#it's really helped me with my RPG work
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A little Talilah x Astarion preview before I head to bed
It had been a difficult fight for them. The fight for Astarion’s very being. Having him ripped away from her had caused Talilah’s heart to drop to her stomach but seeing him in the state he was in afterwards caused her stomach to knot. Everything had changed for him; it was all anew without having a shadow cast over him. And that caused numbness, nervousness. Yet she was proud of him, proud of how he had instructed his ‘siblings’ to lead the other spawn to the Underdark. He had been able to manage that much and with what he’d been through, it was a feat in it of itself, along with informing the Gur of the fate of their children.
On the way back to the Elfsong Tavern, not a word passed in the group, but Talilah’s hand had brushed against his for permission and he had clung to it as if she were a lifeline. He did not release her hand, even when they entered the tavern. The look in his eyes as he saw one of his old hunting grounds was heavy and Talilah quickly lead him upstairs. He had said the dungeons reeked of death and he wanted to feel alive again. A step would be to get cleaned up; the both of them. She pulled him into one of the bathing rooms, leading him to sit on the bench. She lifted her hands, and he didn’t seem to want to let go of the hand he held in his grasp. She managed to free herself, though, and cupped his face.
“I’m going to draw the bath, my love,” she said softly, switching to True Tongue. She brushed back a strand of bloodied silver hair, watching as he released a breath.
“I’m a wreck,” he grumbled. His perfect act he put on was shattered and Talilah knew it. He leaned back, out of her touch as he radiated self-annoyance.
“You’re also filthy,” Talilah said, trying to draw him out. “In more ways than one. But right now, we’ll take care of one way.”
“Think you’re clever, don’t you?” Astarion threw back, raising a brow as he watched her stroll across the room.
“Of course, I am,” Talilah said, not even looking at him as she started the bath. “I’ve outsmarted you plenty as it is. Not that that’s hard.” The chortle from him told her she was on the right path. He wanted to feel alive again, right? What better way than their typical back and forth? A sense of normalcy, for a little while.
#Baldur's Gate 3#BG3#JB's WIPs#astarion ancunin#Astarion x Tav#Astarion x F!Tav#I will finish this tomorrow but I just really like the idea of Tali helping Astarion get cleaned up#also need to work out/read up on mental trauma care actions for this a little bit#I should know considering my mom's career but like. lmfao imagine me asking my mom context for this#I only just recently explained to her how rpgs work so that was fun
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I do think it's worth saying with respect to OP's original point, barring rules lawyers, no one is genuinely expecting you, a new player, to sit down and read the entire multi-hundred page game manual and then be a game expert. And certainly not in one sitting.
But we *are* asking that you make the effort to at least understand the mechanics of the character you're playing, to know a bit about the abilities of your party members, to know when it is and isn't reasonable to use thieves tools/seduce an NPC/start a fight.
Because I promise you, it is a Lot more fun when you understand and can fully participate instead of just waiting for the DM to drag you through the story so you can roll dice.
I think an important part of the "D&D is easy to learn" argument is that a lot of those people don't actually know how to play D&D. They know they need to roll a d20 and add some numbers and sometimes they need to roll another type of die for damage. A part of it is the culture of basically fucking around and letting the GM sort it out. Players don't actually feel the need to learn the rules.
Now I don't think the above actually counts as knowing the rules. D&D is a relatively crunchy game that actually rewards system mastery and actually learning how to play D&D well, as in to make mechanically informed tactical decisions and utilizing the mechanics to your advantage, is actually a skill that needs to be learned and cultivated. None of that is to say that you need to be a perfectly tuned CharOp machine to know how to play D&D. But to actually start to make the sorts of decisions D&D as a game rewards you kind of need to know the rules.
And like, a lot of people don't seem to know the rules. They know how to play D&D in the most abstract sense of knowing that they need to say things and sometimes the person scowling at them from behind the screen will ask them to roll a die. But that's hardly engaging with the mechanics of the game, like the actual game part.
And to paraphrase @prokopetz this also contributes to the impression that other games are hard to learn: because a lot of other games don't have the same culture of play of D&D so like instead of letting new players coast by with a shallow understanding of the rules and letting the GM do all the work, they ask players to start making mechanically informed decisions right away. Sure, it can suck for onboarding, but learning from your mistakes can often be a great way to learn.
#dnd#D&D#Like hell I've been playing for probably a decade consistently?#(I learned AD&D when I was a kid ok but 4e was practically out by the time I was old enough to get how to play. I just have Gen X family.)#(So when I started playing with my friends we were playing 5e.)#Anyway I still can't tell you the finer details of wizards and sorcerers beyond knowing the basics of spellcasting#And god forbid the subclasses? Nothing#But I also Don't Play those classes ever. So it's a non factor. And I DO know enough about various spells to know how to work with players#Subsequently I'm not expecting my knowledge gap to be filled by someone else For Me.#Last summer my best friend and I and two mutual friends made a party together; L was the DM; T was effectively brand new but knew RPGs#T needed help actually putting together their subclass details but from there? They did all the work keeping up with their character#L is an experienced DM (particularly for the module we were playing) and Bestie and I are veteran players. T fit right in and had no issues#They kept up completely; argued about rules and mechanics stuff; caused mass fucking chaos with their subclass abilities#They even took the lead for our net negative charisma party (despite having a 0) because they were the only one displaying critical thinkin#So I swear to you even just knowing the rules relevant for your first couple of games and characters is so important. It makes it better.#Or you can be Dark and Averie and know everything so hard the party dedicates time each session for rules “lawyering” afterwards#(Quotes for not really lawyering just trying to rule of cool around hard game mechanics like “magic beams are not considered missiles”)
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things i am noticing make me Groan and immediately put in the 'i'll do that later' bin, which inevitably ends up killing my momentum in the other areas of a game i'm designing: adjusting scales/tables for 'alright we're going to want lower chances of getting this one.'
like when you're using this tool you're probably going to adjust the table so you're not getting 20-sentence prompts left and right at the same rate as 1-5, 6-10, etc prompts. most likely, and probably the quickest method (i'm aware of) for making things go smoothly in play, you're just going to assign fewer numbers on that scale/table that'll give you 20-sentence prompts. rolling 12 on a d12, for example, instead of 10-12.
the thing is that once you do this you're also going to have to adjust the other ranges on the table, and decide which options get a higher or lower chance. and on top of that, you might decide you want to introduce another outlier result that you can only get by rolling a 1. you're having to make some decisions here about the focus and rhythm of your game (or tool), and you have to get into the individual nitty-gritty of every number on the table at once, not just individually but in tandem with each other.
for some reason my brain Super Does Not Eyeball This Kind of Thing Well. it legit gives me a headache to think about while other mechanics are already fighting for Get It All Down Quick, Make It Work Coherently Before It Congeals into a Lump and You Forget It real estate. i know that's a sign of something to leave alone and then come back to work on later, but the uggghhhhh is so strong that it ends up just putting me off of even that.
i think at this point i might just deadass premake a bunch of tables for this kind of thing, with notes about what kind of vibe a particular balance of ranges will evoke, and then copypaste them in to mark with my usual 'not sure about this bit yet, come back to it later' notation and move on. in some cases it's a lot easier to do that instead of being taunted with a Blatantly Missing Hole in the Game while i'm trying to build around it.
