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https://archiveofourown.org/works/61243150/chapters/156869524
this lomonaaeren chapter has some of the worst descriptions ive seen in a while, and i dont just mean the horror of your average lomonaaeren sex scene, although that was pretty bad. ("cock was a brilliant red" and "cry out his pleasure" feature, but sex scenes in her fics are always mercifully short)
i was actually surprised by how bad this imagery was because i usually like her inventions, although they tend to be very curt and straightforward.
so, like, behold:
When the Fiendfyre appeared, this time in the shape of a demonic unicorn with spikes on both its horn and hooves and the curved fangs of a meat-eater,
stupidest creature ive seen written in ages.
like, what the hell. what if a unicorn was evil and was covered in spikes and had fangs and was made of fire? wouldnt that be cool?
how are the spikes arranged on the hooves?? im imagining them like toes D:
i gotta say, though, lomonaaeren has gotten a lot better at jokes. like, thats not huge praise because her writing is famously wooden, but i did crack a smile a few times and that's new.
im not sure how i feel about her recent (aka last few years) turn into writing intimacy and codependency. like, on one hand, i love that crap, and i especially like her take on it in this fic. on the other hand, the reason why lomonaaeren has always fascinated me is because i think her approach to writing avoidant isolation and habitual secret-keeping is very unique. so i guess my question is, am i more moved by the stories that resonate with me for fantasy reasons or for personal reasons?
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Every Saturday night, I do a "grind and read" stream where I complete the most repetitive resource-gathering or block-placement tasks while reading stories aloud! This week, I read five chapters of Moby Dick while harvesting coal!
My streamer's log of the action: https://joehills.net/slog-2024-10-19-moby-dick-73-77/
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i want to defend blue team's strat bc i feel like people are (validly) annoyed by how hard to counter it was (i really think tubbo would have claimed them even if etoiles and roier hadn't glitched bc he was so well positioned [tho we'll never know weep 😭]) but if you're annoyed, congrats! that's how blue team's felt the past 2 days lol while ~technically~ they could counter by defending spawn like etoiles and roier tried to they a) don't have that many players online at that time naturally (etoiles and tubbo having to be on a 4-5am is not healthy even if possible) and b) it's VERY easy—even without doing tubbo's log strat—to have one person run in spawn and claim them all in <2 secs in the last 10 minutes and have the countdown make it impossible to counterclaim. like REALLY easy. and if they've already claimed the contracts, there is literally nothing they can do but watch the other team win which is VERY frustrating. so it's purposefully irritating/dirty strategy that protests the late login being so op. i'm pretty sure tubbo complained on day 2 that the game rewards waiting until the last 15 minutes to claim rewards unless they balanced it better. blue then lost to the same balancing issue two days in a row. and only tomorrow, on day 5 is it getting fixed. that's the slowest any balancing issue has been implemented so far!! (the % changes daily to fit the gameplay, they gave more detail on the points breakdown the day after blue asked, they added the spawn safe zone today WHILE bad was spawnkilling) blue team simply took the late login strat to its logical extreme, and i think that it really highlights why the game is changing to avoid this outcome!! but blue suffered for like 3 days from this unfairness so i, personally, think it's well-deserved for them to use it to their advantage on the last day it's possible!!
#qsmp#qsmp purgatory#qsmp soulfire#unfortunately i don't think green or red realized how annoying this was because blue's been the only team to really have to deal with it#like red doesn't realize how op the strat is bc they've never had to counter it#and it's just the logical thing for them to do given how they log on#you KNOW they haven't hardcore calculated the game mechanics like blue has lmao#and we watched etoiles on stream realize he couldn't claim his own rewards again (and make it harder for blue to claim)#and due to the glitch they didn't get to see how fast and easy it would be to claim contracts#also and this is an aside i literally don't think anyone on blue saw that the contract rewards is changing tomorrow lmao#tho guys are still mentally preparing to slog thru to the end i'm sure of it
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I am really sick of swtors HEY YOU GET ONE UPDATE EVERY 6 MONTHS AND ITS LIKE 2 HOURS OF GAMEPLAY AND NOT MUCH DIALOGUE WITH NPCS YOU DONT HAVE A CONNECTION TO THATS ENOUGH RIGHT
#you get to talk to like 2 npcs and get 1 mail that will be deleted by the next time u log in go nuts#and please subscribe 😚#i wish i didnt like this game its really grinding my gears#hopefully the updates will come along more regularly now but this last year has been a slog imo#i would care more about the story if i didnt basically forget what happened the last 14 times i played bc it was months in between!
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how is nicies and can u link some of their art?
nicies, like nice but said cute-style. ask me off anon please
#i dont wanna link their twitter bc they post pics of their baby a lot OTL#but the posts on their pixiv dont show up unless ur logged in (head in my hands)#and i dont want to post a specific art post link bc i feel bad reposting their work to my art blog (even with a link) etc.#so . :thumbs_up: let me answer priv.#or you can search the shipname and prob find it. they are kinda チルライ's Only soldier. i found them through slogging thru every chilchuck pos#ghostpost#ask
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every time i get a notification that there is a new captains slog vid i drop everything and watch it
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*trought gritted theeth* yes is bad, yes is melodramatic and no one acts like a normal person and the pacing is ass but you wrote 11 chapters of this shit 20k+ words you will finish it you promised you would finish it, you havent even reached the ballroom arc yet
#trying to power trought the slog chapter that has been haunting me for a month#owl rambles#owl writing logs
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this blog isn't abandoned, just resting!
#'resting' here means many things but i'm fine#actually thinking about switching out some mods and starting my first post-da4 replay of dai soonish#i think i might try to log in here more to talk about other fandomy things now that we're in the post dragon age era#in a world with infinite time i would want to replay ffxiv#ffxiv is so frustrating becuase even with new game+ etc it still just takes so much slogging through fetch quests to get to the good stuff#(the good stuff is emet selch)#hm what else has been going on#i got obsessed with severance#i've got kind of a solavellan severance au forming in my head idk#updates
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meme with the circular self looping arrow where the task is "finish three body problem the dark forest"
#i need to like sit down and read every night and actually pay attention#but i just instinctually tune out the hard scifi bits and then the only interesting stuff is with luo ji#but his imaginary girlfriend is SO. >_> <_< help me i want to kick him in the balls#i know he gets his act together later but im like what the hell man#daily logs#before years end resolution is to finish that goddamn thing i guess i want to just so i can put it behind me and also start reading 3#but it's such a slog...#三体
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once again fixated on vathara's mzds/valdemar crossover, a fic which says a lot about vathara and very little about anything else
i realized when reading this the first time that vathara fucking loved lan wangji, which retrospectively made a lot of her choices in the last few decades make more sense.
the fic is very good at handling a large cast and a lot of moving parts, and it does not suffer from quip obsession like vatharas writing did in the beginning, but it is still filled with her thoughts on family, violence, and authority.
i always enjoy vathara's approach to family. she is, like, one of the cornerstones of found family in fanfiction as we know it today. a significant number of fanfiction authors in their 30s or so were obsessed with her fic at some point. her idea is basically that your blood family can be important, but the circumstances of your birth shouldn't be, and disavowing your parents is the right thing to do if they are shit. you can't just erase that stuff, but it is your duty to fight against it if it sucks.
the more complicated part is the other side what she thinks duty should be. it's kind of hard to explain. the thing she always writes into her stories is, like, if you arent willing to use violence to protect your community, then you are a hypocrite that more special and important people will protect even though you may turn and stab them in the back. like, most people are sheep and those policing them are the tragic heroes they don't deserve.
mercedes lackey tended to write violence as a thing that hurt her heroes as much as it hurt their enemies, but you can still see why vathara likes valdemar as a setting if you've read those books. however, mzds is a bit more antithetical to vathara's usual philosophy, so it's funny to me that she wrote the mzds setting as only tangentially important to the story of her fic LOL
i have a lot more to say on this topic, but im not gonna do it right now.
i have no idea if i would recommend this fic to anyone, but i sure do contemplate it a lot.
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Hogs is Blogs
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one of the upsides to growing up in a village so small that literally everyone knows everyone is that when a case originates there i'm instantly disqualified from dealing with it
#work as soon as i logged in this morning: you have to keep the minutes on this hearing regarding the care of this violent man's child#me knowing full well who said violent man is: No I Don't#because GOD as if my day wasn't messy enough as it was#(and it wasn't just that i know who he is but it's because his wife (who is not the mother of the child) works for my mom)#(and having my name on the judgement would have been Very Awkward)#(and i've also worked with said wife. i think she technically was my supervisor for one summer there)#slogging september#september september
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The Eureka: Investigative Urban Fantasy October 17th Beta update has launched today on itch.io for free!
