#former RPG characters
Explore tagged Tumblr posts
Text
Boku No Hero Academia is cursed because my favourite character Yoarashi Inasa was there for like 4 episodes and then he's never to be seen again even though he is literally the boyfriend of my other favourite character Todoroki Shouto and do you see my problem now?
#yes i imprinted on the obscure side character what else is new#my favourite ships are inatodo and dabihaul#my prospects aren't great with this anime#at least kirishima and bakugo still got my back#former? bully meets sunshine macho man ginger and mellows by like#0.5 degrees#bnha#yeah fun fact your local rpg nerd has a dark weeaboo past that has slowly been making a comeback thanks to shows like bnha & jujutsu kaisen#i've been rewatching a bunch of my favourites because most new anime are mediocre at best i'm sorry#like even jujutsu kaisen the manga is way better i'm sorry but i'm right#don't fuck with me on this
16 notes
·
View notes
Text
What do you do when your protagonists are anti-heroes? Well, the villains have to be worse.
Yes, yes, the protags are thieves and pirates, but only kinda. Don't worry about the fact that they will kill people and take their money because at least they're not the SLAVER SHIP with all the rapey pirates. Nope... the main character's future husband is gonna kill all those bad guys and let the slaves go. So, it's fine.
I never considered the consequences of anti-heroes. These villains have to be THE WORST and I don't know how I feel writing it. Right now it's just an outline and I've got shivers.
#writing#anti hero#pirate story#ttrpg#rpg#dnd#story#friends#writer#oh yeah if you're wondering about the rpg tags#this protag is a former character#and the grandmother of my current PC#so it's all game stuff#isn't it always#dark stuff
0 notes
Text
Inadvisable tabletop RPG premise #137: a god has been killed and dismembered, their corpse scattered across the firmament, and when their various organs and members rained down like meteors, new life sprang forth where each struck the Earth; the player characters are the offspring of this genesis – the group comprising the former body of the same god – with specific playbooks for whatever body part each character formerly was: hand or eye, heart or spleen – and yes, even one for a player character who used to be the dick.
#concepts#gaming#tabletop roleplaying#tabletop rpgs#violence mention#death mention#dismemberment mention#penis mention
2K notes
·
View notes
Text
Moon: Remix RPG Adventure is a 1997 game for the PlayStation (later released for the Nintendo Switch in 2020), developed by Love-de-Lic, a studio made up of former Square employees, including those who worked on Super Mario RPG. As such, it includes an overt Super Mario RPG reference in the form of the character Noge, who is a wooden doll. Noge's design and name are a reference to Geno from Super Mario RPG.
I have previously posted about a reference to Super Mario RPG hidden in Noge's official art, being a drawing of Belome. However, there is another such reference in the game itself. A hidden Easter egg scene occurs if the player is inside Noge's room in the early morning, at the moment Noge would wake up.
It turns out that the way he wakes up is by a series of toys creating a small Rube Goldberg machine to press the button on his alarm clock. During the chain reaction, a toy highly resembling Mario falls out of a car (left side of the screen in the footage), further referencing Super Mario RPG. Note that the toy is absent if the player is not in the room during that exact moment and walks in afterward.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: DesertPogona
834 notes
·
View notes
Text
That's actually such a good skill to cultivate: thinking about RPGs not just in terms of setting or genre tropes but also in terms of what the characters are expected to be doing. D&D isn't just a fantasy game. The Burning Wheel is also a fantasy game, and so is RuneQuest, and those games assume very different things about play.
In fact, I feel people treating D&D as the fantasy game also ends up coloring a lot of people's perceptions about the medium in general but also leads to them considering D&D a generalist game, which are both issues but different types of issues: the first one can make people consider the Adventure Party format where gameplay is largely about going into places to overcome adversity and grow in strength the default; the latter makes people not consider other games because they think that an adventuring game engine can be easily applied to other genres, because they largely view the differences between games as a matter of the shape of dice being rolled.
Anyway, D&D is a specific type of fantasy game that assumes the characters going into dangerous places to kill things and overcome adversity in order to grow in strength and gain more riches. If you want a game that doesn't do that you need to articulate what you imagine the characters to be doing. Sometimes a genre label is a good shorthand: the magic school genre label is already pretty evocative about what sort of things characters can be expected to be doing. But you can't always count on it.
As another example: Ars Magica and Mage: the Ascension are both games about playing (different types of) wizards, but the former is very much about researching spells while the latter is much more like. A modern supernatural conspiracy game where the characters can also cast spells. There's a difference not only in terms of setting, but what characters are expected to be doing.
832 notes
·
View notes
Text
PRESS RELEASE: Adventure, Romance, and Village Building Begin in Rune Factory: Guardians of Azuma on May 30 on Nintendo Switch™ and PC, Welcoming Players to an Eastern Land of Adventure and Dragons
XSEED/Marvelous USA:

Marvelous USA Releases Gameplay Video Showcasing Guardians of Azuma’s
Action Combat, Relationship System, and Seasonal Village Life; Announces Jan. 22 Livestream Showcasing Additional Details and Special Guests
TORRANCE, Calif. — Jan. 16, 2025 — Marvelous USA announced today that Rune Factory: Guardians of Azuma will launch globally on the Nintendo Switch™ system and Windows PC via Steam on May 30, 2025. The latest entry in the popular action-RPG and life-simulation series introduces players to the Eastern territory of Azuma, a land of Japanese-inspired visuals and unique twists on familiar gameplay elements from the Rune Factory franchise. Alongside the reveal of the release date, Marvelous USA announced an upcoming livestream that will happen on Jan. 22 at 8AM PT/11AM ET on their YouTube channel, where the company will be revealing additional information and showcasing further looks into the land of Azuma. Host Ovilee May will be joined by voice actors Brandon McInnis (Subaru) and Suzie Yeung (Kaguya), who will discuss their roles and provide additional commentary alongside new reveals.
youtube
Ravaged by the effects of the Celestial Collapse and the cessation of power provided by the runes, the eastern lands of Azuma are a shadow of their prosperous past. Weakened by corruptive forces, the gods of nature retreated from the world, leaving mountains to crumble and fields to wither. The people of Azuma seek aid against a blight that has swept these once-bountiful lands. One young hero enters into a contract with a dragon and sets out on a journey. “Accept the might of the Earth Dancer. Use this power to save the land.”
