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#resource management
theresattrpgforthat · 5 months
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I'm a TTRPG designer, and also a big fan of the video game Terraria. I'm stuck on fun ways to handle material gathering and crafting. Send me some inspiration! Thanks!
THEME: Gathering and Crafting
Hello friend! Putting this one together was very fun. I hope you enjoy it!
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Stoneburner, by Fari RPGs.
Stoneburner is a sci-fantasy solo-friendly demon-hunting community-building tabletop role-playing game.Inspired by the new school revolution movement, players take on the role of a group of dwarves who must assume control of a demon haunted mine, along with its accompanying settlement, which they inherited after the death of their distant relative.The game focuses on the dwarves' journey as they navigate the challenges of their new responsibilities, rebuild a new thriving community, and clear the mine of its fire spitting monsters.
A techno-fantasy game of exploration and survival. You’ll be delving into a mine to extract resources and attempting to maintain and protect your community not just from magical beasts, but also greedy and plotting rivals. The system is built on Breathless, which is pretty rules-lite on the face but has a lot of possibility to expand, borrowing quite a bit from the NSR but giving the GM specific cues where they have a license to complicate the story. You’ll find a lot of familiar pieces here, with character classes, special abilities, and loot tables. Stoneburner isn’t fully ready to be published quite yet, but in the meantime you can check out the free preview!
Hostile (Rules and Setting), by Zozer Games.
Welcome to the gritty, retro-future universe of HOSTILE. Based on the Cepheus Engine, these rules add in realistic combat rules as well as setting-specific rules from some of the eighteen HOSTILE supplements. When combined with its companion book, the HOSTILE Setting, you will have a complete, stand-alone, retro-future sci-fi game. HOSTILE is a gritty, near future roleplaying setting that is inspired by movies like Outland, Bladerunner and Alien. It is a universe of mining installations, harsh moons, industrial facilities, hostile planets and brutal, utilitarian spacecraft.
When I looked up info about this game, HOSTILE was described as not an ALIEN RPG, but rather an RPG that you could plug Alien into. It’s a space horror setting, but what kind of space horror is up to you. The Rulebook has rules on trade, salvaging, and other pieces of resource management, while the setting book contains construction rules for your own mega-ton spaceship. There’s also plenty of colonies, survival rules, campaign advice and encounter tables. If this is interesting to you, I’d recommend checking out the Double Shift Bundle, which offers both the Rulebook and the Setting Book for 20% off.
Forbidden Lands, by Free League Publishing.
Forbidden Lands is a new take on classic fantasy roleplaying. In this open-world survival roleplaying game, you’re not heroes sent on missions dictated by others - instead, you are raiders and rogues bent on making your own mark on a cursed world. You will discover lost tombs, fight terrible monsters, wander the wild lands and, if you live long enough, build your own stronghold to defend.
As raiders and rogues, in Forbidden Lands you will need to scavenge to survive. Built on Free League’s Year Zero Engine, this game uses an abstract resource called consumables which your characters will have to find regularly, because food goes bad and you can only carry so many things. The game focuses on the dangers of the road, although not all dangers are terrifying - you’re not fighting orcs all the time - sometimes you’re just battling mosquitoes and cold weather. There’s also rules about building, maintaining, and defending a stronghold, which sounds kind of similar to building and defending your house in Terraria. There’s a lot to keep track of in Forbidden Lands, and as long as you don’t mind playing characters with a somewhat loose moral compass, this game might be for you!
A Fistful of Darkness, by monkeyEcho.
A Fistful of Darkness is a Weird West Fantasy hack of Blades in the Dark with heavy emphasis on the fantasy part. It’s not intended to be an accurate history lesson or a simulation of past times. It is designed to be a cinematic game which lets you play all those Weird West tropes towards the end of the world.
Imagine a world with the magic and mystery of the frontier: wide open plains of the Old Wild West in all its beauty and madness, where violence and sacrifice dominate every single day. Now add the Hellstone rush, underground mayhem in mines and brand new sciences & machines. Don’t forget immigration, injustice, vigilante justice, outlaws, gunslingers, slick talkers and setting suns. This all in the face of an impending doom: Demons and the four riders bringing the end of the world as you know it. How do you make it to the top of this powder keg, which side will you take in the impending war and how much will your soul suffer? Let’s play to find out!
