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1 year ago

Passive Monsterization Yokei Godneu

This goes over the passive type of well monsterization, or natural monsterization, the process of something that isn’t a yokai of slime becoming one of those species, I will post about the types of monsterization later.

Monsterization is a strange process in Yokei Godneu: To Be A Hero, and is the result of objects and animals absorbing excess magic produced by the emotions of sentient beings.

Magic is primary the source of all sentient life in yokei godneu, without magic, nothing can’t be sentient, as such, all beings how are sentient can use magic.

Emotions, primarily the emotion of love, also produce small traces of magic, and can power magic up. This is how monsterization primarily works.

Monsterization is the process of an object or non sentient organism turning into a yokai, due to them absorbing residual magic around the area, transforming them into a yokai, or tsukumogami.

For objects, enough emotions towards the object will trigger the monsterization process, with them gaining the ability to move on their own, slowly and steadily gaining a soul, and becoming a tsukmogami.

Tsukumogami are artifical yokai that are born through the object passive monsterization process, mostly the result of an object going under either type of monsterization, leading to a wide variety of their appearance for the tsukumogami class of yokai

For animals, it’s a little different, animals already have a soul, so the magic is more of a steady process, they will start walking on two legs, and gain the ability to speak, slowly and steadily turning more humanoid over time, soon turning into the yokai corresponding to their species.

Plants and mushrooms combine the two methods, gaining a soul like the tsukumogami, and turning more humanoid over time, the process completing with them, fully turning into the yokai of their species.

As explained previously in slimes: yokei Godneu monsterization also turns liquids into slimes made of their liquid, despite them not being yokai, probably because slimes can be made of any sort of liquid, and can speed up by using magic.

This mainly explores the regular old passive monsterization of yokei godneu: to be a hero, basically things that aren’t sentient becoming sentient species, there is another type of monsterization, but I’ll explain that later.


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11 months ago

The tutorial area/prologue Of yokei godneu: welcome to welcome island

The tutorial is the only area where Gofurias does not appear to the party in the main story, as the light stone plot line doesn’t start, until you leave the tutorial area, acting as a simple introduction without any real story presence, basically acting as the calm before the storm

The light stones being stolen would be mentioned, so you have a goal in mind, but gofurias and his allies wouldn’t appear in the tutorial area, plus there also isn’t any light stone in this area too.

As for the area, it is welcome island, an island outside the continent of pheron, it’s a rather peaceful island compared to the more wild continent of terranum, that most of the game takes place on, consisting of a peaceful town and marketplace for all adventures.

Welcome island acts as a little checkpiont, before anybody how wishes to be an adventurer arrives on pheron, as the only safe way to get to terranum is through taking a boat there, so sailors often dropped off at welcome island and made it a community of sorts.

Enemies don’t appear through the 1st half of welcome island, with the tutorial taking place, before a quick miniboss fight against a training dummy, to test the player, after the training dummy is beaten, weak low teir enemies will start appearing.

Since there is no light stone on welcome island, the major boss fight instead occurs, due to the small party you have needing to move onto terranum proper, to get the light stones back form gofurias and his allies, on the only boat that is docked at the time, how has a grumpy old sailor, how doesn’t want the party to go to terranum, cause they just docked and fueled their ship, and was planning to stay on welcome island for a while.


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11 months ago

No matter what, you would basically gain a skill in either before you get the 1st light stone, if the 2nd option is the one chosen, these skills use cp, cp is shared by the whole party, meaning it can be used by everyone in it, and must be charged up, with each light stone skill using a different amount of CP.


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10 months ago

If you get them until you get the final boss, confronting the final boss will be the main objective of the final area. If you get them form all the bosses, then you will finish the collection once the final boss is beaten. And if you get them for specfic objectives, then completing each area and beating the major boss will still give you one of them. Please put your ideas in the comments if you have any of course, but don’t just click it, cause that isn’t an option unless you actually have an idea.


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10 months ago

If you get them until you get the final boss, confronting the final boss will be the main objective of the final area. If you get them form all the bosses, then you will finish the collection once the final boss is beaten. And if you get them for specfic objectives, then completing each area and beating the major boss will still give you one of them. Please put your ideas in the comments if you have any of course, but don’t just click it, cause that isn’t an option unless you actually have an idea.


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10 months ago
All At Once Would Take Longer, As I Got To Recreate Them, 1 At A Time Would Take Less Time, But I Would

All at once would take longer, as I got to recreate them, 1 at a time would take less time, but I would still need to recreate them, I should tell you that the minibosses are probably not exclusive to their world.