#ttrpg tag#whosebaby does game dev#i have been struggling to articulate this for a While#and i figure now while 90% of my actually working brain cell is hyperfocused on this kind of thing is a good time to do it#acknowledging + understanding my weak points as an artist; both current gaps in skill and things i just plain need to accept + accommodat#has been really helpful to me; both in actually developing and in making more peace with my art#learning to treat the fact that those gaps and the fact they are a thing as a *part* of the craft that i love#that every possibility to fail at what you set out to do means that a skill or tool or both exists to overcome it#and that you will not only forever be discovering skills and tools of your craft that you never knew even existed#but that sometimes the things you thought were a failure of what you set out to do are acts of mastery themselves#and the only failure to achieve what you'd set out to do with them is when you were never given the opportunity to learn how to execute it#and you're having to start from scratch; because nobody thought those skills and tools could even exist; to value and master and respect#and how wonderful is it that you'll never stop finding new corners of the thing you love forever; for as long as you're still looking?#how fucking cool is that?#anyway i have a lot of feelings about this kind of thing and working on rpg dev has brought them out in full force. whoops#is there a name for that tag
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fuck
#I am under so much stress and heartache right now#that I really am just being held together by the thinnest thread right now#my dysphoria is through the roof#and I feel like the people I care about don't and never will really see me as a woman#and on top of that everytime I step in my parents' house I surrounded by pretransition photos on me#including a fucking painting of me as 4 year old done by my homophobic uncle thats hanging prominently in the living room#and I will lose my shit if one more person close to me or someone i care about dies#because everytime i turn around another person drops dead#including a man I viewed as a pinnacle of strength and wit wasting away slowly from brain cancer#and everywhere i turn people i care about are having health issues crop up#including my father who i already worried working himself to death from always helping people#having to have a procedure done that im so worried he's not going to actually rest and recover from#that im trying to trick him into getting addicted to a video game so that he'll fucking sit down#and im still worried that ive nuked several of my relationships with people through a combination of trauma response and my own stupidity#and i know healing takes time but i have an incessant need to fix things that ive inherited from my father#and while money isnt to much of an issue now#if i dont find a job and one that i enjoy soon im going to lose my fucking mind from just sitting around my house all day#like i really shouldnt have quit my old job even though i hated it because being unemployed is so much worse#also while minor im freaking out about finding a new RPG for my gaming group to play#because i feel like ive let them down by prematurely ending our current campaign because i cant move forward with it#and if i dont find some proper stress relief soon#im going to hurl myself against a wall
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AU where PIWD is a RPG game that follows LBH defeating the disgraced cultivator turned demon king (emperor? lord? Whatever) Shen Qingqiu and becomes the demon king and gets a harem made up of his adventuring party.
Shen Yuan had playing it and it sucked major ass (I might make him fond of SQQ again the au is growing on me ngl). He enters the modding community for the game. He makes mods that give story behind the characters, give the girls actual personalities, fleshes out the villain, etc. He's fairly popular in the community and is well known to be Airplane's biggest hater.
Shen Yuan gets a helper eventually someone that also dislikes how the story went (totally not Airplane on an Alt account. nope.) and together they work on a mod that completely rewrites the whole thing because the game mechanics are good enough. (Airplane finally gets to tell the story he wanted)
It's their magnum opus. It takes years to finish and when they finally upload it, bullshit happens and they both end up croaking because yay 😊
Shen Yuan gets thrown into the modded version of PIDW. He is the current demon king's son. He recognizes that he will be the demon king that is the predecessor to Shen Qingqiu.
He tries to run away from his fate and ends up running right to the throne and accidentally becomes way over qualified. He eventually resigns to his fate and instead focuses on making sure his staff is loyal to him because the former demon king was betrayed by his staff or something.
Shen Yuan ends up becoming one of the most well liked kings in their history without realizing it.
One day when he's doing fuck all in the mortal realm. He encounters a town gets raided. He came too late to stop it, but he did manage to take down the raiders (Huan Hua Palace). He looked over the town and didn't find many survivors, one was a little girl that he picked up after she clung to him in desperation.
He takes the survivors back with him and makes sure they're fine, but accidentally adopts the girl since she tugged at his heartstrings. So he has a daughter now.
Years pass and he becomes an old man before he figures out how to halt his aging (old man Shen Yuan makes me feel things). And by then his daughter (take a wild guess who it is with my track history. c'mon we all know it's Su Xiyan) is an accomplished cultivator.
He's proud of his daughter and insists that she at least visits him. Su Xiyan eventually joins a sect/guild (honestly depends on how much RPG I want to make this) and gets aquatinted with the people there.
She becomes friends with one of the cultivators there named Shen Jiu and they're both very catty and take shit all the time.
Things happens, plot occurs, and Su Xiyan accidentally releases an ancient demon that had been sealed away for centuries. She is fascinated by his pathetic rizz and decides that "sure, I'll fuck that."
She brings back her totally-not-demon boyfriend to the rest and he is accepted in (YQY couldn't find it in himself to really gaf). Eventually Huan Hua Palace requests for help to take down the demon king.
And even though they have an ancient demon among them they said "yeah sure :)" Cang Qiong ends up being the ones to actually do the journey.
They get there, it was a tiresome and perilous journey. And they're finally at the demon king's throne room in front of this terrifying demon and this terrifying demon is like
SY: "Oh my God. Hi Xiyan you're visiting again? You were here a few days ago. Are these your friends? :D"
SXY: "Hey dad. These are my friends also we're here to kill you :)"
SY: "Woah really? That's great, sweetie! Make sure to aim for the head :D"
The cultivators get their asses handed to them (Tianlang-jun's ass was NOT helping)
And instead of getting killed by Shen Yuan he invites them to dinner to recover their strength. And like the demon king is like pretty chill and asks if they want to try to kill him again. Yue Qingyuan proposes an alliance instead.
Shen Yuan agrees because he figured out that trying to run from your fate brings you straight to it, and he might as well benefit his kingdom before he's killed.
The dealings take a while (a suspicious amount of time) so Yue Qingyuan, Shen Qingqiu, and Shen Yuan get aquatinted. They start having tea and gossip and maybe start a bookclub :D
Shen Yuan thinks he somehow thinks he befriended the guildmaster and his future murderer and is a little confused while Yue Qingyuan and Shen Qingqiu is like "This Gap Moe is Crazy. We wanna fuck this old man 🤝🤝🤝"
Eventually they do, in fact, fuck that old man. Su Xiyan is not impressed that her friends are dating her dad. Tianlang-jun is personally enjoying the fanfiction.
#take a wild guess what rpg I have been playing#yet another part of my collection of how I can bullshit my way into having old man/dilf/gilf Shen Yuan :)#don't ask me why I thought of this up#i'm half asleep#ignore me im insane#svsss#qijiuyuan#jiuyuan#scumcum#qijiu#yueshen#yueyuan#shen qingqiu#shen yuan#shen jiu#yue qingyuan#su xiyan#tianlang jun#ngl I forgot about#shang qinghua#he is there#probably exploring the world he created with his biggest hater/friend#tianxi#tiansu#ngl I forgot to tag their ship but I also don't know what their ship tag is#but they are here
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Start Something
Pairing: Eddie Munson x fem!reader
Summary: Eddie helps you generate a new D&D character, but that’s not the only thing that gets started that day
WC: ~2.5k
C/W: 18+, MDNI! NSFW? Physical flirting and teasing, heavy petting, sort of in public (nobody notices). Smut-adjacent? Thigh riding. Swearing. Nothing overly explicit, but it does get heated. Eddie and reader are both over 18. Trope: oh no, there aren’t enough seats, where will you sit? No y/n, one pet name. No physical descriptions of reader other than she wears a skirt (of unspecified appearance).
A/N: Should I be working on parts for my outstanding series? Yes. Would this not leave me alone until I wrote it down? Also yes. I had fun creating a new character in a different RPG and I have no idea whether this is how D&D works, so if it’s not, let’s just pretend, okay? 😆 Text dividers by @strangergraphics Dice dividers by me 🫣☺️
I have a general taglist now, let me know if you’d like to be on it 🖤
My masterlist
Eddie can’t believe his luck. You’re pretty (gorgeous, actually), insanely intelligent and have, for some as yet indecipherable reason, decided that you want to play D&D. With a load of nerdy teens. And him.
You’ve joined in with a couple of short campaigns at school, seeming to enjoy them immensely and fitting in well with the group, bantering with the boys and bonding with Erica over your shared ‘take no shit’ attitudes. At first Eddie wasn't sure how that dynamic would work, but you slipped easily into letting the younger girl show you the ropes, and Erica is clearly enjoying having more female energy around.