Forged in the Dark games abstract your resources a bit, but the Hellstone of A Fistful of Darkness is so important to the setting that you’ll find yourselves doing whatever you can to get your hands on it. It’s a crafting material, it’s currency, and it’s the bringer of mutations and curses, what with it being a demonic material and all. Because you’ll be running a group playbook alongside your own characters, you’ll be working together to improve your tools, allies, abilities and home base, especially if you choose the Scavengers Posse. If you like action and suspense as much as you like inventory and communal goals, then this game is for you.
LOOT, by Gila RPGs.
Do you love loot? Then you're in the right place.
Go on quests, find loot, do it all over again. Your character is entirely defined by the loot they wear and carry. Loot is generated and passed out at the end of each quest with a dynamic loot pool system.
This is an application of the LUMEN system that eschews dice. Players have a number of uses for each of their approaches, which can be spent to overcome obstacles. Complications arise when you have to cobble together a solution using a different approach, or when you avoid marking an approach at all. This is a game still in a free playtest, so the designer is happy to hear feedback if you decide to give it a whirl!
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space-blue · 2 months
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I watched the 3 season 3 TBB episodes and it's all again tying to Palpatine clones! And I am. Upset!! That EVERYTHING must now tie in to the Palpy clones because Disney just could not take the L on the "somehow Palpatine returned" meme.
So it's all about project necromancer, just like Mando all ended up being about cloning and Grogu's M count, and Kenobi had to rip JFO's entire ending to show us from Jedi in amber... I hate that it feels like a curse over anything coming out in this time period. Most importantly : it is SO boring.
Why must Disney ruin the punch and twist of its shows, when they could tell original stories? You want to engage us into dark sithly biddings?
GIVE US A GAME!!
If everything has to be about Palpatine doing necro shit keeping dead jedi in vats and using their blood to splice a force sensitive clone, then let me play that!
Give us a game in which
I do force sensitive children hunting!
Blood resource management!
Building evil bases across systems!
Sending minions (like Cad Bane or custom made inquisitors) on child kidnapping quests!
Let me build genetic facilities and unlock genetic and dark force skill trees! Let me do Sith factorio!!
Passing bills and racketeering entire systems to help fund my dark deeds!
Let me build up and repair Vader's amour, customize it, so he can go on more dangerous missions and harvest more force sensitives and rogue Jedi!
Chose the right dialogue to brainwash my inquisitors!
Have rebellion crushing minigames, and risk of losing precious DNA sources and rarefied Kaminoan cloning specialtists!
Let me give birth to deformed blobs that scream in pain and die, until I manage to craft the first Snoke!!
Let me play a Dark Sith Cloning Sim!! Let me be dark and fucked up!!!
Now that would be engaging and fun, and that would leave space for stories to be told during the empire and post empire eras that don't revolve around Palpatine's deals.
Of course it's 2D pixel art BTW.
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sailorastera · 6 months
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I'm very proud of my husband because his base building, resource collecting, cat in space game MewnBase IS DONE!
His 1.0 release was last night. 🥳
Steam: https://store.steampowered.com/app/743130/MewnBase/
Itchio: https://cairn4.itch.io/mewnbase Congrats hubby. ♥
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sprintingowl · 1 year
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Wear And Tear
Pharmagothica released a few weeks ago, a 137 page survival horror ttrpg that focuses on resource management, caution, and lateral thinking.
It takes place in a near future where companies rule walled cities, and the wilderness outside is infested with the bioweapons they created.
Tonal influences include Parasite Eve, Resident Evil, Fallout, The Last Of Us, Kingdom, and an assortment of related media.
The game's engine is built on Mork Borg, which means d20+stat checks, character classes, and Omens---a limited currency you can spend to reroll bad dice.
Pharmagothica also expands on that framework, adding careers, crafting, the ability to poach special abilities from other classes, and a lot of other smaller mechanical tweaks.
