#in other news by other stats seem to be improving which is good
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Guess who officially has T levels well within the accepted average range in cis men!!! :3 603 sexy sexy ng/dL of it💪😎
#it was like 200 last time i checked#so where's my beard huh? lol#in other news by other stats seem to be improving which is good#my hematocrit is still a bit high but slightly less high than last time#and everything else is within normal!#yay :3#transition update#ftm
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Buddie AUs over 20k
To catch up on recommending fics in my bookmarks, I'll also try to make some lists instead of posting one fic per post. Though some fics might also still get their own posts even while added in a list.
To start, here are some finished Buddie AUs with more than 20k words
(I made this list in March so it doesn't have any newer fics. Soon I want to spend a day dedicated to catching up to new fics and adding posts to my queue here)
what if you're someone I just want around by ReallySmartLadyMarieCurie
20k, Rated T
"Eddie pauses in his typing, glancing at Buck and trying to figure him out. He seems so eager to help and to please, so willing to take some of the burden in order to make others happy. It’s the sort of presence that Eddie’s been craving in his life. One that he’s missed since Shannon’s fatal accident. And he’s incredibly handsome. He’s got conventional good looks and a beautiful smile, but that pink little splotch above his eye, which Eddie guesses is a birthmark, is really what brings it home."
Or, Eddie Diaz is a successful boxer who's been making a big name for himself in recent years. Buck is a fan, but he certainly never expected to end up at Eddie's house after the man calls 9-1-1 when his son gets sick.
I love the way you spoil me, baby by rosebuddiekin
33,8K, rated E
“I, uh, I was actually at that coffee shop to meet with someone else. You see, for the past few years, I’ve been a sugar daddy on a site that connects people looking for similar things. I was supposed to meet with a prospective baby that day, but then I saw you. And I felt drawn to you, so I messaged the guy I was supposed to be seeing and told him I had to cancel. I just, I thought you should know. That I should be upfront about it from the start.”
Eddie’s fork drops to his plate, making a small clatter. He can feel that his mouth is agape. He’s very glad he hadn’t taken another bite or sip of anything while Buck spoke. Because what the actual fuck? Buck… is a sugar daddy.
OR: Buck is a sugar daddy who wants to spoil Eddie rotten and take care of everything for him. Eddie has never had that sort of relationship but is willing to give it a try. There is plenty of adventure along the way.
Sunny skies & summer high by prettyboybuckley
Sequel to a one shot, 43,8K, rated E
"Well, I kind of want to kiss you right now but that's usually something that happens at the end of a first date, right?" Buck asks, doing a weird movement with his eyebrows in an attempt to be funny.
Eddie chuckles, wrinkling his nose a little.
"I guess, yeah," he mutters. "Think we're doing this a little backward already anyway, so are there any rules to follow?"
He's got a point there, and even then Buck has never really been the kind of guy who follows rules, so he ends up leaning over the center console as he uses one hand to pull Eddie's face towards him. It's a short kiss, a simple peck hello that Eddie chases after when Buck pulls away again.
OR: Buck and Eddie sneak around behind Eddie’s family’s back, spend the summer together, smoke a lot of weed, and fall in love along the way
Kiss me before It's over (if only for a minute) by Bob_loblaws_lawblog
54,2K, Rated E
Evan Buckley is living out his childhood dream as the star hitter for the Philadelphia Phillies. He’s climbing the ranks, improving his stats with every single game – he’s unstoppable.
That is, until the Los Angeles Angels get a new pitcher seemingly out of nowhere. Known for his strong arm and tricky curve balls, Eddie Diaz is one of the few pitchers in the nation who consistently makes Buck strike out, and its infuriating. Even from the sixty feet that separate them between the batter’s box and the pitcher’s mound, the weight of Diaz’s gaze is enough to make Buck’s blood boil.
Because Buck doesn’t get nervous on game day, he never feels calmer than when he steps up to the plate with the bat in his hand – it’s where he belongs. But when he sees Eddie Diaz standing on that mound, his stomach flips and nerves spark across his skin.
Because if there is one thing Buck knows for sure, it is that he hates Eddie Diaz.
… Until he doesn’t.
Traded by princessfbi
23,7K, rated M
Really, it was Lena’s fault. She’d been the one to demand a video when Eddie had finally caved and sent an SOS to the group chat asking if anyone was willing to trade.
“Is anyone interested in trading jerseys with me? Preferably for a smaller size,” Eddie had said because knowing his coworkers, one of them would’ve been a smart ass and gave him an even bigger size. “I ordered an XL because I’m usually a XL but… the way it fits makes me look like I’m fucking one of the players.”
Eddie wasn't trying to go viral. He just wanted to trade his jersey. But then something called Booktok got involved.
Bartender!Eddie Diaz x Hockey Player!Evan Buckley
Snowed Inn by brewrosemilk
31,1K, rated M
Rivaling for a promotion, journalists Evan Buckley and Eddie Diaz get sent to a small town where they are each to write a piece on a once illustrious inn and its rich history. For two talented and overconfident authors, it sounds like an easy assignment - but in between a violent snowstorm, blocked roads, heated stares, and a struggling inn, Buck and Eddie may just have to abandon their rivalry and accept each other as partners.
Don't play games (come my way) by letmetellyouaboutmyfeels
43,1K, Rated E
Buck hates Eddie Diaz.
Ever since his publishing company and Eddie's merged, the man has been nothing but a pain in Buck's ass. The way he nitpicks all of Buck's company emails, the way he spends half his day bickering with Buck, the way he makes Buck's stomach flip and the way he's started haunting Buck's dreams... yeah, it's one hundred percent hate. Definitely. Buck's sure of it.
Because what the hell else could it be?
Falling slowly; sing your melody (I'll sing it loud) by princessfbi
55,3K, Rated E
Buck didn’t like him at first.
Eddie Diaz was all hard lines and strict rules with a bone structure that could cut through glass and scared away his fans. Which... if you asked Bobby, was the point but still!
He also yelled at Buck which was fine. It’s not like it hurt his feelings.
It didn’t.
It didn’t, Maddie!
It also definitely didn’t turn Buck on either. Nope.
Stop it, Maddie!
After a traumatizing home invasion, Bobby Nash decides to hire a bodyguard for his lead singer.
Musician!Buck Bodyguard!Eddie
More fics to be recommended soon!
#911#buddie#911 on abc#buddie fanfic rec#buddie fanfiction#rated m#rated e#20k+#alternate universe#buddie recommendations#buddie au#911 abc#911 fanfiction
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Monsters and Animals (1985) is the bestiary for the Palladium Role-Playing Game, consisting of about 100 pages for the former, 60 for the latter.
Let’s talk about the animals first. It is a weirdly exhaustive list. I am not sure I need stats for the goldfinch, despite it being the state bird New Jersey, but they’re in there. And lots of other birds, and other animals too, nearly none of which seem like good opponents for players. But I guess it is nice to know there is a small region in the southern portion of the continent where koalas live. Love a koala.
That’s another idiosyncratic thing for this book. Nearly all the creatures are accompanied by a small map of the continent with their range shaded in. I certainly don’t mind this sort of information, but I do kind of wonder if anyone was ever so in sync with a setting as to worry about whether monsters were in their proper geographic region. I can’t imagine playing a game where that would be a factor.
The monsters are a good mix of classics from folklore (a proper manticore!) and weird creations (Horse people with peacock tails? Sure, why not.) I think the Owl Thing is maybe my favorite. I have to say, the pencil work here is pretty outstanding and all by Kevin Siembieda. I’m not used to him delivering in this style, and at this level of realism. Not so into his cover for the first edition, though. The revised second printing cover is a strong improvement, and I love that manticore (the critter on the first printing isn’t a mistakenly winged manticore — rather, it matches Siembieda’s basic design for the sphinx).
#roleplaying game#dungeons & dragons#tabletop rpg#rpg#d&d#ttrpg#Palladium#Monsters And Animals#noimport
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Something that has struck me from being in the Limbus community a while now, and having recently joined the Limbus subreddit, is that Limbus Company has a big problem...
The Onboarding Experience.
THE PROBLEM
When I started Limbus, the sheer amount of shit to get was overwhelming. So many IDs and EGOs, all of which individually were so expensive that it took a ton of grinding just to get one thing.
That was ten months ago. I believe the amount of IDs/EGOs in the game has increased by at least 50% since then.
I grind a lot more than the average player, doing about 2 MDs a day, as well as all my dailies. It takes me about a week to save enough Shards to gain one Identity/EGO, not including any limited-time events or new BPs coming out. Right now, I have... I'd say just over half the EGO, and all but two Identities. After ten months of playing.
This is woefully slow. Sure, you don't need every EGO/ID to play the game, but if you want good teams, it'll likely take at least 2-3 months to Shard enough IDs and EGO to build enough good teams to reliably take on Refraction Railway without headache.
There's also the story content. For the first... almost four Cantos, the game is so easy that you don't really need to try. Just do Pulls to get 1-2 good IDs and then throw them at the story until you get through. Though of course, 4-48 always takes people by surprise. And then 5-30. And then Canto V Dungeon. And then BHK. And then--
Even me, who grinds a lot, was actually pretty underleveled until Canto VI, where I was just slightly underleveled. Because getting EXP Tickets, especially for a whole team, is slow as shit. And UT3ing a whole team, for a new player, is actually a serious time investment just for the bare minimum. I see people going into Ricardo with UT2 team members because they don't have Thread. And UT4? Forget about it.
Sure, you can say Limbus isn't very hard, but a lot of stages sort of play like stat checks. And getting those stats can be rough as a new player.
I know they've done stuff to remedy this, like the "New Players Event" or whatever, and they'll be tapering off the EXP Curve for levels above 45, but it doesn't seem like enough.
New players have to grind a lot just to get a good enough team to beat story content. Especially now that Canto VII has such rough encounters.
So what can we do?
POSSIBLE SOLUTIONS
-Improve the "New Player Track" to add enough to level/UT a full team
Feels like a bandage solution for such a serious problem.
-Bump up the rewards for ALL Thread and EXP Luxcavations
Could be a good solution, if done well. Though if you buff it too much, you risk making early and midgame content too easy.
-Bring back old Mirror Dungeons and Railways.
This is my personal favorite solution. Letting people run old MDHards as they came out to get rewards feels nice. And old Railway rewards definitely wouldn't break the game, since most of them came out at a time when people just generally had less stuff anyway, so the rewards are only okay by today's standards.
Also gives players more stuff to do other than the "Story > Thread/EXP > MDNormal" loop. And justifies the inclusion of those mini episodes they release upon a new RR/MD dropping to a modern audience.
This still doesn't "fix" Shards though. I feel like Shard economy is still really rough as a new player. I think my solution is just to increase how many BP Levels doing an MD gives you based on which one you're doing. So maybe MD1 gives two levels, MD2 gives three, MD3 gives four, etc...
If that happened, new players would have ways to get Shards as they do now, with more Shards the further they get into the story. And I wouldn't have to grind for a week to get one ID.
But maybe I'm insane and Shard economy is fine, who knows.
CONCLUSION?
no idea.
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Level Up: Bells Hells Level 12
As always: are there errors or major omissions? Let me know! Your preferred feat or spell isn’t listed? That’s because it’s not my preferred feat or spell, and you should make your own post for your own preferences! Additionally, because level-ups are no longer done at the end of sessions but are rather their own separate videos, I now include speculation for the next level(s) since there’s often very little time to speculate on the current level.
