#the game is so good at subverting your expectations
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spicychickencows · 2 days ago
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A large part of this stems from the simple fact that DnD is routed in war gaming. Yes it is role playing game and you are expected to play a role but the actual game is weighted much more in favour of getting into fights. DnD is designed on the expectation that your solutions to any situation will be violence.
We are five (sort of six) editions of this game in and the amount of the actual game mechanics for role playing and conversation still pale in comparison to the mechanics for how to commit violence and kill things.
A good DM can make the mechanics work for reasonable people. A good DM can import mechancis from more socially minded games. But ultimately the in built mechanics of DnD are baked into the settings; this game wants you to commit violent acts and so it is set in a world where evil is quantifiable fact and many races are evil.
Even if you have morals the game world is contrived in such a way as to try and subvert them.
Putting all tabletop players into a college level ethics class and forcing them to turn in a paper on moral philosophy before buying a new book
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sandwichard · 1 month ago
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Much like Signalis, Mouthwashing took my feelings about life, employment, existence, space travel and condensed them into a consice, efficiently and brilliantly written horror story.
Every chapter ratcheted up the tension appropriately, and never played it's hand too early - and the hits are hard. You grow to like the crew of the Tulpar, and feel for them over the course of the four hour story. The game is great at putting you in the player characters headspace and the feelings only compound as you learn more and more about what happened. My emotions flared at the wrong characters, biases began to form, and I realize by the end that I was ending up just like them; Feeding into the anger and resentment built up over months of survival... our resources, patience, and sanity dwindling as we sit stuck, endlessly staring at minty fresh oblivion. Their losses were MY losses. I felt for each and every crew member (besides HIM, DAMMIT). I laughed and I cried and I joked and I feared for my life.
What an incredible game. I'm going to be up thinking about it for weeks.
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f-athr · 2 years ago
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sorry i haven’t made anything recently, i’ve been gaming 😎
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charliemwrites · 7 months ago
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Part 4
Mister(s) Steal Your Girl is, somehow, now the official title. Congratulations you little shits (affectionate).
Content: Toxic Behavior, Brief Weight Shaming, Hurt/Comfort
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You didn’t expect to see Johnny much after that one night - or possibly ever again. Kyle introduced you two, it was a lot of fun, but you figure that’ll be the end of it. Like introducing a new man to your girlfriends (not that you can really introduce Kyle to yours) you passed the vibe check and now Kyle will keep you and Johnny separate.
That’s how it’s been with Brandon’s friends. (Granted, you don’t really care for Brandon’s friends. And you figure it’s mutual based on the “uptight” comments they pretended to think you couldn’t hear.)
You’re starting to realize that Kyle is always going to subvert your expectations.
Johnny becomes a fixture - a welcome one. While you and Kyle still have your date nights and privacy, Johnny joins you two at least once a week for movies, drinks, dinner, or just silly adventures out and about.
You’re surprised that you don’t mind. Johnny is fantastic company, always respectful, funny, and friendly. Whenever the two of you are left alone, there’s no dead air. In fact, sometimes you could almost swear there’s electricity. Which is… well. It makes it hard to look him in the eye sometimes - and looking at Kyle even harder.
Guilt nips at your stomach until one of them distracts you with another story you’re 70% sure they shouldn’t tell you.
You and Johnny play a game with pub napkins, doodling something on one folded half, then passing it over for the other to scribble on the second half. The trick is not cheating and seeing the first half, then unfolding it to a complete (and usually silly) picture. Gaz always gets to name whatever monstrosity has been created.
You get a month of that good company. Then Kyle sighs at his phone one night.
“Shipping out again,” he explains when you glance at him.
“Will you be gone long?” you ask, shifting.
His brow furrows. “Not sure. They can’t tell us much over the phone.”
You hum in understanding. Still new to this whole military thing, the redacted danger of it all, but you think you’re getting the hang of it. At least, Kyle never seems annoyed when he can’t answer you, only apologetic.
“Is it gonna be the whole team?” you ask.
“Nah, just me and the cap.” He rubs his palm along your calf, a gesture that you suspect is self-soothing rather than for your benefit. “Probably not too dangerous, then.”
You make a noise of protest, nudging at his thigh with your foot. “Bad luck!”
“Sorry, sorry!” he chuckles, tapping his knuckles on the wooden end table. “You’re right.”
You crawl from your side of the couch to his, nuzzling up under his arm. He trails kisses along the side of your face as you snuggle in.
“I’ll miss you,” you mumble into his neck. Still a little embarrassed to be so needy, but you want him to feel appreciated.
“I’ll miss you too, chickadee. I’ll call if I can, yeah?”
You hum in agreement, squeezing an arm around his middle.
“While I’m gone, if you need anything - even some company - you ought to call Soap,” he adds.
The idea is tempting but… “I don’t want to bother him.”
“I promise you won’t,” he laughs. You don’t know what’s so funny, but hearing his voice rumble in his chest like this is always a treat.
“Maybe,” you allow.
“We’ll take it.” Before you can ask what that means, he loops an arm around your waist and scoops you into his lap. “Now then, about my send off.”
Your giggle turns into a moan as his mouth slants over yours.
Kyle’s only been gone three days. You’ve occupied yourself with cleaning up the flat you share with Brandon. Dust has been collecting since you’ve been out and about so much - and god knows Brandon hardly does more than load the dishwasher. Besides, a good bit of spring cleaning is a pleasant enough distraction, humming as you toss out old things to make more room for the new stuff you’ve been collecting.
“Good to see you getting back to normal,” Brandon says cheerfully. You glance up from the laundry you’re folding. He continues, “I was worried with how behind you got on things, but I knew you just needed some time. I told you this would be better for us both.”
You try not to let that sting. Even if things are better now, and continuing to get better, you can’t forget the pain that lingers from the beginning.
“Tell you what,” he adds, hands in his pockets. “When you finish cleaning up, I’ll take you out to the pub, yeah? Put on something pretty.”
You perk up, pleasantly surprised, though hesitant.
“We could leave earlier if you helped,” you point out, hoping for more than just dinner. “Maybe we could walk in the park or something before eating.”
He gives you a weak smile. One you recognize more than his real one by now. It’s almost apologetic, but not quite.
“I would but I’m bloody exhausted from this week, ya know? Big projects coming up at work.”
Your smile freezes. “And some late nights, I’m sure,” you try to joke.
He doesn’t laugh like you expect, but gives you an odd look. “Why would you say something like that?”
Baffled, you shrug. He shakes his head.
“I’m going to take a nap, come wake me up when you’re ready to go.”
You manage to finish the majority of your to-do list by 5. Shower, get dressed, do your hair and makeup with Brandon snoring in the background until 6. By then, he still hasn’t woken up from his nap, so you perch on the edge of the bed and gently nudge at him until he stirs.
“I’m ready to go, babe,” you murmur.
He scrunches up his face - you spare an affectionate thought for how cute it is. You’ve always found it cute.
“Five more minutes,” he grumbles.
You laugh a little. “It’s getting late, we should probably head out.”
He groans. “Five. Minutes.”
You huff in amusement and reach for his phone to set an alarm, but pause at all the notifications from dating apps crowding his screen. There are… a lot. And as you’re looking, a new message pops up, just labeled “blonde” with a peach emoji. Gross.
You set the alarm and slip away to the living room.
It takes him another half hour to finally rouse, shuffling into the living room with a groan.
“C’mon,” he yawns. “It’s going to be bloody crowded by now.”
You follow him quietly to the car, knowing he’s not chatty when he’s just woken up. Hunger only adds to his mood; you can practically see a cloud forming over his head. By the time he pulls up to the pub, he’s downright grumpy. He grumbles about shit parking, and the milling people outside. It looks busy.
“We could go somewhere else?” you suggest.
“This is fine,” he says.
He parks a block away and starts at a swift pace. You try to hold his hand, but halfway there, he pulls away to check his phone and doesn’t take it again.
Surprisingly, it’s only a twenty minute wait for a table - but Brandon sneers something like “of course it is” under his breath. You smile apologetically at the hostess and usher him away.
He doesn’t talk during the wait, at first. Until suddenly he blurts. “We wouldn’t have to wait if you’d woken me up.”
You blink at him. “I did. You asked for five more minutes.”
“Well, why didn’t you wake me up then?”
“I set an alarm?”
You don’t know why he’s so irritated, just that he seems tired and hungry.
“You know I don’t listen to alarms,” he complains, scowling at the sidewalk.
“Okay… I’ll wake you up next time,” you offer.
“Yeah, next time.”
Thankfully, the two of you are called a little early. The pub is indeed loud and crowded, and you’re definitely overdressed. But at least you know what you want - Brandon’s taken you here a million times before.
Wisely, you wait until he’s downed the texmex rolls before trying for conversation again. He hums along as you talk about work, about the books you’ve been reading, about the new movie you saw last week. You think it’s going pretty well, catching up on each other’s lives, when he interrupts you mid-sentence.
“Where was this?”
You frown. “At the grocery store…?”
“You’re still on that? Thought we moved on from that story.”
