The site owner spouts white supremacist garbage and the mods react to my concerns by laughing at me. I'm not going to put up with a toxic community like this anymore.


LightningLord2's Character Bin

I'm already deep into characters written for my game and I need an outlet to keep myself from pushing more characters into it. So, here you can ask me for any help regarding to characters - I'll write some basic character info for starting off, help with scenes developing characters you already have or maybe even do some sample dialogues.

I may not have a game out yet, but you can count on me spending lots of time on this forum, so you won't have to wait too long for a response. So, come in and ask away~

PS: If traffic gets low, I might drop in some character ideas, either basic concepts, written out templates or elaborately described ones, ready to be put/retrofitted into your game(s).

[RMMV] Text Code in Display Names

I'm trying to mark maps in my RPG with a red display name when there's random encounters in them. However, it seems that display names for maps don't support text codes. Anyone knows a way around that?

Discrimination within the narrative

I opened a topic about representation in games some time ago. I was pleasantly surprised that several pages in, that topic turned out to be surprisingly civil. This time, I want to talk about discrimination - not discriminating developers, but characters. It's pretty much a well-known staple plot of a fantastic race being oppressed (usually by humans), but there's a few questions I want to talk about:

-How do you handle discriminating characters within your narrative?
-What do you do to portay discrimination in a certain light?
-How do you write characters that are being discriminated against?
-Do you base this discrimination on something in the real world? If so, what are you inspired by?
-How does this discrimination in your narrative look like? How much of your plot is devoted to this?

For people who don't write about that:

-What depictions of discrimination are written well/badly to you?
-Which tropes are you sick of seeing in such plots?
-Which tropes would you want to be used more often?

Feel free to add any further questions to be answered. Also, put particularly harsh instances of discrimination in spoilers for the sake of people who are sensitive towards these things.

[RPG Maker MV] Formulaic stat growth

I planned out some stats so far for my RPG, but the problem is how bad fine-tuning those stats is. All I can do is use a -very- rough growth curve or type in every single stat by hand, which is driving me insane. So, how do I make it so that I can type in a formula from which the individual stats are derived?

Discussing turn-based gameplay

In another topic, there's an extensive discussion on random encounters in RPGs. I feel many misconceptions about it also apply to turn-based games: People think it's a technical limitation and that it has no place in modern gaming.

What I'm trying to bring forth in this topic is how the turn-based gameplay lost its appeal, how it can be corrected (preferably not by timing events) and what caused the trends that made people think turn-based is bad.

Race and Gender in Games

I haven't seen a topic about this, but I really think this is something that warrants discussion. A big trend is that many important characters gravitate towards being white and male. Obviously, I am aware of notable colored/female characters, both heroes and villians, but fact is that they're a big minority. This also applies to sexuality - there'll rarely be any LGBT+ characters in games, if they are, it's usually of the homosexual variety.
Have you ever thought about this type of representation? What do you do to change this or justify the appearance/lack of them?

Also, a small litmus test: Simply count down each named Character in your game(-s) and tell me the percentage of


characters in your game. I exclude unnamed characters to save you the trouble of browsing through your game to find every NPC who always says the same line if you speak to her. You may count the unnamed characters within the statistic, though.

Alternate Difficulty Levels: Feature Toggles

It's very visible that most RPGs on this site don't have difficulty levels - it's usually disregarded as a lazy way to make a game more/less difficult, and it often fails to make the game more exciting. What I've seen in a variety of games is a selection of additional features that make the game harder, easier or generally difficult.

-XCOM has a list of Second Wave options that modify how the game is played. Beating the game at higher difficulties unlocks increasingly delibitating Second Wave options (there's also neutral ones, such as a target always getting critted if flanked).
-The original Fable had so-called boasts, that allow you to take on missions with various handicaps (such as No Armor or No Weapons) to get more rewards out of it.

Challenging RPGs - where are they?

I'm not here to discuss the things I liked about difficult RPGs or things they should do better - I'm here because I got absolutely nothing. RPGs I play are either highly challenging or fun, but never both.

Just to let you know, here's a short rundown of games you don't need to mention:

Dark Souls: Action combat ain't my thing, plus, terrible online interaction.
Darkest Dungeon: Too easy overall, battles are mostly dps races.
Disgaea: Combat is too much on numbers over skill.
Final Fantasy Tactics: Takes too long to get interesting classes and skills.
Final Fantasy Tactics Advance: Doesn't fix any problems of the above and adds a new layer of suck on top of that.
Lords of Xulima: Too heavy on memorization and pixel hunting gameplay.
Nethack: Requires you to memorize the entire game to be good at it.