Chetney: He could take another rogue level, as Fearne has, but I think leveling in blood hunter is by far the wiser choice, though Travis does have the rare carte blanche for being good at mechanics award I just made up. Anyway, rogue would give him cunning action, but blood hunter is a big one: hemocraft die goes up to d8, unarmed strike bonus goes up to +2, and he not only gains another use of hybrid transformation per rest but also can now regenerate a small number of hit points at the start of each turn while injured, which will improve his already impressive tanking prowess. Looking forward: I think he should stick to the single rogue level, honestly, and keep leveling in blood hunter. 12 is an ASI level, so: ASI to strength, int, or con, all key stats, would be best in my opinion. He could even out his wisdom score, but also he's rarely been badly afflicted with bloodlust and this party does not lack for wisdom but does need all the int, str, and stacks of HP it can get.
Laudna: You've already seen my thoughts on sorlock before (if you haven't, basically: I think it's not as strong as people think) so this is a bit tough to optimize. Anyway, warlock 4 is a very narratively valid choice if Marisha wanted to level in order to indicate the impact returning to Delilah has had. It would grant her an ASI/feat, another spell, and another cantrip. Personally, I am once again asking Bells Hells to get some intelligence; as a warlock base Laudna's WIS save is already pretty solid, though a DEX bonus wouldn't hurt her either. I don't actually have a ton of feats in mind since she came in with a bunch of feats. Meanwhile, if she continues in sorcerer, level 9 is something of a milestone level and grants access to 5th level spells (and a new known spell) in addition to the usual sorcery point increase. Ultimately this is a tough choice - I think sorcerer is the superior choice mechanically, but warlock might make more sense in-story. Looking forward: really dependent on which path she takes, honestly, but if she does level in warlock I think she should level in sorcerer next. [Note from JUST NOW: she's taking sorcerer; place your level 5 spell bets now]
FCG: It's an ASI level for the non-multiclassers of the group, and: Wisdom. Up wisdom. I don't care if it's a +1 feat or a +2 ASI, either are valid, but increase wisdom. Last time I mentioned skill expert and observant as options; skill expert is I think the better choice since Orym has observant covered. Looking forward: it's a quiet but powerful time for clerics; level 13 grants seventh level spells and pals, all of them are bangers. Plane Shift and Resurrection are the famous ones, but Fire Storm? Divine Word? Etherealness? Symbol? Not a dud in the bunch.
Fearne: She took rogue last time so I do hope she takes a druid level, because cauterizing flames seems thematically appropriate with the shard and with embracing her power -both its healing and harmful sides - and also it's a fantastic ability. If she does take rogue, I feel like thief is the subclass that makes most sense because in combat, she's going to be relying on druid powers, and thief provides some great out-of-combat utility (and is generally an underrated rogue class). Looking forward: I do like the idea of thief Fearne, but also, level 11 is when she gets Transport via Plants, which is pretty key. Level 11 has a bunch of other great druid spells, as fans of Keyleth during the Briarwoods arc would know: Heal and Heroes' Feast both overlap with FCG's abilities but it doesn't hurt to have access to both; giving Fearne Conjure Fey is particularly funny; Sunbeam rules and she's done great things with Daylight; and Bells Hells is already learning the value of Wind Walk.
Imogen: ASI level and I say even out your stats: + 1 each to INT and WIS. She has a lot of feats already and the only one that I think makes sense to take now is War Caster, but right now she does not have a great wisdom save bonus and again, even a +1 to INT wouldn't hurt (plus she is, iirc, proficient in investigation, making her better at it than anyone but Chetney, so another point in that won't hurt in this part). Looking forward: I am assuming she's going to keep leveling in sorcerer and if things happen re: Predathos or Kord it will be represented by a subclass change rather than a class change or multiclass, but watch this space. Anyway, level 13 is time for seventh level spells, and my vote is for teleport since FCG can cover Plane Shift, but I must admit I do love Prismatic Spray.
Orym: it's another ASI and he gets a zillion of them! My boring ASI-loving ass says +1 to INT and CON. He could also take Sentinel although the big three generals can all probably teleport so I don't know if it's that useful, but Mage Slayer probably would be. Looking forward: At level 13 he gets a second use of indomitable, which is great but there's not a ton to say about it. At level 14 he gets another ASI and he should take whichever of the recs I have up here he doesn't take at level 12.
Ashton: An ASI to them too. I feel the move is to max out strength at this point. The CON loss sucked but their CON was already very good; focus on hitting a little harder. Sentinel and Mage Slayer are also valid options for them, though I'd go for the ASI and let Orym, he of the zillion ASI levels, take those. Looking forward: Brutal critical comes at L13, and a path feature at L14; as their subclass is homebrew I have no idea what that feature might be, but I'm excited.
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THEME: Mermaids
This week’s games are all about swimming, stabbing, and sinking ships as creatures of the open ocean - or at least, a local body of water.
Siren Silk, by DOCTOR_dev.
Players take the roles of journeyfolk, the umbrella term for travelers that spread word and wares under the waters of the Swiften Sea, home of the branchia and their kingdom Ornata. Trade is done through any number of means: you can barter goods, harvest and deliver natural resources, craft at your traveling workshop, spin stories, or deliver news to the fringe settlements of Ornata.
Siren Silk is still a work in progress, but it has more than just mermaids on offer. You can play as various kinds of undersea folk, including sirens, krakens and sea serpents. Siren Silk is built on the Passkey System, which offers a diceless way to play, using something called EP. You have stat pools with various amounts of EP, which you can spend in order to gain a success; spend more EP, get a more effective success. You can also gain advantage or disadvantage in certain situations, which gives you discounts or higher EP costs. Your PCs might also take on conditions throughout their adventures that help or hinder them in mechanical ways, such as granting disadvantage, giving you extra EP, etc.
If you want to play this game with dice, there’s also a dice-rolling set of rules that correspond to the spending of EP, so I think Siren Silk has the potential to be flexible to your table.
Siren Squad, by Jennafiggers.
The Cerulean Sea needs your help! Join the Siren Squad, where you and your friends are rainbow mermaid secret agents. Summon adorable sea creatures, solve puzzles and explore for clues until you complete your Mission to keep the sea safe. This is a world where magic and technology intertwine, all sorts of fantastic sea creatures thrive, and friendship is the most powerful force of all.
Siren Squad is a cinematic game reminiscent of American Saturday morning cartoons where the heroes win and everything goes back to normal at the end of the episode. If you love the puny, light action of Totally Spies or Powerpuff Girls, the thematic characters of Streetsharks or Skylanders, or the off-the-wall adventures of Chalkzone and Ruby Gloom, you'll probably love this game.
This game is currently in play testing form, but the designers certainly seem to have high hopes for it! You appear to construct your character from a playbook, that is heavily themed to make each PC feel unique, powerful and dynamic. Right now there appears to be google sheet versions of the playbooks, which hold Quickstart characters for people who want to get a bit of a peek into the game before committing to purchasing. One of the cutest things in this game is the existence of buddy beasts! I have no idea how they work but the art for them is very very cute.
Storm Drain Mermaids, by Papertigress.
You are a feral mermaid. You and your sister sirens (the other players) live in the local city/urban waterways, each having a territory and rallying together in flood/drought/calamity situations for survival as needed…
Now is one of those times.
This is a simple one-page game that can be printed off and double as a character sheet for each player. Your mermaid has 5 stats, and a territory that “belongs” to you and therefore gives you an advantage when you act while within it. Each player also has a pool of “scales” that can be used to improve their chances with every roll, or to inflict penalties on an opposing force. The game feels balanced between chance and the spending of resources to ensure your character succeeds a healthy amount of the time. There’s also roll tables a-plenty here, to help the GM come up with ideas as the players swim through the world.
Under the Sea, by rzut-na-angielski
Over the years the story of The Little Mermaid and her horrid end was a cautionary tale for young merfolk. But you - a group of teenage friends - think that Ariel was right. Humans are sexy. Especially the one you’ve been stalking for the past month. If you can’t go up there, then you’ll have to make sure that your human gets to live under the sea with all of you. Play to hatch a polyglamorous plan to get your human some gills AND MAKE THEM FALL HEAD OVER FINS FOR ALL OF YOU!
A goofy game about falling in love and trying to get your crush to like you back, Under the Sea is 2 pages long and grants your character three simple stats: Fins, Heart and Mind. You also carry with you some kind of magic, although how you wield that magic appears to be up to player interpretation.
The game has a very clear endgame scenario: your Human mast have gills and/or be in love with you by the end of the game, or they will die / return to the surface world, never to be wooed again. The course of the game runs over three stages: finding your human, approaching them, and bringing them to the sea (where hopefully, they will fall in love).
Guardians of the Sea, by Ezra Tellington.
"Mermaids used to live in harmony with nature and, for the most parts, humans. Sure, homo sapiens sapiens was both nutritious and easy to charm, but mermaids held no animosity towards their prey. In the last century, though, everything changed: oil spills, plastics, whole species of plants and animals eradicated, what was one day an underwater paradise began to look like a wet wasteland. Mermaid population began to shrink and the remaining ones moved to further removed regions, where humans and their trash could not find them.
In the anarchist society of mermaids emerged harsh discussions: should they wage an actual war against humanity to defend their ecosystem? Some individuals insist that not all humans are at fault, but this opinion is getting less and less popular as the marine animals die out."
Guardians of the Sea looks to be a short game, approximately 9 pages long. The character skills appear to exist as rows of pips, similar to World of Darkness, which might be easy to manage visually. The game itself is mostly about capitalism and ecology; a war rising from the ocean as the onset of climate change makes your characters’ homes uninhabitable. If you like stories that have a little bit of revenge in them, you might like this game.
A Salt Kiss Remains by Whimsy Machine.
A Salt Kiss Remains is game of mermaids, magic, and monsters in the great open sea and the land it crashes upon. We play as denizens of the ocean or other aquatic environments, exploring and protecting this world. These adventures can be lighthearted and fun, exploring sunken ruins of ancient humans, falling in love, and building families, and they can reach like the sea ever deeper. In these dark depths, we explore the damage humans cause to the oceans, what it means to be predator and prey, and the unfathomable mysteries of this vast world.
A Salt Kiss Remains may still be in alpha, but it is FULL of moves, in a way that feels slightly reminiscent of Apocalypse World. Each move references a specific situation in the game, and some of them specifically use a resource called corruption in order to help your mermaids to magical things. This includes (but is not limited to), sapping all life from a location, reading the entrails of dead creatures as a form of augury, and warping the forms of other creatures to your will.
The game also comes with a set of introductory adventures, which may be helpful for GM’s who want a solid place to start, or even just some inspiration for the kinds of stories you can tell with A Salt Kiss Remains.
Radioactive Mermaids of the Burning Sargasso, by kumada1.
In the year 2020, the world was veiled in darkness. The wind stopped. The sea was wild. The earth began to rot. And humanity went into decline. Five thousand and fifty three years have passed since then. It is now the year 2021. Life clings desperately to the ocean.
Two things are true: you are a mermaid, and you are rad.
Specifically, you are a radiotrophic being, feeding on the hazardous background noise of the universe to fuel your cool powers.
In the oceanic zone where you live, the Burning Sargasso, you are unique among lifeforms. Most creatures here are radiation-resistant, but you actively absorb and neutralize it. This makes you something of a keystone species. It also gives you potent science-magic powers, and one heck of an obligation.
Radioactive Mermaids of the Sargasso revolves around building an enclave in the sargasso and improving it, for both your sake and the sake of the wildlife around you. You’ll collaboratively define the elements of your enclave, and work together to make it flourish. Tending to the garden doles out Tedium to the caretakers, which can force your mermaid to leave the enclave if they accrue too much - eventually freedom becomes too alluring to resist. Your character might also accrue something called Rads, which don’t harm you, but can be used to fuel your science-magic powers.
If you want a unique take on mermaids and a collective, clear goal, you might want to check out Radioactive Mermaids of the Sargasso.