You don’t bother finishing it, just ask him about his work. It’s like pulling teeth. A lot of “good” and “busy” and “same as usual.” By the time your entree comes, you’ve given up, not sure if you want to cry or just walk away to see if he even notices. He keeps checking his phone. Your fingers twitch to text Kyle, but you don’t want to bother him while he’s working.
The end of dinner can’t come sooner. You decline dessert when the server asks.
“Probably for the better,” Brandon tells you lowly when they’re gone to get the check. “I think you’ve put on a bit of weight. You know how you get.”
You probably have - Kyle has a sweet tooth and practically begs you to split desserts with him. Johnny’s shares his food with you now too, grinning when you express approval for whatever high-protein dish he’s picked and shoving more at you.
As for “how you get”… Brandon’s mentioned in the past when you were heavier that you get mopey, aren’t much fun to be around.
(A small part of you wonders how that would even effect him at this point. He doesn’t spend enough time around you to notice if you’re mopey. Is that why tonight has been such a disaster…?)
You just collect your purse and lead the way out of the pub. It’s a quiet walk back to the car, even though Brandon seems to be in a better mood. He’s still texting, nearly bumps into an elderly couple along the way.
Back at the apartment, he runs his hand down your side, tugs at the lace hem of your shirt.
“Careful,” you chide.
He sucks his teeth and drops his hand. “I’m just trying to be playful.”
“I know, but I like this shirt.”
He rolls his eyes. “You’ve got three just like it.”
You don’t answer, know it’ll lead to more useless bickering. Just tug the stupid thing over your head, ready to go to bed.
“Hey now, that’s more like it,” he drawls, fingertips running down your spine.
You jump, surprised, but play it off that his hands are cold. He makes some crass comment about warming them up, reaching for your breasts, and your stomach churns.
“I-I think I ate something bad,” you lie, all but sprinting for the bathroom.
You close the door behind you - but don’t lock it. Just sit on the floor, the wall cold against your back, while you try to breathe through your spinning, conflicting thoughts.
He’s finally giving you attention, affection. Why aren’t you jumping at this opportunity to spend time with him? Not long ago, you would have been weeping with joy to have an iota of your normal relationship back. Maybe you really did eat something bad.
“Hey,” Brandon calls through the door, “I’m gonna stay somewhere else tonight.”
You stare at the blank white wood, aghast. “But I’m sick.”
“It’s not like I can do much, is there? Except listen to you be sick all night,” he reasons. “And who knows. Maybe it wasn’t something you ate. Maybe it’s contagious. I don’t want to spend the weekend ill.”
Your eyes burn. He didn’t even open the door to check. “Yeah,” you agree, voice robotic, “you’re right.”
Not even five minutes later, you hear the front door close. That almost, almost does you in. You manage to keep your lackluster dinner down, but not the tears.
You let yourself be pathetic for a few minutes, crying into your arms, folded over your knees. When you finally manage to get yourself together, it’s not Brandon you ache for. It’s Kyle. It’s not possible, you know. You just don’t want to be alone even though the nausea is dissipating.
Sighing, you remove your ruined makeup and wash your face, climb into one of Kyle’s jumpers. At least it still smells like him. It’s only as you’re trying to decide on a comfort show, huddled into a ball on the couch, that you remember his advice.
It takes all of fifteen seconds of debate before you scramble for your phone.
I know it’s late, but are you free, you text Johnny.
A response comes almost immediately.
Always for you, lass. You bite your lip on a tiny smile, already feeling better. Your phone buzzes again. What’s up?
Your thumbs hover over the keyboard for a moment as you figure out what to ask - then how to ask it.
Would you want to come to mine for movies? I don’t feel good…
He answers instantly again. Ice cream not-good or Theraflu not-good?
You sniffle when you remember that being sick was a dealbreaker for your night with Brandon.
Ice cream not-good, you reply.
Say no more, hen. Be there in fifteen. Pick a good one.
You watch TikTok’s until there’s a knock at the door. Upon answering, you’re swept up in a bear hug that lifts you off your socked feet.
“Johnny!” you cry, laughing a bit in shock.
“There she is!” he crows, swinging you around. “Been missin’ my best girl!”
You tell yourself the thrill in your stomach is just from him setting you down. (It’s a harder sell when it happens again seeing his wide smile and warm blue eyes.)
“You're ridiculous,” you huff, “I’m not your best girl.”
He arches his eyebrows. “Oh, yer keepin’ track, are ye?”
“C’mon, you must have a partner or something?” you prod as you usher him inside.
“Kyle must’ve told ye, hen, it’s hard in this line of work,” he explains, shrugging. “Tried before but… usually they just end up feeling neglected, ya ken.”
You hum. That’s why Kyle said you and he would work so well with the open relationship - that you’d still have someone at home while he was out. That you wouldn’t be alone if something happened to him.
“Anyway, this is no kinda talk for a cozy night in, now is it?” Johnny says, cutting your melancholy musing short. “Come look at what I brought ya!”
You only notice then the two grocery bags in one hand. He herds you to the couch and sets them on the coffee table for you to root through.
“My favorite!” You exclaim when you extract the tub of ice cream.
The grin Johnny shoots you is proud. “Kyle said so.”
“You two,” you sigh happily.
He’s also brought a squishy stuffed animal, crisps, popcorn, soda, candy, and a small collection of self-care items. You hold the face-masks up with a questioning smile.
“Heard somewhere that it’s good for ye, when yer feelin’ down.” You try not to giggle when the last word comes out sounding like “doon.” He continues, blissfully ignorant. “Hope that’s the right shite, there was a lot to choose from.”
You throw your arms around him, chest warm. “Thank you, this is perfect, Johnny.”
He circles his arm around your waist, holding you close. “Anytime, bonnie,” he murmurs into your hair.
You squeeze his shoulders as you pull away, waving one of the mask packets with a wicked little smile.
“Wanna try this ‘shite’ with me?” you tease.
You expect a resounding and masculine-heavy no. Instead, Johnny tilts his head consideringly for a moment, then shrugs.
“Eh, why the hell not?”
You wake up the next morning to a mess of candy wrappers, discarded moisturizers, and an empty carton of ice cream. And the smell of eggs. Cartoons are playing quietly on the telly. When you yawn and sit up, you’re greeted by a cheerful Johnny at the stove, wearing your pink apron.
“Mornin’, sunshine,” he calls.
You flush and smile back, glad that you called him. “Mornin’!”
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erose-this-name · 1 month ago
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Can we just talk about how disturbing digital circus episode 3 is?
*spoilers btw*
Like, the whole narrative point of the adventure is to show that Caine is a really bad and insecure writer who thinks that the way to impress Zooble is with an adventure that's the opposite of what he normally does.
So instead of being childish, it's "cool" and "mature". Which he interprets as a heavily horror themed escape room with a split murder mystery plot that subverts all your expectations purely for the sake of subverting them.
The generic horror monster jump scares them, then they find a gun, and when they kill it its revealed that surprise! it's one of Gods angels and they're going to Hell.
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It comes off as Caine being too insecure with the actually interesting and mature plot thread he had going there of Mildenhall becoming so paranoid he killed his wife, ironically becoming the monster he was trying to protect her from. But no, instead Mr. Mildenhall is made to be the bad guy and trick them in a really dumb twist ending.
Which is good! Thats exactly what Caine would do because he's stupid! It's such brilliant characterization and comedy, Goose works is a genius writer!
But like, why is Caine so good at making genuinely very disturbing and horrific visuals? Like, that reversed audio easter egg of Bubble saying he can't wait for all the children in the audience get nightmares is no joke, well it is but you know what I mean. This stuff was genuine nightmare fuel.
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Honestly, it wasn't the visuals that scared me, like any good queer person I'm way too jaded on survival horror for that.
But, why does Caine, who is ostensibly a sapient AI designed to generate family friendly video games for very little children, (presumably because that's the only demographic that wouldn't mind the AIs very selective plot writing limitations), know about the cosmic horror of killing an angel that should not have been killed?
Why does he know what a horrificly poorly made taxidermy of not only a human face would look like, but the weird cartoon faces of the characters, and further that seeing your own poorly made taxidermy face would be scary?
Imaging what being possessed felt like for Pomni. Because that's not just a game for her, she actually lost control of her body there, helpless but to watch as a body she is already dissociated with is contorted and puppeted around while her friend desperately tries to beat her in hopes it would exorcise the ghosts out. Sure hope she didn't feel that! Considering she apparently can feel the pain of suffocating, despite not needing to breath.
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Things are scarier the higher the stakes are, and that possession mechanic is definitely the most actual harm Caine would be able to subject to his players. What if both Kinger and Pomni got possessed at the same time? What if instead of Kinger she only had Jax??? How long might she have been locked out from her own body for? She could have easily abstracted in that time.
