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aaronsrpgs · 1 year ago
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"Ancient World Fantasy" Reading List
(A little context to start. If you just want book recs, scroll on down to the first image.)
As I’ve been getting into RuneQuest (Wikipedia link), one striking component of the culture and community surrounding the game is that they’re very into the lore of its fictional world, Glorantha. I’m saying this as a comparison to a game like D&D, where the game is spread across tons of settings with no real sense of obligation to keep things in line with earlier editions.
Glorantha’s canon and worldbuilding has been going on since it was published in 1978 without, as far as I can tell, any big reboots. Which means that, unlike D&D, where people are bringing in all kinds of influences and doing direct adaptions of Jane Austen books and whatever, the RuneQuest game remains pretty tightly tied to the original setting. (There have been some exceptions. But not many!)
But since I run games for people who have ADHD or aren’t interested in studying up, I’ve been looking at all kinds of inspiration to drop into the game. Here are 20 novels that are roughly “ancient world” or “Bronze Age” like RuneQuest and deal with people interacting with strange gods, tight communities, and a world without fast overland travel or transferal of information.
I’m presenting them alphabetically by author’s last name.
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The Brazen Gambit, Cinnabar Shadows, The Rise and Fall of a Dragon King by Lynn Abbey
I'm sorry for starting this post off with licensed RPG novels, but these are good! And I don't mean "good for licensed RPG novels." I've read tons of them, and most are so bad! But these are actually fun. Good character development in a sword-and-sorcery world. It's also an ecological apocalypse world, with godlike beings oppressing common folks, leading to a lack of technological advancement and knowledge of the past.
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The Long Ships by Frans G. Bentsson
Written in the 1940s as a series of novellas, these stories take you on a tour of the Viking-era world, from Europe to the Middle East and beyond. Like a bunch of books on this list, this places them post-Bronze Age, so they're not officially "ancient world." But it gives a big spread of cultures, from the more clan-based Vikings to the bustling metropolises of Turkey. And it doesn't place any of them on any kind of linear advancement scale or whatever other gross way people "rate" cultures.
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Tales of Nevèrÿon and Neveryóna by Samuel R. Delany
The master of weird sci-fi and gay historical novels, Chip Delany also wrote a fantasy epic. And it rules! Set on pre-historical(ish) Earth, these books describe the stories that maybe inform the myths we tell today? Dragons and slave revolts! A sort of "What if Game of Thrones was good?" series. Lots of good stuff about how people learn and how understanding expands.
I'm not listing the third book only because it's also a historical look at New York during the AIDS epidemic. It's an amazing book! But it strays from the "ancient world" aesthetic.
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Baudolino by Umberto Eco
Another novel expressly set after the Bronze Age (this one starts in the 12th century). BUT it's about Medieval people's interaction with the knowledge they inherited from the past, specifically the myth of Prester John and the works of Herodotus.
I think I keep putting books like this on the list because roleplaying in a fantastical ancient world is not too far off from how Medieval people might have worshipped and referenced works from ancient Rome and non-European places.
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Black Leopard, Red Wolf and Moon Witch, Spider King by Marlon James
One of our best living writers! These are fantasy novels expressly set in a fantastical version of ancient/Medieval Africa. The books explore the same events from multiple points of view and are full of cool magic, awesome spirit combat, and a vast number of places and cultures that actively deconstructs most games's portrayal of fantasy Africa as a homogeneous place.
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The Wake by Paul Kingsnorth
I think Kingsnorth has been outted as a sort of eco-fascist? I totally believe it, so feel free to skip this one. It's a historical novel set in England in 1066, as the Normans invade from France. It's written in a faux Middle English language and focuses on the lower classes and how they try to resist the invasion. A good reminder that "Medieval culture" (and especially the Renaissance as a time that "culture advanced") is often based on certain classes of society, such as rich people and/or men.
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Iceland's Bell by Halldór Laxness
Speaking of how class intersects with technological advancement, this book is set in the 18th century, but it focuses on Iceland at a time when it was ruled by Denmark, and the lower classes there were under an enforced poverty. It's a book about how a rich Icelander was trying to recover the stories of his people in order to create a sense of national identity and resistance. But it's also a story about how a destitute man acts like a total weirdo when he's not allowed to fish in his own waters and is cut off from understanding his place in history.
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The Raven Tower by Anne Leckie
A big part of RuneQuest is people interacting with and enacting their gods. That's what this book is about! And it's about the strange vertigo that comes to people when they try to interact with the impossible timelines that gods exist on. Very good stuff.
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Night's Master and Death's Master by Tanith Lee
Ostensibly set on Earth back when it was flat and demons roamed the world, which is basically RuneQuest. Sort of like a series of hornier, gay bibles? With lots of gender fuckery, fun sex, and cool monsters.
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Circe by Madeline Miller
The story of the witch from The Odyssey, told from her point of view. Beautiful prose, tragic and beautiful characters, and a great share of mythical strangeness. Perfect if you want to learn how to run NPCs that are adversaries without being shallowly evil.
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Ronia, the Robber's Daughter by Astrid Lindgren
Semi-Medieval again, but low class and vague enough that it could exist throughout ancient history. The daughter of a robber grows up in a tower full of robbers and generally has a wonderful time. Lots of weird monsters live in the woods, and there's a great starcrossed romance with someone from a rival robber gang. Perfect inspiration if you're running some cattle-raiding runs in RuneQuest; this is how to make robbers fun and sympathetic.
Read the book, watch the 1984 Swedish movie (which includes a great comedic scene of full-frontal dudity), and then watch the Studio Ghibli series.
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A Stranger in Olondria and The Winged Histories by Sofia Samatar
Set in a world of pepper farmers and religious fanatics who worship a mysterious inscribed stone, these books do a great job of showing how people might interact with religion, rival cults, and mystery rites. It also portrays literacy and learning to read in places where it's gated behind social gatekeeping. And once again, the prose is beautiful.
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The Palm-Wine Drinkard by Amos Tutuola
The first African novel published in English outside of Africa, The Palm-Wine Drinkard is a funny, hallucinogenic story about getting drunk, stumbling through weird landscapes, and encountering fantastical spirits and people.
Tutuola also wrote My Life in the Bush of Ghosts, the inspiration for the famous(?) David Byrne/Brian Eno album. I haven't read it yet, but I'm keeping an eye out!
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The Green Pearl by Jack Vance
This is a sequel to Lyonesse, which I haven't read because I love staring in the middle of things. Set around a mythical British Isles when Atlantis was still above the sea and part of the group of islands. Some great wizard shit, warring clans, romance, and a wizard whose name is fucking Shimrod (in case you need more convincing).
Those are my 20 novel recommendations! I'm gonna come back to add some nonfiction, comics, and myth resources for running games in fantastical ancient worlds. You can read SpeedRune, my ancient fantasy game, here.
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wilwheaton · 2 years ago
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You seem like a pretty good dude, Wil. Thanks for taking time to chat with your fans, and thanks for standing up for what is right. I love following you on social media. You've talked about D&D before, and I've been kind of curious about trying it out. I would be nervous though as I have no idea what to do. Any tips for 40-year-old beginners???
Thank you for your kind comments.
D&D! I love it. I love all RPG games (even the ones I don't like to play. I'm just glad they exist).
I've been playing since the early 80s, and I can confidently direct you to the 5e Starter Set. It is the best introduction to the hobby, to the system, to the experience of collaborative storytelling that makes RPGs so much fun and so special. It's a small investment, and a really easy way to find out if D&D is for you.
If you want to make an even smaller investment, this page has TONS of information and resources. You could start here and spend hours without noticing the time pass. Or, at least, I can. YMMV.
I want to share a few warnings with you.
Everyone has their definition of the "right" way to play D&D. You will find yours as you play. Don't let someone else's definition of "right" limit what yours may eventually be. We've worked real hard to kick out the gatekeepers, but they just keep spawning.
The D&D rules system is not the only RPG, or even the only popular one. Pathfinder is beloved by millions of people. FATE Core and GURPS have enormous player bases. Monte Cook's Cypher System is filled with gorgeous lore and character inspirations (but I've never played it, full disclosure). I chose the AGE system for our series Titansgrave, and used a lot of what I learned from running D&D for decades to customize the experience for me and the players. What I'm saying is, RPGs do not begin and end with D&D. It's as good a place as any to start, but it is only one of many systems.
You are going to hear hardcores make impassioned arguments that continue long after you have lost interest about all sort of rules and setting and system crap. Trust me: tune them out. Eventually, you'll know what you care to listen to.
All those non-D&D systems support and encourage playing in different settings, from Science Fiction to Horror to modern warfare combat. The thing that I believe makes D&D VERY special is its singular focus on high fantasy and everything that means in our culture. All those other systems do fantasy very well, but D&D is kind of the canonical "storm the dungeon, kill the monsters, take their stuff" experience.
That's a lot more information than I intended to deliver. I just get excited about this stuff because I love it so much. Whatever you choose, I hope you have fun!
And when it counts, may you roll high.
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saff-rons · 8 months ago
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thank you so much for the tag @3ncr1pted! completely forgot that this had been sitting in my drafts till now:,)
15 Questions
Are you named after anyone? i was named after my great-grandmother.
When was the last you cried? yesterday! i cry easily, it's cathartic.
Do you have kids? nope
What sports do you play/have you played? i used to fence semi-competitively. but yeah I'm rubbish at everything else - badminton is pretty big in my country and i'm embarrassingly bad at it. also, i started running last summer and it's been great, but i haven't really had the time to do it regularly anymore.
Do you use sarcasm? occasionally? i wouldn't say i use it more than the average person, though
What is the first thing you notice about people? their demeanour and the way they speak.
What is your eye color? brown
Scary movies or happy endings? i love both but probably happy endings. I sometimes get tired of watching shows where the main message is that humanity sucks and we are all selfish creatures doomed for misery. I just would prefer to believe that we are all meant to experience happiness!
Where were you born? in a hospital in singapore.
Any talents? singing maybe? i did the whole ABRSM grading thing and i used to perform in a choir so i think that counts. not sure if fermenting things is a talent but i used to brew kombucha myself. now that i'm in uni, i had to give away my SCOBY because no one at home was willing to take care of it:,) it was so fun experimenting with different flavours though! when uni's over, i'll start on that again. I've also been meaning to learn how to make my own kimchi and maybe sauerkraut?
What are your hobbies? i read (less than i probably should). i usually gravitate towards sci-fi and fantasy but i read a ton of fiction in general. i'd say neil gaiman is my favourite author if i had to pick and i've been waiting for seven sisters to come out for years at this point. boo. i also watch a lot of shows! when i was younger that was mainly anime, but now I'll watch whatever if it seems interesting. i occasionally play some video games, but those are usually visual novels and point-and-click RPGs. outside of general media consumption, i really like hiking, crocheting and writing.
Do you have any pets? i have two back in singapore:) a dog and a cat. i love them sm <3
How tall are you? 159 cm. there was a time when i was pissed that i'd never reach the 160s but then i realised it Did Not Matter.
Favorite subject at school? English Literature, Chemistry.
Dream job? to own a tiny cafe or book store where i'd have a slightly overweight cat to keep me company. realistically though, i think i'd get bored and more practically, we live in a capitalist hellscape and i need to make money to support my family, so i just hope the corporate law job i sold my soul for is interesting enough for me to enjoy it.
tagging whoever reads this and wants to do it!!
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pixelgrotto · 1 year ago
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Adventure Paths & Strategy Guides
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Those of you who keep track of this blog may have noticed that my updates have dried up since September. I have a good reason for this, because I got a new fulltime job writing for Rock Paper Shotgun. Yep, that's right - after originally starting Pixel Grotto back in 2013 because I couldn't get a job working at a video game media outlet, finally my path has come full circle. It only took a decade!
This turn of events coincides with a lot of other stuff in my life. In the past year, I've gotten married, moved from the US to the UK with my wife, and been freelancing in the tabletop RPG space all the while. In fact, my first published TTRPG work is now out in the wild in the form of Pathfinder Adventure Path #198 - With No Breath To Cry. Go grab a PDF (or physical copy) if you can, since I wrote some creepy lore about a new demon vaguely influenced by Chinese yaoguai and Japanese yokai, not to mention all sorts of Asian horror movies. I'm actually more pleased with my contributions to Pathfinder Adventure Path #199, but that doesn't come out until January. Keep your eyes peeled for it though!