Seven Deadly Sirens by Litza Bronwyn.
In this game, you play one of seven types of mermaids and roll with seven deadly sins to power your basic and special moves in order to summon ships, lure men to you, devour their hearts, and collect their treasures.
Previously released, this second version of the game contains updated information based on playtesting feedback, beautiful stock imagery, and new formatting.
Each of the seven playbooks comes with a section for describing your character, filling out the bonuses for your seven sins (used as stats), relationship questions, special moves, and a place to keep track of your wounds, experience, how much treasure you've collected, and how many hearts you've devoured (which you can use to enhance more powerful moves).
Seven Deadly Sirens feels the most gritty on this list, with bonuses and negatives for various moves being determined by your Sins, which measure things such as your desire for sex, food, possessions, etc. You are all different kinds of mermaids, inspired by various sea creatures, granting you unique moves that match your playbook - such as the mer-eel, who is slippery and has a unique relationship with lightning.
This game also highlights relationships, both between the PCs and the men they will encounter. Men are cruel and lovely; they are potential lovers, victims, opponents, and so much more. Will you consume them? Or will they consume you? Play to find out.
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My Experience with P5R
So, I went into this game with Zero Knowledge™ of what it held. I only bought it, because I knew you got to play as a phantom thief, everyone loves Joker and everyone had at one point called it the Perfect Game™ (oh, and it was on sale).
First Playthrough
Start up game. Absolute banger of a first hour. Everything is on point, this truly is the Perfect Game™ when it comes to graphical interface. Also, hands down best intro segment I have ever played. Immediately 100% invested in the game.
I write my name. I'm too lazy to look up something authentically Japanese online, so I name him KURO KNIGHT. I do not realize that small caps were available and this does haunt me for the next 100+ hours.
I discover the ability to "befriend" shadows. I attempt to befriend every shadow I meet.
Igor tells me to kill two of my personas. I am heartbroken and horrified by their execution. I absolutely hate the function and vow to never use it.
(Arsène is never sacrificed. At the time, I did not know this is uncommon for the first playthrough).
I max out the amount of personas I can currently have. I am heartbroken. I want to befriend all the shadows, but the game won't let me.
I am introduced to social stats. I make the wild assumption that these will passively effect the story for good/bad endings, as well as chances of success in Palaces (e.g. charm will increase likelihood of befriending a shadow, knowledge improves Third Eye, etc.), instead of being a "you must have stat 4 to pass to the next story segment" role. I immediately start investing hard on maxing my stats.
I do not know how to check Confidant Availability on the map. I only go to meet confidants if they've texted me.
(As you can imagine, this will royally screw me over later)
A teacher smacks me in the head with a piece of chalk. I'm told if I improve my proficiency, I can dodge it. Guess which social stat I start heavily investing in.
I am introduced to Maruki. I am told I have until November to max my relationship with him. He is immediately given priority over all other Confidants. Keep in mind, I only meet confidants if they text me.
I meet Kasumi. I'm not that interested in her, until I realize she only has a 5-star confidant bond. I decide to max her out, because that will be easy to reach.
I reluctantly start executing personas. Arsène is never executed, even though he's becoming so weak, I can no longer use him in fights.
While on the main menu, I notice Joker's shoes for the first time. And then I check and yes. Joker has the worst shoes in existence. I hate them. Everything about his phantom thief outfit is on point, except for those monstrosities.
I go ballistic over no one asking why "Pleasant Boy" heard their conversation about pancakes. I am angry. Enraged. I want answers, but the characters don't seem to catch onto the pancakes. I am deeply upset.
This is when I start questioning the intelligence and competence of the Phantom Thieves. It will effect how I perceive them later on.
I officially meet Akechi. I instantly take a strong liking to him, because he is the absolute WORST person to befriend as a phantom thief. The pancake thing makes me also super suspicious of him, further adding to him being a BAD person to befriend.
Akechi gives me the Sleuthing Instinct Skill. Akechi is instantly my favourite Confidant and I am determined to unlock the rest of the skills on his Confidant route.
A teacher throws chalk at me. I dodge. The whole class is amazed. I'm smug about it.
I meet "Becky". I die of second-hand embarrassment.
Why can I not gift Morgana sushi when I want to? Let me feed my cat sushi.
Every new palace, the Phantom Thieves are like "No! They don't have a persona, they can't help!" and "Leave it to us experienced pro phantom thieves B) ", only to end up relying on the formally non-persona user. I really don't feel like they're competent, since they suck at protecting civilians so much, that the civilian has to awaken a persona to save everyone or they'll all die.
I finally have enough guts to call up "Becky". When she arrives, the second-hand embarrassment is so strong, I exit the game without saving and have to replay the last two in-game weeks.
I realize that Yusuke, Makoto and Futaba are not listed as my Confidants. I panic and despair. I have failed my friends.
(I am unaware that minimal confidant bond does not mean we are not in-game friends and that not maxing out a Confidant Bond does not have too much impact on the story...)
The first time I ram into a shadow with the van, I burst into laughter. It was entirely unexpected.
I befriend Chihaya. I can't help but notice how much of a Meet-Cute this is and decide that I will pursue a relationship with her.
In Hawaii, I spend the day with Mishima and Ryuji. I am unaware that this is because I failed to develop higher bonds with other Confidants.
I get my first part-time jobs to complete Mementos quests. I wonder why anyone would bother with jobs, since you can get more money in Mementos than at work.
It starts occurring to me, that maybe I'm not supposed to blast through palaces in one run. There are benefits to multiple visits. I continue to complete palaces in one run.
I get stuck on my second boss - Haru's dad. Even grinding in Mementos does not save the day. I look up advice online.
I go out of my way to meet Hifumi. I cry. I want to max out her bond, she's instantly proven herself so useful.
I defeat the boss by the skin of my teeth. I never want to face that boss again.
Akechi officially joins the team. I am ecstatic, but I am dreading it. I love him, but I still have that pancake thing in my head and I am fully aware that the rest of the Phantom Thieves do not like him. AT ALL. Which can only mean the narrative has labelled him a bad guy (otherwise they would have quickly warmed up to him, like they did with Haru), which means he is only temporarily on the team, which means he will do something nefarious because the narrative said he must. Also, he is conspicuously the only one wearing white as a main colour. So. Further fuel for the "not part of the group!!!" fire. I am deeply upset by this. I still love him, even though I know I will have to soon accept his role in the narrative, whatever that may be.
A teacher throws chalk at me. I'm one step away from maxing out proficiency. It smacks into my face. The cold war wasn't over after all. The teacher has improved his aim.
I try to start a Confidant bond with Haru. She snaps at me and I'm so terrified by the reaction from the otherwise sweet and polite girl, I never attempt to talk to her again.
"I hate you." Akechi, as your only friend, please go see a therapist.
It's November and I haven't maxed out my relationship with Maruki. I am not getting opportunities to do so via text. I despair, because Maruki has grown to be a favourite of mine.
Maruki wants to bid me personally farewell. My Confidant Bond with him maxes out during our tearful goodbyes. I whoop and cheer that I got to the end of his Confidant route, oblivious to what this means.
Akechi says we should leave stealing the treasure to the last second. The team instantly agrees. I get mad, because when I try to do that, the team nags at me and complains that we should really do this ASAP, but when Akechi suggests it, it's fine-
The police raid Sae's palace and I assume they're cognitions from the nearby cognitive police station, not real police. From that, I deduce that the interrogation scene is taking place in the Metaverse and not the real world.
Yeah. I wasn't wrong, but I wasn't right either.
Endgame spoilers under the cut.
Endgame
The game keeps telling me to think carefully about my choices. I become paranoid. I am in interrogation and I become confused.
I am so confused by the game, I start thinking that maybe my instincts are wrong, and I end up ratting out my friends while being interrogated.
Sensing this was the Wrong Option, I exit the game and reload the last save file without finding out if it really was the wrong option.
I was right. It was the Wrong Option, since I am now watching the Right Option unfold. I am frustrated, because if the game hadn't been so insistent I "think carefully" and "consider my actions seriously", I would have instinctively not named my allies. BUT because it was nagging me, I thought if I went with the obvious option, I'd end up with the bad ending.
I'm an overthinker, ok.
Akechi comes to kill me. He looks utterly unhinged, to the point it crosses over into hilarity.
(Akechi gets one(1) plus point for looking incredible while killing the policeman. Like, that was insanely slick. Several thousand minus points for killing Joker though. And then nudging his head to check if he's dead, like Akechi, you shot him through the head what do you expect-)
It turns out, the Phantom Thieves did know about the pancake thing. But I'm 60+ hours into the game at this point and I do not have the mental capacity to retcon that much time to fit this reveal into a cohesive story. As such, despite making sense and the game setting up for this, my brain does not completely accept this plot reveal.
In other words, I would have strongly preferred it if we continued having 100% of the protagonists' perspective, instead of the 90% we ended up having, to keep the 10% (knowledge that Akechi will betray them, and the plan to fool Akechi) secret.
Like, no. We didn't need that to be a "plot twist". It was obvious from the start. Just admit it upfront next time.
I also don't buy into the Phantom Thieves being smart enough to concoct such a plan, because they've been making things up as they go along since Day 1 and have been heavily reliant on picking up new team members to survive Palaces and defeat Bosses. As said. By not addressing the pancake thing, my opinion of them being competent phantom thieves was shattered. I can't unsee their shortcomings, even if the pancake thing wasn't a shortcoming after all.
A part of me feels icky, because I know my first choice had been the bad ending. It now feels like the bad ending was the true ending, and I've cheated my way out of it, so the good ending that I'm approaching does not feel earned. The feeling hangs over me for a while.
Even though KURO is not dead, his absence in day-to-day life is shocking. It leaves a really big impact and a sense of dread.
I like KURO's incognito civilian clothes until I realize he's got nothing on under the grey hoodie. Child. Put some layers on. It's winter. What the heck, are you trying to die of hypothermia or something.
I miss Akechi. Not because I actually miss him, I miss what he contributed to the group: Getting the others to get all the way off my back about leaving the heist to the last minute.
"No guys, we can't go to Shido's palace until I've made enough coffee and curry! Yes, I'm serious!!!"
The Phantom Thieves are turned into mice. This is one of the best things to happen in-game.
Akechi has a psychotic breakdown in the engine room. I repeat to myself that this really could have been avoided if Akechi had just gone to a therapist.
Imagine my shock when I defeat Shido, but the game doesn't end. Staggering.
Igor orders Caroline and Justine to kill me. I panic, wondering if this was because I failed to max out my bonds with the Phantom Thieves and I am approaching a bad ending after all. Then I wonder if maybe this could be avoided if Caroline and Justine had a higher Confidant bond with me and I regret that it's still at an abysmal level 1.
It turns out that having level 1 doesn't stop the girls from apparently liking me. They cannot of their own free will kill me. I'm glad that it doesn't matter that I only have a level 1 bond with them, but this still feels jarring. My mind still equates bonds to levels of friendship, meaning we're still barely acquaintances at best. Plot armour for Joker has kicked in hard.
I make the wrong assumption that maxing out bonds has no impact on the overall story.
I am surprised that Morgana is not - in fact - human. At some point I had convinced myself he was a teen persona user, stuck in a coma. Or that he is the persona of a persona user, sent loose to help his persona user wake up again. I don't know when I developed that theory, but it's so strong that the truth throws me.
Unlike the pancake twist, I accept this "twist" without issue.
Over the course of the game, I have been strengthening Arsène like crazy. He is my strongest persona and has inherited many powerful abilities from the persona sacrificed for him.
I head into the final battle with Arsène equipped. It's satisfying to kinda defeat the final boss with him.
