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Neon Genesis Phijkchu

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July 17, 2020 – Present
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Through August 30, 2026
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June 19, 2020 – August 30, 2026
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Spooky Phijkchu rawb
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
Spooky Phijkchu rawb
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
PhrogDor rawb
People just like seeing funny guys have fun. That was the draw. Urealms was very unique season 1 wise for being incredibly high stakes with the low health pools, interactivity, and stamina costs for abilities.
PhrogDor rawb
Puppet pals being more basic was funner too because the guys were easy to distinguise, was a fun layer, and seeing janky puppet stuff was more fun than seeing designed stuff
PhrogDor rawb
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
PhrogDor rawb
But it just being fun. Maybe just adding more depth of generic assets to puppet pals would have been better instead of a bunch of more design. It was always funny hearing the guys in their pre shows season 1 talking about requesting some models occasionally
PhrogDor rawb
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
Dolfin rawb
I do think though that season three cards though were the best, the only problem was the deathroll system being gutted. Deadbones in the above campaign did it right by imposing an increasing deathroll on himself
PhrogDor rawb
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.
PhrogDor rawb
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
Tecado rawb
I think the spectacle issue is the biggest thing thay tanked the quality of the show, at the end of the day it all comes down to Rob's ego
Tecado rawb
Campaigns had to move the plot further because it all had to build up to the scripted climactic animations and set pieces that rob had for (only his) characters
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Tecado rawb
By the end the campaigns were railroaded so hard that sometimes it felt like the characters didn't matter at all and they were just viewers on Rob's campaign he'd play on his own
Tecado rawb
The best thing about Urealms was how every campaign expanded the world and added characters you'd spent several hours getting attached to
Tecado rawb
When random character from buttfuck plot irrelevant campaign #15 appeared I was like "yooo that's bubblefuck the wizard"
Tecado rawb
but by s3 we didn't follow up on any of those character's stories even when 99% of them were more compelling than Rob's OCs, because player characters were 10x more compelling than the super powerfull character played by Rob we'd then spent like 5+ campaigns focusing on
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Tecado rawb
And then when player characters appeared it would be Rob playing them, completely botching their personalities and never doing anything of plot relevance
Tecado rawb
Even as a kid I remember the last campaign of s3 Coe had by FAR the funniest character of the campaign, and then when the climax came noone got to do anything because it ended on an animation of Rob's character fighting a dragon or some shit
PhrogDor rawb
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.
PhrogDor rawb
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
Tecado rawb
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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Tecado rawb
It's so baffling to me that Urealms as a whole had like 5 different mechanical iterations like that's so much fucking work when everyone agreed that s2 was already great
Tecado rawb
I GMed for years a tabletop RPG I created that like Urealms was simplified and we had different characters every campaign.
LavaLord rawb
See, I don't disagree with the assessment that it didn't need more mechanical upgrades to it but... Okay, I'm in a longform game with a rotating character cast, and it updates like every 2 months with new items, rules changes, character options, etc. It keeps things fresh to change things. (and on a personal writing project side, I've revamped my own setting lore like 17 times over 20 years) Sometimes it's just a matter of never being satisfied with something that's good enough, and at times that results in a net negative.
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PhrogDor rawb
Replying to Phijkchu_Pikachu #klombak
Somehow, against all odds, we have gained a selection of people that Rob chat is 10x more active that any other chat for the first time in many years
Tbf I have had it pent up for a smidge too long lol
  • 1
Tecado rawb
Replying to LavaLord #aethirmordu
See, I don't disagree with the assessment that it didn't need more mechanical upgrades to it but... Okay, I'm in a longform game with a rotating character cast, and it updates like every 2 months with new items, rules changes, character options, etc. It keeps things fresh to change things. (and on a personal writing project side, I've revamped my own setting lore like 17 times over 20 years) Sometimes it's just a matter of never being satisfied with something that's good enough, and at times that results in a net negative.
Yeah I'm not mad about change because imo every iteration apart from s1 that obviously needed much more plish was great, every iteration s2 onwards I'd say worked beautifully
Tecado rawb
But sometimes the character creation was improved but combat wsa downgraded, then combat was upgraded but meta stuff was downgraded, then meta stuff was downgraded and character creation was upgraded
Tecado rawb
and I know that I'm biased because for my own game I took the stuff that I personally prefered so obviously I'd feel it's superior, and I was just creating my game for a group of friends instead of a huge show
Phijkchu_Pikachu rawb
Anyways to have some base level contribution to the current discussion. Around the end of S2 of URL and for sure already during S3. Rob decided that being funny was not the correct path, and that instead he had to be some grand storyteller. While I for sure think this ruined urealms, this can actually be seen more extremely in the arcs after that (gta rp up until full mental breakdown monika rupert sneakymouse arc)
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Phijkchu_Pikachu rawb
Rob legitimately would talk about how he would walk around picking up garbage in Toronto, and was beoming a bard so that he could be the NPC is other peoples lives
Tecado rawb
Replying to Phijkchu_Pikachu #klombak
Anyways to have some base level contribution to the current discussion. Around the end of S2 of URL and for sure already during S3. Rob decided that being funny was not the correct path, and that instead he had to be some grand storyteller. While I for sure think this ruined urealms, this can actually be seen more extremely in the arcs after that (gta rp up until full mental breakdown monika rupert sneakymouse arc) (edited)
I personally wouldn't say that shift ruined urealms (I even think that the single s4 campaign, the yes king I think it was called was really good)

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