Guardians of Azuma takes players on an all-new adventure in the never-before-seen country of Azuma. Here, players will assume the role of an Earth Dancer destined to return hope—and life—to the once-thriving land. Choose from one of two protagonists whose fates are closely tied together, and experience reimagined and expanded Rune Factory gameplay; as an Earth Dancer, players will farm with grace, restore and build entire villages, and fight with new weapons like the Bow and Talismans. Azuma is a vast world to explore with majestic villages to uncover, each taking inspiration from Japanese culture and each with a seasonal theme. In addition to exploration, combat, and village-building, players will also cultivate relationships with the locals, recruiting them to your side in battle or to help manage the villages. Wield sacred treasures of the gods and the Earth Dancer’s power of dance to purify the land and return Azuma to its former glory. The adventure of a new world awaits.
Rune Factory: Guardians of Azuma Key Features:
Bold New Abilities and Weapons: As an Earth Dancer, use the power of dance, sacred treasures, and fresh weapons like the Bow and Talismans to purify the land, farm, and undo the Blight’s damage.
It Takes a Village: Don’t just mind the farm—rebuild entire villages! Construct and place buildings strategically to entice people to return to the villages and contribute. Revive the gods to bring vitality and valuable resources back to the plagued lands.
Your Fantasy Japanese Life: Experience beautiful Japanese-inspired character designs and aesthetics—from festivals to events to monsters. Explore Azuma’s natural landscapes and its seasonal-themed locales steeped in tradition.
Classic Romance and Relationships: Choose between male and female protagonists, then befriend or romance any of the eligible candidates—god and mortal alike—in fully voiced scenarios. Recruit these new friends to aid in dynamic battles, too!
Pre-orders for the Rune Factory: Guardians of Azuma “Earth Dancer Edition” on Nintendo Switch™ are now available via the Marvelous USA Online Store and at participating retailers for an MSRP of $99.99. This stunning collection comes in a custom outer box featuring awe-inspiring art of a battle high above Azuma, and includes a physical copy of the game, an original soundtrack CD, an art book, an Azuma-inspired folding fan, a plush Woolby keychain, and the “Earth Dancer DLC Pack,” which includes the “Seasons of Love Bundle,” the “Festive Attire and Dark Woolby Bundle,” the “Rune Factory 4 Outfit Bundle,” and the Useful Item Bundle. The standard edition of the game is also available to pre-order for an MSRP of $59.99.
Rune Factory: Guardians of Azuma will also be available digitally on the Nintendo eShop for Nintendo Switch and Windows PC via Steam. Details on SKUs and pricing will be available at a later date.
Developed by Marvelous and published in the Americas by Marvelous USA, Rune Factory: Guardians of Azuma is scheduled for release globally on the Nintendo Switch™ and Windows PC via Steam on May 30, 2025. The title will be published in Japan by Marvelous Inc. and in Europe by Marvelous Europe. More information can be found on the official website, https://na.runefactory.com/azuma/, and on X @RuneFactory. This title has been rated “T for Teen” by the ESRB.
Information about Marvelous USA’s products can be found at www.marvelous-usa.com. Fans can also check out the latest videos from the Marvelous family of titles on YouTube and get updates by following on Facebook, X, Instagram, and Bluesky.
---
Marvelous Europe:
---
London, U.K. — 16 January 2025 — Marvelous Europe announced today that Rune Factory: Guardians of Azuma will launch globally on the Nintendo Switch™ system and Windows PC via Steam on May 30, 2025.
youtube
Alongside the reveal of the release date, Marvelous Europe announced an upcoming livestream that will happen on 22 January at 16:00 GMT/ 17:00 CEST on their YouTube channel, where the company will be revealing additional information and showcasing further looks into the land of Azuma. Host Ovilee May will be joined by voice actors Brandon McInnis (Subaru) and Suzie Yeung (Kaguya), who will discuss their roles and provide additional commentary alongside new reveals.
The latest entry in the popular action-RPG and life-simulation series introduces players to the Eastern territory of Azuma, a land of Japanese-inspired visuals and unique twists on familiar gameplay elements from the Rune Factory franchise.
Ravaged by the effects of the Celestial Collapse and the cessation of power provided by the runes, the eastern lands of Azuma are a shadow of their prosperous past. Weakened by corruptive forces, the gods of nature retreated from the world, leaving mountains to crumble and fields to wither. The people of Azuma seek aid against a blight that has swept these once-bountiful lands. One young hero enters into a contract with a dragon and sets out on a journey. “Accept the might of the Earth Dancer. Use this power to save the land.”
Guardians of Azuma takes players on an all-new adventure in the never-before-seen country of Azuma. Here, players will assume the role of an Earth Dancer destined to return hope—and life—to the once-thriving land. Choose from one of two protagonists whose fates are closely tied together, and experience reimagined and expanded Rune Factory gameplay; as an Earth Dancer, players will farm with grace, restore and build entire villages, and fight with new weapons like the Bow and Talismans. Azuma is a vast world to explore with majestic villages to uncover, each taking inspiration from Japanese culture and each with a seasonal theme. In addition to exploration, combat, and village-building, players will also cultivate relationships with the locals, recruiting them to your side in battle or to help manage the villages. Wield sacred treasures of the gods and the Earth Dancer’s power of dance to purify the land and return Azuma to its former glory. The adventure of a new world awaits.
Rune Factory: Guardians of Azuma Key Features:
Bold New Abilities and Weapons: As an Earth Dancer, use the power of dance, sacred treasures, and fresh weapons like the Bow and Talismans to purify the land, farm, and undo the Blight’s damage.
It Takes a Village: Don’t just mind the farm—rebuild entire villages! Construct and place buildings strategically to entice people to return to the villages and contribute. Revive the gods to bring vitality and valuable resources back to the plagued lands.
Your Fantasy Japanese Life: Experience beautiful Japanese-inspired character designs and aesthetics—from festivals to events to monsters. Explore Azuma’s natural landscapes and its seasonal-themed locales steeped in tradition.
Classic Romance and Relationships: Choose between male and female protagonists, then befriend or romance any of the eligible candidates—god and mortal alike—in fully voiced scenarios. Recruit these new friends to aid in dynamic battles, too!
Pre-orders for the Rune Factory: Guardians of Azuma Limited Edition are now available at participating retailers via the Marvelous Europe website for an RRP of €99.99. This stunning collection comes in a custom outer box and includes a physical copy of the game, an original soundtrack CD, an art book, an Azuma-inspired folding fan, the “Seasons of Love” DLC bundle, additional DLC costumes for your protagonists and their divine sidekick Woolby, and a plush Woolby keychain. The standard edition of the game is also available to pre-order for an RRP of €59.99. Details on digital editions will be announced later.
Developed by Marvelous and published in Europe and Australia by Marvelous Europe, Rune Factory: Guardians of Azuma is scheduled for release on the Nintendo Switch™ and Windows PC via Steam on 30 May, 2025. The title will be published in Japan by Marvelous Inc. and in the Americas by Marvelous USA. More information can be found on the official website, https://marvelousgames.com/games/rune-factory-guardians-of-azuma, and on X @RuneFactory.
