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@rinion.studio
a pile of wordsmiths with adjacent interests. β's hangout.
204 followers550 following1.4K posts
we have achieved the "concepting an entire other idea just to avoid working too much on the first one before the start date" phase of impatience. will there be a third? who can say.
i honestly find the starting deadline for a jam more pressing for my schedule than the ending one, a lot of the time. i get so locked in on ideas sometimes and then i have to just, like. sit on them and figure the concept out some. without writing them or doing anything. free me
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a mysterious associate of mine called Anemone put out a short VN in response to its experience with Bugs and I think all of you should really, really give it a look. It runs in browser, it's not too long, and it's a beautiful, sharp, cutting engagement with my art thetidepool.itch.io/to-break-the...
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The Tale of the Cloistered Crown, @blazemalefica.bsky.social and I's AAA VN (aroace asexual) reached 666 downloads and 777 collections recently!!! an angel and a devil..... who is who, one may ask.... thank you to blaze for adorable milestone art!!!!!! tabbiedearest.itch.io/cloistered-c...
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#CANARYCORPS, the visual novel I've been working on with some friends, is now released! Go check it out! rattlegeist.itch.io/canary-corps
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I guess another big thing that gets me about CoC over other systems is how straightforward it feels to build a campaign. Completely disconnected from any original literature, horror stuff is like. Part of life, to an extreme degree. It's very easy to find a line between "something I/my friends found
engage in worldbuilding and vibes that are much more specific and pointed than Horror. Which, don't get me wrong, I still love them, but the fantasy of 1000yo vampire or CoC is easier to build for a group than the fantasy of something like Infinite Revolution, and I do think about that aspect often.
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This probably comes from some bleed-over from "you get what you want, in the worst way" type of ttrpg systems, but it also helps add more room to move with fumbles and failed push rolls. And those aren't necessarily any new ideas, but having the different success and failure benchmarks in the rolls+