Happy Halloween! We pulled out all the stops just to get the update out in time for you to prep and play it for your group’s Halloween game! The free adventure module that comes with it, “Horror Harry’s Haunted House”, takes place on Halloween after all! In it, your investigators will solve a “murder mystery” in a charmingly spooky haunted house escape room. It serves as a sort of investigation and survival training ground for you and your PCs to learn the ropes before jumping into more Call-of-Cthulhu-esque adventures where death is around every corner. (You can even get two more adventure modules over on our patreon)
Download the new rulebook here on itch.io! Even if you download it for free, just checking it out, talking about it, reblogging this post, etc. helps us out immensely. We are a diverse, largely queer team setting out to slay a dragon, we’ve already been working on this for four years, and we need all the community support we can get!
If you’re wondering what Eureka even is, watch this trailer, or read this post if you don't wanna watch a video.
youtube
If you’ve ever tried to run a murder mystery in D&D, what you really needed was Eureka.
If you’re coming from the August beta release, which I assume you are, lemme tell you that a lot has been improved. I’ll go over some of the highlights, and post the full changelog under the cut. It’s still free, but if you could throw a bit of money out way on the itchio page, even if you’ve paid before, that would be a massive, massive help. We’re actually a bit over budget even with the relative success of the Kickstarter, plus for one of us this is their primary source of income.
Trait Overhaul
There’s a few new Traits, and nearly every single existing Trait has been redone to make them better and/or more interesting. Each Trait will now have an even more significant effect on your gameplay experience.
Combat Overhaul + World's Best Grappling Rules
Combat in Eureka is now better than ever, and it was already really good - plus, now you can actually comprehend the dang rules! The previous combat rules, I admit, were a dense and confusing slog to read through, even if they worked really well once you understood them. Now, thanks to our editor, you can understand them! Instead of being split across four chapters, it’s now just two chapters. One chapter explains weapons and is mostly just for stat reference, and the other chapter is focused on telling you everything your character can do during “dangerous situations,” which are not just combat, but really just any kind of scenario where a character can get hurt. As a special highlight to the combat overhaul, Eureka now boasts the first ever set of grappling rules that are viable, realistic, and fun to employ at the table! I’m serious when I say I have never seen them done like this before, and think they offer an actual leap forward in something that TTRPGs have struggled with since early editions of D&D! I also put a lot of my own judo and other martial arts experience to work here.
Monster Overhaul
A lot of what I said about the pre-overhaul combat sections of the rulebooks were also true of the monster PC rules. They were dense, hard to reference, and disorganized. Well not anymore! All six playable monsters in Eureka have been completely rewritten using the skills I have gained as a game designer since first writing them, and, like the regular Traits, they have all been at the very least tweaked to be more interesting and have a greater effect on gameplay, and some have been changed entirely with all new subsystems! Witches brew potions now, fairies actually have stuff to do with the names they collect, and more! Plus, speaking of Traits, every monster can have more regular Traits now, to really help flesh out their personality!
CHANGE LOG
Copy-editing Progress: Thoroughly copy-edited up to p. 302. Half-ass copy-edited up to p. 322.
WHOLE BOOK
Stuck most of the $42+ kickstarter backer submission info into the very back of the book just to get it out of our email inbox and to allow the whole team to be able to more easily see it and work with it. Going to be doing more to integrate this stuff into the actual rulebook soon.
Changed the headings to hopefully be more legible. Please give us feedback on what you think of this change.
CHAPTER 1
Changed the limitations on how Comfort is used to restore investigator Composure.
Fixed a typo in the investigation example of play.
Made it so that Composure rolls for fears in the “Ridiculous” category don’t even always need to be rolled when these things are encountered.
Moved Character Health and Status, Grievous Wounds, Healing, and Healing Example sections to Chapter 1.
Changed Partial Incapacitation to give -2 modifiers instead of -1.
Overhauled the rules for injuries, incapacitation, and grievous wounds completely. A ton of it is changed.
Added codified rules for medical facilities and what to do in the case of investigator death.
Added “The Creeps” optional rule.
Tweak to When is the Party “Split” section regarding how long to go before jumping between groups.
Lots of new art has been added.
Tweaks to Be Prepared to Lose section.
—---------------------------------------------------
Additions to the What is Eureka For section
Changed comforting factors and exacerbating factors for Composure rolls to be +/-2 instead of +/-1 so they make a real difference.
New snoop
Changed the font of the section headings in the Ticking Clock section. Let us know what you think of these headings compared to the other headings, because we are considering changing all the headings to be like this.
Better clarified some stuff about how Ticks work when an adventure starts at some random time of day.
—-------------------------------------
More art has been added
Made travel take more time and matter more
CHAPTER 2
Changed the CQC skill to Close Combat, as this is more clear and obvious what that means at a glance
Made lots of copy-editing progress. Many paragraphs are shorter and convey the rules more clearly.
Changed the way the Burnout Trait works. It now causes the investigator to lose flat Composure each day rather than affecting their Composure rolls.
Changed the Death Wish Trait to not suck.
Changed the Elementary! Trait to use Visual Calculus instead of Social Cues.
Changed Go With Your Gut Trait to not suck.
Added that wallets and like basic clothing and stuff have a WP cost of 0
Added glasses to item list
Added rope to item list
Added hand warmers to item list
Changed Arithmomania trait to where it only gives a +1 base bonus to Paperwork, and the bonus for having a lower Ignorance of Quantity Tiers of Fear rating is more investigation points.
Changed Femme Fatale to add a +1 Seduce bonus instead of +2.
Totally redid the Hardy Trait.
Added -1 modifier to I’m Okay You’re Okay Trait
Redid the Just Built Different Trait. Now it allows a character “no sell” an incoming Superficial Damage attack once per Scene, reducing the damage to 0, among a few other things.
Added Renaissance Man Trait.
Removed Love Me Trait. Might try to reword it another time, but it was too similar to too many other traits and wasn't very interesting.
Completely reworked Lover Trait.
Many new snoops have been added.
Changed the Mad Genius trait to be called Lovecraft Protagonist and changed what it does.
Removed the investigation point cap on Man of Action Trait. Also changed the name to Ask Questions Later.
Changed My Glasses Trait to only provide bonuses to Knowledge Skill Investigative Rolls.
Changed Nightstalker Trait so that it provides a bonus to all Interpersonal Rolls while trespassing
Changed None of My Business Trait to suck less.
Changed Not Finished Yet Trait to suck less.
Changed Showboater Trait to suck less.
Changed Skeptic Trait to suck less.
Smalls is now a real Trait instead of just a joke Trait.
Removed the +1 Bonus from the Unpredictable Trait.
Changed Wicked Trait to not suck.
Changed Wizened Trait to suck less.
Woo-Woo Trait no-longer based on Blacked Out Skill.
Moved “Deadly Combat, Permanent Consequences” here and changed the title to “Disabilities are Disabling”
Changed Basic Physical Therapy on the Wealth Point Item List from 3WP to 2WP.
Added new section “People Change”
Made Blissfully Ignorant trait immune to “The Creeps.”
Made the Technically… Trait have a +2 bonus instead of +1.
Updated the Hard Boiled Trait to work with the new way that injuries and incapacitation works.
Moved the Hardened Hearts snoop to be the Wicked snoop instead.
Changed “Empath” Trait to be “Empathetic” instead.
Made “Did You Know…” a better and more usable Trait
Made Hard Under Pressure a better and more usable Trait.
Changed how the WP cost of an item affects the modifier for rolling for it in-adventure. The modifier is now half the WP cost rounded down.
—--------------------------------------------------------
Gave a proper name to the Wealth modifier attached to certain homes and vehicles, it is now called the Property Modifier(PM).
Lowered the price of firearm ammunition by 1WP
Lowered the price of desktop computers by 1WP
Lowered the price of cameras by 1WP
Combined various hand tools into one entry on the item lists and moved them to Misc.
Made hotels something that is prepaid in WP similar to food budget.
Made Large Apartment less expensive and Tiny Apartment more expensive
Moved Baseball Bat and Axe out of Weapons and into Misc.
Changed how Food Budget works.
Removed Net Skill Limit mechanic entirely
Edit to the duration of the bonuses for Femme Fatale
Changed Ninja Trait to a +2 bonus instead of +1
—----------------------------------------------------------
Made “Sleep On It” Trait give 1D6-1 investigation points, and still give Composure.
Added “Real Capybara Hours.” Sometimes jokes are just for us.
Added animals to item lists
CHAPTER 3
Moved the section “Deadly Combat, Permanent Consequences” into chapter 2.
More art has been added.
Moved Character Health and Status, Grievous Wounds, Healing, and Healing Example sections to Chapter 1.
—------------------------------------------------
Changed the name of Chapter 3 to “Dangerous Situations.” We are planning to put all the combat and other dangerous stuff into one chapter called “Dangerous Situations” and merge combat, chases, etc. into one thing rather than splitting it up and having it in a bunch of different chapters.
Made it so that the Speed mechanic works with Theater of the Mind as well, and removed that other awkward mechanic with rolling Athletics for how many turns it takes for a character to cross a large distance.
Complete restructure of the way the mechanics for movement and action are explained, as well as defining things as both Movements and Actions.
Created a Chapter 2.5. In the future when we are ready to shift the chapter numbers, Chapter 2.5 will become the new Chapter 3 and the current Chapter 3 will become Chapter 4. Chapter 2.5 currently houses the statistics of weapons and other combat items. The plan is that a first-time reader will read the weapon statistics in Chapter 2.5 before they read the combat rules in Chapter 3, which will inform the way they understand Chapter 3.
Changed damage value and special attributes of pepper spray.
