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Cake day: June 18th, 2023

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  • The reptiles in the Tory party care more about everyone else than their own citizens. As everyone’s finances spiral into oblivion because they refused to regulate the housing market and deciding that a tiny country in Africa is a safe place to dump immigrants, these fuckers only concern themselves with consolidating power and gutting socialist policies. Why? Because they’re friends with corporate dinosaurs who would love to turn the UK into the privatised nightmare of the US.

    The election can’t come fast enough.





  • Bethesda’s approach is more functional and it allows them to throw in like a hundred odd dungeons but that’s a ton of work to make all of them unique and interesting.

    I would slim down the number of dungeons to maybe around thirty to forty. Means that each one becomes more memorable and seeing one inofitself is eventful. By cutting down on the dungeons, you get a few more bonuses, you can put more thought into what kind of loot you would get from it. You can frame everything around the dungeon; what kinds of enemies you’d face, the armour they’re wearing, the weapons they’re using, the spells they’re casting, the items and furniture dotted around or even the environment itself.

    In that way, each dungeon becomes its own self-contained experience rather than the _n_th iteration of the same experience. Once you’ve done Bleak Falls Barrow, it’s unlikely the rest of the dungeons will be any different (aside from dwarven ruins which are different to Nord ruins but they suffer from the same issues).

    There’s no reason you can’t flesh out a dungeon based on hints given in a quest. So Bleak Falls Barrow would probably be the most boring dungeon of the lot but to someone who’s never experienced Skyrim, it’s new and it sets the stage for other dungeons. There you establish who might be buried in those tombs or if you don’t know, then you can go down and maybe read old books that talk about who was buried there. Say one Draugr has a little diary on him, talking about a thief that left him for dead. You might find that thief later down the lane but he died from walking into a trap which can also serve the dual purpose of teaching the player “hey, there are traps to prevent people from coming down and looting the place”. You can also look at adding a couple of dead grave robbers who allude to the Draugr Lord at the end of the dungeon.

    These are a couple of things I’ve just come up with off the top of my head but the TLDR is: "Ask yourself the questions, how can I make this dungeon feel different? Who might be down here? Why are they down here? What did they leave behind? What was taken?


  • I would expect the dungeons to have some character at least. They have the manpower to make the dungeons feel different and allow there to be a build up towards the boss. Like if it’s a Draugr Overlord, let me learn about this guy and his life before I’m facing off against him.

    Edit: to further develop this idea, what we learn of the Overlord’s backstory tells us how to best defeat them. Say, if their shield arm is weak then shield-bashing them would knock them off-balance. Or stories of them using various spells so you’re aware that they might use these spells while fighting.