I found a book at Dollar Tree. It is a choose-your-own-adventure, only it is a romance! This is my review after I have gone through every possibility in the storyline. Onward!
Courtesy of Pinterest
This book does not take itself seriously. This book is, from the character descriptions alone, hilarious. They took four main types of romances and put the stereotypes and common plots in every category. The humor here is amazing. This should not be treated like a serious drama. This is a reading-slump-breaker and an "I don't want a serious plot" book. It's an easy, light read purely for fun and good laughs, though I wouldn't call it pure in content or read it in public.
To talk about the greatness of this novel, I need to talk about everything you can do in it. Spoilers are here. If you want to experience it first, stop and come back. I'll wait. This book is so much fun I'd save this page and come back if I were you. I'm not kidding. Don't spoil this.
Now that all the people who didn't read it left (cough cough, last chance to not spoil it, cough cough) we move on.
Your choices
What are the choices? You are a regency lady of 28 years who needs a man or you become an old maid. Your choices on a large scale are a hunky Highlander humanitarian, a bad boy who can't keep his shirt buttoned up, a trip to Egypt with your best and only friend (that can become sapphic), and a witty suitor. Yep, they put all the stereotypes of romance novels in.
Your first choice can lead to an ending, where you run away from the woman you work for. You then sell yourself and die of syphilis within a year. Oops. That's the first ending you can hit. The only other choice is to go to a party with your awful employer. Because you have no prospects until you do this.
To get to Lord Craven (bad boy shirtless) and Lady Evangeline (Egypt) you have to choose between Highlander (Mac) or Witty Suitor (Benedict) first. The bad boy, gothic man is a choice you make after one of the suitors doesn't shake out. Lady Evangeline (Egypt trip) is a choice you can make after you receive a letter from Lady Evangeline inviting you to Egypt or you see her in person. You can't directly choose these from the start. Warning on Egypt, though. If you don't want lesbian romance but still want to find out who you can romance there, I'd snub Lady Evangeline at every turn.
When I say the main leads are not all the options I mean it. You can find bonus romances all over the place. Ollie, your long-lost love turned spy, is an option in the Highlander storyline. You can marry the postman if you flee from Lord Craven or choose the Vicar (not kidding, you can!). You can marry Kabal the museum director in Egypt or Fabien. You don't just have the main leads. Try the alternates out, too. This is the one reason I'd say you should still try Egypt.
Warnings
When this book says, paraphrased, you can get it on or get answers, it really means that you'll get both either way. Sorry, this book isn't Pureflix. If you are reading my review to see if it is a sexless romance, let me tell you honestly - it isn't. There is sex no matter what you choose. Sex is also written to be comedic in this case. It is hilariously written and does not take itself seriously in any way. I have yet to find the word "penis" or "vagina" anywhere in the book as I read it. It is all euphemisms for those biological areas, all innuendo.
Lesbian romance isn't everyone's cup of tea. It is not my cup of tea, to be completely honest. You do not have to go to Egypt at all if you don't want to, but here is how you can find all the not-lesbian romance in the Egypt section without going on a sapphic adventure with Lady Evangeline by accident. Simply put, turn down going on an adventure with her or help her make up with her ex (still ends up being lesbian kissing, but it's not with your character). Decisions that lead you toward snubbing her will lead you to Kabal and Fabien. Or they take you to other romantic leads in the book if you turn down Kabal and Fabien. It might still be worth going to Egypt for you if you like museum directors and Arabian men with green eyes.
Overall Thoughts
I am giving this a 4.5 out of 5 stars. Why not 5 stars? I didn't ask for the lesbian bits. It is not my cup of tea. That wasn't for me. That being said (as I did properly read it all to review this book) every word of the novel was well written. I had fun reading it and it kicked my current reading slump out into space. Read this if you are in a reading slump and you'll kick that slump into next week. I loved it. I mapped out every decision to keep track of what I did and didn't do. I did everything.
Keeping in mind this is primarily making fun of the romance genre, don't take this as a serious drama. They took common plot twists and aspects of every subgenre (paranormal/gothic, regency, sapphic, and highlander-themed), then wrote as many mini-romances as they could. It's cool. I'd pick another one up if I found one, provided the same people wrote it. I think they missed the romantic suspense genre. Maybe next time they could have a choose-your-own romantic suspense if they do it again. I'd read it.
If you are into only watching Pureflix, sexless romances, a child or under 18, or don't understand satire, please leave this book alone. You have to know and understand satire to enjoy this novel. Please keep this in mind when suggesting this book to anyone.
I wrote a book! I am delighted to say that I have four five-star reviews up on Amazon now, which is amazing. I hope you like it, too. If you're interested in buying a paperback or ebook version go to my website link in this blog or click here to go straight to my Amazon page.