For more information regarding Marvelous Europe, please visit the official website, or follow @MarvelousEurope on Facebook, Twitter, Instagram or YouTube.
#rune factory#story of seasons#rune factory: guardians of azuma#guardians of azuma#rune factory guardians of azuma#press release#Youtube
213 notes
·
View notes
Text
I have been afflicted with a terrible curse: tearing through a book series, and upon finishing, seeking out the fandom only to find that most of that fandom appears to be reading an entirely different series than I am, lol. I brought this on myself, to be clear. I think a big part of the mismatch is that it's a genre I'm not that familiar with and that I don't care about/for in and of itself, so I'm coming at it from a different perspective. Also, maybe I'm reading into things too much! But what can I say, a girl needs enrichment in her enclosure, and there's enough meat on this bone that I will be occupied for a while.
All of which is to say, I read through all seven books of the Dungeon Crawler Carl series that are out to date (thanks, free Kindle Unlimited subscription!), and now I have a lot of thoughts and no one who cares about them ;____; I played myself ;_______;
This series is such a hard sell in general, because on the surface it looks like male power fantasy garbage, it's litRPG, and there's a decent amount of mildly obnoxious dude humor at first. But a) it's only slightly male power fantasy garbage, b) it's not tedious litRPG and in fact the genre evolves and shifts into more straightforward SFF the further in you get, which is clever on a meta level and also a relief, c) to the extent it is litRPG, it mostly isn't boring and annoying about it (no stat nonsense for the sake of stat nonsense), d) the mildly obnoxious dude humor is often genuinely funny and to the extent it is obnoxious, there's some in-universe reasoning for that.
Anyway, the premise is as follows: Earth is suddenly and devastatingly mined for its natural resources by aliens. This results in the death of billions: everyone who was indoors is instantly killed. Anyone who was outside gets a chance to enter the "dungeon", which offers a chance for the remaining humans to compete for an alleged chance at freedom and sovereignty if they reach the bottom floor, but it's basically The Hunger Games: a propaganda exercise that's meant to earn money for the aliens running it as a game show, only this is a dungeon crawling RPG rather than a Hunger Games/Battle Royale situation. No one has ever reached the bottom floor. The best result most achieve is to reach the tenth floor, where they can take a deal for some variety of indentured servitude.
Enter Carl, our hero, a former (late 20s? early 30s? don't recall his age, but somewhere around there) Coast Guard technician who is outside when it all happens because he chased after his ex-girlfriend's cat, Princess Donut, a best in show tortie Persian cat. Carl and Donut enter the dungeon, Donut eats a magic treat and becomes a sapient talking cat, and the books follow their struggle to survive and fight back against the cruel and inhuman system they've found themselves in.
Tonally, the series is interesting in that it manages to balance a very bleak, dystopian premise with genuine hilarity and moments of legitimately heart-wrenching emotion. Also, this is not a "lone heroic super cool guy saves and fixes everything" kind of story. This series is interested in teamwork and community in dire circumstances, and the found family of it all is genuinely moving. As a whole, it's just bonkers entertaining. I love when I can tell the author is having a blast, and you can absolutely tell that Matt Dinniman is having an absolute blast.
Anyway, a list of things I enjoy about this series and/or a list of general thoughts, some of which include mild spoilers:
PRINCESS DONUT. i love her. this cat is amazing and hilarious. She's exactly like you'd imagine a prize-winning Persian cat named Princess Donut to be. also, to my delight, she gets to be a fully rounded character. like yes, she's hilarious and often comic relief, but she's also taken seriously, and Carl is absolutely Insane about this cat. He fuckin' loves this cat, and the cat loves him. Also, hilariously, she has higher stats than Carl at the beginning. (In fact, she mostly has higher stats than him throughout, so she's technically the party leader. Which is why their party is called the Royal Court of Princess Donut.)
Donut has A+++++ insulting skills. On multiple occasions, I have lol'd in horror and delight at her savagery. A favorite:
Rezan: Why does that cat always type in all caps?
Donut: WHY DIDN’T YOUR MOTHER DRIBBLE YOU BACK OUT ONTO THE TRUCK STOP BATHROOM FLOOR, REZAN?
lest this give you the wrong impression, Donut is a classy lady. She is a princess, after all. but also she is savage.
Carl! The books are mostly in first person POV, so we're in Carl's head for most of them, and he is a great example of an unreliable narrator. He'll seem fairly generic at first, but stick it out through, like, the first third of the first book and onward for the slow and steady reveal of his Tragic Backstory and also such exciting psychological and emotional issues as: Insane about Donut; claims he "doesn't like drama" while in actuality he is clearly Repressing Everything; secretly an idealist who wants to believe the best of people; deeply committed to protecting people; full of revolutionary, anti-capitalist, anti-authoritarian rage; holy abandonment issues batman; simply Does Not See It when various ladies basically throw themselves at him; generally Barely Holding It Together at all times.
people on reddit, mostly: Carl's stats!! blah blah blah power stuff. me: okay, but why is Carl Like This. let's deep discuss that. Also let Carl have a little breakdown. As a treat.
these books are so wildly, delightfully anti-capitalist, lol. I poked around Reddit and tumblr a bit, but didn't see anyone discussing this series' politics, but that aspect is super interesting to me. The series is very, very concerned with revolution and resistance and the form those things take when very few options are available to the oppressed, plus the ethics of revolutionary violence.
The dungeon AI! This thing is Way Too Online in a gross dudebro way, but frankly, it's still funny with it, and the evolution of the AI's character is fascinating. Also, I regret to inform you that I do find it extremely fucking funny that the AI has a thing for Carl and his feet. This is wholly hypocritical of me: if Carl was Carla, and the AI made the same comments, I'd have bounced. But what can I say, comedy is about subversion, I guess.
PREPOTENTE. MY PRECIOUS WEIRDO GOATMAN CHILD. Prepotente was a goat; upon entry into the dungeon and eating a magic pet treat, he becomes a goat man type thing, and he spends much of the series as one of the most dangerous and skilled dungeon crawlers, along with his "mother", the shepherdess Miriam Dom. he's a total fuckin weirdo who screams a lot for no reason and i love him. he better fucking survive the series, i swear to god.
one running theme of the series that I love so much is that Carl does not give up on people, and he does not write them off. He often runs into fellow crawlers who, if he was being bloodlessly practical about things, he should have bailed on. They're people who aren't prepared, who haven't leveled up enough, who aren't likely to survive much longer. But he doesn't abandon them, and he doesn't assume they can't get better. He sticks with them and helps them, and they help him. It's about found family ;____; they all love each other so much ;______;
MORDECAI!!! he's a changeling skyfowl and the team's game guide and later manager, and is a former crawler who took a deal. This is supposed to be his last season in the crawl, before he's free of his indentured servitude. he is Dad Shaped. automatic dad. there is in fact something quietly devastating about his Dad Shapedness.