Eddie knows that creating a new character is one of your favourite things to do. He’d never admit it, but it’s one of his favourite things to watch, too. He adores the sparkle in your eyes, your creative brain and how excited and animated you get when you come up with new ideas. Sometimes they’re sketchy, or even impossible, which he finds hugely endearing. He also loves how you’ll always check in with him, asking his advice and respecting his opinion.
This weekend he’s running a oneshot at his trailer for the younger members and you. New characters, novel plot, the works. The plan is to create new characters in the morning, and play the game in the afternoon.
This’ll be the first time you’ve been to his home, or seen him anywhere outside of school, and Eddie’s nervous as all fuck.
He couched it as ‘a good opportunity to develop a greater understanding of the game’, but he definitely has an ulterior motive for inviting you here.
So far, he’s taken every opportunity he can to make you laugh, sit near you, even touch you. Creating scenarios where a subtle hug, or even a playful tickle is somehow appropriate. He covers it quickly by immediately doing it to someone else, hoping you won’t spot the bulge in his pants and the fact that he can’t stop looking at you.
He’s not sure for how long he can keep it up. He wants so much more, and it won’t be long before he either loses it, takes it too far, or, worst case scenario, you notice he’s being a total creep and ditch the group because of it.
He’s been trying to muster the balls to ask you out for weeks, practicing lines and imagining scenarios, but he’s found it more difficult to plan than even the most complex of his campaigns.
And although it’s unlikely given the crowd of nerds that’ll be around, he couldn’t miss an opportunity to be in your company. He thought that maybe, just maybe, he’d manage to get you somewhat alone and do it today.
He’s tidied up the trailer as subtly as he can, doing all the dishes and straightening Wayne’s caps, hoping the others won’t notice and ask him awkward questions. But he’s jittery and anxious, terrified that you’ll take one look at where and how he lives and decide you want nothing more to do with him…
Eddie has no idea that you’re just as nervous as he is.
You’ve enjoyed the Hellfire campaigns so far, but haven’t really managed to get all that close to the Dungeon Master, much to your chagrin. Sure, the game is enormous fun and you love all the members and how welcoming they’ve been. But the DM? Holy hell, he’s hot as sin, and being able to spend time around the larger-than-life metal-lover only adds to your enjoyment of the sessions. But you can’t imagine it’ll ever go any further than that. You doubt that a geeky D&D novice who he’s hardly spoken to is his idea of the perfect girlfriend…
But god, the physical touches? Christ. It’s as much as you can do to hold it together. You’ve shared a few celebratory hugs, and he’s even tickled you a couple of times, all of which you’ve enjoyed far more than you’d let on, and filed away in your memory for retrieval when you’re alone at night in your bed. But you know that he’s like this with everyone, and are under no illusions that you’re special. So you relish each and every contact, wishing there could be more.
What if he looks at you for too long with those gorgeous, huge, chocolate-brown eyes? And what if you forget how to speak? It’s already happened an embarrassing amount of times, but you’ve managed to pass it off as being stumped because you’re a beginner. You don’t know for how much longer that excuse is gonna fly.
And, if all that wasn’t already enough to send your anxiety levels skyrocketing, you’re also acutely aware that you haven't spent time with any of the group outside of school as yet. You’re worried that you’re going to ruin their social dynamic, or mess up the game. Or embarrass yourself with no easy way to exit, having to wallow in your shame until the mums come back later to pick you all up. Your spiralling makes you realise that although it was really kind of Mrs Wheeler to offer you a lift, you’re now really wishing you’d brought your own car…
All kinds of anxious thoughts are running through your mind, from what if your ideas are stupid, to what if everyone (okay, specifically Eddie) dislikes the cookies you’ve baked??
Neither of you should’ve worried.
As you enter his trailer, Eddie seems a little flustered, running a ringed hand through his gorgeous chestnut waves and unnecessarily straightening a pile of magazines on the coffee table. He smooths down his (new) black tee (that he totally didn’t buy especially for this occasion), and you pay it no mind, assuming he’s just always like this with visitors, and is excited for the campaign.
You barely glance around Eddie’s home, smiling softly at the trinkets you spot, and offering to help plate up the snacks in the kitchen area. You don’t look uncomfortable, and you certainly don’t pass judgment. Eddie eyes you as indirectly as he can, noticing the unusual skirt you’ve got on (that you totally totally didn’t choose specifically for today). He likes it.
Just like at school, you slot easily into the melee of pencils, paper, dice and snacks. Everyone loves your home baked cookies, including Eddie, and Erica even badgers you for the recipe.
Eddie thinks you couldn’t be any more perfect.
You think this isn’t so bad after all, and relax a little.
The morning’s character building is going well, the fact that it’s a oneshot not diminishing anyone’s efforts or attention to detail.
You still haven’t quite got the hang of the dice and numbers parts, always asking for Eddie’s help with that. His help, not any of the others, he muses with a certain amount of pride and delight. (Selfishly, part of him secretly hopes you never get the hang of it, and will always need to seek his input.)
With you now added to the group, there aren’t enough seats at Eddie’s modest dining table. Nobody notices. Initially Dustin and Will are deep in a discussion on Eddie’s battered sofa, and Mike and Lucas are rifling through the fridge, both at that ‘hollow legs’ stage of teen development and constantly ravenous.
Your character’s almost done, and you just want to clarify a few things, so you ask across the table,
“Eddie? Can I bring this over for you to check please?”
He waves you over, putting on a fake English accent and saying,
“Of course you may, my dear. You know I’m always happy to assist my flock.”
You chuckle lightly at his endearing foolishness as you get up from your place next to Erica, taking your character sheet over to Eddie for his perusal. Behind you, the younger players all convene at the table to share their progress, and all the seats become filled.
With no free spots near him, and assuming you won’t be here for long, Eddie pats his leg absentmindedly and says, “Sit here, lemme see.”
You end up on his lap, facing sideways at ninety degrees.
You initially turn towards him and bring your sheet between you, but there’s not enough room for him to properly examine it, so you turn the other way and lay it on the table in front of him, turning so your back is to him, your legs straddling one of his knees. He leans forward and begins to check it over, confirming some details and asking for more particulars on others.
Eddie’s been admiring your enthusiasm and level of engagement all morning, and he’s impressed by the depth of information you’ve already managed to accumulate.
You’re absorbed with your new character, getting excited and gesticulating wildly. Ideas bounce easily between you and Eddie, his face smiling softly and his dimples popping as he gets to see you like this.
It doesn’t escape him, however, that you’re also bouncing on… him. He flushes a little, and hopes you don’t perceive it.
As you gesture at a particularly thorny issue on your paper, it dawns on Eddie exactly what parts of you are in contact with him, albeit through multiple layers of fabric. The softness of your thighs and the heat from your core against his leg fully absorb him for a moment, and he has to ask you to repeat yourself. You don’t seem to mind, assuming it was the general clamour in the room that meant he couldn’t hear you. That same clamour covers the sound of him awkwardly clearing his throat and gulping loudly.
It occurs to him that he’s never experienced anything… like this. Occasional hookups in the woods or after gigs at The Hideout are great and everything, but he’s never before felt like he has a literal, real-life angel sitting on his lap.
And you? You are slowly realising how nice Eddie’s lap feels beneath you. It’s warm and solid, and the denim of his dark jeans feels pleasantly rough on the skin of your legs where your skirt’s ridden up. There’s a pressure against your most intimate areas that’s generating a warm feeling of pleasure in your core. You’re trying to concentrate, but it’s not easy.
It takes a few more moments for you to catch up to where Eddie is, and you register that you’re essentially riding Eddie’s thigh each time you move.
