Why Hobbies Like Playing Games and Collecting Toys Are Not Immature for Adults I'm writing this article because I recently read a post about how this generation is labeled as immature for collecting toys, playing video games, and watching anime. Honestly, this notion frustrates me. Why are we still stuck in the outdated belief that enjoying hobbies somehow makes you less mature? It’s time to set the record straight: playing games, collecting toys, and enjoying creative outlets like anime and tabletop RPGs is not only normal but beneficial. Let me explain why we, as adults, should confidently embrace these hobbies. The Benefits of Hobbies: Joy, Relaxation, and Stress Relief Hobbies can bring immense joy and relaxation, and adults are no exception to this. Engaging in activities like gaming or collecting toys offers a break from the grind of daily responsibilities. It's absurd to think that you have to give up what you love just because of your age. Whether it’s sitting down to p...
When I first started designing The Last City , I knew I wanted a sandbox where the story would move on its own. I didn’t want to push players from quest to quest or pretend their choices mattered when they didn’t. The idea was to create a world that kept breathing even when the players were somewhere else — and that’s where the factions came in. I thought having friends and foes would help move the game and create conflict. Conflict is what moves a story, and in this case, it’s what moves the game. Factions make the world react. They give the players a reason to act and give the city a pulse even when the group is focused elsewhere. When factions clash, they create quests, diplomacy, shifting alliances, and unexpected opportunities. A city at war with itself doesn’t wait for heroes to decide what happens next — it happens on its own. It’s not that you can’t run a campaign without factions, but in a sandbox like this one, they make everything more interesting. They create opportunitie...
You don’t always expect it. Sometimes you just make a character for fun — maybe you picked the class because it sounded cool or because your group needed a rogue. You wrote a short backstory, gave them a weird voice or a quirk, maybe made a joke about their name. And then somehow, after a few sessions… they stuck. They lived. They became more than numbers and gear. And you realize: you kind of love this character. It’s happened to me more than once. I’ve made so many characters over the years that I’ve lost count — some were hilarious disasters, some never got off the ground, and some felt like pure magic. Like a halfling assassin who was cheerful, bubbly, and incredibly deadly. That contrast — evil and happy-go-lucky — just worked. I didn’t know if she’d last long, but I always felt that sooner or later, her luck would run out. It was like her destiny was to end badly. And yet she kept going. The more I played, the more I wanted to see what she’d do next. She was originally crea...
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