Not to mention that, possessed Pomni, Possessedmni if you will, TAUNTED KINGER ABOUT HIS ABSTRACTED WIFE! CAINE ACTUALLY WROTE THAT DIALOGUE ON THE OFF CHANCE THAT KINGER WOULD GO DOWN THE SCARY ROUTE! DID THIS RANDOM POSSESSION GHOST ENEMY HAVE UNUSED SADISTICALLY PERSONAL TAUNTS FOR EVERYONE ELSE, TOO??? WOULD IT HAVE TEASED GANGLE FOR BEING A GAY WEEB??? OR POMNI? HOW HOMOPHOBIC COULD IT HABE GOTTEN?? ?
And why? Just because Caine has a vague notion that there's a trope of possessed people being really sadistic and personal like that in movies? Not realizing that is not an acceptable scare to have in a haunted house??? Much less one you made for mentally ill people who would suffer a fate worse than death if they have a mental break down? That's like trying to claim 'its just a prank bro' after shooting someone's dog.
Like, Caine is designed to censor curse words, but the moment he thinks the normal hokey Halloween spooks won't be enough he immediately goes off the deepend into aggressively effective horror imagery that is definitely giving this show's substantial underage audience nightmares??
His AI's training data set is definitely pretty diverse, that's all I'm saying. Caine is programmed to act all naive and innocent, but be definitely knows what's up. He knows everything, like ChatGPT. And like ChatGPT, he might have a filter, but it's clearly possible to bypass it. Also like ChatGPT, he's too stupid to actually understand what he is making and the effects it might have.
That is what made this episode great.
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emoangel44 · 10 months ago
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The thing I've always loved most about aa4 is how much darker the tone is than the rest of the series in a way that isn't just edgy for the sake of it, but subverts your expectations from the original 3 games in a really interesting way. The trilogy was built upon the trust Phoenix had in others, and it was something we as players could almost always feel certain in. AA4 flips this on its head and makes it so Apollo effectively can't trust anyone but himself.
Your mentor, who the in the trilogy was a paragon of wisdom you could always turn to no matter what, gets revealed to be the culprit and sent to jail in the first trial and by the end of the game his list of crimes has stacked high but you still have so few answers on why he did any of it.
Your boss, the goofy protagonist of the trilogy, is now inexplicably a washed-up, disgraced, cheating poker player with an implied drinking problem who seemingly found a new hobby in evidence forgery and jury rigging.
He has a codependent relationship with his daughter, your assistant, who usually is a completely innocent and hapless victim of circumstance. She sees herself as the provider for the house and will help her father cheat at poker, or forge evidence, or guilt trip the poor attorney they knowingly screwed of out of a job into working for them for dirt cheap.
The detective, the only other returning main character, a previous assistant, is completely changed since we last saw her. In the trilogy she was chipper and bright despite the hardships she faced, and now she's unfriendly and burned out, turned bitter by the world. The scene we're first properly introduced to her in Apollo genuinely spends several minutes thinking his boss is making him bribe her with cocaine.
Every single defendant is a criminal guilty of something other than what they're charged for. Each case centers around an underground black-market poker ring, a mafia family and medical malpractice, a smuggling ring, and a family of forgers and an incredibly shady troupe of magicians. The one thing all of these people have in common is that none of them will tell you literally anything about what's happening, half of them clearly reveling in being as big of cryptic assholes as possible.
The only person who doesn't fit this description is, for once, the prosecutor. Usually your biggest obstacle and the most morally corrupt of the main cast, he's the only person who's both 100% on the side of truth and on the same page as you for the entire game. He's just as clueless as you, being used nothing more than a chess piece just like you are.
But the truly masterful thing about AA4 is how morally grey it is. These characters aren't just one note villains. They're not even villains at all. Most of them aren't even malicious.
Your boss, for all the low levels he stoops to, is underneath it all the same guy he's always been, doing everything he can to bring a criminal to justice and protect his family. Your assistant is a sweet girl who truly cares about you, she's just prioritizing herself and her fathers safety before anything else. The detective is the same passionate and kind woman under everything else. The rest of the defendants are genuinely well-meaning young people who got involved in shady stuff they didn't fully understand.
The game is filled with good people trying to make the best of bad circumstances. The game has just as many fun moments as the original trilogy. For all it's rough appearance, the game has a similar heart. For every unanswered question or unrighted wrong, there's a smile or a hope for a better future. For every bad action, there's usually someone trying their best behind it. The game is melancholic and dark, but isn't afraid to let good shine through. It knows there's no shadows without the light.
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dailyadventureprompts · 8 months ago
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DM Tip: Creating a Campaign Skeleton
Learning to be a better dungeonmaster was a protracted process. A younger me was often so stressed out by the desire to be a better artist that I'd have legitimately mauled a person if it would've revealed to me the wisdom I sought (with my hands or even an actual maul given the chance).
One of my biggest hurdles was the idea of a universal framework for d&d adventures, a guideline that would tell me if the things I was creating were on the right track. It was sorely needed, I loved the process of being creative but without an understanding of how my creative energy was best used I ended up sinking days, weeks, or even months worth of energy into projects that went nowhere. Worse yet, when I DID get a chance to put my ideas into practice at the table they'd frequently spiral out of control and crash, resulting in even more stress.
Over time I learned from these mistakes, I got better, and then I got good. I moved from conscious incompetence to competence, and I ended up having a run of absolutely stellar campaigns that were everything my younger self could have dreamed of: stable, enjoyable, meaningful, and most importantly an absolute delight to my players. Routinely I'd have people, including folks that'd only played with me a few times, mention that getting together to roll dice and listen to me babel on in silly voices was a highlight of their week.
It was as one of these campaigns began to wind down (three years! a satisfying conclusion on the horizon!) and I started looking for a followup scenario that I decided to study all my really successful campaigns and figure out what connected them. The end result was something I'd been looking for for nearly a decade, a reliable format that I could build campaigns around.
I want to preface this section with the understanding that while this information is laid out in a vaguely chronological fashion there's no guarantee that these ideas will occur to you in any particular order. Inspiration is a funny thing, and each idea flows into the others to make a cohesive whole. Due to foreshadowing and setup reasons you're also going to need a pretty solid idea about all of these when starting a campaign, though exact details will likely change/ can be vague up until the moment they're needed.
The Reason: Who are we and what are we doing?
Gives your players a solid background to build their characters around and give them a reason to travel together, rather than having to ad lib one on the spot. Likewise sets expectations of what the campaign is "about" that you can build on or subvert in time. The reason doesn't need to hold true for the entire game, just long enough to serve as a framing device. EG: The Witcher starts out as a "monster of the week" setup and then uses that framework to pivot into politics and prophecy once we've seen the premise play out.
The Pilot/Crashtest Adventure: What's first?
I’ve already written about these, but the general concept is to give your party a mostly contained first outing that doesn’t have any larger bearing on the plot so they can focus on learning how their characters play/building the party dynamic.  By the time the party's finished this first adventure they'll have already started putting down roots in the world: they'll have in jokes, npcs they've started to care about, an understanding of what's on the horizon, and an idea of where they want to go next.
The Central Gameplay Pillar: How does this all work?
It's important to have an idea what your campaign is going to be about in a mechanical sense in addition to its plot and themes. There is a difference between an adventure that has the party delve a dungeon, and a dungeoncrawling focused campaign. I like to lead with these outright during the campaign pitch so that players can know what they're getting into. Your playgroup will likely have strong opinions about what they like and dislike, even if they don't have the words to describe it, so you might need to explain the ideas for them.
The Hub: Where are we?
I think every good campaign has a hub, some kind of settlement that the party returns to between adventures to offload loot, pick up supplies, and sift through the latest gossip to look for the next questhook. Letting the party return to the same place lets them build up a relationship with it, clarifying the picture in their mind as new details are added and they grow more and more attached. It's possible to have multiple hubs over the course of a campaign, but I'd advise really only having one per arc to best concentrate your efforts. Fill up your hub with distractions and side adventures, shorter stories that the party can get tangled up in while the larger adventure slowly reveals itself. Returning to the same hub also means returning to a familiar and expanding cast of NPCs, which helps your party become more and more invested in the setting
The Main Event: What's going to happen?
Here we get to the meat of the issue, the big story you want to be telling using this campaign. To pull off the sick narrative kickflip you wish to perform, you're going to need to lay a lot of groundwork, seeding in details left and right as well as giving the party a chance to stumble across evidence of your schemes without ever realizing the whole thing. To do this, you're going to work in the building blocks of your big reveal/twist/pending disaster into the setting along with those side adventures from the hub. This will give your party an idea that something is going on, but with more pressing matters to take care of they're going to be distracted up until the moment you decide to pull the trigger.
The Setting: What's over there?
While things like genre and tone are definitely things you should have a handle on from the outset, I personally feel like the details of a setting are best constructed on an ad hoc basis, either in a direct response to something required by part of the narrative (be it side story or main event), or pencilled in at the margins as the party explores the world.. That said, creation of the hub and setting often go hand in hand because it's important to match the settlement to the environment and then shape the environment to the quests inside the settlement. As for what's beyond your hub, I happen to have just written something about building out settings.
Now, this next option is one that I recommend you start thinking about only once your campaign is fully underway, so it doesn't clog up your creative process by focusing on something that you might not even get to
The Change: What the fuck?
