#npcs that i made up and that i put in little adventures and scenarios
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trashcanwithsprinkles · 7 months ago
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One of my ocs has been quietly vibing with your star foxes lore for a while, if we’re allowed to yoink lore headcanons I finally have an explanation for why he’s so funky. (Fox boy of ambiguous origin)
you've no idea how happy this ask makes me
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jovial-thunder · 3 months ago
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Downtimes, module editor, water temple
Happy summer! There's smoke in Portland but it's not too bad. Bless firefighters. Work on Lancer Tactics continues apace.
This month has been mostly focused on the largest heretofore-untouched section of the game: downtimes and the module editor for designing the sequences between combats. We're not planning on doing anything particularly innovative or new in its design — if you've played Banner Saga, Fire Emblem (gameboy versions), or Rogue Squadron you'll recognize what's going on here.
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Repair, level up, have visual-novel-style conversations with companions, do some light choose-your-own-adventuring, and pick & launch the next combat. All pretty standard downtime fare — games have pretty thoroughly explored these patterns as vehicles for narrative at this point.
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The unique thing that Lancer Tactics is offering on this front is an editor to make your own entire campaigns. Classic games like Warcraft or Age of Empires had incredible scenario editors, but making anything more than a one-mission map was solely the domain of modders. Over the last few weeks, we've gotten a full basically-visual-novel-editor working ingame where you can orchestrate NPC story arcs, clocks ticking, branching paths, and triggered events for all the stuff that happens between combats.
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All of the campaigns we ship with the game are going to be made with these same editors, which'll force us to really make sure that they're solid tools. I think it'd be very funny to someday see someone like completely ignore all the mech stuff and just make a visual novel in this engine.
There's no new preview game build this month because adding this big section of the game means too many things are under construction. I'm happy with how fast we've been able to get this going, but making ingame editors is a lot of unglamorous UI piping and data refactoring work. Fingers crossed that it'll come together enough that we'll be able to get the first version of this editor in your hands in time for the next update
Other Changelogs
Carpenter has started re-making the tutorial level from the demo in this new engine, which is pushing us to add a bunch of stuff to the combat editor. I added triggers for playing arbitrary effects on the map, moving the camera, storing arbitrary data to the battle/module states, enabling/disabling/triggering other triggers, AND/OR conditions, and putting execution limits on triggers.
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Triggers can highlight UI or actions (so it can be like "use the boost to get through!" and the boost button becomes all shiny)
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New "camera start" zone type
Added a "hotspot" zone type that has a little floating title, and plastered the names of other zones on the map (visual style stolen from some Foundry VTT modules)
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Added water, whose level can be set via the editor or triggers.
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Added unmounted pilots who can mount up into Shut Down mechs. We continue to plan to not have pilot combat be a part of the core game, but it'll be useful for scenario or scripted sequences.
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Added activation pips and template icons to the mini healthbar on units.
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A bunch more portrait editor assets from Martina, including facial hair. Here's a check Carpenter did where he tried to recreate some official Lancer art ingame. ✨
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Schedule update
Taking a look at our original date for the "bones" of the game ("finishing the battle engine, basic character creation, 2 mechs per manufacturer, and an a 'instant action' mode"), we estimated being able to get it done by the end of November. The emotional milestone for me on this front is getting the game to a complete enough state that I feel OK about swapping it in on the itch.io page.
I've been saying that the 3D cataclysm has pushed us back back about 3 months, and I think that's still holding true. Carpenter and I haven't officially made the call yet, but I think it's likely we'll need that time to port more mech content; here's a graph they made that shows about where we're sitting on the PC and NPC mechs for the "bones" target in terms of mechanics and action icon/sprite. 
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(This data is pulled from a big table they made that includes ALL talents/gear/traits where we've been marking things off as we've implemented them. Very handy for tracking where we are.)
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That's all for now. Tata!
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Okay I just watch digital circus because of your post and it was a blast and I love the character and the idea of a scenario came to me
Caine, Pomni, Jax, Ragatha, with an actor reader who loves to play into the adventures and play NPCs to set up the immersion maybe even write up some ideas for Adventures to make things more fun
Anyways have a great day night whatever and thanks for the fun writings
Thank you! Hope I did your ask justice!
Caine, Pomni, Jax and Ragatha x Reader who makes NPCs and writes
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Caine
★ He really appreciates your help! It's hard work making up games for everyone to play while taking into account everyone's preferences. No matter how much you protest, he will use each and every idea you come up with.
★ Caine sets up a little studio for you to work in. It's filled with paper, multiple typewriterband all sorts of art supplies. Maybe some clay for you to build some models of a character you want to create?
★ You're NPCs are always great and often end up being a hit with the others. By that I mean the gang tolerates them more than his NPCs. You manage to give them more personally than he could have ever given.
★ If you somehow get Zooble to join in the fun he will congratulate you for doing a good job. His hat is off to you, you did something he thought was impossible. Now only if you could get Zooble to stop trying to swear...
★ I know the NPCs don't have any ai but Gooseworx confirmed that Bubble is a much simpler AI created by Caine. Therefore, he can theoretically make one of your characters come to life.
Pomni
★ At first she thought that the characters you make were real people. Once you told her that they were nothing but glorified puppets she had to question the sentience of everyone she's met so far.
★ You gotta make this girl a therapist. Aside from that it doesn't take her long to start asking questions about why you like to make different characters and stories.
★ She's not as creative as you, doesn't really understand the appeal of creating something like you do. The most she can do is come up with a few names.
★ Despite knowing that they aren't real people, Pomni still apologizes to the NPCs. It's force of habit. Maybe you could add some dialogue for if/when someone apologizes for something?
★ If we're being completely honest, she doesn't really like any of the NPCs. It just feels wrong when she needs to talk to them for something. It's like speaking to one of those robotic pre-recorded messages over the phone.
Jax
★ He's extra mean to the NPCs you make, just because he can. He knows that they can't get offended or upset but he doesn't care. They will be getting pushed into the mud.
★ When you decide to scrap an old character he gladly helps. The moment you say you need to get rid of it he's reaching for the nearest baseball bat. No need to worry about cleaning up 👍
Jax when the NPC starts to annoy him
★ Jax thinks it's funny when you get upset over him being mean to a NPC because you've grown attached to some of them.
★After that he asks you what you plan to make next. Can you blame him for being curious? Jax wants to know what you're planning before anyone else. Don't worry, he can keep a secret.
★ As a "joke" he told you to try and make a NPC that Caine would need to heavily censor. Just to see what the ringmaster would do. Whatever you made that day was thrown into the cellar.
Ragatha
★ She likes to watch you make different characters for certain situations. Caine wants to set up a fishing adventure? Best believe you are making an NPC who's a fisherman to set up the immersion.
★ You might overwork yourself while trying to come up with a game for everyone to play. Ragatha sometimes needs to step in to tell you to take a break. There's no use overworking yourself, go take a break!
★ She really wants everyone to have fun with the adventures you put together. There's no doubt that she loves them. Also she's the first person to yell at Jax for being mean to the NPCs.
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haunted-hijinxer · 2 years ago
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Hi! I just found your BATIM/Cthulhu AU a couple of days ago and!!! I am so glad you guys are sharing this with us folks here on tumblr because I LOVE IT SO MUCH! If I can ask, what was, in your opinion, the most stressful/tense moment(s) of Season 1 and Season 2?
Aaaaa, thank you! I'm so glad people are enjoying reading about our weird tabletop AU adventures!
And MAN, that could go a couple of different ways... It's the nature of the game to try to set up situations that will be a fun kind of tense for the players, but those are often different from the parts that might be tense as the DM/GM/Keeper?
For the players, they'd know better than me what has stuck with them as tense! But I like to think the finales did a decent job. The Masked Messenger's final sudden attempt to compel their subservience with the 'shut your mouth/eyes/ears' commands -- some of which they would have succumbed to if they hadn't managed to bolster each other! -- seemed pretty tense. And the second scenario's finale had a lot of high-stakes things all coming to a head at once, especially with Joey's 11th-hour insanity-induced bid to bind himself to the Stone!
I also suspect the times player characters have been kidnapped have been tense for them! Having your characters threatened with being fed to a crocodile, or realizing the expert they're talking to is actually pretty unhinged and also now waving a gun, or that their lives and/or sanity may be hanging in the balance based on how well they can play piano is pretty stressful! Funnily enough, about half of those kidnappings I hadn't actually considered happening, which made it tense for me as well because it had me thinking on my feet! The time Prophet first appeared and ran off into the night in his pajamas as well as most of Joey's more iconic plans have been tense for me for the same reason; I may have known the general constraints of the NPCs and environment involved, but suddenly I too had no idea what was coming next!
Thankfully this is generally a fun kind of tense for me as well, since I know my players will be, if anything, flattered if I have to call for a pause in the game to plan in response to their creative actions, haha!
Another set of moments from season 1 which I think are memorable and also get into that player/DM difference are the hallucinations from season 1. Looking back, most of those frightening visions were a manifestation of the group's repressed memories leaking through. They weren't currently real or dangerous, unless the group's confused reactions somehow put them in danger. Joey was not actually being chased by an inky abomination, Sammy was not actually turning into a goo person. As a DM knowing this, it was still a lot of fun! But less tense, as little was unknown. But to the players having no idea what was happening to their characters or how much of the danger was real, the stakes probably seemed very high!!
Meanwhile I feel like the resolution to these hints and foreshadowings fell on the opposite end of that spectrum. After the trio had hiked up to the star pools and Sammy and Joey had already vanished and Henry was sitting next to a tree alone while the players tried to make sense of what had just happened, I think for the party it might have felt like a time when the tensest moments had already passed. Catastrophe HAD befallen them, and for the moment they were just confused by this latest bewildering occurrence, with nothing actively threatening them any more.
But for me, holding my breath and on the edge of my seat waiting to see which clue would be the one to make it all click, this was perhaps the tensest part of the entire game!! The moment when Maf went from a confused, "…What…?" to "…..Oh my god, I AM crazy…!" is squarely one of my all time favorite moments from tabletop gaming.
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mitchelldailygames · 2 years ago
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Developer Deep Dive: Pox's Pockets
I made Pox’s Pockets for Eleni Sauvageau’s birthday in 2020. Eleni plays Pox of the NeoScum podcast, a candy-loving thief with a propensity for slicing open rats to search through their insides and a real jerk of a dad. I have a lot of love for this hilarious, raunchy, and weird podcast for so many reasons and think the cast is great.
Pox is a character who has many pockets and is often stuffing things into them, sometimes absentmindedly. The game features the things she’s picked up coming to life and having drama and adventures in her pockets à la Toy Story.
It’s a pretty simple d6+modifier system with what I still think is charming character creation. You can be candy, useful things like keys or lipgloss, little treasures like pocket watches or toys, trash, or things that don’t quite fit in just one category like an old hamburger.
There’s a unique mechanic where you put all your characters’ names on a list along with any notable NPCs, set a physical timer at your table, and when the timer goes off roll a d20 and compare the result to your list. If you rolled the name of a character, Pox has need of that character and takes them out of the pocket. They are probably never seen again. This is just a wild random death thing that I love for this game.
You’d probably want someone with GM reins for this game, but I included twenty scenarios that players could probably engage with without using a GM, letting their die pick the scenarios. These range from mean girls at Pocket Prom to a bullet ripping into the pockets, spilling out several residents, and letting loose a river of blood.
The game is filled with references to NeoScum and puns. It’s a funny little game, and I love it. I’m almost positive no one has played it (it has 12 downloads on itchio), but that hasn’t diminished my love for it at all. It also was a very early game for me, and I learned a few things about using Krita for art and setting up an itchio page in the process of publishing it.
While I absolutely recommend NeoScum, and fans of the podcast would probably get the most out of this game, you don’t have to be a NeoScum fan to enjoy being little baubles, trinkets, and refuse stuffed in pockets coming to life to have bizarre adventures.
Check out NeoScum!
--Daily
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inkdemonapologist · 3 years ago
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[BatIM Call of Cthulhu Masterpost]
nEW SESSION (summary here!), where there’s been an unexpected development to the music issue and its time to [checks my notes] taLK TO THE PROPHET AND BREAK INTO SUSIE’S APARTMENT??? Also, the Prophet and Joey have made.... a truce(???), Prophet is concerned Sammy isn’t going to stay on task now that music is returning and has left him a sort of alarming note, and Jack is uh, trying to hold, too many things, maybe some things he shouldn’t be holding, Jack please put those things back,
anyway heres a stack of out-of-context quotes from our session under the readmore:
[Sammy is played by me, Joey is played by Boo (inkyvendingmachine), Henry is played by Maf (inkcryptid), Jack is played by Mochi (whatyouwantedmetosee) and Thren (haunted-hijinxer) is our GM!]
[Jack] My favourite thing is, there are so many reasons that Henry could've avoided things that I have no idea WHY Henry isn't affected. [Jack] Like, is he not affected because his art isn't a performance? Is he not affected because he warded his house? Is he not affected because he'S FILLED WITH GLOWING BLOOD?!?
[Jack] He got as far as feeding his cat, and I feel like feeding cat isn't a performance-- [Sammy] Not usually, not unless you sing a song to your cat, which-- [Jack] Awww! [Sammy] -- which, now that I've said that, sounds like something Jack would do actually,
[Sammy] Ohhhh, that's right, Joey just heard some people play some bad notes and start panicking, and then he stood up and passed out, [Jack] Which is probably how Sammy feels every time he hears people mess up music!
[GM] He finds news on the radio, but they’re not talking about that right now. [Joey] What are they talking about? [GM] Something mundane; business or sports or something. [Jack] The, the sportsball team, got a…..uh….. a, a point. Congratulations, sportsball,
[Joey] If the sportscasters sound normal, then Joey is instantly VERY ANGRY.
[Henry] Henry’s not very musically inclined, but he knows some songs, [Sammy] Like, can you hum Twinkle Twinkle Little Star -- [Jack] “Anyway, here’s Wonderwall.”
[Jack] Jack has made a vague list of the kinds of people who seem to be affected. [Jack] There’s also “NOT HENRY?????” with a bunch of question marks in this list.
[GM] He’s told that Peter is out of town for a week. [Jack] Hmm. [Sammy] PETER WHERE ARE YOU GOING? [Jack] Hmmmmmm. [Sammy] Jack, is Peter coming here, to check on you, [Jack] HMMMMMMMMMMMMM,
[Sammy] *exasperated* NPCs Stop Getting Involved In The Occult Challenge [Henry] Stop Getting Involved In The Occult Or Draw 25
[Joey] Peter had never seen a Bendy cartoon, and this needed to be fixed. [Joey] The premier is this weekend, and he sent tickets to Pete to correct this, error, in his ways. [Jack] ...I think it is very slowly dawning on Jack, that this means that Pete has been pulled directly into yet another… supernatural nonsense... [Sammy] WE DIDNT DO THIS ONE!!