Made brass knuckles do 1 penetrative damage.
Made stun guns do 2 superficial damage.
Made it so that bulletproof vests do protect against 1-damage weapons.
Moved and rearranged like everything from chapters 3-6.
Close range bonus for guns is now +2 instead of +1
Simplified Stopping Power rules (the actual way it works has not changed, we just rewrote it so that it gives the same mechanics in like a tenth of the word count)
Separated open-faced helmets and full-face helmets, and made it so that wearing a helmet along with body armor gives a -1 penalty to incoming attack rolls.
“Single Load” is now called “Internal Magazines”
Shotguns at extremely close range now have similar stopping power to a rifle, but at 5-10 yards they still have their double stopping power.
Changed how Rate of Fire works for guns. Just making it a number instead of distinct actions.
Made it so that Quick Cycling affects basically all guns except automatics, meaning characters with high Firearms skill can now fire semi-automatic pistols at 3 bullets per Action.
Streamlined Stabilization. It is no-longer a roll and instead a penalty that worsens the more bullets are being fired at once.
Made Bipods give +2 Contextual bonus instead of +1 to single stationary targets.
Changed Reactions and made them more broadly applicable and usable as a rule.
—--------------------------------------------------------------------------------------
Overhauled Grabs, Throws, Holds, and Escapes to make them a viable option in a lot more scenarios.
Defined “On the Ground” and made it its own section.
Made knock out blows and throws ignore Armor. Knock-out blows are still somewhat penalized by helmets.
Added A Real John Woo Film Optional Rule
More art has been added
Hastily updated the random chase obstacle tables for the new Movement/Action system.
Updated the example obstacles to be more in line with how we designed obstacles for the obstacle tables.
Redid how Poison works. We meant to make it less convoluted but accidentally made it more granular instead. We did write it better so it will at least feel less convoluted.
CHAPTER 4
Merged this chapter with chapter 3
CHAPTER 5
merged this chapter with chapter 3
CHAPTER 6
merged this chapter with chapter 3
CHAPTER 7
Added “Psychological Warfare” mechanic.
—--------------------------------------------------
CHAPTER 8
The Blacked Out Skill has been changed in two major ways. First we made it more obvious that the Blacked Out Skill applies even to knowledge of the supernatural that is not necessarily true. And also rather than working the way that every other Knowledge skill works, the Blacked Out Skill now gives leads to where answers might be found rather than immediate concrete answers.
THE GORGON IS FINISHED AND FULLY PLAYABLE!
Added that Alt. Witches have to make their supernatural ability composure rolls at +0 instead of +3. The +3 was a typo.
Started work on the complete monster overhaul.
Vampires have been completely rewritten. Most of their abilities and themes are the same, but the way the abilities work has been overhauled and improved in many cases, as well as now being formatted and structured in a sane and easily-referenceable way.
More art has been added.
Changed the +2 Contextual Close Combat bonus for the Werewolf Trait to a +1 Base Bonus
Wolfmen have been completely rewritten. Most of their abilities and themes are the same, but the way the abilities work has been overhauled and improved in many cases, as well as now being formatted and structured in a sane and easily-referenceable way.
Fairytale Witch is currently being rewritten/overhauled.
Changed Incredible Strength Mage Trait to have a +2 Close Combat bonus instead of +3.
—-----------------------------------------------------------------------
Clarified that gorgon blood does not heal gorgons.
Changed the way that monsters interact with Composure and their Tiers of Fear during the act of preying on other people. Instead of just ignoring it or having a bonus (i somehow left both of those conflicting rules in and no one told me), a relevant Composure roll is still made when a monster eats someone, but they do not lose Composure points from it even in the event of Partial Success or Failure. This keeps the narrative benefit of a Composure roll to show the monster’s emotional state, but without making hunting numerically pointless.
Finished the complete fairytale witch overhaul.
Made the Close Combat bonus for superhuman strength be just +1 for the vast majority of instances. The only exception is wolfman forms. They get a higher Close Combat bonus because their transformations actually make them bigger and taller and this helps a lot in Close Combat.
Reduced Athletics bonus of Incredible Strength trait to +2.
Merged the Alt. Witch with Mage, and made Mage a Misc. supernatural category instead of its own separate thing. This is going to be a really messy transition for chapter 8 so please bear with us. I am making a brief run though the chapter to clean up the biggest discrepancies this change creates, but I probably won’t get them all until the editor and I have time to actually go through and copy-edit it.
“Mage” is now its own trait, and what were previously called “mage traits” are now called “mage powers”. Mages now have between 1 and 6 mage powers as part of their mage trait, with worse composure rolls the more powers they have.
When they engage in their True Nature, monsters now have a chance to recoup some or all of the Composure they lost as a result of using their powers to hunt prey.
—-----------------------------------------------------------------------------
Fully overhauled the fairy rules. Just one more monster to overhaul! Woo!
Changed the Curse of Slumber to take effect the next time the victim falls asleep rather than knocking them out spontaneously.
Overhauled the changeling rules to go along with the overhauled fairy rules.
Clarified something about the vampire’s In Lizard Fashion ability, they wouldnt be able to use this to stop a speeding truck.
Removed the hard limit on how many people a wolfman could eat at once, and also added rules for what happens if they shift to a smaller form with people in their stomach. Made similar tweaks for vampires.
More art has been added
Fully overhauled the Thing from Beyond, and that completes the full monster overhaul. All Monsters now consist of a single Trait, rather than needing a pair of Traits.
Gave vampires’ “wearing the evening” ability a maximum distance of 50 yards and also it is a Movement now
Made a few more adjustments to some of the monster sections to bring them up to date with the new Movement/Action mechanics.
Adjusted all instances of poison in the monster sections to account for the new poison rules.
#indie ttrpgs#ttrpg tumblr#ttrpg community#halloween#artists on tumblr#ttrpgs#ttrpg#indie ttrpg#rpgs#free rpg#fantasy rpg#supernatural rpg#rpg#indie rpg#indie rpgs#horror#murder mystery#october#indie game#indie games#eureka: investigative urban fantasy#eureka
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Call of Duty and the beast that must die
Written by: Clair Beckett
Upon booting up Call of Duty: Black Ops 6 for the first time I was assaulted with a modern "Marvel" type banner, proudly declaring the expansive media franchise that is CALL OF DUTY. I was then given three different screens filled with the names of game studios swallowed by the machine in the series' long and crumbling history of game after game after game. Call of Duty claims itself a pillar of the industry. One of the many posts that hold up the very sky of the video game landscape. It stands now before me, million dollar propaganda for the US military starring Spawn and Nicki Minaj for a limited time only, but only if you can pay the price of admission.
The next thing I was told, of course, was to make an Activision account. The game then prompted me to add my phone number and restart the game twice to make sure that all the personal data it wanted from me was set to go. Modern video games have gone so far beyond what they began as and yet they still ride the corpses of the culture the executives strangled to death loudly and proudly. Remember COD4? Remember Modern Warfare 2? Well we do! And we're happy to announce that we've rewritten and re-released them for $70 with extra US warcrimes written to look like the russians did it! Buy now and get a new golden skin for the gun that will only be in the cash shop rotation for the next two weeks!
Loading into the launchers that games like Halo and Call of Duty have become is insulting. But at least Halo has the dignity to somewhat look like a game instead of a collection of repackaged and hastily made content so that you can push its cosmetics exchange and season passes safely underneath some menus so they don't bother while you try to do the thing you paid for without logging in to your Microsoft account first. No, Call of Duty loads you into a fantastic screen filled with games you COULD own and cosmetics it wants you to spend the money on first. But how did this happen? I thought we were going to vote with our wallets? Show those big companies that we're not gonna take it anymore! Well, astute video gameist, we did. Or, folks like you did, and the resounding answer was "more forever so the money we're making off these pre-order bonuses and cosmetic mircotransations." Except it hasn't slowed down? Has it? So called "microtransactions" have ballooned up to upwards of $20 for single weapon skins or character packs, art that is made at the behest of artists who are cycled out of the offices like so many reams of paper wasted on stock reports.
Call of Duty wastes 0 time showing you all the ways you can spend money every way possible. If you select the game you "own" you'll first be prompted to upgrade to the ultimate edition, then when you select multiplayer you'll be prompted to purchase this month's battlepass, when you select what character you want to present as on each team you get bombarded with skins, pricetags displayed proudly larger than the actual name of the skin. Too, damn, far. Is what this nonsense is. Far be it from me to lay down my journalistic integrity for the absolute slog that fucking Call of Duty has become, but is this really what we play now? Is this what the multi-million dollar companies have to offer? Do you think that anyone working on these games had their passion cared for? Their intent respected? The answer, dear reader, is no.