Needless to say, this has probably been the most hectic and life-changing year I've gone through since 2018, when I moved from Hong Kong back to the US. And as 2023 comes to a close, I'm feeling reflective. I compare myself with others a lot, and much of my life has been spent looking at the accomplishments of people around me and feeling like I don't measure up. While I still do this to varying degrees, I suppose I can finally acknowledge that two of the goals I've always had - 1) to work in the gaming industry to some capacity, and 2) to see my writing published - have manifested in 2023. If I could venture back to 2013 when I started this blog (with a post about eating dumplings while playing Final Fantasy XII, no less) and tell my old self what he'd be up to a decade later, younger Jeremy would be chuffed.
That's another thing of note: as of this past October, Pixel Grotto turned a decade old. Technically, the site is even older than that, since prior to Pixel Grotto, I used this Tumblr for a blog dubbed Aqua Headphones that was sort of a mixture of personal ramblings combined with reblogs of whatever I found cool on the internet at the time. Since then, I've written an awful lot about video games, which led to writing about tabletop games, which led to working in both fields in a professional capacity.
It's surreal to examine my goals and observe how they unfolded in unusual ways. My original desire to work in games media came from the childhood magazines that I loved - Computer Gaming World and Electronic Gaming Monthly - and when those went the way of the dodo, I became a journalist with the sly hope that maybe one day I'd get a job working at Kotaku or something. But I finally got my gaming gig not at an American site, but a British one. And I'm writing guides, which is not something I initially envisioned myself doing. It's tricky work where we often have the chase the reins of the most popular franchises (I now know more about Modern Warfare 3 guns than I ever imagined I would), but it's also fun, since it reminds me of days spent perusing GameFAQs and leafing through physical strategy guides, several of which I still own. Versus Books' Final Fantasy VII and Ocarina of Time Perfect Guides remain on my shelf alongside Prima's Quest for Glory guides and Peter Spear's The King's Quest Companion...and while I can't do my current work in the same format of these gems (many of which were "novelizations," a style of guide writing I really miss), it does feel trippy to be following in their footsteps.
I could say the same thing about getting my words published. As a kid, I forever wanted to pen the next great fantasy novel. And while I've got more than a few discarded novel drafts sitting on my hard drive, the field of fantasy fiction isn't the one that's bearing my first printed work. Instead, it's modules and supplementary books in the fantasy tabletop gaming space - a space that has let me develop and externalize some of the plots and characters that have been gestating in my head since childhood. To a certain extent, that childhood desire to be the next great Tolkien has lessened as a result of this, and I can't say I'm displeased. I'm also happy that my first published work has been in a Pathfinder Adventure Path, because once again thinking about magazines, Adventure Paths remain one of the few remaining publications in the TTRPG space that bear some resemblance to old issues of Dragon magazine, and the nostalgia makes me happy.
I don't like to spend much time on this blog talking about myself, because there are always new ways to incite comparison to others and activate the inferiority complex in my brain. But at the end of a very long 2023 and on the tenth anniversary of the name "Pixel Grotto," I feel like it's necessary. As we move on to year eleven, I'll continue to make posts as long as my schedule permits it - after all, I can't let this blog fall to the wayside seeing as how its existence contributed a great deal to the opportunities that I now enjoy!
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oblivious-aro · 6 months ago
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Do you have any fun facts you'd like to share about yourself? (if that's a bit too broad, perhaps about your taste in media?) :o
Oh boy, time to ramble about my taste in media! Even I don't know where this will go!
With fiction, I'm open to all mediums (books, comics, shows, movies, theatre), and I tend to go for stuff worth a more overall upbeat tone. Life can already be depressing enough, I don't care to extend that to my media.
If you have something interesting to say, either about the subject matter itself or an aspect of the characters, then yes I'm down, but if you're just trying to prove you can talk about darker subjects, your story's just going to feel empty. Edge needs a point.
With video games, the game's gotta have a good hook (typically the primary game play loop, but sometimes a good story hook can draw me in), preferrably one that it gets right into. That's probably why i got so into rouguelikes a few years back.
(Dicey Dungeons in particular stands out from the typical generic-fantasy-action-oriented roguelike with it's unique puzzle/deck mechanic. Not to mention it's popping visual design and strong narrative. All while still keeping that get-to-the-satisfying-action-super-quick qualitly that makes rougelikes so attractive.)
Conversely, I find it hard to get into games that have too many controls (most mmo's. I tried Maple story once and got so overwhelmed), or are too open-world (Sorry Minecraft, I get desicion paralysis so bad. Do whatever I want to? I don't know what I want to do 😥).
I've grown to appreciate rpg's more as I got older, but as a kid I hated random chance encounters with a passion (stop interrupting me!), and was also terrified of running out of mana or wasting powerful items (wHaT iF I NeEd iT LAteR??? I'm now over this mentality. Mostly...). That being said, Paper Mario and the Thousand Year Door has been a favourite since childhood (probably styod out to me a a kid for its unique design and characters, and the action command aspect making it a bit more engaging than most rpgs I'd played), and I very much enjoyed Earthbound and Mother 3 when I played them in high school (hot take, Earthbound's better than Mother 3).
Another hot take is that this is peak controller design:
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I don't know why Nintendo messed with perfection.
Bonus fun fact: I can lick my elbow :)
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ricochetwriting · 1 year ago
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Character Writing Commissions
Character creation
I create you a one-of-a-kind bespoke character for use in RPGs, fiction, etc. You will own this character and can do with them what you will, including using them in published works. I retain the rights to my own writing (as in backstories), but you may use and share my words in not-for-profit capacities, and you may use the details I invent in for-profit capacities, just not my actual words.
I prefer to communicate via email about commissions, since I work full time, but if you would like to brainstorm in real time (via Discord), we can schedule something. I will just need to charge $20/hour (prorated) for my time if brainstorming takes longer than 30 minutes.
Random Character: $40
I create you a completely random character of my choice for whatever kind of setting you prefer (outer space, high fantasy, coffee shop, D&D settings, etc.)
I will include their species (if non-human), age, gender, race, occupation or class, background, talents and skills, significant equipment, physical description, core beliefs and values, goals and motivations, flaws, a “relationship web”, and a short (1-2 paragraphs) backstory. I’ll also throw in five “fun facts” about your character!
Custom Character: $60 I create you a custom character for whatever kind of setting you prefer (outer space, high fantasy, coffee shop, D&D settings, etc.) You can provide as many details as you want for me to incorporate into their creation and backstory, and I will do my best to turn them into a believable character.
I will include their species (if non-human), age, gender, race, occupation or class, background, talents and skills, significant equipment, physical description, core beliefs and values, goals and motivations, flaws, a “relationship web”, and a short (1-2 paragraphs) backstory. I’ll also throw in five “fun facts” about your character!
Backstory Writing: $20+ You tell me about your character, and I take your bulleted list of ideas for their backstory (if you don’t have any ideas yet that’s fine too), and write out a cohesive, lore-friendly character backstory. I will charge $.04 per word (about $20/page). You can let me know how long you want the story to be and which aspect(s) of the character’s backstory you want me to focus on.
As a reminder, I retain the rights to my own writing, but you may use and share my words in not-for-profit capacities, and you may use the details I invent in for-profit capacities, just not my actual words.
Just to be very clear, this is NOT an art commission.
I have no talent in visual art, but I am a talented writer with an active imagination and a knack for organizing that information on the page.
Please feel free to message me with any questions!
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interact-if · 4 years ago
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Day 3 of A/PI Heritage Month featured authors interview! Please perceive... Jess!
Jess, author of A Bard's Tale
A/PI Heritage Month Featured Author
It takes place on the fictional continent of Amaran, a high fantasy setting based on Asian and Pacific Islander cultures as opposed to traditional Eurocentric high fantasy.
In the wake of a terrible war, you are a young bard just starting your journey. Will you answer the call to adventure and embark to rouse the sleeping gods?
(INTERVIEW TRANSCRIPT UNDER THE CUT!)
Q1: First of all, introduce us to your project! What is it about?
A Bard’s Tale is a story about a bard, and about a few more bards, and a world that is still living in the wake of war and occupation.
More specifically, it is the story of a bard (you!) and your quest to wake Amaran’s sleeping gods. The Bard has been experiencing recurring dreams prior to the start of the story, calling them to the capital city of Mahar’il – where they meet a colorful cast of companions and take the first steps of their journey.
A Bard’s Tale mixes old faithful D&D/RPG elements with dating sim-esque romance, and doesn’t take itself too seriously. The result is some good, clean fun. (Or dirty, depending on your choices.)
Q2: If it’s not too spoilery, what are you most excited about your project?
(Future scenes, can’t wait for readers to get to xyz place in the plot, etc.etc.)
I am most excited for readers to take their first steps onto the road. Mahar’il is meant to be a “home,” of sorts, and so these first chapters are adamant about familiarizing the reader with the city and the people they can expect to find here. But Amaran is so much bigger. I’m excited for people to see some of the other cities and regions that they’ve been only briefly introduced to so far, and also to get cracking on the complicated dynamics of Aspen and Tempest.
Q3: What inspired the current project you’re working on?
I’ve been working and playing in the larger world of Valia for a long time – through homebrewing D&D campaigns, and through the novel I am also working on, which takes place a continent away and a few hundred years in the past.
A Bard’s Tale sprung from the thought of “What will this world look like when this is all over?” “How will these people start to heal?” And, of course, “If I wrote a dating sim, who are Amaran’s most eligible bachelor(ette)s?”
Q4: Do you pull from your own identity for inspiration? How has that been reflected in your work?
I do! I am a biracial Korean-American, and both my parents were also born in America. It comes with a lot of diaspora blues, which I try not to project onto my characters that live in a fictional high fantasy world where racism and borders don’t have to exist. I admit that it tends to project pretty heavily anyway on the half-elves, Edin and Han.
The influence from my cultural background will become more evident the farther from Mahar’il that we get – particularly in the Jinju and Kujaku regions, which are inspired by Joseon-era Korea. (Loosely, in Kujaku’s case.)
Mahar’il is a cultural melting pot, and my inspiration for it is actually, largely, San Francisco. I’ve always admired the architecture of SF, and how the juxtaposition of antique and modern, ethnic (particularly Asian) and American, creates a sort of chaotic harmony.
However, I feel that it is important to note that the perspective from which I write is that of an Asian-American, and not just an Asian. My story is not rooted in Asian mythology, nor does its structure reflect Asian media and literature, because my foundation is largely Western.
Q5: What’s been your experience so far? With writing, with the if community...
Writing has always been second nature to me. Translating that to game code has been a bit tricky but I manage. And if I get stuck, I’ve made plenty of friends in the IF community, both authors and readers, who are more than willing to lend a hand.
In terms of my readers, I feel so, so blessed by you guys. I started this for fun, truly, thinking no one would be willing to read such a niche story and certainly not clamor for more than a demo. The support I’ve gotten from the community has been astounding, and I’m truly grateful for it.
Q6: Finally, what piece of advice would you give to fellow authors?
My biggest advice is do what makes you happy, and write from your heart. Inspiration will not always be there when you want it to be, and that’s okay. Set out a pot of coffee and a nice inviting blanket for when that fickle mistress decides to appear. Don’t shy away from projects that aren’t capturing your attention, but don’t devote more time to them than you want to. No one is judging your pile of half-finished drafts, except yourself.
Go where the wind takes you, even if it’s not “profitable” or even “good,” because every minute that you spend writing makes you a better writer. And on that note, write write write. I don’t think you need to set a daily timer, or whatever Stephen King said in his self-help book, but if you make a habit of it you will see progress. And read read read. You can’t pour from an empty cup, so read voraciously – and take a scalpel to your favorite books. Learn from them, dissect them, understand what makes them tick and then sprinkle a little of that in your own work.
And finally, fix your sleep schedule. I know you need to.
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keeningvoid · 2 years ago
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I guess I should have a WIPs post if I'm going to be tagging things
Or an intro or whatever idk, so.
I'm [unpronouncable sounds that equivocate in English to "Keening Void"], I'm a 30 yo crazy person who works at Coffee Shop Chain in the US. I came back to tungle dot hell just as a way to get away from my other social media presences but I slipped into writeblr territory and I'm gonna stay here, y'all are lovely.
Anywho I [think very hard about] writing things. Here are some of the things:
Original Works
Laughing Into the Darkness is an urban fantasy / supernatural romance about a biroace goth not-quite-boy (Adrian) who falls in love with the prince of Hell (Karavox aka Kenney).
Encroaching Lacuna is a (technically furry) space fantasy / light sci-fi superpowers drama about twins, Taliander and Orian, who get kidnapped from their home planet by an imperial war machine.
Urasdia is an epic high fantasy drama that can't figure out if it wants to be a revenge story or a revolution story. Prince Damian of Vemba, his ex Trinh, and his brothers Viktor and Adrien are major characters.
Salvation is a queer cyberpunk story about unexpected allies. Chaz, a nonbinary cyborg sex worker, has saved up enough to get a bigger apartment - with a stranger for a roommate. But Kevin's pretty quiet, and not a bad roommate... He might be a corpo contract killer, though.
