The narrative device you used reminds me a bit of Dragon Age Origins, where the "origin" you don't pick still exists, it's just an NPC. I really like it. Like the noble MC holding the lettuce if you're playing as the priest. That was so fun. Will we ever get to meet the other "would be" MCs?
That's where the idea came from!!! I'm a huge Dragon Age fan haha. Although I didn't know the rest of the origin characters existed as NPCs π€ I only ever played the human noble in full because I can't not romance Alistair ππ€‘
Ahh I remember an ask about the interaction with other origin characters but I can't find it so here you go: (this is all in chapter 1)
Priest: will see the noble as you mentioned above
Noble: 1: can see the captain if you take your sister to the guardhouse. 2: won't meet the thief but can briefly meet Sesi (thief's friend) if you go to the city festival and meet the teens. 3: not exactly meeting but when you go to the guardhouse with your sister, the noble will think about a time when someone stole their wig, that was the thief mc. 4: if you go to the palace to watch the ceremony with your dad, you will see the priest mc die.
Captain: will interact a lot with thief, and will see the noble in the background when the lady is shouting at you.
Thief: interacts with the captain.
Canonically, the noble and the captain know each other. Thief and captain also know each other for obvious reasons. The captain even knows the thief's family. Captain has also met the priest before but that's not in the story.
I think that's all π€ Some of the scenes in chapter 1 are up to change though, so it's possible that I will add more sightings later! :D However, most of the story will take place out of Thebes.
Thanks for the message fellow Dragon Age player β€οΈ
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Platonic Ideal of TTRPGs, or; I Swear This Isn't Just About Yeld (But Also Yes, It Is About Yeld)
To me, the platonic ideal of a tabletop role playing game is this- a kit that is perfectly suited to building stories with a particular mood and theme.
Ideally, this hypothetical perfect ttrpg won't even require you to know what the theme is! Instead, it will provide you tools (mechanics) and materials (setting) that, in whatever way you put them together, will lead you to creating stories with the system's intended themes!
Of course, platonic ideals are, by their very definition, perfect, and thus impossible. So it makes sense that most games that aim for this ideal will need to signpost what sort of mood they want you to create, or even outright state it directly; an instruction booklet of sorts, to go with the kit metaphor.
But, it's definitely possible to attempt the impossible!
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In The Magical Land of Yeld, you play as a group of children who find themselves trapped in a world of magic, surrounded by strangers- including monsters who are people and people who are monsters!
In Yeld, separated from their families and caretakers, your characters must take on Heroic Jobs, which give them access to new powers, and grow in agency and ability on their quest to return home.
To return home, your characters must defeat the Hunters of Yeld- powerful agents of the establishment who have pledged themselves to the ruler of this place, the Evil Vampire Prince Dragul- in order to collect the magic keys that will allow them to open the door back to their world.
There is a time limit, however- any player character who turns thirteen while in Yeld will transform into a monster, taking on a Monster Job which will empower them, but also change them for the rest of their lives and prevent them from returning home unless they take control of Yeld from Prince Dragul.
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Did you catch it?
Nowhere in the game book is the theme directly stated, but as with all good stories, it's there, waiting to be found by those who look closely.
The theme of The Magical Land of Yeld is Growing Up.
You begin play as children thrust into a world full of problems, and given the opportunity to improve themselves and grow as people. You're introduced to many new people, and learn that while some of them are dangerous, many others are helpful, and what they are- monstrous or not- does not determine who they are.
Your characters grow and learn, gaining agency and responsibility as they do.
In order to return home, to "normality," you must fulfill that responsibility by working to make the world a better place, and thereby leave your mark upon it.
And becoming a monster, well⦠puberty can be a terrifying change that leaves you feeling monstrous, a stranger in your own body! As I mentioned above, being physically monstrous does not determine who you are! And with age comes even more responsibility- in this case, the responsibility to deal with the biggest problem plaguing Yeld, Dragul himself!
Even the basic mechanics of the system reflect the theme. The system encourages a round-robin GM style, which allows every participant to play both roles of player and GM, giving them the opportunity to grow themselves. The initiative system, with players declaring they will take the first move, then each making the choice of who will go after them. The action chain mechanics, wherein that choice of who goes when made collectively by the players can allow the characters to work together to achieve effects beyond what they would typically be able to do.