Your lips roll inwards and you swallow deeply, closing your eyes for a moment, trying to compose yourself. It doesn’t help, and only serves to focus your attention even more fully on the delicious sensations beneath your legs. This is the closest you’ve ever been to your Dungeon Master, and for the longest time. And you can’t help how flustered it’s making you.
Embarrassed, you cough and go to stand, but quickly see that there’s nowhere for you to go. Eddie scans the room and notices your predicament, and, in a broken voice that’s almost unbearably soft, tells you, “It’s okay, Princess. You can stay here.”
Fuck. A pet name? You enjoyed that, perhaps a little too much. If you were being rational you could put it down to Eddie referencing your new character, who happens to be an aristocratic mage. But right now? Right now, you’re not feeling particularly rational.
You slowly sit back down, but as you do so Eddie shifts his position, causing you to spread your knees a bit wider than they were and land further up his leg, giving you even more contact with his thigh. You hope he didn’t hear the broken little hum that escaped you.
Eddie leans forward and in a voice that’s far too quiet, and far too close to your ear, he asks, “Are you… okay?”
You can barely breathe, and all you can manage in response is a tiny, squeaked, “Mhm.”
Behind you, Eddie takes a stuttering breath in, letting it out slowly before he resumes discussions with everyone else at the table.
You each become more unfettered as the morning progresses. Further not-so-accidental encounters only serve to increase the tension between you both.
At one point, you lean forwards over the table to get one of the manuals, lifting your butt from his leg. For a moment you hope there won’t be a visible wet patch on your skirt, or on his jeans. But then you wonder whether it would actually be so terrible if there was, and whether it would actually be so terrible if Eddie saw…
Eddie saw. He hums slightly, but it sounds more like a whimper, and he attempts to cover it by clearing his throat for the umpteenth time today.
He wonders whether you’re doing this on purpose, whether you have any idea what you’re doing to him.
As you settle back onto his thigh, one of Eddie’s hands travels to your hip, holding it lightly, just resting it there. A fire travels up that entire side of your body.
You wonder whether he’s doing this on purpose, whether he has any idea what he’s doing to you.
He leans forward to reach for something on the table, and this time brushes his chest against your back for far longer than is necessary. You feel his breathing against your neck speeding up, hot gasps coming from between his lips instead of controlled outbreaths through his nose.
You reach for a die, and as you sit back you half-intentionally push your core down onto Eddie’s leg just a little bit harder. God, he feels so good. And so what if you’ve moved backwards slightly, so your thigh is even further between his legs, and your butt nudges his crotch?
You definitely feel something hard pressing against your ass. The grip on your hip tightens, and Eddie dips his head forward to hide his face and stifle a moan. Christ.
You think you hear him mumble a quiet and stilted, “Sh-it.”
Eddie can barely contain himself, this morning not going at all how he could’ve even dreamed. He had no idea whether you even liked him, and was planning to sound you out and maybe manage to ask if you wanted to do something cheesy like grab milkshakes sometime.
Having you hot and wet on his lap wasn’t even on the edges of the outside of the periphery of his radar. He’s really trying to keep it together, but he’s barely maintaining a grip on his actions.
Attempting to focus, he leans forward again to explain a character point. You turn your head and look into his eyes attentively, whilst simultaneously rocking your hips ever so subtly and chewing on the inside of your bottom lip.
All at once, something shifts. Something big.
Eddie holds your gaze for way too long. Or maybe you hold his.
Maybe it doesn’t matter anymore, as you both silently acknowledge that there’s way more going on here than simple D&D advice.
Simultaneously, you both come to realise that your affections are most definitely reciprocated.
Shit, he likes me.
Fuck, she likes me back.
And then, as your eyes are locked and he sees your pupils blow wide, Eddie loses that tenuous grip.
Suddenly, both of his hands come to your hips, and he presses his forehead against one of your shoulder blades. He grips you tightly and moves you back and forth against him, squeezing, pulling, pushing, dragging. He’s keeping his movements as tiny as possible so as not to rouse the attention of the group, but what he lacks in expansiveness he more than makes up for with strength and intensity.
You think this might genuinely be the most erotic thing you’ve ever done with your clothes on. You’re hot and wet, and you barely care that you’re in a room full of people, supposedly playing a nerdy game.
Eddie keeps moving you. One exquisite movement spreads your sopping folds in your underwear, and your mouth drops open in a gasp, hand gripping the edge of the rickety table. You try to disguise your movements by shoving the end of a pencil into your mouth and hunching over your paperwork.
Eddie totally notices, and stills you. His warm palms continue to press against your hips, his strong fingertips digging into your flesh. Instead of continuing the back and forth movements, he pulls you down as hard as he can onto his lap whilst outwardly retaining his composure, turning the garbled sounds coming from his throat into encouraging noises for the group.
The two of you can barely focus anymore. Eddie hasn’t let his hands travel anywhere above the tabletop, lest his actions be seen by the others, but if your expression is even half as flustered as Eddie’s is red, somebody is going to notice something. And soon.
You take a couple of deep, steadying breaths.
You’ve already completed your character, so you decide to do a faux check in with Eddie, asking, not entirely innocently,
“Eddie? Is there anything else you’d want me to… take off?”
Turning, you add, even less subtly,
“What should I do now, Master?”
Eddie’s face screws up and his jaw clenches, and you feel the rock of his hips as he bucks his hips up underneath you, pressing his hardness into your flesh and muffling a grunt into your shoulder.
His head snaps back up suddenly and his voice becomes clear and piercing, as he inhales quickly and declares to the room, waving a hand,
“Okay, lunchtime! Everybody out!! You guys need some fresh air and I need a break. I don’t wanna see you for at least an hour, and you’d better come back with pizza! Goddit?”
The teens comply, bustling out the door, a few of them eye-rolling and grumbling something about how this is almost like being at home with their parents.
They’re still leaving as Eddie moves his face so close to you that you can feel his breath in your hairline, and his soft, pink lips tickle the edge of your ear.
In a low, velvety voice, he murmurs, in a tone that’s somehow both challenging and pleading,
“Please Princess, turn around and say that to my face...”
You smirk, and reach behind you to pick up a D12.
With all the sultriness you can muster, you raise your eyebrows and indicate for him to take it. He opens his hand, and you place it down, the tips of your fingers lightly skimming the hot, damp skin of his palm.
Looking into his eyes again, you’re relieved to discover that your power of speech remains entirely intact, as you murmur, with more confidence than you thought you possessed,
“Okay, Master. How about this? You roll, and the result is how many kisses you have to give me...”
Eddie swallows and almost chokes, sitting up straight and gently lobbing the die across the mess of paper and writing implements. His chocolate eyes don’t leave yours as it rolls and comes to a stop in the centre crease of one of his manuals. He struggles with the internal conflict of never wanting to break your gaze and a deep desire to check the number.
He has no idea where the rest of today, let alone this, is going, and he’s grateful he has at least the next hour in which to find out. But he does know one thing:
He’s never been so desperate to roll a 12 in his entire fucking life.
Thanks so much for reading!
(This might become part of an anthology of D&D-related adventures - let me know if you’d like to see more!)
Please comment and reblog if you enjoyed this, it’s honestly like throwing breadcrumbs and roses for your writers 😃🥰
My masterlist
I have a general taglist now, let me know if you’d like to be on it 😃
Tags: @joejoequinnquinn @jamdoughnutmagician @curlyjoequinn @madaboutmunson @airen256 @sunshinepeachx @the-unforgivenn @skrzydlak @comeonatmebruh @jamiecb66 @80s-addict @abellmunsonmovie @definitionwanderlust @wonderlanddreamer
#Eddie munson x fem!reader#eddie munson smut#D&D smut#thigh riding#riding eddie munson’s thigh#flirting over D&D#eddie munson x reader#eddie munson#stranger things#joseph quinn#Eddie munson x you#stranger things fanfic#stranger things fic#eddie munson fanfic#eddie munson fluff#RPG character creation#Eddie munson is your dungeon master#dungeon master!eddie munson#broadening#public broadening#thigh smut#semi-public broadening#public flirting#physical flirting#dm!eddie munson#getting together#stranger things smut#Eddie munson’s thighs#nervous!eddie munson#heavy petting
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kickstarter
the game I've been working on for the last almost 2 years is finally launching its kickstarter campaign!
