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@frog-coins
reblog per il sociale
OH MY GOD. ACTUALLY USEFUL LIFEHACKS. I HAVE MISSED YOU.
What she says: I'm fine.
What she means: The nurses from Silent Hill 2 are representative of James Sunderland's *consuming* guilt and horror of what he did to his wife and this is shown both in their hypersexualized appearance and their portrayal as nurses-which is intrinsically tied to Mary's illness. The nurses are a direct contrast to Maria-the sexy version of Mary that Silent Hill pulled from James' brain-and they exist solely as the physical embodiment of James' crime and their BLATANT misrepresentation in the fan community, in the creation of later Silent Hill games and in the movies CANNOT BE FORGIVEN. MANY PEOPLE COMPLETELY MISS THE POINT OF THE PERFECT SYMBOLISM THESE NURSES PROVIDE FOR THE PLOT OF SILENT HILL 2 AND THEY DO NOT BELONG IN ANY OTHER CHAPTER OF THIS FRANCHISE BECAUSE THEY ARE JAMES.SUNDERLAND'S.CRIME. DO YOU HEAR ME?!?
that time I streetpassed James Sunderland.
Silent Hill 2 x Animal Crossing characters
This will be funnier when I make it into a video later. Had to split it up because of the length.
Someone’s probably already made it, but I don’t care, I had the urge to do it myself.
The Death of Luigi (2018)
something was bugging me…
I remembered why
Alright, let’s try this again. Made this with the idea that they are end game artifacts that are way to strong. There will no doubt be changes over the coming weeks. Hope you guys like it. Good lord there are so many typos on this. Oops.Â
Don’t think I ever went back and fixed the ungodly number of typos in this. I’m letting the quality drop! Please don’t leave… I love you guys.Â
ratatouille went so hard and it didn’t even have to
this is a kid’s movie about a rat who wants to be a chef and i feel like i’ve just been flayed bald
Never forget this iconic speech
THE FACT THAT THERE’S PEOPLE WHO ARE AFRAID OF SNAKES MAKES ME SO SAD I MEAN
look again
My Arcane Note came in earlier this week and I’m just getting around to messing with it! Definitely worth the wait! Got the two pack for myself and @rollbear. This book is full of useful tools and information, (dry erase player cards, itty bitty dm screen, status rings, a foldable dice try, and so much more) with beautiful pages done by @r-n-w. Very excited to start this summer’s campaign in this book!
Oooooh it looks so good!!! I can’t wait for mine to arrive!!
Hope you guys have a lot of fun using them :)
D&D Dungeon Design: Contrast
image source: map from AD&D Tomb of Horrors module
Using Contrast
When building a dungeon for your campaign, keep contrast in mind. What is contrast? Well it’s pretty black and white: it’s just a juxtaposed difference in two things.
High contrast draws attention to those differences, each one becoming stronger. That’s why complementary colors, light and dark values, or sharp and blurry edges near one another draw your attention in a piece of artwork. If you want to draw attention to an encounter, area, or concept in your campaign or dungeon, sharpen that contrast! Deviate from the norms and standards you have presented your players, and their emotions and brains will snap alert and focus on exactly what you wanted it to.
Low contrast does a few things. First, it sets a standard of comparison. Areas of low contrast in a dungeon would be the approximate challenge rating of the dungeon, so when easy or difficult encounters are juxtaposed next to it the players realize how different it is. If the majority of rooms are symmetrical, rounded, and neat, then once that is contrasted with an asymmetrical, sharp-edged, rough room will be a huge eye-opener. Without low contrast, we cannot have high contrast to compare it to.
Low contrast in a dungeon also gives the brain a rest. After long periods of deliberation in combat or a puzzle, getting back to that low-contrast standard is a mental break an relief for a player. It’s sort of a recovery time that helps balance the pacing of a dungeon.
Lastly, low contrast creates anticipation. In our cinematic world we have been acclimated to, all of us today know how stories should work. If everything is the same for a long time, then things are more likely to change soon. This is that feeling of anticipation; we keep searching and exploring for that difference in design or mechanics and when it finally resolves we get that sweet, sweet rush of endorphins that says “yes you were right it had to change sooner or later.”
Here are some examples of how contrast can be used to psychologically guide and manipulate your players (boy that sounded a lot darker than intended):
Encounter Type
The type of encounters in your dungeon, when lined up in sequence, can be contrasted. A combat encounter has very different pacing from a puzzle or a skill check or roleplaying encounter. If you chain together a series of combat encounters, it will wear down the party and add tension and importance for whatever breaks that chain. A puzzle will suddenly carry greater weight. This contrast is sort of why in practice, when building encounters, you sprinkle a few puzzles or skill checks or roleplaying encounters throughout the combat in your dungeon. It gives players a break and lets them relieve that tension that’s built up from combat and lets them use a different part of their brain for a bit.
One the flip side, when you have a bunch of non-combat encounters chained together, it creates a sense of anticipation. D&D is a combat-focused system, so players are just waiting for something to just out at them. This holds true in “funhouse” dungeons like the Tomb of Horrors where actual combat is few and far between, but puzzles and traps abound: there is a sense of abject terror filling the dungeon as players become more and more neurotic from only solving puzzles.