Of course, this platonic ideal of mine is not the only consideration that must be taken into account when creating a TTRPG. As games, it's usually assumed that a TTRPG will be "fun" and "enjoyable" to play. As art in a capitalist system, it's usually assumed that a TTRPG should be "marketable," "efficient," and "worth dropping money on." As creations often made by artists struggling under that capitalist system, it's usually assumed a TTRPG should be "something that will help its creator stave off starvation and homelessness under said capitalist system." These and other considerations are often why aiming for such a platonic ideal can be, at times, counterproductive.
(And of course, my definition of the platonic ideal of TTRPGs is not necessarily one that everyone, or even anyone, else would agree with :p)
But ultimately, I really appreciate seeing stuff that works towards this <333
Is it possible to add the body type and the choice ripped (body type)? π₯Ί
I was thinking about body choices but I honestly don't know how I'd include this in the game ? It'll probably only appear a couple of times in the entire game, probably in steamy scenes...
Would you guys be okay with that? Having more customization choices that appear less than others ? If so, what would you like to add ?
Controversial Take: Flirting is Not Just One Skill!
Bluff/Deception: playing hard to get, negging, "don't I know you from somewhere?", lying about being successful/interesting, nodding and smiling at the right cues.
Diplomacy/Persuasion: having an actual conversation, talking about your life, asking them about their life, genuine compliment (and flattery), offers of service/companionship.
Performance: Dances/Jokes/Singing, drawing general attention overall while mixing indications of intent (strutting into a room and making eye contact and smiling at one or more individuals, for example.)
Intimidation: flexing/displays of power (physical, social, emotional, or intellectual), cornering/maintaining proximity, protectiveness. Note: high risk, can easily overstep into predatory/non-consenting social mores, pinning folxs in situations they cannot escape is not okay; if your Intimidation flirt results in a no, and you refuse to accept that, it's no longer flirting and you are the asshole.
Hey, author! I have a question about the game. Idk what kind of story this will turns out (I've played the very short demo but I still can't shot a very good guess) but will we get some kind of closing to the ROs like what happen to them after the story ends, who they marry, what they're doing now.
Again, I know not every story can be done this way. I know it have some action premise so it will most likely have a sequel so it's just not possible.
This mostly just come from me wanting them to have a future without me so I don't feel guilty not romancing them. Also on the same note can we have a friendship mechanic with them? You don't have to do it tho I know how hard it could be, I will still love your game very much. ^^
I'll start this by once again saying that plans can be changed at any time, and this is how I envision things now but I might change my mind or need to rework things around in the future.
Olympus will finish on an epilogue to see the consequences of your actions. All the important characters will appear to see what happened to them, but I don't think I'll describe them in their "married and parents" stage because... it's not what the story is about lol
For your second question, I've planned to do a Romance Route, a Friendship Route, and what I call the Nobody-likes-you Route if you want to play an antagonistic MC.
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Bold flirting this.... shy flirting that...... I've had enough, what about just fucking, saying what u think of them and calling it a day? Like yeah your beautiful bitch let's get u some fruit, yes your the best person I ever met, duh. Unless this is in the same vein as bold flirting idk, this is just a nice middle ground of 'awkward' and 'bold' and I think it's funny
Don't mind me honestly I'm just fucking rambling
Go ahead anon, ramble away! It gives me ideas of what options you guys want. To make it easy on me, I'll probably code that as bold flirting, but I'll make sure you'll have very honest options.
Also, for those who didn't know (or idk if I ever told you actually), there will be 4 main "flirting" options: shy / bold / oblivious / denial. The last two, I'll have to lock at some point early in the game so that I don't die coding all the possibilities!
ive only known Lachlan for less than 5 minutes and i love him already, dad material right there. i will pretend i cannot see if he turns out to be evil in any way, nope.
anywayssss, will there be a choice to either call him dad or say we see him as our dad?
Me? Being angsty and destroying the only parental figure you might have? Never.
I'm not sure yet, I have a plan on what scenes I need to write, but I haven't figured out the details yet. Lol, a month ago there was no option to be in love with Jeremiah and I added that in the 18373 demo change I made.
So maybe! If you guys really like this idea, I'll make sure it's in the game though, so tell me/like this so I know
Is there an option to not be in love with Jeremiah ππππ
Of course! Depending on your relationship with him (he was a friend/he's your friend/he's your best friend), you can choose 3-4 different reasons to explain your closeness or lack thereof. Being in love with Jeremiah is just one of them, that is available for all relationships.
For now, those reasons are just words, but I'm hoping to figure out how to code a bit more before actually using it in the game. ;_;