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> Mechs are named after greek monsters > Manufacturer named after a egyptian god
make it make sense
sorry do you think the goblin is a greek monster
#breaking character in the tags: you are right about the absence of non-european mythology!#you'd think they'd have named a pattern group after the sphinx at least by now#unfortunately this blog is run by a pedant who has spent more time on etymonline than he'll ever publicly admit to#so yeah half of the official horus frames are greek in origin that's true#but balors are irish and goblins are norse/french#kobolds are german (and also related to goblins)#and lich is just straight up an old english word for corpse that didn't specifically mean reanimated corpse until the 20th century#lancerrpg#lancer rpg#lancer ttrpg
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got made to feel cringe for having an angel oc what the fuck is happening
#fray.txt#not tumblr related at all#opened up to non tumblr friend about my babies cuz they play rpgs and bg3#did not have the best reaction to candor being an angel#i guess its akin to like mary sue cringe to them#either way. i am a little down about it#edit: the lathander connection probably did part of it too actually
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NGL I think bg3 companions could have looked weirder. Ive stated my opinion on this b4 but ive grown kind of disinterested in the rpg trend of making all the companions super conventionally attractive and romanceable and 'haha listen to this witty sarcastic banter! say the things I want to hear so can make out'.
#merlin.txt#like theyre all morally ambigious with interesting backstories which is Nice i suppose.#like individually their separate writing and designs r good#but theyre also all movie star attractive n its like. :/#and i think the girls should have all been beefier idc. lae'zel is so Skinny :((((#this is not just an issue with this game btw. i think its a pretty common thing now with recent arpgs/crpgs#i think my best example is comparing the companions of poe (non-romancable) to poe2 (romancable)#and enjoying the companions a LOT more in poe1 bc there were some Real weirdos#anyways if you Have to gamify romance in an rpg i still think my fav system is da2#where your affinity with the companion has no relation to whether or not u can romance. u can disagree on everything and still get with it#which i think encourages the player to actually Roleplay their decisions n choices instead of just. saying what the companion wants to hear#tbf i havent played enough bg to know how the romance actually works so. maybe ill change my mind down the road
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OCs ships and pairings: 1/∞ — Alfred 'Alfie' O'Larcan and Maja Harris
In a room full of art, I'd still look at you.
#c; alfred o'larcan#r; alfie x maja#non rp related#french rp#rp francophone#rpg francophone#rp related#**my edit
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im nearly done with painting the OC lore video art and then I can get back to brainrotting mianite lore and aus and good omens this is gonna be so good
#idc its oc work itll flop but im havin fun with it#secret hint- its connecting all my previous mc series and characters#<--- loves a good multiverse plot#non est ad astra mollis e terra via: smp multiverse#lafakiwi talks#mianite rpg related btw if anyone cares#its technically a mianite AU since thats the premise of the RPG#but this project is specifcially about the stupid little dianitee gorgon character im playing who's unintentionally become tom coded#watch my pov watch my pov#i havent had a chance to comment much on moot posts but once im done with this i can bc the worms will have calmed down for a second
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familiarizing myself with a new npc
#sad college student vibes#which is relatable tbh#any time someone pays attention to non-fanart i’m like#*caught at 2am at the fridge*#that vibe#art#drawing#my art#digital art#oc#sketch#digital drawing#doodle#ink#character design#motw#motw rpg#motw character#ferrough tag#npc ideas
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Metagaming Is Good, Actually, You Just Suck At Playing Pretend
OK so metagaming is a term with an incredibly nebulous definition, but the way it gets thrown around - particularly in That Fandom - is just ridiculous. You are, in fact, playing a game. For fun. You should make your in-game decisions based on what will be most enjoyable for you, and the other participants in this game, and to do that well, the nature of the game is a consideration.
Some, non-exhaustive, examples of positive metagaming: -Deliberately taking plot-hooks even when you don't have a good IC reason to. -Deliberately grouping up with the other PCs even if they're basically strangers. -Making genre-appropriate decisions for the type of game you're in (being overly curious in Call of Cthulhu or petty and melodramatic in Monsterhearts). -Making tactically optimal choices in challenge-based games (such as osr dungeon-exploration, or 4e combat). -Not taking actions that will be unwantedly upsetting for other players ooc (such as not using arson as a weapon if a player has trauma relating to a house-fire).