Me and 3 other guys (including Kasey Ozymy, creator of Jimmy and the Pulsating Mass... this is really his game more than mine, haha) have been pouring our souls out for this game, so it'd really mean a lot if you guys could consider offering any kind of support. That includes just telling your coworkers about this weird indie RPG you found on Tumblr. Maybe consider backing the project if you like Chrono Trigger inspired games?
Any amount of support is appreciated, we're gonna need all the help we can get to make this dream a reality! Kasey Ozymy made one of my favorite games of all time, so it's an unimaginably incredible experience being able to collaborate with him.
Thank you guys for hearing me out! Thank you to everyone who chooses to support us!
EDIT: apparently the link I put to the Kickstarter originally doesn't work. Hopefully this works now? CLICK HERE FOR KICKSTARTER.
#kickstarter#rpg#jimmy and the pulsating mass#indie game#chrono trigger#ed art#ed gallery#hymn to the earless god
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Trying to make an entry for the jam made me confront a question: how does one inject flavour and evocative writing in an RPG when there is little to no space for flavour text?
I ended up unable to add any writing that wasn't rules without going over the 200 word limit, outside of maybe the naming of some mechanics, but I went in thinking that being able to provoke the imagination would be the difference between an ok entry and a really good one.
How would you do it?
(With reference to this post here.)
The customary answer in the one-page-RPG sphere is graphic design, but here you can't do much of that, so you need to rely on phrasing, rhythm, register, word choice, and yes, game-mechanical jargon. Indie RPGs are often mocked for using their own idiosyncratic terminology rather using the "standard" jargon developed by Dungeons & Dragons and its various direct imitators, but there really is a point: even something as simple as the level of formality of the mechanical text can have a huge impact on how a game comes across.
Let's look at an extreme example – my own recent experiment in fitting a complete game into a single Bluesky post:
CREATURES Need: 3d6 Character * Skills: Hands, Feet, Mouth, Guts; assign 3, 2, 2, 1 * Traits: claws, fangs, fins, horns, shell, slime, tail, tentacles, trunk, wings; pick 2 Conflict * Roll dice=skill * Highest: * 6: Yay * 4–5: Okay * 1–3: Uh-oh Scenario * escape maze * eat wizard * profit!
This one only has three hundred characters to work with, and consists almost entirely of rules text, yet the structure and word choice convey a very clear idea of who the player characters are and what they do!
It can be helpful to bear in mind that the separation of rules text and flavour text is an artificial one, adopted by long-form games where mixing mechanics with microfiction can make the former difficult to when there's three hundred pages of the latter to comb through. You don't really need to worry about that in a very short game, so you're free to have the same text play both roles.
#gaming#tabletop roleplaying#tabletop rpgs#game design#game jam#tumblr 200 word rpgs 2024#tumblr 200 word rpgs#200 word rpgs#violence mention#death mention#cannibalism mention#anthropophagy mention
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Hi All! I thought it was time i gave a lil update from this game and how its been going.
I'm one that tends to keep to myself till a project is fully complete or close to complete, but I've gained a lot of asks about this over time and more as of late lol. So thought I'd cut the radio silence a tad and answer a few repeat questions id gotten!
Are you working on the game?
Surprisingly, yeah.
Will this be a completed game to buy?
Definitely not, least not now. My plan is to make a basic demo of the game as building a complete game with the script and everything would take a very long time and a lot to learn!
It would also be a free to play game, as Its a fan game.
When can we see it, are you almost done, videos and updates!!!
Well... 2023 was a busy year for me personally. And as a person who is still learning to animate along with barely any knowledge of game coding. Led to me needing to learn a lot and do trial and error.
A lot of things are temporary placeholders and incomplete textures with testing. So I didn't feel they where good to share progress of.
a lot of it was me learning, trying different styles to work with the game, and sketches throughout.
Can i help with the project????
I do appreciate you all asking for help,But I don't know much about game development and working with a team on this. So it's more of a passion project for me, and so far what I have learned has been nice :>.
I didn't wanna rely and give up on the project or delay it so much due to factors so I'm workin on it alone right now till the project is farther along and more stable.
Will it look exactly like the trailer, what kind of game is it, what all do you have planned for the demo?
Admittedly I had originally made sprites and everything to match the video, but i ended up going for a more chibi type style as its easier to work with.
Its a side scrolling game with rpg like elements.
The current plan is to have two fully completed stages, a mini game, 4 playable characters (2 being Sun and Moon), and some extra features.
Will the demo be out this year?
I can't say, it all depends on how much time i work on it and learn ;o! I don't like to get hopes up, but I work it on it when I can.
Crumbs, please
Some of the daycare and model updates. It's not much, but I find it fun to run around and interact with things lol
So all and all for those really wondering about the project, its still a heavy work in progress. A fun and frustrating one for sure, but Its been nice actually learning to code and design it so far.
Hope this answered a few questions and of course you can ask other stuff about it, I don't mind.
Thank you!
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hey yall!!! new bundle :D
this is my 14 for 14 ttrpg bundle to pay off some of the debt from my top surgery!! you get 14 games and homebrew for 14 bucks, which is gonna run until june 14th (my birthday!!)
my top surgery was absolutely life changing and has made me so much more comfortable, confident, and happy. i dont regret it in the least. i also got hit with some surprise bills afterward that have me pretty heftily in debt because of it
some very kind souls have donated their games to help me pay some of this off, which was just so incredibly generous. which means its not just my games in here!! lots and lots of cool stuff, please check it out!!
in the bundle:
ttrpgs:
[BXLLET> : a game about systems of violence and power in the weird west apocalypse
disparateum: a dream-like reality-bending game where you hop worlds and tell strange stories
little celestial fieldwork guide: a city exploration photography game where you divine hidden spirits and take photos of them
beach day!: a system agnostic party bonding minigame where characters swap gifts and secrets
what they once feared: a solo journaling game where you play a folkloric monster forced to choose your path
the narrator paradox: a one page solo game where you play a storybook narrator whos protagonist has gained agency and is trying to change the story
the fool who got married (extended): a duet epistolary game of female hardship and connection in 1848
explorers of the forever city: a rules-light, fantasy role-playing game about ordinary people making extraordinary discoveries
homebrew:
riders: a pact for moth-light by justin ford, a fitd game. tame, bond with, and ride the terrifying predator moths
witch: a class for d&d 5e. be a con-based half-caster with curses, familiars, and a whole new way of doing spell slots
harmony with the wind: a ghibli-inspired d&d 5e pack with 5 feats, 4 backgrounds, 4 races, 6 monsters, and 3 subclasses
fairytale/feywild: a pack for d&d 5e with 1 background, 2 races, 1 subclass, and unique timekeeping mechanics for the feywild
burger wizard: a d&d 5e compatible narrative rpg about working as magical kitchen staff in a fantasy restaurant
argyth's arcane companion: 4 wizard subclasses, 3 feats, and 17 new spells for d&d 5e
you can get all of this for 14 bucks until june 14th!! it would really mean a lot to me for yall to check it out and also spread the word :D
check it out on itch!!
#indie ttrpgs#5e homebrew#dnd 5e#itch sale#itch bundle#so so grateful to everyone who donated games#it really means a lot!!!!
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The Tom Bloom Phenomenon and Sub-cultures Generally
For the first time ever (as far as I can tell anyway), there are 5 games in the top 10 of itch.io that are from the same creator.
Tom Bloom is an artist probably best known for his comic, Kill 6 Billion Demons. He’s also one-half of Massif Press and co-creator of the tactical mecha game, Lancer. And recently, he’s been publishing games under his own solo label, Chasm.
