#switch online playtest
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caveman
(I wasn't at the playtest I just think they are neat)
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It's an mmo what
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Nintendo Switch Online: Playtest Program
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They are trying there absolute best to keep what the content of the test is under wraps it makes me wonder if it's something huge like a smash bros test
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I would have liked to have taken part in this play test but sadly I am an impoverished regular Nintendo online member instead of an elite Nintendo online + expansion pack member
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I hoped not to waste time with the mutterings of Twits, but it seems like their actions have led to people that should know better into acting hastily.
Yes, I am a proshipper. No, that does not mean that I am a pedophile as bad faith actors have twisted it into being interpreted as. It's original and only meaning is that people in fandom should be able to enjoy things without being harassed.
Yes, there are people that use fandom content as a guise to hide terrible shit. But the focus should be on taking them to justice and not anyone who dares like something that's slightly weird in the weird online space. In my experience the worst sort are the ones that constantly talk about how pure and good they are, almost always hiding some corpses under the floorboards.
The same way that liking DOOM doesn't make someone inherently willing to shoot up a school or liking Pokemon doesn't make someone inherently or even likely to be a Satanist, liking some random whatever from a fandom artist doesn't mean anyone endorses it in real life.
Team Switched deciding to remove my name from the credits from their fangame now is at best an underhanded removal of a playtester's work since there was zero communication about the action to me in any attempt to work out the issues behind it. I had to reach out to them to get any sort of talk with the team, even after it was pointed out that the person this credit is for should probably be talked to. At worst, it looks like an endorsement of disgusting and slanderous accusations that was done with no care to anyone outside of their team.
They claimed the removal was to avoid drama and have apologized but have yet to put my name back in the credits or tried to sort out any issues they had with me.
P.S. To anyone distributing the callout, good job sharing explicit material to minors! The original creators did a terrible job censoring the porn shown off in there, so there are exposed shafts, ballsacks, and xeno-genitals. Did you guys not notice or care? Not sure which is worse, especially if you really did believe that adult Zelda and adult Link kissing naked was the same as actual CSEM.
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The TTRPG Year So Far
I’ve been away from the blog for a couple of weeks, mostly because I’ve actually had a burst of productive energy. This week I released Danger! Unexploded Spell, a series playset for Girl By Moonlight: “Unacceptable mages drafted by the authorities protect their city from damage wrought by arcane air raids and bombings while trying to survive and create a community.”
Before that I finally cracked down and finished writing up Numberless Secrets, my Hearts of Wulin sourcebook for running mysteries. That came in at about 110 pages, and includes six sample mysteries. I’m really happy with the end results. Of course leading up to that I posted the draft of the new Celestial playbook for HoW on the blog and a tweaked version of the Villain playbook.
Then in early April ago I put out Veil: Iterations, my version 1.5 rules for The Veil. I’ve had some feedback, but it is a pretty niche release (like all of my stuff). I have to make a couple of tweaks to that.
Assuming I get this next GBM playtest written up, I have several other things in the queue: a couple new cases for Apocalypse Keys, my fantasy/samurai hack of Free from the Yoke, Hearts of Yokai (PbtA inspired by Changeling the Lost), and maybe more campaign frames for Hearts of Wulin. I’m sure there’s a couple of other things I’m forgetting.
ACTUAL GAMING
All of that has been in parallel to all of the games which I’ve been running online and locally. Here’s what I’ve done so far this year, 87 sessions total with nine as a player. I have links to actual plays where they’re available. You can also listen to these in podcast format on our Open Hearth site:
Before the Sith: My hack of Before the Storm for the Star Wars minicon. I’d run another hack of this for superheroes before and realized that a four hour block just didn’t work. So I ran this as two three-hour blocks with an hour break in the middle. That helped and gave us room to let the scenes breathe. Even with that, we still ended up cutting out one of the rounds to make sure we had enough time for the ending.
