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The result can be something special


By rousutt at 2015-09-22 02:56:48
The horrors of http://www.rsgaming.com/ industrialism, maybe. Or flip that: What unearths the ancient horror? Maybe the reach of colonial power, which uses the party as its heartless fingers. My GM realized that madness in stories like these reflected greater anxieties. This is, of course, not innately problem-free. After all, Lovecraft's own stories reflected his anxieties about race (especially miscegenation), class, and religion. It's worth saying, of course, that mental health concerns are a material reality that actual humans have to deal with. Any fictional depiction should recognize that, instead of carelessly leveraging or deploying concepts like insanity, even as metaphor. But if you handle the topic critically and cautiously, as Darkest Dungeon manages to do, the result can be something special. The Ruined Estate The differences between those old sanity meters and Darkest Dungeon's depiction of mental health is substantial. Maybe that should be obvious, since Red Hook Runescape games decided to avoid words like sanity altogether. Instead, your characters have a stress meter, a handful of quirks, and can develop afflictions and heroic bonuses through play. Every adventurer starts with an empty stress meter and a few quirks, both positive and negative. These quirks represent a wide range of characteristics, from personal preferences to physical capabilities, from special knowledge to (yes) psychological diagnoses. But mental health isn't treated as more or less important (or pathological) than other personal traits. Fitzroy, for instance, began the Runescape game with the positive quirk Natural Eye (giving her a bonus to ranged attacks) and the negative quirks Thin Blooded (making her more susceptible to blight attacks) and Lygophobia (increasing the amount of stress she receives when in dim light.) These quirks make each character unique, not only in terms of their capabilities, but also vulnerabilities. Where other Runescape games with sanity systems treat every individual as equally sensitive to the same triggers, Darkest Dungeon recognizes that we all carry our own baggage.
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