This week I released Wear And Tear, a supplement that adds another 39 pages and expands player options with new equipment, new abilities, new classes, and weapon maintenance---a mechanic that encourages players to sometimes use cheaper, weaker gear.
Both Pharmagothica and Wear And Tear are available for free, but you can also support development if you want to.
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thetalentedmrwulf · 7 months
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Abstractions in tactical RPGs
I'm definitely getting to the point in my RPGing, or at least in my DMing, where I find I have less and less patience for bean-counting. Ammunition, coins, et al.
No, that's not right either. I understand their purpose in games that require them, and I find my preference moving towards games that don't, but I'm losing patience with people who both insist that you can roleplay anything but that not only refuse to understand abstractions, but directly bitch about them.
By example - in Pathfinder 2E, Alchemists can just make x alchemy items a day with an abstracted resource called infused reagents. These last for one day. If they wait until the middle of an encounter, they can whip it out on demand, but there are less than if they planned ahead. Seems rad. My Alchemist gets to do alchemy stuff all over the place not unlike a spellcasters uses spells even in a game that likes bean counting or specificity.
Then why do so many content creators that normally gush about how anything is roleplayable throw little fits over where these come from? Who gives a shit? Maybe they have their own alchemy kit, or a satchel like Honey Lemon in Big Hero 6, or are mixing their spit into something because they're suffused with chemicals. It literally doesn't goddamn matter. Why die on this hill?
Just seems silly. I hope in the PF2 remaster they keep adding stuff like this. There's a phenomenal feat that lets you pull a random item out of your pack because you planned ahead for just such an occasion that's really been making people die on hills and I don't get it. The game has been moving away from being a skill-based board game with RPG elements for years and those old versions still exist. There's plenty of space for tactical social/physical/mental encounters with abstract shenanigans. Stop fussing already.
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doomskii · 2 months
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The Elegant Design of Risk v Reward Systems
Note: The following is a light analysis of trade-off or risk reward mechanics in games, not a deep dive.
Introduction
I tend to favor games that strike an elegant balance between risk and reward in their design. Such designs ask the player to consider whether X is a help or hindrance to obtaining Y, while simultaneously questioning if the cost of X is worth obtaining Y. This balance can be implemented in a variety of ways and mechanics. Should I spend currency on buying healing items or better equipment, or do I even need either? Is the allure of the unknown area ahead worth using, or potentially losing, your current resources to quell? Should I use my HP to cast a high-damage spell and hopefully end the fight, but leave myself open to a counter-attack?
What's so rewarding about these decision points is that they allow you to flex your intelligence as a player and present moments for you to challenge your understanding of the game's constraints and unearth more about its mechanics. When applied to linear level structures (A-to-B-to-C), this can result in fun hidden locations or sequence breaks, such as level warping from A-to-C, as seen in Super Mario 3. FromSoft adventure games masterfully use exploration as a trade-off mechanic, making the discovery of new areas, hidden items, and especially those found with the janky jump mechanic, incredibly rewarding. The tension-to-relief-to-excitement beats these games employ keep you wanting to uncover more and experiment further—whether it's finding invisible walls, items, or NPCs hidden in destructible barrels.
Implementation in Save Systems
Ori and the Blind Forest effectively utilizes its energy resource as a trade-off mechanic. In short, the game features collectable energy (Blue Orbs) that enable players to use unique skills, generate save points, or unlock energy gates, which in turn provide additional exploration opportunities. This mechanic creates organic decision points for players whenever they encounter an energy gate, a challenging platforming section, an intimidating combat situation that can be more easily handled with skill usage, or any combination of these scenarios.I would love to see the save aspect of this energy resource trade-off applied to survival horror titles. Imagine a scenario where saving your progress comes at a required cost, such as sacrificing HP, consumables, or ammo. This mechanic would introduce a compelling element of risk versus reward, forcing players to carefully consider when and how to save their game, adding an extra layer of tension to the survival horror experience .This approach not only breaks away from predetermined save locations but also combats the extreme approach of either unlimited save capabilities, seen in modern survival horror, or the classic survival horror approach of limited save capabilities based on a singular rare item type.  While generative save points do raise questions about implementing autosave checkpoints or managing stash versus inventory, experimenting with these elements to strike the right balance is worth potentially introducing a new way of saving to the genre while maintaining the tension surrounding the design of save points.