There's a whole super interesting thing going on with the dungeon NPCs, and how we start out assuming most of them aren't "real". unsurprising spoiler alert: they may have been created by/for the dungeon, but many of them are very much real, and once they realize the position they've been put into, they're pissed.
i truly have no real idea where the series is going with its running theme about parents and children, and the protection or lack thereof of children. Our most heroic characters are consistently shown protecting and caring for the NPC children, even when it's at great cost to themselves.
everything to do with the Dungeon Anarchist's Cookbook, the secret book with writing from prior crawlers that Carl is given, makes me Emotional. I'm honestly shocked the whole Cookbook was never planned, and that it was a result of Patreon votes. It's hugely important in the seventh book, not so much on a plot level--I can see how Dinniman could have gotten to some of these same plot beats without it--but on an emotional and thematic one. There's something so affecting here about the continuity of resistance, of finding hope and strength in the people who came before you, of planting seeds you water with blood and that you may never get to harvest, and the sheer, furious love of the whole thing.
so apparently Dinniman is a pantser when it comes to writing. Clearly, he's having fun, and it's more or less working out so far, but it does make me concerned about his ability to stick the dismount. I saw in an AMA that he likened it to building a spaceship with legos versus building it with a plan, and that he has fun writing himself out of corners. That's all well and good, but some of the things I'm most interested in this series are the overarching themes, and it makes me wary of those themes not getting a proper payoff. I guess I should just enjoy the ride, and accept that there will almost certainly be many loose ends.
On a meta level, I find it very funny and ironic that when I took a look at the reviews for the seventh book, I saw some people complaining about the absence of the more "entertainment" and "game" aspects of the series: no interviews with the outside, no "character sheets" for Carl, fewer big fights for Carl himself to take on, the AI taking on a more active 'deus-ex AI' role. Because in-universe, the dungeon crawl is no longer entertainment. At this point, the crawl has become an actual war, and the game genre it takes on--4x strategy--reflects that. Carl and the crawlers' choices have increasing ramifications outside the crawl, where actual war is breaking out at least in part as a result of their actions. The AI intervening more and more often to put its finger on the scale is part of the conflict; it's fighting this war as much as the other characters are, if with still inscrutable motivations.
This is in fact one of the central conflicts of the series: to what extent is this still a game? Has it ever only been a game? The crawlers and NPCs are in fact fighting for it to not be a game: they're saying "my life is real, my suffering is real, and if you won't acknowledge that, then you're coming in here with us to fight and die too. Not just a game anymore, is it?" And on another side of the conflict, you have the AI insisting that this stay a game, something with rules and a narrative and at least an attempt at fairness, however much the AI manipulates those things.
It seems like there's something of a genre shift going on with this series. As a reader who's not particularly interested in or invested in litRPG in and of itself, I'm fine with it shifting to being more straightforwardly SFF, and in fact, I think that's an interesting and fun choice on a meta level: the more the crawlers and the AI break and change the game, the more the genre of the series itself shifts.
201 notes
·
View notes
Text
All Bleached Up
(All characters are 18+)
It was a crisp Saturday morning when five friends—Eli, Max, Simon, Oliver, and Noah—ambled toward "Luminous Lux Spa" in downtown Portland. The group, all 25 years old, shared many commonalities. They were unabashed nerds, fanatical about RPGs, sci-fi marathons, and lengthy debates about quantum mechanics over artisanal coffee. Athleticism had never been their thing, nor was blending into the mainstream. Each identified as gay, content with their identities, but also mutually perplexed by how the world so often seemed to pass them by.
The spa trip had been Simon’s idea, a whimsical response to an internet ad promising “transformative rejuvenation” through luxury hair treatments. The rest of the group laughed it off at first, but as they joked about who would look best with frosted tips, the plan stuck. Bleaching their hair sounded fun and absurd—an ironic experiment to kickstart the new year.
As they checked into the spa, an elegant attendant guided them toward a sleek, dimly lit room that smelled faintly of lavender and ozone. They each settled into cushioned chairs as hair stylists went to work on their heads. The bleaching process began, with foils and thick pastes applied liberally. There was a sense of giddy rebellion as they watched their dark locks begin to lighten.
None of them could have guessed what was coming next.
The first oddity was the heat. As the bleach set in, each of them began to feel an intense warmth—not painful, but almost electrical, like a current buzzing just beneath their scalps. Simon, who had been midway through explaining the intricacies of a D&D subclass, suddenly stopped speaking. His usually quick, articulate thoughts felt… fuzzy. Across the room, Oliver scratched his arm and mumbled something about feeling “kinda... weird.”
Then it hit them all at once. A blinding white flash filled the room, and the world seemed to tilt sideways. In an instant, the chairs beneath them felt too small, their clothes too tight. Muscles swelled, skin smoothed, and voices deepened in a chorus of surprised groans. By the time the light faded, the five friends were unrecognizable.
Eli, now Ethan, blinked in the mirror and grinned. His newly muscular frame filled out his formerly baggy hoodie, and he grinned as he caught sight of his mullet. The messy layers cascaded down the back of his neck, while the front stayed perfectly tousled. He ran a hand through it, noticing how soft it felt, then flexed his bicep for no reason other than how cool it looked. “Bro, this is... sick,” he said, his voice several octaves lower and tinged with confidence he’d never known before.

Max, now Mason, was already admiring his buzzcut. The clean, sharp lines accentuated his chiselled jaw and strong cheekbones. He stood up and stretched, marvelling at how tall he suddenly was. “Dude, I feel... awesome,” he laughed, the word “awesome” rolling off his tongue like a mantra.

Simon had become Shawn. His short, straight middle part framed his now angular face perfectly. He tilted his head from side to side, checking out his reflection and smirking. “Yo, I look hot,” he said, running his fingers through the soft, silky strands of his new hair.

Oliver, now Cody, had traded his glasses and wiry frame for a broad chest and messy, spiked hair. He ruffled it playfully, delighted by how effortlessly cool it looked. “This is, like, next-level,” he said, his former eloquence replaced with a casual, almost lazy cadence.

Finally, Noah—now Nate— his platinum-blonde hair—wavy and flowing with a casually styled middle part—gave him the look of a model straight out of a teen drama “Hell yeah,” he said, flexing his shoulders and cracking his neck. “I look like a beast.”