Encounter Difficulty
Each encounter is always immediately compared to the encounter that came before it. You can use this to your advantage. For instance, if you want your players think your boss is even more powerful than the CR says, have them fight a few easy minions right before the boss. Suddenly, the Bone Devil hits seem far more dire and frightening compared to those Kobolds that they just faced, even if it’s normally an appropriate CR for the players. Contrast here acts as a psychological boost to the drama of a boss fight. On the other hand, a difficult encounter immediately followed by an easy encounter is a point to relax your players’ brain juices after a mechanically difficult encounter. Players need this or else they will start to feel as used and abused as their characters.
Left: Asymmetry, sharp corners, and tight spaces make players uncomfortable. Right: Symmetry, round edges, and open spaces are comforting.
Room Design
Visual design is also important (and my specialty). Visually, contrast is a means of showing the viewer what to focus on. Points of low contrast are less important while areas of high contrast are more important. I will go into further detail in a future post on guiding player movement, but for now:
Complexity: More complex rooms are more intimidating and take longer to explore while simple rooms are more approachable and take a mere moment to take in. Juxtaposing complexity of a room vs. the encounter within should ideally create balance to avoid either overwhelming players or boring them. Good practice would be putting a complex encounter in a simple room or putting a simple encounter in a complex space. This contrast will also bring attention and focus to the encounter, rather than the space (which is typically what you want). Symmetry could also be considered simple while asymmetrical would be complex.
Shape: Visually, sharp corners evoke conflict, while round corners create a sense of comfort. If you want your players to worry, add some additional angles to your room using alcoves or room dividers. Besides, adding angles to a room where a combat encounter is about to happen gives players more environment to play with. If you want your players to feel safe, like in a sanctuary area where no monsters are likely to enter, round out the room or add round objects to the room like pillars or statues. Placing these rooms next to one another will draw attention to and enhance this psychological difference.
Scale: A large room begs players to linger and explore and creates a sense of the sublime: something larger and greater than the players. An ideal place for a boss encounter. A small room or cramped space means players won’t stick around. It creates tension and unease and compels players to move forward; a good place for a trap or a surprise. When compared to a large room, the small room will look smaller and the large, larger.
D&D: How to Use Character Arcs as a Dungeon Master
In my previous post on character arcs, I talked about how a player should determine how they want their character’s arc to begin and end. It was from a player’s perspective. But how does a DM write an adventure that will make that player’s arc happen?
First, get the information you need. Ask your players to each determine how their characters will begin the campaign and how they want them to change by the end of it. Then ask for copies of their character’s traits, flaws, ideals, and bonds. Note whether a player’s character is going to die tragically and if they are okay with that. With this information, you can give the players what I call a moral quandary, personalized for their own character’s arc. A moral quandary is giving the player two difficult options that the player must decide how their character would choose. The character should lean to one side of a moral quandary at the beginning of an adventure, but gradually start to lean the other way as their arc comes to completion.Â
For instance, a cleric might be presented with a choice to kill an evildoer or merely capture them. If the cleric is heading down an arc where their ideal changes from “all life is precious” to “evil must be stopped at all costs” in their character arc is going to make very different choices in that situation depending on where they are on their arc.
Let’s figure out how we can use this info as a DM and where to put moral quandaries using a 9-point story structure. These are not an entire campaign, but you can use each point as a fixed point in the narrative; a story outline based on the characters’ arcs. Plenty of different stuff can happen between each point, but the points must happen to create a robust story.
Call to Action
The player is given an initial call to action. Essentially, a moral quandary disguised as a quest hook. Try to have a separate but related call to action for each player. Ideally, the players should refuse the call to action, as they haven’t been “changed” yet. If they play to their characters’ initial backgrounds and traits, they will refuse the call. You can even enforce this by loading your call with descriptions of how the character is feeling. “You are offended that someone would even offer something so morally reprehensible to you, despite the fact that you could use the money.”
A good-hearted rogue is starting a tragic fall arc and is offered a chance to make millions from some morally questionable actions involving an evil regime, but decides it is wrong. An innocent paladin starting a coming of age arc could be offered a chance to rise against an evil regime, but values their own safety. A studious apprentice wizard starting a corruption arc is offered power in exchange for service to an evil regime, but decides they can get power on their own.
Inciting Incident
Something happens to force the player to action, whether they are ready or not. Try to come up with an inciting incident that involves all of the players, not just one. The inciting incident can act as where the adventuring party finally meets.
The evil regime in the Call to Action ends up invading the players’ quiet suburb to enforce martial law. The players escape or fight back or else they and their loved ones die or are enslaved. The rogue decides to run from their debts by joining the party. The paladin has seen firsthand what the regime can do, and will now join the party to find someone else who can help them stop it. The wizard seeks out more power to stop the regime.
1st Plot Point
The players learn the first shreds of information about the overarching narrative of the campaign. After the inciting incident, some characters might not be convinced and want to turn back. This gives them a reason to continue onward together, as a team. There should be no turning back from the 1st plot point.