Pitfalls
The danger with risk v. reward design is applying it to too many aspects of your game and inadvertently forcing a majority of players into decision paralysis. The RTS genre, in particular, often demands players to manage units, resources, movement, and advancement simultaneously, which can be more stressful than strategic for many players. While this design isn't inherently bad, it's important for developers to be aware of these potential issues and provide accessibility options to help players focus during intense moments. This could involve implementing mechanics such as a slow-down or pause feature, enabling players to queue actions more deliberately and prioritize the true focus of the game: strategy, rather than becoming an actions per minute (APM) wizard. If the frequency of these decision points is the focus of the game, such as in heavy resource management games like Frostpunk, GTFO, or XCOM, it's crucial to provide enough feedback to the player and pace that feedback accordingly. The player should ideally be learning and challenging their understanding of the system presented. Otherwise, the design is likely to lead to players repeatedly attempting solutions relying on luck rather than strategic understanding. This is a big aspect of why making extreme risk v. reward driven games can be so difficult to get right. It's why some studios have more recently opted to use Early Access as a means to fine-tune this balance. In these types of games, there are numerous levers that the designer must consider at any given time to ensure that the rewards feel earned, while also avoiding the perception of grind or luck as the primary means of accomplishment.
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shallowseeker · 3 months
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Hey Shal, I have a question about your family diner meta. Mad respect, but in the Leviathan arc Biggerson's is made out to be a bad thing. I was wondering if you have any thoughts on that, since in the Cas tablet meta where Naomi attacks Cas, you talk about Biggerson's being bigger sons -> better than their fathers because of their bigger hearts is a good thing? Anyway, I'm hoping this comes across as a friendly question!
I tend to shy away from writing about some stuff from that season, because a lot of it seems very era-attenuated. Example: how an average librarian is referred to as "Chubby" and her beau as "Chub-chaser" in Repo Man. In general some of the mean despair over "fat people" in this season comes off Hollywood-seedy and thoughtless, but it's soooo of the times.
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For a little while era, the documentary SuperSize Me reigned supreme in every bit of small-talk and in every classroom. Jessica Simpson was a frequent target of weight-shaming, including this hugely publicized fiasco from 2009, when she looked like a walking dream BTW.
In this way, SPN is like a time capsule. (Like how, if you were alive at the time during post-"war on terror," Torture was the big topic in every current events class, verging on a buzz word.)
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Yes, Biggerson's is a BIG motif in season 7, and with negative connotations. It's a nod to SuperSize Me. It's especially damning for the punching-down attitudes in Hollywood.
I want to point out that although the name is cheeky, Biggerson's wasn't even inherently bad in-world.
The Leviathan were a rotten supplier to this family chain industry, dosing their food with additives, which mirrors a lot of the real-world chatter that was going on about trans-fats, partially hydrogenated oil, etc. People were working really hard to get them banned!
When you get down to it, the people inside Biggerson's were being actively preyed upon.
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What I think I want to carefully pivot to is the dark side of humanity and family, that of consumerism and exploitation.
I think overall that the family diner is still a positive motif, but as with every motif, there's a shadow side--the uncharitable side, a side that can be carried to extremes.
The "shadow self" of the family diner motif is excess and greed exploiting the family by ravaging its most basic requirement to survive: shelter and nourishment.
They are making humans into livestock. This was also a rampant idea in the 2000s: about selectively breeding farm animals so that they get dumber and dumber, until they're easy to subjugate for meat, assembly-line style. I think they briefly touch on this again in season 12...with the Moloch monster and family business of meat packaging.
Anyway, SPN was trying to loop this idea in, too.
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So, yes. BIG erson's. Bigger Sons. Etc. Etc.
You want your kids to be better than you, with "bigger hearts" and more kindness. But bigger and stronger can have a heck of a downside, too.
