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Monday, August 11, 2025
yeah I can't get this link to work in firefox or chromium, in Japan or over VPN
https://mindcracksmp.com/wordsearch/
I wonder if it's js related, or if your JP locale or something causes it to load weird or smt
Tuesday, August 12, 2025
Replying to Spooky Phijkchu #spooky.131 but yeah, he killed Urealms momentum 3 times I'd say 1) Seasonal break model he established after S1 2) Move from Twitch to his own website embed for S2 4) Not picking S4 back up after his mental breakdown
I'd say the seasonal break wasn't so much a thing as much as it was the jump (dive head first) into the pool of production quality format over the fun format. I get have a break to write up some campaigns. But he went full on into having to have it all staged out hard post season 2. They did need some spacing, but I think doing breaks in the winter to do so was a miss. Mostly because people stuck indoors around the holidays or rolling early into the year will have more time off to enjoy the shows.
for the breaks, I get why some sort of break was needed, but 9 months to reload was kinda silly and a lot of the rationales like you said, we're probably counterproductive in the long run anyway
Rob was also getting worse during this time of being able to convert his time/work into output (I forget how I normally word this)
8 hours of Rob "working" on something would output 1 hour of actual work
so he'd kill himself during the offseason churning away at scripts and software overhauls, and have relatively little to show for it, given 9 months of time
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and imo the issue with cannon was not even that it mattered, I just think it was the driving issue of why he felt the need to overly script some stuff, and get all flippant about which campaigns were "real" or not
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Rob swung back and forth a lot on whether Urealms should stand on its own as a game, or just be a way to facilitate the show
and I think universally, everyone wanted the former
I think if he accepted that eventually there may be an unsalvageable campaign in design. Stuck with what season 2 had and maybe nerfed the health stuff a bit to keep it high stakes and balanced around shield utility he could have found a good inbetween for the show to be functional and it be a fun game
Whichever route he picked, it would have been successful, he squandered the chance to be massive, but even as a lot of people were kinda checked out by S3, there was a big enough audience and continued interest
the fact anyone is still talking about it 5+ years after it ended is proof enough of that lol
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The show didn't need higher production value or bigger budgets
Rob was obsessed with this idea the show needed professional VAs (and actual women) which is where Spiff came from
super big spends on animation, custom music, all the set dressings, etc.
when the core of the show was people wanted a fun TTRPG and a bunch of funny player banter
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Rob was right in S1, and his original Unforgotten Realms cartoon
the ratio is 90-10
and by S3 it was way closer to 50-50
agreed
And if the show grew, I'm not against the production value growing
but Rob forced it at the expense of everything else
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So, I love Nick's art
but I think the art girls did a really good job once they found a style
Just goes back to it being FUN. I am never into shit feeling super staged. Some times or sections I can get for parts of a finale maybe. The way silver mines was a bit staged felt natural as an example. But just having fun in a ttrpg setting is the best. I still miss doing so a lot in my own time and know it was always the most fun I have had
Deathrolls were such a good idea in conjunction with the shield system. Shields needed to have more ways of being punched through, but they did make it so squishy characters could be both tankier and still vulnerable. I really liked the fact that a character going down they still had a good chance of dying, but it gave a safeish buffer, but still made them extremely vulnerable if repeated measures were taken at hitting a downed player. Also kinda made it so very dangerous things could be measured in death ranges. Along with the fact that putting them down, but not out allowed for some flexibility in action for killing vs incapacitating the players.
Wednesday, August 13, 2025
Replying to PhrogDor #froglandus2 I honestly wanted more interpretation of the character's looks. I prefered seeing fan art over official art. Plus RadioActiveK's OG art for the side characters being sorta what the community accepted was a sort of nice grass roots thing to see (edited)
Had to correct. I meant RadioActiveK
Replying to Tecado #tecado When random character from buttfuck plot irrelevant campaign #15 appeared I was like "yooo that's bubblefuck the wizard"
This is why imo Den of Devils wound up being the best URealms campaign. It was a season 2 mix. Nisovin was always a Urealms character in the show. It was what these sort of loose campaigns can line up to in terms of game play and feeling more open ended. I think could have been better in ways, but I think that it was spectacle more built up on throwing characters we all had seen before into a new situation. Player mades and not just the plot characters for the most part.
I think there are times for more story, but railroading it as hard as he did was a bit much. I think doing so for mechanics sake is what boned the show the most. I became so that combat meant nothing unless deathrolls killed you as they were the only way to effectively do so. Season 1 was always high stakes. I already elaborated on survivability for a show's sake finding some balance with season 2 mechancis. But I think the fall of dundinwhatever was another good example of player characters or their set ups being interesting. It was an amazing point of chance that Milbee dies and has a bear to essentially be his character the rest of the campaign. You don't really get odd stuff happening like that if it is hard railroaded. But the context it was set in as the characters being guards made the more restrictive set up make more sense. Rather than being a little more creative with settitng the scene it drew mostly off nostalgia and heavy railroading conclusions
Also, found this music on some rando book trailer forever ago
https://www.youtube.com/watch?v=uapP24GgKag
Horizon Series Trailer
www.youtube.com
Replying to PhrogDor #froglandus2 I think there are times for more story, but railroading it as hard as he did was a bit much. I think doing so for mechanics sake is what boned the show the most. I became so that combat meant nothing unless deathrolls killed you as they were the only way to effectively do so. Season 1 was always high stakes. I already elaborated on survivability for a show's sake finding some balance with season 2 mechancis. But I think the fall of dundinwhatever was another good example of player characters or their set ups being interesting. It was an amazing point of chance that Milbee dies and has a bear to essentially be his character the rest of the campaign. You don't really get odd stuff happening like that if it is hard railroaded. But the context it was set in as the characters being guards made the more restrictive set up make more sense. Rather than being a little more creative with settitng the scene it drew mostly off nostalgia and heavy railroading conclusions
The shittiest thing about combat becoming meaningless was that they already had a great system when deadrolls went form rolling a 1 to rolling 1-5 to throwing a coin
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