Level 1 Party: gets abducted in their sleep and has *all* of their gear stolen and are hung up like livestock at a slaughter house.
Party: wakes up
Party: chooses violence.
Party: the ogre that captured us comes back for a snack and we beat it to death with our bare hands and extremely basic spells.
My Duergar artificer upon killing the ogre: "don't *kick* screw *kick* with *kick* me *kick* you *kick* stupid *kick* oaf!"
So, anyway. Session 0 looked like that one scene from JoJo: Golden Wind where they beat up a random rude guy, except we're all dwarves + 1 half elf (probably half dwarf).
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When a non-horror game has a horror section, I often find it a little more effective or memorable than a full-on horror title's horror, in a way. I think that's because, for characters in fiction, they usually don't know they're about to experience a horror story, so they aren't mentally prepared at all. As the audience, we know that when we boot up Silent Hill, we're gonna see some scary stuff and can mentally prepare accordingly. But when some innocuous children's platformer or RPG or whatever suddenly throws genuine horror elements at me, I'm taken out of my comfort zone much more roughly since I don't expect it at all.
I think that's neat :>
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A devastating and confusing thing about the Fallout setting, when you explore the pre-war aspects, is what the creators think about pre-war America. In the first games we only get hints of the pre-war world, but they seem to be some sort of wild fascist nation invading Canada. In Fallout 1, the first thing we're introduced to of the pre-war society is seeing a soldier shoot civilians and laughing.
Now, for the first 2 games and New Vegas we don't really know much. What we know is that there's a fascist military group known as the enclave who were a sort of US deep state even before the war, and that the government teamed up with corporate interests to preform vaguely MKULTRA-ish experiments with the Vaults. Basically, the government was an extreme version of the 50s American jingoism and McCarthyism.
This is well and dandy, I guess issues come up more when we get to the later games, especially 4, where it seems like none of this extreme plotting and societal civil unrest which would exist is seen. The society as presented in 4 also seems quite progressive, gay people are featured in the opening, and none of the baggage of say, civil rights not existing are included. Now on a baseline, I don't want settings to be more conservative, homophobic and sexist etc., but it becomes a very confusing setting when it's displayed both as this jingoist extreme thing with fascist tendencies aswell as a progressive place where everyone is seemingly equal. If you're focusing on the 50s as your setting, and American nationalism in the 50s, then you can't have McCarthyism spoofs and anti-communism as a societal paranoia norm while also general equality is the norm without misunderstanding why McCarthyism and nationalist jingoism is bad. A massive harm done in anti-communist paranoia is how it degrades and vilifies any progressive movements (women's rights, civil rights, homosexuality) as being morally un-American and therefore connected to communism. To ignore this just makes any critique of MacCarthyism and jingoism weird!
Basically, pre-war America in Fallout 4 becomes this both sides thing where America is both pure and equal and white fences in every instance that we see as the player (the intro), while also supposedly being this dystopic MacCarthyist hellscape that's broadcasting gladly about their war crimes in Canada, and wants to root out communism. I guess the only fix for this issue without getting into the fine print like they had to do is just not to focus too much on the pre-war world.
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My players finally fought (and successfully killed) my false hydra variant. It was built when I wasn't quite so good at making monster stat blocks and they had the benefit of encountering individual heads before so they knew to have their ears covered.
Given the amount of prep they were able to do for it, I had changed things up from my original plan. My original plan was just to have it be the hydra down there with some environmental storytelling. But things worked out just perfectly for them to run into an important figure that they had been accidentally dodging for the whole campaign.
See, the setting has a lot of mysterious elements inherent to it. The. If one being that it isn't quite a land of the lost. It's a prison. It's a demi-plane where things that the gods of various universes send the the interplanar problems they don't want to deal with (like a prototype/precursor of the sort of realm of Sigil). And the players are basically in the general population portion of this prison plane. But the wardens, of which there are/were six, are in the prison as well and are in charge of keeping the truly dangerous things in solitary confinement.
And they've just, just barely, met the last warden that is still taking their job seriously. Some have been mostly killed while others have given up after countless eons. But there's still one doing his job and he needs to put the false hydra's remains in confinement so it can't possibly regenerate or be revived. And the players have been told by another entity in the plane that they have come to tentatively trust that they cannot let this warden take control of the hydra.
And I'm just... Really excited for my players to finally confront the last serious guy in the setting. They might even fight him and there are just... So many interesting possibilities.
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OC Askbox Game
I'm avoiding writing and you probably are too, so let's at least think about our characters while we do it.
You know the drill- send me a number (ONE number, you can come back for more) and I'll answer for an OC of your choice (if you know their name) or my choice (if you don't know their name). Feel free to name some of your OCs in the tags of your reblog, if you want to be asked about them.
How did you choose their name?
Were they created for the story, or was the story created for them?
Do they have a love interest, and was that their choice or yours?
Do they have a best friend? If so, how did they meet? If not, have they ever/why never?
Did they have a pet as a child?
What catalyzed their introduction to the plot?
What attribute of them (some facet of their personality, their history, their look, or whatever etc) would you find most important to somehow preserve if they were transplanted to an AU fanfic?
If your character's financial situation were to suddenly flip (someone poor becoming rich, someone rich becoming poor, etc), how well would they handle it? What would be the first thing they would do?
If your character could have handed their role in the plot to someone else, would they have?
Free Space #1: Which of your OCs would be most likely to survive a zombie apocalypse? Which would die immediately?
Does your character have a pet peeve?
Has your character committed any crimes (per their universe's laws)? If not, which crime would your character most likely commit?
Who is your character's closest (by relation, fondness, or distance) blood relative?
How does your character feel about riding horses (or your world's closest approximation of a horse if it lacks horses)?
Is your character's first instinct fight or flight? Is there something that could force them to do the opposite?
What is your character's favorite leisure activity?
Is your character holding any grudges? Are they likely to stop?
If your character were trapped on a deserted island, what three things would they want to have with them? Which person would they absolutely hate to be trapped there with? Which person would they enjoy being trapped there with?
Does your character having any health issues, whether they're aware of them or not?
Free Space #2: Which of your OCs would you most like to meet in person, if they could become real (or you could visit them) for a day?
Final Question: Ask me your own question about my OC
Remember: play nice! Send an ask to the person you reblogged this from, and try to send a few to folks that reblog from you!
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