No, no this isn't about video games anymore. But your average "gamer", as it were, hasn't cared about this in about 10 years. The "gamer culture" that has been fostered within the triple A sphere of the landscape is one of complacency and non questioning attitudes of "the next big thing must be the best because it's the next and the biggest!" when in actuality it's just the biggest number of people laid off without notice and the biggest return for five people in thousand dollar suits. Modern Call of Duty props itself up on the idea of legacy. The idea that the name itself is enough to warrant the money you pay for the content it will legally take away from you in a matter of a few short years so they can save on server costs. But what IS the legacy of Call of Duty? The original titles helped shape the first person shooter landscape, and the fourth title revolutionized multiplayer action games alongside the likes of Halo, but what came after? Almost immediately after COD4's smashing success it traded any sort of message and want for things like gameplay innovation or narrative cohesiveness for an iterative cycle at the behest of a publisher in some of the early days of the triple A landscape becoming a barren sprawl of corporate greed. Mind you I said some of the early days, corporate greed has always been intrinsically tied to the video game landscape but I digress. Call of Duty became one of the first annual franchises. Swapping developer each year back and forth to make games that were baseline iterative on the last promising "bigger and better but also the same, we promise" ad nauseam until something had to give. Modern Warfare 2 is heralded as a gold standard for the series, but it mostly has to do with the most memorable levels letting you gun down civilians in an airport. Otherwise it was the same jarheaded OO-RA gun em' down action that the first game had, minus some rather potent anti-war sentiments.
Call of Duty's legacy then is one of "gamer culture", fiercely embroiled in charging the most for the least at the promise of it being the very bleeding edge of what your new several hundred dollar machine can do. The idea of the annual franchise sold more than consoles it sold promises to people, and executives loved that. The culture I speak of you can see everwhere in the mid to late 2000s and early to mid 2010s before the absurdity of it all really started to take root. From Mountain Dew cans boasting cool spec ops dudes in tactical gear and offering double XP should you buy the sugary sludge, to commercials starring then YouTube celebrities famous for blowing things up with military grade firearms on empty land. Gamer culture was and still is top priority in ensuring people don't question the quality or practices of the things they're being sold now. As long as a company can tug on the heartstrings of millions by saying things like "We grew up playing (insert late 90s/early 2000s video game title here) so we get what makes games fun." They have carte blanche to repackage, resell, and further monetize things that should not cost that much if anything at all. The idea that the name "Call of Duty" should stand as the base pricepoint to sell you a launcher to host all the games you could own while barely showing you the ones you do is that corporate greed taken to such a far extreme it's maddening to think about why people aren't more fucking angry about this.
The great Stephanie Sterling has long spoken on points like this about companies like Activision/Blizzard, Nintendo, and EA. Titans of the industry now only famous for how many people they layoff every few months and how much they charge for games that shouldn't cost that much. In a 2019 article on how Apex Legends ended up saving Electronic Arts from major stock crashes, she said the following:
"Last generation saw the rise of the “fee to pay” game. The PlayStation 3 and Xbox 360 made online connectivity obligatory for modern consoles, and it was only a matter of time because videogame publishers smelled an opportunity to make money from constant access to their customers. Full premium expansions for videogames gave way to downloadable content, which in turn gave way to microtransactions appropriated from free-to-play games. Only, they never made the games containing them free.
New “AAA” titles saw their entire in-game economies overhauled for the worse in order to support microtransactions. Dead Space 3, notoriously, had to reduce all its horror elements and become a traditional action game to support a desperate weapon crafting economy. This was excused by pundits and spokespeople as offering players a “choice,” without addressing the fact that psychologically manipulative gameplay elements were not things we could opt out of in the games we were paying sixty dollars for.
Having gotten away with it, however, publishers only grew worse. With traditional DLC, season passes, and multiple special editions, many companies have more than quadrupled down on their monetization, and modern games are slowly - subtly - starting to resemble starter packs more than finished products."
-Stephanie Sterling, "How Apex Legends Saved EA's Ass... In Spite of EA", Feb. 12, 2019
In microcosm I think this perfectly encapsulates what the new legacy of things like Call of Duty is. Full and even fuller priced games being stocked with more and more transactions to pull the most out of the consumer without giving anything meaningful in return. Virtual rewards for real world currency that can be taken away at a moment's notice. Fortnite is most famous for popularizing the "battlepass" style of monetization and rotating cash shop storefronts. By having you purchase funny in-game tokens to buy your skins it hoped to have you forget about the 30$ you just spent on said tokens. Call of Duty and its piers have no such interests. No, cold hard cash is the only way it presents its purchasable garbage and that's what you pay each time you give in to one of it's dozens of FOMO inducing splash screens and reminders. You are taken advantage of for your money. That's not even to touch on the genre destroying concept of "crossover content" which only serves to further drive the idea of sales over substance, with more of your favourite characters and celebrities being added to these games in the form of poorly animated and uncanny models for 20$ a pop.
This new form of selling a legacy can only end in more of the same. More skilled artists, developers, and writers being laid off into an industry that cannot afford to hire them back. Infinite growth has already reached it's glass ceiling and is pretending that it simply cannot see it due to it's see-through nature. These giants of the industry, these beasts, must die to see meaningful creative growth return to such spheres as the triple A landscape. The old must give way to the new, the nostalgia has been wrung out like so many drops from an already dry sponge. Name's are not worth paying for, and neither are concepts. We must think and act critically of these systems if we are to escape them. Voting with your wallet is a false initiative. Participating in the market they have a stranglehold on cannot lead to their downfall. This is all to say the following: Stop buying this nonsense. Look more into the independent scene. Find your new favourite games through channels like itch.io or the "indie" spaces on the other major storefronts. Pay for the games that care about what they are. And for the love of everything stop purchasing US Army propaganda. I'd like to recommend the likes of Stephanie Sterling, as previously mentioned, who's journalistic integrity and strength has persevered through some of the worst of gaming's tumultuous history. Jacob Geller, who's introspective analysis of video games as pieces of living breathing art tell so much about the passion and craft that goes into something as commonplace as "a video game". And finally Noah Caldwell-Gervais, a man who I can only describe as one of the most earnest, honest, and just plain down-to-earth guys to ever grace the gaming landscape. These three along with countless others are avenues into further understanding the type of landscape video games exist in in the modern day. I hope you come away from either this article or their work with something new, be it a game or a thought on all this mess. Thanks for reading.
Sources and links:
"How Apex Legends Saved EA's Ass... In Spite of EA"
Stephanie Sterling's work
Analyzing Every Torture Scene in Call of Duty — All 46 of Them (Jacob Geller)
How Many Clicks Does It Take To Get to the Center of Diablo? [A Franchise Retrospective] (Noah Gervais)
#article#my stuff#my writing#video games#writing#video games are for everyone#stephanie sterling#noah gervais#jacob geller#call of duty
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The other Midkemia Press publication I was missing was Heart of the Sunken Lands (1983), which is, I think, the company’s final offering. That’s a damn shame.
This is a pretty vast wilderness setting, ripe for exploration. The earlier companion book, Jonril: Gateway to the Sunken Lands, was designed as a hub from which expeditions depart and the prosperity of the city implied a great amount of wealth that was awaiting extraction from the jungle. And its true — gemstones, exotic wood, animal specimens, honey and more await explorers, as do a plethora of creature and mysterious tribal groups.
The Sunken Lands are dense, magically mutable jungle and the book basically takes the random tables of Midkemia’s city projects and applies them to a jungle hex crawl. A few bespoke locations are included in the mix, including the temple complex of the antagonistic People of the Pit (who created headless zombie thralls by feeding heads to their god), but for the most part, you’re rolling on nested tables several times to find out what exactly the players have come across. There’s a frankly massive number of possible encounters. Lots involve monsters and combat. Others are more tranquil, like encountering the peculiar species of butterflies. Oh, and the four-armed, purple ogres are just called Purples, which I love.
A lot of the richness of this book is down to its author, Rudy Kraft, who notably worked on both Griffin Mountain and Snake Pipe Hollow for Chaosium (and precious little else, alas). There isn’t quite the level of mystery or social interaction as, say Griffin Mountain, but there is more to work with here than your average hexcrawl. I really like the number of commercial activities players are offered (even if they are, you know, destructively capitalistic). Logging and mining seem like fun logistical problems in this environment, instead of a slog. And those activities will inevitably put players in contact (and at odds) with the locals. From there, hijinx. Its a good formula.
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tuesday again 1/7/2025
in which we embark upon a progamme of reading for our edification
listening
this was the first song of the year-- felt a little melancholy and a lot sleepy after watching the first movie of the year and this fit the vibe.
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reading
as a user, i think the magic link system is very annoying, but i also get that they don't want to fuck around with holding and protecting user data. they have been very firm but polite about various bells and whistles people want added to their site that do not contribute to their main goal of reporting various news beats. i DO really appreciate how they put in the time to create a private RSS feed for subscribers with the full text of all the articles so you don't have to log in with the magic link every time, or rather i will really appreciate this once i have a job and can subscribe.

