I’m Tired and Sad, So Let’s Talk About The Legend of Zelda: Episode 34

As the last few late blog posts have probably indicated, I am still struggling. Turns out trying to find a good maintenance dose of a medication is actually a lot of putting up with changing and potentially miserable side effects. And sleepiness. Lots and lots of sleepiness. All of which means I’m just barely keeping up with the stuff I NEED to do every day, much less the stuff I don’t need to do but would like to do (such as this blog since it’s not like I’ll die if I miss a post or whatever). I’d get over it eventually, but I’m doing my best to avoid missing a post or being forced to take days off, even if it means posting in the evening and going back to edit it eventually (exact times TBD). So, to lessen the burden, and because I’m also definitely tired and sad, I’ve decided to write a little bit about the the statements Legend of Zelda games make with their stories. Or the lack thereof, since sometimes leaving something out can also be making a statement, just one that’s up to the reader/player to insert. Which, if you’ve read any of my Final Fantasy 14 posts recently, you know is a topic that’s been on my mind a lot. In my opinion, it’s better to say nothing at all than to present ideas but never say or ask anything about them, and the Legend of Zelda spent most of it’s franchise history saying very little at all. You can even go through the history of the console games and see this silence develop from a sort of incidental-to-early-video games to something masterfully orchestrated to eventually something entirely abandoned for a senseless cacophony.

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Faltering Redemption Stories In Final Fantasy 14’s Stormblood

I finally finished all of the patch content for the Stormblood expansion of Final Fantasy 14. Well, the Main Scenario Quest parts of it, anyway. There’s still plenty of quests, the raids, and who knows what else still available for me to do, but I’ve done most of the content quests (the ones that have their quest marker filled in with a plus sign on a blue background) and all of the story stuff, so I’m pretty much done with it other than slowly working through the other stuff as I have time, inclination, and enough friends online. I finished it just a couple days before my friends returned from Japan, actually, and had to slow down since I’d promised to wait to start the next expansion until they were back in the US and could get my reactions to it live. So, I’ve spent a few days noodling on the expansion as a whole and even spoke with some of my friends about it, to see what they thought. The general reaction to it seems to be pretty muted, since most people don’t seem to hate it or love it. I mean, the most common reaction was “you did the entire expansion in two weeks???”” but the second-most-common reaction was “it was fine.” More people hated it than loved it, but it really seems to have not made much of a lasting impression on people and while some of this is likely the result of how tired I am this week, I’ll admit that it is already slipping from my mind as well. It wasn’t bad and I enjoyed my time running through the plot, but it made it through the entire expansion without really making a statement about rebellion politics, reform, justice, or the particular cruelty of empire.

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Developing Touchstones For Something New

One of the strongest aspects of the campaign I’m starting up to run in place of The Magical Millennium (which I wrote about yesterday) is the feeling of it I had in my head. Sure, I could talk about the core themes and how I imagined the general story of such a game might play out, but it’s a lot easier to build a set of touchstones I can refer to in order to indicate specific things about the game. These often come up in tabletop games, at the individual campaign level or at the ruleset level for games that are seeking to convey a particular feeling no matter the specifics of the game. For instance, one of my favorite games that I’ve never played (though I hope to change that eventually) is Beam Saber and the rulebook starts out with a bunch of references to various mecha anime to use as a touchstone. The general purpose of a list of touchstones like this is to get as many people as possible some idea of what the game being played should feel like. Beam Saber is a game about struggling to live during a massive galactic war that you can’t hope to influence, with an emphasis on either coming together or doing what you must to eventually get out alive, so all of the anime the referenced point in that general direction. It’s a good way for specific genre games to indicate what part of the genre the game is emulating. At the campaign level, it tends to get more specific about aspects of the particular continuity of a game that you’re playing through. Typically, I tend to start out with strong ideas that don’t necessarily need touchstones, images to help paint a picture of the world, some music if I’ve had the time to figure it out, and also some of my own writing if I’ve had the time and energy to put towards it.

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Starting Something New: The Magical Millennium Is On Hiatus

After a hiatus following the departure of a player (though not caused by the departure of said player), four of the remaining five of us met up to play and quickly discovered we did not have it in us to play our usual game. Live’s been a chaotic mess for all of us and we lost quite a bit of momentum because of when our break arrived. It cut us off from any opportunity to build energy or establish story because we spent the previous full session going through a time skip and our last partial session doing some maintenance and upkeep, so there weren’t any existing strands of story or character to use to pull us into the game again. Additionally, due to some decisions I made while creating this game and building out the world, I’ve been struggling to feel excited about this part of the game we’re in. Some of the NPCs I’d made had begun to take up too much space in my mind because their real-world analogues have become dramatically more prominent in my mind as a result of how the world has changed in the year or so since I spun the bones of this story up. It stopped being fun for me to explore the ideas associated with them and while there was still space for me to shift things and make changes in order to avoid building the association any more than I already had, I was also struggling with how close the world was to our own. Which, it turns out, was also a bit of a struggle for some of my players as well. It’s difficult to enjoy fantasy escapism when we’re not actually departing from the world we are already familiar with. So, as our chatter peetered out and it looked like we’d be just departing rather than pushing ourselves to play a game we weren’t in the mood to play, I pitched an idea for a game I’d had just the day before.