'being in character' is not a suicide-pact compelling you to make bad decisions because 'it's what my character would do', and indeed 'it's what my character would do' is shorthand for a particular type of shit player for a good reason! If you fuck things up by making stupid ic decisions, or unfun ooc decisions, to avoid 'metagaming', you're a shit player.
If 'how would I know that' comes up, you can just make something up to explain it. RPGs are games about making things up. Add an incident to your backstory, maybe, and get some free character development out of it.
Anyway, yeah, despite what some people will tell you, metagaming is a positive behaviour so long as you're not deliberately using it to enable behaviours that would be toxic even without metagaming.
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I don't think any video game I've ever played that tries to deliberately play up the "liminal spaces" angle has ever achieved even a quarter the liminality captured by sheer accident in the act of backtracking in a certain brand of late 1990s to early 2000s console RPGs.
You know the ones – from that era where the idea of linear, event-driven stories had just caught on, but the practice of putting the world map itself on rails wasn't yet de rigeur, so you could in theory revisit anyplace you'd ever been, including the areas that literally only existed for the purpose of one specific setpiece.
When you returned to such an area, all of the monsters and NPCs would be gone, and there'd be no music or audio ambience because no non-event-related soundtrack for that area had ever been written, which made the game's regular sound effects seem conspicuously louder. Just wandering around in this empty, silent backdrop; maybe you'd run into an NPC the devs forgot to dummy out who still acts like the event is ongoing, repeating now-contextless lines of dialogue and gesturing frantically at thin air. Maybe you'd stumble upon a treasure chest you missed the first time around, and the "item get" jingle would crack like a gunshot. Maybe there'd even be a room where the devs neglected to unset the event flag, and you'd suddenly be assailed by pulse-pounding techno heralding the approach of nothing at all.
Like, forget the Backrooms – give me a game that plays with that.
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DATV Spoilers - The Handling of Previous Story/Lore In DATV
Quick PSA: If you’ve read my post on the lore/story threads dropped – it’s not a list of what I expected or even wanted to see addressed/answered in DATV.
It’s pretty much a given that Kieran and the Architect were never going to come back in any meaningful way, I understand that. Questions about what happened to Anora, Anders, Cullen’s clinic etc...never expected to get an answer about them – at all. The line of succession in Ferelden and Orlais? I expected that sometime down the line it would have to be streamlined into one option for both nations, not a problem – there’s so many choices it’s impossible to account for, and I understand that.
A codex entry or letter would have been nice – but my expectations for DATV was solely for a good story that added to the lore and world of Thedas. Instead, it felt entirely reductive – glaringly so when you account for the ‘Executives’ twist. The slavery in Tevinter is non-existent, the Crows being an organization that indoctrinated children is never touched upon, any mystery of ancient Tevinter and the elves is answered (badly!), the Dalish have effectively disappeared and become the Veil Jumpers...it all feels so hollow, so shallow, that I ever cared about these things in the first place.
There’s no DLC planned – the team is working on Mass Effect 5 now. There’s no conclusion to the fate of the south of Thedas outside of two codex entries and some dialogue. They can patch the Executors cutscene out, maybe - perhaps they could even do the same to anything relating to the south of Thedas. Yes, these areas were not completely destroyed by the Blight – they can rebuild – but it comes across as being so meaningless that I ever cared for these places in the first place. To learn that after ten years of waiting all we cared for get devastated and left in limbo...it’s hard to put into words the bitterness I felt at that realization, and seeing that final cut-scene drove the nail into the coffin of how foolish I felt for even caring in the first place.
The issue is that the dev’s gave us only three choices, told us that as the story was contained to the north of Thedas – that our other choices weren’t relevant to the rest of the game – that their intent was to not effect anyone's head-canons...before doing so with ‘the blight has devastated most of everywhere you went previously’.