My Star Wars framing worked, but I think particularly because we had three Jedi and one non-Jedi character. That created a really solid set of tensions and questions. In the end two of the four characters had tragic/heroic deaths in the final battle. The core game’s mechanic for the cards works really well and would be worth adapting for other games. (one session)
Bounty of the Week: We just started this as a stand-in for the Veil: Iterations game I’ve been running on alt-Sundays. I managed to over pack my schedule so I asked if someone else could step in to run something. We did our session zero and I’m looking forward to playing. I’ve played vanilla MotW a couple of times in both editions and dug it. However I found it tough going when I ran it, I think because I have a different approach to structuring mysteries. (not recorded, one session)
Dreams and Machines: Oof. I ran a couple of sessions of D&M from the starter set last year, and even wrote up my impressions. I picked up the physical boxed set afterwards. So when someone asked for a series to see how 2d20 worked, I volunteered to run the full game complete with character creation. It crashed and burned.
I don’t want to go too far into this here- it deserves a full write up. But I only remember canceling one other series in mid-run because the game itself just didn’t work for us (that would be Dangerous Times: Muckrakers and Magic in Old New York). I like 2d20– I have two other series using it on this list. But Dreams and Machines has some serious problems. After the second play session, the group talked about our frustrations. I switched over to a Hearts of Wulin series, to help cleanse my palate. (two sessions)
Dune (not recorded): This remains probably my favorite implementation of 2d20. It has its issues (move as an action, spatial duel set up, slow advancement) but I dig the presentation, resources, and the mechanics generally. We’ve gotten fairly deep in our story. The world our PC house has taken possession of has developed nicely– with interesting ideas about society and ecology. Plus we’ve had some fun interactions with rival houses. We will be hitting a stopping point for this soon. That’s because the group’s schedule can be uncertain and we want to do some short-run things we can likely finish. (six sessions)
Fearful Symmetries: The Second Aethyr: We did a full three-month campaign arc of this Trail of Cthulhu series at the beginning of 2023. I loved Fearful Symmetries' combination of magicians, folk horror, and a specific historical place. Towards the end of that series it became clear we could easily do another arc.
We took up that story a year later real and in-game time, checking in with our characters and how they’d recovered from the conflict at the end of the last series. Despite the break, everyone fell right back in. We ended up with three “mysteries” (including a country house murder) plus some transitional sessions, and an action-packed coda. I loved it the whole way through. It has renewed my faith in simple, streamlined Gumshoe.
We decided we would do a third and final arc, even talking in the final session about the framing for the start of the next campaign. We might do this later this year or at the beginning of next. I’ve done some pipelaying already for the campaign, and have been thinking about how to integrate the Bookhounds of London material with it. (twelve sessions)
Girl by Moonlight: On a Sea of Stars: Another one we started last year, though right at the end. It became one of my favorite series; I dig GBM’s approach and mechanics. The group enjoyed it, though I think one of the players significantly less so than the others. We decided to do a two-month series to finish out the campaign this year. I imagined it as a mid-season break for a prestige TV show. On Wednesday we hit our 14th session, playing out the final, world-breaking mission. Next session we will do role-play and epilogues to finish out these stories.
I really like GbM. The mechanics drive an interactivity which feels right with the genre. Any action can be from the individual, but becomes stronger when you wrap in the other characters. It may be the rpg with the strongest support-class mechanics I’ve ever seen. (four sessions)
Godbound: Sundered Cycles:We finally ran the third and final quarterly arc of this series. I really enjoy Godbound. I love how the wild powers combined with an OSR adjacent system make people think carefully about how to solve problems. It has some wonky bits– and the problem of the flat OSR combat, but overall it works.
I really enjoyed returning to this because we’d built up the characters and world so fully in the previous two quarterlies. Going back made me a little nervous but– as I mentioned in an earlier post– I’ve found it's much easier to go back to previous games when playing online. We also added a fifth, new player which added a great dimension to the play. They had a unique perspective on divinity and the characters’ role in that.
