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So, I’m not a shopping-spree-type person. But I am a get-my-credit-card-out-only-once-in-a-while-so-I-should-make-the-best-of-it-type person. Why? Laziness, IDK.
So, came home from my run, wallet was in my hand and not my jacket pocket, decided to get the TTRPGs for trans rights Florida. Then went to try backing the Hi Nay IndieGoGo campaign (I tried a few weeks ago and the payment wouldn’t go through, but it did tonight). And then, because once I get going I have very little self-control, I went and backed the Fifth Season RPG and the Rivers of London RPG. I hadn’t been going to because as much as I love those books, I don’t know who I would play those particular games with. But then last month I had one (1) video call with my friend and DM and like, he told me I should and that broke what little resolve I had.
All of that is to say, it is after midnight now and I am looking at the Rivers of London RPG PDF and shocked at the length. I knew it was based on Call of Cthulu 7th edition, but I have never played any edition of CoC. I knew it was like, a ““traditional”“ TTRPG so the book would probably be long, but I wasn’t expecting 402 pages long. And there seems to be so much more text per page than like, Blades in the Dark, let alone Dungeon World (with is maybe the only hundreds-of-pages-long TTRPG I’ve read all the way through).
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