These were story/plot threads that were woven throughout the narrative of the first three games – the things that made me care and become invested in the world of Thedas to begin with. In a game that was set-up to be a direct sequel to Inquisition and Trespasser I hoped that, at least, what was brought up in Inquisition would be mentioned.
Perhaps my list is a little too detailed with plot threads and issues – if anything that can be attributed to the incredible world-building done in the first three games! I love those games, I love the world of Thedas...which is why this game utterly baffles me with its choices.
Dragon Age: The Veilguard is a good game but not a good Dragon Age game.
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Edit: DATV absolutely has a lot of problems outside of its handling of the lore and story of the previous games. I would not say its a good rpg in any sense, but as a weird 'action-adventure rpg lite' game I did have some fun moments and enjoy myself. Would I recommend it to anyone? Absolutely not.
I heard someone describe it as a 'junk food' game and I very much agree with that statement. I found enjoyment in it, but to do so I usually had to turn off my brain, which is not a compliment towards DATV.
The game released very well optimized (especially considering how most companies are content to release half-baked games and patch them later) and did create some really interesting visual set-pieces like the Battle of Weisshaupt. But those moments I enjoyed were few and far between, and far overwhelmed by the negatives of the game - such as story, lack of conversation/conflict/role-play options, bad character writing etc...
Calling the game 'good' is, perhaps, a stretch, and I totally get that. Calling it 'mediocre with some good parts' may be more accurate.
#if anything take my list as a love letter to these games!#incredible world-building and lore#incredible characters!#each game has its strengths and faults but I love them all the same <3#the amount of character sheets / lore threads I have devoured is absurd haha#lmao magical illuminati were certainly a choice#dragon age#datv spoilers#dragon age the veilguard#datv critical#bioware critical#edited a keep reading in! sorry it was so long lol#edited the title to make sure that people know there are spoilers to the game under the cut of my post#final edit to clarify that my definition of a 'good' game is absolutely messed up thanks to other games I've played lmao
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So although Order of the Stick is explicitly textually not an actual D&D game with actual players, it’s pretty cool how well Belkar’s character arc work not just as your usual ‘asshole character learns to care’ story but also mirrors the narrative of an asshole troll player learning to play the game seriously.
Like, while the whole Order kinda plays on standard D&D Class Stereotypes on some level, Belkar was always the one who played more into a Player Archetype than a Character Archetype. Maybe because that Player Archetype is often defined as lacking an interest in serious Roleplaying.
I mean, there’s nothing wrong with wanting to play a tabletop RPG just for dice-throwing and violence. The problem with That Kind Player is more when they attach themselves to a group that is otherwise interested in character and plot - and rather than finding some sort of compromise with the rest of the group or just looking for a new one more amicable to random violence - they keep hanging around while expressing just a total disinterest in the plot.
And caring for really nothing but scoring as many kills as possible, even if it gets in the way of the group’s general strategy...
And/or the DM trying to tell a compelling narrative...
And sometimes just being disruptive and causing conflict for the lols.
Also, Belkar has, like, objectively the worst build in the entire Order and he started out with no understanding of his Class outside the Two-Weapon Fighting. He really does act just like the One Guy who really wanted to play a double-wielding character because it’s badass, saw it’s a Free Ranger Feat and refused to read any of the other features or flavor text of the class.
So when he befriends Mr. Scruffy, it’s not just the ‘Mean Character Warms His Heart to a Cute Animal’ trope - it’s also figuratively about a player learning how to actually play and roleplay his Class and use other class features that are not directly related to just Stab the Enemies and They Fall Down.
And so much of his character arc is about the realization that he doesn’t really know himself. It is a character arc from an in-universe person but it also parallels a narrative of someone who is learning how to engage with his character for the first time and almost, like, retconning more connection between Belkar and his non-combat class features as the metaphorical Player becomes more invested in using them.
And it’s just… pretty interesting, in a stage where OOTS is really moving away from meta-D&D jokes - that the most meta-D&D part of the comic is the pretty-serious character arc of one of the main party members
And, I dunno…
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It's like Pokemon but mask off.