Had a great set of epilogues and we tied the finale into events from the Mountain Home game. I like the world we’ve built and will probably go back there again. I used some of the Thousand Thousand Island bits early on, but there’s still a ton of that I could integrate. (ten sessions)
Hearts of Wulin: Ageless Sin (not recorded): A solid four-part HoW series using the supernatural set up. I ran for three folks I hadn’t before which was great– and everyone really leaned into the genre. Big, hot tragic ending in the last session. (four sessions)
Hearts of Wulin: 3 Mountains, 1 Heart: A great series. This is what we transitioned into when Dreams and Machines collapsed. We used the fantastical materials, even doing an initial playtest of the Celestial playbook (which needs some proofing and tweaking). We had some great characters, including our Celestial. The Fox-spirit PC from Ageless Sin returned and I integrated several elements from that story into this one. We also had a really fun take on the Aware and a PC who used music in a unique way. I’ve had players run musician characters, but I don’t ever think I’ve seen someone lean into performance and musicality like they did. (five sessions)
The Hunted: I need to write up a review of this. It’s one of the best one-shot frameworks I’ve ever played. It uses Forged in the Dark to create an amazing, tense, and propulsive game of characters being hunted by something terrible. Great play structure, dynamite tools for collaboration, and just dripping with atmosphere. Highly recommended. (one session)
Imperium Maledictum: 3 Cycles from Retirement and Plausible Deniability: So I have been running this to justify buying the core book (and the GM screen as it turns out). This is a newish 40K game, clearly intended to be a kind of follow up to Rogue Trader– though it is both narrower and broader than that. It uses the same mechanics as the latest version of Warhammer Fantasy, creating some consistency between the games.
I’ve enjoyed both series– despite the tradness of the system. There’s enough interesting flexible choices for success and combat to make it really interesting. But it's abstract in a lot of places (like zones for movement and influence as a resource). I originally planned to just run one series during the day, but I had enough interest that I put another on the calendar for the same day in the evening. I’d always planned to do different adventures for the two groups, but having one player in both confirmed that for me. I’ll admit I had some worries going in, but I’m having a great time running this and leaning into slightly-satirical grimdark combined with the 40K elements which attract me. (seven sessions)
Mecha Hack: The only rpg I played besides the newly starting Bounty of the Week campaign. I thoroughly enjoyed this OSR game which combined a dynamite GM with a great group. I had some of the most tense moments I think I ever have. The combat clicked, exploration merged tension with narrative, and the final fully role-play session tied everything together. Plus I learned about Owlbear Rodeo which I’ve been using in a couple of campaigns. (nine sessions)
Murder in the Jedi Temple: I ran this one shot for our Star Wars mini-con. I’d playtested the scenario with a group which helped me trim and fix a couple of things for play. While the playtest went OK (pretty clear one player hated it), the game went well at the table and we managed to get a full, rich story done in four hours. (two sessions)
Pressure: One of the two newish Osprey rpgs I did a two-shot of. I found it decidedly mid but I had a really good time with the two adventures I ran. In particular I dug my set up for the second session and how wild things got. You can check out my review of it here. (two sessions)
Pulp Cthulhu: I did a short series of this by way of justifying my purchase of the Humble Bundle for Call of Cthulhu 7e. I enjoyed the play which adapted and drastically changed an adventure from the book. Pulp Cthulhu is pretty much CoC 7e with a few talents and more ability to spend luck. It’s a minor adaptation. It reinforced for me that if I’m going to do trad-ish Cthulhu I’m pretty off running Trail.
