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"thou must live, die and know"
I kinda went to opposite way. Started Sky 1, not very engaged with the story, even main characters. Fast forward to chapter 4/5, I'm talking to random NPCs and loving it. Still not exhausting dialogue cause I have places do be.
I kinda went to opposite way. Started Sky 1, not very engaged with the story, even main characters. Fast forward to chapter 4/5, I'm talking to random NPCs and loving it. Still not exhausting dialogue cause I have places do be.
I was very weirded out by the premise, but you mentioned it in a good light, I tried and ended up loving it.
I was very weirded out by the premise, but you mentioned it in a good light, I tried and ended up loving it.
Today, it's all dried up. I already felt depressed about my work, but now it's not even there anymore. And I have nothing to show for it.
Today, it's all dried up. I already felt depressed about my work, but now it's not even there anymore. And I have nothing to show for it.
An NPC has a Demeanos, like Gruff or Naive, that modifies the difficulty of social checks against them, depending or your approach. It can be anything from a -2 to a +2.
An NPC has a Demeanos, like Gruff or Naive, that modifies the difficulty of social checks against them, depending or your approach. It can be anything from a -2 to a +2.
I don't mind learning new and unconventional rules, as long as they make the core idea of the game stronger.
I don't mind learning new and unconventional rules, as long as they make the core idea of the game stronger.
Don't get me wrong, a real bad guy is satisfying to run. But I enjoy when their motivations are a bit more complex. Or when the threat it a force of nature that can't be held accountable.
Don't get me wrong, a real bad guy is satisfying to run. But I enjoy when their motivations are a bit more complex. Or when the threat it a force of nature that can't be held accountable.
Seems contradictory, but hear me out. A slice of life game can have lots of conflict and purpose, but the stakes are personal and/or local. Cozy tends to have no stakes at all. I don't think I can survive on shenanigans alone.
Seems contradictory, but hear me out. A slice of life game can have lots of conflict and purpose, but the stakes are personal and/or local. Cozy tends to have no stakes at all. I don't think I can survive on shenanigans alone.
By that I mean: games about the mundane aspect of a fantastical world. No world level threat needed.
By that I mean: games about the mundane aspect of a fantastical world. No world level threat needed.
That happens sometimes. One player does all the interaction while everybody just watches. My biggest pet peeve is the D&D rogue that goes invisible to scout for a full 4 hours session.
That happens sometimes. One player does all the interaction while everybody just watches. My biggest pet peeve is the D&D rogue that goes invisible to scout for a full 4 hours session.
I don't think cooperation should be assumed for every game. That is a point I bring up in session zero. And even then, some friction between characters is fun, as long as all players are ok with that.
I don't think cooperation should be assumed for every game. That is a point I bring up in session zero. And even then, some friction between characters is fun, as long as all players are ok with that.