Jack Thomas is running from a past case. He's hiding in Wrenville. Is his past case catching up with him?
Find out in my first book, Wrenville, a stand-alone suspense novel.
I have been thinking about what my writing routine is. The real question is this; do they matter? Let's dive into that.
Courtesy of Dissolve.com
First, we define a writing routine. A routine is a sequence of actions regularly followed, according to the dictionary (Oxford Languages). By that logic, a writing routine is a sequence of actions you do when you sit down to write. Or stand up at a standing desk to write. Everyone has a different learning style. Everyone writes differently. It doesn't mean you force yourself to sit at your desk for five hours daily. No, that's not what this is. If that works, great, but not all writers worldwide can do that. It is personalized for how your brain works.
Is it important? Yes, it is. This routine tells your brain you are getting down to business and will write no matter how far away your personal muse is at the time. Whether the muse (your motivation) is practically dead or actively dancing around your desk metaphorically, the routine tells your brain cells to start firing. A routine will kill your writer's block many times over. Now the only question left is "What works for you?"
Personalizing Your Routine
Lately, the Pomodoro method has my brain firing. I also have two part-time jobs that take up my editing and writing time. I fall into the category of a weekly writer. I can't set a few hours aside every day of my life because I have multiple projects going on and I work. For this routine, I carve out at least 3 hours of editing and writing (sometimes just one, other times both) during my week. This lets ideas bloom in my head between writing sessions. No burnout here! The only advice to heed with this one is perhaps having clear goals of what needs to be done, planning a day to write concretely, and having a backup writing day. I try to do one day of editing and one day of writing, never mixing them. Life happens. Have a backup day so you don't skip the writing session on accident. Outlines are suggested.
Daily writers pick up their pen or laptop once daily and block out a period of time to only write. It is suggested that you leave some ideas for the next session before you stop for the day. Also, backup days are necessary when life decides to intervene. When stuck, writing prompts are a great help.
Writing throughout the day means you do a little at a time, usually when you have time. It's common to either make sure you write for a specific amount of time each day (added up throughout the day, of course) or mark out blocks of time during the day. Unpredictable schedule? No problem. You'll want to avoid editing as you go. Consider marking out time during your day, planning out when you stop and write, just because you can easily skip a session. Some people use dictation tools.
Binge-writers are like binge-watching. You wait until you have whole days of time and go at it for a long time. You reach your set goal, which is larger than other routines allow, and then don't have to write for a while. It isn't a daily routine, per se, but it works for some people. Don't set goals that set you up for failure and make sure you take care of yourself. Don't overdo this. You might want to go over your ideas and brainstorm every week, lest your novel be forgotten. Writing retreats are great for this type of routine. You can plan out a retreat weekend each month if you so desire to.
Hybrids of these routines exist. Do you know what works best for you? Great! Go for it. If not, though, you can try out the routines one by one. Hybridize your routine however you need to. Keep in mind how quickly you burn out, how much time you have on your hands, how distracted by life you are, and how much time you need to make progress on your novel or other written works. Writers don't write the same way.
What Routines Prove To Work
I can't go about this blog without mentioning famous writers and their routines. Being a full-time writer is also different from the small authors you see self-publishing (me!). I have two part-time jobs. Steven King and James Patterson only have one. Keep that in mind if you want to try these out. Maybe you don't have time to do these, but maybe you do.
E. B. White's routine is done amongst the ordinary fuss of life. He doesn't listen to music, but can still go about writing while life happens around him. The idea is this; "A writer who waits for ideal conditions under which to work will die without putting a word on paper."
Haruki Murakami gets up at four am to work for five or six hours. He then runs for ten kilometers and/or swims for fifteen hundred meters. He reads, listens to music, and goes to bed at nine pm. He strongly believes in repetition and keeps this routine going for at least six months of the year. I can't do that.
Ernest Hemingway writes every morning, stopping after he knows what is going to happen in the next scene. You make yourself wait until the next morning to write and keep the flow of ideas going strong. You don't completely empty yourself. Writer's block is not as common with this man, I'd imagine.
Henry Miller wrote commandments for writing. I will sum them up. Work on one book at a time and don't think about your other ideas until you are done. Don't work according to mood. You can scrap the routine for one day, but go back the next day. Live life. Write first, life after.
Jodi Picoult doesn't believe in writing block. She thinks it means you have too much time on your hands because usually, deadlines fix writing blocks quickly. "You can't edit a blank page." You can write and it won't always be great, but you can't edit nothing.