It’s probably the last time I run CoC, given that Chaosium decided that their best move was to hire an unapologetic shitheel who doxxed folks who were already subject to harassment. After this, despite my love for Glorantha, I’m done with their stuff. (three sessions)
Star Trek Adventures: We wrapped our multi-year 13th Age campaign in 2023– we’d started it well before the pandemic. I pitched out several concepts and this one tied for first. Since I’d already invested in the books I cast the tie-breaking vote. We have a big table (six players). I was worried about that originally but it has been fine. We’ve done four “episodes” so far, each split over two sessions. I’ve encouraged them to keep thinking of this as a TV show– with that kind of dramatic logic.
One of the challenges has been that we have two people who really know Star Trek, two who know Star Trek, and two who don’t know Star Trek.
Of course shortly after I started (and picked up the last of the physical books) Modiphius announced Star Trek Adventures 2nd Edition. I don’t think I’ll switch over– in part because I spent a bunch of money buying sets of Effect Dice which the new edition doesn’t use. (face to face, ten sessions)
Tomb Raider: The Last Guardians: I ran a short playtest of this last year, but only a few sessions. This time I’m running in the Open Playtest with more room, trying out a new adventure and team playbook. I continue to dig the mechanics here– and the character interactions work throughout. I’m hoping that after the playtest period I’ll be able to post the videos. (three sessions)
Tomorrow City:The other Osprey RPG I ran. I did a two shot of this (you can see the review here). I liked the system and the setting’s solid. It’s not a bad start for something simple and dieselpunk. But it is one of those cases where you have to decide if the setting’s something you really want to lean into and learn. If not, then the evaluation’s really on the strength of the system. (two sessions)
Veil: Iterations: This is our every other Sunday game. I started this last year to playtest some of the new elements. However we had a bunch of bumps in 2024 and only got in a few sessions. Right now it is on hiatus until after our Bounty of the Week game, when my time frees up a little bit. (not recorded, three sessions)
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Hi there! Do you happen to know any good ttrpgs that can be run with 3 people (gm included if there's a gm) virtually and is light on math/crunch? Bonus points if it's scifi or fantasy. Double bonus points if there's minimal prep
THEME: Light 3-player Games
Hello friend, I’ve got a number of fantasy-themed games that you might like to check out. If you want some non-fantasy options, check out the bottom of this post!
Wickedness, by Nightling Bug.
Wickedness is a peculiar tabletop game written for exactly three players and one tarot deck, with no dice and no GM. Together, you'll form a coven between three mystical archetypes (the innocent and gentle Pure Heart, the volatile, revelrous Wild Spirit, and the uptight, scholarly Old Soul) and try to keep your world of magic and mystery in balance with the mundane world, in spite of its ignorance, poverty and violence.
This game uses tarot cards and draws a lot of inspiration from Belonging Outside Belonging Games, so there should be little to no math or crunch required. As a GM-less game, you might want one person to read the book ahed of time, but character generation and setting are figured out at the table, at the beginning of the session. I like the fact that the author provides pick-lists to choose from: it means that players will have a quick list of options to choose from rather than writing a bunch of abilities out of thin air.
The playtest in the game page shows three people playing it virtually, possibly on Roll20, so it looks like running it online is totally doable!
What’s So Evil About Necromancy? By Tyler Magruder.
Take the role as the product of necromancy (undead), the practitioner of necromancy (necromancer), and the guide (GM) and trade roles multiple times over the course of play.
What’s So Cool… games are pretty rules-light most of the time: you write down a few details and descriptions for your character, and roll 2d6 whenever you want to do something risky. You get +1 for advantages, and -1 for disadvantages. 8 or higher? That’s a success!
What’s So Evil About Necromancy? builds on this framework and adds bits and pieces that allow players to switch roles throughout the course of play. The game is meant to be expandable, so if you want to write lore or expand upon the rules, there’s room for that! The game is pretty light so running it online should be easy, especially since there’s very little character maintenance as written.
If you want more ideas about how to play with necromancy, or if you want to flesh out a setting to play in where necromancy is rampant, you could flip through In Play Issue 2: Necromancy, by FKR Collective, for ideas.