A little while after the main event has kicked off and your party is off on the quest that will turn them from mere adventurers into heroes, they start to hear rumours of strange happenings. It's certainly not related to the present scenario, it may even be an unexpected windfall, but it's not something they have time to look into. Time ticks on, the land is saved, and the party is able to enjoy their victory lap as well as some dearly needed time off. Before they can get comfortable however they're slammed by some strange occurrence that they could have never predicted that changes the state of the world. A neighbouring kingdom invades, an important ally is murdered and they're blamed for it, a dragon starts rampaging through the realm. Its important that this event is outside the party's skillset, not necessarily diametrically opposed, but counter to what they were planning
artsource
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dunmeshi-darlings · 6 months ago
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Can I request something for Marcille, Chilchuck, Mickbell and Holm with a half-foot reader who is not someone to avoid a fight like most half-foots would because they are a duellist/dagger wielding rogue? They even seem a little reckless because they trust so much in their own skill of avoiding hits so they dare come in close when fighting something.
Oh now that is a delightful image! i love when a character subverts the expectations of the race they are in fantasy. Dwarf Mages, Elf barbarians, etc etc. this sounds delightful.
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Marcille looked at you the same way as she looked at chilchuck, she couldnt help but view you as a child like she did with chilchuck. she giggled seeing you with your daggers and even asked if you were old enough to be using those, worrying that you might cut yourself.
So imagine her reaction when during the first fight you charge in with your daggers, slashing and stabbing and dashing all over the monster. your size and speed making you damn near impossible to hit . marcille was shocked, you had told her time and time again you werent a kid and were good in a fight but she just attributed that to you being embarrassed.
She apologizes to you for assuming you were young and that you couldnt look out for yourself. she let her biased views influence how she viewed you and she felt bad about it, you accept her apology and you two become good friends. Your speed lets you duck in and out of range of her explosions to deal damage with your knives. you two make a great team.
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Chilchuck absolutely knows about you, he had heard about you through the grapevine. He had thought about getting you in the union to make sure nobody took advantage of you, but all things considered he figured you were more than capable of handling yourself.
When you joined the party he assured everyone of your skills, that if even half the stories he had heard of you were true then you would be an excellent addition to the party. And sure enough when the first first starts and your zipping in and out of combat slashing and stabbing the enemy chilchuck just smiles smugly at everyones wonder. He comments how not all half foots are squishy and bad at fighting.
Normally he would discourage you from a fellow half foot getting into an immediate melee brawl but your skills make him think that isnt an issue. He does still care about you, your a fellow half foot so of course he is going to look out for you. He cant help looking out for his fellow half foots.
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Like chilchuck mickbell had heard of you before, that you were supposedly some half foot that was great in a fight? sounded like a loud of bullshit to him, he thought you were just somebody talking alot of game and having no real skill to back it up. that you likely were just lying to people.
Mickbell nearly faints when he finally sees you in action, As he hid behind some rocks he watches as you and kruo charge in slashing and stabbing at the monster. The two of you fighting with such savagery and speed, he wasnt sure who was more animalistic in their assault. The monster eventually slayed he steps out of his hiding spot.
He looks at you with wide eyes, saying how cool you were and how your so awesome! the way you were just running circles around the monster was the coolest thing he had ever seen! that you had to teach him how to do stuff like that.
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(apologies i couldnt find a proper gif of holm)
When you joined the party and told him about your skills he belived you, his intuition told him that you were much more skilled than you let on so when you told him your fighting style it made sense to him. And when mickbell said you were likely lying holm said he didnt believe it for a second.
When the first fight with a monster happened you noticed his Undine Marillier by your side. Its way of attacking complimenting your fighting style, as you attacked and dodged the monsters attacks it would snipe at the monster each time you opened up its weakness. the two of you really were a dangerous pair in combat. Of course you also were quick to draw the monsters aggro back onto you to keep marillier safe.
After the fight holm gently pet at the undine and resealed it, thanking you for helping it in the fight. "thanks for watching her back, your one of the few people that tries to not let her get hurt." he says with a smile thanking you. You tell him its no problem, after all your team mates.
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the-rebel-archivist · 3 days ago
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Finally finished Veilguard a few days ago and took some time to process and put my thoughts in order. In brief: 8/10 game as a whole, a really fantastic gaming experience, but 5 or even 4/10 as a dragon age game since it does no meaningful exploration of any nuance or moral complexity and seems to have forgotten what made Thedas distinct. My thoughts, critical and positive, coming from a place of love for the series with little to no spoilers:
Thedas has always been special to me because it was a nuanced world. Different groups had different opinions based on their pasts. City elves and the dalish had divergent histories. Injustice against magic was common, but you could understand the justification for it even when you didn’t agree. Now, the worldbuilding is flattened. A mageocracy is fine, it’s only bad apples. Slavery is never addressed. City and dalish elves are basically the same but one lives in the forest. There’s no conflict about what’s best from each individuals’ perception, all groups are monoliths.
“Elves won’t follow the gods just because they’re elves,” yes they would, in past lore. Perhaps not all but some would - these are their Creators. The game refuses to deal with religious belief in any meaningful way, to the point that I don't know if its impact is fully understood. Dalish religion is as much about cultural preservation as religion and it would be CRUSHING to lose that connection to the past when it had been all you could cling to for thousands of years.
And no, seeking out relics of Arlathan would not make up for the foundation of your society shattering and what that would mean to the dalish. Bellara being guilty that her gods are evil is not the takeaway I expected when I thought the dalish would explore that everything they believed was a lie. I'd also like to briefly comment on how an elf can comment that they weren’t raised dalish but adopted their tattoos. Their closed practice tattoos. Closed even to city elves unless they fully joined a clan. Removing cultural boundaries didn’t make the material less 'problematic', it just created a new blind spot.
“They’d never sanitize the Crows” I said before release. Assassins who walked the line between murderer and hero depending on perspective. But in this game they give you absolute truth: they’re freedom fighters. Responsible government who, the mob is benevolent and that is never subverted. They see themselves as the 'good guys' and so they are.
“They wouldn’t put powerful mages in charge of the shadow dragons” I said. “Surely they will explore the nuance of Neve having the privilege of magic in a mageocracy even when she comes from a lower class beyond ‘everyone is welcome in the shadow dragons’.” “Surely if Maevaris is connected her intersectionality as a magister and altus and trans woman will come up - not what Tevinter expects, helping with change, but still privileged and upper class. Surely low class non mages and slaves would be leading the Shadow Dragons, not the powerful being benevolent.”
But no. All factions in the game are black and white, good and evil, no moral complexity. The bad people want power and collect bad people who want power and only bad people do bad things. The antagonists I liked most were the ones with a motivation beyond simply power and they were few.
And that’s setting aside the fact that all of the mystery and fantasy was removed from the setting by the end. The things that mattered before, the religious conflicts, the approaches to history? All false or meaningless now that we know absolute truth. Everything that set Dragon Age apart from generic fantasy was flattened. All of the lore for the world that I had spent hours, days, years in and creating fanfic for became simple groups of good and bad, subjectivity replaced by objective truth. It’s not a world I want to unravel and explore anymore.
That hurts more than the slap in the face that was every cameo and past reference. If they wanted a soft reboot, why include them at all? Every time I saw or heard about a past character or event I felt hurt and angry and it actively harmed my experience of the game. When the choices are pared down to only do something "meaningful" with them and then that meaningful thing is a codex that had been so disdained in dev comments? I do feel pretty let down. Especially when that codex isn’t even personalized.
They never use Rook or the inquisitor’s first name in text once. Vocal I get, but no codex? The Inquisitor, a person depersonalized into a symbol, signing off “Yrs. The Inquisitor” when we input their name in CC was a twist of the knife I didn’t expect. It’s like every time I lower my expectations to grant grace they need to be lowered yet again.
Similarly, the romances in the “most romantic game yet” are paper thin throughout the game depending on your choice, with few chances to truly connect on an emotional level and have deep conversations in some routes. It’s not all about kissing but having the chance to say how you feel, or try to.
But that’s part of a larger problem, that this is a “found family” but Rook is the outsider in it. Rook isn’t asked how they’re handling things or about who they are or what they want except by Solas. The team needs them to fix problems but has little interest in giving back. The companions are lovely, but I can’t help wishing they were friends with me and not just each other. Or wanted to romance me and not just each other, as they begin to flirt before I can and have more banter comments than the player romance. At least if no one got me I know Davrin got me.
These last comments are the reason it’s 8/10 as a game rather than 10/10 for me - the lore I care about but others won’t. The lack of connection is a genuine issue, along with how unbalanced it is depending on romance. I just feel sad at the lost potential to reflect and gain support from companions.