I only included some of the routines I read about. They all vary. Some will walk on a treadmill (A.J. Jacobs) and write, while others literally rent a hotel room for a writing space only (Maya Angelou). Nathan Englander's advice is turn off your devices, to unplug while you write. Karen Russell suggests enjoying writing badly and making peace with editing or throwing out most of your draft later.
Some of the takeaways from all these routines can be summed up. Physically pushing yourself is worth the effort. Move from your desk and keep your body active. Doing the important stuff (writing) is also a theme you see. The first thing the people do is write, instead of jumping into other activities and fitting it in. Embracing your struggle bus is another theme to think about. Do the hard work of editing.
I wrote a book! I am delighted to say that I have four five-star reviews up on Amazon now, which is amazing. I hope you like it, too. If you're interested in buying a paperback or ebook version go to my website link in this blog or click here to go straight to my Amazon page.
Jack Thomas is running from a past case. He's hiding in Wrenville. Is his past case catching up with him?
Find out in my first book, Wrenville, a stand-alone suspense novel.
I can't usually handle much horror, but, these games were really good. I could handle them. If you are anything like me, so can you. Let's review some games.
Courtesy of Nintendoeverything.com
I'm not going to be playing FNAF (Five Nights At Freddie's) anytime soon, nor am I going to be playing Garten of Banban, Poppy's Playtime, or Bendy and the Ink Machine. I'm not that type of gamer. My husband will watch people play those, but won't watch them with me. The point of saying all this is to point out I'm a cozy, mystery storyline gamer. I'm a Nancy Drew gamer and a farming sim gamer.
This makes it all the more impressive when I can play and enjoy a game labeled "horror". Not all horror is the same. Some games are just light horror and mostly comedy, like West of Loathing and Shadows Over Loathing. Others are more suspense-based and have a rich storyline that doesn't scare you as much as unsettle you, like Call of the Sea and Dredge. Dredge is a cozy horror if anything. There are also two Nancy Drew games with several jump scares all over, which include Ghost of Thornton Hall and Shadow at the Water's Edge. Those are personal favorites, if you can believe it.
Dredge and Call of the Sea
Both of these have the same general vibe. I would say light Cthulu vibes would be an accurate description. Lovecraftian horror can go darker than ever, yet, I find these don't go overboard on that element. It is mostly adventure. You explore your environment and find out what happened, and when.
First, we go into the cozy horror Dredge. You are a fisherman going to an island who needs one. You crash underneath the lighthouse and find an odd village of Greater Marrow and Little Marrow. You fish and upgrade your boat (preferably before you go out to the other island chains, hint hint) and pay off your boat debt. Once done with all that, you are compelled by a collector to go after items in each island chain around the Marrows, all with monsters. Be advised no item is ever easy to find or obtain. When you see it is merely a few lengths away don't just jump into the middle of the basin (another hint - don't learn the hard way!). Something is strange about the way the lighthouse keeper speaks to you and the collector. I urge you to think back on what the lighthouse keeper says to you. You'll find the tone of her words will change in your head when you play through it and finally understand what is going on.
Courtesy of WCCFtech - Call of the Sea
Call of the Sea is a game of pure adventure and is not an open world. It may look like it, but it isn't. The premise is that you, Norah, are looking for your husband on the island where he came to find a cure for your disease. The island seems to give you a strange boost in health you didn't have before. You come upon letters from your husband and hard puzzles set up just for you. You'll understand why when you finish the game. Be warned the puzzles are hard. Pay attention to what Norah takes notes on to get past all of them. There are six chapters, which are six big puzzles. When taking a break from the game, I'd suggest stopping at the start of a chapter. Some smaller puzzles are "mess around and find out" - no blatant instructions at all. Others have instructions. It is more of a suspense if you ask me.
Loathing
West of Loathing and Shadows Over Loathing are mostly comedic, with some horror elements. You are a stick figure exploring the area of Loathing and it is hilarious. I'm going to leave two videos, one of each game, to explain the games. They have one plotline each, but many many side quests.
West of Loathing is a western. Shadows Over Loathing is themed on time travel issues and a shop that deals with cursed objects (run by your uncle who is missing). Your stick figure can stupid walk, obtain XP, fight enemies, and earn money to get better stuff. It is also a puzzle game and takes some brain power to complete. It's fun. You should try it. They are infinitely replayable.
Nancy Drew
Ghost of Thornton Hall and Shadow at Water's Edge are Nancy Drew Herinteractive games. In Thornton Hall you are looking for a missing woman who disappeared on a haunted property. In Water's Edge you are "on vacation", but not really. You stay in Japan and discover a ghost haunting is being faked. Nancy is never on vacation for real. She doesn't know how to relax.