QuestFellows, by Penflower Ink.
QuestFellows is a GM-less collaborative story-telling and role-playing game for 2 or more players, based on the Four Points RPG System. QuestFellows combines the atmosphere and themes of classic high fantasy adventure, with a narrative, player-driven and fully cooperative role-playing experience.
This game is what you want if you’re looking for a classic fantasy game. It’s GM-less, so like other GM-less games, it should expect the group to learn how to play together, which usually lend themselves to little prep beforehand. It also provides you with form-fillable character sheets and game instructions that allow for online dice-rollers. This is an excellent option for folks who want an setting akin to the stereotypical fantasy world but who don’t want to give one person the burden of being a GM.
POWER | WISDOM | COURAGE, by UnabashedlyRose.
POWER|WISDOM|COURAGE is a GMless game for three players about being chosen by the Light to face off against the Shadows and save your home from destruction.
It's also a game about defying expectations and resisting the control of any of these so-called gods.
This game pulls greatly from the themes of Legend of Zelda, with a focus on a trio of heroes and reincarnation, as well as going to fight against a devastating Darkness. The three characters are provided with predetermined stats according to the virtue they most embody, as well as a series of pick-lists to determine their motivation and background. The setting feels pretty abstract, so you can decide the details of it by yourselves, or perhaps with a world-building game to accompany you, such as Questlandia 2nd Edition, by turtle bun. If you want a game that is epic in scope, this might be the game for you!
Games I’ve Recommended Before
Poutine: Deep Dish Nine, by The Kinematic Cafe.
Anyone Can Wear The Mask, by Jeff Stormer.
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I'm not gonna lie, hearing that the Nintendo Switch Online Playtest is identified as a "strand game" has made me more excited than any video game news since Alan Wake 2.
#fannish#I'm not quite sold on the whole concept being just more terra nullis stuff#but like okay. Almost all the most interesting ideas in Death Stranding are currently exclusively used by KojiPro#and the idea that Nintendo has been granted permission to use them#explicitly identified by them using the “strand game” moniker#(b/c *absolutely* no way they could be using that term if there wasn't some kind of a license in place)#is at least a lateral step#Granted my excitement is tempered by the ongoing Palworld lawsuit and the way that intersects with the DS patents#But Nintendo taking a crack at making something all-ages friendly with those mechanics can only have positive effects#also Nintendo is still like the one big big publisher that goes out of its way to cultivate new IPs#Like. I think Nintendo is probably looking for their next Splatoon#For a different genre and market
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Wannabe Warden Part 21: Learn horrifying Grey Warden secrets (like how Janeka stole my sister's body)
In which I once again have to choose between two versions of the same shitty plan.
We venture deeper into the mountain to stop Corypheus and his evil minions. Unfortunately, we're immediately trapped because Corypheus' prison is designed to keep things in but not out, a minor design flaw because any number of living things wander in and get Cask of Darkspawnilladoed. You can wander in from either the Vimmark Mountains or from the Deep Roads, as numerous dwarves found out before dying.
At no point did the Grey Wardens, who have a base in the Free Marches and routinely use the Deep Roads to fight darkspawn, ever think to issue any kind of warning about this inescapable Grey Warden death trap. There's not even a little sign on the entrance. They might have warned Emo Warden Bethany, but, in fairness, the last time anyone came out of here was in the distant past. By distant past, I mean all of 35 years ago, when they hired Bethany's dad to fix the inescapable death trap because it wasn't inescapable enough.
We encounter another Grey Warden who got trapped here, Larius, a former Warden Commander with advanced stages of the taint. He's okay but he died.
Larius reveals that Corypheus is a powerful wizard that can mind control people. On a probably unrelated note, Larius' plan to keep Corypheus from escaping is to completely destroy all the security mechanisms keeping Corypheus inside.