But at its heart, the family diner also represents communion and community. It is, after all, the weak, vulnerable human family that Cas wants to protect in season 8.
It's both things at once.
(ASIDE//
And Cas becomes the ideal/idea/motif of the always-working dad/husband that wants to provide for you but doesn't indulge in happiness or nourishment for himself.)
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ASIDE 2//
Flagrant consumerism is a big part of Nephilim concept, too, and that's a very ancient story. Theirs was an extensive appetite that so drained the world they had to be eradicated to save the world. In a very real symbolic sense, We are the Nephilim. (On the nose maybe, but we are empire: too tall, too strong, too wasteful, war-mongering, dominating etc. etc.)
And my point is, I think humans have always been aware of the tension and war that comes with the competition for finite resources. It's not just a modern, "American" concept.
In early days, our conceptualization of gods and demi-gods mimics the food chain. Ergo: If gods are above us, they're like other stronger animals...they want to eat us. Thus, sacrificing to them is a way to appease them.
Humanity and religion are historically oriented towards pooling resources to survive. Many religions, even the big ones imho, are a clever family-extension device, that's why it they’re so littered with parental components. (It's used to bind people “under one roof” and funnel the resources appropriately.
Certainly, that how Cults and Causes start; in meaningful ways they're all baby/early religions. And when enough time goes by, and the leaders die, etc etc...they devolve to myth and respectable religions proper. The ultimate difference is time.
If angels are royal families, ancient knights-and-tribalism, then Leviathan were supreme capitalism.
It worked well in theory, even when the execution was sometimes lacking to too campy to get the satire across. Especially coming from, you know, Hollywood. And Biggerson's is a warped shadow of that appetite symbol.
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nicholasandriani · 5 months
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(via Level 4: Reflecting on the Game Design Journey of “Trail Guardian: The Ranger’s Journey”)
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nickstanley · 1 year
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Schneider’s Creek
I just learned that an Environmental Study will be conducted on this concrete creek to determine what sort of improvements can and should be made. The reason for this change is flood mitigation (to prevent flooding). The brochure discussed widening and naturalizing the banks of the creek, this is something I am 100% in favour of! This could become a really beautiful area when the naturalization project is approved and completed. 
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erikahammerschmidt · 3 months
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so here are some of my thoughts on the idea of "longtermism."
i.e. the idea that we should focus on human well-being from a big-picture perspective, including all the possible future generations of humans, perhaps even before considering the well-being of people currently alive.
which to me sounds like mostly absolute nonsense.
Not because I don't care about the thought of distant future humans still thriving and happy thousands of years from now.
I do! I think that would be awesome, and I hope it happens.
BUT
for the most part, we CANNOT predict anything far enough in advance, in this chaotic world, to have ANY IDEA what actions today will even BE good for humans thousands of years from now.
And, the few things where it does seem kinda brainlessly obvious what would be good? like, "don't blow up the world today"?
ARE ALSO THE THINGS THAT ARE GOOD FOR PEOPLE RIGHT NOW.
so, why would it be a question? why would you even have to choose?
example:
for some of these longtermist thinkers, the main goal is space travel.
from this viewpoint, the big fear is that the planet Earth and the Sol system won't last forever, no matter what we do…. and if humans don't travel to other planets, other star systems, by that time, humanity will be wiped out and nothing we ever did will matter.
now. setting aside for a moment this dismal view of what it means for one's life to "matter"…
HOW exactly can humanity get to space? well. we would have to figure out a whole shitton of things that we are not even close to.
how can we get space travel to speeds that would get us anywhere in an even imaginable timeframe?
how can humans survive the radiation in space, for a long enough time to get anyplace even at the maximum conceivable speed?
how would we sustain the basic food and air and water needs of human populations during such travel?
and, to me, that last one seems like the most obvious place to start. because we DO NOT have the technology to keep a self-sustaining, human-sustaining biological ecosystem going inside a space colony! either on the surface of an alien planet, or inside a space station or a generation ship.
we have barely even tried to figure it out! …ok, we tried, once, decades ago, with the Biosphere 2 project, and failed and never really tried much again as far as I know.
we are failing kind of badly at even maintaining the sorta self-sustaining ecosystem that Earth itself gave us! the one that took millions of years to evolve! which ONLY sorta works to sustain us because our species literally evolved to fit into it!