Both games are light horror in some ways and mysteries in others. It is hinted that Charlotte from Thornton Hall is not fake. I talk about that in this blog.Play before reading the linked blog. It contains spoilers. You can find out for yourself. Both games are puzzle-heavy and have jump scares built into the game all the time. Thornton has so many you can get an achievement for finding them all. Happy ghost hunting!
I wrote a book! I am delighted to say that I have four five-star reviews up on Amazon now, which is amazing. I hope you like it, too. If you're interested in buying a paperback or ebook version go to my website link in this blog or click here to go straight to my Amazon page.
Jack Thomas is running from a past case. He's hiding in Wrenville. Is his past case catching up with him?
Find out in my first book, Wrenville, a stand-alone suspense novel.
I may or may not be jumping into a DnD group sometime soon. So, I need to figure some things out. Learn with me!
Courtesy of adventureswoodworks.com
Let's get the elephant out of the room first. How many of you have heard that DnD (dungeons and dragons) is of the devil? I can't see you, but I bet at least one of you did. Let's clear the air. I am a Christian and know many people (also Christians) who play. This is a game of storytelling, with one person being the narrator who makes the rules (sort of) and writes the story. The other characters improvise their storylines. At the end of the game, an epic story has been told (provided the group is functional). The dice are the chances of success. For example, if you throw a high number you can probably do what you want to with great success. If you throw a low number you probably took some damage in some form. It is not of the devil. Now that we have gotten that out of the way, let's dive into the game basics.
Starting
The ideal number of people for this game seems to be four to five players (unless you have some seriously experienced DnD players and no beginners). One of you is the Dungeon Master or DM (for short). They control the rules, the narration, and any non-player characters (NPCs). It is best to get a good grip on how to play before DMing.
One of the ways to play is over Discord, like my first time (wasn't a full quest, but still fun). Many virtual spaces exist for the purpose of players being spread out everywhere. It would be great if you could gather in person to do this, though. It works a bit better when you aren't in the middle of a pandemic and no one has to deal with internet trouble. Gaming stores also hold events that can give you a taste of the game.
Rule number one is "have fun". If you are not having fun why are you playing? If you won't do a certain action say so and set that line at the start of the game. A good DM will then never cross that line. This is supposed to be a fun adventure. You're creating a story you can tell (and some people will legitimately use the quests as bedtime stories ). Have fun.
"Yes and..." is an improv rule that applies to this game. This game is an improv session. Don't shut something down right away. The fun of the game is creating the character arcs and playing with the possibilities. Some use the "rule of cool", which is literally "Can we do this? It sounds awesome." It depends on your DM for that rule. I just know that one of my friends uses it.
Not all campaigns and quests have to take months. In fact, you can find campaigns that take hours. There are so many varieties out there you can take as long as you want to complete your quest. It doesn't have to take months or a year. You choose how long it takes. This is a turn-based game, thus you go around the table taking actions for as long as you choose to play.
The Dice and Supplies
To play you need a set of polyhedral dice, a journal or some form of paper, and a writing implement. Many have tabletop sets, but you don't need that to play the game. You can get basic sets that create a world for you and guide you on DMing. Some sets even have the dice and premade characters ready for you, as well as rulebooks. You can get books to create your own campaigns, too.
The dice are for success and failure of actions. As stated before, you want a high roll on actions you want to take and low rolls on damage. You take damage when you attack and fail. Your DM will narrate accordingly.
Making A Character
Don't know how to make one? Try pre-generated ones first. You can improve them on the DnD Beyond website later. There are apps to create characters and resources all over the DnD websites. If confused ask and find the answer on those sites (or have a friend explain it).
Character sheets can be found on the internet for your use, or in the DnD books readily available for purchase. You can create your character backstory based on the world you are playing in. There is also no shame in reusing characters and adjusting their backstory as needed. I will be reusing a character when we begin our new group.
The DM creates the world you are playing in. You can find them premade and ready, or let the creativity flow and make your own. Your DM will inform you of the rules of that world. You make your backstory accordingly.
In creating your character you choose a race, choose a class, set ability scores, choose equipment, and set your backstory. Make sure your DM knows your backstory and can work that into the narrative.
Basics
Many rule books and game variations exist. That aside, these rules can help you get started.
Your character takes actions, whether they be combat or not. You also roll for the initiative using a D20 (which adds stats, too). This number determines order of combat. HP is hit points. If you are a gamer you didn't need me to say that, but it is for the nongamers reading that I define it. Armor Class (AC) is how hard a character is to hit in combat (on your character sheet). Leveling is determined by the DM and will be adjusted when needed.
Remember that this is a team sport. No one person is the hero of the story. Everyone should be sharing the spotlight. If you are uncomfortable with role-playing start by saying "My character does ___ and says _____". Go from there. This is a space that should be safe. Be encouraging.