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Final Fantasy 14’s Stormblood Is Full Of Big Ideas That Went Basically Nowhere

About a week ago, give or take a couple days because time is blurring together and I genuinely can’t remember how long it has been, I finished the Stormblood expansion of Final Fantasy 14. I’ll freely admit that I went into it a bit miffed and resentful because I’d just finished a bunch of storytelling about other worlds, the loss of balance that had a world being swallowed by light rather than darkness, and the sacrifices we make to see our vision for the future come to pass. The game took all that interesting, intriguing storytelling that it had been building towards for quite a while and tossed it all aside to focus on a popular rebel who used charisma and emotional manipulation to gather an army he could sacrifice in order to summon a god to unleash on not just the empire that conquered his homeland years ago but every single conquered people between him and said empire, including his own people. He was clearly cast as the villain in this moment, creating and then betraying a grassroots rebellion, but the story didn’t sit super well with me because, out of all the characters I’d met, his general politics matched closest to my own and yet the game was constantly casting him as a villain. All of which was further complicated by the fact that he was one of the few people of color in the game and had come to represent the resentful refugee who was not content to live in squalor and take whatever scraps he could beg or steal to keep himself alive, often in wars that defied logic and actual revolutionary practice just so he could be horrible and villainous in a way that advanced the plot.

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Choosing Joy While Listening To NADDPod

One of the podcasts I listen to regularly, NADDPod (AKA, Not Another D&D Podcast), recently started their fourth season (or main campaign, I guess? Though they have talked about changing up the format to do fewer long campaigns and more shorter ones, which really kind of muddies the waters). After all these years of games–main campaigns, side games, mini-arcs, and one-shots–the final member of the group has taken the lead and run not just a one-shot or a mini-arc like most of the others have, but stepped up to run the next main campaign for group. The one guy in the group who hasn’t technically sworn to never run a campaign but has expressed extreme trepidation about it and about not knowing the game well enough to run things has finally stepped out from behind the character sheet and taken a seat behind the GM’s screen. This guy, Jake Herwitz, has always been funny and a great performer (and is, in fact, one of the original founders of the podcast company that NADDPod is a part of), but I was a bit nervous at the thought of him taking over. After all, I hadn’t really seen any of his independent creative work, or anything he’d done outside of the podcast. I had no idea what it was that he would bring to the show that the others didn’t do just as well if not better. Having listened to a few episodes, though, I am happy to say that all of my fears were completely wrong and he’s doing a better job than I ever imagined he could. He might even wind up being my favorite GM for this group, in fact, if he manages to stay the course for his entire run.

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The Stanley Parable: An Exercise In Video Game Storytelling

A few months ago, back around the winter holidays, I played through The Stanley Parable for the first time. It was one of those games that I’d had on my Steam wishlist for a very long time and just never got around to actually buying or playing it. In fact, my general interest in the game is what led me to be so interested in one of my most anticipated games of 2025, Wanderstop. Sure, the trailer was great, but I’d been intrigued by the premises of the games that the creator of Wanderstop’s studio, Davey Wreden, had already made and so took a closer look at Wanderstop. Without that, I might have written off the bits I’d seen of the Wanderstop trailer as just another cozy game and ignored it, given how much I both love and hate cozy games these days (love chore-based games but hate the aesthetic that often gets stuff labeled “cozy” these days). But, despite my intrigue, it still took me a while to actually sit down and play the game since I’d heard that it’s a game best experienced all at once and I just didn’t have it in me to stay engaged with anything like that (other than Dragon Age, anyway) until just about the start of the new year. So, thanks to the rest I’d been getting and the need for something to do that didn’t take a lot of manual dexterity (I wasn’t able to do much with my left hand thanks to the burns I’d gotten while making my Christmas dinner), I booted the game up and spent a good few hours playing through it.

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1500 Is A Lot Of Blog Posts To Have Written

This is my 1500th blog post. I wrote it yesterday because I’ve been struggling to keep up my buffer and, in my haste to at least get a post taking up Draft space on my blog so I’d have something to work on between coming up with the idea a week ago and it getting published (which has resulted in me not doing any work on it until the day before), I forgot to put together something for the big one five double-zero! Aside from being a large number of things to have written, there isn’t much significance to the number aside from this being a specific personal goal I set. You see, 1500 blog posts guarantees that I’ve written at least a thousand blog posts since I started this whole thing back up a few years ago. That’s a pretty significant number, considering that I haven’t missed a day (aside from planned breaks) in that whole time. I’ve posted some of these later than I’d have liked (mostly because I forgot to fix the scheduled post time but once because I just didn’t have anything written until partway through the day), but I haven’t missed a day that wasn’t planned ahead of time. I’ve had to reduce my scope by no longer sharing things on Saturdays, I’ve circled the drain of topics and journaled my misery for a while, but I’ve never missed a day.

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A Blast From The Past: I Started Rereading Cucumber Quest

One of my favorite webcomics from back in the day was the webcomic Cucumber Quest. I say “back in the day” because it’s one of the first webcomics I started following, once I found out about webcomics, and I followed it right up until it stopped updating in 2019. The creator has posted some additional information about it on their patreon since then, but they’ve not worked on it in a long time (due to burnout) and I am not expecting it to ever continue. I won’t say that it will never continue or that I don’t think it ever will, only that I’m not expecting it to. Sometimes things are good and fun and you love them, but the circumstances of life prevent them from ever being brought to a satisfying conclusion. Sometimes all you get, in the end, is A conclusion. Which is kind of fitting, given the general themes of the story and all. It might seem counterintuitive to recommend a webcomic that stopped updating almost six years ago, but it is still a story near and dear to my heart and easily worth your time even if you will have to eventually cope with the lack of a “proper” resolution. I’d even go so far as to argue that maybe thinking about the story and sitting with the feelings of it ending before the story wrapped up might be the sort of thing that triggers some important introspection. Regardless, it is lovely, it is well-drawn, it is moving, and it does my favorite thing a story can do with a fantasy setting: stand it on its end and make you think about the standard heroic fable tropes you went into it expecting.

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