…and the techbros who currently talk about colonizing Mars seem to be talking as if this is all some super easy soft thing that they'll figure out when they get there!
you know what would help us get to space the most? first priority, before anything else?
figure out how to manage a damn ecosystem.
Not only because it'll be an obvious necessity for the space travel itself.
but also because it is gonna take a DAMN LONG TIME to develop workable long-distance space travel, IF (and this is a big IF) it is even physically possible in any way.
AND, during that damn long time, WE STILL NEED TO BE SURVIVING ON THIS PLANET.
Not to mention that, even if some of our eggs get into other interplanetary baskets someday, Earth is gonna keep being ONE of our baskets for a very long time.
ideally as long as fucking possible! because it's the one that works best, and probably always will be, for as long as it exists. WE EVOLVED HERE.
and, guess what!
the steps we could take toward advancing space travel in that way? the managing-ecosystems steps?
ARE ALSO THINGS THAT WOULD MAKE LIFE BETTER FOR PEOPLE HERE ON EARTH RIGHT NOW.
another thing that comes up in the longtermism discussion is "overpopulation." The idea that distant future humanity will be better off if current humanity does things to reduce our population to save resources.
now. i think it's pretty damn clear that the problem with human population and resources is MOSTLY that the rich and powerful elements of present-day humanity are doing a terrible job of distributing the resources that currently exist to the population that currently exists.
and this is mostly a greed issue.
and regardless of what happens to actual population numbers, the most obvious benefit to future generations of humanity would be figuring that mess out.
starting with the goddamn greed.
...now. there ARE, in some ways, challenges in this endeavor that are particularly difficult because of certain ratios of human populations to resources.
like for example (though I am not an expert on this) I have heard this discussion among local progressives about the resource of water, for the population of southern california.
before european settlement, before the aqueduct, this particular area naturally got enough water to produce enough food for a certain number of native people.
then, the aqueduct made it possible to sustain the much bigger population of non-native people who were settling here.
And that whole process damaged the ecosystem so badly that, if the aqueduct stopped working today, the population sustainable by the natural resources here would now be much smaller than it was at the beginning.
and there is uncertainty about how sustainable the aqueduct is... and what other options would be possible for supplying the current enormous population of this land with water.
but... even assuming that this would become significantly easier with fewer humans...
none of the malthusean ideas about population reduction are anywhere near ethical. and from a viewpoint of cold heartless numbers, they don't even seem PRACTICAL. genocide and forcible sterilization tend to focus on the groups that are using the fewest resources per person anyway.
and populations adapt to what is available! currently, this is happening through the mechanism of "younger generations aren't having kids because no one can afford to have kids."
this kind of adaptation sort of works-- although, like other population control methods, it still allows the wealthiest and and most lavish resource-users to breed pretty freely.
BUT it is… kinda sorta ethical, in a sort of terrible individual way.
at least… it's more ethical than other types of "population reduction"... and it is much more ethical than the opposite goal of "forcing everyone to reproduce no matter what they can and can't afford."
and THAT is the dystopia most likely to happen now! THAT is what'll happen if we don't VICIOUSLY defend body autonomy and access to birth control for those who want it.
there was a time, decades ago, when I was a bit brainwashed by that same paranoia about overpopulation! BUT, the more i learned about the issues, the more clear it became that the way to a sustainable population is to let people decide how many kids to have. THAT is how populations adapt to what the society can sustain.
so even from a "omg overpopulation scary!" viewpoint, the best bet for the happiness of distant future generations is probably gonna be a combination of:
"figure out how to manage resources in a goddamn reasonable not-greedy way"
and
"protect goddamn REPRODUCTIVE RIGHTS."
both of which-- guess what? ARE ALSO THE BEST WAY TO MAKE THINGS GOOD FOR THE DAMN CURRENT POPULATION.
so… longtermism, to me, is both important and a non-issue.
it works itself out best when we ignore it and take care of our community right now.