[Sammy] I CAN’T BELIEVE PHONES ARE THE ANTAGONIST OF THIS ADVENTURE
[Henry] Oh wait--! oh, no, nevermind, I forgot he and Allison probably aren’t together yet. [Sammy] Yeah, I think they just met; they had a meet-cute where they found out they both like Frankenstein and that’s it. [Jack] They actually got married today, since nothing else was happening at the Studio, [Sammy] That’s why Allison hasn’t shown up, she was busy getting married!
[GM] Bendy might’ve been keeping tabs on Henry, but it depends I guess on how distressed Joey is seeming. [Joey] Joey is probably just going to bury his sorrow in studying magic. [GM] Okay! That’s fine and normal Joey behaviour!
[Sammy] Sammy will note that nothing got done in the music department, because he has good priorities.
[Jack] I like the idea that it’s just like, when the teacher isn’t in, and nobody does the work the substitute teacher gave you, [Jack] Everyone’s just playing pokemon in the back, [GM] I thought you were going to say “poker,” but I like the way you ended the sentence better.
[Jack] HMMMMMM. I wonder if we know, any suspicious women, who were around on that specific day, who are known to have, skill and interest in magical things,  [Joey] And also were aware of the cutouts, [Sammy] *cheerfully* Yeah, weird! Anyway!!!!
[Jack] Sammy was acting weird about Allison. Far too agreeable for a Sammy!
[Sammy] *talking about Prophet* If you want to lock him in somewhere, or restrain him, I’ll cooperate. [Jack] Just handcuff him to Jack! [Sammy] SAMMY IS UNEASY WITH THAT PLAN, [Jack] *laughing* What could go wrong! It’s not like Jack is significantly less strong or anything!!
[Jack] Not everyone makes up their entire self, Joey!!! (Affectionate)!!
[Sammy] I give my word, my sheep! [Henry] How good is your word? [Sammy] I mean. It’s pretty good.
[Henry] Henry’s trying to decide if it would be rude to doodle during this very serious conversation. [Jack] I mean, Jack is taking notes, so I feel like-- [Joey] --you can get away with fake note-ing. [GM] No one will know! [GM] Well, Bendy will know, because he’s up high. [GM] Ceiling Bendy
[Sammy] He’s not gonna give you a grade afterwards, like, this isn’t a lecture, [Jack] Time for Prophet Pop Quiz!
[GM] What’s Prophet writing? [Sammy] Um, I gotta think about this... [Jack] “Dear Frightened Shepherd, that Allison person sure is nice, isn’t she?” [GM] “What’s up with everyone ragging on her?” [Joey] “I think I have finally found a way to bridge the gap between us!” [Jack] “I think you need to replace your sheep, they seem kind of suspicious for no reason,” [Jack] “To Do List: Get Better Sheep”
[Sammy] Does this feel like something that’s trying to take his focus, like, very compelling creative ideas? [GM] Yes. [Sammy] ...Prophet will write “don’t get distracted” five more times.
[GM] His mind is abuzz with thoughts of dancing and actoring, [GM] Ideas to be the best Joey ever! [Jack] Oh no.
[Joey] He will wave at the cutout and make a “come here” motion. [Joey] Though also, he’s looking at the cutout like, I’m not quite sure how this works, but I’m going to trust you that it works! So I’m going to do this and see if Bendy shows up! [Jack] Like someone trying to learn how to do phone video calls for the first time, [Joey] YES. Joey’s actually like really close to the cutout, and the motions -- you can make them out, but it’s really awkward,
[Sammy] They’re in no danger. I will take care of the Shepherd’s sheep. [Jack] ...JACK’S BEEN DOWNGRADED!! He’s no longer PROPHET’S sheep!
[Joey] I like how everything Prophet says really just feels like, Knife Cat face.
[GM] You could probably make a Mythos roll to figure it out. [Joey] *rolls* Oh! Extreme success! [GM] Joey’s back!
[GM] Bendy will lead Joey back to the room, where hopefully there are three alive, non-fighting boys!
[Jack] Part of me was like, “What if Jack DOES turn into a cat…?! It’d be pretty hard to write things!” [GM] *laughs* We’ll keep that in our back pocket, in case Jack ever fails a Mythos check. [Jack] Meowthos check…
[Henry] I’m going to have Henry look, look with his Special Eyes.
[Sammy] *failing a roll* Prophet is just, NOT on the ball today, in any way shape or form. [GM] Really hard not to think about music. : ) [Sammy] Ohhhhhh boy, [Jack] Prophet just writes a note to Sammy that says “HOW do you LIVE like this???”
[Henry] Henry’s gonna try to scribble what he remembers of the symbol!  [Sammy] Didn’t we learn, from the last scenario, about reproducing weird symbols, [Henry] No.
[Joey] Did Joey get burnt? [GM] Make a dexterity roll! : ) [Henry] *mumbling* Y’all this entire building is made of wood. *Joey fails* [GM] 1 point of damage, you singe your hand -- on the plus side, you kind of were holding it as it burned up, so it doesn’t fall on the wooden floor. [Sammy] OH GOOD, we’re not LOCKED IN A CLOSET that’s about to burn down? GREAT!
[Joey] We could head over to the infirmary -- [Jack] Jack is already pulling the burn ointment out of his bag. [Jack] He’s prepared this time! [Jack] He’s been practicing, he knows what you’re all like,
[Joey] Joey will give him a smile that’s most recognisable as the “I know you will do good!” smile. [Sammy] Prophet will also smile! It is not a friendly smile. [Jack] It’s a “smile” in quotation marks, but it’s like, baring your teeth as an act of aggression. 
[Jack] Jack lets him go to do the call, but just before he picks up the phone, he says, “Don’t call him Petey.”
[GM] The phone rings, and is not answered. [Joey] Okay! Joey hangs up, says Peter checked into his room, but is not answering. Most likely asleep. [Jack] Half of my brain is going, “what if he’s just stood outside Jack’s house?” The other half of my brain is concerned about manias. I hope he’s not decided that now is a really great time to do more writing, and now he can’t stop, and this could go wrong-- [Jack] This is what Jack’s mind is doing, thinking of all the terrible possibilities. [Joey] While humming. [Jack] ...yes. He’s writing some very troubling lyrics.
[Sammy] *talking about Jack’s compulsive humming* Like Cornifer, [Jack] *starts humming Cornifer’s theme* Dangit, now it’s in my head, why would you do this to me? [Sammy] It’s in character! [Sammy] Method acting. : )
[Joey] Joey’s going to grab supplies to make sure Bendy can… hang around with them! [Joey] Sleepover supplies! Let’s grab your sleepover bag! :D
[Sammy] I don’t know why the idea of a wild Bendy running around across the rooftops is so cute to me… [GM] Probably on all fours, [Jack] Scampering,
[Jack] It’s a good thing Henry’s around because I don’t think Jack can… carry??? An entire Sammy??? [Jack] Like he’s good at holding but he’s not strong at holding.
[Joey] We’ve all been acting terrible for the last 24 hours… [Joey] WAIT. We’ve all been acting terrible for the last 24 hours!!!
[GM] Bendy hides under a blanket or something. [Jack] Comfey… [GM] Cozy boy, [Joey] Bendyrito. [Sammy] BENDYRITO,…….. [GM] Rolled up… snug...
[GM] Is everybody coming into the apartment, or just the two? [Jack] Hmmm….. Jack isn’t fond of either of these options. Going in is suspicious and weird; staying outside makes it look even more like they’re breaking in, to steal things, as opposed to, y’know, breaking in, for,,, “good” reasons(???) [Sammy] We’re not breaking in, we’re just walking into this apartment! What’s so weird about that?! [Jack] That’s breaking in. That’s what breaking in is, Sammy. [Sammy] They don’t have to know that we don’t belong here, maybe Susie gave us a key! [Jack] ...they heard us knocking. [Sammy] [Sammy] We’re BEING POLITE!! SHUT UP!!
[Henry] Jack, did you pick up kleptomania.. [Joey] I thought Jack picked up Being Prepared! [Jack] H-he’s just hoarding a little bit!! It’s fine!!! It’s very, useful, see, already Joey got injured!! It was useful to bring lots of things with him okay!!!!!!!!!
[GM] They do not have the police called on them, so that’s nice. [Sammy] Oh good! [Jack] Thank GOODNESS. [Henry] Love when that happens! [GM] If you guys got arrested, the Lurker’s just out in the car all night, [Henry] oh NO, [Jack] Worse punishment than jail… [Joey] Lurker learns how to drive for fun. [GM] *laughs* Gets curious, [Joey] “I said I wouldn’t leave the car, but--”
[Joey] WAIT. There’s a very important factor that we just decided but didn’t say. [GM] Oh? [Joey] If we have Henry heading home, and everyone else sleep over at Jack’s…. [Joey] ...the Lurker finally gets to meet a cat. *everyone gasps* [Jack] Oh that’s SO important
[Henry] And Henry will probably look at these, while in the car, to make sure they don’t have any gold writing on them-- [Sammy] Isn’t Henry driving??? [Henry] ……Henry is not going to look at them in the car,
[Sammy] We’re all going to bed, Sammy, you don’t need a banjo to sleep! [Joey] You might sleep worse if you have a banjo, actually. You might not stop.
[Sammy] Jack you wanna join us? We’re gonna just jam all night! [Jack] It really is Jammy… [Sammy] *laughs* TRUE Jammy!! Real Jammy Hours… [GM] That makes it a pyJAMa party… a real jammy jam…
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the-awkward-outlaw · 4 years ago
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Hi hun, hope you've been well. I have a request. Modern reader turns off Red Dead Redemption 2 for the night. She goes to sleep and starts to dream of herself being in the game and meeting everyone. Morning comes, she realizes it was just a dream (and it was getting good too, don't you hate that?) She starts the game again and Arthur breaks the fourth wall to blink at her, making her blush.
Hey there, Anon! I hope you’re not too disheartened by how long it’s taken me to get to this! This one was a shorter blurb, but I thought it turned out real sweet. Hope you find it to be as well. 
Masterlist
Read on AO3
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Sweet Dreams Are Made of These
You yawn heavily, your eyes stinging from the late hour and from staring at your TV the last few hours. It’s been a rare day where you’ve had it entirely to yourself so you’ve spent the majority of it playing Red Dead.
It’s been a while since you played the game; you’ve forgotten how much this game calms you. The beautiful scenery, the complexity of the people animated in it (even the NPCs). The endless things to do. Rockstar really pulled out the stops for this game. Especially when it comes to Arthur.
You’ve been harboring a massive crush on him since the end of your first playthrough. You’ve done plenty of diving into the thirst part of the fandom on Tumblr, which only made your attractions to him worse. Oh, why can’t he just be real? As you’ve played today, you’ve been shameless of your ogling of him. You started a new game this morning and when you hit chapter 2, you put him in clothes you found him sexy in and styled his hair. Not that he needs much help in looking good in the first place. 
However, it’s late now and your eyes are begging for sleep. As much as you’d like to keep on playing, you need to go to bed. After all, you’ll be able to play more tomorrow as it’s another rare free day. So you resolve yourself, save your game and turn it off. 
When you’re lying in bed, you think a bit more about the game, mostly Arthur. You even day dream a little about him in attempts to fall asleep, which works better than you’d like. However, it seems your mind is just as determined to stay with Arthur and the gang. 
You’re walking just outside the cluster of trees that marks Horseshoe Overlook. It’s warm out here, with the sun happily beaming down as it’s setting beyond the horizon. The birds are happily singing away, you hear a raccoon chattering away not too far off. Of course, you know what you might find in Horseshoe Overlook if you go in there, but you also know that the gang doesn’t stay there permanently. Will they be there? 
As you begin to walk, you look down at yourself. You’re wearing clothes that fit in with the time period and the game. Dusty jeans, a button down shirt that looks like you’ve had it a few years. As you reach up to brush a strand of hair from your face, your fingers caress a hat on your head. Well, at least if the gang is there, you won’t look entirely out of place. You smile, thinking that you feel like you’ve come home after a long day. 
Just as you enter the trees, you can smell the smoke coming from wood fires, the sound of people ahead talking. Someone comes walking out of the trees and you recognize Bill. 
“Who’s there?” he demands. 
“Hey Bill,” you say, wondering what he might do or say to you, an outsider. 
“Bout time you got back. Thought you’d gotten lost or somethin’,” he snarls before wandering off to continue patrolling, repeater in hand. 
Feeling a little confused that he seemed to recognize you, you decide to keep on heading into the trees, closer to camp. Will the others react in much the same way? 
When you get into the heart of camp, you see several of the other gang members. Hosea’s reading a book on his sleeping mat, Charles is fiddling with an arrow near the fire, which Jack is poking. Javier and Lenny are having a game of five finger fillet, Micah watching near the tree line. Most of the girls are sitting at their wagon, chatting easily as they stitch. As you stare around at them, you see Arthur walking over to you, his shoulders rolling as he walks. 
“Hey there,” he says to you, tipping his hat as he continues walking over to Pearson’s pot. 
“H-hey Arthur,” you say nervously, wondering if he’ll catch on to you being an outsider. But like Bill, he acts as though you’re another gang member. 
“About time you came back, girl!” comes the harsh voice of Grimshaw. She stands in front of you, hands on her hips, looking harsh. “I sure hope you had interesting adventures out there, you been gone so long I started to think you forgot where we were!” 
“S-sorry, Miss Grimshaw,” you say, unable to help but smile a little mischievously. She seems to accept it and walks off, muttering under her breath. 
By now, the sun has almost fully set, and you see several of the gang going to the campfire or the round table close by. Sean quickly begins to sing with Uncle, Javier strumming on his guitar. Feeling a bit more confident that you’re not going to be hurt by anyone, you go over to the fire. There’s only one free spot and it’s next to Arthur. Gathering your courage, you sit down next to him. 
“Hey sweetheart. Glad you joined us. Thought you might be too tired,” he says, his hand sliding onto your knee. 
Sweetheart? Did Arthur Morgan just call you sweetheart? You’re confused but you try to hide it. 
“Never too tired to be with you, honey,” you say, trying to sound like this isn’t unusual. He smiles back, his hand squeezing your knee. 
Hosea speaks up from his chair on the other side of the fire. “You know, I used to want to be an actor when I was a young man. I once saw a drama as a boy and I loved it. But I thought if I ever did get into the acting life, I’d want to be part of a comedy.” 
You only listen partially, still heavily distracted by Arthur’s hand on your knee. He acts as though the two of you have been together for some time. How badly you wish it were so. Figuring that you’re already here and you’d be lying if you said you never pretended to do this, you slide your hand over his and lean onto his shoulder. It surprises you when Arthur gently kisses the top of your head. 
After Hosea finishes telling his story of his failed career as an actor, Javier picks up a tune with his guitar again. You recognize it because you’ve heard him play the song in the game. The others quickly join in singing, Arthur included. 
