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What’s your thoughts on Delicious in Dungeons Character Designs?

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Ryoko Kui is the best to ever do it.

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To expand on this a little bit: Ryoko Kui takes the tools of character design seriously, and uses them with forethought and consideration to set her characters apart, give them personality and specificity, and thinks very carefully about what each piece of design communicates and how it interacts with all the other design in her story.

Body shape, face shape, noses, eyes, brows, hair, proportion, fashion, ears, posture, roundness and angularity, broadness and slenderness, posture... Kui clearly thinks about ALL of it, and incorporates all of it.

And this is part of what gives her story such a profound sense of taking place within a world, a whole world inhabited by thousands of people each of whom are as full and unique and distinct as every other one. You look at a group of her characters and none of them feel like Copy Pasted NPC Placeholder #3457, they each feel as though there is a life there, an individuality, even if they are never actually deeply explored in the story.

Compare and contrast with something like Genshin Impact's style of character design:

Now, I don't bring this up just to sh** on Genshin - its character design style is adapted very effectively to the kind of story and world it is trying to build, which is to say a gacha story where every part of a character is formulated towards the singular goal of appeal. It's a world inhabited by nothing but main characters, essentially, and it is a laser-focused power fantasy structured around constantly pursuing the high of maximum damage numbers pumped out by maximally cool and badass battle moves executed with maximal grace by physically perfect avatars who provide the player with maximal aesthetic pleasure.

But because of that, its character design style is under severe pressure to regress to the mean - i.e. skinny bodies, young bodies, beauty ideals, and a minimal amount of physical difference. This style of character design tends to focus all of its effort in colorful, detailed and attention-grabbing fashion and hair styles, and generally avoids "alienating" design features like, well, literally anything that could be conceptualized by anyone as "ugly." Big strong noses, for example, or larger ears, or wrinkles, scarring, skin folds and so on. Fatness functionally does not exist in Genshin Impact's character roster for this reason, and it's part of the reason why the franchise struggles so notably to design characters of color - the concept of "beauty" is deeply bound up in systemic biases of class, race, gender and nationalism, and since Genshin's character design ethos is "make every character as broadly beautiful as possible" it has to keep hitting the same limited set of beats over and over and over again, and it reinforces the biases it inherits with its inability to step outside of them.

So Genshin Impact characters have a tendency, for me at least, to all kinda blur together into a brightly colored cavalcade of lowest-common-denominator ambulatory clothing racks, characters whose bodies exist for the primary purpose of transporting a highly elaborate costume around.

Kui by contrast very very actively seeks out elements of physical difference, and incorporates them into her design process - she seems to delight in inventing as many nose shapes as possible, as many different kinds of eyes as she can think of, and the result is that she has a character roster which is recognizable even if you change or remove very important parts of their basic design.

Where Genshin Impact (and that style of character design) would severely struggle to make characters recognizable without their costumes, because the characters in large part are their costumes, Kui's design style makes characters extremely recognizable not only in and out of costume, but even if the fundamental nature of their bodies change across species, and it makes her characters of the same race and species eminently recognizable from one another, even while sharing many physical traits and aesthetic features.

anyway tl;dr Ryoko Kui is the best to ever do it.

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goodugong

I don't know where it came from, but several years ago this idea popped into my head unbidden, and for some reason it tickles me. I don't know if it's funny, but I like it and I made it into a zine, I hope you enjoy it.

It lays out really nicely as 3-up spreads on A4 paper, so you can print, staple and fold it, then cut it into 3 zines. It made it really easy to print up 20 of them to trade at this art social thing I went to

micron, rotring and sharpie on printer paper, coloured and screentoned digitally, 2024

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reblogged

Whenever someone responds to one of those posts pointing out that D&D only players will almost undeniably end up with a very narrow understanding of the RPG medium with accusations of elitism or "let people enjoy things" or "well yes but it's still okay to enjoy D&D and if you only enjoy D&D that's fine and a lot of people enjoy just D&D and are okay with it" there's a bit of sleight of hand going on I feel. Like, trying to turn a discussion about the monolithic stature of D&D and how D&D only players will be inevitably poorly equipped for discussions about RPGs as a medium into a moral argument, and since they have positioned themselves on the side of "it's actually morally okay to just enjoy D&D" then of course the other side of the argument must be making a moral judgement about people who play D&D.

It's very tiring and as someone who enjoys D&D among other games I wish D&D players would stop instinctively treating these discussions as if they are casting moral judgements on them and not simply observations of the material realities of the hobby. It has the markings of sore loser syndrome: the game you play is already the most popular to the point where many people are frankly sick of the way it sucks up all the oxygen from discussions, you don't get to pretend like the game is the poor underdog bullied by mean indie RPG fans online.

And like if you still feel self-conscious about the observation that playing only D&D will invariably lead to a very narrow understanding of RPGs as a medium, there is a very easy way to fix that!