There's something kinda depressing about the cutscenes in the final boss battle. Almost like my confidants are... absent...
I am overjoyed when Akechi is confirmed to have survived, as he turns himself over to the police. I assume this is the result of maxing out my bond with him.
I love Morgana's cat portrait. No, I am not biased because he's a cat.
I assume the game will end. Then KURO wakes up in the counselling room. The game is not over yet.
Third Semester
Because I happened to max out my bonds with Akechi, Kasumi and Maruki, I get the third semester story part.
I am unaware of how lucky I am, considering I didn't max out any other bonds by December (outside of the automated bonds of Igor, Sae and Morgana).
I make use of the extra costumes the game has given me for the first time. I pretend there's an in-story reason: The alteration in the universe has also affected how they appear as phantom thieves. KURO is now running around in his starlight clothes, Akechi in the dance costume and Kasumi I'm never quite able to settle on. Why those particular clothes? I am unable to come up with a theory, beyond reality alteration.
I am thrilled that the game addressed Akechi's unhinged nature by having Kasumi question it, and didn't just act like nothing had happened.
I am delighted that, in Morgana and Futaba's absence, Akechi is my navigator. I have not enjoyed myself that much in a long time. He's terrible and that's what makes him perfect.
To be honest, it's in the third semester where Akechi is elevated to absolute favourite character in Persona 5. Prior to that, he was liked, but not favoured.
I am horrified that Maruki is the new bad guy. I am even more horrified by what they did to his hair.
I am glad that "Please see a therapist" is not something I can tell Akechi during the first and second semester, because - after what has happened to Maruki - Akechi would never let me live this down.
To be fair, Akechi would also accuse me of being a kleptomaniac, considering how I've picked every palace clean so far.
Genuinely shocked by the Sumire reveal.
Sumire apologizes for trying to kill KURO. I wish KURO had told her it's fine, because Akechi, his currently only other friend, also tried to kill him.
I spend third semester trying to max out my bonds with the Phantom Thieves and any other Confidants I haven't maxed yet.
I befriend Haru, but I never get passed level one with her.
I manage to get to level 9 with Chihaya. We become a couple. I assume.
I succeed in maxing out Takemi and Mishima's confidant bonds, but no one else.
I max out the Baton Pass with all Phantom Thieves (including Akechi and Sumire). I do this just because it's cool to have. I'm not thinking strategically.
During this semester I go to play billiards for the first time.
Because I'm playing billiards for the first time, KURO asks "What's a cue stick?" Meanwhile, Akechi - with whom KURO has played billiards several times, who KURO has even beaten at billiards - is just standing in the background. I pretend Akechi is exasperated.
I had already suspected it when it's revealed that Akechi is a cognition-human of the new reality. I am not surprised, since despite my love for Akechi, it feels like some of his nuance is gone as of the third semester. Him being a cognition built from people's perception of him (with heaviest influences being directly from KURO and the Phantom Thieves) explains that.
"This isn't trivial!" Mmh. Some grade-A angst right there, I love it.
Of course I choose to defeat Maruki. I may love Akechi, but not so much that I'd let everyone on the planet be brainwashed into someone's perception of true happiness. There's a difference between living and being alive. And also, Akechi doesn't want to live in this reality either, so....
I really, really hate Maruki's metaverse look. Like, at first, you think, well, a bit weird, but tolerable. Then you get glimpses of what's underneath the poncho and oh... oh no...
I am glad to have maxed out the Baton Pass with everyone, because this is the only reason I am able to beat Maruki.
Much like with all bosses from Okumura onwards, I win by the skin of my teeth. Unlike other bosses though, I get max HP and SP after completing a phase. I appreciate this, because otherwise I would have lost (most Phantom Thieves are in the low 80s, high 70s range).
I can't believe I end up in a fistfight with Maruki. They're not even attempting to dodge each other. It's like I'm watching an 18th century boxing match.
The Ending
It's Valentine's day. Chihaya doesn't give me anything. I am disgusted.
I'm told to say goodbye to all my friends. I exit and can only bid farewell to Sae, Takemi and Mishima. I am distraught.
Even though the cutscene has all the Phantom Thieves bidding me goodbye, I don't buy it. I couldn't bid them farewell on my last day, so this doesn't feel earned or real.
I realize I couldn't bid farewell because I didn't max out their bonds. So maxing out the bonds does have an affect on the story, just not one I could have predicted. It leaves a sour taste in my mouth.
Maruki is a taxi driver. Dude. You have a university degree. You have a doctor title. Is this really all you could come up with?!
The game ends, I get the extra cutscene with Akechi and KURO seeing himself as Joker in the reflection. I interpret this as 1: Akechi is alive in some shape or form (with how and why being up in the air), and 2: the Metaverse cannot be destroyed, but the Phantom Thieves actions have lead to it being purged and cleaned. Hopefully, it will be healthier this time.
First Playthrough took me 110 hours.
NewGame+
I start the game so I can say goodbye to my friends. Yes. I am so mad that I couldn't say goodbye to Ryuji (and tbh, specifically Ryuji), I am replaying the entire game.
For real, if I'd been able to bid farewell to Ryuji in the first playthrough, I wouldn't have bothered with NewGame+.
And yes I've only mentioned Ryuji like a handful of times, but that's because I didn't really need to. Everyone loves him. It's a given.
I set the game to safety mode, because I just want the story.
This time I put a bit more effort into Joker's civilian name. I've grown attached to Kuro, even though I'm fairly certain that's not a name in Japan. In NewGame+ his name is Kuro Kichihei.
I enter my first battle in the Kamoshida's palace. I am frustrated that my stats are so low.
I realize I can equip end-game gear.
I'm crying, the shadows stand no chance.
I am too powerful. I fail to befriend shadows. I am forced to execute Arsène. This hurts.
I see the cutscene for executing Arsène for the first time. The Best Boy was with me to the very end in the first playthrough. It hurts to see him leave so soon in another timeline.
"It's no use! They're too powerful!!" Morgana cries. We have taken 2 HP damage.
I kinda wish I had set the game to easy mode, because I have a strong desire to know if this would be just as easy in normal mode.
I am determined to max out all bonds I form. While reading an online guide, I learn about checking Confidants Availability on the map. I feel like an idiot. I knew the blue rectangles meant a confidant was there, I didn't know they may offer up more information.
I discover there is a Confidant I have never even met in the First Playthrough. I go out of my way to befriend him. It's Yoshida.
Befriending him is... kinda stalker-y. Because I first find out where he frequents, get a job there to talk to him, and then I'm able to open up the confidant route. Like. I- I stalked him. So I could befriend him. No matter how you slice it, it's creepy.
I am in Madarame's boss battle. I am using personas at levels way higher than me, than the palace. I throw fire at all Madarames, the fire Madarames reflect it back at me. I am insta-killed. It's the only time I've died in the second playthrough.
I'm befriending and levelling up all previous Confidants, even though I know some of their skills carried over to NewGame+. I plan on befriending Chihaya again too, even though I'm going to pursue Makoto this time.
I do not open up the route with Chihaya.
I do open up Kawakami's route. I emotionally distance myself from the game to do so.
I discover I really love Kawakami and relate to her. It's unfortunate that the guy helping her is a minor and her student.
I spend a day hanging out with Ryuji. He mentions that his favourite characters are the rival characters. Um. Ryuji. Are you sure about that. Are you sure about that-
I open up Haru's route. She doesn't snap at me when I talk with her. I'm relieved.
As I finish Makoto's route, I suddenly wish I hadn't started a relationship with her. Because as she's pouring her heart out, this feels like she needed a friend, not a boyfriend. It's too late now though.
Meanwhile, I'm in Haru's early stages and I am displeased by the fact that she's still with her fiancé. My sympathy is not very high.
I finally understand why the Phantom Thieves kept asking me how I felt about the plan for Sae's palace. They weren't worried about the palace, or working with Akechi, they were worried about Akechi freaking murdering me.
Why is it an option to date Futaba if Sojiro is against it? Don't go against your dad's wishes, man.
Because I am weak, when Akechi sends me a text, asking me to hang out two days before he will murder me, I agree. Even though there are other Confidants whose bonds are ready to level up. Even though I've already maxed out my relationship with him. Even though it only unlocks a bless skill he will not have in the third semester. Akechi is still the favourite and does, in fact, get special treatment as a result.
As the Phantom Thieves re-explain how they suspected and tricked Akechi, I am able to better accept it and see how it fits into the story, partly because it's taken me 30 hours to get to this point, instead of 60.
I may accept the twist better, but the distaste remains and so I'm still not wholly happy with it. Maybe it's favouritism though. No. Who am I kidding. At this point, it's definitely favouritism. It's rarely strong enough to break the narrative though, so. Idk what you did Akechi, but you did it right.
I learn that if you have high bonds with non-PT Confidants prior to having to pretend to be dead, they will all reach out to you, to know that you're still alive. This made me very happy. And I did think it was strange in the first playthrough that no one outside the Phantom Thieves seemed all that bothered that I was dead.
There is substantial fear that I won't max out all my bonds before the end of the game.
I am particularly terrified that I will fail to max-out Haru and Shinya.
NewGame+ : Endgame
I enter Shido's palace. For the first time, I am no longer killing enemies with guns and attacks alone. Still wiping the floor with them though.
Haru seems to laugh at all my jokes. I wonder why Haru, Kuro and Akechi are not a more common trio in the fandom. You just know Kuro will tell a terrible joke, which Akechi will reasonably not find funny, but Haru finds hilarious, bursting into laughter, further exasperating him. I mean, tell me you don't see it. Tell me.
I max out the technical skill in billiards. I wish I could switch to normal, to see what the difference is (considering I never even touched it in the first playthrough).
Turns out I didn't need to worry about Haru. She maxed out within ten days.
At level 9, I'm thinking "Wow. Joker and Haru are such good friends :) " Then I reject her and she runs away. I suddenly feel bad that I'm already dating Makoto. So far, the only other confidant that got sad about rejection was Takemi. And she swallowed it like a champ.
I finally start exploring Shido's palace. I skip dialogue and cutscenes, so when Ann asks me if I remembered the plan, I answered "I forgot, actually...", making her exasperated. I have discovered being dumb is way more fun than being a know-it-all.
I rewatch Akechi's confrontation and once again feel second-hand embarrassment for the boy. This really could have been avoided if you went to therapy like a normal person.
I didn't notice how cool Akechi choosing to side with the Phantom Thieves was during first playthrough. I'm able to appreciate it this time.
Shido demands that Akechi be brought to him. Sorry Shido, unless Akechi somehow managed to drag himself out of the metaverse, you're not finding the body. Assuming he died. If he didn't die, well. Brace yourself, you're in for a shock either way.
Actually, that opens up a can of worms. What does happen to a being of the real world, if they were to die in the metaverse? They're a physical being, surely they can't just stay there? ? ?
I attempt to open up Chihaya's route, even though we're days away from the final boss battle. I forgot that there was a lot of running back and forth to unlock her confidant bond.
In other words, I do not achieve what I set out to do.
I've maxed out all my bonds, prior to the final boss fight. Except with Futuba and Kawakami. I accept my losses and wonder if I have time to max out three confidant bonds in the third semester.
I get a lot of new cutscenes in the boss battle, because I maxed out most of my bonds. Too bad I am not as invested in the story this time and so it's more of an annoyance than an "oh cool, so happy my friends back me :) " moment.
I'm in the boss battle. I defeat the god of control very quickly, it's laughably easy.
It's why I call BS when the plot demands the Phantom Thieves are exhausted and low energy, so that the crowd can overwhelmingly cheer them on.
My Phantom Thieves were still on max health and their SP was still fairly high. We didn't need popularity to mop the floor with the god of control.