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1 year ago

Okay i lied i have to share this


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1 year ago

Introducing Trilogy

Yesterday I released Trilogy, a new tabletop RPG crafted to support you in having grand adventures in worlds of your own making.

There are several reasons I started writing Trilogy, but the biggest one is that I ran a Dungeon World podcast called Crudely Drawn Swords for seven years and that was a lot of time to think about what we were playing. To a degree Trilogy is the game I wish that we could have had to run the podcast.

Starting from the question "what would a purely PbtA game for epic fantasy look like?" I started thinking more widely - what do I want from a fantasy game? And the truth is that I want a game that supports the structure of characters and their interactions but doesn't tie itself to a specific setting.

Trilogy begins with The Appendices - conventionally in epic fantasy these are at the end and document information about the wider world that might not have made it into the story, but here it is where you sit down as a group and decide what tone you want your game to have, and your world looks like. What kind of place is it? What magic is there? What is religion like? What are the major cultures where the story begins? How would it feel to be in this world? Trilogy doesn't tell you any of these things, it gives you the tools to think through how you want your world to look.

This creates a secondary challenge - without knowing what the world looks like, how could I design character classes for this type of game? Trilogy answers this by going back to the fundamentals - instead of a conventional character class, the playbooks in Trilogy represent a narrative arc. Some of them, like The Fighter, The Priest, or The Magus, look like familiar classes. Others, such as The Volunteer, The Mentor, The Weapon, or The Defeated, are a little different. Character arcs have a set of turning points, story beats that allow you to advance along your arc after you have collected a certain amount of experience. Some are positive and others negative, you choose which ones you want to hit and when, but every character's story has its highs and lows and to get the most from the game you need to lean into both. A character can pass through three arcs as they grow and change, like the three volumes of a trilogy.

The aim of the game is to create a slower but satisfying sense of progression - instead of hit points characters take Stress and Harm like in other Powered by the Apocalypse games that can have both mechanical and narrative effects. That makes combat feel dangerous, but the game also offers more ways to solve problems without getting into combat - I have played games where the player characters never got into a fight, instead resolving confrontations through an ingenious selection of alternative strategies including "lying" and "vomiting magic ink all over the floor." I'm genuinely enthusiastic about this game - I think I would be as excited about it if somebody else had written it. It leans hard into the joy of discovery and the excitement of adventure - you can play it as spooky and whimsical or gritty and hard-edged and anywhere in between.

Because I was writing it I even got to make most of the examples of play roll out as the story of someone's game, something I always appreciate when I read it. It also contains every technique I use as a GM in the hope that even before people get the chance to play it (heaven forbid any TTRPG afficionado have books we haven't got around to playing yet!) people who read it will still be able to use that advice in their other games. So that's Trilogy, the game I've been working on for the last few years. I think it's pretty great and I hope you will too:

Trilogy by bridlewise
itch.io
High adventure in a world of your own making

Obviously it's a full-priced game and that's a big gamble from an unfamiliar creator - if you want an idea of what it's like in practice we've got the CDS team back together and we're starting a streamed campaign so you have a chance to see it in action. You can find that over on Youtube: https://www.youtube.com/watch?v=NxpXacko9Nc

The first episode includes me notably failing to use OBS at both the beginning and end, and I can't make any promises things will improve in that regard, but it should be a good opportunity to see how the game shapes up from this start and with this crew I know it's going to be funny and take some wild swings. If you're interested in reviewing Trilogy or you really want to give it a try but you can't afford it, drop me a message


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1 year ago

OMG NEW HOTTIE ALERT!!!

OMG NEW HOTTIE ALERT!!!
OMG NEW HOTTIE ALERT!!!
OMG NEW HOTTIE ALERT!!!
OMG NEW HOTTIE ALERT!!!
OMG NEW HOTTIE ALERT!!!

HIS NAME IS SCAR AND HES A VILLAN IN THIS NEW RPG CALLED WUTHERING WAVES. THEY MADE THIS BOY SO CHAOTIC EVIL AHHHHHHHHHHHHHH *faints from fangirling

Yelp new character to add to my simp list❤️🥰


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9 months ago

too busy playing Roblox RPG games to post something

Too Busy Playing Roblox RPG Games To Post Something

*old picture I'm level 24 now.*


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1 year ago
My Friend Who's Not Into Zeno Tried To Draw Haru And Aki For Me And It's Beautiful

my friend who's not into zeno tried to draw haru and aki for me and it's beautiful ❤️😇


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12 years ago
Chilling At My Brother Place By My Self, Forever Alone And Testing A New Game.

Chilling at my brother place by my self, forever alone and testing a new game.