Skyward Force is a video game idea I'm tossing around. It's a Shining Force like turn based tactical RPG about time and immortality.
I have a nameless collection of drabbles and concepts surrounding a fursona of mine, Tara; she's a catgirl sex worker & bartender who lives with her werewolf friend Cormac, who she's in love with. Pretty much anything NSFW I write is probably gonna be in Tara's world, and pretty much anything I write in Tara's world is gonna be NSFW.
I also think about drabbling stuff about my tabletop rpg characters: Mitchell, the tiefling warlock; Djarra, the halfling werebear druid; and Torra, the heretic Mechanicus enginseer.
Fanfiction
I don't have a published fanfic presence but I am working on a few things in the Netflix Castlevania, Magnus Archives, and Warhammer 40k fandoms, so I might talk about those from time to time. If I ever actually work on them. You know.
Other Fandoms
These are stuff I'm into but don't necessarily have planned works for.
Books:
Brandon Sanderson's Stormlight Archives (I'm not okay, please write quickly Mister Brandon)
Richard Kadrey's Sandman Slim series
Rodger Zelazny's Chronicles of Amber (fun fact: Urasdia started out as an Amber fanvessel eons ago)
Tolkien's works, of course
Stephen King's Dark Tower books
probably more! I got bad brains
Movies & TV:
Our Flag Means Death
What We Do in the Shadows (both)
Vikings
JJBA
Archer
Cobra Kai
definitely more but again, the bad brains
Other Media Types:
I'm pretty into Magic the Gathering and goth & metal music and sometimes that stuff has story pieces to play with so :) maybe one day.
Probably going to update this later with appropriate tags and anything else that changes. <3
Socializing with my weird ass:
I'm not very good at socializing beyond either pleasantries or infodumping tbh (it's the autismos) but I do like people and I do like what you're working on!
I'm explicitly avoiding Reality here so please don't try to talk to me about politics, current events, etc. - they upset me too much and I have other avenues for dealing with all that. This space, for me, is just about fiction! (I have already broken this for myself but shh we'll just move on.)
Please avoid asking me how I'm doing, if you can. The answer, though impolite, is "bad, but there's nothing much anybody can do about it, so let's not talk about it". I don't want to make anyone feel bad for me, but I also don't want to lie. Better to just avoid the situation altogether.
I'm not great at responding to tag games or the like; on top of the autism, I got them anxiety and overthinkin' problems, ya dig? I also don't have a lot of words actually drafted for any of my WIPs yet [or, don't have a lot that I still have saved, for some] so games like word finds or last lines etc. are really hard haha. I might be better about this in the future.
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scottymcgeesterwrites · 4 years ago
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ScottyMcGeester Plays Every Final Fantasy Game*
*Okay, all the main games except 11 and 14 since they are online only, and also no spinoffs or sequels.
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THE INTRODUCTION
Years ago, I had a goal to finish every Final Fantasy game. As of December 30, 2020, I finally reached that goal. I originally started posting these reviews way back in 2017 on VGF(VIdeo Game Forums), and posted one review after another as I completed each game. I had already finished a few before I started reviewing the series, such as Final Fantasy I, II, VI, IX, and X.
Final Fantasy X was my very first Final Fantasy game, way back when it first came out on the PS2. It took me years to finish that game, mostly because I was still a novice at RPGs and I didn’t quite know what I was doing. Still, the world and concepts of Final Fantasy gripped me. As a sci-fi/fantasy writer, they inspired tons of elements in my stories. The series spans a multitude of genre-bending stories – sci-fi, fantasy, some steampunk, modern fantasy, space, traditional fantasy with knights in armor – and a whole lot of crystals. I wrote these reviews as if you have no idea what Final Fantasy is – whether you are a gamer or non-gamer. This first post is a general introduction to the series as a whole, but even if you are a die-hard fan already, there are some things that I explore that I hope you'll find interesting. What is Final Fantasy? Final Fantasy is a roleplay video game series that started back in 1987. The first game was reminiscent of Dungeons and Dragons, where you could choose one of six roles for a team of four: White Mage, Black Mage, Red Mage, Thief, Monk and Warrior. Square, now known as Square Enix, developed the game. A legendary rumor about the title “Final Fantasy” comes from the story that they were on the verge of bankruptcy. They only had money for one more game, a fantasy game. They dubbed it “Final Fantasy.” This apocryphal story is nowhere near true. Square had made video games before and they didn’t do well, but the company itself wasn’t on the verge of bankruptcy. What happened was that the developer, Hironobu Sakaguchi, had planned to retire. He didn’t see any foreseeable future in video gaming with Square’s mediocre performance. He wanted to make a fantasy game and dubbed it “Final Fantasy”, since it was to be his personal last work. He also wanted the game to be abbreviated as “FF” – they originally had “Fighting Fantasy” in mind but that name was already trademarked by a board game. Final Fantasy initially sold 400,000 copies in Japan and became and instant hit. Nintendo of America approached Square to release a localized version for the states. Final Fantasy became far from Sakaguchi’s last game. What’s Final Fantasy about? Every main Final Fantasy game has a new story with new characters and even new gameplay. Some games have direct sequels and are recognizable with a subtitle, or an additional number following a dash. For example, there is Final Fantasy VII, and the direct sequel to that Dirge of Cerberus: Final Fantasy VII. There's a direct sequel to Final Fantasy X titled Final Fantasy X-2. But even though each Final Fantasy game is different, there are still central elements that make them a Final Fantasy game. You can’t just write up a random fantasy story and slap the Final Fantasy name on it. The following elements are what make a Final Fantasy game. Some are obvious while others not so much. Chocobos:
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Chocobos were first introduced in Final Fantasy II, but have been present ever since. They are cute, large birds that the characters often ride across fields or sometimes call into battle. They have practically become the mascot of the series. Moogles, Cactuars and Tonberries – oh my!
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Moogles (pictured above) are telepathic creatures that help the players, or sometimes they can be a playable character. They debuted in Final Fantasy III.
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Cactuars (right) and Tonberries (left) are cute, unassuming enemies that are actually highly dangerous, killing you in one shot if you are not careful or fast enough. The former debuted in Final Fantasy VI while the latter debuted in Final Fantasy V. Summons:
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Sometimes they go by different names, like eidolons or espers. Summons are massive, fantastic beasts that you can call upon to aide you in battle to fight the enemy. Summons became a staple ever since Final Fantasy III. In some games, they are merely there to call into battle, while in other games they are central to the story. Airships:
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Airships have been present since the first game. They are massive boat-looking airplanes. In the more recent games, airships look almost like spaceships.
Cid:
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With the exception of the original Final Fantasy (except in later remakes), every game has a character named Cid. Cid is typically the character who owns an airship.
Items and Magic Spells:
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Each game shares virtually all the same items and magic spells. Antidotes. Eye drops. Maiden's kiss. Holy water. Phoenix Down is well-known for reviving knocked-out characters in battle. The spells follow a hierarchy of levels. For example, Cure is the basic spell to heal somebody. The second level spell for healing is Cura. Then Curaga. Then finally Curaja. Most other spells follow the same format. The same high-level spells also frequently appear throughout the games, such as Holy and Flare.
Crystals:
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With a few exceptions, crystals appear in nearly every game. They often serve as plot devices, whether they be the force that protects the planet or powerful objects coveted by the enemy. They also oftentimes have a consciousness of their own, communicating with the characters and calling them to their destiny.
Mythological References:
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Final Fantasy is riddled with mythological references. Many summons and creatures take the names of mythological creatures or deities, such as Shiva, Bahamut, Leviathan, Behemoth, Odin, and Ifrit. Certain villains share the names of mythological figures or they are derived from certain mythological concepts, such as Gilgamesh and Sephiroth. Many of the games have legendary weapons you can find near the end of the journey. These are typically named after legendary Japanese figures, such as Masamune and Yoichi, or other world mythologies, such as Thor’s hammer Mjolnir. Saving the World:
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Final Fantasy isn’t about saving a particular princess, or person for that matter. The ultimate goal is to save the entire world, or even the very fabric of reality. Evil spreads in many ways, such as a sealed darkness trying to break free, empires with ambitious goals, villainous subordinates who pull the strings of politics, or empires destroying the environment. Typically, the main cast consists of characters from all walks of life. They all have to learn to work together and get through their personal struggles to save the world. Existential Crisis (or Startling Revelation):
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By the time you reach the third act of a Final Fantasy game, some startling revelation forces the characters to question their very existence. A villain is revealed to be a hero’s family member, a main character realizes they're a clone, another realizes that they cannot live without magic, etc. Typically, the main character questions the nature of their soul, if they die like regular beings and become part of some greater life force, or blink out into oblivion. Whatever the revelation may be – it serves as a final crisis that the characters have to overcome. The Descent into Hell:
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Every third act of a Final Fantasy game ends with what I like to call a “descent into hell”. The final dungeon is always some kind of bizarre world. In Final Fantasy II, you literally descend into hell to fight the Emperor. Throughout the series, hell is more metaphorical. The final dungeons can be a massive, sprawling tower or dreadnought, or a strange dimension that appears to have no rhyme or reason. Sometimes I'm reminded of M.C. Escher’s work, “Relativity”, or sometimes it reminds me of some cosmic horror featured in the Cthulhu Mythos. These final dungeons can be inter-dimensional rifts between space and times, pockets in reality, subterranean depths, insane worlds that the villain created, and worlds of darkness. (Final Fantasy IX's Memoria)
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(M.C. Escher's “Relativity”)
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These stylistic approaches for the final dungeon represent the oncoming battle with the forces of chaos. Fighting God:
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After venturing through the surreal and hellish final dungeon, you face the main villain. The main villain always achieves godlike status or the characters actually have to defeat a god in order to save the world from its oppressive reign. Many stories appear to throw in a last minute ultimate god who was pulling the strings of the plot the entire time. The purpose of dealing with gods and goddesses represents the characters’ desire to control their own fate and alter their destiny. Most of these bosses are strange and grotesque, definitely getting a Cthulhu vibe from them. I looked at them and thought, "Christ, what the hell is THAT supposed to be?"
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It always feels like THE final fantasy:
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Each game, no matter what happens or how it happens, feels like the be-all-end-all of its story – its fictional universe. Direct sequels were unheard of until Final Fantasy X-2, which while fun, was wildly different in tone from the original game, and critics pointed out that it ruined the finality of Final Fantasy X. This is one reason why I think direct sequels to Final Fantasy games fail – what else could the main characters possibly face that is more dangerous than the one they just encountered? Anything else would feel like child’s play to them. NOTABLE PEOPLE Aside from the characters, stories and games themselves, the people behind the series have achieved legendary status. Nobuo Uematsu:
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The original composer of Final Fantasy. Uematsu single-handedly scored the first 9 Final Fantasy games. Uematsu surprisingly never had any formal training in music – a trait that would ostracize any composer, such as Danny Elfman. I find that the those who haven't had any formal training usually break the mold with music. Uematsu started working for Square at around 25 for the first Final Fantasy game, starting out with nothing and never suspecting his job would lead him where he is now. His music is unique for incorporating elements of classic and progressive rock, specifically in the battle themes. Uematsu’s themes for each game have achieved instant recognition in the gaming world, as recognizable as the theme to Star Wars or James Bond. Tetsuya Nomura:
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Tetsuya Nomura is a video game designer and director who started at Square in 1990. He rose to prominence when he was given full control of designing the characters for Final Fantasy VII – arguably the most popular Final Fantasy game to date because of its characters: Cloud Strife, Tifa Lockhart, Vincent Valentine and Sephiroth. Nomura went on to create more legendary characters for Final Fantasy VIII, X and XIII. Yoshitaka Amano:
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Amano is the artist whose work is most known now in Final Fantasy. He has done concept art and design for every game in the series. His style is instantly recognizable. He has also drawn for many anime shows, comics and mangas, such as Vampire Hunter D and Sandman: The Dream Hunters.
And last but certainly not least - THE MUSIC Final Fantasy has left its mark in the musical soundtrack of video games. Each game more or less shares three of the same memorable tracks.
The Prelude:
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The Victory Fanfare:
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The Final Fantasy Main Theme:
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THE REVIEWS
Each review I post will critique major aspects of each Final Fantasy game, such as its gameplay, graphics, story, and music. Today is currently January 3, 2020 (technically the 4th when I post this because it’s past midnight), and I will be posting one review per day so as to not lose my sanity editing and formatting everything at once here. So look forward to the very first review tomorrow starting with the very first Final Fantasy game.