“I ain’t got no father to buy the clothes I wear. I’m a poor lonesome cowboy. Poor lonesome cowboy; I’m a poor lonesome cowboy.” 
You listen as they sing, feeling the verberations of Arthur’s voice through his shoulder as you continue leaning on him. For the first time, you feel like you really belong here. The characters from the game seem so real here, you could easily believe they’re real. However, you feel that this whole scenario is merely temporary, as much as you wish it wasn’t. 
When the song is finished, Arthur squeezes your hand again. “Come on, darlin’. Think it’s time we get some sleep.” 
As much as you want to stay and listen to the others, you look up at him and nod, feeling curious about where things will lead if you follow him. He guides you over to his tent and wagon and closes the flaps, giving you some privacy. 
You feel nervous as he turns. Will he try and get you naked in his bed? You hope not. However, when he looks at you, he doesn’t have that hunger in his eye. He smiles softly and then pulls you into a hug. 
“Mm, you been gone too long, darlin’. I’ve missed you.” 
“I’ve missed you too, Arthur. Hmm, you feel nice.” And he does. His warmth soaks into you as his arms create a protective cocoon around you. Your head presses into him and your body molds to his like a puzzle piece. His hand leaves your back and he cups your cheek, guiding you to look at him. His eyes are bright, alive but gentle. His eyes dart down to your lips. Unable to help yourself, you loop your arms around his neck, bringing yourself closer to him. 
Arthur begins bending down, reading your mind. Your heart quickens in your chest, his wild scent flooding your nose. His lips are centimeters from yours, you can feel the heat of his skin. Just as you’re about to press against him, your eyes flash open. 
Arthur’s gone. HIs tent is gone. The sound of the fire and the others singing is nowhere to be heard. You’re lying in your bed, slightly chilly from the early morning. Your heart sinks as you realize that your little journey was no more than a dream. None of it had been real. But it had felt so real. This dream had been different. 
Sighing, you try not to let yourself feel miserable about it. It wouldn’t do you nor anyone else any favors. 
After taking a quick shower and eating some breakfast, you decide to play the game again. Sure, it might be disappointing in comparison to the dream you’ve just had, but this is the best you’re going to be able to get at this point. 
After loading into the game, you look around Arthur, taking in the view of the Heartlands. You’d stopped playing last night with him being not too far from Emerald Ranch. This is one of your favorite places on the map because of how real it looks. You try not to give into the temptation to look at Arthur, but your resolve doesn’t last long. 
You whirl the camera around to look at Arthur. You expect him to just stare into the distance like normal. You did not expect him to suddenly stare straight at you and blink as though he can see you. Just as you’re processing what you saw, he suddenly smiles and tips his hat. “Hey, sweetheart.”
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rainofaugustsith · 4 years ago
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Rain Plays SWTOR: Echoes of Oblivion Survival Guide
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I've now played through Echoes of Oblivion several times with both melee and ranged characters, so I thought I'd share what I've learned to be helpful. SPOILER WARNNG: I've tried not to name specific characters that appear in the storyline, other than those who appeared in the trailer for 6.2, but the nature of the fights does mean that I have to disclose some details. Thus, this is not entirely spoiler free.
The PC shown in the screencaps is the Lightning Sorcerer version of Suvia Kallig - Darth Nox. She's level 75 with 306 gear with three small set bonuses (+2% for Mastery, Endurance and Alacrity).
The action for this story occurs in the Odessen Alliance base, on Satele Shan's ship, and in Satele Shan's mind. Odessen is all story; the combat action begins once you reach the ship.
On the ship:
Your companions on the ship will be Kira and Scourge. At some points both of them will join you; at another point you and Scourge will be on your own.
The ship did not seem particularly problematic, with the exception of Servant Four, who inexplicably took down my Sith Assassin several times. Everyone else did fine. The number of people available to you for this fight differs with the choices you have made earlier in the game, and that may influence how quick this battle is for you.
Best case scenario, combat-wise: Arcann, Senya and Theron are all alive and in the Alliance. They will join you for this battle with Scourge. Middle of the road case scenario, combat-wise: You have either Theron or Arcann and Senya, which will give you at least one extra helper to assist you and Scourge. Worst case scenario, combat-wise: All three of the above are dead or exiled. The battle will be fought with you and Scourge.
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In the mindscape:
The mindscape has numerous NPCs that seem to be similar to the lurkers on Yavin 4 and the Flesh Raiders on Tython. They are not difficult, but you will sometimes be fighting them in very precarious places.
Within the mindscape you will have segments with the following companions. Every single companion is melee. NB: I am not sure if Arcann and Senya accompany you through any of this if they are still alive, since they are never alive in my playthroughs. Without them, you will be working as a duo with:
Kira Guest Companion
You will then do a segment solo, without any additional help, before arriving at the site of the final battle.
Your companion during the final battle sequence will be Satele Shan. Satele is not armed, and thus her chief utility to you will be as a healer.
Helpful hints:
1. Presence stims can increase your companions' helpfulness. You may wish to avail yourselves of these stims for this adventure. Presence stims can be bought at the medical droids (the pink ones) or crafted by your toons who have Biochem.
2. Raise Scourge and Kira's influence by giving them gifts before going in. Every little bit helps, and the more influence they have the better they will heal and fight for you.
3. The rocks are very uneven and there are a lot of drops. Angling your camera overhead and zooming out may help.
4. It's also very dark, and if your toon is wearing dark clothing they may blend into the rocks. Light colors or armor with glowing pieces may help. I had my Force users draw their lightsabers to provide more illumination of where their characters were.
If you have access to any of the Light Side armor sold by the DvL vendor or have enough reputation with the Gree Enclave to get the white or blue Scalene armor, it's bright enough to be helpful.  In a pinch, Unity will make you glow so you can see where you are going.
5. Some of the enemy NPCs will attack you when you are on very narrow sections of the rocks. If you are ranged, get to safer ground and shoot from afar. If you are melee, put your companion on passive and make the enemies follow you both to more secure ground before fighting.
6. In the section you have to complete solo, you will see small plumes of smoke rising from the ground. These are heals. Run through them if you need them; you might.
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7. Force Push, Overload and other such skills that allow you to throw enemies over cliffs will work here.
8. A few of the larger enemy NPCs, such as spite, have a knockback ability. Be careful.
Final Battle Sequence
In the final battle you will fight all three of the Emperor's known forms: Valkorion, Vitiate and Tenebrae, in that order.
Valkorion: 2 million + HP
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Ironically Valkorion has the least HP of the three bosses but is the hardest. You do not have a lot of companions fighting with you at this point; and you cannot attack the "Essence Vessels" that appear. Nor can you target the Phantoms of Valkorion that appear. I would hope this is a bug. 
Anyway, even though you can't target the Phantoms, you need to find a way to attack them. Otherwise, Valkorion will keep healing himself. I let the companions wail on Valkorion and kept hitting the 'special ability' to have Arcann and Thexan attack Valkorion, while Suvia focused on the Phantoms with AOE attacks that did not need specific targets. If you're playing a toon that doesn't have a lot of AOE attacks, call Orbital Assault from the Heroic Moment if you can.
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Vitiate: 
Out of the three, Vitiate is the easiest. The mechanics are similar to what you have seen in other battles: wail on him, and then attack the adds when they appear.
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Tenebrae: 4 million + HP
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Second hardest. You will have a full complement of companions attacking Tenebrae with you. The concept is the same as before: get the adds when Tenebrae shields himself. The tricky thing here is that Tenebrae seems to be able to call far more adds than the other two, has at least one unbreakable, very long stun, and is generally pretty horrible.
The adds will converge on your companions. If you have any AOE, this is the time to throw it. I like using Heroic Moment's Orbital Strike at this point to try to take down a lot of the adds, or at least decrease their HP, at once.
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Helpful Hints:
1. ALL of your companions will be melee. They'll be right up close and personal with the Emperor and the adds.
2. Some of the companions may be defeated during the battle. You want to protect Satele Shan and Darth Marr. If Satele is defeated, you will  be unable to use your Heroic Moment and Unity abilities because you won't have a personal companion.
3. Your temporary abilities bar will fill with skills to make the other companions attack the Emperor, taunt the enemies or shield you. Spam the buttons. Seriously. I just kept at them.
4. After every piece of the battle you will immediately go into the next cut scene. PRESS ESCAPE when the cut scene begins after defeating Valkorion and after defeating Vitiate. This will give you a minute to call the repair droid, heal yourself back up to 100% or even wait until your Heroic Moment or Unity are available again. You will also be treated to the hilarious sight of the irate Emperor just patiently waiting for you to click and continue.
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5. If you find yourself low on HP, you may be healed up by characters around you. I've found it easiest to run away from the battle and try to hide behind some of the rocks to give my HP a chance to recover a little.
7. When you are up against Tenebrae, Darth Marr will heal you if Satele Shan cannot.
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sappho114 · 3 years ago
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I've been reading through A Book of Tales and I've got some Thots about the first two adventures R. Talsorian made for their lovely interlock system TRPG based on The Witcher.
If you're interested in either, buy them from a local game store that's involved in the Bits & Mortar thing and you get the .pdf for free and support a local business. All your game store has to do is email R. Talsorian to sign up to it.
Underneath the Ice didn't flag me as an overall amazing scenario to start with but I really love the theme of it. Kovir and Poviss deserves way more attention and hanging out in Fantasy Denmark and beating up toad monsters, wargs, and the weather really helps put across how dangerous and brutal travel during winter can be. If Death Stranding taught me anything, it's that there's a reason many borders are cut along the line of snow-capped mountains: its fucking dangerous!
I think the weakest part of it is honestly the tie between Henrik and the curse. It acts like there's a definitive "gotcha" moment where the players find evidence of Henrik's guilt for burning some people alive but from how it's written I never could find the smoking gun beyond hard lining Yongar and pressuring him into an answer. Definitely going to have to put a little something in there that's more than a hint when I get to run it. Otherwise, it's a great little gig. The fact that it ends with a high society sorceress party rules and I love the fact that those same sorceresses held a kid "captive" so they could test out their finger foods before the party started. You don't see much wholesome house arrest anymore.
In the Alderwood is practically flawless. It's got an amazingly easy-going premise (literally slottable into any campaign. The whole "you're in a tavern" vibe even can click with some adjustment) and has plenty of great socialization, well-thought NPCs, and at least three empathetic potential antagonists. Between investigating the Alderwood, then getting introduced to the troupe, bringing the villages into peace (and the assorted negotiations that carries with it) and then having a potential antagonist being a Witcher? Oh, baby, I want to run this one so bad.
That final fight sounds brutal, and I'm glad they have the Witcher statted without his class skills because thinking of my party? Parry Arrows would nearly destroy their combat potential. I also think this adventure leads most easily into the next one (which I haven't had a chance to read yet) but also carries with it the most potential. Your group could try and just kill the sylvan, try to betray him, turn down his offer and then agree to it later, betray him again when the Witcher shows up, flub negotiations, get into a drunken brawl, and uncover a slimy price gouging blacksmith's plans.
It's really, really good and thought out and R. Talsorian has made an adventure book that I like to just sit down and read, not just run. Of course, I really want to fucking run it. The fact that there's little character portraits of NPCs for each adventure and they're almost all statted up with adjustments takes out so much work and makes them so much more unique themselves. Running it on roll20 or otherwise digitally and having the PDF of A Book of Tales meant you have all the art and assets you need. Even though the Witcher TRPG has some really basic maps (nowhere near the powerful art that Cyberpunk RED has) they're still so servicable and they feel realistic and handdrawn and whenever I've needed one? I have one.
So far, so good. They're killing it, and I can't wait to get some time to read the others.
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strangertheory · 4 years ago
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I’ll admit I’ve been very skeptical about the DID theory, but your most recent post discussing the “layers” was mind blowing to me. I’m still standing back to see how things play out, since it is a theory, but reading the first “layer”, I 100% can see that being part of the plot. The rest is a little more abstract and I’m curious to see how they would write it in if this theory is true. Thanks to you and Kaypeace for your posts on this theory, they’re interesting!
[This is a follow-up Ask referring to this earlier post.]
Thanks for Asking! I have a lot of thoughts on the possible “layers” going on in the story, but I find it challenging to put into words what my ideas are sometimes because I don’t consider myself a very good writer. I can’t promise that anything I write in this reply will make a lot of sense, but I will do my best! I’ve avoided trying to explain certain thoughts I have on the layers of the scenes because they’re complicated and I hadn’t been sure how many fans would have an interest in them since there’s already such a small number of fans interested in the interpretation that the story is about a DID System in the first place. This is yet a sub-theory of that theory! But I’m really excited that you asked. I will try to explain as best I can.
Please keep in mind that although kaypeace21 and I both theorize that Stranger Things is about a DID System (her blogpost about which characters are alters is excellent and I highly recommend it if you haven’t read it yet), we each have our own interpretations of the DID theory that are sometimes very different from each other’s. Her analyses are based on the theory that the alters, internal worlds, and traumas in Will’s mind have escaped his subconsciousness through supernatural means and have become real. I see her interpretation as one possible explanation for the events in the series and I do like that interpretation a lot. I think it’s a very compelling theory and interpretation of the events so far. But what I’m going to describe in the rest of this blogpost is not currently representative of what kaypeace21 theorizes is going on in the series. This “second layer” interpretation that I’ve considered is based on the idea that there are no real superpowers in the story at all and that they exist strictly within internal worlds or in the imagination of the storyteller.
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To explain my “second layer” theory which I also like referring to as my “story within a story” theory: I believe that some scenes (but not all scenes) that we see in Stranger Things might be metaphorical and not meant to be taken literally as they are shown, but rather seen as an artistic interpretation of certain concepts and scenarios.
Let’s look back at season 1. Imagine that a character (I’m going to say Mike because I do suspect he’s the one writing the story) is explaining the story of “what happened in 1983″ in a journal, and then a film crew had found what Mike had written down and adapted it into a series but the film crew did not know the original context of Mike’s story, and so the film crew was unaware that it was a story about Mike’s friend who has DID and that many of the characters in the story are actually alters.