So far, under Chasm, he’s put out three products, which are all in the Top 4. Magnagothica: Maleghast is a miniatures war game without the miniatures. The assumption is that you’ll play it online using his stylish art. Cain is a dark investigation game where trained supersoldiers hunt down monsters created by trauma. And then there’s Games for Freaks, which is a little magazine that contains supplementary material for his other games.
As far as lineage goes, my understanding is that Bloom’s primary touchstone for narrative games is Blades in the Dark (oh, look, a new supplement is out). He tends to combine that with various degrees of crunchy combat, stunning art, shonen anime aesthetics, and angst. They sound interesting but I don’t know if I’ll ever get to play them. Lancer was definitely too rules-y for me.
I’m talking about this because I think it’s interesting that more and more, the huge diversity of RPG clusters are becoming apparent to me. This newsletter tries to take a wide view of the gaming scene but because I’m writing it, there’s a focus on storygames. There’s thriving groups and sub-groups that I almost never talk about – those around World of Darkness or GURPS or the 2d20 games from Modiphius or all the new Osprey Games or Jenna K Moran’s work or even solo games or larps or lyric games. And of course, there’s geographies and technologies and on on.
It’s not about the absolute number of the population of these various sub-groups – that’s not where their notability comes from. The point for me is that there is a huge diversity in the breadth of “who is playing tabletop RPGs”. There is a huge variation in what is considered approachable, fun, interesting, life-affirming, comforting, and so on. Anyone still talking about what games are or should be (without the requisite nuance) is just wasting their time.
We don’t all share the same context anymore. The games that you know aren’t the games I know. The way you play isn’t the way other people play. And this is a part of broader cultural trends – globalism, the rise and fall of mass culture, consumerism, monopolization – all of which I’m not smart enough to explain in 600 words. But it was also always the case – maybe it was just a little harder to see.
I think there are a lot of people who, like me, have a curiosity that exceeds their grasp. Thanks to Rascal, I get to do some spelunking into these communities. But I really can’t do them all. And I really shouldn’t. I’m excited for folks from all these groups to speak for themselves to others – to articulate their own contexts and speak passionately about what brings them together. That’s not easy honestly. It’s hard to talk about games without some critical language and some broader sense of the landscape and so on. But at the same time, we can figure that out along the way. I’d definitely like to help.
This first appeared on the Indie RPG Newsletter: https://ttrpg.in/2024/11/03/the-tom-bloom-phenomenon-and-sub-cultures-generally/
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Lady Tabletop's Primer for Getting into Tabletop Roleplaying Game Design Philosophy
Sam Dunnewold over at the Dice Exploder podcast has posed a fun question to his discord server: where would you tell people to start if they wanted to know more about TTRPGs and design?
First and foremost, I'd tell people to start with @jdragsky's article about Systems of Relation.
With the benefit of hindsight, I can now understand that the games we played on the playground were identical in nature to the tabletop RPGs I would grow up to play and help design.
Next, check out Thomas Manuel's analysis of the Axes of Game Design over on the Indie RPG Newsletter.
So the basic exercise is trying to figure out the standard axes or spectrums on which every game can fit. The idea is for these axes to be as descriptive and objective as possible.
Thirdly (and lastly for the purposes of this blog - it's entry-level, not comprehensive), check out this reddit thread about lonely fun.
The Lonely Fun is all of the stuff you do as a part of your hobby away from the table, in any way you might engage. For D&D 5e players, this is usually building complicated and elaborate characters on the page, pouring over the books for new races and subclasses, figuring out fun new combinations, and carefully crafting characters.
Read those? Now check out BALIKBAYAN: Returning Home by @temporalhiccup
Will we be able to outrun our Masters and those who hunt us down? Can we use our magic to bring about the rebirth of the city and all Elementals? ill this be our RECKONING or our HOMECOMING? That’s what we play to find out.
Why I make these particular recommendations below the cut.
All of these recommendations are hopefully all entry-level. I tried to stay away from any essays, blogs, or articles that reference game movements you may not have heard of or that require tons of reading before you can even read my recommendations. Some do have links to other stuff, and if you're enjoying the writing, definitely go down those rabbit holes! These are a tiny, tiny portion of my "TTRPG Homework" folder where I save essays, podcasts, etc that have helped me in my own game design journey. I'm always happy to share more, just ask!
The essay on Systems of Relation put into words something I had been thinking about the more I got into indie games/design: I've been playing my whole life, and ttrpgs are just another piece of that. I think it's crucial to break out of the framework of people trying to define play and games into neat little categories. Will I ever write a game as good as the ones I played in the backyard with my siblings? Probably not, but I'd like to find out.
Now that I've told you to stop trying to categorize games, we have an article about trying to categorize games. But I do like Thomas's assessment and examples of using game design axes. I think as designers it's important to figure out the things the game is trying to do and communicate, so that we can make sure it does those things well.
Lastly, I know 5e gets a bad rap (and it's gotten it from me, too!). But the concept of lonely fun has stuck in my craw since I first saw this thread. It's why some people prefer to GM (and therefore why GM-less games might not work for some people). Not all games are going to have lonely fun, but the ones that do are still going to appeal to people! This thread was key for me in terms of considering that no game is for everyone, and it shouldn't try to be, and also helped contextualize the enjoyment I get from the occasional high-prep game.
Balikbayan as a recommendation was a no-brainer for me. I'm not going to say it's the most elegant or tight of Rae's work, but it's the one with the most heart for me. The story this game wants you to tell is so clear, and as an introduction to "Belonging Outside Belonging" as a system/concept/design philosophy. This game really sings in its character concepts and emotional play.
If you've read this far, congratulations! I've been enjoying the DE podcast (even when I don't agree with some of the takes) and the discord has been a cool (if at times intimidating) place to hang out. I've had a hell of a game design journey this year and I'm so excited to keep learning, and to see what media other folks participating in this blog carnival recommend!
To sign off: my best advice to designers, especially those starting out can be boiled down to three things:
When in doubt, simplify or make it silly
The two cakes theory is your best friend - game design is not a competition
Not everything has to be finished. Not every part of the creative process is fun. Find the balance between these two truths (you're going to have to do that every day).
Best,
LT
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I want to break down a common point of conflict when addressing NPD stigma.
A lot of hangups people have tend to be along the lines of "but I DO see a lot of people with actual NPD who are acting in toxic or abusive ways".
This will be kind of long, so bear with me.
Point #1: People are way more likely to be diagnosed if they exhibit "stereotypical" symptoms.
There's this image of NPD as a disorder that is only present in those with patterns of destructive behavior towards others. Many therapists have this conception. (Shockingly, the mental health field is not perfect & without stigma.)
Gonna copy-paste this here from my other blog (so forgive me if you've seen it before), because it's a good example.
Three people are criticized at work. Their boss yells at them for their performance in front of everyone. Person A gets mad and defensive. They yell back, using cutting remarks as a way to try and ease the distress they feel. Person B acts really mature and responsible the whole time, nodding along and agreeing and promising to do better, just desperate to maintain and improve their status. Desperate to be liked. Later they go home and handle their distress through self-destructive means, and spend the next few months overworking themself to the point of illness. Person C doesn't seem to respond much at all. They go quiet and seem distant. They don't lash out or lash in, but for the next month or so, their productivity drops. They simply aren't able to focus on work or self-care, no matter how hard they try. The stress is overwhelming. All three of these people have the same root issues, but only the first would be labeled a narcissist. Outwards behaviors and presentations don't reflect the pain, distress, and difficulties with life that are underlying them.
So, three main things happen.
There ends up being a higher rate of people with destructive behaviors who are diagnosed with NPD
The people who don't particularly exhibit behaviors and are considered ""too nice to have it"" are overlooked entirely (and never get any sort of help for their underlying issues, yayyy)
People are more likely to be more honest about "ugly" symptoms / symptoms that are frowned down upon than they are in other mental health communities.