But Larius has an enemy - Warden Janeka, who plans to stop the darkspawn by releasing their leader, Corypheus, and then mind controlling him. I have to choose between these two factions, even though they're both planning to release an ancient evil. I decide to vote blue no matter who, picking the brown-haired one with the blue stripes.
Did you notice that Janeka's heavier than usual? I initially attributed this to her being an older woman before I remembered that there are no fat people of any age in Thedas. (With the sole exception of Lloyd the bartender in Redcliffe). This body type does not exist outside of the mod I'm using for Emo Warden Bethany...which means that Janeka, an older woman, not only has the exact same body as my 26-year-old sister but has an exact copy of her body. I can only assume this is because Janeka and Bethany are the only two female Grey Wardens in DA2, so when they went to all the hard work of making Bethany's torso - which has the clothes stuck on - they just decided to code Janeka's body with "just do Bethany's body again, nobody will notice." I know there's a lot of reused assets, but that's a little unsettling.
Between the brown-haired Grey Wardens who are currently being mind-controlled by Corypheus, I went with Larius. The other Grey Wardens leave with Janeka. If I'd sided with Janeka, the other Grey Wardens would have left with Larius. This does nothing to dampen my suspicion that the Grey Wardens just really don't like me or my family. There is only one substantial difference between Larius and Janeka. It's not the fact that Janeka is piss-evil, because that has no impact besides adding to her milf appeal. It's that they have different dungeons. If you side with Larius, you go with him to Riannon's Floor, where you fight four undead, who are tough. If you side with Janeka, you go to Daneken's Floor, where you fight a trio of rocky bastards, who are so tough I am convinced that nobody ever playtested this fight.
It looks like I'm winning here, doesn't it? I was, but the third one can regenerate both its own health and the health of the other two. Fast. So you'd want to focus fire the healy one, except only two of them are up at any given time, so sometimes the healy one just decides he'd rather not be fought, so then you switch to fighting one of the other two, and you've nearly got that one, but now the healy one's back online, so you switch back to fighting him but then the other two are healed up and now he's gone again. Did I mention that one of them is highly resistant to physical attacks, such as Bianca? And another is completely immune to all elemental attacks, such as most staves and all my best weapons? I don't know if this is the hardest fight in the game, but it is, without doubt, the most breathtakingly unfun.
After beating the boss that cannot decide to suddenly not be targetable whenever I start winning, I reach the top of the prison, only to find that Janeka and her soldiers got there first. I don't know how she did, considering that she went to Daneken's Floor with its ridiculous damage sponge monsters. Janeka reveals that Larius recruited my dad by threatening to murder my mom. Larius excuses himself by saying that he didn't murder my mom because his threat to murder her was successful in coercing my dad to work for him, so he didn't end up having to murder her after all.
I turn on Larius, so Janeka instantly kills him. She...she what? She just instantly kills her main enemy? Why didn't she do that before?
If I had tried to stop Janeka, I'd have had to fight her and her soldiers. Since I'm not doing that, I don't have to kill them, meaning I have maximized the number of Grey Wardens in this world. Having three seasoned Grey Wardens at her side, Janeka uses them by ordering them to uh guard a bridge or something. With nobody left to stop her, Janeka tries to mind control Corypheus. This does not work.
Corypheus rambles on about his personal life...blah blah blah, seeking the god Dumat...blah blah blah, went into heaven but found it corrupted...anyway, he needs to kill me to get out of his prison, so we fight to the death. He attacks by smacking people and, when that doesn't work, he shoots jets of flame in an excruciatingly slow-moving circle. My companions give me numerous pieces of advice in this fight, such as that we should try to stay ahead of the deadly wall of slow-moving fire. I have no idea why this group decided to give me advice here and not in the Ancient Rock Wraith fight back in Act 1, which was far less intuitive and harder than anything else (except possibly the preposterous damage sponges in the other route).