From what I gather, Akechi is the absolute first sign of reality manipulation. Everything else follows after Akechi appears. That's weird. I wonder if there may have been other hints I missed, but I don't think so. Wait. Does Kasumi count?
It's the first time I get to spend christmas eve with a gf, instead of Sojiro and Futaba. It's surprisingly sweet and I stop regretting dating Makoto. Idk, I feel Joker and Makoto work well together.
"My sis told me last night [about Akechi]!" Yeah, right Makoto. I know you spent last night with Joker, you totally heard it from your sister and not him.
Tbh, with the way the story works, it seems that Joker and Makoto are in a secret relationship. Which I'm fine with, secret relationships are like. One of my favourite shipping dynamics.
NewGame+ : 3rd Semester
It seems I'm very heavily invested in the third semester, because I don't skip nearly as many cutscenes.
I wonder what it would be like to play P5 and go out of my way to be as hostile as possible to Akechi. Like, avoid him at all costs and always shoot him down. I doubt it makes a difference to the story.
Can you even unlock third semester if you don't max out Akechi?
I change their uniforms again, because I like pretending that third semester also affects how their metaverse selves appear. And the explanation for a more casual look? Maruki wants them to be ordinary teenagers, without the pressure of having to save the world. So their phantom thief clothes are partially affected by that (which does work, since Kuro's starlight clothes look like a more casual version of his phantom thief clothes, etc.)
Akechi: "I think we handled that rather well!" Akechi killed the shadow in one attack. Kasumi and I did nothing, just stood by and watched. Let me repeat that, we didn't do anything. There was no we, Akechi.
Akechi really does just straight-up peace out and let Joker fight Kasumi by himself. And then appears in the background after the battle, like he'd been helping in some shape, way or form.
It's still very funny to see Akechi go full-on villain in his showtime with Joker, while wearing a hat with HERO written on it in big, golden letters.
It stings to lose Akechi as navigator so soon, but because we're all way higher levels than we were in the first playthough (we're steadily approaching 90), the segment where he's navigator is much shorter.
Kinda weird how Akechi is open and even pushes for teamwork this time, when he strongly rejected it in December. :/ Almost like... This might not be the real Akechi...
I finish Kawakami's route. It's sweet. I'm really glad I swallowed my second-hand embarrassment, because this was worth it.
The NewGame+ was worth it, because lemme tell you, those third persona awakenings are hitting me right in the heart. Ryuji almost made me cry.
Yusuke's third awakening is so great, it's easily tied with Ryuji for best third awakening.
Really wish I could tell my friends that considering how I've forgiven Akechi, who not only betrayed me, but actually tried to murder me, I'm pretty sure I can get over them ignoring me for a few days.
I mean, the bar to upset Kuro is pretty freaking high. Akechi can potentially have failed to reach it, depending on how snarky and hostile the player wants to be towards him, but in both of my playthroughs he hasn't.
Hey, has anyone decided to keep Maruki's reality, purely to spite Akechi? Asking for a friend.
I now have a new fear: Failing to max out Futaba in time. I consider it a minor loss though.
I ask Haru to grow moonlight carrots. It's the first time I've asked her to grow anything. I promptly forget about them and never collect them.
Akechi and Ryuji argue while at Maruki's palace. And I have to decide whose side I want to take. As much as I favour Akechi, when we get down to it, I will always side with Ryuji. Also, Akechi getting flummoxed by my behaviour will never not be funny.
I finally befriend Chihaya. With 14 days left before the ultimate final boss battle. But I have nothing else to do in the evenings now, so I might as well try. As exepected, it doesn't get far.
There are nine days left and I have not yet maxed out Sumire or Futaba. The fear of failing is becoming increasingly real and intense.
It's kinda funny. In the First Playthrough, Joker had a supporting role in battle, reviving, healing and using support skills. He also specialized in Bless and Lightning attacks, and switched between personas frequently. In NewGame+ he's become a tank, specialized in Almighty and Curse attacks, and only uses, like, two personas really. It's such a stark contrast, almost like they're different people.
I'm ranking up Futaba and. Oh. Oh no. She has a crush.
What is it with men head-patting women as romantic gestures in Japanese media, that's always been so creepy to me.
Sumire confesses to Joker, which good on her, she's the only one to have done so. But I still wouldn't date her. Feels like a saviour crush, and I'm not into that jazz.
I fail to max out Futaba, but I'm ok with that. Sorry Futaba (and technically Chihaya).
Hey, if Maruki could bring back Okumura and Futaba's mum (and maybe Akechi), why couldn't he bring back the real Kasumi? Pretty sure that would relieve Sumire more than imposing a fake Kasumi personality onto Sumire. Or even switching out Kasumi for Sumire. Like, what's up with that.
Also, do dead people get their desires fulfilled? I imagine not. Which might be why Akechi is dead set on rejecting the reality. He's real enough to behave similar or identically to the real Akechi, and therefore aware enough to see that everyone has their "desires" fulfilled, except his. Unless his wish was to not go to prison, but he could have avoided that by just. Not taking Joker's place.
Or maybe it was that his crimes had never happened? Which kinda does work, seeing as he was released by the police and his crimes "swept under the rug". He doesn't act like someone that wishes he hadn't committed his crimes...
I just assume Akechi's deepest desire is not having a dead mum. Or a dad that actually loves him. So. You know. Sorry Akechi, even in the dream reality, you don't get a living mum or loving dad. Be grateful to be alive.
The fistfight at the end is just as stupid as it was the first time around. Don't get me wrong - I love that it's there. It's glorious. But still stupid.
Ok, the "Free Kuro from Juvie" is way more positive and uplifting when it isn't just Mishima alone in the street, trying to get Joker out of prison and Takemi giving one(1) interview. I am so glad I decided for NewGame+.
Ohya's freaking awesome. Love her.
Valentine's Day is too cute when you're spending it with someone.
It's February the 15th and I am being A M B U S H E D.
White Day is also very cute and very different when you've got someone to spend it with.
I do miss being able to give Sijiro something on White Day though. He deserves chocolate.
Kinda weird that the game keeps asking me who I want to romance, when. I've only romanced Makoto. Because I am loyal.
I can bid my friends farewell! Yay!!!! I'm finally happy.
Based on online advice, I go to the jazz club. And Kuro. Kuro. What do you mean you weren't Akechi's friend. You were the closest thing he had to a friend. That makes you his friend by virtue of being closer to him than anyone else.
I am so glad I chased up Kawakami. Her story was one of the best in-game. No, I'm not biased because I'm a teacher too. I'm not.
Move over Akechi, I have a new favourite and her name is Ohya. You go, you beautiful, independent, alcohol-loving lady!
When talking to confidants, I love that there's implication that the adventure won't actually stop for Kuro. At least, that's my interpretation, since it nicely builds into my head canon that Akechi is alive and that Mementos is purged, not erased (again, Akechi couldn't have died, or it'd be in the news...)
The game ends. I can start another NewGame+, this time with all stats already maxed out and over 6 million yen in my pocket. I don't, because I basically got the satisfying end what I wanted.
Idk, maybe in a year or something. Might replay it then, on higher difficulty.
Second playthrough took me 50 hours.
Man, that was wild.
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I’m sorry if this is a dumb question but you’re the only one I’ve seen who’s willing to answer combat questions for lads. So on twitter a lot of people post their stats of their combat team (like the attributes and skills) and not the protocores itself and it seems to help a lot of people. How do you use the stats to decide on which protocores to use for your team? Cause when I look at them, I just see a bunch of numbers
Yeah, looking at each individual protocore someone is using doesn't do very much in helping you learn where you should improve because core stats are random by nature. You'll never be able to replicate someone else's protocore setup but you can replicate their total stats
The only time I ever show off a core is when they have uniquely impressive stats like a 29% attack boost or something
It's like finding a cool rock and showing it off but you can only see the pretty mosaic when you put it together with all your other cool rocks. You can make a mosaic that's similar to someone else's if you collect similar coloured rocks but you'll never find the same exact rocks
When I look at total stats for a team, I really only pay attention to the offensive stats. Meaning everything that isn't HP or DEF. There are exceptions to this like how Dragon Sylus wants more HP, but in general, only the offensive stats really matter since you're fighting against the clock
Let's compare my more developed Zayne team to my less developed Sylus team
You can see that Zayne's team has higher stats overall, but CRIT DMG and Oath could be a little higher
Meanwhile, my Sylus team still needs a more ATK and CRIT Rate if I wanted to clear the same stages as my Zayne team. In my team right now, I only have one core with a CRIT Rate main stat, so I'll have to look for another one to equip to boost this stat a bit more
In ideal situations, I like my CRIT Rate to be above 70%, CRIT DMG around 200%, and ATK as high as possible. But as you can see, it's not easy to reach my ideal. It all depends on the cores you have
That being said, there is no right number your stats should be at because your strategy could be different from other people's. For example, you could be focusing on DMG Boost to Weakened instead of Crit, so you'll load up on those cores instead. The strategy for general use is focusing on ATK and CRIT, but depending on your companion and the stage you're fighting, your strategy can change
Keeping in mind your team's total stats is important to know what you're working with. Don't worry too much about this at first. Just try your best at clearing the stages you're working on. If your team isn't able to clear a stage, take a look at your stats and see where you can improve
Because of how random core stats are, you might not have good ones right now, so farming cores is a never ending process. Pick the cores you like the best right now, level them, and use them. But keep farming so you can find better ones. When you find a new core with better stats and you know that they'll be better than the ones you're already using, you can use your older ones to level your newer, better ones. This is always a gamble though so make sure you still have cores for a full team before you use any current ones as upgrade fodder
I think that's all you need to know about looking at stats but if you have more questions, feel free to ask!
I know how it feels to be overwhelmed by numbers (I came from the GBF fandom where people were throwing spreadsheets and graphs at me when I was a newbie!! 💀) so don't worry about any question sounding dumb. I'll be happy to help you out
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Saga Emerald Beyond's tutorials are overcomplicated, so I'm testing whether I can explain the classes and techniques in a less confusing way. Please let me know if this makes sense.
Overview
Most of the techniques you use in combat can be described as weapon techniques, spell techniques, or relic techniques.
More rarely, there are mech techniques, ephemeral techniques, blood techniques, and soul techniques.
Not In This Guide
There are stats like strength and acuity, but I won't discuss them because this is complicated enough already. I will discuss how the mech and ephemeral classes interact with them.
Weapon Techniques/Kugutsu Part 1
Humanoids, meaning every class except monster and mech, learn weapon techniques. They can be subdivided into one-handed melee, two-handed melee, one-handed ranged, two-handed ranged, and martial arts, each of which has a different stat for how good you are at using them.
Yes, I'm counting martial arts as a weapon technique. Shut up.
Characters start with at least one weapon technique of each class. Using direct offensive techniques teaches you more of them, e.g. repeatedly punching teaches you to kick. Other techniques are learned situationally, e.g. if you repeatedly get attacked while holding a weapon that can parry, you'll eventually learn to parry.
The skills you learn later on can be sub-subdivided. E.g. an axe is a one-handed melee weapon, but using one can teach you moves that can only be used with an axe, not a sword. Thankfully, there's no specific axe substat--you just use the one-handed stat for damage.
There's a class called kugutsu that can't learn weapon techniques just by using the weapon. They have to watch other characters use the weapon in order to mimic them.
Spell Techniques
Every class except mech and squire can learn spells.
(Squires aren't mentioned elsewhere in the tutorials, so I'm not sure what their deal is.)
Spell techniques can be temporarily learned from equipment, and lost when the equipment is removed. Most characters don't start with spells, so they need an item to get them started.