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iampikachuhearmeroar · 3 years ago
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y’know something that’s bothered me for a couple of weeks now is how the other week, someone told me that the fact that you get nook miles for changing your character’s outfit in animal crossing made AC a “childish” game to play above, like, strategy games or whatever else.
like okay yeah. it’s a little redundant, i guess, to get nook miles points for changing my character’s outfit in the game….. but like…. that’s what makes it fun??? and there is some strategy, for me at least, in playing animal crossing…. mostly to make money and purchasing items for my island or rearranging my house or updating bridges/inclines on my island etc etc.
but just because one of the ways to make points is something as simple and frivolous as changing an outfit, doesn’t mean that there’s some type of strategy or some type of other thing about higher order thinking skills.
and plus. games don’t have to be that fucking deep all the time. because although i play ac every day mostly to keep my island going and for my mental health…. at least it’s keeping me busy and getting me to use my brain (from time to time lmao). like i practice planning on it and stuff. i practice financial management (lmao) on some level too…. with saving money in the bank to upgrade my house…. or when i do upgrades on stairs/bridges, i pay the loan in full??? all which are things in the real world/irl that many millennials (both younger and elder)/early gen z can’t actually fucking do. how is this not good??? i actually having spending power!! and that’s powerful! lmao. even if it’s fictional.
but just because i’m not playing god knows what strategy game (or even something like COD or whatever) to flex my strategy skills and whatever not…. it doesnt mean you dismiss or diminish it as “childish”. like y’all. after the hell i had in hospital from nov 2020 til jan this year, and coming out of hospital…. animal crossing has helped my mental health by giving me something to focus on and giving me tasks to do….. albeit in a fun way. but just because one of the menial tasks on it to get points is “changing your characters clothes” it doesn’t mean that it’s pointless or some other negative word. just because i’m not carrying out some idek fucking reconnaissance mission in fuck knows what army type shooter game like COD or halo or idek something similar in assassins creed type or borderlands type rpg’s, it doesn’t mean i’m not using the “strategic thinking” part of my brain.
anyway my point is that video games dont have to be fucking deep and flex your critical thinking and strategic thinking skills all the fucking time to be deemed “real gaming” when people play them. sometimes the most strategic thing is placing a bridge next to the able sisters clothes shop right next to your house or idek putting some mario teleporting tubes in your front yard and by nook’s cranny so that you can make bank quickly on your old stuff in storage and making the hot buy items lmao.
and the best part is, for me anyway, it’s actually fucking relaxing instead of having like 10 dudes in your team (if you play halo/COD multiplayer online) screaming at you all at once to do shit. or you’re not having to complete missions on a time limit all the time in some solo hero game. instead you’re building a community (an imaginary one, but still) slowly, and planning (ok not fully, my island decoration is haphazard…. but at least i’m at a 4 star rating now lmao) and designing an island to live on. again, it reminds me of when i told a guy in my homeroom back in year 9/2010 that i was still playing neopets and moshi monsters and he scowled at me saying that “those are for babies, not like COD. grow up!” although i did play my fair amount of single player shooter games on neopets anyway 🙄🙄 (that on top of everything, i was actually pretty good at lmao).
but i guess it’s that the building a community and a home etc thing is seen as “girly” and “babyish”/“childish” whereas being a lone hero in every shooter game or other RPG game is seen as “manly” or “adult”. because again, you have to actually have “plans” (apparently) whether you play with a team or not…. all bc you’re using your strategy skills to “survive” in the game…. while earning points for things like changing your clothes or talking to your neighbours or “improving island life” and everything else that you get nook miles points for on animal crossing…… is seen as “too easy” and again “girly” or “childish” because you have to actually CARE about the thing and almost “raise” it like a kid…. and not usually just mindlessly shoot at shit or fight/kill people or idk magical beasts or be the hero of some type of quest or mission like many (i assume on large scale) of the typical “manly” strategic games are like.
like sorry i like caring for my villagers even though they’re fictional, fred. sorry that i like easy points and casual games over some overly intense team game play games like COD or halo… or sorry that i don’t like overly intricate quests to do constantly that “save the land and yourself” or whatever fuck in like final fantasy or skyrim or assassins creed (although i do want to eventually buy those games and play them casually). let people have easy games and find pleasure in them. just let people chill the fuck out and not have to really think about shit all the time.
and plus, i bet many people let their young kids (like 6 to 10 year olds) play animal crossing; which i think they’d much rather have them play than COD or whatever other shooter game tbh. because i know i would rather a kid that young to play AC over something like halo. let kids have more kid friendly games as well. because even for them, not everything has to be a way to build their strategic thinking/critical thinking skills, imo. let them have fun chopping wood down or diving for sea critters. or, hell. some kids might even like changing their parents character’s clothes to the outfit that they like their parent’s character (or even their own character’s) to wear lmao.
like for fucks sake. let everyone from kids to adults have some time to chill/relax and have fun. why does everything have to be competitive (which is what many of the big shooter games really are, when they’re played online multiplayer mode in teams…. imo anyway) and tactical/planned??? let people, no matter their age, have their unrestrained play/fun and rest…. when so many things that are hobbies nowadays are basically being forced into being “side hustles” or “something to learn from” etc etc. because sometimes you just need to fucking switch your brain off by talking to a raccoon who sold you an island and his 10yo sons who run the island corner shop; and other various fictitious anthropomorphic animals.
anyway here’s a fun rant for july.
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ilikedetectives · 4 years ago
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Hi, did you play every AC game? If yes, in term of game plays which are the easiest? For someone without much experience in games, ty!
Not every AC game, because I can handle only so much of cookie cutter games at a time. Before I say more, lemme get this out of the way first: I played the Ezio trilogy back in 2018 because Da Vinci’s Demons was cancelled and I wanted more Da Vinci content and the white and red hoodie looks cool. In other words, I didn’t play the game because it’s called Assassin’s Creed.
The AC games I played so far, by the order of which one I play first. I’ll rate gameplay by my personal preferences (because it’s the only way I know how).
Ezio’s trilogy (AC2, AC Brotherhood, AC Revelations, played in 2018): decent parkour, minimal grind (just invest in the villa and you’re a millionaire in a day or two), very story focused (perfect balance of historical and modern plots). Decent combat. The golden years of AC and I agree.
Unity (played a few months after Ezio): good parkour, medium grind (bigger map and more items to upgrade, you still get to invest in properties so it helps). Time-saver items are on sale for real money aka MTX (ew). Combat is ok, not much difference since Ezio. Historical story is meh (I don’t care for Arnold because Elise’s story is more interesting) and they completely ditched the modern plot (you think Odyssey has little modern day plot, try Unity). Buggiest AC game I encountered and I played this game 4+ yrs after launch (hold on to that thought, keep reading). Ubi spent all of their time and budget doing the interior design (which is gorgeous btw) that they have none left to fix the bugs.
Black Flag (a few months after): chasing flying papers is my favorite activity to NOT do. Grindy af (no property investment). I can’t tolerate the controls for the ship so I hate everything that involves ship in this pirate game, except for sea shanties. You’ll have more fun playing this game as a pirate than an assassin. Combat feels the same since Ezio. Other mechanics are like Unity (understandable). Modern plot is minimal, but it makes bloodline irrelevant and there’s a....soul inside a computer server that wants to possess a human body, meanwhile said soul’s husband is a maniac who has unlimited reincarnations (realism, I know). Black Flag is the gateway game that convinces me that I should stop wasting my brain cells in “what kinda bs realism is dis?”
Odyssey (a month after launch, bought solely because of Kassandra also when I heard Odyssey is set before the creed, oh fuck yea I don’t need to sit through another rehash of Creed crap or at least minimal anyway): oh gods a breath of fresh air from the old controls where you have to hold R2 whenever you want to run and my fingers hurt sfm. Climbing is the best because the protag actually moves where you want them to move. MTX (ew). Grindy but because the combat and movements are smooth, best combat so far; I don’t see Odyssey as grindy because I enjoy my time playing (also Kassandra); I platinum the game on PS4 at around 130 hrs I think, could’ve been earlier but photomode. Fun quests that I giggle whenever thinking about them (I don’t remember shit about any quests in any other AC game, but then again Kassandra). People bitch about no parkour but who parkour in the 450BCE?!?!? Full disclosure: I never cared for parkour and never will. I stop caring for modern plot after how Unity and Black Flag handled it. Playing Odyssey makes me realize that I enjoy AC games more if idgaf for the AC aspect, rather, I play for the fictional historical tourism aspect. Just ditch the AC and voila, blue sky and fresh air. Playing Odyssey also makes me realize that I want a spin-off IP that focus on the Isu so we can go full fantasy. Do I need to say how pretty Odyssey is? lol
Origins (planned to play Origins first, but Kassandra. Also, I remember Amunet from AC2, but somehow we play as a dude in Ancient Egypt, I’m not too eager to find out, despite I prefer Egyptian mythology over Greek and I’d like to thank Yu-gi-oh for that): combat is clunky, heavy, and slow, though no need to hold R2 to run so phew. Grindy af. The bow mechanics is a decade outdated (Horizon Zero Dawn came out the same year and oh boi the difference is night and day, oh yea I played HZD before Origins. I get it the bow isn’t the focus but does it have to feel like Skyrim in 2017?). I’m glad I play this game for the Ancient Egypt (which is beautifully designed *chef kiss*) aspect and no more. 
Syndicate (I play this along side of Origins, still haven’t finished it though. Literally bought the game for Evie and I nut over Victorian fashion): combat is no different from Unity. Grindy like Black Flag and Unity. Story is meh in both historical and modern plot so far. Evie is the only reason I’m still trying to play this game. At least the Helix outfits are included in the Gold edition of the game. Victorian London is gorgeous tho.
Valhalla (only care for this game because Eivor. Tbh after God of War and Hellblade, idc for another Viking game): game is buggy af, buggiest AC game I’ve played. Combat is like Origins but worse: the only saving grace is the finishing move & the bow mechanic hasn’t been improved since Origin; I honestly would rather have combat from the Ezio games over whatever-this-is. You have to toggle a button to run now, which is dumb af because I miss Origins and Odyssey automatic run. They bring parkour back (because Vikings totally dig parkour back in the Dark Ages) as well as the-character-doesn’t-move-where-you want-them-to from the older games. Chasing flying papers from black flag is back, no thx. Looting enemies is useless, but hey you get to run around to look for a key or two or THREE to get some minimal amount of materials; so imagine if 2/3 of every chest in Origins and Odyssey are locked. Oh! You have manually pick berries/food to heal, no healing potion, wtf is this half-ass RPG shit? Side quests, oh sorry World Events, aren’t tracked in an open-world game (guess who hasn’t been doing these bitches?). Grindy af. I’m wasting my time looking at the skill points interface (you have 99 lv in Odyssey, 55 in Origins, 403 power in Valhalla. A game doesn’t feel like grindy if you level up every 2 quests for 403 times, does it? lololol). The useless SP tree is so massive that I just don’t use the skills I acquire because it takes too much time to find out which buttons to push to locate the 10 skills in this 403-dot clusterfuck, but the astronomy design is beautiful (gotta give credit when it’s due). Scummy practice from Ubi: releasing “time-saver” pack AFTER reviews are published. Also, who wanna bet there will be more mtx outfits than in-game outfits? Don’t worry, Ubi makes inventory management cLEaNeR for you *hands over 8 outfits for an RPG game*. The free event bugs tf out of your already buggy event, but hey, you’ll get a free outfit that’s a reskin of what you already have, teeheee be grateful. Eivor is amazing but by the gods playing this game is a chore. Tbh I only play Valhalla if I don’t feel like playing Ghost of Tsushima that day. Lastly, why is England so yellow like it’s Ancient Egypt?!?!? And why the sunlight moves faster than Eivor’s running at full speed? Which parts of this game does realism count?!?!?!?
Unsolicited opinion: GoT is an example of how an AC game should be and how DLCs should be handled, but with Ubisoft it will never be and I’m so fucking glad that it is Sucker Punch Prod which handles feudal Japan with utmost respect and realism. See how “honor” is handled in both games and compare the writing. Ubisoft should have announced ding dong AC is dead and create a new IP, but AC is their most financially successful franchise so expect more of this MTX, I mean, grindy RPG approach with minimal narrative. 
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probablyottrpgideas · 4 years ago
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Tabletop Asks
In reference to the previous post: 1.) Game Master, Player or both? Why? 
I am currently lucky enough to be player in one game and DM in another (both 5e D&D), however ordinarily I am overwhelmingly the DM/GM. 
2.) When did you start role playing? How old were you? 
My first start with published tabletop adventures was actually quite late, in my second year of university when I was about 19, so 11 years ago now, with D&D 4e. However, I think my first freeform roleplaying experiences were with a mate of mine all the way back in primary school, where we had this quite extensive worldbuilding and characters. It was my first introduction to the idea that I wanted to be a writer.