“One day Will went missing and then a girl who said her name was Eleven showed up. She was scared and said that she knew Will but that he was ‘hiding’ and that she could help us find him in the ‘Upside Down.’ She told us that we absolutely couldn’t go tell any adults because it wasn’t safe and that ‘bad men’ were after her. I hid El in my closet upstairs when my mom came home unexpectedly. Mom told me that she wants me to feel like I can talk to her. (“All this that’s been going on with Will. I want you to feel like you can talk to me. I’m here for you!”) Later, Dustin and Lucas and I helped find clothes and a blonde wig for El. We made sure that my mom didn’t see El while she was at my house. We snuck into the school with El and tried to get to the radio in the AV Club Room, but Mr. Clarke found us and reminded us that we should be attending Will’s memorial assembly. Oops. (Thankfully Mr. Clarke didn’t ask too many questions about El and he believed our story that she’s a cousin from Sweden!) Attending Will’s funeral was a funny experience since we knew that he was actually alive after El channeled him on the walkie talkie (”Like Professor X!”) Eventually Nancy found out about El (”Is that my dress?”) and so did Joyce and Hopper and we worked together to put together a sensory deprivation tank because El remembered that she could enhance her ability to reach into the ‘Upside Down’ that way. We set up a sensory deprivation pool in the school gym. Joyce thanked El for everything that she was doing for Will and told her that if she ever got scared that she should let her know and that she’d be with her the whole time. El was able to reach out with her mind and find Will in the Upside Down. She found him in the Upside Down in Castle Byers, barely conscious. She told Will that his mom was coming to get him, and Will whispered back ‘hurry.’ Then El became upset as Will faded away into the darkness and her connection to him weakened. She took her goggles off and sat up in the water, panicking. Joyce held her close and told her that everything was ok. Joyce and Hopper went into the Upside Down to find Will and Hopper gave Will CPR until he regained consciousness. Then the Party got to visit Will at the hospital once he was feeling a bit better, and we told him all about the adventures that we’d had and that we’d “made a new friend” named “Eleven.” (”Like the number?”) Dustin said that El was “basically a wizard” but I insisted that she’s much more like a Yoda.”
So. I recognize that I skipped many scenes in the above example summary of how author Mike Wheeler might retell the story of “what happened in 1983,” but I skipped scenes because I want to primarily focus on the connection between El and Will that is represented in season 1 and set aside what is going on with the other characters for a moment. But if you re-read the summary that I wrote above you might realize that the way in which I described season 1 could be interpreted (at its core) as the non-fiction story of a bunch of kids finding their friend who went missing in the woods, realizing that the person they’re interacting with is no longer Will but a new individual (an alter, a distinctly separate state of consciousness and separate self), and then going on an adventure as they try to sort out the best way to “find Will” and bring him back while also becoming friends with El and protecting her from the “bad men” that she says are after her. The ‘Upside Down’ is a space in the DID System’s subconsciousness that is an internal world. The innocent creativity of Mike, Dustin, and Lucas as they try to find an outfit and a wig for El to wear to school is very sweet. The scene in which they accidentally run into Mr. Clarke when they are trying to break into the AV Club room becomes even more charming when you realize that Mr. Clarke does not appear to recognize El (but Mike, Dustin, and Lucas appear very nervous that he might realize something strange is going on!) Attending Will’s memorial service with El at their side gains an amusing layer of narrative irony, and Joyce’s protective parental affection for El gains new layers of significance. Every moment in the story changes if we imagine that the story we are seeing on screen is like a creative theater performance telling the story of “what happened” and each alter in the series is represented by their own individual actor on screen.
Are there moments in season 1 that break this “second layer” theory that I’ve considered? Arguably there are. I consider this a theory-in-progress. But the key concept of this “second layer” theory is that the story is perhaps not meant literally but is meant as a story that is artistically representative of the experiences that alters in a DID System might have. Many films and tv shows that portray fictional characters with DID approach telling their stories as an outside observer might and without taking into account the individuality of each alter, alters’ experiences in internal worlds, or the way that alters might have different understandings of our reality when they’re very new to the outside world and are fronting (controlling the body) for the first time. Perhaps Stranger Things is taking a new approach.
You’re probably wondering how I carry this “second layer” theory into season 2 and especially season 3 in which we finally see Will and El in more scenes together. I might write a longer blogpost about it at some point. But I believe that, if I were to assume that my “second layer” theory is correct (it’s just one of a few very different theories I’ve considered), that it is possible that significant portions of season 3 take place in an internal world or a dream in which characters that exist in Will’s life are now NPCs or alters. This would make Will’s statement “What if we locked him out here with us?” incorrect. What if Will should have technically said “What if we locked him in here with us?” What if “the Gate” is specifically the doorway through which alters need to pass in order to front in the body in the external world? As I’ve mentioned in a few other posts: I theorize that El is a gatekeeper alter. I suspect that Hopper is also a gatekeeper and that he has been mentoring El. In summary: I often wonder if Will is not always entirely “awake” and if many scenes are taking place in a liminal space between his conscious and subconscious, between reality and his dreamlike experiences in an internal world.
You might be interested in reading a summary of my observations regarding how Will and El do not interact with each other in any scenes in season 1 or season 2 directly in this older blogpost that I made about the parallels between El and Will. I think it might interest you a lot and provide more context to my “second layer” theory if you haven’t read this older post before. I am infinitely fascinated by how Will and El parallel each other so closely and yet rarely interact. I think that this is an intentional consequence of whatever secrets the writers have in store for us in future seasons and I cannot wait to find out what those secrets are. I hope that the connection between El and Will is going to be explored more in season 4.
How might we expect the layers to be peeled back in the series itself if the writers decided to reveal this “second layer” existed beneath the current story? I think that they could reveal things to us a few ways if this “second layer” does exist. Perhaps we could see a character meeting with a therapist and a medical professional would openly name the condition and describe what the characters have been dealing with in a way that provides very new “second layer” context to earlier events in the series. (Sidenote: Back in the 80s it was called “multiple personality disorder” and we might have characters in the series refer to it that way since it takes place in the 1980s, but that term is outdated and it should be referred to as “dissociative identity disorder” or “DID” today.) Perhaps we might see them artistically or literally represent concepts like co-consciousness (two alters being conscious and aware in the body at the same time) or have characters transform back and forth into each other while sitting in a chair in order to represent them taking turns fronting in the same body.
Or perhaps this “second layer” theory that I’ve described is insisting on too much artistry and metaphor and the real “second layer” is that the vast majority of the story so far has taken place in internal worlds and Hawkins itself is an internal world. (I have wondered if this might be why Hawkins doesn’t exist in the real world even though other locations referenced in Stranger Things do exist: Chicago, Indianapolis, etc.) If that were the case maybe we’ll see the shared body of the DID System for the first time in a future season which may (or may not) resemble any of the actors we’ve seen portray characters so far. But from everything that we have seen so far I theorize that the host is most often known by the name Will in the external world. (We've had both Will Byers and William "Billy" Hargrove canonically referred to as hosts. And we have "Will the Wise" who I suspect is also an alter.)
Thank you for your Ask! I hope that I was able to explain some my thoughts in a vaguely coherent way. I really should do a larger post breaking down every single scene between seasons 1 and 3 and how this “second layer” interpretation of the story could apply, but I haven’t had the time and I’ve been wary of doing it since I’m not sure how it would be received. But maybe I’ll do that sometime soon if enough people have an interest in it.
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anotherhumanpet · 4 years ago
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Dennis Isaac Michael Wenny
GENERAL APPEARANCE
AGE: 15 and half years old             Please note that I will not age up Dennis or the various NPCs around him, even as the years go by and birthdays are celebrated. I’m only interested in playing a teenager going through outlandish adventures and dangerous scenarios, not in having him grow up to face adult things like graduation and taxes. I may occasionally play with an older/adult aged Dennis for AUs or one-off threads but they aren’t to be considered strictly canon/as his inevitable future. HEIGHT: 5 foot, 8 inches; 1.73 meters WEIGHT: 115~ pounds; 52.16 kilograms BODY TYPE: Ectomorph; Lean and wiry EYE COLOR: Grey-Green HAIR COLOR: Auburn NOTEABLE FEATURES & SCARS: —Freckles all around the nose, cheeks, neck, and shoulders —A coin-sized scar patch on the inside of the right ankle; Caused by a bicycle accident —An inch wide scar line on the right bicep; Caused by a stick fight with Jack —A thin and tiny scar line on the right pinkie toe; Caused by unknown reasons —A scar line running across the width of the left palm; Caused by climbing on Optimus’ broken shoulder pauldron —A collection of pot holes on the back of the left forearm; Caused by a quill attack from Achim —A collection of pot holes on the back of the left knee pit. Three of the holes are notably larger than the others due to improper removal; Caused by a quill attack from Achim —Five insertion point scars at the base of the shoulder blades that turn into lacerations that run up the back and end near the top of the shoulders. The scar tissue is a mix of cutting and burning; Caused by Achim’s heated claw hand —A scar line that runs across the back of the left forearm, covering roughly three-quarters of the length; Caused by flying debris when Oron attacked the neighborhood
PERSONALITY TRAITS
Heroic: Dennis is protective of his loved ones, and is undeniably very reckless with his actions when trying to defend them
Morally Upstanding: By no means is Dennis a saint, but he does possess a strong moral code that he does his best to adhere to and encourage others to follow
Insecure: Despite the things he’s been through and the accomplishments he’s made so far, Dennis is always just a little bit uncertain of himself and will hesitate to dive into anything new or unfamiliar
Angry/Defensive: Dennis doesn’t take criticisms about himself or his loved ones very well, and will immediately start arguing against the criticisms when they’re made (especially if they’re against his loved ones)
Easily Frustrated: He’s fifteen and life is hard, as well as school, so any extra hardships lead to extra feelings which is annoying
Emotional: Dennis wears his heart on his sleeve, feels very deeply, and has a tendency to cry
Emotionally Constipated: And in spite of the above point, Dennis has a tendency to not be wholly honest when or why he’s upset due to trauma of his parents getting a divorce
Honest To A Fault: It’s not that Dennis never tells lies, it’s that he’s really bad at telling them
Friendly: Unless someone is an absolute jerk to him at the first meet, Dennis is going to be amicable and very likely to consider almost everyone his friend
Adventurous: Dennis loves to go out and do new or exciting things, despite his anxieties about it and even at the slight risk of danger
THE ABRIDGED TIMELINE
Prior to the events of TFP, he meets and befriends Jack Darby around the ages of 7 and 8
The boys grow close and very quickly become best friends well into their teenhood
When Dennis was between the age of 14 and 15, his mother called for a divorce from his father
This change was very emotionally devastating for Dennis
During the divorce settlements, Dennis chose to continue living with his father in Jasper, Nevada
His reasoning behind this was so that he could live an unsupervised life, since his dad put into a lot of overtime at the local hospital’s ICU while his mother would be moving back in with family in Bakersfield, California, and so he could stay close to his friends in Jasper, Nevada
Coincidentally, at the start of the following school year, Jack fell in with the Autobots and suddenly became socially unavailable
This resulted in a lot of strife for Dennis because he had been leaning on Jack a lot for support to get through the hardships and change of his parents’ divorce
At the height of his frustration, Dennis persued Jack shortly after the rumors about Jack joining a racing circuit began to confront him about why they were abruptly no longer seeing each other
This attempted conversation resulted in Dennis getting nabbed alongside Vince by Knock Out, and after the Autobots staged their rescue Jack managed to convince Optimus into letting him explain the whole truth to Dennis
From then on, Dennis was a part of Team Prime
ADDTIONAL NOTES & TIMELINE INFORMATION
Dennis was paired up with two Autobot partners, loosely speaking. His officially recognized partner was Smokescreen, once he entered the scene. Emotionally speaking, however, Dennis bonded more deeply with Hot Spot
He is the only child of his immediate family, meaning he has no siblings
His parents, Robert Wenny (father) and Penny Grey (mother), finalized their divorce by the end of summer and before the start of school
Dennis acts with a lot of bravado with anything regarding the Autobots because he feels that as a late member he needs to make up for lost time
At the same time, his insecurities have somewhat improved and he’s learned to value the impacts he’s made with others when he can actually recognize them
For reasons not yet fully understood by anyone, Dennis has developed the ability to warp-jump across the multiverse and wind in places and-or timelines he doesn’t belong in. I have the whole plot line loosely tagged underneath #event; the realm strider’s curse
This “plot” is mainly an excuse to cause chaos and help myself write Dennis more freely with the wide variety of muses that are out there because I tend to get wrapped up in stupid little details and discrepancies
ADDITIONAL/OOC INFO
VOICE CLAIM: David Kaufman as Danny Phantom (speaking), Zach Callison as Steven Universe (singing) FACE CLAIMS: Danny Phantom, Tom Taylor, Mafuyu Sato, Chris Wood (exclusively for adulthood)
IMAGES
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Design by onecricket
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Family Photo by onecricket
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Going Krump by Ria
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A Brotherly Embrace by Zarak
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Just Vibing With Hot Spot’s Spark by Wily
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Height Reference by Zarak
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Guardian by Snails
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Bike Time by Snails
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wirewitchviolet · 4 years ago
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How not to Write a Campaign
I have been playing RPGs for a very long time. Back in the day, I avoided any and all pre-written adventures of any sort because my limited experience with them was... just frankly terrible. Weird inconsistencies in tone, unfair encounter setups, too many assumptions about PCs’ motives and actions, etc. Then much later I discovered a group of writers who actually got it, wrote things perfectly in line with how my friends like a game to go, and we’ve been all in on those for a decade and change. But I just finished running a ROUGH one, and I want something good to come of it.
I don’t want to make this a specific review, because... I’m in the industry, I know the people who wrote this campaign, I can guess at some of the problems involved, and I don’t want to hurt anyone’s feelings or reputation, so let me just refer to the offending prewritten campaign here as the Amnesia Campaign. It’s for a big fantasy RPG, it riffs of a particular author’s work, you can probably guess what it is from that, but, I’m trying.
The first problem I need to bring up with the Amnesia Campaign is that it just commits the cardinal sin of long term RPG campaign writing- The mustache-twirling villain who always manages to escape from the PCs at the last minute. I cannot convey just how important it is that you never, ever do this. The worst sort of example is when you plan around the PCs actually confronting your villain multiple times, and failing to kill them, which is a terrible idea because there really is no way to ever stack the deck and account for every contingency to make an unwinnable fight, or even one where escape is always possible, and especially if you’re publishing adventures, some number of groups will kill the villain too early, either shorting things out or forcing a handwave to keep an ineffectual villain in play and pretend they’re still a threat.
The Amnesia Campaign doesn’t quite go there. Having an actual chance to go toe to toe with the villain is reserved for the very end, but it does use another variant, where no matter what happens, the PCs arrive just after the villain they’re chasing has left. Now... there’s a way you can make that work. If you have a villain who cannot be reached in practical fashion, and can launch attacks anywhere within a huge region, you can build a whole campaign out of characters reacting to the aftermath of evil actions they could not be expected to even learn about until the villain has left the scene. Here, meanwhile, we have a villain with a big elaborate plot that requires traveling all over the world gathering things, based on research he does at the very start which the PCs can, and indeed are expected to do, quickly pick up on these research notes, and basically know everything the villain plans to do from nearly the start of a very long campaign. And... frankly, the villain has no real edge to keep him believably one step ahead. He is a mildly wealthy man hiring goons, mundane forms of transportation, and having to negotiate and fight his way through to various sub-objectives needed for his plan, and it is at least strongly implied that he doesn’t have a lot of lead time. When presented with a scenario about someone needing to be chased down and stopped, PCs can pretty reliably be counted on to constantly be rushing forward, coming up with clever ways to accomplish what they need to in less time, and cut down if not completely nullify their travel time. But, like with battles the villain somehow keeps escaping from, I am forced to continuously state to my players in running this that no, somehow even after avoiding this whole side quest by reading the mind of the person with important information, and directly teleporting to where the villain left for by riverboat, he somehow beat them there, and once again, just left. It’s frustrating, and implausible. We end up with a villain who seems overwhelmingly outmatched, but keeps succeeding because... well, he has plot armor so we’re railroading this.