As they stared at their reflections, a strange calm washed over them. Their former selves—nerdy, awkward, gay 25-year-olds—felt like distant memories, as if they’d read about those lives in some book they barely remembered. The idea of going back didn’t even cross their minds. Why would it? This was so much better.
When they left the spa, the group barely recognized the world around them—or maybe the world didn’t recognize them. Their old habits and quirks had melted away, replaced by the easy swagger of high school jocks who owned every room they walked into.
Ethan, the leader of the group, quickly found himself the captain of the high school soccer team. His wavy, platinum hair and sculpted jawline made him the talk of the school, and it wasn’t long before he started dating Maia, a bubbly blonde cheerleader who adored how confident and protective he was. She was a total ditz, always giggling and clinging to his arm, but Ethan didn’t mind. They were perfect together.
Mason, with his buzzcut and sharp edges, joined the wrestling team, where his natural strength and newfound aggression made him unstoppable. He caught the eye of Brittany, a loud, flirtatious cheerleader with a penchant for blowing pink bubblegum. Brittany adored how strong Mason was and constantly bragged about him to her squad. The two became inseparable, their conversations rarely deep but always full of laughter.
Shawn’s sleek, short middle part and smoldering gaze earned him the nickname “Pretty Boy.” He became the go-to guy for advice on dating (despite never thinking too hard about it himself) and ended up with Tiffany, an overly dramatic cheerleader who spent most of her time obsessing over her nails and selfies. Shawn found her giggles and constant texting endearing and loved how she’d lean on him during lunch.
Cody’s messy spikes gave him a carefree, rebellious vibe that made him a magnet for attention. He became the star quarterback, and his cocky grin was enough to win over Jessica, the ditziest of all the cheerleaders, who rarely remembered what class she had next. She loved cheering for him from the sidelines, and Cody thought her cluelessness was adorable.
Nate, with his mullet and devil-may-care attitude, joined the skateboarding crowd. He started dating Amber, a thrill-seeking blonde cheerleader whose giggles always followed her daring stunts. She wasn’t the brightest, but she matched Nate’s chaotic energy perfectly, and the two were constantly laughing as they pulled off ridiculous pranks.
By the end of the week, the five friends had fully embraced their new lives. They had no memory of “Eli,” “Max,” “Simon,” “Oliver,” or “Noah,” and even if they did, it wouldn’t have mattered. Their days were now filled with sports practices, bonfires, and parties, not late-night coding sessions or board games.
The spa had delivered on its promise: transformative rejuvenation. It just happened to transform them into something they never could have expected—and they wouldn’t have it any other way.
210 notes
·
View notes
Note
hi! have you seen the TTRPGS for Palestine bundle yet? and do you have any recommendations from it
https://tiltify.com/@jesthehuman/ttrpgs-for-palestine
THEME: TTRPGS for Palestine
The TTRPGs for Palestine Bundle is going from April 12 to May 7, so there's not much time left to get it, but here's some recommendations of some really awesome games that you can find in it.
Gubat Banwa, by makapatag.
GUBAT BANWA is a Martial Arts Tactics and War Drama Tabletop RPG where you play as martial artists poised to change the world: Kadungganan: the cavalry, the wandering swordsmen, the tide turners, the knights-errant, the ones to call in darkest night in a world inspired and centering Southeast Asian folklore.
Witness, grand warriors, honorable gallants that trudge and toil under kings and haloes. Witness, KADUNGGANAN, that refulgent name. That blasted name: WITNESS NOW. The end of days is upon us: and the new world MUST BE BORN. Bear your blades, incant your magicks. Cut open your tomorrow from the womb of violence. Inscribe your name upon the very akasha of this world.
Gubat Banwa is designed for fans of 4th edition D&D, with in-depth character abilities that make you feel both unique and powerful, in a colourful and flavourful world full of vibrant cultures and clashing conflicts. The game uses an action economy with different action options carrying different weights, which also reminds me quite a bit of Lancer. If you want a game that pushes you to strategize with your friends and weigh your advancement options carefully, you want Gubat Banwa.
Gun & Slinger, by Nevyn Holmes.
GUN&SLINGER is an RPG geared for short, episodic sessions about a weapon and a wanderer. A Maestro and two players (Gun and Slinger) set out into a dead planet mutated by a god's forgotten child and hunt strange bounties, investigate the world and unlock hidden powers. During play, they seek to learn the nature of what’s hunting the Slinger, figure out why the Gun is sentient and discover how the world died.
This game is specifically for three players, using the rules of Go Fish as a resolution system. Gun & Slinger is all about using your resources to the best of their ability, and your resources might exist on your character sheet, but they also exist as cards in your hand.
What really intrigues me is the lore that’s baked into your character sheets. One of you is a wanderer in a twisted world, tempted by strange powers that guarantee to change you into a monster. One of you is a sentient magical gun, borne by that wanderer and designed to deliver death and pain.
Gun & Slinger has expansions included, allowing you to instead play as a wanderer possessed by a demon, a mech and a pilot fused as one, or someone who bears a cursed sword. I think the fact that it requires a small table and the fact that the characters’ lives are tied together makes this a high-stakes, terribly intimate game.
Apocalypse Frame, by Binary Star Games.
In a ruined and terraformed world where most of humanity is under the yoke of a brutal regime, the former workers of a once-remote factory - now known as The Collective - have risen up to create a future of freedom from oppression. You are an Ace - a highly skilled pilot referred from a Division in The Collective and assigned a humanoid combat vehicle known as a Frame. You and your Strike Team of fellow Aces must take on The Collective’s greatest threats, ensure its survival, and carve a path for its continued success.
Apocalypse Frame takes mechs and fits them into the LUMEN system, which centres competency as well as fast but effective rounds of combat. The game includes a variety of different threats, allowing you to tailor your campaign to your group’s tastes, and the tailoring doesn’t stop there. You choose both a division that your character belongs to, and then one of three mechs within that division, allowing players to share similar fighting styles but differ in weapons. You can also modify your basic frame, adding general modular systems alongside systems and armaments that can come with your mech, making character creation and progression exciting for folks who love tweaking and tailoring to their heart’s content.
If you’re a fan of Armored Core or Battletech, you’ll want to check out Apocalypse Frame.
Here, There Be Monsters!, by wendi yu.
No matter what they tell you, there’s still weirdness and wonder everywhere. You just have to know where to look. At the edges and cracks of ‘normal’ life we exist, we persist, and we resist: the monsters, the magicians, the anomalies, the freaks, and the outcasts. We gather in the shadows, trying our best to live our lives in a world that, when it doesn’t exactly fear or hate us, doesn't even believe in our existence.
here, there, be monsters! is a rules-lite response to monster-hunting media from the monsters' point of view. It's both a love letter and a middle finger to stuff like Hellboy (and the BPRD), the SCP Foundation, the Men in Black, the World of Darkness games and the Urban Fantasy genre in general. It is an explicitly queer, antifascist and anti-capitalist game about the monstrous and the weird, in any flavor you want, not as something to be feared, but to be cherished and protected.