DMs should remember to be prepared. Think of many possibilities before you get to the session and you won't get tripped up when someone zigs and doesn't zag. Be flexible. Players improving might decide to do something you didn't expect. Creativity is to be rewarded here. Sometimes the "rule of cool" is all you need in the moment. Make sure you set the expectations so everyone knows the tone of the campaign. There are tools at your disposal to play a game online or get help on world-building.
You know that videogame where your character took notes on their own? You only had to look up the journal tab? Forget that logic. You are the journal tab. You have to take notes. Some DMs leave clues for you to pick up. If you don't think you'll remember what you did last session take a journal and take notes. According to one of my coworkers, this makes a DM happy.
Check out my sources for more information. I only summed up what they said. There are so many different game components you might need to do more research.
I wrote a book! I am delighted to say that I have four five-star reviews up on Amazon now, which is amazing. I hope you like it, too. If you're interested in buying a paperback or ebook version go to my website link in this blog or click here to go straight to my Amazon page.
Jack Thomas is running from a past case. He's hiding in Wrenville. Is his past case catching up with him?
Find out in my first book, Wrenville, a stand-alone suspense novel.
I am going to buy Ooblets one day and have decided to do my research on starting off on the right foot. Join me in finding the best hints and tips for this game.
Courtesy of Wallpaper Cave
I have watched someone play this, but not as much as other games. Today I'm depending on all my sources to tell me what is important. Ooblets is a farming game that involves little creatures, and these creatures do dance battles. It is adorable and I want it. I have patiently waited for Steam to have it. Now that they do, I want to know how to start off on a good note.
Energy and materials
What I did see on my playthrough is that energy is quickly spent. It is best to drink beanjuice and take power naps (as the game allows you to nap or sleep until morning). Stay fed.
Oobsidian is something you should keep early on in the game. Clothlets are also needed items. Shells are on the beach. You should pick them up, but make sure you sell only some and not all of them.
Items in homes are waiting to be found. Look for a twinkling/sparkling on furniture.
I'd pick up a fanny pack (must be equipped) and a treasure chest first opportunity, for storage. Give yourself those inventory upgrades. Get a fridge, too.
Ability to sprint is tied to energy you have, but doesn't use energy.
Save spicy peppers. It can be used for making hotdogs, which is useful for an order. Green fruit trees are good for making tartes later on.
Dance battles and crops
You'll want to have Hype cards and avoid Fluster cards. The more Hype you have, the better. Vary your ooblets, too. It gives you a variety of dance moves to play with.
You can get sprinklers and an Oobcoop (which has your ooblets help your crops that touch the coop). You should do that. It saves a lot of time and energy. You'll need rainplops (found on rainy days only) to make a sprinkler. Find the best model before you build it.
Using speedy grow and speedy grow pro you speed up crop growth. Using stay soggy will keep the ground wet.
Have a variety growing. To challenge ooblets to dance battles you need that variety. They also give you gummies, which you need to keep your wallet full. Set aside a budget for seeds. Be sure to grow sweetberries, muz, and clothlets early on.
Make sure you clear your farm. It gives you a bounty of resources. Don't get lazy and just leave it. You need it.
The town
In town there is a fabricuter used to craft items from blueprints. Don't bother making a crunchster because you get one in the mail.
Recipe pieces are scattered about. When you find them all combine them right away. That's one more thing that you can make.
The ooblet research project is worth you time. Have Rugnolia scan your ooblets. She'll give you 50 gummies for normal ooblets and more for gleamy ooblets.
A reconstooter in town makes bait for you. Put trash cans in it, 10 per 1 bait, and then go fishing. Fishing requires no extra skill. Go fishing. It is worth your time. It takes no extra stress.
There are many quests and tasks in town you can complete. It benefits you (and friendships you have in the future) to fix the printypress. Accept bulk orders from Plenny for gummies.
Friendships make a difference here. The hankerbot (once unlocked) can give you some help in finding what people like. You should talk to the people daily. They give good gifts.
Strategy
Work on one or two things a day. The game encourages you to slow down and take your time. The one playthrough I saw confirms this. You need to sleep as a character. You can't just madly go about doing everything all day.
The wildlands and dance barn are great places to check out. You restore the preserve (wildlands) one task at a time. The dance barn unlocks and then gives you dance tournaments daily. You know the reward for winning already, so don't miss the tournaments giving out valuable prizes. The hot air balloon is worth unlocking as soon as you can.
Check buildings for club coins and lost ooblets. Lost ooblets like to hide in buildings. You are tasked with searching for them often, so look inside places.
You open your store once a day only. After unlocking that feature, you can now sell your stuff in your store. Sell whatever you want, but be aware the desired item of the day will go better for you. Have what you want to sell ready before you open. If you opened already just let it be. You can't reopen until the next day.