Admittedly, having a good villain when writing a full campaign in advance can be tricky. The safe and tested formula is generally to start off with minions of your main villain, starting with some who don’t even know who they’re ultimately working for, gradually build up to who’s calling the shots and to what end, have a big side trip to prepare for the final confrontation not directly involving the villains, than cap it with a big showdown. If the PCs know who the main villain is from the very start and where to find them, it becomes hard to rationalize anything between. Sometimes you can pull it off if they’re leading an army or ruling a country, but even then, you want to work up a food chain to them.
A similar problem, which crops up a bit towards the end of the Amnesia Campaign, is making too many assumptions about how the PCs react, and who they befriend. In RPG writing, you need to make as few assumptions as possible about the specifics of what the PCs will do in any situation. You can count on the real broad strokes. The party will investigate the situation described in the adventure, they’ll explore the area, find the villains, fight them, win, learn something to keep the larger plot growing, but that’s it. You can’t assume they’re going to team up with this NPC, enter this room from that direction, or otherwise reenact what you’d imagine you’d do in their place, or what happened in your test play of your adventure. This is particularly important when you include a little sidequest unconnected to their primary goal, or you’re presenting an open-ended investigation.
Ideally, you just have a sensible location, have some villains in it with clear goals and personalities laid out, and you scatter around some things to enable various clever tricks if players think to try them, without mandating any of them. Mention where windows are, and chandeliers, and holes just too small for the average human to fit through, but don’t, as part of the Amnesia Campaign does, invest heavily in the assumption that the PCs will start investigating a sewer system when investigating how a cult gets around a city and go sparse on other possible clues. Also don’t waste adventure background note space on thousands of years of history at the expense of what the actual current problem in the area is and who or what is behind it.
The next problem is one that, were I the average consumer just buying this book would bother me a hell of a lot more than it does as someone who knows how the sausage gets made. Put mildly... you do not want to play a rogue in the Amnesia Campaign. Nor do you want to play a swashbuckler, a critical-hit focused character of any stripe, really any class out of the... roughly 25% of all classes who rely on knowledge of where to make a hit count the most to do the full amount of damage with their attacks, because practically everything is immune.
Now, again. I partly understand how this happens. We have several different authors writing different chapters of the campaign, simultaneously, in pretty unforgiving crunchy conditions, with just a rough outline to go off. Nobody really has a chance to confirm notes and say “hey, did your chapter totally invalidate one of the foundational character archetypes, because I was thinking of doing that and having two of those back to back would be a bit much.” And while the publisher of the Amnesia Campaign does throw out little booklets of tips for players on what sort of character concepts will/won’t work, they’re not written last, so this sort of tip is missing there too. On the other hand, it’s a huge problem within nearly any given chapter just on its own. If you’re making the call on what all monsters to include in a multi-level stretch of a campaign, you should generally avoid choosing nothing but monsters immune to one of the most common bread and butter class features. And honestly, given how the subject matter naturally lends to the deployment of a particular monster type, erring on the side of assuming everyone else is heavily deploying them wouldn’t be a bad assumption for any author to make.
This though, unlike the rest of my gripes, is ultimately a high level problem that needs a high level solution. When you’re publishing a whole campaign, and you’re doing it in a game where several foundational character concepts kinda live or die based on things like whether things are properly harmed by particular flavors of damage, or whether a decent percentage of enemies fall under a certain classification, that really shouldn’t be a double-blind. Coordinating to get all authors to use a decent spread, or include outline notes like “it’d make sense for about half the enemies in this chapter to be fire elemental themed in various ways, but keep a good variety otherwise,” and/or trying to get a rough handle on emergent themes to adjust for/warn about in player-facing pitch material. Even the best-written campaigns are prone to rude awakenings or hilarious reductions in challenge as turns out, say, going all in on cold damage does indeed pay off for the one with Fire in the title.
Meanwhile, on the other side of that coin, more or less, huge swaths of the Amnesia Campaign really just completely break down by failing to account for some basic standard issue capabilities of a typical party. Particularly the fact that past a certain point, you need to account for the fact that the PCs are almost certainly capable of flight. It’s a thing that happens. If you are really keen on writing adventures where local warlords are chilling out on the open-air rooftop patios of their otherwise heavily fortified fortresses, or melee-oriented monsters plan an ambush in a canyon in a vast wasteland, or a dangerous leapfrog between a series of elevated platforms over something dangerous, you want to make those low-level adventures, or else a typical party, possibly even accidentally, will just completely circumvent the whole thing. There is a whole lot of that in the back of the Amnesia Campaign. My group... literally skipped giant swaths. Heck, there was a whole side quest in the last book where the PCs are rewarded with the location of a giant obelisk which I had to cut because... it was in the middle of a big open outdoor space, and they flew over the city on the way in. They definitely had a view over those hedges.
This sort of dovetails into the next issue, consistently escalating threats. The whole fantasy RPG gimmick is that at level 1, you’re a helpless peasant barely capable of doing anything remarkable, and by level 20 you’re literally punching gods in the face and have more money in your pocket than everyone else in your home country combined (with the obvious exception of the other people in your party). Now, mechanically, balancing around that is a very easy math problem. Characters of level X are meant to deal with threats of level Y, either pull a Y level monster out of the book, or slap levels on something lower to bring it to that point, or spread that out over more enemies, then they drop Z amount of fancy loot. Easiest thing in the world. But you also need things to fit together thematically. You can absolutely throw fighter levels onto the local chicken-stealing goblins to make them mechanically as threatening as a demigod bursting through from another plane of reality, but when a group of characters is at a level where they can be expected to handle the former, it’s just plain weird for them to end up dealing with the latter. Like, yes, these particular goblins have 200 HP instead of the usual 4, so the local town guard can’t handle them, but that should never be true of chicken-stealing goblins. You don’t get that tough stealing chickens, and once you’ve gotten that tough, you should have your sights set a good deal higher than that. At least be stealing rocs or something.
The 4th chapter of the Amnesia Campaign is a particularly blatant example of not getting this, featuring a large number of “please be aware the party can fly at this level” moments mentioned above, and also just demanding the PCs deal with problems that really are beneath them at that point. Seeking out local guides, impressing petty local warlords, getting challenged by giants they must impress to rest safely when crossing a huge desert. These are... not appropriate speed bumps at a point in the narrative where the party is traveling to a location where they are going to literally fight a god, weakened or otherwise. The whole setup would be wonderful as the first chapter of a campaign, but that far in, it just doesn’t work. Particularly when the actual opening of the Amnesia Campaign sets the tension very high right off the bat, with extradimensional threats, shapeshifters, an evil cult, things that typically come later as things start to escalate.
This isn’t to say you can’t mix things up a little. Dealing with threats well below a party’s capabilities can be really nice as a chance to just sort of flex, and get some perspective on how much more capable they’ve grown over time, but you have to do it in a low-tension point of the narrative, and a little self-awareness about it doesn’t hurt.
Finally, while I really kinda hate modern wealth-by-level assumptions, they are baked into the design of the game, so if you’re running with it, you really need to make sure you’re really giving the players something they can use. The Amnesia Campaign really leans heavy on treasure being weird oddities that may be of value to a collector... while also being set, generally, in places so totally removed from civilization that shopping trips aren’t really practical. Much less those needing the party to really find the right sort of buyer.
Really, you want to give out entirely practical loot (really hard to do without knowing the party makeup, but variety can work), big piles of cash/sellables along with sufficiently large cities along the way for viable shopping, or raw materials suitable for crafting plus ample time to really do something with them.
Anyway, hopefully this has come across more as practical constructive advice for anyone writing a campaign, either as a printed product or just for your home game, not just me tearing into the Amnesia Campaign at length.
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bltngames · 4 years ago
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SAGE 2020: Fan Games
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I’d hoped to have this article out a little bit sooner, but I overestimated how long it would take to write about some of these games. Whoops! Like I said when I outlined the posting “schedule” on the first day, we’re playing it fast and loose, so this is just what you get.
Today is the day I talk about fan games! And even though SAGE has “Sonic” right there in the acronym, it’s always hosted fan games from all types, so today we’ve got Mega Man, Mario, Rayman, and even fan games of fan games, if you can believe it.
Sonic Pinball Panic!
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Pinball is one of those things where I’ve always been obsessed with it, but never very good at it. And now, with access to digital pinball collections like Pinball Arcade and Pinball FX, I don’t actually find myself playing as much pinball as I thought I would when I was 14 years old. Still, I find myself fascinated by a good pinball table, and this honestly caught me off guard. This could very easily be an official DLC release for one of those aforementioned pinball collections and I wouldn’t even bat an eyelash (in fact, if you ask me, this is better than Pinball FX, which has always had weird ball physics). This looks, sounds, and functions exactly like a real pinball table should. My complaints are minor: for starters, the table feels kind of easy. I’ve never been a pinball wizard, but I was losing balls left and right here and it still took a good 15 minutes before I finally got a game over. Score accumulation is also pretty slow; most pinball tables will dump millions and millions of points on you, but here, it felt like a struggle just to reach the 379k I finished with. Both contribute to the fact that the table feels a little flat, like it’s missing a spark to really put it over the top. And, third, it would be nice if it had controller support. The keyboard works just fine, here (it’s just pinball, after all) but I find that the triggers on a controller feel really good with pinball flippers, and mapping the plunger to the right stick is great, too. This is a Unity game, so I wouldn’t think it’d be that hard to hook it up to the controller mapper. Still, I came away impressed.
Mega Man: Perfect Blue
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There are two things out there that always give me pause: fan-made Doom level packs, and Mega Man fan games. Fan made gaming content generally has problems when it comes to difficulty balancing anyway, but these games have earned a certain reputation for their difficulty, which creates a problem when you have content made by fans, for fans. This insularity means these things are usually way too hard for what I would consider “normal” people (read: casual fans and outsiders). Add on to the fact that I’d even say that there are official Mega Man games with bad difficulty balancing, and you have a recipe for frustration. Sadly, this is how I’d characterize Perfect Blue: though this introductory level isn’t impossibly hard, it’s definitely pushing that edge where it’s not very accommodating to someone who hasn’t played and finished every Classic Mega Man game ever made. It almost immediately throws you into scenarios where you have jumps you can barely reach, insta-kill spikes, and enemies that not only actively dodge your shots, but invincible enemies that launch counter attack homing missiles. And then it starts making you juggle all of this stuff, together, at the same time. None of this is insurmountable as long as you’re paying attention, but as a very casual Mega Man fan, it’s an unfriendly first impression and makes me worried about what the rest of the game is going to be like as the challenge naturally ramps up. For those hardcore Mega Man fans among you, the rest of this is solid, at least. The presentation and controls are excellent, and the new sprites are beautiful. It’s a game I’d love to enjoy when it’s done… but I’m assuming I’ll be left out in the cold. A shame, really, because there’s so much promise here.
Sonic and the Mayhem Master
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There’s a lot to like about this game, but there’s a part of me that really wonders if this should even be considered a Sonic fan game. Mayhem Master’s depictions of Sonic and Amy Rose are atypical to put it mildly. Here, Sonic seems to be a bookish nerd of sorts, a sidekick to Amy Rose, who has been turned into a burnt out, cigar-smoking detective. Most of the game plays out as half an adventure game, half an RPG, where you roam around the world talking to NPCs and gather clues while being assaulted by random battles. The battle system is super off-the-wall, too, perhaps taking inspirations from games like Mario & Luigi and Undertale. This means that battles aren’t passive -- you spend most of each fight dodging or nullifying incoming attacks with simplistic action-based commands. It’s weird, and different, and occasionally even a little bit overwhelming. That’s kind of the whole game, really. It’s the sort of thing that really doesn’t feel like a Sonic game at all, but it also doesn’t feel bad. The artwork is very charming, I’m interested in seeing the characters develop, and there’s plenty of worldbuilding and mystery. Would this still be as intriguing if you removed the Sonic connection, even if it’s so threadbare? That’s a hard question to answer. I know that some of my interest in this game is seeing how it spins more familiar Sonic elements into something that’s completely different. Worth checking out, for curiosity’s sake if nothing else.
Sonic and the Dreamcatcher
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This is a fairly brilliant little game with two unfortunate quirks. If you didn’t know, the special stages in the original Sonic the Hedgehog were inspired by an arcade game of the era called Cameltry, published by Taito in 1989. Now, Sonic’s special stages were different enough from Cameltry that it wasn’t a case of Sega outright stealing the gameplay, but there’s a clear lineage there, and it only becomes clearer when you compare the special stages in Sonic 4 Episode 1 to Cameltry (spoilers: in that game, they’re nearly identical). Dreamcatcher is also from this lineage, but is infinitely more charming than either Sonic 4 and maybe even Cameltry itself. The idea is that you must collect a specific number of blue spheres in order to reveal the Chaos Emerald, after which you have a limited amount of time to find and collect it. It’s very simple, but the presentation really sells the game’s charm. It’s just a game that looks good and sounds good, with an interesting premise executed very well. Also, you get a dedicated “& Knuckles” button to spawn infinite Knuckles to help you collect blue spheres and bash enemies. Being able to have unlimited numbers of these guys sounds like it would break the game, but once that countdown clock begins, the last thing you need is 20+ echidnas clogging up the route back to the emerald. The first quirk this game suffers from is that there’s only two levels. Parts of this have a very “game jam made in a weekend” vibe to it despite the rock-solid music, sound, and gameplay, and only having two levels contributes to that. Hopefully more are coming in the future. The other quirk? You can’t actually download this game -- it’s embedded in a webpage. I’m sure this is to make it easy to play on any platform with a web browser (phones, PCs, etc.) but I find myself greatly desiring a hard copy of this game that can live on my computer forever.