i need to set myself a project and i keep forgetting i moved all this vintage gay and lesbian erotica from massachusetts down to texas with me, so we're going to read one a week until i get bored or we (heaven forbid) run out of gay or lesbian erotica.
the second purpose, and look, i hate the word normalized, but texas politicians are constantly working themselves into a screaming froth about protecting children from gay sex and gay books. i think we can look at various gay sex books each week in a calm and reasonable manner and ask the normal questions i try to ask of every work discussed in the tuesdayposts. since moving, my instinct is to be more stealth and less visibly gay, which is not the way i would like to live. this is the absolute babiest of baby steps since the tuesdayposts (to date) have never put me in any physical danger.
the main questions i will be trying to answer each week are:
is there anything cool about the physical object?
what's the author's deal?
did i like it/did it deliver on its premise?
the sex?
i don't know. chime in if there's some fifth thing you want regularly answered?

this is a 1997 british-printed perfect-bound paperback by The Gay Men's Press (a short history by one of the founders here). i'm not sure if this copy had ever been read, because i managed to break the spine in a very ugly way while trying to gently break the book in. this is either from a goodwill just over the border in ct or from bookends in florence (which you should go visit if you're ever in western ma, one of the few brick and mortar lesbian bookstores in the country).
not for me but i appreciate what it is and what it's trying to do. i have very rarely read something so clearly written by an author for an audience of themselves.

