Stardew Valley – The Adorable Way to Farm

So this has been a busy June/July for me – in the space of one month I went from working as a contractor, to being unemployed, to working as a fully permanent employee (take that old job! You jerks!). During my unemployment “holiday” (read: “being a no good jobless bum time”), I went to visit my friend and she showed me a game she was playing – Stardew Valley.

When she explained me to what Stardew Valley was about, the first thing that sprung to mind was Harvest Moon – and then immediately after that remembering how goddamn awful I was at playing it. I’m not talking about your fancy DS and what-have-you Harvest Moon, oh no! My memories are from my dusty Playstation, buying my copy and sitting in front of my tiny TV/VHS combo (if that doesn’t age me I don’t know what will) worrying about whether or not I will have enough decent crops to just scrape by and make any kind of profit. Seriously, I was the worst at that game and gave up pretty quickly.

Harvest Moon Back to Nature – Another historical gem in the list of “games I suck at”

My friend was quick to assure me that whilst the basic premise of Stardew Valley was pretty similar – you own a farm, you grow stuff on it and make it better, this game was way less pressure to actually be good at it. And she was right.

I don’t know if it’s because I’ve gotten older and therefore wiser (one would hope), or whether or not this game is actually designed to be easier, but I have played a full year (in-game *obviously*), and I’ve got to say I’m not actually doing that bad! I’ve managed to upgrade my farmhouse (I own my very own kitchen *smug*), got some farm animals that haven’t died or are even remotely close to death, and I even have completed a few quests (like going off to find the mayor’s underwear in the bedroom of one of his “friends”) So naturally my success has inspired me to stop being useless and finally get back into this writing malarky.

Stardew Valley is an indie farming simulation role-playing video game developed by ConcernedApe and published by Chucklefish Games. Released in February 2016, this labour of love by Eric Barone has taken the cute aesthetic of Harvest Moon, combined it with a soundtrack and adventure-feel/dungeon exploring similar to Terraria, and produced a game that is so relaxing and just pleasant to play. When I log on and see those pixel birds fly across the sky I get a warm fuzzy feeling.

I also know I will lose *hours* of my life, just playing through “one more day” or “just until the next season” – I’m not much of a gamer (as you all may remember), but I have found myself sitting in front of my computer screen at 4am forcing myself to log out and go to bed. I can’t help myself, it is that addictive (plus when I’m close to getting another heart with Abigail goddamn it I will stay awake to make it happen!)

stardew valley abigail love
My experience of Stardew Valley relationships (source:Tumbler lollibeepop)

There are so many different elements to this game, that it doesn’t matter if you suck at one – there *will* be something that you are good at to balance it out; farming, animals, fishing, foraging, dungeon crawling/adventuring – there is definitely something for everyone. I’ve been doing ok on pretty much everything (*humblebrag*), but if anything that shows you that this game is pretty playable on the scale of difficulty. There are plenty of people to wander round and befriend/woo (I’m looking at you Abigail, you beautiful purple-haired siren), and as long as you have the wiki open on a screen next to you it is so satisfyingly easy to see those hearts fill up. Before you know it you have the townsfolk saying hello to you in the town square, and you can feel a part of that happy little community.

The best way to sum up this game is to think about the goal/audience this game is aimed at. Is it aimed at full on players who play to win? Probably not. Is it aimed at providing an adorable, fuzzy, light-hearted experience for someone to dip into and escape the day-to-day? Absolutely. You play a person escaping the boredom of everyday life to look after a farm in this magical town, and I believe that this is true for the player in real life.

Buy this game, tend to your (surprisingly large) patch of farmland where you can make your own mayonnaise to tempt your future wife. I guarantee that like me you will find yourself coming back to reality at 4am wondering where the time went, but at the same time not regretting a single minute.

