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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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PhrogDor memes
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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
PhrogDor rawb
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 s
PhrogDor rawb
Had to correct. I meant RadioActiveK PhrogDor 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)
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
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
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
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
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
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
Season 1 did suffer from some god awful.combat speed though too. A lot of became dependent on donations beefing the guys up so first combats were just horrid for awhile
PhrogDor rawb
People want to be able to set themselves into the game. Living the show through it makes it feel like you could have been in any of those campaigns along side them. Plus seeing what they do is just fun
PhrogDor rawb
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
PhrogDor rawb
As for what was 'real' I can totally understand fudging some details. That stuff was fine, but he did get way to into the Meta shit as time went on.
PhrogDor rawb
But he was trying to make it purely for show after awhile which just wasn't a good game system either. He jusg needed to take advantage of the fact that one shots do allow you to be flexible with the plot.
PhrogDor rawb
Shield and deathrolls being a serious issue if you get downed or ways of just totally fucking your shield in where you have a floor of 25% chance to die made sense. When it became the only way to die it kinda sucked
PhrogDor rawb
Season 1 was awesome because the way the system worked the stakes were always high. Problem Rob was sorta running into was making stories that could survive a TKO of the party. This was mostly because of C5 or 6 of one where they got tko'ed mid a heist and shit sprinted to the end.
PhrogDor rawb
I mean the biggest issue I had was Season 3 turned everything into spectacle. The mechanics made things so low stakes. I think the best balance for show and stakes was when deathroles came in when players went down mid season 2.
PhrogDor rawb
It got longer due to production quality and of course his spiralling issues. I can also see him as a passion worker and overhaul stuff in inefficient ways
PhrogDor rawb
I think doing small recaps would have done a lot. Cannon isn't too huge in so far as just having a better time line of events. Them being fuzzy is workable
PhrogDor rawb
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 th
PhrogDor rawb
Which is not unique to him whatsoever. URealms would have gotten bigger (imo) had it remained more occasional and of friends having fun. It needed to not become a more staged showing. More spacing than it had. No pivoting into the big animacs. But just a focus on fun. I know stuff becomes about money overtime, but if i

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