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Published: 2011-02-04 22:34:32 +0000 UTC; Views: 415; Favourites: 7; Downloads: 10
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Wow, this one is really overdue but I finally got it done. This is for who wanted me to try my hand at drawing a scene from his Mist World, specifically a scene of the underground tunnel system.
Took roughly 5 hours. Haven't had much drawing experience with drawing caves but this was definitely some good practice. Who knows, I may try doing several other scenes like this to get some more practice in. When I was drawing this, it kind of rekindled some old ideas I had back when I was in 5th and 6th grade.
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Comments: 9
ElPerdedor [2011-10-23 20:01:11 +0000 UTC]
This is amazing. I love the world that Mistgod made with his Mist World setting, and you definately got the same vibe that I got from his work going on in this drawing as well.
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Scary-Strix In reply to ElPerdedor [2011-10-26 03:25:59 +0000 UTC]
Thanks, Mistgod has such an awesome world with so much detail and thought put into everything. It'd be awesome to play a game of D&D with him as DM, I always got egomaniac DMs who are more focused on horribly killing all the players than putting in any good effort into making a world and a decent story for campaign. It was rare thing if anyone ever made it to Lv2.
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ElPerdedor In reply to Scary-Strix [2011-10-26 04:07:21 +0000 UTC]
Indeed, it's what I see from his works and it's amazing how in depth he goes in detailing the world.
That's the DM I hope I come across as to others. I mean, sure, someday I wouldn't mind running a pure hack n' slash where if you mess up you die (sure makes it easier to run), but to me and the players I play with the narrative of the story is more important than mindlessly killing monsters for loot. I end up doing the "disney" death whenever a player gets killed, saying that they were knocked unconcious or were unable to continue, giving them a chance to at least get the character healed...the number one rule is that there are no player deaths unless that player decides that a certain point in the narrative would be a place that the character should die. That way, the work they put in isn't lost due to a random bad dice roll; and than it comes across that they did get killed doing something important, and that the other people in the story feeling it the loss rather than "oh, he died, let's continue on."
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Scary-Strix In reply to ElPerdedor [2011-10-26 18:53:21 +0000 UTC]
I like that idea of "disney" deaths. It really does focus more on story but still allows for serious gameplay and gives incentive not to die/go unconscious.
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ElPerdedor In reply to Scary-Strix [2011-10-26 19:51:03 +0000 UTC]
Indeed. And when somebody does end up incapacitated (for ease, we just do any point under 0HP), it's lead to some incredible saves when one of the players has taken notice to another's plight. Things I wouldn't have thought that their character would do, but the explanations they give are incredible.
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Scary-Strix In reply to lenkagaminelover [2011-02-05 20:34:13 +0000 UTC]
I hurt my hand a little drawing all the detail but it was well worth it.
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Scary-Strix In reply to Mistgod [2011-02-06 20:06:11 +0000 UTC]
Glad you like it, Mistgod! . It certainly took a while, all those mushrooms
and I was a little unsure just how well it would look in the end. I might do some more scenes like this from Mist World as cave practice sometime in the future.
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