I like monster catching games and like with most westerners my first taste of the genre was with Pokemon. But it didn't end with Pokemon. A lot of people who fell in love with Pokemon rarely extended their interest to other titles. As a result many other members in the genre languished in obscurity. The most notable ended up being Digimon but Digimon never got a big piece of the pie, but when rpgs were having a monster catcher craze I jumped in.
Monster Rancher, Dragon Quest Monster, Digimon, Azure Dreams, Robopon, and even something completely off the wall.
And after playing that and many more I had my illusion completely shattered on how good Pokemon actually was.
Every game had a little something that Pokemon either dragged their feet on having or never had.
Robopon gives you the ability to customize and change your abilities based on whatever load-out you gave your Robopon. On a surface level this looks like something that makes the identity of your Robopon irrelevant but that's far from the case as items have to be compatible and certain levels of compatibility make moves more or less effective. But the most important part is acknowledging is that when this game came out Pokemon still had sparse, single use TMs and HMs that were permanent. Robopon allowed you to access to basically every move in the game, you just had to discover which combination of items on which Robopon enables it.
Dragon Quest Monsters 1 has a breeding system and mandates that you use it. Not only are bred monsters stronger than wild ones but carefully bred monsters can have unique and very powerful offspring and even if you settle on a specific monster and want it to be your main, the monsters have level caps that are less than 100 meaning that you'll fall off if you insist on holding a monster indefinitely.
Dragon Quest Monsters 1 came out a full year before Pokemon Gold and Silver came out and when that came out and had breeding as well, the differences were brutal. You were expected to wait out the egg hatching (as if running around in a circle was ever going to be a fun game mechanic), then your egg would hatch and the Pokemon would either be the mother in its base form or a not Ditto. But wait, it's even worse. Pokemon have breed compatibility that is obfuscated with vague terms and now instead of mixing and matching at will you have to consult an insane flow chart to divine who can make babies with whom and you just end up using Ditto anyways.
But the worst part is that outside of shiny breeding (and learning a couple of moves from the parents that can't be acquired otherwise) and getting baby forms you don't get anything special from breeding Pokemon because any random Pokemon can have the stats you're looking for meaning that catching Pokemon is going to be better than breeding in almost every regard.
Azure Dreams allowed you to fight with your monsters and your monsters followed you around in the over world. Two years prior Pokemon Yellow came out with the trademark mechanic of having Pikachu following you in the over world. But this feature would not consistently stay in future titles and it took till Arceus for a trainer to be ever slightly more involved in the fight than just standing and giving commands.
Monster Rancher sacrifices a lot of commonly loved mechanics in monster games in order to have the most definitive monster training experience. Monsters have to train via mini games and non-combat related activities.
Monsters get tired, they get sick, they eat, they have favorite and least favorite foods, they can get hurt, they can get angry, they can run away from home, they can cheat their training, and they can fight with or without your guidance. When you play Monster Rancher you will miss out on the exploration and the range of creatures but when you let your Pokemon get one shot because you didn't know the match-up and basically nothing happens to you or them you'll miss how Monster Rancher makes you care about the well being of the Monster and when you're in a cave or a patch of grass or a large body of water, grinding out experience by fighting a small handle of Pokemon over and over again (back then! I know experience gain is really easy now but back then) you'll wish you can just go to a real gym and exercise the experience you want.
Digimon World changes from game to game but the very first one for the PSone is THE game that screwed up how I felt about Pokemon's basic mechanics.
Digimon World 1 gave you only one Digimon to train and raise at a time and a couple dozen transformations but you could feed the Digimon, it has moods and behaviors, you need to discipline it, you can train it in combat or at a gym, you can adjust its stats, it can learn dozens of moves on top of a super move and Digimon are programmable. Intelligence isn't just a magic damage stat. The smarter your Digimon is the better it can comprehend specific commands and complex maneuvers, meaning that with enough training your Digimon can be told to do everything from evade oncoming attacks, go whole hog and do max damage, Defend from all attacks, or even conserve mana spending.
