I was hoping to get to this specific post a little sooner, but circumstances intervened in a number of different ways. This is going to be another breakdown of translating a specific style of game (in this case with only one real entry) from the realm of video games over […]
adaptation
In the previous two installments of this series that you can find here and here, I went over the mechanical side of the soulslike, laying out how you could simulate the mechanical side of those games. However, that’s only part of the proverbial equation. The other is the feel of […]
As I mentioned in the last post in this series, this one will deal with recommendations for mechanical/prep adjustments for a “soulslike” feel. If you haven’t read the first post, go check that out, as this one definitely builds on the material in there. Before we get started, I’d like […]
I’m trying a new project here – specifically I’m breaking down how to use various genres of video games as resources for TTRPGs. The type I’ve been seeing a lot about lately is “soulslikes,” so I figured I’d start there. This turned out to be a significantly lengthier topic than […]