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wealmostaneckbeard · 10 months
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The core components of the survival horror genre are guns, monsters, mysteries, and dwindling resources.
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manonamora-if-reviews · 11 months
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Approaching Hordes! by Craig Ruddell
============= Links
Play the game See other reviews of the game
============= Synopsis
It's officially hit the fan! Cause, unknown. There's no time to worry about that now anyways...there's a zombie horde approaching! Your job...gather as many survivors as you can and hold out for as long as possible. You'd be the hero if you can find a cure, but digging an escape tunnel might be a good insurance policy.
============= Other Info
Approaching Hordes! is a Twine (SugarCube) game, submitted to the 2022 Edition of the IFComp. It placed 49th overall.
Status: Completed Genre: Apocalypse, Zombies, Resource Management
CW: / Note: Zombies, violence, death,
============= Playthrough
First Played: 2-Oct-2022* Last Played: 26-May-2023 Playtime: around 1h-ish? I took a break somewhere Rating: 2/5 Thoughts: If I was this bored managing resources during a Zombie Apocalypse, I would probably die.
*I had reviewed the game during the IFComp in the Author's section (which was hidden to the public). I forgot to keep track of the notes I gave though... You can find the OG review under the cut.
============= Review
Approaching Hordes! is part Choice-based, part Resource Management in a basic SugarCube UI, following the player has he leaves his infected family behind and tries to survive hordes of zombies.
Spoilers ahead. It is recommended to play the game first. The review is based on my understanding/reading of the story.
Preface: Before getting into replaying the game, I could not shake off the feeling that I was going for a bad time. I remember not liking the game at all (I think my OG review shows that). Still, I am going into it with a somewhat open mind?
The game start with a short prologue, spanning a couple of days, where you notice an increase of gunshots in the neighbourhood and order your wife to check it out (day 0); wake up, find your neighbour informing you of the zombie apocalypse, find your wife having turned into s zombie and Mike-Tyson-punch her, and set up camp (day 1); constructing a guard tower (day 2, very quick); and becoming unanimously the leader of the 11 survivors (day 3).
Then starts the Resource Management. At the time of the first review, I had not seen many Twine games doing something that was not Choice-Based (aside from my own little tavern). Instead of taking the traditional approach of a choice list to resolve issues, Approaching Hordes! combines the Idle game format to managing the compound and its resources. It is an interesting way of pushing the SugarCube/Twine engine in this manner. You have three levels of difficulty. I've played only on Easy and Medium.
However, it soon becomes tedious, and I would put the blame on the idleness of the game. Resource management is very fun, as having to balance the use and harvest of set resources can be challenging but also quite rewarding. Idle games, on the other hand, often requires you to step away from the game and leave it on in the background. Except you can't do that here. Closing and reopening the game brings you right back to the moment you left it. Leave the page idle for too long or change tabs and it just... pauses. You have to keep the page open and focused, watching the bar fill up slowly.
There is nothing else to do in the meantime, no extra story, no dialogue with the other survivors, no personal thoughts... just sitting at a desk and moving people around.
Granted the first quarter(-ish) of that part is a bit stressful. You only have 10 survivors with you out of the max 50, you need to make sure you have enough food, that there are guards around, that the compound is secure and repaired, and that the camp is happy. But as soon as you max out the survivors (which can be preeeettttyyyy quick), you are essentially done. It's just a matter of moving a few of the survivors around to the relevant ending (escaping or cure).
The first time I played the game (during the IFComp), I got incredibly bored and just let my survivors die/leave camp halfway through (all forced to build that tunnel, waiting for the end link to appear on my screen (I think I got a bad ending). This time, I tried to be more diligent and finished the zombie cure. But by jove was it tedious. I was legit writing this review at the same time to fill my waiting between moving one or two survivors around.
Depending on the path taken (win/lose - cure/escape), you will have a bit of a different ending from a news-cliping, before you are able to see the different important steps of your journey in a notebook. But those are just two screens. And after spending all this time waiting and clicking stuff every few minutes or so, it honestly felt unrewarding (especially when I freakin found the cure!!).