Dragon Quest Monsters had this as well where depending on how they are trained they handle fights and understand commands based on your training or lack thereof.
Nothing like this really exists in Pokemon. When Reverend breaks Pokemon down to "press the button to receive dopamine." It's a joke but in reality, as a trainer you should be expected to actually train your Pokemon well enough to actually do things on their own. In real life every trainer for every sport expects the person they train to be self directing, when you do a coliseum match in Dragon Quest Monsters you can't give monsters specific commands so you have to rely on how you conditioned them to fight well beforehand.
A Pokemon Trainer should be able to be hands off, and have your Pokemon handle it on their own. If you have to tell your Pokemon what to do and when to do it, have you really even trained them anything?
And you might think this is a long diatribe on what is clearly a post about Palworld but my point is that I play the Monster Collector/trainer games and have been finding Pokemon lacking for maybe 15 years. So I look forward to and support the little differences that make other monster collection/training games better than Pokemon and Palworld offers a very unique experience when compared to Pokemon.
Let me break it down.
Pokemon slowly phased out regular real world animals in favor of more Pokemon but they often gloss over how because there are no normal animals and there's just Pokemon for everything, that Pokemon have to be the main product that's consumed and killed and that hundreds of Pokemon more than likely exist to just be butchered and consumed regardless of how sentient and sapient
many of them are. At the very least Pokemon have their own food cycle where they brutally murder each other to stay alive.
In Palworld you don't have that issue! It's a dog eat dog world, whatever you don't feel like capturing or keeping you thrash 'em and scrap 'em. The game has ragdoll physics so when you're done murdering the sheep and stripping it of its assets you can roll its dead body into a river.
Pokemon talks a big game about friendship and love and how you can't just treat Pokemon like emotionless weapons. However, that's exactly what players do. There's no consequence for letting your Pokemon get nuked so there's no particular care for their well being. Nine times out of ten you don't win because you love your Pokemon more. You win because your Pokemon out levels the opponent or they hard counter the opponent.
In Palworld they don't worry about that ethical dilemma. You know what? Your Pals are weapons and if you really want to up the ante, give them a gun! In the Pokemon world most conflicts are resolved with a Pokemon battle but in Palworld killing people is a team effort!
Gary may think he's smarter than you but is he smarter than bullet?
Throughout the games and the movies and the comics and even TV show what you'll notice is that actually Pokemon battles are a low priority for most Pokemon owners. A lot of people treat Pokemon as family members and pets but even more use Pokemon as a utility to solve everyday problems or participate in special contests.
Depending on the Pokemon game you are playing the side content can enable ways for you to treat the Pokemon like a friend and not like a living gun. There are even mini games that allow you to train your Pokemon towards a goal that doesn't involve just fighting the opponent but these things aren't added on top of each other with each title, they're swapped out. Never the same mini games, never the same friendship mechanics and in each game they are very shallow.
In Palworld you are expected to fight with your Pals but the main feature is putting your Pals to work at your base. Building and turning your complex into a well oiled machine. Not every Pal does the same job so you're invited to get many pals for many different tasks.
So in Palworld they are a pet, they are also a gun, and a hammer. But it's all a core feature and not side content and there's no pretense where you pretend that the creatures you control is not just tools to serve you and do what you desire.
Speaking of desire! Pokemon has Winked and nudged at the idea that Pokemon are occasionally more than friends and pets. There are an odd amount of Pokemon that are more human than monster and there's a redacted text log that says Pokemon and humans were mates and got married. It's hard to know just how close Pokemon are to humans without it being kid friendly or just extremely strange.
Palworld doesn't have that issue! In fact.
youtube
Here's Lovander! A Pal whose text entry more or less says that it's fucking everything that moves! It has only recently set its sights on humans, but that's not a big deal. After all, humans can be captured in Pal spheres like any other Pal. That's right game theorists! in Palworld humans are just Pals and are subject to the exact same mechanics.
It takes courage to say the quiet part out loud.