Corypheus talks almost as much as my friends. He says "the maze closes in" on us "little rats," which as you can see is not true, but the allusion to rats in mazes suggests that the dark magical experiments of the ancient Magisters apparently included modern-day animal psychology studies.
Varric begs me not to die, because then he'd have to tell the story of how we got splattered in another boss fight, and if he has to narrate one more TPK Cassandra will gut him like a fish. I oblige Varric by only dying horribly once, when the walls of flame didn't appear so I got killed by invisible fire while I was wondering what happened.
Bugs aside, this is the single easiest boss. You can outrun his physical attacks, you can outrun his fire walls, you can simply walk around his ice or lightning, and when he's using the fire walls you can take as long as you like in these balconies with statues, which are also his weakness. If you have Anders, he can just wait out his cooldowns, revive everyone, heal everyone, and then go back to the rest of the fight at your leisure.
Anders eventually realizes that Corypheus's weakness is the statues around the room, a conclusion based on intuition, Grey Warden senses, and the fact that by that point we have already hit the statues numerous times by now and each time it's worked against him.
I then finally kill Corypheus. Warden Janeka apologizes to me for foolishly thinking she could ever control the powerful and, dare I say it, sexy Corypheus. But now she feels like a whole new person. There's evil music over this scene, which is a subtle reference to the fact that Corypheus is still alive. Or he died but he's okay. Nobody in my party seems to notice something's up, which I can only attribute to some kind of subtle mind control making us miss obvious villainy.
As a reward for slaying the most powerful darkspawn who ever lived, my reward is a piece of armour that's slightly less powerful than my current one. Yet again my reward for doing vital Grey Warden missions is highly suboptimal equipment, and...wait...is that...GREY WARDEN ARMOUR???
FUCK YEEAAAHHHH
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ICYMI: Nintendo's Switch Online Playtest Program information has been leaked https://gbatemp.net/threads/nintendos-switch-online-playtest-program-information-has-been-leaked.662352/
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Nintendo Swap On-line Playtest Program Particulars Leak On-line A number of customers have leaked particulars on the Nintendo Swap On-line Playtest Program on-line. The leaks began on X (previously Twitter) with consumer @Ethan_ThisGuy, who shared a number ... https://blog.gplayr.com/nintendo-switch-online-playtest-program-details-leak-online/
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Nintendo’s mysterious Playtest begins to leak
Simply telling playtesters not to share any details hasn’t exactly worked out. | Image: The Verge Nintendo has updated the official website for its mysterious “Switch Online: Playtest Program” today, privately revealing more information to participants about what it entails. The playtest is running from October 23rd, 9PM ET until November 5th, 8PM ET, and is only available to the roughly 10,000…
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The Nintendo Switch Online Playtest is apparently an online shared Planet where people can create Explore and share content with each others. Is a big stress test for the new servers.
The Nintendo Switch Online Playtest is apparently an online shared Planet where people can create, Explore, and share content with each others. Is a big stress test for the new servers. This is second hands info-Players find themself in an empty world-They find a Beacon-The Beacon create an area where the player and only the player that have found the Beacon can create stuff-Everythiny happens in the same, shared world-You have a map system that shows you where the players are, what they are doing ecc. -You can see other players playng-There's a central hub where you can take helpfull stuff, meet other players and level up-While they dont say that is a full game, they do specify that the save data could be saved for a potential next version of the project Submitted October 21, 2024 at 02:21AM by sonicfonico https://ift.tt/13sojbw via /r/gaming
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Il Playtest di Nintendo Switch Online è stato rivelato da un utente
Il Playtest di Nintendo Switch Online è stato rivelato da un utente Il segretissimo Playtest di Nintendo Switch Online è stato rivelato da un utente che ha partecipato alla prova, e che ha descritto le meccaniche di una misteriosa esperienza cooperativa. Powered by WPeMatico Il segretissimo Playtest di Nintendo Switch Online è stato rivelato da un utente che ha partecipato alla prova, e che ha…
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