3.) What was the first role playing book you ever owned? 
The 4e PHB, DMG and MM all at the same time. I had a job then, missed playing, decided “fuck it, I’ll start my own” and dived in.
4.) Describe the first game you ever ran or played in. 
A 4e Starters Box run on Keep on the Borderlands. I played a Dwarf Fighter out of the box, which I named Xzienne (which some of you know is my regular online handle). He was fun; in my oh-so-extra way, I kept my game notes as In-Character journal entries.
5.) Which system did you grow up with? 
D&D, all the way. Fourth edition and then Fifth, with a look at Third in between. But I’ve played about a dozen or two different systems all up.
6.) Which system do you play now? 
Predominantly 5e
7.) Longest campaign you’ve run or played in? 
My D&D “Empires Intelligence Services” campaign ran from 2016-2020.
8.) Where did you meet your current gaming group? 
I tend to throw my groups together from among various people I know from all over. My favourite group ever was the one formed entirely of cast members from our local theatre company production of Wicked.
9.) Strategic combat or dramatic plotlines? 
Does it need to be either/or? I feel like good drama gets you invested in the character’s outcomes, good combat (or puzzles or traps or whatever) gets you invested in the character’s actions. You want people to achieve their goals with emotional satisfaction but without just narrating to them; they need to feel involved in the process of making those goals come about. Challenges are not just there for the Power Gamers and the Slayers, they make the plotlines feel satisfying for everyone.
10.) Favorite RPG genre?
I love Science Fiction and I love Fantasy, and my own work so often smashes the two together. I write a lot of Contemporary/Urban Fantasy, and my D&D world is a magepunk magitech setting with spacefaring aircraft and so forth.
PLAYER CHARACTERS - Describe:
11.) Your first character. 
Xzienne the Dwarven Fighter, mentioned above. My first character I made though, on the other hand, not including NPCs, was much later. I think it was probably Tetsuo, my Shin-jin from a Dragonball RPG
12.) Your favorite character. 
Definitely Ortlinde. An Aasimar Witch who was the granddaughter of a Valkyrie, and was mad that the gods would be so callous as to bar her mother from Valhalla just because she wasn’t a warrior, and so tried to stage a coup against Asgard. Fuck she was cool.
13.) Your most ridiculous character. 
If not Ortlinde, then possibly Parian, my 13th Age Bard whose “One Unique Thing” (a 13th Age mechanic that I love) was that he could modify his spells on the fly by casting the verbal components as full poems, which I would write and perform in-session. I once got to add a Fear effect to a Thunderwave because I made it sound like the trumpets of judgement day, and I managed to cast Charm Person but with an allied player as the focus of the target’s charm by making the poem about their character.
14.) The best in-character line you’ve ever had. 
Not a lot of what other players have said have stuck with me, really. Possibly my favourite was Alice’s ranger in Castles and Crusades who said a whole lot of buckwild shit until my halfling begged her not to talk. 
Whereupon she shortly thereafter discovered a secret Dryad home inside a tree, and didn’t mention it to the party. When asked why?
“You told me not to talk.”
15.) Your most epic death. 
I haven’t died that often, to be honest. Probably the most memorable death was Parian, who got crushed in a moving wall trap and had to be scooped up in a bag and carried around as “bard soup” until a True Resurrection could be cast.
16.) Your most disappointing death. 
See above.
17.) Something that shouldn’t have worked, but did. 
Meliorn Metcalfe, Tiefling Spellbinder, orchestrating an ambush in a town square against the people who had been sending thugs to attack the party in their beds and stealing shit from the townsfolk. I set up traps (clay pots filled with caltrops and poison), used sunrods to blind the attackers while we had our backs to the light, and we greased the buildings around the area so that they couldn’t climb to safety. It went perfectly, even after they rocked up with a gargoyle.
18.) Something that went hilariously awry. 
Just recently I was playing in a Wildemount game which saw the party running Benny Hill style around an ancient lab from a Wight. In the process I got nearly killed by both flying knives and a very angry carpet.
19.) Your most memorable in-character moment. 
Ortlinde’s speech to Frigg, lambasting the Gods for their mistreatment of mortals. 
20.) The coolest item you ever got and how you came to possess it.
The Masque of Clavicus Vile, from the Elder Scrolls games, pulled from Niddhogr’s treasure hoard and buffing my Spell Save DC to 27 (including other stuff like class features for the Witch and another item which synergised with those). 
GAME MASTERS - Describe:
21.) Your favorite NPC and how the party reacted to him/her 
By far Celia Sapienza, Eladrin Kensai, who became the party Mum even though she was younger than a few of them. She’s now the head of the Empires Intelligence Services Northern Branch.
22.) A game you wish you could run or want to run someday. 
I’ve been eyeing off Dread, Skullduggery and Leverage for years, but I also recently got the Dishonoured game which looks sick as, and Blades in the Dark, and...
23.) Something you made up on the spot. 
So so much, but most recently I had a Marid sailor NPC who I had to improvise and entire story of his previous voyages. I did it in a Brian Blessed voice and the players, no shit, fucking applauded. 
24.) Your most successful game. 
The Wild Huntresses, finally figuring out who had killed the town alchemist and facing off against her and her pet Water Elemental in the caves beneath the hills. Such an epic game. God I miss that group.
25.) Your least successful game. 
Paranoia, but that’s just built into the premise.
26.) The craziest thing your players have ever done, and how it affected your plans. 
I had a player walk straight out the front doors of a castle under siege. I hit him with 2 dozen crossbow bolts. That guy was an asshole.
27.) Your favorite setting or game location. 
I massively love the idea of Eberron, and I love the MTG crossover settings like Ravnica and Theros. 
28.) Your creative process when you plan a game. 
Typically write about a page of notes for every 2-10 hours of gameplay, depending on the amount of combat expected. Things like important NPCs and what they want, where the party are expected to go in general terms and some ideas for things to throw at them when they inevitably wander off the path, that sort of thing. If it’s really plot important, though, I’ve been known to write pages and pages of lore and character info to hopefully seed into conversations. I also once wrote a full script that we did as a table read for a big conversation between a bunch of NPCs that the party were there to listen to but not be involved in. 
29.) The best / worst character concept you’ve ever heard. 
No character concept that fits within the rules is ever really bad, although sometimes the execution isn’t great. Some are very, very dumb, like say every character ever built or played by the asshole player I mentioned a few entries back.
30.) What makes GMing fun for you.
Players getting invested in the world and in each other’s stories. Nothing makes me feel better as a GM than being able to sit back while the players have a full in-character conversation with each other.
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hglog · 4 years ago
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PBTA Spelljammer GLOG Thing?
Recently, my father dug up his old Traveller and MegaTraveller books for me, and after having a lot of fun reading through them, I can definitively say I don’t ever want to GM the system. But it got me in a space-gaming mood and my mind turned to two things. First, the Uncharted Worlds game I was once a player in, which seems to have borrowed a lot of the good aspects of Traveller and put them into a PBTA system, which I love very much. Second, the AD&D setting Spelljammer which is an amazing science-fantasy fever dream that I’ve unfortunately never gotten to experience firsthand. Naturally, I decided I’d make an RPG. And, ever since I discovered it, GLOG has basically consumed a large part of my mindspace whenever I think about RPGs.
Now it’s about a month later, and I have a lot written, but even more still to write. My biggest issue is getting my thoughts organized. I’m always a lot neater when I know other people are going to see my work. So, in a hope to make things more coherent for myself, I’m going to let you in on what I have to far.
What I like about Spelljammer
Science fiction minus the science
Practically any science fiction trope you can think of fits into the setting, but when it comes to the actual science, it’s this weird-ass mix of a classical Greek and medieval alchemist understanding of the cosmos.
You don’t have to worry about players “um, actually”-ing you about what happens in the vacuum of space, because it’s actually not even a vacuum!
Magic = FTL
Despite the previous point, its science is actually still relatively “hard” when it comes to internal consistency and logical consequences to its different laws of reality than our own. The magic, on the other hand, is magic. My headcanon is that the speed of light imposes a hard limit, but magic is the one thing able to ignore it.
While people could theoretically pull off a no-magic spacecraft launch (if they had a few thousand more years of technological development), for the most part, if something is in space, it’s probably because a wizard decided they wanted it to be in space.
Weird-ass spaceships
Since a spaceship is “anything you can put a spelljamming throne in,” you get a delightful mix of regular boats, classic pulp sci-fi or space opera spaceships, weird organic tentacled things, and whatever else strikes your fancy.
What if a dragon died and all the kobolds that worshipped it somehow got enough spell slots to just pilot its corpse into space and start fucking shit up?
Sadly, Spelljammer doesn’t offer a lot of customization, instead just relying on a wide catalogue of weird ships used by different aliens.
Wizards
What I like about PBTA
Adaptable to basically any setting
There is a great wealth of hacks I can draw from
These two points go hand in hand. I haven’t, however, been able to find a specifically spelljammer-inspired PBTA hack, so that’s why I’m doing this.
The PBTA games I’ve read through in creating this (so far) are  Uncharted Worlds, Dungeon World, and the original Apocalypse World.
Encourages little preparation
My biggest challenge in running a game that’s interstellar in scope is my instinct to pre-prepare everything, which is already problem if I think I need to make an entire country, let alone an entire planet. But now we’re talking not only a planet but every planet.
While you can do worldbuilding as the GM for a PBTA game, you can also not do any, and let the players do all the work for you upon character creation. Dungeon World is especially good at this.
It’s fun
I’ve enjoyed every PBTA game I’ve been a player or a GM for, no exceptions (so far).
It’s extremely easy to teach people
Most of my friends are not as into learning new systems as I am. But most of them have already played at least one PBTA system, and if they haven’t, it wouldn’t be as much of a hassle as say, AD&D or Traveller.
What I like about GLOG
The four-template class blueprint
If PBTA character sheets are streamlined, I don’t even know what I’d call GLOG character sheets.
I don’t know if I’d shave my classes down quite as much, but I’m definitely taking notes from GLOG’s designs.
GLOG spellcasting
This is one of the things I like most about GLOG.
Spell dice to power FTL? Maybe 1 die per 30 light years or whatever, and the sum determines how fast the trip can be made? Doubles and triples can be malfunctions or space pirate attacks or something.
A shit ton of classes
I think I’d like to limit it to 10 or so classes, but I’m definitely going to get inspiration from some of the weirder GLOG classes along with the classes fighters/wizards/rogues.
An emphasis on interesting problem-solving
I think this is more just good game design than GLOG itself.
Encourages taking a weirder spin on fantasy lore that’s often taken for granted
Again, this seems like it’s just good worldbuilding, but a lot of GLOGgish writings do this, and I’d like to follow in their footsteps.
What I like (and dislike) about Traveller
I don’t like how obtuse it is
Reading the book sort of overwhelms me. It’s like they didn’t even try to make it accessible. It’s just endless black text on a white background, tables and diagrams strewn about haphazardly, and no art, not even just at the beginnings and ends of sections. The cover is a black void to symbolize the state of my mind after reading three pages.
When it comes to spaceships, I like a lot of crunch and granularity in their design
Something I found myself wishing for when playing Uncharted Worlds was a more involved ship design process. While they did clearly take notes from Traveller, it’s nothing like the original.
I don’t know what it is about spaceships. Characters I like simple and streamlined, but I guess reading through power plant matrices and choosing software and balancing it all on a budget gets me into the headspace I actually believe a spaceship creator would be in, whereas I don’t think the creation of a person usually involves that sort of design process.
I'm neutral on the crunch for everything else, but I think it's at odds with PBTA sensibilities
Plus, as I sort of mentioned in the PBTA section, I want my mostly 5e-playing friends to be willing to test this with me.
I like the psionics
I really like psionics, and I think Traveller properly captures the feel that I like for them.
However, I’m not a fan of “anyone can test their psionic abilities and then roll to maybe get powers.” I’m going to have a psionic class, which a character can start in if they want to have psionic powers, or they can multiclass into later if they want to discover their psionic potential later on. If they don’t want their character to have latent potential, they can just never take any levels in the class.
I dislike the highly-defined setting
I know it’s supposed to be adaptable to most sci-fi settings, but the books reference their own universe and history so much that it doesn’t really feel that way.
How do I synthesize this all into one game?
Setting-wise, I’m mostly drawing from Spelljammer, as well as Star Wars, Numenera, and my own imagination. I don’t want to define many specific planets or empires or sectors or whatever since I prefer most of the worldbuilding work be done by players during character creation. Also, if you know of any very low-science space fantasy fiction that I should read, please send it my way.