Now is Palworld the Monster Catcher game I've been waiting for? Kind of. It's in early access and if it adds more tasks and locations and objectives it could be quite good. Being completely unhinged and unethical is what makes Rimworld great. If this game can be modded easily, for 30 dollars. It's worth your time. Let's just hope that Craftworld was just a stepping stone for this and not an indication of the devs being more idea dogs than developers.
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I think games in which companions can yell at you for doing things they don't like should keep track of what sort of things you did, and incorporate them into dialogue.
I was revisiting Starfield to see if I could get some fun out of mods, and I actually did get some via a perfect stealth ring, and the ability to KO people from stealth.
Sarah saw this as attacking people (fair!), and got super angry at me (fair!).
Thing is, in dialogue with her, she didn't come off in a way I would put (fair!) after, because she absolutely refused to elaborate on what she was angry about. Asking her for specifics just made her angrier.
Now, based on why she was mad, one might argue I SHOULD put a (fair!) there. Why should she listen to my excuses?
Ultimately, however, it felt both fake and annoying. I couldn't take her sitcomish "if you don't know, I'm not telling you" response seriously.
Games like these could have responses and dialogue for specific grievances. There are specific things she doesn't like. Keep track of them. Everything from unwarranted violence to rudeness in dialogue could have counters and related dialogue for them.
The dialogue would remain a bit non-specific, sure, but it would be so much more satisfying for there to be actual relevant dialogue options, and different ways to diffuse the situation based on those options.
There could also be consequences for breaking specific promises.
I know this is all adding additional dialogue, but it's the sort of polish I'd like to have in an RPG, and it's the sort of thing that would make me take companions judging me more seriously.
I want some semblance of an actual discussion / argument with my companions, not getting yelled at until I say "sowwy."
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what warband mods would you rec? I only ever played vanilla warband years ago and that was probably on fairly low AI settings, but I'm definitely intrigued by getting the full feudal clusterfuck experience as well as indulging in some nostalgia.
there's a few qualifications to these, because I usually like them for different reasons and I have something wrong with me, but...
< ! PREEMPTIVE WARNING ! > you should be running modules in Warband Script Extender even if they don't say they need it! people have historically been really bad about clarifying when it's expected
Bannerpage - vanilla for people who want More of it, and then more after that. it reminds me of a spiritual successor to Floris Modpack. an enormous expansion that's also a bit of a tongue in cheek what-if for "Bannerlord, except as continued development of Warband" with increasing complexity. this one will probably spoil you a bit on other modules just because of how many little enhancements it pulls on the native systems lol
Prophesy of Pendor - the premier feudal fantasy rpg experience. this one is brutally difficult and throws some battles at you with genuinely bewildering enemy force sizes. I'd feel fairly confident in calling this the most difficult of the major total conversion modules that maintain core M&B gameplay
Touhou Gensokyo Warfare~the Castiron Flame - this is straight up glorious kusoge and I love it dearly. it often breaks so severely due to its own design decisions that it creates a unique high-skill gameplay expectation that exists in literally no other mods, but also it can't really be called "core" M&B gameplay anymore. this module actually consists of three chinese mods (Touhou Tinder, Touhou Origin, and Touhou Beat), one of which is derived from a fork that was extended by /jp/, another which was just translated by /jp/ (a shoddy translation but not distinctly a 4chan translation, if that's a concern), all of which were merged into one mod and managed by a passionate and cool chinese mod team. none of this comes to a consistent artistic vision. every single character looks like kigurumi cosplay and they all look like they're from different manufacturers. this is my favourite module. I could play it for years.
Perisno - a strange bird of a module that I don't see mentioned much anymore. a shame, honestly, because it's quite fun if you like higher fantasy settings. a bit overconfident with its own setting lore at times, but that really just makes it more authentic as a high fantasy setting, doesn't it? anyway they funnelled the mod development efforts away to a standalone game in the setting because of that, and I wish them well, but you know how it goes with that sort of thing
Gekokujo Daimyo Edition - a modification of an older warband module that was originally a touhou hijack that was originally a mod for the non-Warband game made by japanese players annoyed that nobody in the western playerbase was making mods with a japanese setting. it's buggy, it's incomplete, it will explode at you randomly, but it's still pretty neat. there's really no other mod out there that gives you such a thorough "I HATE THE TANEGASHIMA I HATE THE TANEGASHIMA" experience. Sengoku Era, a successor mod, will probably replace it on recommendation lists when it eventually releases.
