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My health potions are green and poisons are red
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I used yellow for health to avoid red/green colourblind issues
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Reminds me of that overwatch character with the yellow healing aura and the green speed aura. Just why?In Overwatch, healing is consistently represented by the color yellow. Making Lucio's speed aura yellow and healing aura green would be visually confusing
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Nethack (and derivatives) is pretty much the only game I know of where the health potions may or may not be red. And I guess Dark Souls... It's more of an orange than a red. But maybe that's just the color of the flask. Idk what the substance inside looks like.
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In Overwatch, healing is consistently represented by the color yellow. Making Lucio's speed aura yellow and healing aura green would be visually confusing
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The old TSR/SSI game Unlimited Adventures had randomized potion colors. It's also how I learned that khaki is not pronounced 'kahiki' when trying to explain what was going on to someone (I knew khakis as a type of trouser not a color). https://en.wikipedia.org/wiki/Forgotten_Realms%3A_Unlimited_Adventures Edit: or maybe I'm thinking of another gold-box game if that one didn't have some random generation. Hrm.
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> "There are no 'rules' for fantasy" Wrong. To write *good* Fantasy (of SciFi), you have to go through a process called "World Building" where you lay down the rules of your world. Properly done, the amount of World Building exceeds the actual works by far. It is absolutely necessary to create a core of inner logic to the story. You are not bound by the rules of our world, yes, but you are bound by the rule of consistency. If you violate those, you automatically write crap Fantasy (or SciFi). Funny, though, that e.g. many literature teachers / professors don't even *know* about the idea of World Building.
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the flask is green! i would know since i emptied it one too many times snd the texture is dark greenThen the insides have to be red for it to appear orange through green glass. *The health potion is red!*
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Why should your fantasy game be limited by something like "health". Whether you die should be based on vibes.
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Why should your fantasy game be limited by something like "health". Whether you die should be based on vibes.
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Toss a lighted match into the growing puddle. Match goes out.
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Purple: Magic?? Green: Life/death?? Red: Life/fire?? Blue: Magic/cold?? Honestly the only colour I don't feel uncertain about is orange, that's always bad. Also on the topic of health potions, a great piece of advice I once heard was that if your players are in a foreign land, remove health potions. Give them health biscuits and watch them reconcile with God.
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The old TSR/SSI game Unlimited Adventures had randomized potion colors. It's also how I learned that khaki is not pronounced 'kahiki' when trying to explain what was going on to someone (I knew khakis as a type of trouser not a color). https://en.wikipedia.org/wiki/Forgotten_Realms%3A_Unlimited_Adventures Edit: or maybe I'm thinking of another gold-box game if that one didn't have some random generation. Hrm.
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I hate dragons. Controversial take but like just come up with some other mystical creatures! have some fun with it! if rather interact with a pink unicorn plushie than fight _another_ dragon
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I love the possibility of having a red/green colorblind character and having to roll to hopefully pick the right potion when they both health potion and poison in their bag.
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> "There are no 'rules' for fantasy" Wrong. To write *good* Fantasy (of SciFi), you have to go through a process called "World Building" where you lay down the rules of your world. Properly done, the amount of World Building exceeds the actual works by far. It is absolutely necessary to create a core of inner logic to the story. You are not bound by the rules of our world, yes, but you are bound by the rule of consistency. If you violate those, you automatically write crap Fantasy (or SciFi). Funny, though, that e.g. many literature teachers / professors don't even *know* about the idea of World Building.A clearer way to phrase it might be "there are no rules for the *genre* of fantasy". An individual world needs self-contained rules, yes, but just because Tolkien's Dwarves have beards regardless of gender doesn't mean that *your* Dwarves need to be the same.
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Nah this one is easy. If it's green and _sparkly,_ it's a good thing. If it's green and _bubbly,_ it's a bad thing.