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Game Changer & Make Some Noise
KIROKAZE
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Kiana Khansmith
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Love Begins
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Aqua Utopia|海の底で記憶を紡ぐ
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@dungeon-aged-dragons
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I miss Taako, what happened to my friend Taako?
Once you've learned the spot the historical signposts, it's interesting how many "generically medieval" fantasy settings manage to miss the actual medieval period on both ends. They've got the Roman Empire rubbing shoulders with the German Renaissance, skipping directly from the year 500 to the year 1500 with nothing in between!
(The one consistent exception is, of course, the obligatory Vikings-with-the-serial-numbers-filed-off culture, who legitimately are medieval, but nobody they interact with is, so you've effectively got Vikings with time-travelling boats raiding both Roman-occupied England and Renaissance Italy.)
"Oh, they skip the actual middle ages because it's too Christian" listen. If fantasy authors are willing to hold their noses and elide the explicitly Christian dimensions of both the latter Roman Empire and the fucking Reformation, they can deal with Christianity in the middle ages just fine.
@snuggly-eve
Okay, let me try to take a stab at it:
Firstly, one thing I'd want to quickly go over as reference is what it actually means to say that a "stock fantasy setting" is more rooted in the late middle ages/renaissance than in earlier periods. Generally, the traits of these settings that are characteristic of this time are:
Aesthetics generally. Like, castles in a "stock fantasy setting" are usually these big ornamented things covered in towers and turrets (consider, say, Neuschwanstein Castle, which was itself an early modern nostalgia piece rather than a genuine Renaissance fortress), while armor leans more towards full heavy plate (like these 16th-17th century pieces, for instance). These are all classically late styles.
Likewise, your classic fantasy merchant city -- you know, your Ankh-Morporks, your Lankhmars, that sort of thing, with tangled crime-filled alleys, probably a network of scummy canals, a huge bustling port, a guild of thieves, all of it ruled over by dynastic merchants in fine brocade and velvet and heavy jewels -- that's very heavily inspired by the merchant cities of the Italian Renaissance like Venice or Genoa, or North Sea merchant cities like Amsterdam around that time or a little later, or, frankly, even early modern London.
Also, generally, urbanization. Roman civilization was very urban. Renaissance-era European civilization was very urban also, especially in places like Italy, the North Sea, and other areas rich in commerce. In fantasy, too, the notion that cities are major centers of life and politics remains -- merchant cities bustling with commerce, capital cities with the king's fancy castle, fortified cities with huge bloody walls, these are all recurring archetypes. Crack open, say, a D&D setting sourcebook, and that assumption that major cities or city-states are major focuses of culture and economy while rural areas are clearly in their orbits is fairly evident, I think.
Also, in my experience, medieval fantasy monarchies tend to be fairly centralized affairs, with powerful monarchic kings, the royal seat in the capital or the king's castle as the bustling focus of governance, and a tendency for the edicts from the king's person and the intrigues of court to be the driving focuses of political life. Also, a lot of intrigues in a classically corrupt court. This tracks fairly well for the late period, historically, where European kings put a lot of effort into centralizing and strengthening their authority, some more successfully (the Iberian kingdoms at the end of the Reconquista), some less so (Charles I of England). Absolute monarchy was less of a factor in earlier medieval Europe, which operate chiefly under a network of looser, less centralized feudal ties.
By contrast, what would these things equivalents in the earlier Middle Ages be like?
Castle-wise, the really early periods were the time of the motte-and-bailey, aka wooden palisades on top of earthen mounds. Later, you'd tend to see squatter, more fortified constructions for defensive purposes (take the Krak des Chevaliers as an example). Even well into the later middle ages, though, a typical rural keep or castle was often a fortified house or manor more than what we'd picture as a castle today.
Armor was usually dominated by chainmail, scale armor, and non-face-covering helmets (a knight of the Carolongian Empire, for example, might have worn something like a scale or mail shirt and a helm with earguards or a noseguard, but certainly not the "classic" knightly set of plate you usually see in fiction). In terms of helmet styles, for instance, compare this 11th-century nasal helm or these illustrations of 12th-century styles with later forms such as the classic "bucket helm" that was popular during and after the Crusades period. Helmets with more articulated shapes and visors came later. What's called a close or closed helm, for instance, like these ones, was mostly a 16th-17th century style, although antecedent forms were already common in the 15th. Even the barbute with its distinctive T- or Y-shaped visor slit was a distinctly Renaissance Italian thing.