Most of the tasks are not time-sensitive. The long list of tasks for today don't need to be done yesterday. We have established the game wants you to slow down, so you can in fact pace yourself. Only two things are time-sensitive, and those are ooblets (what is available daily) and challenges.
Start with the Tinstle tasks when you begin. They unlock areas and features for you. Along with that, go searching for ooblets like you search for Pokemon. There are three rarities for each kind. You want many to dance battle with. Some need a party of five to be collected. The last focus should be expanding your farm and getting your resources. Buy seeds that are on sale (especially muz, beet, and clothlets). Hoard everything. Paint is apparently a great option for improving your farm. Focus on the hall and the tower quests first for a good start.
Wishies are spent at the wishing well. You get wishies by completing badges or daily tasks. They yield great reward for you. Go for permanent upgrades first. Eventually, you get more stamina here. Upgrade Plenny's for bigger orders.
It is wise to take a lap around town for resources. Make sure you set your cooking station to pull items from nearby storage if you want that option. Keep a supply of food for yourself to make sure you have energy.
Clubs
You get a choice at the beginning. What ooblet club you choose doesn't limit what you can have later on. Below is what each club gives you. This is just you picking a starter ooblet (much like a starter Pokemon).
Frunbuns - Tud, who increases hype
Peaksnubs - Bittle, who steals opponent points
Mossprouts - Shrumbo, who higher number of points for a low cost
Mimpins - Sidekey, who allows the next card to play twice
I wrote a book! I am delighted to say that I have four five-star reviews up on Amazon now, which is amazing. I hope you like it, too. If you're interested in buying a paperback or ebook version go to my website link in this blog or click here to go straight to my Amazon page.
Jack Thomas is running from a past case. He's hiding in Wrenville. Is his past case catching up with him?
Find out in my first book, Wrenville, a stand-alone suspense novel.
Starting out on Fae Farm? Let's talk strategy before you get too far in the game.
Courtesy of games.mxdwn.com
There is no wrong way to do a farming game, but there are ways you can get yourself off to a great start. Here is some insider information on how to make a lot of money right away, get your stats up, and generally what you might want to do early on rather than later.
The main quest
I wouldn't say that you have to rush to finish the main quest, but I would say you need it to upgrade your tools, your magic staff, and open areas of the game. You can then make the island safer for more people, who then show up to give you quests. You also unlock items this way, making way for more crafting and fun. I'd focus on the main quest if I were you. It'll give you more resources to play with and more to do.
Not all items unlock right away, so be patient. You'll find it later. The game is huge. You have many areas to explore and discover. You'll find that item eventually.
Finish chapter 4 quickly to find the reason "Fae" is in the game title. You'll want to get to the bottom of the salt mines fast. Once you get past that everything "Fae" starts showing up. Keep an eye out for main quests (diamonds on the map) and check the map often for the quests.
Job quests are only one at a time. You should do them when you are doing something related, anyway. Also, friendship quests are only available one day (which means do it that day or don't). While you explore, I'd grab all those scrolls (recipes) when you see them. Look under waterfalls, too.
Get yourself all set up
After watching Gab Smolders play it, I can confidently tell you that crafting all those stations at the very start makes a world of difference. Go ahead and craft every station. You'll need all of them. To do this you'll need to go exploring. That also is a great thing to do. Explore and discover everything it lets you find. You'll need all of it.
You'll want to be making yourself a good bit of money, a tidy pile for you to pull from when you unlock those upgraded butterfly nets, fishing rods, and upgraded tools. I'll have more on that later, but however you want to get the money, go ahead and start making it.
Get that home of yours set up to give you more energy. Spend the time to up the cozy count. You will need that to regain your energy. Take the time to make your character all cozy in their place. In this way, you set yourself up for more energy and HP.
Get the stats moving upward by doing a bit of everything. You need to level up to update your nets. You also want to have high levels in the general sense. You do that by actively doing that skill. It isn't complicated. Just play and have fun.
Strangely enough, your character feels heat and cold. You'll want that beverage station when it gets hot or cold. Set that up right away (as one character does say to put that up).
Hoarding and other activities
Hoarding in real life is discouraged. Hoarding in casual farm games is a great thing to be doing. Keep 10 of everything. Early in the game, I'd keep everything you find. This applies to Stardew and Harvest Moon games, too, so keep this in mind in every farming game you encounter. Later quests need these items. It'll help you get through those main quests with minimal stress.
Fast travel is your friend. Make those seals and put them in their places every time you have the resources to make the seal. Do it. You'll thank yourself. It is a big world in Azoria. You'll need the fast travel.