(Also some people decide to act super edgy about it, which is annoying but here we are. Some of them are trolls.)
(And while I'm at it, some people are misdiagnosed with NPD because a psych sees someone who committed a violent crime and is like "uhh slap them with the Evil Asshole™ disorders!! no further thought given.")
Point #2: People who have messed up are not inhuman monsters who deserve no help or support
While I do think it's important for people to understand that patterns of toxic behaviors aren't the ONLY way NPD can present, I'm not going to let the conversation stop at "some of us are nice though!!"
Human beings aren't RPG characters who can be sorted into "monster" or "ally". Every single person has done something hurtful, has messed up, exhibits some sort of behavior that puts strain on their relationships sometimes.
So I'll bullet point some aspects of this that need to be talked about.
People without NPD also commonly exhibit toxic behaviors, but people ignore that nowadays. Either they armchair diagnose anyone who's slightly rude, or they only focus on it in pwNPD and ignore it in themselves or others. NTs can be jerks too, and they're probably less likely to acknowledge it than pwNPD who are constantly watching and checking themselves and analyzing their behaviors and attempting to do better.
Assuming that NPD makes someone abusive doesn't help anyone. Can it impact behaviors, and make it more difficult for people to be self-aware? Of course. But an important step in healing from any mental health condition (especially personality disorders, ime) is realizing that you're not inherently ""bad"", and that you can take responsibility for your actions and learn to deal with things in constructive ways. Just going "NPD makes people bad, full stop"- other than being a mean shitty thing to say- absolves people of guilt and asserts that there's no reason for them to try and improve.
Yes, it's okay for people to hate their abusers. Their abuser. Not an entire community of people who happen to (maybe) share a trait with them.
Building on the above point, people tend to go in defense mode when they hear things like "pwNPD who have acted in toxic ways can learn to improve their behavior", "people shouldn't be saying awful things about folks with this condition", etc. because they automatically try to apply this to their abuser. Interpersonal situations are very different from society-wide mental health access. No, don't stay with your abuser expecting them to change, and don't hold onto the hope that they will. No, don't censor yourself or your hatred or anger towards them. Just don't make blanket statements about a disorder that they may or may not have- blame their abusive actions, not their mental health.
"I hate you for your abusive actions and the harm that you caused me." =/= "I hate a group of people because of an inherent unchangeable part of them that's tied directly to severe childhood trauma they suffered. Because of it, they're evil and unlovable and are incapable of change. They're inhuman and will never experience real connection with others." ..........See the difference??
Even if there were a disorder with a 100% rate of toxic douchey behaviors, I'd want the conversation around it to be changed. I'd want different words to be used to divide up the spaces and conversations and resources, so that survivors of abusive or toxic behavior can get help, but that the disorder still has space to be treated. Otherwise, there are zero resources for healing. Nothing is being done to help these people or solve the issue. They're just told they may as well not try. They're blocked from healthcare entirely, despite how the entire point of being diagnosed with a condition is supposed to be to treat it.
There's a wide range of people who have NPD- it presents in many different ways, a person who has it may or may not exhibit harmful behaviors- but no one deserves to be denied treatment or told they're unlovable because of a condition they have that was formed from trauma.
Speak out against abusive behavior. Don't destroy healthcare for a medical condition.
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going on the twine rant again, lads. fair warning.
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the twine editor is theoretically great software
which is to say, twine editor is far and away the best execution of "a text game maker for people who mostly make text and not games" that presently exists. it's notable for making wholly self-contained (read: does not require interpreter software) text games with functioning mechanics at about the level of code literacy you could feasibly ask from people who brushed off of other more complicated software
this is in large part because the text adventure and IF ecosystem has the same problem as the (similarly insular and incestuous) scorewriting ecosystem: all of the software is made to be used by a group of like 50 people who don't use anything else, so they just settle for whatever exists
twine solves a lot of these problems by simply existing as an html game maker that can automate all of the functions of a gamebook out of the box. the editor has features which (to me) seem to be inspired by scrivener, which is my favourite WYSIWYG writing software for longform fiction on the market (I prefer writing in LaTeX but I can acknowledge that's a habit I picked up and not an endorsement of LaTeX)
that being said, even though there's an obvious utility to being able to prototype out rpgs and such in twine incredibly quickly, I can't really recommend people... use twine for that. because of the problems.
the twine editor is also kind of beautiful for all the ways in which it issoftware designed to torture the user
twine exists with one foot in "games" and one foot in "writing" and this overlap is the totality of its intended use. this space of compromise is still the best that's been made for this specific scene, but it means that edge cases are (at absolute best) operating twine in much the way that someone being hanging onto the edge of a shattered cockpit is operating an airliner
I could go on and on about the specific elements of twine's design that drive me insane, and in how it punishes you both for making too much of a book and for making too much of a game, but there's one problem that kind of sticks out as a simulacrum of this whole issue
by design, twine organises its projects as a story map. this is kind of like the middle point between scrivener's storyboard and a whiteboard, but specialised for use in making text games. this means that each node on it is one screen, called a card, that you can open and edit
doing this opens a window for text input, and the exact contents of this window kind of depend on which format you're writing your story in, but as a rule, you write everything into these sub-windows and that's the game
because twine runs in one window, these cards open more like menus than true windows. you can have one open at a time, and when you need to test something, you close the window and press the button to test the game. simple as
now, for making software, it's helpful to have a versioning function of some sort in case, among other reasons, you fuck something up in a way you don't immediately notice
for writing, you usually want some sort of undo function, in case you accidentally delete something or edit over it
at the intersection of these two, twine does have an undo function. which works differently depending on which version of the editor you're using. in the web version, you get multiple layers of undo. that makes sense.
in the downloaded version, which is the version you have to use if you don't want to use your browser's local storage (?? you shouldn't be doing this) you get
one layer of undo.
in a modern text editor.
that you are expected to write in.
this is on top of the browser-hosted version of twine editor being significantly more stable than the desktop version, so that's obviously the version you're meant to use, which runs in stark contrast to like... how that should work. this should already be raising your blood pressure a little bit if you remember that the browser version of twine saves your project files to your browser's local storage
now, common to both versions is another important feature which seemingly exists to prevent data loss: twine automatically saves your changes when you exit out of a card
this means that, the moment you close a card to go test the changes you just made to your game, they are saved over the previous version of the game with no way to undo them
but there IS a way to get around this without having to write in an entirely separate word processor! several ways even. you can even use the downloaded version if you do this
duplicate the full project every single time you make changes that could necessitate an undo function
make a copy of every card you edit in case you need to revert to it after testing, then remember to delete it afterwards
if you're editing the cards themselves, see option 1, because there is no way to undo deletion of cards in the story map
and like... that's not good. it's kind of the hell machine for killing all human beings, actually
it's also not a problem remotely unique to twine, because this is the kind of thing you see in most niche-specialised software where there isn't really a distinction made between "this is an expected frustration of working on any artistic project" and "this is something completely insane that absolutely should not be the case and isn't tolerated in immediately adjacent comparable creative fields"
twine can be used to make longer projects, but at the point where you're recommending two layers of supporting software that overlap so hard with the editor that they should be redundancies, it becomes clear that the only thing it's really fit-for-purpose to do is non-linear fiction consisting of two or three paragraphs per card
and that's generally not what it's used for! because that sort of thing is almost universally understood as a stepping stone towards using twine for making either longform non-linear fiction or full-featured rpgs
twine could be really useful software, and in fairness it's generally better than the alternatives it supplanted in its niche (people making little interactive poems probably shouldn't be trying to use Inform or TADS), but it really seems like it was designed with as a cursed amulet meant to cause as much grief as possible while being difficult to justify throwing away
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New article from IGN: 'How Dragon Age: The Veilguard Used Lessons From The Sims to Craft Its Character Creator and More'
Inside the intricate systems that bring BioWare's RPG to life.