Sonic Galactic
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Now here’s just a good old fashioned Sonic fan game. Though it clearly takes inspiration from Sonic Mania’s aesthetics in some places, it’s clearly doing its own thing, featuring not just the core cast of Sonic, Tails, and Knuckles, but also Fang the Sniper, and even a brand new character named Tunnel the Mole. Unlike a lot of Sonic fan games at SAGE, this appears to be using something besides Clickteam Fusion, Game Maker, or Unity. Here, it’s the “Hatch Game Engine,” whatever that is. Whatever the case may be, the game runs very well and is basically indistinguishable from just playing Sonic Mania. Visuals are sharp, music’s good, the two included boss fights are surprisingly fun to fight -- everything seems to be in order. As a result, there’s not really a lot to say. This is just a good, fun game. Anything else I’d say would come off sounding like nitpicks. For example, there’s no way to set graphics options yet, so the game is stuck in 2x Windowed mode. Fang and Tunnel are cute additions, but I wonder how much utility they have as characters. Unless I missed something, Fang’s pop gun is mainly for a weak double-jump ability, and Tunnel’s ability to dig and ricochet off floors, walls and ceilings is cool, but it doesn’t have quite the universal utility of Tails’ flight or Knuckles climbing and gliding. It’ll be interesting to see how or maybe even if their abilities have a chance to grow into something special. Anyway, like I said, those are nitpicks, so try to give this a shot if you can.
Sonic Robo-Blast!
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Remasters seem to be a bit of a theme this SAGE, between Sonic Triple Trouble 16-bit, Sonic 2 SMS, Sonic 1 Revisited, but this is perhaps the most surprising of them all: a loving remaster of the original Sonic Robo-Blast. SRB1 was perhaps one of the first true “landmark” fan games, given that it was basically a whole entire game that people could play. It's not a stretch to say that SRB1 probably helped kickstart the fan gaming community that still survives to this day -- I certainly owe my involvement in the community to seeing SRB1 for the first time. The problem is, as historically significant as the game might be, it’s nearly impossible to go back to nowadays -- it’s much, much too dated to be any fun. This remaster completely re-envisions SRB1 as a regular Sonic game, while also pulling in gameplay elements from Sonic Robo-Blast 2. It’s a bit of a time paradox mindwarp, but it helps give it a bit more personality than just making a bog-standard 2D Sonic. It works, aided by the fact the sprites, music and overall presentation are fantastic. The only downside is the Act 2 boss, which commits the cardinal sin of taking away player agency and making you wait around far too much. Here’s hoping this gets finished, because it’s definitely on my radar now.
Super Mario Flashback
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This has been floating around for a few years now and I’m glad to see it’s finally starting to get some more substantial content as it moves towards becoming an actual game. That being said, this is also one of those games that’s kind of hard to talk about because it’s just… really polished. The art is incredible, it controls exactly like a Mario game, and there’s already a decent mixture of ideas at play in the demo. Anything else I’d say would sound like nitpicking -- like, for example, the backseat game designer in me wonders if maybe the game is prioritizing aesthetics a little too much. This is a wonderfully animated game, absolutely gorgeous, but some actions, like the butt-stomp and the wall kick, feel a bit sluggish, and I think it’s because they show off fancy animations. Even if it’s a split second, waiting for Mario to attach to a wall to kick off of it feels slow. Really, though, that’s an insignificant complaint. This demo is still well worth checking out.
Sonic Advance 4 Advanced
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This game seems like a greatest-hits of Dimps best ideas, spanning the first Sonic Advance all the way to Sonic Rush. There’s just one problem: the game seems broken. Now, my desktop PC is starting to show its age. I built it four and a half years ago, and though it can handle game like Gears of War 5 on high settings at 60fps, slowly, newer games seem to be leaving it behind. That being said, I don’t think a game like Sonic Advance 4 here should be running at what appears to be half its intended speed. It also originally launched in a teeny-tiny window (we’re talking, like, smaller than a postage stamp) and even though the options menu has a toggle for full screen mode, it doesn’t want to work. Something about this game under the hood seems to be struggling very, very, VERY hard. It’s a shame, because if this actually played at the proper speed, it seems like it might actually be an alright game, if a bit complex and busy.
Sonic 2 SMS Remake
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Here’s a game I was all buckled in expecting to enjoy. Like it says on the tin, this is a remake of Sonic 2 for the Master System (and Game Gear), but with wide screen visuals and huge expansions to the mechanics, roster of playable characters, and levels. On the outside it seems really impressive, and to a certain degree it is, but something about the controls feel a little off. Sonic’s heavier here than he is on the Master System, perhaps to simulate “real” Sonic physics a little more accurately, but you can also pretty much stop on a dime, and the combination of the two feels awkward. The camera also needs a lot of work, as it’s basic at best and does a poor job of letting you see what’s below (to the dev if you’re reading this: there’s actually video tutorials out there on how 2D scrolling cameras work, it might be worth looking a couple of them up). It also leans into some of the tech limitations of the Master System, like how you aren’t given any rings for boss fights (and even hiding the HUD, a move done to save on resources for the large enemy sprites). I could be picky on a bunch of other little stuff, too, like how the flight mechanics feel, but there are other games to play at SAGE and I’ve got at least two more articles to write. Needless to say, this is a solid (impressive, even) foundation but it’s missing a lot of late-stage polish to clean up the tiny little rough edges.
Rayman Redemption
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I tell this story every so often, but it was about three quarters of the way through Rayman 2 on the Sega Dreamcast when it struck me, suddenly: I love this game. I was being chased by a pirate ship through some rickety bridges and even though I was dying over and over and over again, I realized I had been enjoying Rayman 2 enough that I might put it in my top ten Dreamcast games. But that was 2002, and the years haven’t been so kind to ol’ Rayman. From the strangely celebrity-infused Rayman 3, to the tragedy of Rayman 4 (eventually becoming Raving Rabbids) to the endless, careless ports of Rayman 2 to every platform under the sun, one gets the impression Ubisoft maybe didn’t know what to do with Rayman. Especially now, when most of Ubisoft’s games are some form of online live service or cookie cutter open world experience (or increasingly both). But the fans know what they want. Rayman Redemption takes the original 1995 Rayman game and lovingly gives it a fresh coat of paint. The results are akin to what Taxman and Stealth did for Sonic CD in 2011, with wide screen visuals, improved controls, touched up level design, but gameplay that still feels faithful and accurate to the original experience. Except that Sega charged money for that, and here, fans have released this for free. Ubisoft’s loss, I guess. I didn’t play Rayman 1 until well after I’d finished Rayman 2, and I’ll admit, I kind of bounced off of it back then. It felt slow, and awkward, and when the difficulty ramped up, it got very hard, very quickly. Now, admittedly, I’ve only put about 30 minutes into Redemption here, but just the addition of a run button is incredibly welcome, and the retooled level design and powerup mechanics helps the game feel way less obtuse overall. It’s just a cleaner, tighter, more accessible and more polished version of Rayman.
Stay tuned for the next article: Indie games.
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gamepanicplay · 4 years ago
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Design Report: Immersion
How enemies help to immerse the player
The importance of in game enemies. this is a detailed explanation on how they important and therefore imperative for immersion in different styles of games.
Enemies can turn the most boring of dungeon crawlers do an exciting impactful adventure and those tense moments and exhilarating action. To make these enemies truly immersive in the gameplay required these three important steps.
·         mechanical Immersion
·         Spatial Immersion
·         narrative Immersion
 Mechanical immersion is usually associated with small Untold Stories that are found in the background. These types of stories are not converted the player by npcs they are visual cues that allow a player to interpret the story differently from what is originally presented these are usually hidden to give the players a semblance of Mystery.
I shall give you a scenario of this "you are in a big dark room all the windows are boarded up from the inside and all the plates and dishes are strewn About shattered on the floor and Scattered around, you see drops of blood leading from the cabinet leading to A Door can you see more blood Pooling under the door frame”.
There are other forms of immersion you can acquire immersion from voice clips or in game files , ones that can be found within a book or notes and most commonly from prodding at npcs and even npcs talking with each other a good example of this is how Skyrim npcs interact with each other and the player and sometimes you can acquire quests by Simply listening to npcs talking and you can outright miss this Quest if not paying attention. And these games these forms of information like they can be found as physical objects you can interact within the games you don't just get a PNG of text you actually get a three-dimensional item that you can look around for more clues.
Spatial Immersion is predominantly described with the featuring of this type experience where players experience seasons and topography of the game like far off mountain treading off into the distance that you are allowed to explore on foot, deep gorgeous that's when you fall in them you gradually increase your speed until you hit the bottom, and endless Fields where the player can experience peace with the calm sounds of nature with the gentle sounds of footsteps on grass. The best way to allow people to experience these forms of immersion or it is better if I say the best say the ways in which this shatters immersion is with the dreaded loading screens the more loading screens and the unexplained invisible game walls where the player is individually told they are not allowed to go there. The player experiences the more it pulls him out of the game.
Some of the player base debate about how far must immersion go?
Some people seem to agree that in some games there is way too much realism, and this type of realism can actually pull some people out of the game a common problem did people like to talk about is carry weights do they help immersion or do they break immersion.
Ideally, if you want a player to go through a specific area and not take any shortcuts you would use the actual enemies themselves to block the players pat through that area to gently lead him to the early wish him to experience first.
 Mentioning the enemies let us talk a little bit about the enemies and what their purpose basic is it is not that simple as enemies stopping the player from proceeding to make it more difficult it needs to be a smart placement so that you do not frustrate the player, everyone knows you cannot just drop an insurmountable wall to your player otherwise they might leave the game.
Now there are games where there extremely difficult enemies but those specific enemies specially were made like that for the purpose of that particular game and the main mechanic of the game like for example:
“shadow the Colossus” (In this game is about gigantic creatures that requires multiple strikes in specifics places while you are climbing them to be able to kill them.)
They are very important criteria to making a good enemy. For the best example, I can present where the grand majority of the ambience of the game is within its enemies Subnautica.
“Subnautica” (A game where you are free-floating through the ocean trying to survive giant sea monsters trying to eat you.)
What Subnautica has is that you first land in the safe Shallows and what this area is a spot where very few hostels to allow to spawn and until the player integrates with this new environment then he can go deeper where he could find bigger and stronger the enemies. In broader terms the enemy should be appropriately levelled of the current level of player it's ok to have weak enemies at the beginning of the game your Player does not know how to play it so you can forgive him that early And this smoothly leads us to narrative Immersion narrative immersion is someone deceiving because it doesn't only refer to immersion from the story but can also be in the way of how your characters are written a good way of doing this is when your enemies have a specific job some people called them enemy classes find the most common ones being The Archer and bruiser there are different varieties of these enemies and because of their specific abilities they look different from each other. To change the player the enemy doesn't just need to be spammed to lose all of its HP there would be intelligent ways of killing enemies with player made traps or with pre-existing traps they make the enemy Trigger.
The most important thing an enemy need memorable is personality good ways to give your anime personality are physical differences in the different jobs said they are assigned this is not just a stylistic choice this can also help players in coming up with different tactics according to the enemy you could have an enemy type does run away from the player when alone but the text to player when in a group. It is very important that is your characterisation of the enemy is very closely related to how they look and that their weaknesses are clearly visible for it to be easy for the player to realise this week point these weak points don't need to be obvious they just need to be clear.
 While making an enemy be very careful of how the enemy looks within the level design  you may you could have designed one of the most beautiful and creative enemies but it doesn't matter if they don't fit the place you've put them in or if the level is not built for them and with this you need be very careful the enemy needs to fit in the overall narrative and game play style you have created, if you have a very slow-moving game where the player needs to be slow and cautious to go through puzzles do not throw in a quick enemy where do player doesn't have time to react to it. It might be frightening yes but it could completely ruin the player’s experience.
While making the games enemies keep in mind when you are making these enemies of how they will react with each other will they be hostile, or will they be friendly or will they team up to kill the player. Enemies do not necessarily need to be hostile to the player they can also be there to serve as a problem for the player to solve.
Now let us talk about how to make a game enemy while using these four aspects difficulty, specific, personality, synergy.
 CHARACTER CREATION
 Let's begin by talking about the environment you're in some kind of cave, now let's say that at the beginning of the game this is going to be a 2 hit kill enemy, where the enemy lets you do a mistake in you getting hit by him immediately kill you the best way to convert these enemies dangerous, is by making him big and angry-looking preferably with big claws that face towards the player now we will start by doing something that will go against realism instead of making our enemy dark give him a bright colour so the player can see him early this will not make the game easier it will make the game fairer for the player.
Now we have a basic description of how the character looks, now we should ask how he will act. The enemy should be aggressive and following player true out the Maze with him giving up after a short while with more of an aggro range this will allow the player to be able to Backtrack if they are in the wrong section of the Maze.
Now we have a description of an enemy. Is only one I know you could create word create synergy with this character I would suggest small but quick anime does very little damage to the player that would not attack the player when alone what would group up and attack the player.
Another section I put focus on is by designing the characters sound like for example the addition off enemies that make insects sounds start the insect phobia of some people and for the bigger enemy large booming steps to show how large this creature is compared to the player this will also help the player not necessarily see the anime first but rather hear him first.
References
Design Report: Immersion
Cheng, K. and A. Cairns, P., 2005. Behaviour, realism and immersion in games | CHI '05 Extended Abstracts on Human Factors in Computing Systems. [online] Dl.acm.org. Available at: <https://dl.acm.org/doi/abs/10.1145/1056808.1056894> [Accessed 2 May 2021].
Youtube.com. 2017. Before you continue to YouTube. [online] Available at: <https://www.youtube.com/watch?v=A2gIE5gyA6s> [Accessed 3 May 2021].
Frasca, G., 2010. Rethinking agency and immersion: video games as a means of consciousness-raising. [online] Taylor & Francis. Available at: <https://www.tandfonline.com/doi/abs/10.1076/digc.12.3.167.3225> [Accessed 3 May 2021].
Katelyn, P. and Clint, B., 2011. An Examination of Flow and Immersion in Games. [online] SAGE Journals. Available at: <https://journals.sagepub.com/doi/abs/10.1177/1071181311551455> [Accessed 3 May 2021].
Calleja, G., 2011. In-Game. [online] Google Books. Available at: <https://books.google.com.mt/books?hl=en&lr=&id=KIQKV_MXvBAC&oi=fnd&pg=PP1&dq=immersion+in+game+enemy&ots=ykriU7XAE2&sig=VRgi57MxF2RLFdKMYuv_4dusnvc&redir_esc=y#v=onepage&q&f=false> [Accessed 4 May 2021].
Youtube.com. 2017. Before you continue to YouTube. [online] Available at: <https://www.youtube.com/watch?v=nhU4xywyWU4> [Accessed 7 May 2021].
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theonyxpath · 5 years ago
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Here we are in almost the last week of the Deluxe M20 Technocracy Reloaded Kickstarter, and like all KSs, we’re at that time where pledges start to slow. So we’re thinking about this KS, and our previous ones, and the roster that’s coming up.
What works, what doesn’t, and what just makes us wonder. Like, should we continue to portion out sections of the complete text during the KS, so at the end backers have pretty much the text as it’s going to be before being formatted during layout. (Which makes it a lot easier to read in most cases!)
We like that model, as it shows prospective backers just what they’re getting so situations where folks expected one set of information but got something else don’t occur any longer. And it shows that the text being finished won’t be a factor in the final project delivery to KS backers.