Growing up at a coaching inn on the Great North Road in the early 1700s, young Davy Gadd is enthralled by tales of the greatest of highwaymen, Claude Duval. Seeking his fortune in London, he is entangled in the machinations of Under City Marshal Charles Hitchin and the infamous Jonathan Wild, in their battle to divide up the spoils of the criminal underworld. At last, equipped with horse, pistols and velvet mask, he sets out as a Gentleman of the Road. But not before he has been loved by a Jacobite lord, dressed up by Lucinda and Aunty Mary, and been married at Mother Clap's Molly House. And at the end of the road, will he Pass into Legend, or does his fate lead to Tyburn tree, where so many glamorous adventurers have been hanged?

i think i would have enjoyed this book more if i were a gay man, really into daniel defoe, stuart restoration/early georgian england or very specific bits of historic london nightlife history. there are three hundred and sixty eight of god's own pages and we certainly do meander. it is a little bit of a slog in the dissatisfied middle portion of our hero Davy's young adulthood, but you are rewarded for sticking with it by all the important threads getting neatly tied off. it wraps up nicely if bittersweetly. the ending deals with community and vulnerability in a way that makes sense for a book written by a gay man in 1997. i wish i could explain my thoughts on this better. i think it is a perfectly fine ending that suits the book but again, overall, the book is not for me.
there is period-typical homophobia and gay bashing, but very little of it actually affects Davy. he is generally in fear for his life bc of some crime he committed unrelated to being gay. i think this is a pretty sensible way to make sure your historically accurate novel remains fairly historically accurate without being a fucking downer to write and read. on a related dealbreaker for many people, there is a good deal of phonetic dialect in this book, although it is mostly relegated to dialogue and slangy or shortened forms of words in dialogue spoken by people more connected to the criminal underclass.
i wrote all that and then i had to employ some stringent search techniques to find out anything about the author, who was not a very public person, and his feelings about homophobia vs historical accuracy. about three quarters of the way through this 1997 article about gay fiction from The Independent (interview conducted by letter!) we discover he also considers this a fine line to walk, and perhaps the only paragraph on the internet about his background
"The greatest influences on my writing to begin with were the swashbuckling films which I saw as a child in the Fifties," he says. "Errol Flynn and Stewart Grainger were particular heroes. Also around that time, John Buchan, whose Richard Hannay says, 'I have always had a boy's weakness for a yarn.' Later I acquired an English degree, and was influenced by medieval and Elizabethan literature, Thomas Hardy, Dickens, various historical novelists, Mary Renault and Daphne du Maurier."
"but kay, what about the sex?" my dear readers are probably crying out right now. i don't think this is a great book to jerk off to, even if you are a gay man and not a bisexual woman with the briefest passing familiarity about various periods of english history. davy fucks, a lot, don't get me wrong-- the fucks are not generally instrumental in driving the plot forward or delivering cool facts about london so they're all quite short, usually less than a page.