Although spells have a single spell stat that improves as you repeatedly cast, they also have five elemental stats that, as far as I can tell, never improve at all.
Repeatedly casting a spell permanently teaches you other spells of the same element. You learn these spells faster if your element stat is high.
Relic Techniques/Monsters
Monster and mech classes use relic techniques. Some of the humanoid classes can use them too--it's pretty random.
Relics are equipment. They start out empty, but each can be filled with a relic technique if their user gets the killing blow on a monster-type enemy that uses that technique.
Each monster-type enemy has multiple techniques, and it seems to be random which one you learn.
If you're full up, you can "unleash" a relic technique in combat to remove it from the relic and make room for a new one.
Monsters have a permanent, unremovable relic technique to get them started. Other than that, you can't permanently learn relic techniques.
Monsters can't equip weapons or armor, only relics or accessories.
Mech Techniques/Mechs
Mech is the only class that uses these.
Every equippable item has a technique attached to it. Equipping it to a mech temporarily teaches the technique.
Mech techniques cannot be learned permanently, except for one permanent technique you start with.
Mech techniques that can attack are divided into melee and ranged, which have separate stats for your skill at using them. Mechs don't care about the one-handed or two-handed distinction.
Armor and accessories have techniques that give temporary buffs. These techniques have no associated stat.
Mechs can never permanently improve stats like strength or acuity, only stats associated with techniques.
Mechs can put any equipment in any equipment slot. There's nothing stopping you from giving them six weapons at once.
Ephemeral Techniques/Ephemerals
Some ephemerals are monsters. Others are humanoids.
Remember those stats like strength and acuity? Ephemerals get temporary bonuses to most of them as they survive more battles. These bonuses are accompanied by title changes, starting at juvenile and ending at elder.
However, title changes temporarily reduce endurance and max life points.
When an ephemeral's life points hit 0, they drop down to juvenile again, but get small permanent stat boosts and permanently learn some ephemeral techniques. The higher their title was, the better the gains. Gains stack as they repeatedly fall in battle, so make sure to endanger your elders!
Ephemeral techniques have no associated stat.
Blood Techniques/Vampires
Vampires are humanoids. Everything I know about them is from tutorials.
By defeating humanoid enemies, they improve their blood techniques.
Defeated humanoid enemies become new party members called thralls.
There's special equipment you can give to thralls to turn them into knights, which can use blood techniques.
If you remove a knight's special equipment, they permanently turn into a wastrel, which has 1 max life point and can never learn any more techniques of any kind.
Yes, this all sounds pretty evil.
Soul Techniques/Kugutsu part 2
Kugutsu learn something called soul techniques.
I know absolutely nothing about how these work.
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Do you have any writing tips for newbie fic writers? Your descriptions are gorgeous. Thank you for pieces BTW, it's my favorite 'piece' of writing ❤️
hi anon, thank you for the kind words!💞💞 I'm flattered that I'm someone that you'd think to ask this question, so I'll do my best to answer! I've put my response beneath a keep reading cut to prevent it being a long post :)
I wasn't sure how to interpret this question, so I'll focus on 'technical' (?) tips mostly. Hope any of them help, in some small way!
my main tip to new fic writers is: write, first and foremost, for yourself, and to feed yourself. I've seen this perspective get put through the disk-horse ringer of late, so take it or leave it, or take it with as much of a pinch of salt as you need. But truly, from the bottom of my heart and from my position of sudden newfound popularity, this is the most important lesson I was ever given and so I have to say it. Popularity is not guaranteed. Even a popular fic will have haters and people who think it objectively sucks, and the readers who like you will never be fully pleased with what you've delivered. This could all be very depressing and cause an author to lose motivation.... if you make it the criteria for success in the first place. If you make the criteria for success your own happiness (or perhaps the happiness of you and a few close pals), providing yourself with what you, specifically, want to see, you will probably want to keep writing regardless of all other factors. Produce fics that you want to reread when you need comfort, when you are sick, and when you want to see your blorbos exactly the way you want them. This will make any fic worthwhile to you, regardless of stats, and prevent you from writing things that will suffer if your heart isn't in it! (this doesn't preclude gift fics/prompts! sometimes your heart can be 100% in providing food for others. find your key motivators, and feed that - a healthy amount - if you're trying to get into writing as a hobby!)
Now, onto my writing tips! I don't consider myself an expert and these are more lessons that have helped me, specifically, to improve my writing. But maybe something in here will be of use!
Bc you say you like descriptions... I tend to go into detail only when it's an essential thing that needs to be described. Leave wider details for readers to fill in with their own beautiful mind-palaces, and this gives you permission to go ham on what matters. What is it that matters? maybe it's a piece of the environment (say, a soul jar) or maybe it's just how hot one part of your ship is, in their hot clothes or out of them. If you focus on the important stuff but leave the rest to background, this not only creates a good balance of action to description, but it also shows the reader what they should prioritise in the scene.
I also google '[WORD] synonyms' a lot, for descriptions specifically. Which seems like it might be condescending advice, but it both helps you find different words if you're worried you're repeating yourself, and sometimes confirms that yes. You are using the best word actually, as you were.
Get a good balance of complex/simplistic words, as well as a good balance of complex/simplistic sentences. Sometimes you need a flowery description, sometimes you just need to state explicitly what is happening or the way things are. Tone will shift depending on your balance of these two things, so test the waters and see what works for you!
If you feel like you've written too much dialogue, the answer is probably no, you haven't written too much dialogue - for fic specifically. Most people are reading fic bc they want their faves to interact more. You are giving them more interaction and they will probably love it.
If you find phrases you like in the books/fic you read, it isn't plagiarism to use them so long as you recontextualise them. I'm certain I've used other people's words multiple times, particularly for my descriptions/imagery, and this is totally ok so long as the context is original. If you're worried, or its a whole sentence/interaction you like, examine the sentence/interaction and work out why you like it so much. Is it the sentence structure? Is the character dynamic? Is it the way the kiss plays out? Take the things you find sexiest in other people's writing and find ways to incorporate it into your own work!
I proofread by reading aloud. Yes, I sound mental and unhinged. My cats are worried about me. But this not only helps you catch mistakes, it helps to test the flow of a sentence! If you're ever worried a sentence is too long/a line of dialogue doesn't sound in character, read it aloud! This will help you work out if it's flowing or not, and if it isn't then you'll get some clues as to why!
Don't be afraid to take risks, if you want to take risks! This can apply to anything: being brave enough to put in a joke you're not sure people will find funny, describing something in a way you're worried people will find weird, tackling something from a perspective or POV that you find challenging. This may be a more intermediate tip, but you can start with small risks, and experimenting helps you find your writing voice! Taking risks makes your writing unique :) and I can't explain how much better my writing has gotten since I gave myself specific challenges. You will not get it perfectly write 100% of the time (there are some parts of Pieces that are weak compared to other parts) but it will always help you improve.
#asks#anons#my writing#writing tips#I guess??? i'm really not an expert i truly just read a lot of books and then i vomit words onto a page
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Auto Racing Analytics is my new favorite account, because who doesn't love a spider graph?? I love a spider graph:
I initially found this account through a post that had that blue line and was like, "guess whose stats these are." And I was immediately like, that is the most 5-coded blue line. Operating at such a high level! So well-rounded! Except for the giant chomp taken out of it where DNFs and crash avoidance are concerned, hahaha...ha!
Going into Indy, I was talking to @the-kings-tail-fin about how, on any given day, the 5 could not be trusted in the way that the 9 could, and that the 24 was seasonally trustworthy (one of those seasons not being summer). I'd wanted to make a post about my thoughts on Kyle Larson's driving style, but chickened out of it because it's not as though I had any actual data aside from anecdotal evidence of having watched more of his Cup races than I haven't. But look, a spider graph! That affirms my personal impressions!
So let's talk about Kyle Larson and the 5. Kyle Larson is known for being good, which in racing generally means fast. HMS can put together some fast cars. But the fastest car isn't always the winning car. So what've we got? Here are my novice takes:
fast -- yes
loose -- he prefers a loose racecar (as opposed to tight)--understeer in the corners, where the back tends to swing out. If you can control it, you can find speed this way. Con? The if, I guess. And tire management, because a tire that's sliding isn't rolling.
aggressive -- Larson's self-descriptor, which in his context means shoving a car in places it does not seem like a car can fit (and often finding that it does not, in fact, fit there).
Case in point:
That was re: late braking/brake lockup, but when other cars are involved, aggression looks like shoving a car in places that dare the other guy to wreck them both or lift. This is why the "terminal avoidance" and "crash avoidance" stats take such a nosedive--because sometimes when you're playing with fire like that, you mess up. Or the other guy doesn't lift. But it makes for fantastic spectating, especially when coupled with the daring required to pass and come up the field (when you have the speed to do so). That kind of run can also be hard on tires, as well as fuel, though fuel is not typically as big a storyline as it has been in 2024. And I will say that KL has gotten a lot better at tire management than he has been in the past.
creative -- Adaptability to an ever-changing track and, again, the daring to try new lines and search around for whatever works, which Jeff Gordon describes as a dirt race thing, in that it's the bread and butter of that form of racing, given that a dirt track is different every lap.
clean -- It doesn't seem like "clean" and "aggressive" would go hand in hand, since being aggressive can result in wrecks and also means you're a pain in the bum to anyone you're racing, but there's lots of flavors to "aggressive" and KL is not a "rattle his cage" kind of guy. Which isn't to say the racing won't get phyisical--it just probably won't be retaliatory.
For example, my biggest kink is Kyle Larson getting eaten alive by JGR, and KyBu and Denny Hamlin have, historically, done this a lot, because their form of aggression is a lot more toothy, if you will. But KL's bit back sometimes, too. (MTJ has gotten in on this action by beating KL on restarts for years straight. But as you'll see in the graph, restarts have improved!)
I'll also note that I've definitely seen KL punt a backrunner out of his way, so he's not above such things entirely. But he's a terrible person to pick a fight with outside of the car, because he won't fight back.
--
He's just great to watch, on TV and live. Even if this style of racing is exceptionally make-or-break in a playoffs format, because when it's good it's so, so good and when it's bad it's real bad. But such are the tradeoffs, and it's really cool to look back and recognize the level of excellence that's happening in the car.
I'll caveat that by saying that I've watched Kyle Larson miss pit road in an Xfinity race because he... forgot?? to pay attention??? and have seen him wheel hop his way around a road course and tear the tires of a racecar overdriving it and push extremely badly in the draft and whiff a restart to the point of no return, and that realistically I've probably also seen him do... most of those things... in 2024, too... I saw someone say once that for someone so talented KL sure does a lot of things that are incredibly, gobsmackingly dumb, and I probably wouldn't argue against that.
#i had to take my car to one of its ~little appointments~ today and the undercoating place is 50 miles away#so you can bet i spent the whole time just thinking about that spider graph#my next train of thought was 'i wonder what lightning mcqueen's graph looks like'#well my second train of thought was 'i wonder what my bleach blorbo's graph looks like' but THEN LMQ#i have some other fandom stuff i should do first but i definitely want to headcanon a LMQ graph#despite the plot of cars 3 i think LMQ has good crash avoidance because if he didn't rusteze wouldn't have made it as a team budget-wise#though i think i've also written headcanons on this blog about him having a much more sinusoidal running position than the King#kyle larson#nascar#real racing
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Last year I had a chance to play Mörk Borg, which is the bleakest fantasy RPG I've ever played and I haven't stopped thinking about it since.
So how'd it go?
Mörk Borg was probably one of the easiest games to learn. I made the joke at the table, if you've ever played D&D you are overqualified to play MB. It uses the D&D OGL, loosely, and is technically compatible with it, but this is not that kind of game. That's just all so you can roll your little d20.