Those are two pretty good things, in our estimation!
But, does that kill the fun for folks? Like, is there value in being, well, surprised by your new book when it arrives? So far, we’ve been betting that the surety of information is more important to more backers than those who might miss a surprise, but we could be wrong.
Similarly, if we say this is the text and if you don’t like it then you can drop your pledge before we finish, we see that as a valuable option for backers. We want folks who back to enjoy the Kickstarter and the material we’re releasing. We hope they enjoy the chance to help create one of these books by backing, or going further and taking one of those fancy, upper-tier rewards that let them add characters or be part of the art.
Lunars art by Gunship Revolution
Yet, we can only hope we’re pleasing folks as it is often hard to tell if our methods are not delivering our intention since the vast majority of backers don’t interact with KSs Comments section. Whether because of a general, well-earned, fear of Comments sections throughout the internet, or of KS Comments specifically, my impression from talking to backers is that they don’t need the stress.
Who can blame them? It’s why I always try and suggest other ways for folks to communicate with us – even here, I’ll suggest adding to the Comments for this blog, but whenever I do I also get direct emails. And they usually start off with a variant of: “Hope you don’t mind my contacting you this way, but I didn’t want to get involved with any drama in the Comments.”
Like I said, we tend to think a lot about how we do things, and particularly Kickstarters since they are one of our most public display of our processes.
In some states, public display of your processes can get you arrested!
To get back to the M20 Technocracy Reloaded KS, here’s some links to fun and informative programming that will be reposted in the Onyx Path Media section below:
Tune in to hear words of wisdom from the Technocratic Union live on Twitch, Tuesday, May 19th at 9 PM EDT on the Onyx Path Publishing Twitch Channel. twitch.tv/theonyxpath
Plus, Red Moon Roleplaying continue their actual play of Technocracy Reloaded right here: https://youtu.be/RtdW0znt7GU Please give them your support!
And also, Travis Legge’s M20 Technocracy Reloaded actual play, featuring a stellar cast including the one and only Satyr Phil Brucato: https://youtu.be/ALnD1nwuTis
TC: Aeon Jumpstart art by Aaron Riley
Our Next Kickstarter:
Of course, as we’ve been thinking about Kickstarters, we’ve been thinking about the best time to bring back the Legendlore Kickstarter. This was the KS we cancelled as we launched it right before the Covid-19 lock-downs, and we just didn’t think it could get the sort of attention it deserved.
But as we have considered the situation now, it seems like our lines of communication are, if not perfect, working far more closely to expectations. I’m getting regular notices from backers of our previous KSs again, for example.
So, without further ado, and not wanting to sit to long on Legendlore, we are going to Kickstart it next after M20 Technocracy Reloaded!
Expect most of our approach to be similar, but knowing that we already have a wonderful group of backers from the first go, we’ll be aiming at putting the KS together in a way that doesn’t just make them go through the same things again, and that appeals to folks who didn’t back the first time.
More on that as we have some actual examples!
Lunars art by Yiyhoung Li
Things We’re Doing To Try and Help During All This
On Wednesday, we’re opening up Dystopia Rising: Evolution Community Content on the Storypath Nexus. This is a chance for anyone to work with the templates and art packs we provide to create new projects for DR:E. As a creator, it’s a way to both publish your ideas, and to get a little extra cash during these difficult times.
That’s pretty much our feelings for any Community Content site right now. Plus, for players, the projects posted on these sites are PDFs that usually aren’t that big or expensive, and they very often are focused on useful additions to our official stuff. Adventures, deep dives into specific topics we’re not really set up to put together – just great ideas to add to your playing enjoyment.
Just wanted to chime in here to remind folks that we released Chronicles of Darkness: Dark Eras 2 on DTRPG last week, and besides the big book itself in PDF and PoD versions, we released each chapter as an individual PDF. If you’re into a particular line and/or historical period, but can’t indulge in buying the full book, these individual chapters are a lot easier on the budget with the job situation being what it is.
Also on DTRPG right now is the Shelter in Play Bundle containing about $180 worth of PDFs, including the Vinsen’s Tomb Jumpstart for Pugmire and A Light Extinguished, the Jumpstart for Scion 2e, plus a ton of other delightful games for playing while we’re all stuck in together – all for $10, and the proceeds go to two worthy charities! https://www.drivethrurpg.com/product/312564/Shelter-In-Play-BUNDLE
Our friends at IPR, Indie Press Revolution, are running sales of our books over on their site (link below in the sales partners area) and are planning to continue to do so for the foreseeable future. If you’re looking for our traditionally printed hardcover books and screens, Deluxe and otherwise, now’s a great chance!
We made the decision last week that we wouldn’t be attending gaming conventions until we feel like our folks would be safe from Covid-19 if they attended. Considering that “con crud” is a thing that we expect to get after major conventions during a normal period, we just can’t send our people into a convention right now. Unfortunately, that includes our industry biggie Gen Con, which still has not announced whether it is postponed or cancelled. Regardless of their decision, ours is: we’re not going.
Finally, speaking of conventions: Thanks for the support and interest in an online Onyx Path Convention I received in the blog Comments and elsewhere all last week. It was heartening, and a little scary, how many of you would enjoy virtually playing our games and meeting with us. Actually, all kidding aside, it was great to hear!
No news yet, but you gave us even more to think about. In this case, expect that we’ll be acting pretty quickly on running something like a virtual convention. We want to commit, if we’re going to, before the enormity of it has a chance to sink in!
So, thanks to your feedback, we’re a few steps closer to arranging a virtual venue where we can talk about and play in our:
Many Worlds, One Path!
Blurbs!
Kickstarter!
The M20 Technocracy Reloaded Kickstarter funded in 43 minutes and at with just over a week to go has passed 1800 backer operatives, is over 400% funded, and has achieved Stretch Goals consisting of a Storytellers Screen unlock, an unlock of more original Mage PDFs, Backers’ Exclusive T-Shirt, Wallpaper, and building the Technocracy Reloaded Player’s Companion PDF: sections on Constructs and Symposiums (and then expanded by a later SG), Digital Web 3.0, Technomancers’ Toybox 20 and the Q-Division bonus section, Unlikely Allies 1, 2, & 3, Mission Statement short scenarios, and the expanded Digital Web 3.0.2. https://www.kickstarter.com/projects/200664283/m20-technocracy-reloaded
Highlights of M20 Technocracy Reloaded include:
An Operative’s Handbook that provides a detailed overview of life in the Technocratic Union, describing the organization of the Union, the Conventions, and the roles that sympathizers, extraordinary citizens, and Enlightened Operatives play in the overall structure of the Technocracy.
An examination of Technocratic initiatives on a global scale.
Devices, procedures, and hypertech used by the Technocratic Union that explores the Enlightened Science, allowing operatives to apply similar effects in the field, if they have sufficient understanding of the principles that allow these gadgets to function.
A comprehensive list of citizens, cyborgs, operatives, progenitor creations, and allies to use as NPCs.
Storyteller support that explores story seeds and metaplot to shape a chronicle for their needs.
Next Kickstarter: We return to The Realm of Legendlore!
Onyx Path Media!
This week Impish Ian Watson returns to delve into the Trinity Continuum, specifically the recently announced Trinity Continuum: Anima, VtM Bloodlines, and the happy wonders of managing Onyx Path social media with the Terrific Trio!
As always, this Friday’s Onyx Pathcast will be on Podbean or your favorite podcast venue! https://onyxpathcast.podbean.com/
Tune in to hear words of wisdom from the Technocratic Union live on Twitch, Tuesday, May 19th at 9 PM EDT on the Onyx Path Publishing Twitch Channel. twitch.tv/theonyxpath
Join the Consensus and watch the stream.
Plus, Red Moon Roleplaying continue their actual play of Technocracy Reloaded right here: https://youtu.be/RtdW0znt7GU Please give them your support!
Come tune in to our Twitch channel for a schedule including:
Vampire: The Masquerade – Blood on the Tamesis
Vampire: The Masquerade – Chicago by Night Noir
Pugmire – Paws & Claws
Storytellers with Coffee
Scarred Lands: Chronicles of Calastia
Changeling: The Lost – Littlebrook Reunion
Changeling: The Dreaming – The Last Faerie Tale
Mage: The Awakening – Occultists Anonymous
Scarred Lands – Purge of the Serpentholds
Dark Eras Werewolf: The Forsaken
Chronicles of Darkness – Tooth & Claw
Deviant: The Renegades – A Cautionary Tale
Good heavens, that’s a lot of games for you to watch!
You can subscribe to our channel over on twitch.tv/theonyxpath to catch up with any episodes you missed!
Come take a look at our YouTube channel, youtube.com/user/theonyxpath, where you can find a whole load of videos of actual plays, dissections of our games, and more, including:
Changeling: The Dreaming – The Last Faerie Tale: https://youtu.be/fx_UEKY6moE
Scarred Lands: Purge of the Serpentholds: https://youtu.be/9YC0qb29vjk
Mage: The Ascension – Technocracy Reloaded: https://youtu.be/ALnD1nwuTis
Hunter: The Vigil – Hometown Heroes: https://youtu.be/LJs8Q6KVu1o
Changeling: The Lost – Littlebrook Reunion: https://youtu.be/SXYLA9rCjKk
Vampire: The Masquerade – Blood City Chicago by Night: https://youtu.be/NmDv9Sq_wKA
Chronicles of Darkness – Seattle by Streetlight: https://youtu.be/6CwozhRpUNo
Do subscribe to our channel and click the bell icon if you want to be notified whenever new news videos and uploads come online!
Did you miss 307 RPG interviewing Matthew Dawkins regarding everything from They Came from Beneath the Sea! and They Came from Beyond the Grave! to upcoming Vampire: The Masquerade books? Give them a listen here: https://307rpg.com/?p=265
Further to that interview, the 307 RPG Podcast released an episode all to do with the Archetypes in They Came from Beneath the Sea!:  https://307rpg.com/?p=282
That’s not all! Vorpal Tales commence an actual play of They Came from Beneath the Sea! tonight over on their Twitch channel! Find them here: https://twitch.tv/vorpaltales
Utility Muffin Labs, home of the 25 Years of Vampire: The Masquerade podcast, have released a glowing review of The Chicago Folios right here: https://utilitymuffinlabs.com/25-years-of-vampire-the-masquerade?author=51a88e2ee4b035d1810e13fe
Occultists Anonymous are here with a new special Mage: The Awakening series:
RV Mage 07: Reversion  With Orphean mages no longer on the field of battle, the Pentacle mages work to undo the warping of the Gauntlet. The werewolves threatening the Supernal Being is going to make negotiations a little difficult. https://youtu.be/iUZKuh0G5sI
RV Mage 08: Excursion Following the Supernal shenanigans in downtown Richmond, Vicar, Drifter, and Amanita begin the search for further Orphean agents. An attempt to restore relationships with the werewolves goes as well as you might expect… https://youtu.be/YUcXnQwB-vM
Please check these out and let us know if you find or produce any actual plays of our games! We’d love to feature you!
Electronic Gaming!
As we find ways to enable our community to more easily play our games, the Onyx Dice Rolling App is live! Our dev team has been doing updates since we launched based on the excellent use-case comments by our community, and this thing is awesome! (Seriously, you need to roll 100 dice for Exalted? This app has you covered.)
On Amazon and Barnes & Noble!
You can now read our fiction from the comfort and convenience of your Kindle (from Amazon) and Nook (from Barnes & Noble).
If you enjoy these or any other of our books, please help us by writing reviews on the site of the sales venue from which you bought it. Reviews really, really help us get folks interested in our amazing fiction!
Our selection includes these latest fiction books:
Our Sales Partners!
We’re working with Studio2 to get Pugmire and Monarchies of Mau out into stores, as well as to individuals through their online store. You can pick up the traditionally printed main book, the screen, and the official Pugmire dice through our friends there! https://studio2publishing.com/search?q=pugmire
We’ve added Prince’s Gambit to our Studio2 catalog: https://studio2publishing.com/products/prince-s-gambit-card-game
Now, we’ve added Changeling: The Lost Second Edition products to Studio2‘s store! See them here: https://studio2publishing.com/collections/all-products/changeling-the-lost
Scion 2e books and other products are available now at Studio2: https://studio2publishing.com/blogs/new-releases/scion-second-edition-book-one-origin-now-available-at-your-local-retailer-or-online
Looking for our Deluxe or Prestige Edition books? Try this link! http://www.indiepressrevolution.com/xcart/Onyx-Path-Publishing/
And you can order Pugmire, Monarchies of Mau, Cavaliers of Mars, and Changeling: The Lost 2e at the same link! And now Scion Origin and Scion Hero and Trinity Continuum Core and Trinity Continuum: Aeon are available to order!
As always, you can find Onyx Path’s titles at DriveThruRPG.com!
On Sale This Week!
This week, the PDF and PoD versions of Oak, Ash, and Thorn the Changeling: The Lost 2e Companion bolts from the freakish Hedge on DriveThruRPG on Wednesday!
Oak, Ash, and Thorn as a companion book to Changeling: The Lost Second Edition, expands on what’s in the core book. It contains:
Expanded rules for freeholds and a selection of seeds for sample freeholds in four international locations.
Rules for creating new court Bargains and an introduction to non-traditional Mantles, including free companies, traveling bands, and Lost dynasties, with a playable example of each.
Entitlements, the titles of nobility that changelings assume to inherit mystical legacies from the Lost who came before them, including three full examples with accompanying tokens and Merits.
Expanded rules for tokens, including two new types with examples, guidelines for creating your own, and a system for ripping out one’s heart to become unkillable.
Also on Wednesday, we open the Dystopia Rising: Evolution Community Content section of the Storypath Nexus! Expect template and art packs you can use to create your own supplements to the DR:E tabletop RPG (and even get a royalty for your work!) Check it out for community-created supplements to further expand your fun with DR:E!
Conventions!
Though dates are subject to change due to the current COVID-19 outbreak, here’s our current list of upcoming conventions:
UKGames Expo: https://www.ukgamesexpo.co.uk/
GenCon: https://www.gencon.com/
Tabletop Scotland: https://tabletopscotland.co.uk/
Gamehole Con: https://www.gameholecon.com/
PAX Unplugged: https://unplugged.paxsite.com/
And now, the new project status updates!
Development Status from Eddy Webb! (Projects in bold have changed status since last week.):
First Draft (The first phase of a project that is about the work being done by writers, not dev prep.)