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klapollo

Hana-Rawhiti Kareariki Maipi-Clarke, the youngest MP in Aotearoa, starts a haka to protest the first vote on a bill reinterpreting the 1840 Treaty of Waitangi

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reblogged

i want to highlight and express how much i appreciate this sentiment. Y'all and everyone who has been following this blog for any length of time already knows it, but there is a real.. disrespect for TTRPGs as an artform in the so-called TTRPG fanbase, the idea that the rules, which are what make up a TTRPG, are just annoying byproducts that are best ignored and that every TTRPG is just sort of a setting skin for doing whatever the hell you want, and this sentiment comprises most "advice" for both players and game masters alike from popular personalities and influencers in the hobby space.

So I really really appreciate seeing a conversation that goes "maybe this rule in this TTRPG isn't automatically the be-all-end-all for how to handle this particular concept in a TTRPG" but then both of you also agreeing that, because it's what the game says and is based around, it should be taken as the default course of action when playing this particular game.

TTRPGs are a flexible artform, there's never going to be a rule for every situation, and even in well written TTRPGs, there may be rare situations which arise over the course of normal play wherein the rules result in something that doesn't make sense, but that is of course one of the reasons we have game masters. I am rambling and kinda lost the point a but what what I'm saying is it's very nice, especially when it's about my own TTRPG, to see two people agree that the rules being presented were probably written with actual intent to give the best experience, so they shouldn't be bulldozed over just because some guy did something cool one time in another game that didn't have those rules.

More rambling On the subject of TTRPGs as a disrespected artform.

There’s a bunch of reasons for this disrespect being present that I could get into but I’m going to focus on the most relevant one to this topic: TTRPGs are helpless.

To explain what I mean I’m going to make a comparison to video games, or at least action-adventure type video games. Those have a lot of similarity to “trad” and “neo-trad” TTRPGs, which are nominally the most popular style of TTRPG (even though it seems like half the player base would rather be playing something else but again another tangent). Both of these are usually about protagonists using abilities to avoid or defeat adversaries and avoid traps and progress through a series of hazardous areas.

Video games are not helpless. They can assert themselves on the player. When you lose in a video game and you’re like “Aw no way, I didn’t want that to happen!” The video game can say “No, Mario fell in the pit, Master Chief got blown up by a grenade, Pac-man got caught by a ghost, you lose. According to the rules of the game, you have to try again from a checkpoint.” And you have to do it. The game forces you to start over.

In a TTRPG, if your guy gets killed and you object to that, the TTRPG can at most offer a weak textual protest as you or the game master flips the die over to a more favorable number.

Of course plenty of video games have cheat codes, hacks, mods, etc. that can remove that power from the video game to force you to follow the rules of the game, but not everyone has the knowledge or skills to use those, whereas everyone can flip a die over or just lie about the number. Plus, doing this is looked upon less favorably in the culture of video games than in the culture of ttrpgs. I mean, it’s in the name. “Cheat” codes. You’re cheating.

If somebody brags about how they beat Elden Ring with no deaths but then you mention that you hacked the game to give your character infinite HP, people will go “hey wait a minute,” but if you brag about how your character was so badass when they defeated a hundred cultists at once in D&D5e, because the DM kept saying the cultists missed every time the rules say they should’ve hit and you kept saying your character hits every time the rules say their attack should miss, nobody bats an eye. It’s even more accepted and expected that a DMPC will materialize out of thin air to kill everything every time the party picks a fight they can’t win.

Ultimately, a lot of the urge to cheat like this I think comes from the fact that people are introduced to neo-trad TTRPGs like D&D5e through critical role and also its playerbase’s general fixation on pre-planned plots and heavily scripted scenes that rely on characters never dying(which was not invented by critical role but was heavily bolstered by them). The only way that these goals can be achieved is by cheating, since D&D5e really doesn’t support that kind of thing, so they get into a habit of cheating. They get into the mindset that the rules don’t matter and can only get in the way of their intended gameplay. Which is of course because their intended gameplay is not something D&D5e was made for.

Then gradually they trickle into other games besides D&D5e, and assume that those games’ rules don’t matter either, completely deflecting and disregarding the experience that the designer intended players to have with their art. Or worse, they become TTRPG designers themselves, and write their own rules based on the assumption that the rules don’t matter which not only results in shitty gameplay experiences for people who are trying to follow these thoughtlessly-written rules, but also further reinforces the infectious idea that TTRPG rules don’t matter. But dude. TTRPGs aren’t anything *but* rules. The rules text is the whole game. Saying the rules don’t matter is like saying the paint on the canvas doesn’t matter! Yes! It matters because those colors of paint in those places placed there intentionally by the artists are what makes it a painting and make up the whole experience of experiencing the painting!

So we have a huge demographic in the TTRPG fanbase that thinks that the very artform itself is, at best, valueless and at worst actively bad!

Reading comprehension check!

Things I did not say in this post:

“We need to expel any particular demographic and never let them play.” (But maybe if they don’t like our artform, they should try to find one more suited to their needs instead of twisting another artform into something else.)

“You’re never allowed to adjust or homebrew a rule to fit the intentional gameplay experience you’re going for.” (But if you find yourself doing this all the time, either before you have even played the game normally, or constantly on the fly in most or all sessions, maybe you need to find a different game altogether.)

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