(Like, as a practical example in terms of helmets, this reminded me of a passage in the first Dunk & Egg story where Duncan buys a great helm/bucket helmet, and it's described as coming across as a goofy-looking and antiquated choice when other knights all use visored and often very ornate close helmets. And this makes sense! Westeros is very explicitly based on England during the Wars of the Roses period, in the 15th century, by which point medieval armor and helmet styles had gone out of use and most armored troops wore jointed plate armor and visored helms.)
Religiously, monasteries were often the center of religious life and, for rural communities, often more important than distant bishopric seats. They were also centers of, among other things, record-keeping, writing, and brewing.
Cities. The middle ages proper were a very rural time -- cities existed, and exerted political and economic influence, but took a significant dip in both size and importance for a time. For a good few centuries the center of life for most people was the manorial system, where you had a local knight or lordling living in a fortified house or a small keep and providing protection to a town or two around this in exchange for material support. Self-sustaining religious communities like monasteries were also important. All of these, for a long time, would have basically self-supporting.
(Well, alright, that's also an oversimplification. In rural France-England-Germany, that'd be about right, sure. In northern Italy and in Flanders-Saxony, though, you start to see... not urbanization as such, but, let's say, townization early on in the system of the medieval communes, where farming and trading towns left isolated by the collapse of Roman-era state systems formed confederations for mutual defense. So the main form of urban culture in this timeframe isn't really centralized around a single big city but more along the lines of fifty towns who formed a loose alliance because they're afraid of bandits and robber knights.)
Government. Centralized states and nations weren't... really things for a long time. Feudal governance was based much more strictly on the notion of personal debts and obligation between rulers and those who administered portions of land for them. A feudal noble had obligations towards his king, but he also had a tremendous amount of freedom in running his own affairs and could have gone for the majority of his life without every showing up in the vicinity of his lord's castle -- the idea of, like, the royal court as the focus and center of political life wouldn't really crystallize for some time, and this degree of independence meant that negotiation and re-negotiation (read:testing how much you could ignore the king or going into outright revolt) were very common.
Also, the notion of national identity -- of saying "I am French, I am English, I am Italian" -- also didn't really exist (I'd recommend Liah Greenfield's Nationalism: Five Roads to Modernity for a discussion of how this mode of thinking about group-and-land identity formed in the 16th-17th centuries). Before then, concepts of identity were either strictly local ("I am from this village"), based on loyalty systems ("I am from a village defended by Knight Whatshisname, who gives his tithe to Lord Whatshisface, who gives his tithe to King Whatshisproblem"), or based on religion ("I am Christian", "I am Jewish", "I am Muslim").
So, broadly, there weren't really "countries" the way that we think of them today, with clearly delineated cultures and borders and directed from a central capital. The most granular political units were the rural manorial keep and the free town, which gave their fealty to a larger lord or a grouping of peers, and the span and size of a kingdom or an empire was determined in large part by how many of these tiny units or groupings of tiny units you could claim tithe-right and allegiance from. And that's feudalism!
Event-wise, the Big Things in the medieval period proper were the Crusades, a series of primarily religion-motivated wars (or, well, religion-land-and-luchre-motivated wars, granted) and the Black Death. It really cannot be overemphasized how the terror of being struck by this mysterious dying dominated medieval thought for large spans of time.
One book I read recently which I'd recommend for a having a good look at how medieval people thought and lived might be Michael Flynn's Eifelheim... with the caveat that it's also a science fiction novel about first contact with aliens, but the medieval side of things is really well-researched and -written.
me: BRING OUT THE DEATH RAY!!!
*my henchmen wheel a large glass tank containing a tiny stingray into the room*
captive hero: aww!
me: QUIET! this is the deadliest ray known to man. one milli milli milligram of poison from its sting is enough to stop a grown man's heart in under a minute! and he answers only to me! behold your DOOM!
stingray: *nudges my hand*
me, getting down on my knees in front of the tank so i can look him in the eyes: Mortimer, please. i'm trying to be intimidating here.
you will

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It was important to me that she puts emphasis on the TOK
First name Kravitz last name AdventureZone, alternate version below
Intelligent alien species based on bugs but specifically those moths that don’t have mouths and only live for a week after they pupate. This species’ whole conscious life is actually in the larval phase; larvae are the ones considered people, larvae are the ones with conscious and complex brains who build society, and each instar of the larva is treated as a different phase of life. Larvae become emotionally and socially and cognitively mature without ever becoming sexually mature. When they pupate, they metamorphose into something different and strange and close to mindless, with no mouth and no digestive system, whose only instincts are to mate and then quickly die. Metamorphosis is treated, functionally, like a person’s death, and the imago phase is a kind of proto-afterlife of majestic flight and the continuation of the species. Birth and death inextricably intertwined. Sex is not something people do during their lives, it’s a thing that is done as an imago after you’ve passed on from your life but before you return to the soil in death. Resultant eggs are collected by family members to raise. I think this would be fun.
attention acolytes! in order to maximize shareholder value, i will be turning all of you into gold statues, frozen in twisted spasms of pain for all eternity, in a great and lifeless mausoleum. we expect to eke out a marginal gain in Q3
I wanna get the temperature on a thing
I'm trying to run TTRPGs professionally in a regional town. It's me and one other guy running out of a cafe; he only runs D&D, so I try to provide a wide range of alternatives. This has proven less than successful, and I want to get some public feedback on something.