Warsword Conquest - this is the Warhammer Fantasy mod. it has all the problems you'd expect from that. that being said, the sheer level of detail in this mod makes it more than worth dropping in to check it out. some of the environments are gorgeous enough to make Warband feel like an entirely different game, and with a surprising variety of firearms, the average campaign ends up being a pretty wild ride
Brytenwalda - I'm not recommending Brytenwalda as an experience, because it's actually not that good a very interesting moment in M&B modding history. Brytenwalda is the birthplace of a lot of mod tropes that became standard in mods going forward, namely most culture-related systems and the modern standard for module graphics. it also introduced tripping and represents the moment people started making really annoying attempts at jury-rigging balance into the game before Warband Script Extender came around and actually allowed them to modify the lower systems of the game. still kinda neat if you like historical settings, and definitely foundational enough to warrant a look
Last Days of the Third Age - infamously hard-headed in a way that only a mod for a feudal warfare simulator rpg made by Tolkien nerds who insist on book>movie aesthetics could pull off, this isn't really core M&B gameplay and is very rigid, but it's another case of something being so detailed and passionate that it's a fun experience anyway.
Solid and Shade - this is actually the best hardcore survival horror experience made for Warband, which is a bit like saying that Harvester is the best FMV game ever made about waking up in a town named Harvest. the Harvester comparison is more than surface level. the writing often feels like Harvester. this is one of the only modules (hell, one of the only games even!) I've ever seen that successfully pulls off the concept of corrupting players with the promise of immortality. it's a horror mystery where every single character creation option affects your longterm gameplay... but to provide a fair warning, reading the developer's commentary on this mod will sour you on it. the developer is an edgelord who just kinda kitchen-sinked horror elements in a way that reminds me a lot of Revolution of Terror (the old Well of Souls mod). the compelling esoterica and atmosphere seem to have been achieved largely on accident
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RPG et anxiété.
Tw : Anxiété généralisée.
Encore un sujet qui va me stresser une fois publié, dont j'avais envie de parler sans trop savoir comment et, ce soir, je tente le coup. Parlons "relations" sur les réseaux/rpg et anxiété ! C'est quelque chose dont je souffre et contre lequel je lutte à peu-près chaque jour. Les pensées intrusives sont terribles, la crainte qu'un quiproquo débile plus encore suite à des évènements passés qui, j'en suis certaine, auraient pu être évités. Je peux me prendre la tête et réfléchir trop vite, trop longuement, sur des petits riens un peu insignifiants tout en craignant que certaines situations passées se reproduisent. Quand c'est comme ça, j'ai tendance à serrer les dents, attendre que mes craintes soient indirectement contredites et respirer de soulagement après en silence, et hop ni vu ni connu ! (Appelez moi la houdini du stress. Bon par contre, les maux de ventre sont un peu moins fun. ) L'objectif n'étant pas de me flageller mais ne pas empiéter sur l'espace des autres. Oui, c'est contraignant, mais mes troubles ne doivent jamais empiéter sur le loisir des autres. C'est mon problème, je suis suivie pour ça.
Néanmoins, tout ce que je peux dire c'est qu'il est plus qu'essentiel de :
Tenter de communiquer en cas de doutes. Et surtout, ne pas faire de suppositions qu'on valide par le biais de nos propres certitudes et rejeter une personne sous prétexte qu'elle n'a pas su communiquer une information selon vos propres critères. (on le rappel, les troubles dys, la neuAtypie, la fatigue etc... existent.) En discutant, on se rend très souvent compte qu'en réalité, ce n'est pas du tout ce qu'on pensait. On s'épargne ainsi un drame inutile - a-t-on vraiment le temps pour ça, btw ? (NON.) - et l’opportunité de, peut-être, renforcer des liens entre Rpgistes tout en mettant à la porte des comportements problématiques qu'on a trop longtemps laissé passer par le passé. (En évitant de mettre de côté des personnes sous prétexte qu'elles sont un peu différentes, au passage.)