Speaking of seals, place those seals in dungeons at every opportunity. It'll save you so much time. Don't just brute force through. It is better to place a seal at every level than lose all that energy and health trying to get through to level 25. Six seals of every kind are typically what you need.
Don't rush the romance plots. You have plenty of time to do all that. Most are related to collecting things. They aren't hard. I'd wait until you see all those options. Open up all the players before jumping into that dating game.
Upgrades center on Cinder, Mel, and Eddy. You'll want to visit them often, especially when you level up and need a fresh fishing rod or net. Pay attention to these people. You'll need the following for your upgrades: Copper (1 copper ingot, 100 florins), Iron ( 2 ingots, 500 florins), Feyrite (3 ingots, 1500 florins), Silver (4 ingots, 2500 florins), orichalcum (3 ingots, 3500 florins), and gold (5 ingots, 5000 florins).
This game is massive. There are multiple places to explore. Pace yourself and keep an eye on your cash flow. You have many dungeons to conquer, adventurers. You need to prepare yourself for those quests. You will need to bring food and potions to dungeons to keep yourself at your adventuring best.
Animals, money making, and crops
Animals exist here. You can raise them. You only need one of each and they take minimal care. Pet, brush, feed, and give them air every day and you are set. They don't take up all your time. However, I'd get a lot of lunens (fae creatures) because you'll need their products. Get that autofeed trough (which feeds them for 10 days).
Make soil beds right away. Once the flower soil bed is unlocked make some. Plant a lot of them. You can even get pretty colors by leaving space between them (as the game does explain). They are great income makers. They are renewable resources.
Do you want your fortune? Head to the mines and polish the rough gems. Just like Harvest Moon and Stardew Valley, the mines are where your fortune lies. Shipping contracts are also great money makers.
There are four seasons, and like most casual farming games, you need to pay attention to it. At the start of the season, your crops from last season all die (except flowers) and you have other natural foraged items to find. Crops also have variations that depend on whether you are in the fae realm or the regular farm.
Invest in all the stations, a hydro soil bed, upgraded troughs and watering cans, and zippy and bounteous fertilizer. Build some seasonal soil beds, too.
Artisan goods are not worth much. Save them for meals.
Grab frogs, bees (don't sell, keep), and shells when you see them. You'll want those. Catch those sparkled animals and any that sparkle, as those are rare.
People
Let me just give you a handy list of who sells what.
"Skye: Sells inventory upgrades, floorings, wallpapers, and decorations.
Willow: Sells tree saplings, wallpaper, and flooring.
Holly: Sells seeds, wallpaper, and flooring.
Aspen: Carpenter. Upgrades buildings.
Rosalind: Sells flower seeds, wallpapers, and flooring.
Cinder: Blacksmith. Upgrades tools.
Pearl: Merchant Guild leader. Sells produce stands, wallpapers, floorings, and accessories.
Kasper: Innkeeper. Sells teas.
August: Chef. Sells cooked meals, floorings, and decorations.
Mel: Beekeeper. Sells bug-catching nets, wallpapers, and flooring.
Dominic: Sells baking ingredients.
Balarandi: Chemist. Sells potions, wallpaper, and flooring.
Earline: Rancher. Sells animals.
Loretta: Offers animal breeding services and sells animal breeding charms.
Patel: Farmer who offers animal breeding services.
Vera: Doctor. Sells potions, wallpapers, floorings, and decorations.
I wrote a book! I am delighted to say that I have four five-star reviews up on Amazon now, which is amazing. I hope you like it, too. If you're interested in buying a paperback or ebook version go to my website link in this blog or click here to go straight to my Amazon page.
Jack Thomas is running from a past case. He's hiding in Wrenville. Is his past case catching up with him?
Find out in my first book, Wrenville, a stand-alone suspense novel.
Do you have five or more shifts in a row? Did you sign up for something that has left you with no recovery days? Do you have a major week-long event? Let's talk about how to keep your social battery above the negative numbers.
Courtesy of Thriftyintrovert.com
Picture it, you signed up to do a major event. You have to work on it all week in a place that doesn't qualify as a recharge zone. You are an introvert that needs a mental/social break. How do you keep your energy in the positive numbers? That is today's conundrum.
In case any of you reading this are not introverts, I'll explain. Social energy is lower in introverts, who need more time alone to recharge and process their thoughts and day. If we don't have that we are not at our best. Results may vary when we are not at our best. For example, we may be curt and short with people, barely adding anything to a conversation and only nodding. Other times we just avoid people. Some get really rude and snarky. Again, results vary based on people, personality, and who we are speaking with. We may act like an NPC.