"Corinne Busche wasn’t looking for a job when she sat down for lunch with BioWare’s leadership team in 2019. She had been a fan of BioWare’s games since the days of Dragon Age: Origins, and she wanted to, in her words, “meet my heroes.” “So I went to lunch with a couple of folks in the leadership team at BioWare, and we started riffing about progression systems and skill trees and economies, and we just really resonated with one another,” Busche remembers. “And much to my surprise, they expressed an interest in me joining, and it was kind of the question you don't have to ask me twice. That was such a dream opportunity, and to be able to step in this space, visit the studio, see my favorite characters on display throughout the walls, I was immediately sold. Immediately.” Busche was coming off a stint at Maxis, where she helped design the systems on various The Sims projects. In taking the helm of Dragon Age: The Veilguard, she became part of a wider talent pipeline flowing from Maxis to other parts of the games industry. It’s a pipeline that includes the likes of Eric Holmberg-Weidler, who was credited with fine-tuning many of the systems that comprised The Sims 4 before spearheading the Professions revamp in World of Warcraft’s Dragonflight expansion. Justin Camden, who also worked on The Sims, is one of Dragon Age: The Veilguard’s technical designers."
"Systematic discovery At first blush, it might not seem like The Sims has much in common with an RPG like Dragon Age outside the fact that they both feature romance in some way. Going back to its release in 2000, The Sims has garnered a reputation as a casual, frequently silly lifestyle simulator; the game where you remove a ladder from a swimming pool and watch your poor little Sims drown. Under the hood, though, The Sims is a complex web of systems, progression and relationships. Sims have jobs. They gain skills. They fall in love. “Maxis is a great place for designers to hone their skills,” Busche says. “There are many projects across differing platforms and service models happening simultaneously which give a rare opportunity for a breadth of experience. What people may not realize about the Sims, given its playful outward nature, is the underlying systems and mechanics are deceptively deep – especially as a dev. One of the more interesting parts of coming up through Maxis as a designer is the experience you get with simulation, emergent gameplay, and emotionally relatable player experiences. It’s just a really unique opportunity being a part of these teams, and those are skillsets that can benefit a number of different games and genres.” Busche’s systems design background is evident throughout The Veilguard. It includes extensive skill trees, with sub-classes that are geared around different weapon types and styles of play, and the choices you make also resonate deeply throughout the story. It’s also possible to level up your relationship with individual factions and shopkeepers, which in turn opens up new possibilities for acquiring unique gear, and characters bear long-lasting scars depending on the choices you make. Systems are layered throughout Dragon Age, deepening the player’s intertwined connection with the world and the characters that inhabit it. “What's so wonderful about [The Sims] is there's so much autonomy in that game, and we find that RPG players are hungry for that same sense of autonomy, making decisions, influencing characters. And what you might not realize in the Sims is behind the scenes, there are some really robust progression systems, game economies, character behaviors for their own AI and autonomy… a lot of really fascinating parallels,” Busche says. “So in that regard, I'm very grateful to my time there, being able to take some of those learnings, whether it's about how to convey romantic progression to the player, or design skill progression, game pacing, a lot of really interesting transferable ideas that you might not think about on the surface." In The Sims, characters go through their daily lives in an idealized world filled with strange but charming characters like Bonehilda (Dragon Age, it should be mentioned, has its own living skeleton in Manfred). While Dragon Age’s characters are still bound by the demands of the story, BioWare goes out of its way to make them seem more alive. As we talk about in our hands-on preview that went up last week, Dragon Age is filled with little messages noting how, for instance, you “traded verbal jabs” with Solas. As we’ll go into in a future article, both platonic and romantic relationships are a big part of how characters grow in Dragon Age. And of course, as anyone who has played a BioWare or Sims game knows, both games have their share of woohooing."
"How Dragon Age learned from The Sims' character creator Ultimately, though, it’s the character creator where the resemblance between the two is the most apparent. Dragon Age’s character creator is extensive, allowing players to adjust physical characteristics including chest size, the crookedness of a character’s nose, and whether or not their eyes are bloodshot, among other features. While custom characters are a time-honored BioWare tradition going back to the days of Baldur’s Gate, The Veilguard draws from the lessons of The Sims in everything from body customization to the flow of the user interface. Cross-pollination like this is common within EA, and Dragon Age: The Veilguard borrows from plenty of other sources as well. That incredible hair technology, for example, got its start within EA’s sports games, meaning your Rook can have a luscious mane like Lionel Messi. But the character creator is perhaps the greatest inflection point between Dragon Age and The Sims. “Character creators are extremely complex, and in many ways even more personal. It’s so important that players feel they can be represented and feel pride in that representation as they go through the creation process,” Busche says. “In particular, I remember we were struggling with some of our iconography, and we turned to each other and said ‘how did The Sims 4 handle this?’ While the technology and UI is quite a bit different, the underlying goals and lessons were quite similar.” She adds that Maxis has a “tremendous wealth of knowledge when it comes to representing gender, identity, and the surprising number of localization issues that come along with that when you’re releasing in different regions and languages.” “It’s always nice when you can draw from that prior experience. See what worked, what didn’t, and how expectations have evolved. The fun part is now we get to pay that forward and have been sharing our knowledge with other teams,” Busche says. On a moment-to-moment basis, of course, The Sims and Dragon Age are two very different games with very different goals. One is a single-player action RPG, the other a lifestyle sim. As studios, too, BioWare and Maxis are in very different places right now. The Sims has been a powerhouse franchise for more than two decades, and EA is seeking to expand its reach with a new movie. BioWare, meanwhile, is seeking to rebuild after stumbling badly with Anthem and Mass Effect Andromeda. But when creator Will Wright first decided to focus on the people inhabiting his games, the world he crafted wasn’t too dissimilar from the one found in Dragon Age. Both use unique systems to create reactive, imaginative worlds full of interesting choices, filled with characters with their own inner lives. It’s a philosophy that’s always been part of BioWare’s legacy; now, in The Veilguard, it finally gets to be on full display once again. Dragon Age: The Veilguard will be on PC, PlayStation, and Xbox on October 31. Make sure to keep an eye on IGN all this month as our IGN First coverage continues."
[source]
#dragon age: the veilguard#dragon age: dreadwolf#dragon age 4#the dread wolf rises#da4#dragon age#bioware#video games#dragon age the veilguard spoilers#long post#longpost#mass effect#mass effect: andromeda#anthem#solas#lgbtq#“characters bear long-lasting scars depending on the choices you make” [fear. fear. fear :D]
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Heyyy I've been neglecting my tumblr so have a longer text post with some stuff I've been doing on other platforms!
Read the full thing under the read more thingy!
Another Animation in Progress!
That's right boys I'm doing a full AMV with my own characters and story! Progress has been slow but steady, and I think people who have liked my stuff previously will really like this one. I'm proud of what I have so far and will be posting more in depth updates about it to my patreon. Because there’s a lot to making a full animation this one may take a while, but I hope it will be worth the wait.
Saying a lot of things as Gangle!
When this post goes up it should be out by now! I had a blast working with Marissa/Vixen, and I hope you all enjoy it too!
Mortician Commission!
I helped GM a tabletop rpg with my friends over at twitch.tv/whoopzreal ! We just wrapped up the first arc, it was a lot of fun and I'm glad people are liking it 💜 If you missed the streams, don't worry you can watch the full vods on her vod channel :)
How about Tiktok?
Occasionally I'll post an animation meme, but I haven't been too into it as of recent since I want to focus on producing a longer, more quality video for my YouTube. I'm very grateful that people have been enjoying my shorter videos (to an INSANE degree btw, two of those got over 2 and 3 million views respectfully), but I want something I can show that I'm serious about being an animator too that I can make on my own time. I might make some stuff on the side, but don’t expect constant short form stuff for a while.
Other Videos?
I made a terrible game show called “Is that Miku?” where I show my friends various designs and have them guess if the design I show them is Hatsune Miku. My friends hate me for this now.
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