asksteampunkequestria asked: Hey dude, love your stuff. I just watched your Personal Time With Greg: Making Music With Sony Acid video and was wondering, know where I can get some decent piano samples? Basic notes if possible, simple loops if not. Thanks! And as always, look forward to your next video.
I go to a site called Looperman that has a bunch of free samples if you’re interested:
You can also download a lot of samples from the London Philharmonica:
Aside from that, I make use of other samples sometimes, but there are various websites you can pay if you want professionally composed accompaniments. I personally don’t rely on that much, but if you’re a professional DJ then it’s worth looking into.
I just spent two hours trouble-shooting Soul Reaver 2!.
Heads up to everyone, I usually link to a place to download a game I play, but Soul Reaver 2 is not updated to run on modern systems! I kept getting a crash during the opening cinematics. I may have more problems as I go along, but hopefully not, because I’m really excited for this Let’s Play.
Anyway, because I couldn’t find all the fixes in one place, here is everything I did to make the game work on Windows 7 (64 bit), using game version 1.02:
1. Go to start menu and select “run”
2. Enter regedit
3. Open HKEY_Current_User/software/crystal dynamics/soul reaver 2/1.00.000
4. Open DisableVShader and change the value to 1
5. Change your computer’s resolution to 1280x720
6. Change the launcher to compatability mode, XP service pack 3
7. Diable visual themes and run as administrator
8. Run the game
9. Tell the game, from the graphics menu, to run at a resolution of 1280x720
I was having trouble where the game wouldn’t load the opening cinematic, and that all has it running for now! I also read some problems related to the game crashing unexpectedly, but if that’s not too bumpy, I should be able to fix that with the magic of editing!
askmentallyadvancedtwilight asked: After hearing many stories of your fun role playing game adventures, I'm really interested to know what combat systems, character creation systems, etc, that you've grown to like the most. I ask because I've been learning D&D 3.5 in hopes of being the GM for some campaigns with my friends, and I worry that the complexity might be off-putting to my friends who have never played a real tabletop RPG before.
Sure! If you’re looking for a system that’s easier to understand, the more mainstream systems are usually the friendliest. D&D can be a bit daunting when you show people the size of the rulebook and try to explain the way that level progression and other mechanics work, but D&D is pretty seamless as long as one person at the table understands the system. Usually the GM asks for a particular roll and when a player asks which roll that is, somebody can just point to a box on the sheet and there you are. To really simplify things, it’s also possible to download a program that will fill out character sheets for you, which lets a player build a character without also having to worry about the math or perquisites. Programs like that lower the barrier to entry and help people a lot with their comfort levels - although you’ll still find them asking what the heck a lot of feats do, since many feats are ridiculously situational and may not even be used in the campaign you’re running.
I think D&D is probably the more restrictive system in terms of actual character development, though - at least as far as building your character around an abstract set of life experiences. If you want to build a college professor with a mild background in boxing and an enthusiasm for archery, that becomes very tricky in D&D because most of your actual stats will be built around your level and the class you take. That means you usually have to ignore your “mild backgrounds” and just focus on what your class does. Most of the time when I play D&D, I roll a random race, class, and stats, regardless of whether or not the game master wants me to. After I see what I get, I just build a character concept around my terribly mish-mashed design and then spend the entire time impotently trying to cram square pegs into round holes. This gimps the party dynamics, but it’s fun, and if you’re a vibrant player who’s willing to embrace the humility of being useless, nobody gets angry.
However, if you’re looking for something truly streamlined, I might recommend something from the White Wolf series. Unfortunately, the books themselves are built around edgy teenager stuff, like vampires, werewolves, and demons. If you really love your mythology, you can make a fascinating game using that stuff, but I think White Wolf is intended for players to play snobby, elitist super-humans and anti-heroes, in most cases. Despite that, the system is really easy and takes no time at all for players to grasp. It’s a highly social sort of system and not one you’d do a lot of combat with, aside from rapid bursts of violence that establish your dominance over the puny mortals with their not-so-good dice rolls.
In the end, though, my preferred system is Hero. It’s not a system I recommend for beginners because we played through numerous sessions before we realized how all the checks and balances worked, and even so, it was still pretty easy to design game-breaking characters when the GM wasn’t looking. It’s fantastic for building highly nuanced personalities and the system allows for a huge amount of fine-tuning, but all that freedom and nuance means that it’s deeply honor-based where mechanics are concerned, and your players need to be able to understand that a broken character will be rampantly broken.
Additionally, players can sometimes build a character in a way that does not at all do what they thought it did. I shouldn’t get too much into the problems I’ve run into, since there are a lot of them, but a good example would be defense stats. Weapons have tiers, sort of, where a knife ignores armor differently than a fist, and a bullet ignores armor differently than a knife, and so on. On top of that, there are also charts regarding where a character will be hit, and being shot in the head or lower abdominal region is the type of bad luck that can be instantly fatal when a player doesn’t adequately protect their character.
But that aside, the Hero system rewards players with incentives to take flaws, which I always like because personal flaws are really the meat of any character, and I’ve never had trouble coming up with them. In fact, what’s strange about the Hero system is that you’d think its complexity would make it the best option you have for combat - and it’s great when everyone is balanced and nothing is broken - but the system does break frequently enough that I rate it best as a social system where characters are rated more on their pinache, flamboyance, and ability to stand out more than they are by their ability to beat enemies in a fight.
Those are the systems that I have the most experience with. Children of the Sun was incredibly flavorful in terms of fluff, and the mechanics were great, but that company sadly went out of business and now you can only find the books second hand. Iron Claw is also really interesting; some people don’t like it because they call it a “furry” game, but I feel like that’s not really a valid criticism since if someone is prone to injecting their fetishes into a game they’ll do it regardless of the system. I like Iron Claw because the mechanics are solid and it’s fun to play as an animal, since, when in doubt, you can just do whatever you’d think the animal’s instincts would tell it to do. Iron Claw’s magic system is broken, though - there was a game where we figured out the bottom-rank “create air” spell didn’t say you couldn’t create air inside people, and suddenly “create air” became the most deadly thing in anyone’s arsenal.
Ultimately, human creativity will often be the best part of any system and the downfall of every system. Roleplayers are like prison inmates. They’ll make anything into a weapon and do the most terrible things with the most limited amount of resources. But anyway, I hope this is a good start with some decent thoughts on the whole thing! If you’re looking for something specific, I can give more specific advice, but when it comes to choosing a system it all depends on what you hope to do and how much experience you already have running a game! And beyond all this, a system really only exists to give everyone a bit of structure. I’ve done some truly fun and exciting games without a system or even any dice!