Physical Health
We are starting here for a reason. When you don't drink enough water, sleep enough hours, and eat enough food you are not going to be okay, energy level aside. Go take your showers and make sure you ate lunch. Pick up a bottle of water on your way to work. That means you. That means me. That means anyone who is reading this. Go to bed at reasonable hours. Give your body the food and water it needs.
This also means exercise. That's right, you need to move your legs today and dance around. Even if you literally just take laundry up and down the stairs four times it means you are moving. Make it a point to go move around. Sitting all day won't help. All of your parts are connected. Your brain likes the exercise. It is proven to help mental health to go running or walking. Zumba is great when you don't want to go walking or running. I play basketball every week. Pick something and roll with it.
Mental Health
Why is this second? Your body and mind are not separate. No one thinks clearly while hangry, dehydrated, or sleep-deprived. This is the next important step. After establishing all of the above section, you now have to assess how much energy you have. What is your mental state? Are you so sick of people you want to hide under the stairs and read a novel for hours on end? Does lunch and tea only help a little? Do you need to sit and turn off all the excess noise for a while?
Think of it this way; you are either on green, yellow, or red battery level. Green is "ready to go, no loss of energy", yellow is "I'd better conserve some", and red is "Jesus take the wheel". Red is when I begin praying for energy to get through a shift. Yellow is me trying not to talk to chatty people. Green can fool some people into thinking I'm an extrovert. I think you all get the point. What level are you on?
After determining this, you keep your mental state in mind when planning your day. If you are on yellow or red, you should definitely plan calming activities and avoid socializing for most of the day (until you have to). For example, I avoid social media and screen time when I have no energy left. I give myself permission to sit and do nothing except drink tea and read. My goals that have no due dates can take a flying leap when I am at yellow and getting closer to red.
My Faith
This is written from a Christian perspective and may not reflect your beliefs. I do not intend to shove my faith down your throat. This is my perspective and my experience. Thank you for understanding. Let us continue.
In my personal experience, my faith in Jesus is a major thing. I start my day listening to God's Word and it starts off in a more peaceful mindset, no matter what the actual day brings to the table. I have prayed to God asking for the energy to power through the next one or two shifts I have left in my week. He has delivered every time. Without His power, I could not be serving in the way that I am. My prayer life and my time with Jesus make a big difference in my life and my mental health. Jesus has put me on green when I was nearly at red. I am nothing without Him. I couldn't do this alone.
Finding Moments to Recharge
I know someone who goes to the bathroom for ten minutes every shift to get a grip on life. Personally, I try to recharge as much as possible before stepping into social situations. The real question is what do you do when you don't have much time to recharge at all?
The first thing you should do is avoid all small talk (if you can). This means you may need to make an excuse or two about going to the bathroom or needing to talk to someone else.
Another way to recharge is to walk somewhere alone for ten minutes or as long as you have to catch your breath. Or as long as you have before someone is going to miss you. Basically, if you have five minutes in the bathroom or the hallway and need it, go.
Put your phone away. All of you heard me correctly. Put it down and slip it into your pocket or purse. Your device is draining your energy. You need that for the event you are running. Don't let your device drain you. Even if it means you have to doodle in a notebook, you'll still have more social energy left after you've put the phone away.
Find the people in the room who give energy back. Who do you actually like spending time with? Who do you not tire of conversing with? Spend your time there. This may be the dog or cat. It may even be a human who also doesn't want to be there. The introverts will find each other. Trust me. They are the ones who want to go home or immediately bond with the cat.
Breathe. Take a few breaths for a minute or two. Don't forget that deep breathing helps.
Why We Need To Recharge
I am speaking to those who think social events give more energy than take. Extroverts get energy from social activity and introverts already have a lot going on in their own heads. Introverts don't need as much socializing and need rest punctuated by activity. Strike that and reverse it for the extroverts. Introverted people may start to get overwhelmed when there is too much going on. I can get sensory overload from loud environments. Sensory overload is when your brain has too much going on, everything is too loud, and nothing is making sense because your brain is unable to process anything.
Recharging and managing my stress is something that lowers the possibility of sensory overload. Introverts like me also want to be at our best. We can't be at our best when nothing is left of our social battery. Yet, the world pushes us to keep constantly doing something or be constantly stimulated. Constant stimulation is not rest and your body will not like it when you don't rest. Everyone needs rest. In summary, we need to recharge so we can be at our best and be doing our best.
I wrote a book! I am delighted to say that I have four five-star reviews up on Amazon now, which is amazing. I hope you like it, too. If you're interested in buying a paperback or ebook version go to my website link in this blog or click here to go straight to my Amazon page.
Jack Thomas is running from a past case. He's hiding in Wrenville. Is his past case catching up with him?
Find out in my first book, Wrenville, a stand-alone suspense novel.