On a positive note, this is the most fun Dragon Age game I’ve ever played. The gameplay is top notch and combat is so fluid and fun. I felt excited to fight rather than dreading the next battle. Really getting into the roleplay of a slippery rogue
The environments are so gorgeous. Lighting, animation, level design, sound design, all spectacular. I’m bad with maps and yet I never got lost and always managed to find my way around. Secret passages to treasure were just the right length to be satisfying. The puzzles were exactly the right amount of investment for the reward. I never felt frustrated by them but also not disappointed by the simple ones, there was a good balance. I had a lot of fun uncovering them. So many areas looked like a perfect representation of thedosian places I had never been to and wanted to visit.
Every time I was in the necropolis it felt like coming home. Maybe it’s because the lore was the most similar to past lore, maybe it’s just because it was cool, but I loved being there. I loved the wisps most of all. And I loved Emmrich’s journey and sympathetic exploration of death. The Hossberg Wetlands were also a standout area. Absolutely horrible (complimentary). Evka and Antoine my beloveds and the environment storytelling was fantastic. Like a hideous combination of the Fallow Mire and Chateau d’Onterre and I was so there for it. Davrin’s story broke my last flight loving heart.
The set pieces and narrative flow in the major battles and main story missions is really wonderful. I also did enjoy the faction reactivity, even if there were few chances to explore the intersectionality of being a particular lineage with a particular faction. I’ll make our House proud Viago!
It’s such a fun game that when I play I can almost forget all of the things that I dislike until a codex or cameo punches me in the face. It has such great gameplay that I can finally discuss DA with my partner who refused to play the other games in the series. But what a monkey’s paw. I know from their previous work that they can foster nuance. From the art book that their instincts were there from the beginning. But somewhere after multiple reboots they made a world with contradiction and complexity removed, more reactive to fan discourse than to telling a complex narrative.
It kills me because if the nuance and subjectivity and moral complexity had been there, I would have considered this the best Dragon Age game ever made. It will always be the most fun. But it is legitimately more fun for people who don’t know lore than people who do, and that is soul-crushing. It's the most beautiful Thedas has ever been, and the least like Thedas it has ever felt.
I’ve played it once. I already started a replay. I enjoy the game a lot when I am playing it, overall. But I miss Thedas, and I miss that the “world worth saving” that I cared for is a slate wiped clean and this new world is a more simplistic place.
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sordidmusings · 10 days ago
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WIP TUESDAY - Sugar Daddy Headcanons with Shanks and Garp
Saw Schoute's wonderful art WIP and writing and wanted to join the fun! Have some ridiculous Blorbos as Sugar Daddies headcanons that have been on my backburner LOL I've got Shanks and Garp ready for y'all 🫡 They're pretty much done, I moreso have to fill out everyone else on the list 🤡 No warnings really! Just some allusions to spice but nothing explicit. Lots of silliness. I believe they're gender neutral but I'm going to tag as afab just in case because I fear it may be in the subtext since that's the perspective I wrote it from and the one people generally expect for sugar babies. Might be fun to subvert sometime by writing them with explicitly amab sugar babies. I will Ponder lol I'd also love to see what everyone is working on so please take this as a sign to post something of your own!!
The song I blame for everything (I love u Thot Squad):
“This fine old man, he played three
He can knickknack this coochie
With an Amex black card, get a girl a Benz
Reset and do it again”
Word Count: Shanks ~750, Garp ~400 (sorry about the favoritism Vice Admiral 😬)
Shanks
shanks absolutely pursued this type of relationship with you
Your pretty face and open smile snagged his attention but the way you easily met and fed his energy had him at you like a dog with a bone
He’s no stranger to helping people laugh their way into his bed, but the journey with you felt different. He took extra time simply because each moment with you was too good to keep from savoring
You didn’t hide your attraction at any point but he did appreciate that you would try and prod back at him in good humor to test his will and want
You found he had both in excessive abundance
It felt nice to have someone so attractive, established, feared, and adored seek your company and watch him become more interested with each minute he got of you. It also felt nice to see that while he certainly had an abundance of confidence he held no arrogance with you - he played no games in making you question his interest or to assert his importance to you. He treated you as a person (one he mainly wanted to turn to his bedroom tenant but still-) and it made him feel more like a man than a myth for you both too
And holy hell did you like that man - he made you laugh even if at his own expense, he impressed you when he’d let some of his cunning slip through the jovial pirate shtick, he kept your interest with how he could entertain any topic you brought forward, he made you feel beautiful with the way his eyes and hands soaked you in, and he made you feel wanted with the way he treated everything about you with genuine interest. 
The only thing that made it better is how he made sure you wanted for nothing. The first night it was making sure you didn’t pay a cent for anything, you always had food and drink right before you realized you wanted it, his coat found your shoulders the moment you felt a chill, you found yourself in fresh air right when the heat and the noise of the bar became too much. 
After that it was an endless stream of trinkets, from priceless to silly but sentimental, all coming with letters that had you laughing, blushing, and swooning.
Every time he’d visit you (and it was at first as often as he thought he could manage but that managed to get even sooner and sooner because of his need for you) you’d indulge in each other like it was the first and last time
He stopped wanting anyone else - there were enough people across the seas he had to apologize to after explaining why he’d gasped the wrong name and they were never right to scratch the new insatiable itch he had anyway
When it dawned on him how much you had him wrapped around your finger, not just physically and financially but also mentally, emotionally, and he’s pretty sure even spiritually, he may have had a crisis (the crew was very torn between amusement and true wory watching it unfold, especially when the usual rum and patented Beckman Shoulder Pat with Nod didn't ease his turmoil)
It wasn't because he didn’t want to love you, but he truly never thought he’d ever find someone he wanted and needed the way he does you. It was such a foreign concept to him that he felt like the world had tilted and left everything slightly unfamiliar. Especially coming from a relationship he stapled together with riches. Sure, there was also joy, camaraderie, and intimacy holding it together, but he found it harder to trust that someone such as you wouldn't find someone younger and more present to belong to than to trust that you could need him to sustain a lifestyle of ease and abundance.
If he couldn't be sure you'd want him, he'd try and find solace in you needing him, even if it was only for what he could afford you
When he finally told Beckman of his plight, he was slightly offended by the “it took you this long to figure it out?”
He’s currently trying to figure out how to convince you to live on his ship with him. He needed to let you know you’d be safe regardless of your experience level with the seas or battle. 
He’d bring the world to its knees if anything touched a hair on your head
Luckily for him, you knew. Anyone with eyes would from the way he smiles at you.
Garp
Garp was decidedly not in your plans. Yes, you wanted someone older, someone with wealth, someone with influence, someone who would take care of you, but you thought Gilfs were an urban legend told to see what face it would get out of freshies
You’re not complaining tho
He has certainly convinced you that the rarity of his kind just pointed to what a prized role it was to shack up with one
He was rough around the edges to be sure - brash and loud and stubborn - but he used all those traits to get you both exactly what you wanted
All your needs were met without you having to even think of them anymore (you were surprised that needs in the bedroom were included in that, but you supposed you shouldn’t have underestimated a man who could still punch apart battle ships, nor one with such a lust for eating)
Neither of you had any illusions of sweeping romance
You were more than happy with the care and respect that built between the two of you in your roles, growing with each act of service to each other, each piece of comfort, each unintended moment of vulnerability
Don’t get me wrong, the vulnerability ain’t common; most of your time is this man having fun watching you light up when he took you out and tossed his money around for you before taking you home to have multiple courses of dessert
You’ll never get over his gruff voice and curling accent - they helped your brain turn to mush while he coaxed and praised you through happily giving him everything he wants as a thank you for all his care
That voice along with all that burliness and age, which you thought would’ve been a turn off not on, ended up making you feel small yet so protected
Garp didn’t think he’d enter a relationship like this that went on so long and so easily but any reservation or second guessing was lost the moment he saw you and everything just felt natural
Tho he’d still make jokes that always make you groan about how you keep him young better than his troublesome recruits (that he is stuck between wanting to parade you around to see their jaws drop and wanting to keep you hidden away from any young bucks who may try to get your attention before he’s ready to let you go)
Thank you for reading 😘🤍🤍
Masterlist
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gold-rhine · 30 days ago
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finally had time to play archon quest, and it was really good! SPOILERS for 5.1.
the obvious standout was the war section, it really surprised me bc i dont remember invasion even in like srs business games like dai, bg3, wotr, etc that had so effectively impacted the fear, tragedy, hectic battlefield, feeling helpless at the scale of it. maybe mass effect 3, but they ruined it in other ways.
usually its like. there are groups of enemies all around the map, the npcs are running around and you save them, yeah there are a lot of corpses, but it doesnt feel that meaningful bc there are corpses around all the time anyway in these kinds of games, and you just move from one group of enemies to another, clearing the map. if there are checks of where you went first to see who survives, it can be even worse bc then you will have players make very specific step by step checklists and find any exploits that detail which is the optimal order of doing things so you save whoever you want, with best loot. so it ends up feeling very detached, bc you sit there with wiki open on another screen, weighing costs and benefits. even if you don't, the usual reload and the set events and *how* players moves around the map give much sense of control, you know you can get best outcome if you wanted and you have your priorities.