If offered a chance to play a game for the first time, in an unknown IP, is $25 (AUD, = $USD17.50) for a 4-hour one-shot too expensive?
I would not pay that for a game I don't know
That seems a fine price for playing something I don't know
I wouldn't ever play a game I don't know, at any price point
#theres a little nuance here in that “i would nto pay that for a game i dont know” as in “if i wasnt told what game it was i wouldnt”#but i would should it be a “if i was told what game i would” via @accursedgoose
That's Fair! To clarify; this is an advertised, paid-professionally-run game. You see an ad for a TTRPG you don't recognise, for an unfamiliar IP; is $25 too much for you to spend an evening playing something for 4 hours that you don't know if you'll like it or not?

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the 4 types of hot new indie ttrpg
Fuck Doll Murder Bitches: less a game and more of a sexual lubricant. Played for approximately 45 minutes before someone breaks off to fumble some braless boymoder.
Wysmen of Lubeck: Unplayably complex. 175$ hardcover only but looks great on a shelf. You played exactly one session with an old college friend that was very into Diocletian, and still think of it fondly.
Selkie Valley: Dev cycle with a body count. Every 6 months a dev emerges from a discord to complain about not being paid. Chris Jasons is known for churning out SOLID 7/10s. This one has an app.
Wild Blue Yonder: Strangely popular due to a lightning-in-a-bottle YouTube series. You have never played. Nobody you know has ever played. But copies of the game seem to manifest spontaneously in board game closets.
Historically, one of the most reliable sources of widespread banditry was rulers ramping up military recruitment for major wars, then cutting their soldiers loose afterwards without pay, leaving a bunch of heavily armed men with military experience floating around broke and homeless.
Knowing this, whenever someone jokingly refers to raccoons as "trash bandits", I get a vivid mental image of, like, a raccoon succession crisis leading to a raccoon civil war, the aftermath of which forced the former soldiers of the losing side (who are all raccoons) to take up the life of the raccoon outlaw.
Ummm she's literally sensitive :/
A bunch of gnomes I was hired to design for a card game, currently crowdfunding.

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that post about “you get bandits when you cut soldiers loose without pay” reminds me of the Thirty Years War, because one could say that beneath all the religious schisms and diplomatic jockeying, the heart of the thirty years war was “what happens when you have a state with just enough capacity to raise massive armies but without enough financial capacity to actually pay those armies” and the answer is that the line between professional armies and roving gangs of bandits disappears and every time you try to raise an army it just becomes another independently acting wildfire devouring the countryside. No matter how bad things get, every day I wake up and thank my lucky stars that I do not live in 17th century Europe. Or 17th century China. Or the 17th century Americas. Or basically anywhere in the 17th century.
One of my favorite little anecdotes about ancient mercenaries is that it was tradition for most of history to give your mercenaries two wages- "Bread" and "Gravy." Both were set at a daily value, but where "Bread" was intended to cover regular maintenance and life stuff and therefore paid out frequently (Here's your week's meal and gear repair budget!) the "Gravy" wage was paid out exclusively at the end of the contract as one lump sum. So like, your gravy wage and bread wage might be one silver coin per day each, so you're getting a handful of coins every week to cover food, and then at the end of an 800 day campaign, you get a wheelbarrow with 800 coins.
Employers liked offering this structure because then they didn't have to like, try to guess how long the invasion of spain will take and then carry 800 coins per soldier around the battlefield where it could be captured. It also gives them the chance to budget around the assumption that they take an enemy city and *find* vast sums of treasure even if they don't have the full value at the beginning of the war.
The main flaw of this system is that it's very easy to end up in a scenario where if you have, say, 50,000 guys that have been fighting for 800 days, you now owe 40 million silver to your army, and if the budget has not worked out to a 40 million surplus, you literally can't afford to end the war, but you can probably afford to pay them for a couple more weeks. So then you have to start thinking creatively.
Anyway across all time and history a lot of generals were ultimately beaten to death by men chanting gravy.
There's no OSHA for mercenaries so they make do with fashion.