I do have very specific ideas about how I want spaceships and space travel to work, which I think need their own post later. You might get a pretty good sense of what I’m going for from the Spelljammer and Traveller sections, though. My plan is to take advantage of something like Traveller’s very granular and in-depth ship creation to let players make their own completely batshit Spelljammer-style spaceships. I think a ship needs its own character sheet.
I’m doing the PBTA thing where each class has a character sheet. I haven’t decided whether I’m doing the standard 6 stats or making up some weird ones. The former is definitely easier to sell to people but I think the latter is cooler.  Also, since you need a spellcasting class to have FTL what do you do if nobody picks one? I don’t want to get in a situation where I have to tell them “one of you needs to switch classes,” that just feels bad and could create animosity. A solution I’m slightly leaning towards is having only one of each character sheet, then making sure there’s always one fewer non-spellcasting class option than there are players, so by pure mathematics someone will end up able to power the ship, and I don’t need to force anyone to change on my own. The issue there is then I can’t have more than 3-5 non-spellcasting class options depending on party size, and I’d prefer a larger and more varied class pool. Another option would be to have magic hirelings available, but I want spellcasters with the ability to do FTL to feel like these big, weird, and powerful personalities, so having them just available as hirelings sort of it cheapens that in my opinion.  Maybe it’s not actually important that the party always have access to their own interstellar travel? I could see the PCs being like a bunch of interstellar hitchhikers. Very Douglas Adams. 
That’s just about everything that I don’t think needs a separate post. I hope you enjoyed it, and if you have any thoughts about this potential horrible chimera of a system I’d love to hear them! You can reach me here through Tumblr or at Robot_Face#7919 on the OSR discord server.
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djmunden · 4 years ago
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Thousand Scars Author Interview
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Hey guys, back with a new isolation interview! I’ll have an SPFBO author interview ready for the weekend, but I’d like to bring back an old survivor of the Scar den in Deston Munden. Hope you guys enjoy! 
First of all, tell me about yourself! What do you write?
Hello again! I’m Deston J. Munden, former SPFBO writer and now resident stuck in the house author. I’m a science fiction and fantasy author who is surviving all this craziness by stuffing his head full on Dungeons and Dragons characters and learning how to cook neat food. I’m the author of two series, Dargath Chronicles and Dusk Orbit Blues, both which are getting an audiobook real soon. It’s a pleasure to be back.
How do you develop your plots and characters?
I’ve been asked this quite a few times and I never feel like my answers are satisfactory, but nevertheless true. They just kinda come to me. There are small inciting events that makes me want to develop a character or a plot. It could just be me sitting and reading. It could just me be playing a game or roleplaying a completely unrelated character.  From there, I put them on what I called the simmer mode. I slowly develop them in my head until they are ready for the drafting phase.
Tell the world about your current project!
Dargath is a fun, high fantasy world that I created a while back. It’s a world where everyone has magic and no one is truly human. I wanted to create a world where magic was a common stance and everyone has a degree of it that is unique to them. Also, I wanted a world where the reader doesn’t go in with the natural biasness of starting with a human. Yes, there are human-like races, but I wanted to have this mystical feeling to everything. The world is split into two continents, eight races, and plenty of subraces. It’s rich in history, politics, and turmoil while also having that classic dungeons and dragons type of feeling to the world. If that seems like your type of thing, try me out!
Who would you say is the main character of your latest novel? And tell me a little bit about them!
Ser Torlyek is the main character of the novel that is coming out later this year. I’ve been marketing him as Neville Longbottom meets Thor from the MCU and Steven Universe. He’s my first autistic main character who adores knights and honor beyond anything else. He’s also a complex character who has a deep backstory with his family. Duke’s Brand follows him as he comes to terms with who he is now as well as him making friends along the way. I hope that you guys enjoy him as much as I enjoyed writing him.
Have you been to any conventions? If so, tell me a little about them!
I’ve been to so many conventions! They are some of my favorite places to go for vacations. They are so lively and powerful, and you get to meet so many fellow nerds. My goal this year was to finally sell my books at a convention. Sadly, that didn’t happen. Now, I’m going through convention withdrawal. If you never gone to a convention before, I’ll honestly suggest that you try it out. There are so many cool things that you can find and you’ll meet so many cool people.
When did you first realize you wanted to be a writer?
I realized that I wanted to be a writer when I was young. Luckily, none of my teachers tried to squash that love. Instead, they tried their hardest to cultivate the talent that they saw. I always wrote fan fictions and loved the creative writing assignments given to me. But, it wasn’t until after college where I realized this was a career I could do. Self-publishing opened an entirely new opportunity for me and ever since I’ve been pushing myself more and more to expand my dream into a reality.
If you had the opportunity to live anywhere in the world for a year while writing a book that took place in that same setting, where would you choose?
Rome, hands down. There’s so much history there that I would love to explore and set a story within. I think it would be fun to explore the mythology and the people of rome and wrapping that up in a story that I would write.
What advice would you give new writers?
Finish. That. First. Draft. I’ve seen so many new writers get into what I call the world building loop or worse the first chapter loop. Its when a new writer keeps world building or writing the first chapter endlessly until the end of time. That is not how you’re going to improve. You’re going to have to finish that first draft at one point or another. Not to say pre-writing is not important, however, if you’re stuck on it you need to start on the first draft. As a new writer, learning how to finish a project is key.
What real-life inspirations did you draw from for the worldbuilding?
Too many. I usually get inspiration from history, cultures, food, architecture, generally whatever that I think would make my world feel richer and livelier. Each of the races are inspired somewhat after certain regions of our world albeit blended in such a way to better fit the region I’m going for. I’ve used things from Africa, the Middle East, Medieval Europe, Egypt, etc to make my world feel stronger and cohesive. It’s a fun experience as a history and culture nerd.
What inspires you to write?
I enjoy it. That’s the long and short of it all. Writing is a passion of mine. I love sitting down at the computer and letting my imagination go wild. There’s a magic to it all. I used to write after I finished my schoolwork in class just for fun. I didn’t realize that was weird until my teacher saw me doing it while everyone else was playing games on the computer. Writing is my creative outlet and without it I might burst.
What is the hardest part of writing for you?
The hardest part for me is keeping the pace with everything. There’s a lot that goes into be an author. Some days I just want to sit down and write, but I know I can’t do that all the time. There are days where I’m going to have to research, do my social media, and market the books I already have released. Managing my time has become quite difficult.
What is your routine when writing, if any? If you don’t follow a routine, why not?
My routine is usually 8-4 every weekday. If I don’t follow this schedule, I will and can work myself to death.
What was your favorite chapter (or part) to write in any of your books, and why?
This is spoiler territory. There’s a certain scene in Tavern that I really enjoy that has made people lose their marbles and I always laugh manically about when I get a message about it. Recently though, I’ve been getting a lot of “OMG” about a certain scene in the middle of Dusk Mountain Blues. It makes me giggle. I might be evil.
What these two scenes have in common is that I throw the reader for a loop. I love doing that.  
Did you learn anything from writing your latest book? If so, what was it?
Writing Duke’s Brand and Dusk Ocean Blues taught me a lot how to condense my writing style a bit. Lately, I’ve been trying to hone my writing style a bit. I feel like writing these two books has helped that a lot going forward.
Are you a plotter or a pantser? A gardener or an architect?
I am definitely a pantser. I’m all about writing it and winging it until I get to the second draft.
If you had to give up either snacks and drinks during writing sessions, or music, which would you find more difficult to say goodbye to?
Definitely snacks. I can give up music if I had to, but snacks I need to survive. I can’t imagine how I’ll get through certain parts of my novel without snacking on some chips or some other ungodly unhealthy food or beverage.
Which is your favorite season to write in, and why?
Spring. There is something about the temperature and the outside environment that brings out the power in me.
It’s sometimes difficult to get into understanding the characters we write. How do you go about it?
It’s all about learning how that character ticks. The big thing I’ve realized about getting in the mindset of a character is knowing their motivation. A person drive and ambition tell a lot about the character as a whole and getting into the mindset of them. You gotta realize what they want to realize who they are. From there, I think, their personalities, dreams, relationships, etc becomes more apparent the more you write it.
What are your future project(s)?
Dusk Ocean Blues (Book 2 of Dusk Orbit Blues)
Undergrove (Book 3 of Dargath Chronicles)
Dusk Country Blues (Book 3 of Dusk Orbit Blues)
What is your favorite book ever written?
I’m pleading the fifth here. I enjoy all the books that I’ve written so far. There are parts where I feel like I’ve done better in this book while others in that one. So at the end the day, I can’t choose.
Who are your favorite authors?
Traditionally Published: Brandon Sanderson, Patrick Rothfuss, Michael J. Sullivan, Robert Jordan, Scott Lynch, Jonathan French, Brent Weeks, Sean Grisby, and Gareth L. Powell, Renee April.
Self Published: James Jakins, Emmet Moss, Deck Matthews, Andy Peloquin, Bernard Bertram, Garrett B. Robinson.
There’s probably a million more.
What makes a good villain?
A good motivation and a strong personality. I’m the type of person that enjoys a big personality in my villain over sheer fear and power they may possess. The villains that have a good time while also having depth speak out to me. Yes, I do enjoy the looming dark lord type villain as well, but if I can somehow get both I’m a happy camper.
What do you like to do in your spare time?
Cooking! It’s my favorite past time other than video games and tabletop RPGs. I’m not as good as it as other people, but I’m trying my best and I’m learning every day!
If you couldn’t be an author, what ideal job would you like to do?
A chef! Like I said before, cooking is a fun hobby and being a chef/cook would be a fun job for me. I also like to bake, so a baker would be not too far behind. I just like working with food.
Coffee or Tea? Or (exult deep breath) what other drink do you prefer, if you like neither?
Tea! There are so many different types of teas and most which I can drink (because I can’t have a lot of caffeinated beverages). I prefer fruity teas, but I’m willing to try any of it.
You can travel to anywhere in the universe. Where would you go, and why?
Whew. I don’t know. I’ll probably want to try to find new planets to explore, specifically with new life.
Do you have any writing blogs you recommend?
No. I don’t have any writer blogs that I’ll recommend but check out the #writerblr tag on tumblr if you need any inspiration!
Do you have any writer friends you’d like to give a shoutout to?
Nicky Ball, Kathryn York, Hallie Fleischmann, Chris Barber, Dave Deickman, Emmet Moss, Bernard Bertram, and Deck Matthews to name a few!
Pick any three fiction characters. These are now your roadtrip crew. Where do you go and what do you do?
Clay Cooper from Kings of the Wyld, Matrim Couthon from Wheel of Time, and Wayne from The Alloy of Law.  
We’re gonna go on a rock-star tour and we’re gonna cause some trouble.
What superpower would you most like?
Super Strength. I know that’s a simple power to want to have but it would just make my life a whole lot easier. Being able to pick up a lot of things would be amazing.
What are two of your favorite covers of all time? (Not your own.)
Kings of the Wyld by Nicholas Eames
Eye of the World by Robert Jordan
It’s a very difficult time right now for the world. When quarantine and pandemic comes to an end, what is the first thing you would like to do?
Travel more and meet some of my online friends. My goal this year was to travel more, get out there, and meet some of the people that I’ve been talking to for ages. The quarantine and pandemic put that to a screeching halt. I want to go to more conventions, I want to see more places, and I want just enjoy life more. This whole situation made me realize that I haven’t been out nearly as much as I want to be.
Finally, what is your preferred method to have readers get in touch with or follow you (i.e., website, personal blog, Facebook page, here on Goodreads, etc.) and link(s)?
Remember to follow me everywhere below and it was great coming back!
Website: www.djmunden.com
Amazon: https://www.amazon.com/Deston-J-Munden/e/B07Q2D6948/
Twitter: https://twitter.com/SrBuffaloKnight
Instagram: https://www.instagram.com/authordjmunden/
Facebook: https://www.facebook.com/D.J.Munden/
Goodreads:
https://www.goodreads.com/author/show/18874896.Deston_J_Munden If you have Kindle Unlimited, both of my books are available there too!
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thesteadydietofeverything · 5 years ago
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Top 10 Games of 2019
This was an extremely good year for games. I don’t know if I played as many that will stick with me as I did last year, but the ones on the bottom half of this list in particular constitute some of my favorite games of the decade, and probably all-time. If I’ve got a gaming-related resolution for next year, it’s to put my playtime into supporting even smaller indie devs. My absolute favorite experiences in games this year came from seemingly out of nowhere games from teams I’ve previously never heard of before. That said, there are some big games coming up in spring I doubt I’ll be able to keep myself away from. Some quick notes/shoutouts before I get started:
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-The game I put maybe the most time into this year was Final Fantasy XIV: A Realm Reborn. I finally made the plunge into neverending FF MMO content, and I’m as happy as I am overwhelmed. This was a big year for the game, between the release of the Shadowbringers expansion and the Nier: Automata raid, and it very well may have made it onto my list if I had managed to actually get to any of it. At the time of this writing, though, I’ve only just finished 2015’s Heavensward, so I’ve got...a long way to go. 