Here, There, Be Monsters is a love-letter to anyone who has been made to feel monstrous, as well as an homage to media such as Hellboy, the SCP Foundation, and Men in Black. It’s urban fantasy meets organized power structures, and as the monsters, you’re here to burn those structures down.
This game uses descriptive tags to slap onto your characters to represent what they can do. You can choose from a number of different monster character backgrounds to give you guidance towards, and there’s plenty of monsters both in the base game and in the game jam wendi ran back in 2022. If you want a game of power, anti-capitalism, and punching up, this is the game for you.
Pale Dot, by Devin Nelson.
Pale Dot is a collaborative storytelling game for 2-5 players about a crew of non-human cosmonauts leaving their planet to explore a strange solar system, finding threads to unravel the unknown along the way. It is fantastical, surreal, and perhaps very unlike humanity’s own ventures in space exploration. Though one thing is universal: leaving home is terrifying, dangerous, humbling, and a catalyst for changing one’s perspective.
Pale Dot is a GM-less game where players work together to create an alien setting and subsequently envelop it in cosmic mystery, embodying cosmonauts called Dustlings, as well as one of 5 different settings. During their journey they will be able to travel to 24 different locations within their solar system, each with several prompts for improvisational scenes. Each player will also have to manage the integrity of their cosmonaut and their shared ship while avoiding space's many perils.
The cover for Pale Dot gripped me the first time I saw it; a tiny creature in an astronaut suit, looking up in fear at something in the sky, as vegetation blooms inside their helmet. You play as the Dustlings, non-human but sentient species exploring the Cosmos, a strange, horrifying and wonderful universe that changes those who venture into it.
Mechanically, Pale Dot uses a GM-less structure similar to Dream Askew, but there feels to be a much bigger emphasis on the setting your cosmonauts explore, rather than the cosmonauts themselves. Your characters are assembled traits, drives and equipment, almost all of which can be expended to cause or solve problems. Each player is also responsible for at least one setting element, such as The Cosmic Wilderness, The Wondrous Endeavour, or The Omnipresent Danger. As you visit locations, different elements will be prompted to influence the scene, while your cosmonauts try to navigate the scene and try to finish the mission. If you want a game that is collaborative and evocative, I definitely recommend Pale Dot.
Fractal Romance, by Ostrichmonkey Games.
A never ending abstract landscape of rhythm and soft glamour. Wander the halls, rooms, and chambers. Encounter strange Denizens and get to know them better; befriend them, fall in love, just chill. Try and fill out your own blurred edges. Fractal Romance is a tabletop role playing hangout. You will pick up a character to play and explore the Fractal Palace, generating its infinite sprawl and the Denizens that inhabit it, as you play.
Fractal Romance is all about searching; for something you need, something you want, or even for who you are. It feels rather surreal, perhaps like a dream dimension that you are moving through. The game uses a deck of cards to generate rooms, as well as the denizens of this gigantic, dream-like palace. This game uses rather simplistic playbooks, each asking you to choose three descriptive words, and then uses cards to fuel your character’s actions: you have things you can always do, things that cost a card to do, and things that you must do in order to draw another card.
If what you want out of a game is a chill time with friends, moving from one vibe to another, and generating emotional stories for your characters, you might want to check out Fractal Romance.
Himbos of Myth and Mettle, by huge boar.
You are big. Big arms, big tits, big thighs, big brai- you're big where it matters. In addition to a heaving, throbbing body, glistening lightly with a thin sheen of pleasantly fragrant perspirant, you have one singular unifying trait - come hell or high water, you are going to help.
Himbos of Myth & Mettle is a high fantasy, high camp role playing game of epic proportions (of body), for 2-5 players, one of whom will act as Game Guide. The rules center around a simple roll under mechanic and prioritize narrative flair and cinematic descriptions. Himbos is inspired by many classic fantasy properties (and could be considered OSR adjacent) , but leans towards a more garish, salacious and queer (gay or odd, pick your fighter) style of play. It is designed with comedy and flamboyance in mind, but is not without it deeper and darker touches. It's definitely not grimdark, but there will probably be blood. Think classic fantasy pulp in style, but contemporary sensibilities, modern rules-lite mechanics, and a player philosophy centred in helping, kindness and being fucking hot.
I’ve heard rave reviews for Himbos, and I think the idea of leading an entire group of well-meaning but possibly over-ambitious adventurers is a great set-up for a game full of laughs. Himbos is very much designed for a light-hearted evening of fun, flirting, and fucking up (but in the best way).
Other Games from the Bundle I've Recommended:
Space Taxi, and Creation Myths, by GothHoblin.
Caltrop Core, by Titanomachy.
Souvenirs, by Rémi Töötätä.
Thunder in Our Hearts, by Marn. S.
Eldritch Courts of Some Repute, by AlanofAllTrades.
593 notes
·
View notes
Text
SVSSS AU where Shen Yuan's younger sister does a villainess transmigration.
The world she ends up in was originally a dating game and visual novel with some light RPG and crafting elements. Playing as purehearted main girl Qiu Haitang, one could choose any number of routes to pursue, from dashing Liu Qingge, to scholarly Mu Qingfang, sexy ice demon Linguang Jun, cute-but-domineering younger half-demon Luo Binghe, and so on. It was an interesting game, though it notoriously inspired some frustration when some of the more interesting side characters (like Yue Qingyuan) were completely unavailable as romantic options, and inspired at lot of rumors about hidden content and demands on future DLC expansions.-
Shen Meimei hadn't particularly liked the game. Sure, she played every route to 100% completion, bought all the extras, the official soundtrack, and the merch (fanmade as well as what slim-pickings existed officially), but that shouldn't be mistaken for approval. Much of that was in fact a desperate quest to figure out what the hell was even going on! Ignore the play time listed for this scathing Steam review, everyone! It shouldn't be factored into any assessments!
The game had several problems, in Shen Meimei's opinion.
The main issue was the lack of follow-through on the buildup of the backstory. Qiu Haitang's whole family was killed one night, maybe-probably by her sketchy as fuck ex-fiancee, who was also a hostage being kept by the Qiu family as leverage against a rival family. Which begged so many questions! Shen Meimei had suspected all along that there was more to it than met the eye (not just because the evil family shared her surname) but it was never deeply delved into. The whole thing only even got resolution in some of the routes, and the most thorough was Luo Binghe's. Luo Binghe had a huge vendetta against Shen Qingqiu, Haitang's sketchy former fiance, which left a lot of room for doubt about his investigating the issue. Was Shen Qingqiu really to blame? Or was Luo Binghe just taking advantage of an opportunity to pin SOME crime on him, since he couldn't really get him for the shit he actually did to Luo Binghe himself? What about the hints regarding that Wu Yanzi guy? Why did those never seem to amount to much? Were the Qiu family really stupid enough to betroth their only daughter to a hostage, or was something else going on? And what about Xiao Qi, the slave boy servant of the Qiu who was mentioned a few times as another possible survivor or witness, but who never comes up again?