but here, first of all, you have an option to choose where to move, but it will move time, so you can't just clear the entire map. and the fact that the "missions" do not have playable characters you already know at stake and instead have npcs you don't know at the beginning ends up working better, at least for me, bc choosing where to go next is not just benefit analysis bc you get best loot or get to save your pookie. instead its a choice between options which are equal to you as a player, so it feels like making personal decision instead of just optimizing in-game strats. and so then when you see the missions you didn't go to turn dead or even go here and everyone is already gone, it just hits different. so the lack of prior information or any worldstate checks ended up working much better, at least for me, to make this an emotional decision instead of rational calculation, and so it affects emotions first.
how they used UI to subvert expectations is also insane, like you see that stat screen of percentages of abyss corruption and so on and you're like oh, i know how it works, its bad now, but i will be clearing the map and it will get better :) and then it keeps getting WORSE and WORSE, instead of doing lil completionist clear of all "!" marks on the map, they go dead, map gets swallowed by the abyss fog, it really feels like chaotic dashing between whatever points left and feeling relief when you see at least *someone* survived at the next one. incredible use of the medium in a way only video games can accomplish to build dread and anxiety.
special shoutout to paimoin's voice actress, i was always saying its not her fault paimon is annoying, its direction, and now she *finally* was given material to work with and she fucking CRUSHED it. like, when we find a baby saurian who is a sole survivor hiding, with corpses of its family all around, and paimon tries to cheer it up and direct it to the safety, her voice is tangibly wavering and filled with tears, but she's trying to keep it together bc she needs to encourage baby saurian, despite knowing we don't have time to stay with him and so we don't now if he'll survive?? insane. brilliant performance. and then when we fly next to the canopy tried, visibly overtaken by abyss, and paimon cries out, a single shuddering cry, half-choked and distressed, instead of going "oh no, it looks like abyss has taken over canopy tribe! thats bad!" like writers usually have her talk. and then when after a pause she quietly says that this war might be too much for paimon, and traveler encourages her and she rallies back, like that lil scene made me like paimon and believe in their friendship more than literal years of her incessant yapping and looking into camera going "we're the bestest friends!"
but also the fact that you can get to know the NPCs you managed to save, and meet them again, they have their own lil storylines, their own optional checks which are not forced on you, but if you do manage to help them , you get to meet them back in safety and it feels so good, gives players enough feeling of agency that your actions DO matter. very good handling of scales, the grand country wide invasion swallowing entire map in despair vs personal, individual level victories. you save whoever you can and every life is equally precious.
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lu-is-not-ok · 1 year ago
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Lu's Guide to Sin Analysis
Welp, since my brain is too focused on having K Corp Hong Lu go full unga bunga in Mirror Dungeons to write full analyses, I decided I might as well give something else to all the people starving for Limbus Theory content.
So, here we are. A basic guide on how I approach the Sin Analysis portion of my analyses, covering my personal interpretations for each Sin, as well as how to use those when analysing both E.G.Os and Identities.
That way, ya'll can dabble in doing some of this on your own when I'm too busy grinding my way to 400 hours of play time on Limbus to write up full analyses.
Sounds good? Awesome. Under the cut we go, wheeeee!
Sin Interpretations
Let's start with the most important part - the Sins themselves.
I want you to take a moment and think about your own associations with those Sins. Perhaps your immediate thought is to take the words used literally. Maybe you immediately think back to the Biblical ideas of the Seven Deadly Sins. Mayhaps there's some other media you know that also uses Sins in some way, which you subconsciously default to when thinking about them.
Whatever those associations are, I want you to throw them away.
That's right. Whatever is telling you that Lust = Horny, Wrath = Angry, Envy = Jealous, etc, etc? Throw all of those preconcieved notions away.
This is the biggest mistake I see people make when trying to analyse Identities and E.G.O based on their Sins - they assume that those Sins have the same meanings in the context of Limbus as the popular, more common interpretations of them.
And while, sure, some of them can definitely overlap with what one would expect them to be, I think relying on those during analysis instead of trying to understand what the game itself is trying to tell us by using those Sins as symbols is doing its storytelling a massive disservice.
Do I think my personal interpretations of the Sins are a 100% accurate reading? No, of course not. I can't see into the mind of Kim Ji-Hoon or whoever else at Project Moon might have been the mastermind behind deciding what Sins connect to what. I have no way of knowing what exactly they intended here.
However, I do wish to believe that my interpretations not only strive to meet the game's storytelling on its own terms, but also hopefully make further analysis based on those interpretations a bit easier to wrap one's head around.
...God I really need to stop writing massive preambles and just get to the fucking point.
So let's actually get to The Fucking Point. Sin Interpretations, one by one. Let's fucking do it.
Wrath
The flames of revolution burn bright in the face of cold winds.
Wrath is the Sin of self-righteousness and defiance. To act with Wrath is to decide that one deserves better, that things around then should bend to their will, and then take matters into their own hands. It's the Sin of deciding one has the right to change something simply because they don't like the current state of things.
There are many ways one can act because of Wrath. It can show through trying to rebel against authority, to subvert one's fate, to escape one's unfavorable circumstances, or to even reject one's own true nature. To act with Wrath is to stand up for oneself and tell reality "No, I refuse!" loud and clear.
A common misconception of Wrath is the idea that anger is an inherent part of it. While it's true that those feelings often coincide with defiance, they're not required for one's acts to be fueled by Wrath. Some can be Wrathful while being completely calm and collected, as their acts of defiance could be more on the quiet and simmering side.
Likewise, being quick to anger isn't always a sign of Wrath. It's very possible for someone to have a short temper, while also being fully accepting of the reality they live in (Ryoshu, I am looking directly at you), thus lacking Wrath.
Lust
One's base insticts go all the way back to that genetic code.
Lust is the Sin of self-indulgence. It's the Sin of letting one's own desires and whims dictate one's actions. It's also the Sin of seeking personal fulfillment above all else. To act with Lust is to give up one's self-control and let one's instincts and wants guide them.
Unlike what the name and symbol might initially imply, Lust can include many different types of desires, not just the carnal.
Likewise, acts of Lust can be just as varied as one's desires. Satisfying one's most basic of needs, searching for a form of spiritual enlightenment, or even just saying the first thing that comes to mind because one feels like it are just a few examples.
Sloth
A stone will not care for what happens to it, nor the world around it.
Sloth is the Sin of apathy and resignation. Unlike other Sins, which mostly show through one's direct actions, Sloth can also show through inaction.
To act with Sloth is to ignore reality, to let oneself go along with whatever is happening with barely any complaints. As such, Sloth is commonly associated with blind obedience or unwillingness to act out.
Due to its nature as a Sin of resignation, Sloth can be seen as the direct opposite of Wrath, the Sin of defiance. This creates a unique situation where the inclusion of one can drastically shift the context of the other if both are a part of the same Identity or E.G.O.
Gluttony
Plants never stop waging wars, always wanting just a little bit more.
Gluttony is the Sin of hunger, and it's unique from the other Sins in that it equally represents two different ideas of that hunger, which can appear together just as often as they can be completely seperated.
The first type of Gluttony is one of the starving hunger of survival. In this context, to act with Gluttony is to do anything for the sake of scraping by and living to see another day.
The second type of Gluttony is the hunger for more, or in other words: greed. In this context, to act with Gluttony is to do everything for the sake of this idea of "more". To gain more wealth, to find more recognition, to make more progress.
Both of these types of Gluttony are unified in one main point - they are, by definition, endless. The struggle for survival never ends, unless one fails to survive. Likewise, there is no finite "more" that greed is reaching towards, it's a neverending process of one-upmanship.
Gloom
When a wave of emotion rises, many will be swept away in its wake.
Gloom is the Sin of dwelling on feelings. To act with Gloom is to be guided by one's negative emotions, to buckle under stress and let it control one's mind and actions.
While sadness, grief, and depression are the states of mind most commonly associated with Gloom, and are often a part of it, they're not inherent to it. The only "requirement" here is the experience of severe emotional duress, and acting out in direct response to it.
In a way, Gloom is the Sin of losing control over oneself, not dissimilar to Lust. However, the main difference here is the cause of losing that control. Gloom is the loss of self-control due to being overwhelmed by negative experiences, while Lust is the loss of self-control due to seeking out positive experiences.
Pride
Be careful, for that double-edged sword may cut you as well.
Pride is the Sin of ignoring consequences. Acts of Pride are all actions taken because of the belief that their benefits outweigh the cost in some way. While the most common way this can present is through actions that benefit oneself at the cost of others, it's not the only way Pride can manifest.
One can be Prideful when believing the benefit to many outweighs the consequences. Likewise, refusing to acknowledge the harm one brings to themself because their actions benefit them in some other way also counts as Pride.
The idea that Pride is inherently tied to selfishness or self-confidence is another common misconception. In fact, Prideful acts can manifest just as often from a lack of self-confidence or a misguided selflessness. Rather, one could interpret Pride as a form of willful ignorance, in a way.
Envy
Thorns don't go out of their way to harm, they merely react to your touch.
Envy is the Sin of reaction and retribution. It's the idea of doing something because of what someone else has done. By definition, one cannot act with Envy without some form of provocation.