Suffice to say, it still didn't tickle my bone the second time around either...
Some other points:
there is humour in the text, but it really wasn't to my taste. The jokes and the nudges fell flat or forced. It often made me cringe, but not in a enjoyable way.
I still don't know if you are supposed to like the protagonist at all (from the text, I don't think so?), but I thoroughly hated him. He is an absolute dick (especially to his wife) but somehow everyone thinks the sun shines from his ass (how you get the leadership still astounds me).
I wasn't particularly moved by the prose, and often felt a bit uneasy by the tone flipping too abruptly from comedy to action to "horror". Part of it is probably because I loathed the protagonist.
while the visual was simple, there was issues with refreshing the page (which reloaded everything) and with the contrasting of the text (especially when choosing the action in the resource management block).
As a proof of concept (Resource Management Idler in Twine), it worked. This game really tried something new (in my book) with the interactiveness and that should be commendable. But the fiction of it all was really eh.
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OG Review during the IFComp
Zombie apocalypse meet Management Sim.
This was the first time I saw something quite like this with a Twine game (I usually see more Choice-based game) and it was interesting to see what else one can do with the system itself. Who knew resource management was on the table! This was kinda neat to see.
That said, after the prologue, the game became a bit boring. This is usually the case with idler-games, you just end up waiting for progress bars to fill up, which is the case with this game as well. Even if you need to tweak between the options, there’s not much you can do but wait. Only having the resource management/idler for this long really breaks the flow.
It’s a bit of a shame that there is no story past the prologue and that you, as the leader, you do nothing but tell a survivor where to go and wait. There is some story after the horde arrives (at least 30min after you get into the compound), but, even though I was yearning for something else to do than wait for the progress bar to fill up, I had mentally checked out of the game when it appeared.
I also had some issues with the little story you end up having. The text is at time confusing (your spouse is on top of you, but the next line is she is far enough that you can punch her?) and missing/misusing punctuation. Some paragraphs have very disconnected tone [Though I always like to be able to flip off my neighbour]. I didn’t understand the rationale behind you the player being set as the leader of the group either (why would people follow someone who’s clearly a not-so-nice person and a terrible spouse?).
Some formatting is a bit off. Rather than change days in the middle of one passage, they probably should have gotten a new passage instead.
Overall, I liked that it was different and tried to do something new with the Twine Engine, but not having anything really to do during the resource management portion really decreased my enjoyment of the game.
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janimatorbot · 1 year
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I love how theres no resource management so James just has 500 bullets, a huge blade+ sm more. I just imagine he keeps it all in his Little green cargo jacket
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juliaschifini · 1 year
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i can barely manage my resources in my real life, and you want me to do it in a GAME?? for FUN???
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nightshaderose · 2 years
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So I just recently managed to summarize my general philosophy of playing colony-/manufacturing-/logistics-management games.
"Move Slowly. Stay Rich."
as in don't get ahead of yourself, there's often no reason to race up the tech tree, make sure your resource base is solid before advancing, always keep some production capacity in reserve, make use of storage buildings to "bank" items (i.e. if you don't need it right now but you will need it later fill up a barn before shutting off production). As long as you've got a buffer of resources, you can survive a lot of BS.
This realization was brought to you by Factory Town, but I really do as much of this as I can with all of these types of games. This would work IRL too, but only if you start with access to resources.
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redreadretale · 1 month
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Let’s look at how China & India have been dealing with overpopulation & managing feeding/housing/education/employment/transportation/healthcare.
What areas have they made good choices that are sustainable? What areas have failed or are causing additional unforeseen problems?
How can we be forward thinking & apply wisdom as a country to prepare for the inevitable?
Why not move towards mass transit instead of a hard push for electric cars?
What resources are we wasting or need to have a better management system in place?
Are any municipalities setting a great example?
Can we switch en mads to grey water in our toilets?
(Because why are we shitting & pissing in potable water? )
Can we talk about and brainstorm these things topics/issues?
What are your thoughts? Ideas?
Can we put our heads together instead of making everything a bipartisan battle?
I’d like to meet more people who are thinking about these things.
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