Exalted Essay Collection (Exalted)
Under Alien Suns (Trinity Continuum: Aeon)
Adversaries of the Righteous (Exalted 3rd Edition)
The Clades Companion (Deviant: The Renegades)
The Devoted Companion (Deviant: The Renegades)
Saints and Monsters (Scion 2nd Edition)
Wild Hunt (Scion 2nd Edition)
Dead Man’s Rust (Scarred Lands)
V5 The Faithful Undead (Vampire: The Masquerade 5th Edition)
V5 Trails of Ash and Bone (Vampire: The Masquerade 5th Edition)
V5 Forbidden Religions (Vampire: The Masquerade 5th Edition)
Trinity Continuum: Anima
Redlines
Dragon-Blooded Novella #2 (Exalted 3rd Edition)
Hundred Devil’s Night Parade (Exalted 3rd Edition)
Trinity Continuum: Adventure! core (Trinity Continuum: Adventure!)
Contagion Chronicle Ready-Made Characters (Chronicles of Darkness)
Novas Worldwide (Trinity Continuum: Aberrant)
Exalted Essence Edition (Exalted 3rd Edition)
M20 Rich Bastard’s Guide To Magick (Mage: The Ascension 20th Anniversary)
Second Draft
Many-Faced Strangers – Lunars Companion (Exalted 3rd Edition)
Kith and Kin (Changeling: The Lost 2e)
Assassins (Trinity Continuum Core)
Dearly Bleak – Novella (Deviant: The Renegades)
Mission Statements (Trinity Continuum: Aeon)
Development
TC: Aberrant Reference Screen (Trinity Continuum: Aberrant)
Across the Eight Directions (Exalted 3rd Edition)
Contagion Chronicle: Global Outbreaks (Chronicles of Darkness)
M20 Victorian Mage (Mage: the Ascension 20th Anniversary Edition)
Crucible of Legends (Exalted 3rd Edition)
Exigents (Exalted 3rd Edition)
N!ternational Wrestling Entertainment (Trinity Continuum: Aberrant)
Manuscript Approval
They Came From Beyond the Grave! (They Came From!)
Post-Approval Development
Scion: Demigod (Scion 2nd Edition)
Scion: Dragon (Scion 2nd Edition)
Editing
Lunars Novella (Rosenberg) (Exalted 3rd Edition)
Mummy: The Curse 2nd Edition core rulebook (Mummy: The Curse 2nd Edition)
Player’s Guide to the Contagion Chronicle (Chronicles of Darkness)
Contagion Chronicle Jumpstart (Chronicles of Darkness)
TC: Aberrant Jumpstart (Trinity Continuum: Aberrant)
Trinity Continuum Jumpstart (Trinity Continuum)
Masks of the Mythos (Scion 2nd Edition)
LARP Rules (Scion 2nd Edition)
Heirs to the Shogunate (Exalted 3rd Edition)
The Book of Lasting Death (Mummy: The Curse 2e)
Post-Editing Development
City of the Towered Tombs (Cavaliers of Mars)
W20 Shattered Dreams Gift Cards (Werewolf: The Apocalypse 20th)
Cults of the Blood Gods (Vampire: The Masquerade 5th Edition)
Hunter: The Vigil 2e core (Hunter: The Vigil 2nd Edition)
Trinity Continuum: Aberrant core (Trinity Continuum: Aberrant)
Deviant: The Renegades (Deviant: The Renegades)
Monsters of the Deep (They Came From Beneath the Sea!)
Legendlore core book (Legendlore)
Pirates of Pugmire KS-Added Adventure (Realms of Pugmire)
Tales of Aquatic Terror (They Came From Beneath the Sea!)
Terra Firma (Trinity Continuum: Aeon)
One Foot in the Grave Jumpstart (Geist: The Sin-Eaters 2e)
Indexing
Art Direction from Mike Chaney!
In Art Direction
Scion Titanomachy
Tales of Aquatic Terror
WoD Ghost Hunters – KS final art: One more piece coming in.
Aberrant – Contacting and contracting. Signing off on sketches.
Pugmire Adventure – All sketches in.
Hunter: The Vigil 2e
Mummy 2
Deviant – Dividing up among current artists.
Legendlore – Back to KS prep.
Technocracy Reloaded (KS) – Happening.
Cults of the Blood God – Rolling along.
Scion: Dragon – Waiting on art notes.
Masks of the Mythos – Waiting on art notes.
Scion: Demigod – Waiting on art notes.
They Came From Beyond the Grave! (KS) – Sent out notes for fulls and splats for KS.
In Layout
Yugman’s Guide to Ghelspad
Vigil Watch
TC Aeon Terra Firma – Over to Josh.
V5 Let the Streets Run Red – Working on it.
Pirates of Pugmire Screen – Getting charts from dev.
Proofing
Trinity Aeon Jumpstart – New artist taking care of finishing missing art.
Pirates of Pugmire – Errata input.
TCFBTS Heroic Land Dwellers – Inputting backer errata.
Lunars: Fangs at the Gate – Gathering Backer PDF errata.
Scion Companion – Just waiting for two tweaked pieces, expected today.
Contagion Chronicle – Corrections going over to Josh.
Cavaliers of Mars: City of the Towered Tombs
Duke Rollo Book – Finishing gathering backer errata.
Buried Bones: Creating in the Realms of Pugmire (Realms of Pugmire)
Magic Item Decks (Scarred Lands)
Yugman’s Guide Support Decks (Scarred Lands)
At Press
Night Horrors : Nameless and Accursed – PoD proof on the way.
Dystopia Rising: Evolution Community Content site – Opening on the Storypath Nexus this Weds!
TCFBTS Screen and Booklet
They Came from Beneath the Sea!
C:tL 2e Oak, Ash, & Thorn – PDF and PoD versions on sale at DTRPG this Weds!
Today’s Reason to Celebrate!
Please welcome Aaron Voss to Onyx Path! Aaron is old White Wolf and was my print buyer in the years before the merger with CCP, and has expertise in every stage of the game book creation process, and is specifically going to oversee getting our projects printed and shipped (and help Mirthful Mike Chaney out where he is needed).
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halfblood-fiend · 4 years ago
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Star Trek Bingo 2020: Vertical Prompt 3
Chess/”Board” Games
Show: Voyager
Words: 1,841
Rating: General Audiences
Warning(s): shenanigans
Dungeons and Bandwagons
When Giana attempts to organize her first D&D campaign onboard the Voyager, it turns out to be a bit more complicated than she thought.
Read it on AO3
We’d been going around and around for most of our lunch break. I did not think that introducing twenty-third century people to D&D would be so difficult.
After another explanation, Harry Kim stared at me with his hands folded beneath his chin for too long a while. “I don’t get it,” he said finally, picking his fork back up to resume playing with his food. “How is that supposed to be better than a holodeck program?”
“Uhhh… it’s interactive and adaptable?”” I offered. “Your DM makes the story up for you as you go.”
“An adept programmer could make the holodeck function in the same manner,” Vorik chimed in from my right. I had to keep from rolling my eyes.
 “Hey! You’re supposed to be on my side!”
He shrugged without looking at me. “I am on the side of logic.”
I ignored this, shaking my head and insisted to Harry, “There are scenarios you just can’t plan for.”
“Oh yeah? Like what?”
“Like…”
God. Like deciding to bang the first NPC you meet. Why? Eh, just ‘cause. Like deciding as a group to put on a spur-of-the-moment chili cook off to grant the deed to the town’s tavern to the winner because, obviously a chilli cook-off is the most fair way to make decisions. Or like deciding to betray your entire party for your character’s freedom, and then betraying those new allies and running off alone. Or like solving every kidnapping or murder problem by rolling the unwanted body up in a rug, and then lying to so many people about your rug selling business that your party all decide to petition the city for an actual business license, thus derailing the campaign for weeks as you all turn in your paperwork and get in touch with a real estate agent within the fantasy city in order to find a place to house your Totally-Not-Fake Rug and Carpeting Business.
But how to explain all that?
“Man… you just gotta trust me,” I sighed. “There are way too many variables to be able to make a program that will adapt to all of them. You have no way of knowing what could happen during a D&D campaign. Trust me.”
“Eh, I’m down to try,” Lyssa Campbell said. When Harry gave her a doubtful look, she shrugged. “Hey, it’s gotta be better than that poker everyone is always playing. And as long as we’re all relaxing and talking and having fun, then it sounds like it’ll be just fine.”
“Sounds like a rip off of my Grendel program,” Harry muttered. “And not even as interesting because we aren’t fighting holographic monsters. We’re just—what? —imagining everything happening?”
“Aha! I got it,” I said with a snap of my fingers, cutting off whatever he was talking about. “Dice!”
Harry raised his eyebrows and Vorik said, “Explain.”
“You can’t roll dice on the holodeck.”
“So?”
“So! Rolling the dice to try and see how well you do things is the best part!”
“If you’re telling me that’s the best part of this game, I’m really doubting how much “fun” you claim it to be.”
“Aww, come on, Harry! Let’s just try it!”
He shook his head again, but a smile started pulling at his lips. “Fine, but I’m not going to have fun and I will complain the whole time.”
“Doubt that,” I replied with a wink. “But I’ll take it for now.”
“Giana! If you can spare a moment, I have an inquiry regarding your role-playing game.”
Similar sentiments had been asked of me by most of my friends and future players, but Vorik was the last person that I had expected to have any trouble with character building. Yet here Vorik was, appearing at my shoulder before I could enter the turbolift to leave Engineering.
“An inquiry? Now is that more or less important than a plain question?”
He gave me a puzzled look as we entered the lift together and I smiled.
“Nevermind. Shoot.”
“What?”
“Ask me the question. Deck two.”
The turbolift slid into motion and Vorik began, “I was looking over the documents you sent those of us who required characters for your Dungeons and Dragons—”
I smiled at his use of the name but nodded.
“—and I noticed that ‘Human’ is among the other more fantastical races that one can play. It gave me an idea that I wished to discuss with you.”
“Oh, yeah… I mean, I wouldn’t worry about that. It’s just an old Human-made game, remember? Don’t take it too seriously. I, like, literally never actually played a Human before. That would just be like playing myself and, sure, you always kinda do that but who wants to be so obvious about it?”
Vorik blinked. “I would.”
It was my turn to ask, “What?”
“If Humans can exist in this world, then I would like to role-play as a Vulcan.”
I chewed my lip, my heart sinking because I felt like Vorik was missing the point. Here I thought he was going to do something interesting when he asked to join the party. I was excited to see what he would come up with. But, then again, it wasn’t like he role-played very much when we played Skyrim together on the holodeck either. His inflexible and aloof attitude usually confused all the Nords until I stepped in to use the “proper” language. Made him useless at price haggling.
Since he wanted to play at all, I conceded to myself, that had to be close enough. I didn’t want to totally control his play. I never liked it when my DMs had done that in the past.
He a little confused, but he got the spirit.
“Okay,” I relented, “I’ll see what I can do about homebrewing a ‘Vulcan’ stat-block for you, just…promise me one thing?”
My Vulcan companion quirked an eyebrow at me. “Yes?”
The turbolift stopped and opened its doors. I could hear the sounds of soft chatter and laughter coming from the mess hall. Whatever Neelix was cooking wafted up the corridor and smelled really promising. My stomach grumbled in response.
“Just don’t play yourself,” I said as we both stepped off the lift and the doors slid closed behind us. “If you show up with a character named ‘Vorik,’ I’m going to kick you from the game. And then, literally kick you in the shins.”
“An extreme reaction, don’t you think?”
I put up my fists as if I was gonna fight him. “Oh, I can get more extreme.”
Looking at my poor guard dubiously, he said dryly, “I’m sure. Your Human penchant for hysterics?”
“Hysterics?! Oh! Well how about your high drama, mister??”
“I do not know to what you could be referring.”
The line at Neelix’s kitchen counter was somewhat long, which gave Vorik and I plenty of time to debate the “logic” of Vulcan fashion choices back and forth. I insisted they were dramatic for no reason and Vorik tried to act like real thought went into all the high collars and zig-zagged diagonal clasps. Neelix’s pasta dish actually did look as promising as it smelled, which was a nice surprise.
“Ah, Miss Giana, I almost forgot,” Neelix gasped as I turned away, drawing me back. “Ensigns Swinn and Jurot wanted to ask you about—ah—something called a ‘character sheet’?”
I thanked him with a smile and motioned for Vorik to help me pick them out of the crowded hall at dinner hour.
The day had come to start our campaign and not a moment too soon. I was excited as all hell. I’d hardly slept at all the night before, choosing instead to expand some NPC backstories and prepare a few more monsters. Just in case.
All of my players’ character sheets were checked and filed on my PADD for reference. I couldn’t help but laugh when Vorik sent me his and I saw the name at the top of the sheet. He had listened to me and wasn’t playing himself…but I was very curious to see how Surak the monk was going to handle my adventure. I was pretty pleased with everyone’s character concepts, actually. I had a pretty balanced group.
I’d decided some time ago that a grand total of six players was all that I could conceivably handle. But that hadn’t stopped everyone else from trying to ask for a spot. Dozens of requests had flooded my inbox from all corners of the ship (Neelix’s doing, I assumed) and I had spent a good chunk of time yesterday writing personal “sorry, maybe next times.”
Even Chakotay had sent me a note! Not to, like, join or anything, but still! He mentioned that he was familiar with the old game and wanted to tell me that he thought it would be good for morale and crew unity and other things commanders cared about.
I practically sprinted away the second my shift was over, bolting to the door before Lieutenant Carey had even said goodbye.
I was the last player on duty, and my group’s attitude towards D&D had changed dramatically once they’d built their characters. They all made me promise not to keep them waiting for too long.
And speak of the devil.
The communicator badge on my chest chirped before I’d made it halfway down the corridor. Harry’s voice crackled over the comm.
“Uhhh…Giana?”
I tapped the badge to answer. “Yeah, yeah, Harry. I’m on my way as fast as I can, okay?”
“Oh… No, no. It’s not that…”
Was I hearing things, or did I detect the hum of a lot of voices in the background?
“What is it?”
He sounded uncomfortable. “I think we need to find a different venue to play. Your quarters are going to be a little cramped…” Muted voices spoke rapidly but I couldn’t catch any words. “Meet us in the Lounge instead. Vorik says he has a code and he’d grab the PADD with your notes. I made him promise not to look.”
Nervous laughter bubbled from my mouth. “Uhh…why?”
Vorik’s voice resonated over Harry’s comm. “There are thirty-six other people who would like to spectate our game. At first it did not seem inconceivable to accommodate a few of them when they asked…”
“But all of us told a couple people that they could come and now there’s thirty-six of them,” Harry finished. “Sorry, Gee…”
Thirty-six… That’s forty-two people…
My jaw actually dropped.
“Okay,” I said in a small voice. “See… S-See you all there…” I killed the line by tapping on my badge again and wobbled.
I was shaking when I boarded the turbolift.
I’d never DM-ed a game before in my life, even though I’d talked about doing so on several occasions back home. So, without experience, or my old friends to ask for tips, I was already starting out nervous.
But now?
Holy shit.
What was I gonna do??
I blinked and the turbolift doors slipped shut on me, whisking me away to an uncertain fate.
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