i don't know if including an example of a sex scene is interesting or useful information to anyone else but it feels strange Not to include it in a reading project about gay and lesbian erotica? gentle reader, i would love to hear your thoughts
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watching
at about 11:30 PM on new year's eve i like to start a new-to-me black and white classic film to take me into the new year. this year's was Filibus (1915, dir. Roncoroni, widely available in various niceties of restoration)
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summary from wiki:
Filibus is a 1915 Italian silent adventure film directed by Mario Roncoroni and written by the future science fiction author Giovanni Bertinetti (it). It features Valeria Creti (fr) as the title character, a mysterious sky pirate who makes daring heists with her technologically advanced airship. When an esteemed detective sets out on her trail, she begins an elaborate game of cat and mouse with him, slipping between various male and female identities to romance the detective's sister and stage a midnight theft of a pair of valuable diamonds.
i found out about this film through the @hotvintagepoll scrungly poll, and i think Valeria Creti should have gone all the fuckin way. girl hobbyist detective/nobleman by day, gadget-loving gentleman thief by night. i support women's wrongs, and she causes so so many of them on purpose. there are some things that carbon date a film, like russian antagonists or gland problems, and this film is carbon dated by sleepwalking as a serious psychological event. she comes very close to taking a detective completely out of the policing game by drugging him and staging elaborate series of events to plant evidence that he did all her crimes while sleepwalking.
she LOVES being in boy mode and she's very good at it! it's never treated as a joke! she stages a rescue of the detective's sister in order to gain access to his house, but then the actual building of the relationship and courtship is completely on her own merits and charm!
this is a charming (if poorly paced for viewing all in one sitting) early gay serial film. if i saw this in the cinema in 1915 i would have been institutionalized for imitating filibus
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playing