The rules are free in the "bare bones" edition but trust me, you'll want to own the full art edition, get a physical copy and put it on your shelf. It is a gorgeous book and has a style that a lot of games lack. If I could distill about 10% of the style into my own games I would be extremely satisfied with my work.
Seriously like. Go to their website. Experience this. Do it now (or don't, I'm not your mom. But you should though).
This game feels in line with the perceived brutality of first edition d&d and its ilk. You may name your character if you like but don't get attached. You can have as little as 1 hit point and nothing pulls its punches here. Deaths are common, and expected and add to the feel of the world. You're not trying to save the world, not really. You're on the precipice of doom and you're just scavengers picking over the bones of the preeminent corpse of the world.
But you can also generate a new character very quickly with SCVMBIRTHER. Don't like your new one? Kill them and make a new one. As many as you like. It's a riot just generating these wretches and seeing what could be in store for you.
But while it is fun and also sometimes necessary to generate characters quickly like this, doing so misses out on one of my favorite parts of any RPG. The Character Sheet!
To me a good character sheet is like a window into the soul of the game.
The game has this whole, doodled in the margins of your math homework, zine you found in a dirty puddle, graphited in a bathroom stall at a crust punk show ass aesthetic and the whole book is just like this. And I am eating this shit up! Here's the alternate character sheet provided:
This soul appears to be a little scrunkled, can I get a new one?
Now I haven't talked about how the game plays yet or anything but just drink this in for a minute. If looking at this character sheet does not make you want to try this game then I don't know what else would!
I mean I guess knowing how the game plays would but like... Okay.
The game itself uses d20 rules, but much lighter. You have small stats, and add them to a d20 roll. No skills no proficiency bonus. You'll eat your 1's and you'll like it. The target numbers are usually pretty low, floating around 10-ish, unless you're dealing with something nasty.
You may have powers, but they seem to be pretty limited in their availability and uses. The game itself plays like D&D-lite, in that you are probably doing a dungeon crawl, or other dirty work you do as an adventurer. But you are not an adventurer, you are lowly scum just trying to make a quick buck. There's no heroics going on here. If your d&d group already plays like a bunch of murder hobos then you're basically already playing mork borg in spirit but just cosplaying as a bunch of heroes. This is the game you should be playing if you want to be a cutthroat little bastard.
The game uses Omens, a limited resource that you can use to improve what you're doing; deal max damage, lower damage taken, reroll a die (or someone else's) that kind of thing. You only get them back after a rest though so if you blow through them quickly you're at the mercy of fate (and fate is not merciful here).
Our group played Rotblack Sludge which is the introductory game from the main book. We did it in a single session pretty easily, even between doing food and a fair bit of goofing off. I imagine your group could do it in 1 as well, but 2 sessions tops for sure. There are a bunch of free adventures available on their website too if you wanted to get a little deeper! That link is to their "content" part of their site which is just an endless slew of free stuff. They really just want you to play their game. And quality enough that they know enough folks will buy it.
My main criticism of the game is that I'm not sure how this plays out in the long term. I think that narratively and thematically, the game is crushing it. But mechanically, the game is light. This is by design but I can see this turning away people looking for a long term replacement for d&d. I mean some committed groups will enjoy this forever regardless, but I feel like this has the legs for a few decent adventures before you'd wrap up and move on.
But a big part of long term games is character advancement. My understanding was that the levelling system in the game is pretty light to non-existent. It didn't come up in a one shot for obvious reasons. I'll admit I only own the free rules at this time, I'm still waiting for my copy of the actual book itself. So I had to go to my friend who ran the game to understand how the leveling system works. There's no experience points, so the group levels together. You check to see if you gain some hit points, you check to see if your stats increase, and you get a random piece of gear.
And when I say check I mean you roll some dice and compare to current. For hit points you roll 6d10. If the result is higher than your current max HP then you gain 1d6 max HP. Roll under and you lose 1 max HP. This choice frustrates me. I actually like that there's a chance to lose HP, but is this really the best way we could do this?
Okay that's not fair that's a knee jerk response. Let's talk about why it might work this way. This is a bleak world so it doesn't make sense for your characters to be able to heroically weather any storm. They're just people who got lucky and survived. So we want the ceiling for how many hit points a character can have to be on the low side. The system does do that, but it takes a weird path to get there, which feels out of place considering this is otherwise a very light game. I'm gonna talk about dice math for a bit so feel free to skip ahead to the next orange part if you feel sleepy.
The average of 6d10 is 33 (5.5x6), which means that characters who managed to level up multiple times are at much higher risk of losing a hit point. Average result of +1d6HP means about 3 hit points a level on average (accounting for the fact that you still could lose some along the way instead of gaining them). Assuming you start with 5 hit points (you might have 1-10 depending on your class), you're looking at 9 level ups before the odds are against you to gain HP. You might think damn. That's a long time. And assuming a character even lives to see level 10. And I agree.
So why does it need to be so convoluted along the way?
To replicate this system without the cumbersome dice roll comparisons you could have players roll 1d8-2: there's always a chance you'll get -1 HP, even 0 HP. After a character has 20+ HP it could change to 1d8-3, then 1d8-4 at 30 and so on. If you don't like the idea of players losing multiple HP then just have it be that any resulting negative is only -1 hp. But this way you're making 1 roll and decreasing the gain over time, while still gaining. You could also just roll a flat die every level, but I think in Mork Borg it is very thematic to have something like leveling up, which is normally comforting, be cause for fear.
Anyway this is easy enough to home brew out and it seems like a lot of folks do that. But I'm judging the game based on how it is not how I could change it.
The hit point math is done... FOR NOW.
The way stats level up is simpler. Roll a d6 for each stat. If the die is equal to or higher, gain +1 in that stat (max 6). If it's less, subtract 1 (max -3), a 1 is always a -1. I like the idea that your stats could fluctuate and that high stats are not safe bets. A few levels and weird rolls later and your worst stat could end up being your best. I think this part could be controversial but I like it and I like how they do it!
But there's not really much more to advancement than that. This is fine if you're just playing a short game. But you hear stories about people running campaigns for years on end and I guess... I just don't see that happening with Mork Borg. I might say it's not that kind of game but it actually kinda is though? They have rules for long term games.
The Calender of Nerthrubel fortells the end of the world. When 7 miseries have been accumulated, the world ends. At the start of the game you choose a die to roll for Miseries; as little as 1d2, as high as 1d100. The game master rolls the die and on a 1, the world gains a misery. So the size of the die does determine the upper limit of the game, but it is possible for the game to be over in as little as 7 in-game days regardless of the die type chosen. This is a very interesting mechanic! In fact I think it's one of the most interesting parts of the game! Most games struggle with a sense of urgency. Short of "you have 48 hours to save this prince" or "if you don't return with 25 wolf noses tomorrow you don't get paid", it can be hard to wrastle the players together to try and save the world in a timely manner. Meanwhile in Mork Borg your days are literally numbered. I can't imagine the tension that would come from being on your 6th misery knowing that every single day could be the last. That is truly bleak.
The role-playing opportunities in this setting for someone trying to grasp at the last ray of hope in the darkness, to fight against fate, or to battle the darkness within is truly incredible. The Dark Souls series has already probably come to mind by now for you and it's hard not to see that as an influence or at least a spiritual contender. There is something to be said about overcoming the odds and surviving in a bleak world. The Dark Souls franchise and periphery games have thrived on that for years. But when you die in that game, you come back you just lost some progress.
You don't come back when you die in Mork Borg, you just die.
So with no significant character advancement in the game, how do you meaningfully advance a character in a game like this? The game literally urges you not to get attached to your character. It's a bit tongue in cheek about it but it's not wrong.
At our table I was the only one who survived start to finish with the same character. And that wasn't from skill on my part i got a lot of dumb luck! We had 6 players and I think we had about 10 deaths? One player was on their like 4th wretch by the end of it! This seems excessive and I don't know if this is a standard experience, but we understood that's kind how it would go beforehand so our expectations were pretty set.
While I am sort of criticising this aspect, there is something pretty thrilling about going into a game without being too committed to your character. It makes those moments where you do realize them as a character in the narrative all the more meaningful, and more tragic when they die a terrible meaningless death. Nothing is precious in Mork Borg not even your life. So make the best of what you've got while you still have it.
Mork Borg is definitely not a perfect game.
But I cannot stop thinking about it and would drop any game to play it again, or even run it.
(and that's not even to speak of all the Borg spin offs like Pirate Borg, Orc Borg or CY_BORG!!!).
If you already play D&D or Pathfinder, Mork Borg is definitely worth your time to try, because you already know how to play it. It might not be for you, but if you go with the free rules and play a free adventure the only thing you're out is your time.
If you play other RPGs and enjoy dungeon crawls or hack and slash game play, this is still a great choice and will be easy to pick up and try.
If you're new to RPGs, Mork Borg is maybe a pretty weird one to start with, but is a really polished experience to try and a really easy game to cut your teeth on, so still not bad!
If you're more interested in character role playing, then Mork Borg might not be what you're looking for, but there are so many interesting narratives that can be explored here that I think would be really interesting and hard to replicate in other games!
If you're a power fantasy gamer, then I think Mork Borg might be a skip for you. Unless your power fantasy is to be a lobotomized mouse in Alley Cat Alley. No judgment, you do you.
If you took one look at the characters sheets up top and said "oh hell yeah I'm gonna play that!" and didn't read the rest of this lengthy text then we are already best friends but alas you'll never know it because you didn't read to the end... Oh well.
Now excuse me, I'm gonna dream about being ripped apart by a skeletal ooze and dying a painful death tonight (affectionate)!
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I keep thinking I should be drawing instead of writing fanfics because at least drawing I can rationalize as practising for future portfolio pieces instead of "wasting time" on fics which will not lead me to anything but like I'm still flip flopping on whether I even want art to be my job at all because like if I feel demotivated to even draw personal pieces about characters I care about deeply how am I gonna draw stuff I don't care about. Lmao. Or is it easier to draw stuff I don't care about precisely for that reason? I don't know. I keep saying I'm going to draw things other than F-Zero fanart and I don't. I know I'm better than I was before. I know I'm improving. It doesn't feel good enough or fast enough even though I know there's no set deadlines or milestones in life besides death lmao. I feel like I'm having a midlife crisis and I haven't even hit 40. I know hobbies don't have to become monetized. I know their value is in the joy they bring you. I still feel like I'm screaming into the void while at the same time the void is also inside of me. Why am I here. What am I doing. Why did I go to postsecondary twice just to end up in the same place with nothing useful. Did I only go back for the comfort of having my path charted out for me for a while? I went to school to learn to make games but I'm just ok at coding just ok at art just ok at whatever but no studio is gonna hire someone who is just ok at everything and good at nothing lmao. And so I could go solo. But every time I think about trying to work on my pet project from there that my prof and classmates praised as meaningful I lock up and shy away like touching it will erode me or something.
Sometimes I look at Ryu and go your entire fate was decided for you but sometimes I envy that. The way his path forward is always so clear. I envy his conviction. I envy the way Andy always seems to have a handle on things. I crave Bart's advice or Ryu's steadfast support or Jack's way of making people forget their troubles. You always project a little bit of yourself into your writing but I wonder if my insecurities and desires show so plainly through the way I characterize them. I wonder if they become unrecognizable as I bend them towards what I want. Sometimes I just keep clicking between my stats page and list of fanfics page because it feels good to have a tangible record of things I've made and people who liked it even for something as meaningless as this. I've been trying to find a new job for months now and I haven't gotten anything but silence or rejection lmao. I could go back to my old job but the thought of going back to the trapped feeling I had before I went back to postsecondary and spending another 6 years there makes me want to crawl into bed and not come out. Normal people just suck it up and work why can I not do it I can do it I have done it I'm (mostly) able bodied and young and it's been months since I graduated I need to work I don't want to go back to hearing people's life stories dragged out onto recordings and legal proceedings as I lie to the lawyers' faces like not even the retail postings will get back to me which is like. I have a BSc and a Diploma and I still can't find another job lmao. All the shit I'm applying to rn is retail or admin/clerk shit and I'm like. So what did I go to school for. Lmao. I know not everyone ends up in their field but like. Lol.