Players learn how this evil regime has been spreading across the kingdom. It still holds many mysteries, but its power is great and threatening. Its power is centered in a capital city, which the players now opt to travel to in order to find the things they currently desire.
1st Pinch Point
A pinch point is the first real display of power from the antagonist or opposing force. In D&D this should be actual combat, though it doesn’t have to be. As long as the players see firsthand what the antagonist can do to their characters, this part will add the tension/drama that it should. If you want to have a 1st Pinch Point for each character, then this display of force should directly target the player’s character arc and spark the desire to change through a moral quandary. It’s an awakening. Create tension by ending a session with this pinch point.
The players come across a thieves’ guild run by the evil regime. The rogue takes note of how rich, glamorous, and lawless the life of a criminal is to spark their tragic fall arc. The paladin realizes how deep the corruption of the world runs and sparks their coming of age arc as their innocence starts to fade. The wizard realizes how much resources the evil regime has, and wonders what sorts of power they had in mind for him sparking their corruption arc.
Midpoint
More info is revealed about the antagonist and the perception of the characters change. They have an epiphany and decide to continue onward through their arc. This can, and most likely will, happen at different times for each character and their varying arcs.
The players learn about the leader of the regime. They have been pushed to the breaking point by the regime’s forces. The rogue decides join the regime and start doing crime for the regime and acting as a double agent against the party. The paladin no longer cares about finding someone else to help them stop the regime, vowing to end it themselves. The wizard gets an unholy tome and decides to learn how to make a pact with the demon the regime mentioned to overpower the regime. They are all still heading to the capital, though now with severely divergent goals.
2nd Pinch Point
The antagonist reveals their full power and threatens the completion of the characters’ arcs. The entire party should, in general, be at their lowest moment and completely without hope. This should happen at the same time for everyone. Ideally, end a session with this pinch point to create a cliffhanger and highlight the hopelessness.
The players reach the capital of the evil regime. The rogue is faced with a moral test, where they will be offered riches and allowed to live if they rat out their adventuring party. They choose to take the offer and are betrayed by the regime’s leader and sentenced to death anyway. The paladin comes face to face with the regime’s leader after being ratted out by the rogue. They fail the encounter and barely manage to escape with their life. The wizard is also defeated and their unholy tome is destroyed in the battle. The rogue is imprisoned and the paladin and rogue escape the leader and are being hunted in the capital.
2nd Plot Point
The last piece of the puzzle has come together in the second plot point. The characters finish their arc and learn how to overcome the antagonist. This can happen at different points and doesn’t have to happen quickly. For a tragic character, this is the part where they finally meet their end. Tragic characters fail to change or their change is self-destructive and they fail to overcome the antagonist of the story (tragic, isn’t it?). Think of this part as a moral quandary that characters’ finally “know the answer” to, as far as their character arc is concerned.
The rogue tries to escape, succeeds, but heads back to the thieves’ guild instead of his adventuring allies, and they ultimately betray and kill him. The paladin’s innocence is shattered and they gather rebel forces over time to take on the regime’s leader, becoming a leader themselves. They also find an unlikely ally in the wizard, who has finally succumbed to evil. The wizard still doesn’t know how to summon the demon, but they have already gotten a taste of evil’s power by performing vile rituals on captured regime members and will now use their power for vengeance against the regime’s leader.
Climax
The characters finally face off with the antagonist. The promise set out at the beginning of the campaign is fulfilled. The characters, having completed their arcs, are now changed enough to be able to defeat the antagonist. This should be the players at their most powerful and should be the most epic battle to take place in the campaign.
The paladin’s rebel army and the wizard’s evil magic face off against the evil regime’s leader. The battle is long and epic, but the characters succeed, freeing the kingdom of the evil regime.
Resolution
The game shouldn’t abruptly end after the antagonist is defeated! There needs to be closure. The players’ characters find out the results and the aftermath of defeating the antagonist, for better or for worse. In the case of an ongoing game, you should now set up the next campaign here.
The paladin and wizard regard each other as unsteady allies who no longer have a common enemy. The wizard seeks more power, even seeking to possibly usurp the void of power left from the regime’s defeat. The paladin and their rebel army gather in defiance of the wizard. The paladin tells the wizard to leave the kingdom and not threaten anyone with their evil, else the paladin will smite them down. The wizard, not having many spells left after the battle and not being ready to face an entire army, teleports away to parts unknown with a puff of green smoke. The paladin is placed in power, and the wizard now acts as a looming threat. Perhaps an NPC and villain for the next campaign?
This character arc outline is not cut-and-dry. You should use it as a guide, not a rule. Some characters might abruptly choose to change. Some will reach different parts of the outline at different times or out of order. Some characters might waffle between two sides of their arc before deciding which side they want to be on. But the more you talk to your players about it, the easier it is to come up with a generalized plan for your campaign’s story. Heck, your story might even change from what you initially intended by the end of it (a character with a bad roll can still end up dying before even finishing their arc!) But hopefully this will aid you in making the players love their characters even more and have fun as they grow and change in your campaign’s world. That’s what it’s all about, after all.