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-One quick shoutout to the Phoenix Wright: Ace Attorney Trilogy that came out on Switch this year, a remaster of some DS classics I never played. An absolutely delightful visual novel series that I fell in love with throughout this year.
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-I originally included a couple games currently in early access that I’ve enjoyed immensely. I removed them not because of arbitrary rules about what technically “came out” this year, but just to make room for some other games I liked, out of the assumption that I’ll still love these games in their 1.0 formats when they’re released next year to include them on my 2020 list. So shoutout to Hades, probably the best rogue-like/lite/whatever I’ve ever played, and Spin Rhythm XD, which reignited my love for rhythm games.
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-Disco Elysium isn’t on this list, because I’ve played about an hour of it and haven’t yet been hooked by it. But I’ve heard enough about it to be convinced that it is 1000% a game for me and something I need to get to immediately. They shouted out Marx and Engels at the Game Awards! They look so cool! I want to be their friend! And hopefully, a few weeks from now, I’ll desperately want to redact this list to squeeze this game somewhere in here.
Alright, he’s the actual list:
10. Amid Evil
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The 90’s FPS renaissance continues! As opposed to last year’s Dusk, a game I adored, this one takes its cues less from Quake and more from Heretic/Hexen, placing a greater emphasis on melee combat and magic-fuelled projectiles than more traditional weapons. Also, rather than that game’s intentionally ugly aesthetic, this one opts for graphics that at times feel lush, detailed, and pretty, while still probably mostly fitting the description of lo-fi. In fact, they just added RTX to the game, something I’m extremely curious to check out. This game continued to fuel my excitement about the possibilities of embracing out-of-style gameplay mechanics to discover new and fresh possibilities from a genre I’ve never been able to stop yearning for more of.
9. Ape Out
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If this were a “coolest games” list, Ape Out would win it, easily. It’s a simple game whose mechanics don’t particularly evolve throughout the course of its handful of hours, but it leaves a hell of an impression with its minimalist cut-out graphics, stylish title cards, and percussive soundtrack. Smashing guards into each other and walls and causing them to shoot each other in a mad-dash for the exit is a fun as hell take on Hotline Miami-esque top down hyper violence, even if it’s a thin enough concept that it starts to feel a bit old before the end of the game.
8. Fire Emblem: Three Houses
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I had a lot of problems with this game, probably most stemming from just how damn long it is - I still haven’t finished my first, and likely only, playthrough. This length seems to have motivated the developers to make battles more simple and easy, and to be fair, I would get frustrated if I were getting stuck on individual battles if I couldn’t stop thinking about how much longer I have to go, but as it is, I’ve just found them to be mostly boring. This is particularly problematic for a game that seems to require you to play through it at least...three times to really get the full picture? I couldn’t help but admire everything this game got right, though, and that mostly comes down to building a massive cast of extremely well realized and likable characters whose complex relationships with each other and with the structures they pledge loyalty to fuels harrowing drama once the plot really sets into motion. There’s a reason no other game inspired such a deluge of memes and fan fiction and art into my Twitter feed this year. It’s an impressive feat to convince every player they’ve unquestionably picked the right house and defend their problem children till the bitter end. After the success of this game, I’d love to see what this team can do next with a narrower focus and a bigger budget.
7. Resident Evil 2
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It’s been a long time since I played the original Resident Evil 2, but I still consider it to be one of my favorite games of all time. I was highly skeptical of this remake at first, holding my stubborn ground that changing the fixed camera to a RE4-style behind the back perspective would turn this game more into an action game and less of a survival horror game where feeling a lack of control is part of the experience. I was pleasantly surprised to find how much they were able to modernize this game while maintaining its original feel and atmosphere. The fumbly, drifting aim-down sights effectively sell the feeling of being a rookie scared out of your wits. Being chased by Mr. X is wildly anxiety-inducing. But even more surprisingly, perhaps the greatest upgrade this game received was its map, which does you the generous service of actually marking down automatically where puzzles and items are, which rooms you’ve yet to enter, which ones you’ve searched entirely, and which ones still have more to discover. Arguably, this disrupts the feeling of being lost in a labyrinthine space that the original inspired, but in practice, it’s a remarkably satisfying and addicting video game system to engage with.
6. Judgment
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No big surprise here - Ryu ga Gotoku put out another Yakuza-style game set in Kamurocho, and once again, it’s sitting somewhere on my top 10. This time, they finally put Kazuma Kiryu’s story to bed and focused on a new protagonist, down on his luck lawyer-turned-detective Takayuki Yagami. The new direction doesn’t always pay off - the added mechanics of following and chasing suspects gets a bit tedious. The game makes up for it, though, by absolutely nailing a fun, engrossing J-Drama of a plot entirely divorced from the Yakuza lore. The narrative takes several head-spinning turns through its several dozen hours, and they all feel earned, with a fresh sense of focus. The side stories in this one do even more to make you feel connected to the community of Kamurocho by befriending people from across the neighborhood. I’d love to see this team take even bigger swings in the future - and from what I’ve seen from Yakuza 7, that seems exactly like what they’re doing - but even if this game shares maybe a bit too much DNA with its predecessors, it’s hard to complain when the writing and acting are this enjoyable.
5. Control
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Control feels like the kind of game that almost never gets made anymore. It’s a AAA game that isn’t connected to any larger franchises and doesn’t demand your attention for longer than a dozen hours. It doesn’t shoehorn needless RPG or MMO mechanics into its third-person action game formula to hold your attention. It introduces a wildly clever idea, tells a concise story with it, and then its over. And there’s something so refreshing about all of that. The setting of The Oldest House has a lot to do with it. I think it stands toe-to-toe with Rapture or Black Mesa as an instantly iconic game world. Its aesthetic blend of paranormal horror and banal government bureaucracy gripped my inner X-Files fan instantly, and kept him satisfied not only with its central characters and mystery but with a generous bounty of redacted documents full of worldbuilding both spine-tingling and hilarious. More will undoubtedly come from this game, in the form of DLC and possibly even more, with the way it ties itself into other Remedy universes, and as much as I expect I will love it, the refreshing experience this base game offered me likely can’t be beat.
4. Anodyne 2
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I awaited Sean Han Tani and Marina Kittaka’s new game more anxiously than almost any game that came out this year, despite never having played the first one, exclusively on my love for last year’s singular All Our Asias and the promise that this game would greatly expand on that one’s Saturn/PS1-esque early 3D graphics and personal, heartfelt storytelling. Not only was I not disappointed, I was regularly pleasantly surprised by the depth of narrative and themes the game navigates. This game takes the ‘legendary hero’ tropes of a Zelda game and flips them to tell a story about the importance of community and taking care of loved ones over duty to governments or organizations. The dungeons that similarly reflect a Link to the Past-era Zelda game reduce the maps to bite-sized, funny, clever designs that ask you to internalize unique mechanics that result in affecting conclusions. Plus, it’s gorgeously idiosyncratic in its blend of 3D and 2D environments and its pretty but off-kilter score. It’s hard to believe something this full and well realized came from two people. 
3. Eliza
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Eliza is a work of dystopian fiction so closely resembling the state of the world in 2019 it’s hard to even want to call it sci-fi. As a proxy for the Eliza app, you speak the words of an AI therapist that offers meager, generic suggestions as a catch-all for desperate people facing any number of the nightmares of our time. The first session you get is a man reckoning with the state the world is in - we’ve only got a few more years left to save ourselves from impending climate crisis, destructive development is rendering cities unlivable for anyone but the super-rich, and the people who hold all the power are just making it all worse. The only thing you offer to him is to use a meditation app and take some medication. It doesn’t take long for you to realize that this whole structure is much less about helping struggling people and more about mining personal data.
There’s much more to this story than the grim state of mental health under late capitalism, though. It’s revealed that Evelyn, the character you play as, has a much closer history with Eliza than initially evident. Throughout the game, she’ll reacquaint herself with old coworkers, including her two former bosses who have recently split and run different companies over their differing frightening visions for the future. The game offers a biting critique of the kind of tech company optimism that brings rich, eccentric men to believe they can solve the world’s problems within the hyper-capitalist structure they’ve thrived under, and how quickly this mindset gives way to techno-fascism. There’s also Evelyn’s former team member, Nora, who has quit the tech world in favor of being a DJ “activist,” and her current lead Rae, a compassionate person who genuinely believes in the power of Eliza to better people’s lives. The writing does an excellent job of justifying everyone’s points of view and highlighting the limits of their ideology without simplifying their sense of morality.
Why this game works so well isn’t just its willingness to stare in the face of uncomfortably relevant subject matter, but its ultimately empathetic message. It offers no simple solutions to the world’s problems, but also avoids falling into utter despair. Instead, it places measured but inspiring faith in the power of making small, meaningful impacts on the people around you, and simply trying to put some good into your world. It’s a game both terrifying and comforting in its frank conclusions.
2. Death Stranding
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For a game as willfully dumb as this one often is - that, for example, insists on giving all of its characters with self-explanatory names long monologues about how they got that name - Death Stranding was one of the most thought provoking games I’ve played in a while. Outside of its indulgent, awkwardly paced narrative, the game offers plenty of reflection on the impact the internet has had on our lives. As Sam Porter Bridges, you’re hiking across a post-apocalyptic America, reconnecting isolated cities by delivering supplies, building infrastructure, and, probably most importantly, connecting them to the Chiral Network, an internet of sorts constructed of supernatural material of nebulous origin. Through this structure, the game offers surprisingly insightful commentary about the necessity for communication, cooperation, and genuine love and care within a community.
The lonely world you’re tasked to explore, and the way you’re given blips of encouragement within the solitude through the structures and “likes” you give and receive through the game’s asynchronous multiplayer system, offers some striking parallels for those of us particularly “online” people who feel simultaneous desperation for human contact and aversion to social pressures. I’ve heard the themes of this game described as “incoherent” due to the way it seems to view the internet both as a powerful tool to connect people and a means by which people become isolated and alienated, but are both of these statements not completely true to reality? The game simplifies some of its conclusions - Kojima seems particularly ignorant of America’s deep structural inequities and abuses that lead to a culture of isolation and alienation. And yet, the questions it asks are provocative enough that they compelled me to keep thinking about them far longer than the answers it offers.
Beyond the surprisingly rich thematic content, this game is mostly just a joy to play. Death Stranding builds kinetic drama out of the typically rote parts of games. Moving from point A to point B has become an increasingly tedious chore in the majority of AAA open world games, but this is a game built almost entirely out of moving from point A to point B, and it makes it thrilling. The simple act of walking down a hill while trying to balance a heavy load on your back and avoiding rocks and other obstacles fulfills the promise of the term ‘walking simulator’ in a far more interesting way than most games given that descriptor. The game consistently doles out new ways to navigate terrain, which peaked for me about two thirds of the way through the game when, after spending hours setting up a network of zip lines, a delivery offered me the opportunity to utilize the entire thing in a wildly satisfying journey from one end of the map to another. It was the gaming moment of the year.
1. Outer Wilds
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The first time the sun exploded in my Outer Wilds playthrough, I was probably about to die anyway. I had fallen through a black hole, and had yet to figure out how to recover from that, so I was drifting listlessly through space with diminishing oxygen as the synths started to pick up and I watched the sun fall in on itself and then expand throughout the solar system as my vision went went. The moment gave me chills, not because I wasn’t already doomed anyway, but because I couldn’t help but think about my neighbors that I had left behind to explore space. I hadn’t known that mere minutes after I left the atmosphere the solar system would be obliterated, but I was at least able to watch as it happened. They probably had no idea what happened. Suddenly their lives and their planet and everything they had known were just...gone. And then I woke up, with the campfire burning in front of me, and everyone looking just as I had left it. And I became obsessed with figuring out how to stop that from happening again. 
What surprised me is that every time the sun exploded, it never failed to produce those chills I felt the first time. This game is masterful in its art, sound, and music design that manages to produce feelings so intense from an aesthetic so quaint. Tracking down fellow explorers by following the sound of their harmonica or acoustic guitar. Exploring space in a rickety vessel held together by wood and tape. Translating logs of conversations of an ancient alien race and finding the subject matter of discussion to be about small interpersonal drama as often as it is revelatory secrets of the universe. All of the potentially twee aspects of the game are balanced out by an innate sense of danger and terror that comes from exploring space and strange worlds alone. At times, the game dips into pure horror, making other aspects of the presentation all the more charming by comparison. And then there’s the clockwork machinations of the 22-minute loop you explore within, rewarding exploration and experimentation with reveals that make you feel like a genius for figuring out the puzzle at the same time that you’re stunned by the divulgence of a new piece of information.