Also, any of these game categories unless the game makes a large effort to avoid the common flaws:

DOS-based RPGs: The resolution is too low to see anything.
ASCII graphic games: Similar to the above, it's too hard to recognize things.
Roguelikes: Too many luck factors, especially the ID game (if it's based on memorization, it still applies)
Fire Emblem: Permadeath punishes unit losses so harshly that tons of strategies become completely unviable. Awakening has Casual Mode, but no map variety and terrible balance.
Shining Force: Battles take way too long.
Pokémon Fangames: I like the main games, but most Fangames have a cringe-worthy plot and potentially other terrible flaws (copypast environments, narrative dissonance, lack of orientation and legend overdose are all things I encountered).

Grinding in RPGs

I probably talk about something that already has a topic, but I'm probably gonna get a warning for thread necroing, so here we go:

What shouldn't be discussed is whether grinding itself is good or bad, but rather which aspects of grinding are and why grinding is fun in one game and not in another.

To have some discussion basis, I provide a few things people commonly grind for:

Levels: Probably the most iconic form of grinding. As most RPGs provide Experience Points for battling, some players choose to fight enemies frequently to be able to increase their levels with them. With that, there's usually a stat increase that improves your odds against the enemies. While beating enemies can be done indefinitely, most games provide a level cap that makes further grinding for experience points useless.

Money: Mostly related to the above. This time, you look for a resource you can spend on consumables and equipment. Money grinding inherently has diminishing returns as you buy the good weapons and armor and only have consumables to spend it on. However, large reserves may be useful for later use.

Boosts: Levelling up doesn't just give you stats - sometimes, the desired result for grinding is a new skill or even a new form (Pokémon and Fire Emblem have that). This is generally more limited than levels, as those boosts tend to be less frequent.

Common Drops: Repeatedly beating an enemy that drops a certain item often or always. Usually, it is required to collect several of those to complete a quest, finish a crafting recipe or simply stockpile them as they're usable in battle.

Rare Drops: Related to the above. On the plus side, you only need one of these items. The catch is that the enemy only drops this very rarely. Most of the time, this is a powerful piece of equipment.

Rare Enemies: Kinda like the above. But instead of a rare item, this very enemy shows up rarely. It is often searched for one of the above, a fun battle (WarMECH, for instance) or for 100% completion.

Enemy Traits: Some RPGs allow you to learn your opponent's abilities, so you seek out an enemy who has it. However, this isn't solely related to that - you may want to experience a certain effect of the enemy's attack, maybe you even want that enemy to fight on your side.

???: Feel free to mention any kind of grinding I haven't covered yet.

It's time to duel! Yu-Gi-Oh Topic

"Yu-Gi-Oh! (遊☆戯☆王 Yū-Gi-Ō!?, lit. "Game King") is a Japanese manga series about gaming written and illustrated by Kazuki Takahashi. It was serialized in Shueisha's Weekly Shōnen Jump magazine between September 30, 1996 and March 8, 2004. The plot follows the story of a boy named Yugi Mutou, who solves the ancient Millennium Puzzle, and awakens a gambling alter-ego within his body that solves his conflicts using various games." -Wikipedia

This topic can be used to talk about the anime, the manga or the card game.

The original manga was relatively slice of life, where Yugi would use his Millenium Puzzle to awaken the pharao and challenge various crooks to Shadow Games that bring out the true nature of the people. Those were very diverse and absolutely nuts.

But what most know about the franchise is the game named Duel Monsters, which became the centerpoint as the mangaka was a huge fan of Magic: The Gathering. That game is based on egyptian summoners from 5000 years ago in-universe, which a rich guy named Maximillion Pegasus (Pegasus J. Crawford for undubbers) brought into a card game in the modern time.

The anime has 5 series so far - the original series (Often called DM) is about Yugi Muto facing various mysteries and dangers such as the Millenium Items, the Egyptian Gods and the Shadow Realm.

GX is the second series, where Jaden Yuki (Judai Yuki) enlists in the Duel Academy, where students learn about the game. He will also face the Sacred Beasts, the Society of Light and the Dark World.

5Ds is third in the list. Yusei Fudo lives in a world where the poor inhabitants of Satellite are being exploited by the high-class members of New Domino City, along with the mysteries around the Signers and the Ener-D. New in the series are Synchro Monsters, which are summoned with the cooperation of Tuner and Non-Tuner monsters. Also, Card games on Motorcycles.

ZeXaL is series number four, in which Yuma Tsukumo meets a mysterious being named Astral, who possesses high knowledge about dueling. This series brings Xyz monsters to the table, which are called by overlaying multiple monsters of the same level. Among them are the enigmatic Number cards, who can't be beaten by any monsters except the other Numbers.

Arc-V is the fifth and (as this moment) final series, starring Yuya Sakaki. The main feature in this are Action Duels, where duelists can move around on a field with their monsters and collect action cards. What is also new are Pendulum Monsters, which can be set on the sides of the field to summon lots of monsters at once. Furthermore, they return to the Extra Deck if destroyed, allowing you to Pendulum Summon them again.

Have fun and believe in the Heart of the Cards.
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