Shen Meimei played through everything, certain that there had to be some way to actually solve or gain clarity on the Mystery of the Qiu Family Murders, but even after completing the main routes and unlocking and completing the hidden ones -- nothing! It was all just swept aside in favor of tepid romance arcs, made all the more insufferable because of the compelling subtext between the male love interests. Like, why were any of these guys even interested in Haitang when they so clearly had more going on with each other?
Annoyance over a game Shen Meimei lost too many hours of her life to was one thing, of course.
Transmigrating into the younger sister of notoriously sketchy ex-fiance Shen Qingqiu was another!
Bad news: in the routes where Shen Qingqiu is prosecuted for his crimes, his whole family goes down with him. So if this goes poorly, not only will he be punished, but so will Shen Meimei!
Worse news: this fictional version of her family is almost identical to her actual real family. To the point where she would be checking everyone else for transmigration, except that no one but her seems aware that anything is odd. Shen Qingqiu acts exactly like her older brother, right down to his particular flavor of prickly social behavior and cynicism. And their middle brother is a chronically ill nerd who hate-reads trash novels and is completely fascinated by weird monsters (a much more worrisome trait in a world that actually has a lot of those...)
In short, her life is on the line, and so is her family's!
Damn you, Veiled Heroine Games! If you hadn't abandoned so many plot threats, Shen Meimei might actually know what was going on and be able to neatly circumvent everything! But now she has to figure out how to win the protagonist back over, rescue her brothers, and solve (and possibly further cover up...) the mysterious Qiu family murders, all while keeping Luo Binghe away from Shen Jiu, and preventing Qiu Haitang from completing any of the romance plotlines that will cause troubles for them! Which is most of them!
#svsss#scum villain's self saving system#scum villain#shen meimei can take after shen yuan#as a treat#also i think it would be funny if sj's siblings just kept accidentally seducing the antagonists who strung him up in pidw
562 notes
·
View notes
Text

The Magus Sanctorium. Pentagiim's elite and esteemed school for mages across the continent. Hard to get into with an advanced curriculum and hands-on experience, many would kill to be accepted into the fray. But behind shiny spells and gilded bookcases belies a lit powder keg of pent up tensions and small slights that threaten the whole continent with all out war. A single slip up will light the fuse, so be careful. And don't forget your 7 page essay is due next week!
The Magus Sanctorium is a highly ambitious WIP and new interactive CYOA pair of games. The focus is heavily on romance, relationships, and fantasy adventure with high-replayability value. It is inspired by JRPGs, RPGs, romance visual novels, any media with a magical boarding school, and Dungeons and Dragons, among others. It will lean more towards a story-based focus, but will have stat-based mechanics.
You play as a new transfer student, having transferred to The Magus Sanctorium after moving continents. Being homeschooled to suddenly thrust into an elite boarding school is a culture shock. As you go about going to classes and making friends, your schooling is abruptly upheaved as war breaks out across the continent. Which house you decided to join determines how the war will affect you and how you can help or hinder your former classmates or lovers.
Note: Because this is still a WIP, some names of characters or places may change during development.
Genre: Fantasy, Romance, Adventure
Rating: 18+
Tracked Tag: #the magus sanctorium
Status: In Development (Writing Chapter 2)
Demo (1/2 of Chapter 1) || Character Introductions || House Introductions || FAQ || Ask Guidelines || Tag Navigation || World Lore || Current Anonymous Survey Form || Dev's Main Blog ||

Create and customize your character. Select their gender, pronouns, appearance, their proficiencies and deficits, and personality among others.
Choose between 5 different houses each with their own cast of characters. Each student is divided into houses by which nation they come from, not by arbitrary traits.
Decide how to build your stats by choosing which classes to attend and which skills to train in. Influence your house members to train or attend certain classes to boost group skills.
Romance any of the 15 romance options (5 male, 5 female, 5 nonbinary), or select any of the 10 poly routes instead. Choose for a softer romance by picking one of your house members or go for an angsty romance by romancing someone outside of your house.
Build your relationships with your classmates before you're turned against each other and get to know what makes them tick. It pays to have friends across house lines.
Explore and learn about a high fantasy world steeped in magic and years and years of conflict. Perhaps it takes an outsider's perspective to bring about peace...
Participate in a war and potentially reveal long kept secrets that could change the fate of Pentagiim.

Thalen Oakdane (they/them) - The proud and rigid Leader of the Fern Bears, the house from the Rasuaides Empire. They are strict with their rules.
Sumiel Tidewood (she/her) - The graceful and shy Leader of the Cobalt Snakes, the house from the Espersland Republic. She just wants the best for everyone.
Casithar Seedcloud (he/him) - The young but earnest Leader of the Maroon Rams, the house from the Iseadesh Alliance. He's trying his best.
Ariela Wyvernhair (she/her) - The prickly but well-meaning Leader of the Violet Foxes, the house from the Lupuv Caelait Territory. A rose wrapped in thorns.
Zanis Ironforce (he/him) - The charismatic and cunning Leader of the Sun Eagles, the house from the Quailax Kingdom. He is always 5 steps ahead.
Drelyth Hollymoon (she/her) - The vice-leader of the Fern Bears. She is kind and confident, always pushing herself to aim higher and higher.
Afthel Scalesun (they/them) - A member of the Cobalt Snakes. Quiet and introverted, they prefer the comfort of their books than that of their house members.
Anwyn Greenspear (he/him) - A member of the Maroon Rams. He is a known flirt and playboy, often earning him the ire of his house members.
Lamatri Glowillow (they/them) - The enigmatic and mysterious vice-leader of the Violet Foxes. You barely see them, but they seem to know everything about you.
Traki Goldreaver (they/them) - A member of the Sun Eagles. It's also their first year enrolling. Enthusiastic and energetic, but a work-in-progress.
Azaha Elmbasher (he/him) - A member of the Fern Bears. An idealistic and daydreamer artist who enjoys making life hard for his house leader.
Rumik Gullcaller (he/him) - A member of the Cobalt Snakes. Sumiel's childhood friend, he is protective and intimidating often scaring away most classmates.
Daeri Silkdream (she/her) - A member of the Maroon Rams. A bit ditzy and arrogant, her exaggerated personality belies her true strength.