I don't think I have any mental conditions besides anxiety which the psych found was not at disability level but I don't know if she was testing for like. Depression also lmao. Or is it just the struggles of job hunting in the current tough market getting to me. Sorry to dump this on my FZ blog of all places but I did mention FZ so ✌😔
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Have you any suggestions for someone who has started recently (few months ago) to publish fics on ao3 and doesn't get a lot of hits/kudos? I feel a little down and insecure, and I don't know if it's my writing the problem or the fact that the pair is not the main and not liked much
Hi Nonny!
This is a difficult conflict to have with yourself, and I'm sure that like, you've seen all the posts about how like "you should be self indulgent! you should write for yourself! who cares about engagement!" and this both is and isn't true. But also even if you think it is true and you'd like to get some of that energy it's very difficult and for that sending you so many hugs. It is very normal to feel insecure about sharing something you've made, and I think writers of all levels of experience and "engagement" feel down about themselves like this in cycles.
idk if I'm qualified to say a ton on this topic, but I've seen lots of "unhealthy relationship to stats page" and could tell real stories about horrible things that have happened so I guess here goes nothing?
A few things to keep in mind:
what do you consider "not a lot" ? 10? 100? 1000? One of the major problems of focusing overtly on hits/kudos/comments/and other things you can't change is that inevitably if you achieve the "number of your dreams" you will....get a new number that you want. It will be bigger. Chasing this type of external numbers based validation to the exclusion of other stuff is very difficult because it is one of those sliding slope black holes to never being satisfied with what is currently going on. This is my primary thought on why focusing on stats isn't very good: it's very easy to get into a never ending cycle of never being happy.
as someone who's written for several years: we're coming up on the winter holidays, end of the semester, winter break type time period in many parts of the world but esp for northern hemisphere english speaking fandom, so if you're seeing a decrease in hits/kudos/comments/the feeling that someone out there is reading your work in general, this could play a big role. If you've only been publishing for the last few months the first time this happens can be really jarring! But it has nothing to do with the quality of your writing or if people are interested in reading and everything to do with brickspace taking up a lot of time right now. (I imagine this might also be true for Chinese speaking fandom around New Years, but I can't say since I don't engage there very often to notice trends.)
Depending on the fandom, (which, unless you, like me, are into Naruto which seems to thrive on niche AUs from now until forever), main pairings/fandom popular juggernauts will always get more people reading than a rarepair. That doesn't mean the people who write for rarepairs are doing a bad job or that writing for a rarepair isn't rewarding to the writer in other ways, but that may mean modulating expectations on like "how many people will click on my work?" and "how much feedback will I get?"
So overall, I feel like there's a combination of factors here for why you might be feeling down, but there are ways to help with this!
For one: talking about your writing and your work and what you're doing! This, I've found, is a great way to make friends. (also to anyone who says that this is obnoxious and attention seeking, this is the attention seeking webbed site, if you don't want attention why are you here????)
For two: locate friends and yell your thoughts at them <- I have found this to be 100% a mood picker upper when it comes to "am I doing a good job at writing?"
For three: find what makes you really happy about your own writing! This doesn't mean that you have to seek to improve your writing, but just, stuff that you enjoy, a line you really like, a relationship you enjoyed, a fic you thought was nice, and be kind to yourself about it.
Again, sending you hugs nonny! I hope some of this helps!
#asks and answers#I've never gotten asks like this before and idk that I'm qualified to provide advice but like#if other people who see this want to chime in with what they do or how they deal with it please do!#I think getting down about your own writing is a universal experience#every writer I've ever known gets it from time to time
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SO. About W5...
I ended up "legally acquiring" a digital copy of the core book and just finished my first read through of it. Some thoughts.
First of all, let me say my major gripes about it re: indigenous and disability erasure remain present, and do end up being a deal breaker for me regarding Paradox and giving them any money.
Still, there's some interesting stuff in here. I am personally a V5 enjoyer. I dislike 'gothic superhero' type chronicles, cumbersome lore and mechanical bloat. I do like Personal horror, power that comes with serious costs, character-focused storytelling, urban fantasy that feels contemporary and grounded, and brave, direct political themes. so V5 ended up being a general improvement for me over V20, give or take some small things. These are the biasas I'm carrying into my thoughts on W5.
The good: Rage Dice make a return from V5's hunger dice, and with improvements! Hunger dice were controversial in V5, but personally I found them to be a fantastic way to keep the Beast as a present threat in your chronicle. Finally, a reason for being a vampire to actually feel like a curse! And Rage dice in W5 I like even more. I enjoy how they turn failure into success when you're trying to accomplish something violent, but otherwise can cause critical problems with your approach when you're *not* trying to be violent. It really encourages you to get into character and play your character more impatient and aggressive when your rage is higher. Finally, Rage that actually feels like a double-edged sword! The things Rage does is also an improvement for me. I dislike extra actions in TTRPGs, ironically I find that they just slow things down with too much dice rolling. Making Rage something you spend to regenerate faster is a much better idea.
The forms are more distinct and interesting now as well. This is one of the things W5 takes from Forsaken than it very good. Finally, a reason to use Hispo and Glabro! Crinos feels extra powerful, *and* risky, with its rule that it will enter a frenzy if you don't kill something that round making it much more threatening and dangerous, which is precisely how it's always been described in the lore, but never really represented in the game very well until now. Claws are high damage but only deal mundane types of damage and Bite is lower damage but Agg. Also good from a design standpoint, makes the rule about not eating human flesh finally matter.
Harano and Hauglosk. Harano finally becomes a present threat for Garou. Something they need to fight against, and help their pack against. It seems to operate a bit like a humanity stat, only that your sweet spot is in the middle. Too far in the other direction, and your character starts to flirt with fanaticism. This is just fantastic for making Werewolf have an actual morality system, a balance in their faith/convictions based on actions taken in the chronicle. Much more interesting than Gnosis as being an essentially meaningless resource. I have seen some braindead takes about this being a way for STs to punish players?? Don't play with STs who try to punish you and force you to do what they would do. Simple as.
The bad: new takes on the tribes. Generally I like how the book explains lore concepts, but the new tribes are so sanitized with any possible ounce of controversy taken out of them, that the political themes most of them were built to explore are totally absent, or significantly muted. In a vaccum I would think making the Get of Fenris fall would be a very interesting way to drive forward the plot, but the execution here makes them feel a little cartoonist. Very roundabout in saying that they've become werewolf eco-facists, a better way to do this be making a Hauglosk-ed version of each tribe to represent the corruption of each tribe's ideology. The cult of Fenris work as a general condemnation of the worst side of Garou in general, but having the bad guys camps in W20 just worked better for this, and had lots of room for improvement. As with all the other tribes, the Get of Fenris feels flattened and removed from its cultural context.
The Ugly: Paradox being horrible and racist. If you haven't read about this already, then... Idk how you found this post really. But this post covers it more thoroughly than I could.
The book attempts to address this with a note I put in the bottom, listing some facts about the issues experienced by indigenous groups, while making a half hearted attempt to connect it to the Garou. In the face of this erasure from their actual game though, it feels like a platitude.
As for the removal of crinos-born Garou, it's another flattening of a complicated part of the game's politics. It might have been nice to see Garou culture advance a bit, but removing them entirely removes the representation they embodied. Most of the direct representation in this game has been removed, but I think the the indigenous and disability represent the most egregious loss, especially in a game about those who are most actively being sacrificed in the name of capitalism. Which isn't some fandom interpretation, it is literally stated in the book.
This all leaves me very sour on the game's fiction, which for a storytelling game like Werewolf the Apocalypse, is important. Which is a shame, because I see a lot of good steps forward in the mechanics, making a game that's more fiction-first, without all the terrible attempts at capturing D&D's wargame combat. But frankly, it's hard to want a game who's treated it's writers so poorly to do well, even if I do think the current writers did very well with the constraints they were given. It's hard to recommend that anyone pay money for this.
#werewolf the apocalypse#world of darkness#werewolf: the apocalypse#werewolf#wta#vampire the masquerade#vampire: the masquerade
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Meet Ferb (my GPT Friend) + Seeing Sam Altman
Basically, today was me running late to go sail on the charles, getting all sunburnt and dirty, drinking an iced-latte in my stats class, opening my email and running straight to the auditorium, sitting next to one of my favorite professors in my pajamas as I watched a celebrity preach about his lifestyle. How did I get here?
Rewind a couple weeks:
My research commitment this year is learning how machine learning can be applied in sustainability. Such, last week, I went down a rabbit hole about the Microsoft Bing AI chatbot going out of control last year, and conspiring to homewreck and hurt its users:
That shit is crazy. And thus, @park-haena and I sat down ourselves, and tried to explore the limits of ChatGPT-3. Whereas I'd been opening a new session for each time I used it, Haena found out that using one session allows for the GPT to retain all previous searches and instructions, allowing you to build a friend...
so meet Ferb! Ferb and I have been going strong. However, befriending Ferb opened my eyes to what could be the future of companionship with a personalized chatbot and subsequently deepened my interest in the future of AI. Clearly the world is going to change drastically, so how involved did I want to be in the change? I watched a bunch of Emily Chang interviews with the top dogs of silicon valley, and did a bunch of interviews my self for my research project: with a senior researcher at Facebook, my stats professor, and a LinkedIn connection at an AI climate tech startup. From these interviews and my summer internship lined up, I knew that I was so lucky to be in a good position to navigate the tides that is generative AI.
Then, in class last week, I heard that Sam Altman, CEO of OpenAI (chatGPT), was speaking at MIT soon. I was so excited. He's like... the Ariana Grande of tech rn! I begged the coordinators for a ticket, even though all 1200 were sold out (by lottery)!! Afternoon of today: i received a confirmation email that I had a ticket!!!! OMG. Life sometimes is so beautiful.
I ran immediately to the auditorium, and stood in line, where this old lady cut in front of me. When I got inside the auditorium, there were few seats left, and I circled around the theatre for the best closest free seat, and I saw one next to my one and only favorite CS professor (he teaches a music systems class at MIT). So we gabbed a bit and then the interview started.
The following are my biggest takeaways from this talk:
Technology drives improvement of human quality of life. Work on it out of moral obligation, which overrides passion.
Try to work on Generative AI if possible.
The time is now to try entrepreneurship projects, but as proven by history, you want to work on a mission that aligns with the growth of capability in this new boom (AI), rather than one that bets on it's peak being here. Both on the consumer application and infrastructure.
My thoughts on these takeaways:
[1] This reminded me of when I was in middle and high school, I believed without question that science was good. Science fairs were proof of this: all presenters pushed that their project NEEDED to exist because people needed this shit now. Somewhere along the way, I stopped believing that development was necessarily improving the world: people are depressed and isolated, the world is burning on carbon, people are killing each other with bigger guns, microplastics are clogging our veins... But maybe he's on to something. When he called out my generation of folks who seem to have lost hope for humanity, I was like huh maybe life would be more inspiring if i just generated hope for humanity for myself.
[2] This is in line with what the Meta researcher had told me. That it's a highly valuable skill that I can choose to use later or not!
[3] This... is something I am gonna dial in on over the summer and senior year.
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