genshin is not feeling as jazzy or fun lately. i think i have two issues. one is that Fontaine, the last major nation's main questline was a truly delightfully crafted (and fair! we had all the pieces just not all the context) murder mystery with a lot of lore. this nation, Natlan, is functionally a sports anime. not that one genre is better or more complex than the other, it's just. different. and recalibrating my expectations has been a little wonky.

the second kind of weird calibration thing is the rate of additions to the world map. genshin runs on a six-week update cycle, where every six weeks you get something major and new to progress the game story. usually there are nine patches, starting at X.0 and going up to X.8. you iterate up a full number with major patches introducing a new land, so with the introduction of Natlan we started the 5.X patch cycle and left Fontaine's 4.X cycle behind.
this is important bc there's usually there's new and fun and exciting stuff and puzzles to solve and new challenges only when they add to the map. in the 5.X patch cycle, there have only been two map expansions: one in 5.0 introducing the land, and one addition about doubling the map in 5.2. 5.3 dropped last week, where the main storyline of the nation typically wraps itself up in the last map update and then we get to fuck around in bonus areas or seasonal events. for example, in the last three nations, so from updates 2.0-4.2, there are typically three big map updates in a row that unlock the entire base map of whatever country we're in, no new map content for a patch, a new bonus area related to whatever area we're in, another break, and then a seasonal map, and then three more updates with no new maps but new events or new battle modes. for natlan, we're essentially "behind" unlocking a chunk of the map.
let's go to the maps: the last nation Fontaine's first introduction in 4.0 (these are all from IGN, they are not to scale with each other):

the second update in 4.1:

the third and final main map update in 4.2:

introduction of natlan in 5.0 on the right (these two screenshots i took are to scale with each other), no underwater regions or major underground areas in this one:

no map update in 5.1. second major map update in 5.2 on the left here, still no major underwater or underground regions. we are currently in 5.3 with no map update, with maybe the third and final map update in 5.4?

again, the problem with No New Map is that typically in genshin you go to new places to unlock more of the story. we're "behind" a map update, if you will. they've kind of shoehorned new story into existing map, and shoehorned new bosses into the existing map, which is very strange and makes the nation feel so much smaller and more limited than other nations.
it feels a lot like part of the map update we got in 4.2, ochkanatlan, an abandoned island city somewhat removed from the rest of the map, was supposed to be the bonus area map, but they didn't have enough ready? the 4.2 update also felt very medium sized- at this point in Fontaine we'd unlocked the Fortress and Institute, which really blow the dragon city right off the island with regards to complexity of exploration and length of quests. it's not really anywhere near the complexity or length of the first desert map expansion in Sumeru, which was honestly a really crazy thing to drop all at once. i will not be putting more nation map screenshots up here bc of the image limit but the desert in sumeru is ENORMOUS and it has an equally enormous underground labyrinth!
not my favorite nation so far! a little bit of it is recency bias bc Fontaine was SO good and is overall my favorite, but it feels off lately. i don't know if the really punishing every six weeks updates are finally catching up to the parent company, or if they're really deep in preproduction for the next land (it Feels like they're going to split the next land into two different X.0 update cycles. there's a lot of chatter in game from NPCs about how different and weird the next port is compared to the rest of the country. i could easily see them building that out to two major updates like natlan and then saving the bulk of the country for the next X.0 update in another year).
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making
bathrobe surgery under the armhole.

ive had this red/black/blue tattersall plaid in light cotton since high school, best guesstimate based on the tag style is early to mid sixties?

this thing is Solid. it is perhaps the most nicely constructed garment i own. every seam is a narrow, tidy french seam. the underside of the collar is lightly quilted to give it some body and make it stay down, and it has a facing over the top to make it look not quilted from the front. it has The best waist tie arrangement i've ever seen, with a tiny strap on the underside of the tie to permanently hold it to the belt loops but still give you a little bit of play.

it is so beloved that it's starting to completely wear through on the shoulders, and i have to think about how to patch it without losing any of the light breathable qualities i love it so much for.

#tuesday again#tuesday again no problem#hope you all like One Million Photos#twenty five hundred words Ha Ha!
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