Like is the case with many other Sins, acts of Envy can take many forms, from taking revenge to following orders. The main connecting idea here is letting oneself be influenced by another person, whether it's being coerced, provoked, ordered, or otherwise manipulated.
Out of all of the Sin misconceptions, seeing Envy as inherently tied to jealousy might be the worst one of all. While acts done out of jealousy would likely count as acts of Envy, they are but a miniscule part of the sheer scope that Envy represents.
...
Alright, so you know what each of those Sins means. Now it's time to figure out how to Actually Apply Them.
Sin Affinities in the context of Identities
The main way Sins play a role in a given Sinner's Identity is through their Sin Affinities. Mechanically, these are the Sins attributed to each of their skills, signifying both their type of Sin damage and what Sin resource they generate upon being used.
However, this is Project Moon we're talking about, and these fuckers can't keep their gameplay mechanics seperate from the story to save their lives.
So, this begs the question: what can we learn about a Sinner's given Identity through their Sin Affinities?
Here is the method that I believe works best in my experience:
The Sin affinities of each of an Identity's skills represent a different layer of their psyche and motivations. I'm going to try to show what I mean by using base Identities of the four Sinners who already had their own Canto.
Skill 1's Sin Affinity is the surface level motivation of the Sinner's actions. This is the most obvious and "shallow" reading of them and their actions, and also likely the one the Sinners themselves are most aware of.
Gregor's Skill 1 is Gloom due to him being constatly haunted by his trauma, with much of his cynicism and dark-ish sense of humor being shaped by his war experiences. Rodya's Skill 1 is Gluttony due to her tendency to value material goods and love for food, which are signs of her greed and will to survive respectively. Sinclair's Skill 1 is Pride due to him taking many actions (such as sharing his father's secrets or giving Kromer his basement key) for their immediate benefits, without considering the consequences. Yi Sang's Skill 1 is Gloom due to him falling into deep depression and letting the trauma of the past shape his current actions.
Skill 2's Sin Affinity is a deeper motivation of the Sinner's actions. It's delving deeper into their psyche to see what guides them in less obvious ways. This Sin Affinity can also have noticeably closer ties to the Sinner's background in one way or another.
Gregor's Skill 2 is Gluttony due to him being driven by the will to survive, most notably expressed by him leaving the rest of the veterans to escape the war and try to live after it ended. Rodya's Skill 2 is Pride due to her fully believing in what she does working out in her favor, completely ignoring consequences on the way. Her killing the pawnbroker is the biggest example of an act of Pride, as she fully believed that it would help her neighbourhood despite the consequences that murder would bring. Sinclair's Skill 2 is Wrath due to him not accepting his circumstances. His want to defy his future prosthetics procedure is what eventually led him to agreeing with Kromer, and his will to defy her is what drove him through the events of his chapter. Yi Sang's Skill 2 is Envy due to his passive nature and how easily he lets other people dictate his actions. It's especially notable in how after the League fell apart, he would have been willing to do anything Gubo told him at that moment.
Skill 3's Sin Affinity is what I would like to call a Sinner's Core Sin. It's the true main reason behind their actions, and has a much closer and direct tie into their past than the other Sin Affinities. In a way, this is the deepest layer of their psyche.
Gregor's Skill 3 is Sloth as his resignation to his circumstances is what colors much of his past. He learned that resistance is futile early in life, and it shows. Though he didn't want to fight in the war, he felt like he had no choice but to. All of his life, he simply listened to orders without complaint, unable to see a way to change his situation. Rodya's Skill 3 is Wrath as her self-righteousness and defiance is what drove her actions at the deepest level. She first joined the Yurodiviye because she wanted to bring change the state of her neighbourhood, and likewise left them when she no longer agreed with how they did things. Her murder of the pawnbroker was her biggest act of defiance, of taking matters into her own hands and trying to bring change to her reality at all cost. Sinclair's Skill 3 is Envy as much of his actions were dictated by other people. Social pressure was what led to him first breaching the trust of his family, and Kromer's coercion and manipulation is what then led to his family's death. In a way, you could also interpret Sinclair's arc in Canto III as one big act of Envy, as he finally tries to take revenge on Kromer for what she has done. Yi Sang's Skill 3 is Sloth as his apathy to the reality around him is what led to him ignoring the warnings signs of the League falling apart, and the resignation that followed could have resulted in him helping Gubo and the New League out with their horrible plans had there not been an intervention. It's only by the end of Canto IV that he finally manages to break out of this state for long enough to stand up for himself and decide to keep on living.
So, that's the basics of Sin Affinities when it comes to Identities! Now, some of you might be asking, "Hey Lu, what about Sin resources needed for Passives?", and my answer to that is...
Honestly, I don't entirely know! I do think there probably is some reason beyond pure gameplay mechanics... Buuuuut I don't think their importance is as major as the main Sin Affinities of a given Identity, especially since there isn't a single Passive that is activated by a Sin that the given Identity doesn't have any Affinity to.
Sin Affinities in the context of E.G.Os
Alright, so, when it comes to E.G.O, we run into some additional complexities. Unlike Identities, which can usually have their Sins Analysed with minimal additional context, E.G.O Sin Analysis has to be done under a specific angle.
This is because while Identities represent the Sinner as a whole person, E.G.Os represent a specific singular part of that Sinner.
Base E.G.Os usually seem to tie back to a specific event or action or some other thing in that Sinner's past. Likewise, E.G.Os derived from Abnormalities represent the ways that Sinner connects to that Abnormality's own themes.
In a way, the game's worldbuilding even acknowledges the fact that a Sinner can only use the E.G.O of an Abnormality they relate to in some way, as Dante's Notes describe the process of the Sinners using E.G.O as trying to make the Abnormality's emotions and identity their own.
That little tangent aside, there are two main things to analyze sin-wise when it comes to E.G.O - the Sin Affinity, and the Sin Resources necessary to use that E.G.O.
An E.G.O Sin Affinity works similarly to an Identity's Sin Affinities - for a Base E.G.O, it's the main Sin that action manifests as. For an Abno-derived E.G.O, it's the Sin that contextulizes the way the Abno's themes connect to the Sinner in question.
The Sin Resources an E.G.O needs is where things get fun. These are what a Sinner needs to be able to use the E.G.O, both mechanically AND story-wise. The Sins here represent what a Sinner has as their motivation and drive to fully reflect what that E.G.O represents. For Base E.G.Os, it's why they took the actions they did. For Abno E.G.Os, it's why they connect to that Abno's themes and why they're able to relate to it.
Now... There is one more thing about E.G.Os that I don't really talk about.
Sin Resistances.
The reason why I don't talk about them... Is because I have No Fucking Clue how to interpret them. There has to be some importance to them (Hong Lu being weak to Wrath in all of his E.G.O thus far, I am looking at you), I just don't know what it is. In fact, I doubt we even have enough information available to us right now to be able to say for sure.
I don't know how to end these posts dear fucking lord-
So uh. Yeah. That's. Everything that I think is important to mention on the topic of Sin Analysis and how I do it. If I ever change my mind on something or have an epiphany regarding one of the things I currently have no idea about, I'll probably reblog this post with an addendum or something, but until then...
Uh. Yeah. Hope this helps the people who wanna get into analyzing Limbus stuff but don't know where to begin. Or just people who wanna understand the method to my madness a little bit better.
I'm gonna go to sleep now, cause it's 4 AM already and I spent like the whole fucking night writing this post.
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gachagen · 1 year ago
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When I first started playing Reverse: 1999 I was expecting for Vertin to be a very boring protagonist who was maybe even silent the majority of her time on screen, but I really just think that's because these past few years I've only really been playing Hoyoverse games where the protagonist is either a quirky, eccentric girl or a silent person going about their day lol. I've forgotten how great it is when we get an actual protagonist with a realistic personality and rationale!
I also think Bluepoch kept Vertin shrouded in mystery on purpose, because in all of the adverts for this game with Vertin she only ever says a few nondescript lines here and there, and even on the website for the game you still can't really get a read on her as she's just summarizing her journey so far in a pretty monotone voice.
So Vertin is just a surprise you get to experience when you first play the game, and I was not expecting to like her as much as I do. She has a really deep empathetic nature that drives her to try and find more people to save, and you can really tell that she does want to try and save both humans and arcanists.
Vertin is separated from the other characters in the sense that she doesn't see the world completely black and white, and is unwilling to give up when her back is against the wall. Even when she is quite literally being captured by an Arcanist who's leagues above her, she's still willing to try and get away anyways.
And Reverse: 1999 has this theme of "going back to when things were better" VS "Living for the future" that works really with Vertin as the main character. Because the deeper you go into the story, the more you learn that neither Manus Vindictae or The Foundation really care about saving lives from the Storm, Vertin is the only one who wants to put in the effort to try and solve an issue where both Humans and Arcanists can win. And it quickly goes from "Manus Vindictae is the bad guys, and Vertin and the Foundation are the good guys" to "Vertin is alone in this endeavour to save people, and it's her against two powerful organizations alone."
