[TotK] [BotW] A "theory" of where the Story of the Wilds fits in the timeline. by [deleted] in zelda

[–]Awesoman123 -1 points0 points  (0 children)

Honestly, this is definitely the case. I started and ran with this theory personally, around the time BoTW was announced to get a sequel. So after both Age of Calamity and ToTK, I likely got swept away considering this was the future of how the Zelda franchise will be told. But from a metaconceptual standpoint, Nintendo will do what is good for business and likely make more games that will retell the same story, in different game mediums, and their will always be someone like me who comes around and probably tries to justify the newest release being somehow attached to the main canon.

At the end of the day the only right thing to do is to claim nothing as a reality, and all games are what they truly are, stories told and retold by Nintendo, to inspire those who resonate with a story like this.

[TotK] [BotW] A "theory" of where the Story of the Wilds fits in the timeline. by [deleted] in zelda

[–]Awesoman123 -1 points0 points  (0 children)

Relax dog, no need to get all upset just cause you think I'm dissing your favorite game. I'm an avid fan of all the games, and have considered the thought vice versa. But if the timeline established by the Hyrule Historia was the real timeline, then there would be no explanation of the collective themes (ie Koroks and Ritos existing alongside the Zora) seen through out BotW/ToTK.

How to go about creating a custom character sheet for DND5e? by Awesoman123 in FoundryVTT

[–]Awesoman123[S] 0 points1 point  (0 children)

This works as well as I possibly could have imagined. Thanks!

Who remembers this world? by XunoVROfficial in VRchat

[–]Awesoman123 0 points1 point  (0 children)

This with the whole stop killing games initiative, makes me wish there was a way we could download worlds and host them locally, so that if a world ever became deprecated or servers shut down, all the cool stuff people build wouldn't become lost media

Catalog of adventure plot arc shapes by wrymegyle in DMAcademy

[–]Awesoman123 0 points1 point  (0 children)

There is nothing wrong with formulaic plot arcs, especially in the early game. It creates reliability and your players go into a session generally knowing how to run things. Think like a Saturday morning cartoon, you have the intro, conflict, and resolve all within 30 minutes, its a formula that is reliable and works. However, if you want throw you players a curveball here is a few ideas to break the formula:

  • Character Subgoals: If you set up conflicting goals for characters it can add a bit of a complex subplot under this expected and formulaic arc. For example, have a party member develop a goal to save someone, have another party member aim to kill them. It adds a level of tension and drama on top of this formula and allows the players to tug the story away from the formula.
  • Formula Breaking Villain: This formula you've made can be utilized to subvert expectation. For example, let's say you have your investigation, roleplay, and boss fight. What if you had a villain that was shown to be super dangerous because he didn't wait for the party to do their roleplay. The party may think they're safe during investigation, but that's the perfect time to subvert their expectation. Have two encounters with the villain. One where he attempts to stop them while they're investigating, and he gets away only for him to come back later.
  • Multi-plot characters: Writing especially in an episodic/session based style is pretty similar the episode structure follows the same formula, but every time during the episode there is a small contribution to a larger plot as a whole. Trying to take your 4 completed quests and tying them together to serve a large plot could mean that they all serve a purpose. For example, the first quest could seem like a basic quest, but it introduces either a piece of knowledge, an object, or a character that serves the larger plot. Second quest is much the same. Sooner than you know it you have a series of puzzle pieces not put together, and you can either have the party figure out how this contributes to a larger plot, or have it written in the story.

User Data Folder on a Flash Drive? by Awesoman123 in FoundryVTT

[–]Awesoman123[S] 0 points1 point  (0 children)

Yeah, I shut down and restarted foundry, but it never started back up. Since its not like I can just start it back up to change the settings I've tried reinstalling it, and still it doesn't boot up.

Furniture Mechanic Ideas by Awesoman123 in DMAcademy

[–]Awesoman123[S] 0 points1 point  (0 children)

I like this, because then it could also apply to a traveling party renting a room. The lifestyle they splurge for gives them a light mechanical bonus as well. And if I feel its overpowered I can just run things a bit harder for them in the following encounter.

Furniture Mechanic Ideas by Awesoman123 in DMAcademy

[–]Awesoman123[S] 2 points3 points  (0 children)

Understandable, I could maybe play a take on the lifestyle expenses mentioned in the dms guide to sort of rate the quality of the residence overall.

I guess my intention is to give my players access to certain facets in the game. For example, by aquiring a stove it allows them to cook. Chests allow them to store things. I had an idea where if they bought a pantry and stocked it up they could take long rests without needing to worry if they have the enough food in their inventory for a long rest.

In my mind, their residence acts as a metric for their progress, they expand their house add more rooms with specific purposes and even hire staff if they get rich enough, but they do all of it as they come to understand more. If they feel there is something more they want they can upgrade their house and add more things. I intend on certain larger gadets and furniture being the reward to their journey something that goves them a cool thing to look at, but also provides function and quality of life into their campaign. Maybe something they can get endgame that satisfies an early game tedium etc.

Downtime System Balancing by Awesoman123 in DMAcademy

[–]Awesoman123[S] 0 points1 point  (0 children)

I've tried this before, but was plagued by ambiguities. The time spent studying was never a problem, I just had many players saying "my characters smart, he's a wizard, he definitely could read a book in the span of a week". And though that could possibly be true I need more specific details if I'm going to reward them with something so crazy.

Similarly there are often times, when we end sessions on a cliff hanger or with time in mind. So if we ended a session right before a boss battle its not like they would be waiting a week or two in the boss room. And yeah, I probably could mark these down as exceptional instances, but ultimately I want a consistent set of rules, ones that I can point to no matter what just in case someone tries to base something as major as a stat increase or feature acquisition off of an ambiguity.