 

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The Cheat Sheet to Character Design

Our little Smashface Family kicked off a new D&D 5e campaign this weekend just gone (6th Feb). We’ve been discussing it for a while, but at the beginning of the year we started sorting out dates and  I had to actually think about pulling my character together.

Now ever since I can remember my online/gaming/rpg persona is a redheaded tall woman by the name of “Sai Rei”. If you have seen any reference to this name in forums or on FF14 then chances are that is me. I loved identifying with a strong, powerful yet slim and attractive woman (don’t all women everywhere?) who had a fucking big gun.

But this time I decided to switch it up. I had a vague idea of what I wanted to play as but it I wasn’t sure how to flesh out my ideas – do I figure out the full background and squeeze the stats to fit, or do I decide how I want to play the game and then make the person match? Or is it completely a 50/50 approach?

Our band of merry adventurers took a variety of approaches to character creation (some writing their backgrounds at the table during the big introduction), and I thought I would share a little bit about mine (because I was actually ridiculously proud of my dwarven fighter).

So, as I said before I had a *vague* idea of what I wanted. I still love to hack and slash (I just don’t enjoy fighting from the back) so I knew I was going to be either a fighter or a barbarian, and I knew that I was going to play a female dwarf. But a picture began to fill in the more I thought about it, and I decided that for me at least, the best way to flesh out this character was to think about her in terms of personality and background, and then the stats could be moulded to fit.

This was by far the most fun I have had with a character for a long time. I saw this kind and motherly figure in my head and just knew that was what I wanted to play. For those that have read Terry Pratchett I basically wanted a Nanny Ogg warrior. I saw her waddling round the countryside with pockets stuffed full of rock cakes (that could be used as rocks), her hammer strapped to her back and the medieval equivalent of a photo wallet crammed with illustrations of her many children.

Think this, but less witchy…

 

Dwarf Picture
Like this! (Original by AnekaShu)

The background and history for my motherly dwarven warrior was fairly easy to pull together. I googled some Dwarven names and picked some out I liked, I even went so far as to google basic Dwarvish to create a name for her Warhammer (no judgement people). What I found hard was the last part – making the stats fit.

If any of you readers have gone to the trouble of filling out a character sheet for D&D you will realise it is not the easiest of endeavours. So many numbers to roll and boxes to fill it – I genuinely found it hard to keep track of what stat affected what bonus and as a result needed ticking in which box. During our initial game our group was still arguing over the finer points on calculating successes for various skill checks or attack rolls.

Normally when playing a character I try to keep my stats fairly balanced. This time I decided to be more creative, and I think having a fully fleshed out character beforehand game be some additional confidence to do so. In the end I made her a full fighter – strong, dexterous yet not at all bright. I gave her some charisma (she did manage to have 8 children afterall), and put some points into wisdom (raising children means you know when they are up to no good and you learn when someone is trying to lie to you.) Therefore the skills I picked were Athletics and Insight (at 284 she’s bound to have gotten insight into something!)

My main focus when pulling these stats together was to create someone I wanted to actually *play* rather than someone that would be useful to the group. To be honest my impression of D&D is that if you enjoy playing a character and put your effort into playing them properly, the DM should reward that and as a result you will help your group.

So after this experience what would my advice me to anyone creating a character from scratch?

  • Pull together a couple of key points you think would be fun to play. I picked motherly, wise, warrior
  • Have a fun side note to flesh out the character – mine was a terrible cook, and will literally go talk to any Bard to see if they have news of her children
  • Don’t worry about the stats until the end – if you have a good idea what type of person you are playing, you will have a good base to figure out which skills fit them best and will give you the most to work with

Most of all – HAVE FUN WITH IT. If you enjoy the process, you will create a fully thought out and interesting character. Seeing a person in your head helps you bring them to life, helping you bring them to the table. Don’t worry about what your group needs or what someone else wants you to play, a good DM will tailor a campaign to fit your needs. So enjoy yourself!

What characters do you like to play? Let us know in the comments below!

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