g/t prompt 43
as you watch the night sky, you see a massive figure start blotting out the sun
as the blackness covers up more stars and takes on a clearer shape, the silhouette nears the moon
the figure does not blot out the moon
the figure is behind the moon
they are that big
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Crash Bandicoot: The Wrath of Cortex - That Sinking Feeling:
"Do you want to play a plane level but with worse controls and gimmicks? Well, this is perfect for you because WTF is this level. It's not fun at all and annoying to get into."
PS: the gameplay used for this gifset is not mine. The original video belongs to the user: JokerAlex21, on Youtube.
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The Consequences
The Consequences Of My Actions, Under Water Games, 2020
Inspired by Fiasco, The Consequences is a game where your characters have made one biiiiiig mistake and now you're stuck paying the price and figuring out whether you can possibly get out of this mess.
The game starts with the group deciding what the mistake was. Examples include: embezzling millions, losing your family's savings gambling, going into massive debt to the mob, killing someone, burning down a building, or even several of those at once. The key is that you are in some way at fault. You then decide what the setting is, who your characters are, and whether you can actually get out of this. Once you know whether your characters are living a life of guilt, fear, or imprisonment, it's time to play out exactly how it happens.
The mechanics are brief. Each character gets a stack of d6s as a pacing mechanic and a paragraph of description. You can borrow someone else's character with their permission. It doesn't feel quite as well-playtested as Fiasco, and the outcomes feel a little... I don't know, rocky? Uneven? Scenes near the end feel like they don't fit. It might be the shift to a 3-act structure, or a result of the somewhat less-structured beginning.
The game does have a GM, but they're primarily reactive. They create a backdrop against which the characters can continue to bungle forward or downward. There's no need to come up with what's going to happen ahead of time. When the consequences of the characters' most recent actions are not obvious, the book encourages the GM to introduce characters using a few principles, like:
People with trouble find people with trouble.
Hurt people hurt people.
People who are lied to keep secrets.
Everyone would choose to make something, but breaking something is right there.
It also provides some random-roll tables for when you're stumped. Things like "The cops show up" or "Your ex is visiting" or "Your neighbor gets nosy". From there you'll need to improvise.
There are also guidelines for running "Getting Grounding", a less-serious variant of the game where your mistakes are more like getting gum stuck in your sister's hair or punching someone in gym.
The interior is black-and-white. The art is mostly line drawings of various mistakes and catastrophes. I particularly like the facial expressions, which convey a real feeling of panic and dread.
It could use a second edition, but overall I like it. It has a different feel from Fiasco, with a big inciting incident and a more us-vs-them setup. I'd also love to see Getting Grounded spun off as its own game.
Under Water Games is a 3-person outfit run from the Bahamas. You can imagine they don't exactly get to a lot of conventions. The book is distributed via Diamond, so you might be able to get a comic book store to carry it.
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