Saevain Sageblossom (she/her) - A member of the Violet Foxes. Stuck-up and arrogant, she has a family legacy to fulfill as a Prime Magus. But is that what she wants?
Cyian Stonepelt (they/them) - The vice-leader of the Sun Eagles. Gloomy and apathetic, they'd much rather be doing anything else but this.
Poly Romance Options: Thalen & Azaha, Sumiel & Rumik, Casithar & Daeri, Ariela & Saevain, Zanis & Cyian, Drelyth & Saevain, Afthel & Traki, Daeri & Afthel, Ariela & Casithar, Traki & Drelyth
#the magus sanctorium#interactive fiction#interactive novel#if wip#if game#interactive story#choicescript#text based game#cyoa#cyoa game#choice of games#hosted games#choose your own adventure
298 notes
·
View notes
Text
We feel there's a very massive difference within the RPG community between role playing (playing yourself in a world where you can make the choices you want to shape events around you) and role playing (you are playing as a character and are experiencing a characters story). For example Old School Runescape is an extreme example of the former, whereas Dragon Age 2 is the latter. This leads to disappointment and frustration when a game fails to communicate which it is early enough, or appears to be one but is in truth the other.
58 notes
·
View notes
Text
Eidolon VGM - Episode 0 - ONLINE
LUNA-1, the first city on the moon, is in a state of decay. The EIDOLON Corporation that runs everything is institutionally incapable of making it a decent place to live.
However, a new project is on the horizon which may change everything. UNDRTOW, a revolutionary augmented reality program, is currently in beta testing. Within UNDRTOW, users' desires and personalities are made manifest, giving them incredible powers over technology and the human brain...
The future hinges on a single question: Will UNDRTOW bring about a new golden era for the EIDOLON Corporation? Or will the forces of the Glitch Mob - in particular, the group led by a disgruntled former EIDOLON executive - find a way to take it for their own?
Eidolon Playtest is an award-winning actual play RPG podcast that I've been on for the past several years. We've recently started a new season, EDM/VGM, and we're all extremely excited about how it's been shaping up!
EDM/VGM is the start of a brand-new, self-contained story, so there's never been a better time to start listening. The first character creation episode is available NOW, wherever fine podcasts are downloaded. Check it out!
63 notes
·
View notes
Note
Why does genre-in-terms-of-mechanics have any bearing on genre-in-terms-of-narrative? Mechanics have names, but the names are not the mechanics.<br>You could take DnD, rename the stats Stat 1-6, and designate each game mechanical action by a letter, but it would still be the same game. How then, does this affect what story the system tells best?<br>I guess another way of saying it is, the same plot can be told in many different ways. How do game mechanics affect the former at all?
There are a couple of problems with this framing.
First, it's making the mistake of treating the shape of the dice as the most important thing about a tabletop RPG system – as though the only thing that makes a game "Dungeons & Dragons" is rolling a twenty-sided die plus your character's most relevant stat modifier versus a fixed target number, and the other 299 pages of that 300-page rulebook are more or less incidental. It's easy to frame an argument that a game's mechanics don't influence its narrative form if you're ignoring 99% of the rules.
(Now, I grant that this is how a non-trivial number of Dungeons & Dragons players experience the game, since they refuse to actually learn any of those rules and just sit there waiting for the GM to tell them which dice to roll, but that's a whole separate conversation.)
Second, even if we accept for the sake of argument that rolling a twenty-sided die plus your character's most relevant stat modifier versus a fixed target number is all there is to Dungeons & Dragons, there are a lot of narrative assumptions baked into that, including (but not limited to):
The assumption that generating binary pass/fail outcomes for performing discrete physical, mental and social tasks is something your narrative will benefit from having the rules do
The assumption that your narrative will benefit from these outcomes having a high degree of player-facing uncertainty
The assumption that your narrative will benefit from this uncertainty containing a relatively high likelihood of complete failure
The assumption that your narrative will benefit from the principal determinant of that likelihood of failure being be some intrinsic and objectively measurable attribute of the acting character
... and so forth. It might not be obvious how restrictive these assumptions are if your mental model of a tabletop RPG is reducible to sword and sorcery dungeon crawls with various coats of paint, but they actually take a great many narrative genres completely off the table, and simply have nothing interesting to say about a great many more. I don't know about you, but typically prefer my games' rules to have something to say about the things the game is about!
550 notes
·
View notes
Text


Moon: Remix RPG Adventure is a 1997 game for the PlayStation (later released for the Nintendo Switch in 2020), developed by Love-de-Lic, a studio made up of former Square employees, including those who worked on Super Mario RPG. As such, it includes an overt Super Mario RPG reference in the form of the character Noge, who is a wooden doll. Noge's design and name are a reference to Geno from Super Mario RPG.
Top: in addition to this, one piece of official art for Noge contains another subtle reference to Super Mario RPG, with a plush of Belome, a boss from the game, visible on the left.
Bottom left: solo official art for Noge, showing his similarities to Geno.
Bottom right: artwork of Belome for comparison to the plush.
Main Blog | Twitter | Patreon | Small Findings | Source
804 notes
·
View notes
Text
I've just seen a product on DriveThruRPG that's described as a "splash book." I think it's probably just a really funny malapropism of "splatbook."
The story goes that back in the nineties when White Wolf started releasing their Clanbooks and Tribebooks and Kithbooks and what have you for their World of Darkness game lines they were released in a softcover format because as non-core products they were not expected to sell quite as well. These books came to be called "splatbooks" because of the "splat" sound they make on account of their soft flapping covers. Anyway down the line this sort of led to the part of your character that most clearly differentiates them from other characters of their broad supernatural type (Clan for Vampires, Tribe for Werewolves, Kith for Changelings, etc.) being referred to as a character's "splat."
Both splatbook and the term splat as a character-building term are still in use in RPG discussions to an extent, but these days the former can cover pretty much any sourcebook, even if it's in a hardcover format (although if it revolves around a certain character type it's easier to characterize as such: one could argue that 3.5's Complete Warrior was a Warrior splatbook in spite of being a hardcover), and the latter sometimes gets applied outside of World of Darkness and other games of White Wolf descent, although that is where you'll still most commonly find it (the different types of titular exalted in Exalted would count as that game's splats).
Anyway so it's probably called a splash book because they expect that it'll make quite a splash in the world of 5e compatible products based on actual play shows,
Historical Revisionism Alert
The aforementioned origin of "splatbook" is likely to be a case of folk etymology. Supposedly the term actually originates from the books being referred to as *books on newsgroups (the asterisk being used as a wildcard character) and the asterisk being colloquially known as a "splat."
198 notes
·
View notes