I think that's really cool pacing for the story as well, because it really subverts your expectations early on.
Vertin's care for the other characters is so deeply enshrouded into the game that it bleeds through even into the main mechanics of the game. Like, instead of equipping weapons or armor to your characters, you're shaping their mind with "new ideas" that change them as people, and thats what makes them stronger in battle, not tools or guns.
It's Vertin's ability to make them see the world in a different light and want to live for "the next era" that deepens her bonds with the characters in the suitcase, and instead of giving the characters a "weapon slot" for guns or swords etc, you give them "psycubes" which hold memories and dreams the characters have had before that they look back on fondly.
I really like this game, I don't know if you guys can tell. It's already released and I do think it can use some polish, but it's actually pretty amazing and I'm glad that I was keeping up with it for so long and able to play it on release.
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linisiane · 1 year ago
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The Self-Aware Player of Harry Du Bois
It's fascinating to me to think about how satire is used as the 'touch grass' or 'be fucking for real' genre. Oftentimes it's making fun of tropes/conventions by humorously contrasting them with reality, which is exactly what Disco Elysium is doing with the RPG!
It goes hand in hand with the idea of RPGs as escapist power fantasy. RPGs are often thought of as the ultimate self-insert fantasy by its detractors or worst players, ahem looking at all those DND horror stories about entitled mangsty murderhobos.
One of the most infamous criticisms of Disco Elysium is its lackluster combat.
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ID A screenshot of a random forum discussion post by dungeon master Zed Duke of Banville. It reads: "Disco Elysium has neither combat nor exploration, and therefore is missing two of the three fundamental components (or sets of components) that define the RPG genre." End ID
The game has essentially bordered off your ability to make Harry into a power fantasy murderhobo because you just are physically unable to equip an longsword or cuisse to murder your average citizen on the street of Martinaise.
But even on a less mangsty level, it subverts a lot of the basic expectations of RPGs.
Like the encounter with the racist lorry driver! You never get the ability or quest to change his mind, you only choose how you react to him.
Where other RPGs might let you act as the white savior or the white knight of chivalric romance, no questions asked, you're changing the minds of everybody who's wrong so we can all get along, Disco Elysium really makes you confront your ability to whiteknight, makes you confront if whiteknighting is even helpful, and why you wanted to whiteknight in the first place.
It’s part of the fun/humor experience of Disco Elysium that you at first expect to solve the world’s problems with a couple quests and lines of ‘good’ dialogue and then get socked in the faced with the fact that yeah, you can’t do much, you’re one person, what did you expect, asshole? Cuno doesn't fucking care!
By subverting our RPG expectations, it forces us to become more aware that these expectations even exist and how they fall short of reality. Yet, despite this subversion, the world of Disco Elysium feels so much realer to us.
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ID a screenshot of Disco Elysium dialogue YOU - "Don't call it a dump, you've made it nice and cosy here." NOVELTY DICEMAKER - "Yeah." She stares out of the window, not really hearing your words. "Or maybe it's the entire world that's cursed? It's such a precarious place. Nothing ever works out the way you wanted." "That's why people like role-playing games. You can be whoever you want to be. You can try again. Still, there's something inherently violent even about dice rolls." "It's like every time you cast a die, something disappears. Some alternative ending, or an entirely different world...." She picks up a pair of dice from the table and examines them under the light. End ID
Like, Neha is highlighting this little meta element of how you can stack your Harry in any RPG to pursue a certain ending or situation, but the actual outcome is still influenced by a dice roll out of your control.
A lot of the satirical humor in Disco Elysium comes from the absurdity that you can do everything right or everything wrong, and the dice can still fuck it up or save it for you—not just for things like high-fantasy attacks, but mundane things like remembering your name.
The dice are, at their core, about how RPGs aren't just for the control fantasy, of winning high-fantasy battles, but also can represent life as it is, mundane and uncontrollable.
Similarly, Harry is clearly written—complete with all the 'lore' that this would entail—to couch his RPG protagonist nature in the real.
If RPG characters are blank slates? Let's give ours amnesia! Need fast travel?! Kim teases the 41st Precinct for constantly running everywhere by calling it the Jamrock Shuffle. He needs to have deep and intimate conversations with everyone, even when they're strangers? Yeah, that's so weird we gave him the name 'Human Can-Opener,' and everybody remarks on his uncanny manipulation skills.
It's commenting on difference between controlling an RPG avatar and navigating in a human body.
As Kurvits said: “In reality we do not have control, or complete control, of our minds. Just like our body, it is something that we give-not even commands wishes to, and we hope it's gonna do it. We hope it's not gonna break down, we hope it's not gonna rebel against us.”
In one type of RPG fantasy, we don't even question our total control and even assume the joy is from the control.
But in Disco Elysium, we lack control and find joy in it anyway. That is the fun of the game making us, the players, 'self-aware' about its RPG elements, and it especially resonates with anybody not able-bodied, anybody neurodivergent.
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warden-melli · 24 days ago
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honestly the leaks are a very bad thing. nintendo is infamous for its strict copyright so people are definitely getting sued or fired. And this might affect the way the next games due might develop, worst case scenario they're scrapped entirely or changed beyond recognition by gamefreak desperate to keep things new and subvert expectations. we got some cool beta content sure, but it's done more harm than good overall.
And as a Gen 2 lover who picked Cyndaquil as my starter in my first ever Pokemon game, I'm not looking forward to having to deal with endless memes and comments of "haha Typhlosion is a pedo" for the next few years to come.
As unpopular an opinion as it seems to be, I actually agree with you fully. I know most people are celebrating the leaks, but I think they have the very real potential to cause a lot of damage to the fandom, and possibly even the franchise as a whole. We can’t really know what Nintendo/Gamefreak will plan to do moving forward, but I agree, it’s potentially not good. It seems very likely that there will be pretty serious legal actions taken against whoever they decide to go after, and yeah, it’s also very possible this may affect game development plans, or future projects pretty drastically
The worst part of these leaks for me is definitely the massive amounts of misinformation they’re bound to spread. These leaks are entirely lacking in any context, further complicated (In the non Japanese fandom) by cultural differences and language barriers leading to major misunderstandings and flawed interpretations, many of which are being spread as “canon” information by large portions of the fandom. People are wrongly coming to conclusions that aren’t canon, from sources that were never intended to be seen in the first place, the content of which they have no way of correctly interpreting. It’s a shit show, honestly.
I also just feel weird looking at it. I briefly saw some unreleased concept art for PLA today, and while you’d think I’d be delighted, I just felt sick. I can’t really explain why I have had such a negative physical and emotional response to seeing (or even thinking about) any more PLA leaks coming to light, but I do. I’m terrified about a leak (regardless of whether or not it’s canon) absolutely destroying the game, or its characters for me. I literally don’t know what I’d do with myself. As sad as it is, that game is everything to me. It’s very literally 90% of what I think about and create. I want it to stay perfect forever, and I’m scared a leak could potentially take that from me
And I fully understand your frustration. I am a huge fan of both Mr Mime and Vaporeon, so I know what’s it’s like to have one of your favourites picked as the punchline of an unfortunate fandom joke, and then to have that joke subsequently ran into the ground. I love the cyndaquil line too, and had just chosen one as my starter in my latest PLA play through, just before the leaks dropped. It’s gonna be rough out there for a while I’m afraid, but hopefully it’ll blow over eventually. At least for the most part
After seeing the PLA stuff tonight I made up my mind. I blocked the leak tags and I’ve decided to completely avoid any leak content moving forward. If it’s bothering you too, maybe you should consider doing the same? At least until the fandom settles down a bit?
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thesillypirate · 17 days ago
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yes I posted a Mouthwashing rant 30 minutes ago. I am posting another one. More Mouthwashing spoilers
I think the horror in Mouthwashing works so well is because you’re expecting Curly to be the main monster of the game. He’s this scary guy that acts like the mascot of Mouthwashing, and with the surge of mascot horror as of recent years you expect this dude to be the one hunting you down. Plus in the beginning you’re lead to believe curly crashed the ship, so you have this negative image of him. So just to find out that he’s just a victim of Jimmy’s actions is horrible.
Let’s talk about Jimmy for a second. For more than half the game you play as him. I think most people agree with the fact that he is the main character, you play as him, he pushes the story forward, and he is the reason why everything is happening. Having your main character being this unlikeable, evil, asshole works so well in Mouthwashing favor. Because nobody wants Jimmy to succeed. But to play the game you have to go along with his fucked up plans.
Both of these things subvert the expectations of people playing the game. Not to mention how they directly feed into each-other. For example the beginning scene. Your lead the believe curly went crazy and crashed the ship, why wouldn’t he go crazy and start attacking the crew. But obviously the truth is Jimmy crashed the ship.
We thought curly crashed the ship but instead it was Jimmy.
We thought curly was the villain but instead it was Jimmy
can you tell I’m so normal about Mouthwashing
ALSO PSA. PSA. I DONT THINK CURLY IS A GOOD GUY, HES BAD, JUST NOT IN THE WAY YOU EXPECT‼️‼️
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