Just bought the new "Game of Thrones" RPG game to the Xbox 360. It's actually quite good, apart from the graphics.


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3 years ago
Editing Tile-sets Has Been A Very Relaxing Experience So Far, Especially The Stuffed Toys. Obviously

Editing tile-sets has been a very relaxing experience so far, especially the stuffed toys. Obviously I'm not the best at it (mostly just been editing colors and making small adjustments that might not be noticeable) but hey, it's all about having fun!

Also kudos to anyone who knows who the male doll is referencing :)


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3 years ago

I remember drawing this little guy way back when Undertale was popular. And with the recent release of Deltarune (Chapter 2), it brings back memories of these simple doodles....

I Remember Drawing This Little Guy Way Back When Undertale Was Popular. And With The Recent Release Of
I Remember Drawing This Little Guy Way Back When Undertale Was Popular. And With The Recent Release Of

I like to call him...Goobster


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2 years ago

Yeastward

You’re on an epic journey to make the best damn sandwich anyone has ever had. Oh and an ancient evil is rising once more after 1,000 years of slumber (but that’s a little less important to you).

The concept for this game came from a conversation with some coworkers and the realization that at almost very job I’ve had, I’ve been a sandwich maker (over 10 years worth of experience). And with my love for RPGs, I thought:

“Wouldn’t it be funny if there was an RPG where your whole quest was to make a sandwich but everyone else thought you were off to slay an evil overlord?”

And thus, the idea for this game was born.

The Plot: There’s a festival coming up in your kingdom and you plan on entering your best sandwich ever in the cooking competition. At the same time, Lord Efaba has been reawakened after being sealed away for 1,000. Your King addresses the crowd during a public announcement if there is anyone brave enough to go slay the beast. And you, because you were too distracted thinking about what you’d be doing for the competition, call out that you will do it (when I’m reality, you were simply talking to yourself).

Your Character: Customizable appearance at the start but your class will always remain as a cook. You work at a local tavern ran by an old man named Walter (gruff and grouchy most of the time but you know he’s very caring about his patrons). You enjoy cooking and learning about new dishes, not afraid to try out new things. Often experimenting with different flavours, you don’t always get it right the first time but it’s doesn’t deter you from trying again.

The Cook Class: This class allows you to create dishes using items from your inventory for both offence (elemental damage and debuffs) or defence (healing and buffs). This class allows for versatility as you can take up a more defensive, offensive, or mixed role to suit your needs. You’ll still be able to do melee attacks but your dishes allow you to deal more damage with the added element bonus for some. Note: While there is more than just the five basic types of taste (salty, sweet, umami, bitter, and sour), research has been a little inconclusive as to what the other types there are. So for now, I will only be including the six that are the most recognizable.

Spicy: Fire-based Damage | Attack Effected

Salty: Earth-based or Water-based Damage | Magic Effected

Sweet: Paralysis or Blindness Effect | Speed Effected

Sour: Silence Effect/Lightning-Based Damage | M.Defence Effected

Savoury/Umami: Sleep Effect | Defence Effected

Bitter: Poison Effect | Luck Effected

The Party: There’s a whole cast of characters to choose as your party members, some with the same job but with different personalities. Although it’s not required to obtain a good ending, you can either romance someone yourself or play matchmaker (and of course, there’d be options to simply have people become friends if you aren’t interested in romance). Some characters will be available just by asking them, others might need a side-quest to unlock them first.

Genre: It’s a mostly fantasy with the classic rpg elements that you’ve come to know and love. And while it’s an adventure, there’ll be plenty of comedic moments as this game is mostly a joke itself. And just as a warning, there will be adult humour as well. The example below is for a boss you’ll face in the game for the vegetables you’ll need for your sandwich.

Enters the lair of the voluptuous evil boss

“Damn, those are some nice melons!”

Pans over to a watermelon patch

“Thanks! I grew them myself!”

There’s plenty of other things I can explain but that can be saved for a latter time. But here are some small fun tidbits of information that I thought of as well.

Lord Efaba is an anagram of Bread Loaf 🍞

When you sleep at the inn, your character also writes a letter to Walter

Each main boss can either be defeated by fighting them or through other means (but this won’t effect the ending very much, it’s mostly for fun and flavour)

Most of your party members think you’re off to slay Lord Efaba, only one actually knows that’s not true but plays along for the fun of it (which they’ll tell you at the end of the game)

Your character is willing to put almost anything and everything into their mouth, much to the horror (or entertainment) of some of your party members

“I wonder what this is?”

“Don’t put that in your mouth! It’s poisonous!”

“Yeah but like…how poisonous?”

“Try it and find out~”

“NO!”


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