The last few hours of the game contained a couple puzzles so obfuscated that I had to consult a guide, which admittedly lessened the impact of those reveals, but it all led to one of the most equally devastating and satisfying endings I’ve experienced in a video game recently. I really can’t say enough good things about this game. It’s not only my favorite game this year, but easily one of my favorite games of the decade, and really, of all-time, when it comes down to it.
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epochxp · 4 years ago
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Epoch Xperience Interviews Nordic Weasel Founder, Ivan Sorensen
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Mr. Sorensen needs no real introduction to many miniature wargamers. His company, Nordic Weasel Games, has taken the historical miniatures gaming world by storm, and he’s become the force on Wargames Vault. His formula of “substance over flash” has produced good games for a very reasonable price, and he has taken full advantage of PDF technology to produce a quality product one can buy and have in your (virtual hands) the next day. 
Without further ado, I give you Ivan Sorensen:
Biography
My name is Ivan Sorensen, and I am a game designer and self-publishing writer of miniatures games, as well as the odd role-playing game. Under the moniker of Nordic Weasel Games, I have worked as a game writer for close to 7 years. 
I am an avid player of board games, miniatures games, role-playing games, video games, and anything else I can get my hands on. I have spent half my life on this planet in Denmark, where I was born, and half in the United States, where I currently reside. I am married, have one kid and two cats named Scruffy and Lancelot. 
Unlike a lot of historical games writers, many of my formative miniatures gaming experiences actually came from science fiction games, so I suppose that has given me a little bit of a different perspective.
So, how did you get started in writing rules? Was there an “aha” moment, or did you fall into it?
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At the risk of sounding cheesy, I have basically always created little dice and board games for myself, using Lego pieces or other things that we had available, usually based on video games I had read about in magazines or other ideas like that.
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When I was 12 or so, I remember getting a copy of White Dwarf magazine from a local gaming club I had joined, and it blew my mind. We had some limited exposure to the idea of space marines and all these things from the Milton Bradley Hero Quest and Space Crusade board games, but the idea of battle games played without a board, using miniatures and dice was too much to resist. I knew I had to get into this, and as I had no money for it, I sat down to write a game I could play with my Space Crusade figures, which would look as much like what I imagined Warhammer 40.000 would be like.
Since then, I had pretty much always been the “rules guy” in the gaming groups I was part of, whether we were playing miniatures games or RPG’s, so it just came naturally over time, I suppose. As I got access to the internet and later got access to ordering things from the UK or US, I devoured every game I could get my hands on and was even remotely interested in. 
The start to writing games that were any good was my own attempt at creating a World War 1 game system (titled Trench Storm). I had shared it online, and to my great surprise, it began catching people’s attention and got a (very) small following, with people even purchasing miniatures to play it. Eventually, I was contacted by the US distributor for IT Miniatures, who offered to print it to promote their 20mm figure range. The rest is, as they say, history. Once in a great while, a copy of that game still pops up on eBay, it seems! 
How did Nordic Weasel Games come to be? 
So that story took place right around the time I moved to the United States. After moving, I had a lengthy period where I did not have my work permit yet, so game writing seemed like an obvious distraction, resulting in Fast and Dirty, a sci-fi rules set that you still see mentioned online here and there.
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As the years went on, I kept tinkering and building things but mostly for my own enjoyment. Sometime during the fall of 2013, I started seriously working on a new game system for WW2 skirmish actions that I felt had some real potential to go places. At the time, I worked at a relatively dead-end middle management job at an incredibly toxic information technology company. You know the sort of job, where you have been there for too long, and you hate every minute of it. 
Come the spring, I decided to take a gamble that I could make enough money from game sales to make it worth pursuing and quit. I figured if I could find a way to do it without putting money on the line, then if it all bombed, I could just walk away and find something else to do in life.
Consequently, Five Men in Normandy was released on June 15, 2014, and as of today, we are still here! 
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What is in the future for Nordic Weasel?
Hopefully, many big things! The biggest priority for 2021 specifically is to get into print books, though there are a lot of stumbling blocks in terms of layout requirements and so on.
I always keep a list of projects I would like to do, though I try not to talk about them too much in case they fall through. I am the sort of guy who always starts with 20 ideas, so by the time the unworkable ones have been weeded out, there are 2 or 3 left. 
What I can say is that I am actively looking at fantasy miniatures battles, and I would love to do more WW1 and Black Powder era gaming material. 
The real big question is that I am also very much at a point where there are just too many things to do it all alone. I cannot write 4 or 5 new games, support an entire back catalogue, and update old titles all by my lonesome, so I look forward to trying to solve that in the future. I suppose this is a good problem to have, but it is certainly also an intimidating one!
Is there a period of history you want to write rules for but have not?
We have worked extensively with the two world wars and the black powder era in general, as well as 20th century-to-modern era battles, and with Knyghte, Pyke and Sworde we even delved into medieval warfare.
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The one that stands out as something that would be fun to do is World War 1 air combat, complete with goggles and scarf flapping in the wind. A little romanticized sure, but great fun, and there is a lot of fantastic models available.
For a historical era I have not touched on at all, I would say that while I have done games that cover it among other 19th century conflicts, a dedicated American Civil War set is something I would be very keen to do.
There are a lot of fantastic rules out there for the period, of course, but I feel like the “Weasel” approach of being solo-friendly and campaign-oriented could carve out a nice space of that market. Plus, I find the era quite fascinating. Growing up in Denmark, I was never really raised with a particular view of the conflict, but having married into a proud Vermont family, it is, of course, unavoidable. 
Can you tell our readers what goes into rules writing?
I think this is something that is intensely personal, and the rationale for writing something can be varied: It may be due to sensing an opening in the hobby space that does not seem to be catered to currently. It may be that I have a personal passion for a given setting or era, or it may simply be that I have a clever game mechanic and want to build a game around it.
The process for me usually starts with sketching out a page or two of keywords, mechanics, and things I’d like to hit on a notepad. Then I work on building it out with simple sketches for the main areas of the mechanics: Activations, movement, shooting, morale, and so forth. Basically, carving out the cornerstones of the game system. At this stage, it is entirely possible it feels like it’s not going anywhere, and it goes in the bin. 
If the core idea seems to have merit in this skeleton form, it’s time to test it out with some generic troops and see if it actually feels fun on the table. From there, you just build out from it: Get other people to read and play it, read it out loud to yourself, etc. Figure out what parts need ironing out and improving and which are good. 
It is really all an iterative process. Once I know the game has legs to stand on, I start writing out the table of contents in advance, so I can “fill in the blanks” as I go. If I know I am going to have a section later for off-map support, I can keep that in mind when I am developing each piece of the mechanics and so forth.
Eventually, any project hits “The Suck (TM).” This is whatever part you hate doing the most, whether it is layout or proofreading or points systems or whatever. For me, it is terrain rules, funny enough. I never read that section of a rulebook, and I never enjoy writing it, but you must. “The Suck” is where your game will probably die because if you let it overcome you, you will put the book down, and every time you click on the word processor, you will immediately be faced with it. The best way to defeat “The Suck” in my experience is caffeine and not letting up: When it starts rearing its ugly head, it is time to keep going and don’t stop until you are through with it. 
Has desktop publishing and PDF only supplements changed the face of the hobby? Has it affected the quality of the product we see today?
Absolutely yeah. It’s not that long ago that a game being available in PDF was a novelty, whereas today, if a game is NOT available in PDF, you are going to lose sales. 
I think the barrier of entry has also dropped dramatically. Even a basic word processing package can churn out a PDF document that you can distribute online or sell. Of course, with proper page layout software, you can achieve much greater results (as some of my friends are rarely missing a chance to tell me), but you need to examine what your skill limit is. Any tool has a skill cap, to borrow a video game term. If you are not currently good enough at what you do to push up against the limitations of your software, burning 200 dollars on new apps will not make your books any better.
It is funny, though, because the wargaming field is so diverse in the type of things we see. You can pick up relatively big-name games that are incredibly plain-looking: Black and white, no art, rudimentary layout. Then right next to it, you see a PDF that is full-color, original artwork, and gorgeous. And the two can be viewed as equal value to the audience. 
Of course, eye candy DOES sell, but I think once you are beyond the Warhammer circles, gamers become a lot more content-focused. 
What are your favorite historical periods and why?
The 19th Century, the two world wars and the Russian Civil War. 
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Really, the whole era from circa 1910 to 1925 or so is fascinating to me: It is, of course, the transition of the old, romanticized world to the world of modern warfare, as well as being incredibly diverse in the sort of things you can see. The Russian Civil War sees tanks and armored cars, partisan bands, nationalist militias, Red and White guards, Cossack cavalry armies, Anarchists, and anything else you can shake a stick at. It is really a wargamers heaven for finding odd units to model up on the gaming table.
Honestly, my love of history, in general, comes from one source: “All Quiet on the Western Front.” I think anyone with a passion for history has that moment where they realize that history is not about abstract concepts and kings and dates but is about real people who lived and breathed and had dreams and hopes. “All Quiet” was that for me, and it left a life-long impression on me when I read it as a teenager a few years from the age of the characters in the book.  
What do you see for the future of historical miniature wargaming?
Oof, that is a dangerous question. I think I managed to predict the rise of “Warband” level games (games where you play a small force in skirmish actions and with some level of character progression between games). Right now, that idea has set the fantasy and sci-fi miniatures scenes on fire, with everyone churning out their own version of the concept. 
In historical gaming, there are elements of it, but it has not been embraced to the same extent, possibly due to the grognard bias against skirmish games. I think if I had to put money on something, I would say watch out for historical skirmish games with campaign aspects or character progression in the next year or three.
I also think solo gaming is going to continue to gain in popularity and respectability, with more games developed primarily or even specifically for solo play. I am super excited to see this field because there is a lot of things that can be done here with how enemies arrive on the table, fog of war, and so forth, which is not possible in a conventional opposed game.
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Playtesting, how important is it?
Very, but it’s also very misunderstood. I see people post all the time on forums about how they have been testing their game rules for 5 years. That sounds very impressive, but if you are only getting together 3 or 4 times a year in that time frame, you are basically starting over each time. Additionally, just playing the game with your own group is fine to iron out the basic problems of a game, but it will lose its value very quickly. 
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To get actual feedback, give the game to people who cannot ask you questions and let them figure it out. Now your text must stand on its own feet and must work without you being there to explain the intentions. That is the real test. I would say three games played by strangers is worth more than ten games with your usual Saturday group. 
Of course, tracking down people who can understand the rules, will play the game, [and] report back to you, AND aren’t crazy is a challenge. If you post online, 50 people will say they would love to, and of those, two will read the book. Once you find reliable people who can give you good feedback, cling to them for dear life. 
 What are the benefits and pitfalls of self-publishing your own wargaming rules?
The biggest advantage is, of course, that you are in charge. What you want in the book goes, if you want a supplement, it will happen, and so forth. Additionally, your game will reflect what you wanted it to be. I think in [self-publishing], you get a lot clearer creative visions and indie gamers tend to gravitate towards that: A game that has something to say on the topic is extremely attractive, even if you disagree with a particular conclusion.
I try to do as much myself as I can, though, of course, I do rely on outside sources for things like artwork, feedback, etc. Part of that is that this way, I know I can support the product down the road: If I want to fix a rule where we came up with a better way of doing it, or I want to add a new section, I can do that. 
The downside, of course, is that you are on your own: Your art is as good as your own wallet can make it, your book looks as good as you can make it (unless you pay for it), and so forth. You also must promote it yourself. If you are writing for something like Osprey, they have marketing power and money to put behind the project. 
Anything else you would like to say to our readers?
Before you write a game, ban yourself from reading any game on the same topic for a few months. If you are writing a WW2 tank game, put all your WW2 games in a box and do not open it. You should be spending that time immersing yourself in the topic in the form of books, music, documentaries, or anything else. Never ever another game.
Also, it cannot hurt to blast some metal albums, at least in my experience. 
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At Epoch Xperience, we specialize in creating compelling narratives and provide research to give your game the kind of details that engage your players and create a resonant world they want to spend time in. If you are interested in learning more about our gaming research services, you can browse Epoch Xperience’s service on our parent site, SJR Research.
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(This article is credited to Jason Weiser. Jason is a long-time wargamer with published works in the Journal of the Society of Twentieth Century Wargamers; Miniature Wargames Magazine; and Wargames, Strategy, and Soldier.)
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