Ne pas oublier qu'on ne sait pas tous forcément parler de nos doutes ou qu'on a pas toujours envie de le faire par crainte d'agacer l'autre, qu'on est des êtres humains avec une vie en dehors du RPG, de tumblr, de discord, et qu'on est désormais nombreux-ses à être plus qu'adulte avec une vie IRL franchement déjà assez compliquée. (Et puis bon, les étudiant-es et/ou les plus jeunes aussi ont le droit d'être crevé-e-s, et on connaît ni la vie des autres, ni leurs contraintes ou l'état de leur santé.)
On va pas le répéter - si - mais la bienveillance, vraiment, c'est un banger. À consommer sans modérations.
Pour ma part, je ne peux que conseiller aux personnes de venir me parler si quelque chose a été mal perçu. Et sentir sans avoir de confirmations, tourner en rond sur 'ce truc qui ne va pas mais impossible de savoir quoi', c'est quelque chose de profondément déstabilisant ?
En ce qui concerne la gestion de ma propre anxiété, je ne sais toujours pas totalement comment vraiment vivre avec, mais je le fais au quotidien et je suppose que je chaque jour, je me débrouille un peu mieux. C'est pas mes seules contraintes, néanmoins, les autres sont bien plus privées.
Bref, je sais pas trop si ce poste est bien utile ou sera bien perçu mais voilà.
Des bises sur vous,
Swan qui ne sait pas si elle va laisser ce poste ?
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youtube
The Court of Eilistraee
youtube
The Drow City Imberlur
When the fuck was anyone gonna tell me Ed Greenwood had a youtube channel [x] where he does shockingly well produced lore videos on little tidbits of the Forgotten Realms, straight from his home campaign to the greater rpg community.
Both of these videos related to Eilistraee and non-Lolth sworn drow settlements are a godsend. Visiting Imberlur someday would be a dream come true for my Tav, and I can totally see an astral projection trip into Eilistraee's court when she reaches the climax of her story, similar to how Gale had a one-on-one with Mystra towards the end.
Thank you Ed your little side stories are worth their weight in gold while WotC continues to do nothing with these elements that have been around for literally over 30 years.
#forgotten realms#dnd lore#ed greenwood#eilistraee#seldarine drow#I don't care if the bg3 terms are problematic as fuck they're part of the cultural zeitgeist surrounding FR lore so I might as well use the#honestly non-lolth worshipping drow civilizations should be way more common than WotC implies#between Vhaeraun and Eilistraee plus an increasing trend of Drow living on the surface#and Eilistraee followers having a monthly quota for converting disenfranchised Drow#like they may be scattered and secretive but not super rare like WotC wants to claim#numbers don't lie and since their societies aren't based around ambition and backstabbing their numbers should trend towards growing#moreso than lolth sworn who kinda maintain this equilibrium of enough drow being born to offset the ones who get weeded out#anyway Eilistraee is easily my favorite Forgotten Realms goddess (maybe god in general)#as she seems the least likely to be a fuckwad about it#she offers a decree of how to live a life that doesn't suck and kinda just leaves them to figure it out on their own#intervening when her followers are threatened but that's just the natural thing to want to do#queue#Youtube
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As we all know, Cellbit is participating in the r/place and there is a lot of stuff related to Ordem Paranormal and I know that you, my non-Brazilian reader, might be curious about this dearly beloved RPG.
So I decided to create a full Document about Ordem Paranormal to quench your doubts and curiosities about this series! Do you want to watch but doesn't know where to start? Doesn't know Portuguese and yet and wants to watch it?
Don't worry, in this Doc, I fully put links and information so you don't get lost in the sea of thousands of content. I am really, really happy that people from everywhere are getting the interest of experiencing this amazing project. 💖
Link: https://docs.google.com/document/d/1hzipOe2LPe-j0Bs-zvi_trxhqTAiOvEivFCH3J6_KxE/edit?usp=drivesdk
From Brazil to the rest of the world!
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