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Cake day: July 3rd, 2023

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  • In my pandemic game, goblins were described as sort of perpetual teenagers. Some of them could be really smart, but a lot of them were impulsive, prone to going along with the group, and being kind of cruel.

    They found a pack of goblins that had robbed some travelers… to steal their concert tickets. Most of them scattered, but they caught up with one. The monk decided not to punch this small humanoid in the face and instead asked “wtf are you all doing?”

    The goblin told them they wanted to go to the show. the show! everyone’s going to the show! (The show turned out to be put on by an evil warlock, and the players had to intervene to stop the bands from summoning a lord of pandemonium into the world. Everyone loves a battle of the bands)

    The players essentially adopted this goblin, Windy, for the rest of the campaign. Windy learned to play drums and flute, and I think they eventually got them enrolled in wizard school.


  • I think there can be some intra-group tension when half the group is going for “how can we win this fight cleanly with minimal resources spent?” and half is going for “what would my character do? What would be dramatic?”

    It’s something to clear up in session 0, I think.

    My personal fantasy right now is being part of a highly skilled and competent team. I’m tired of always being the three stooges.

    Also bad: when part of the group wants to play for clean victory, and part of the group does but it really bad at it.


  • I don’t think DND or close relatives is as good a first system as people think it is. It’s very idiosyncratic. It wastes a lot of time with stuff like “8 is -1 and 14 is +2”. But mostly I don’t recommend it because at its core it is a resource management game, and that’s not what most people imagine roleplaying is about. It will teach people bad habits, or at least habits that don’t translate outside of DND + their group very well.

    I like Fate. I think Fate is more intuitive and rewards creativity more consistently. You don’t need to read long lists of classes and spells. It does, however, ask for a lot more creative input than DND does. You can’t just be “Bob the fighter” and go. But it’s a lot more rewarding when it does sing, IMO.


  • I think people have radically different ideas about what “minimal background information” is.

    Some people think the Silmarillion is a suitable primer for their setting.

    Some people have like one paragraph for the big picture, and one paragraph for each major faction.

    There are players that would say both is too much.

    I think a couple short paragraphs should be enough for a quick start for a custom setting, but I’ve had players that just refuse to read anything at all. As someone else said, it’s makes it really hard to do some sort of stories if all the players are utter neophytes/amnesiacs/from-another-world/etc

    I tried to do a game of Vampire once, but the players refused to read anything about the setting. All the political intrigue fell completely flat because they didn’t understand what the different factions were looking for, nor did they understand how vampires worked.

    That group might have just been kind of bad players, but I feel like bad players are more common than good. By “bad” I mean “doesn’t think about the game very much, doesn’t retain anything about the story or rules”. They couldn’t really do anything more complex than a simple dungeon crawl.


  • jjjalljs@ttrpg.networktoRPGMemes @ttrpg.networkUnprepared
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    4 days ago

    Yes, you can make players pre-plan. You nudge them.

    No amount of nudging will make some players do anything. Some players are obstinate and frankly not very good, but honestly the solution to “this player won’t stop looking at their phone and their turns take forever” may be to remove them from the group.

    Why does it matter how much time everyone takes?

    I don’t want to wait 5 minutes for someone to dither and dither and finally decide “I attack”



  • jjjalljs@ttrpg.networktoRPGMemes @ttrpg.networkUnprepared
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    4 days ago

    This was a weirdly aggressive comment.

    The solution is the pre-planning, which does not need a timer, nor is it a guaranteed result of a timer.

    You cannot make players pre-plan. The timer encourages pre-planning, or at least rapid decision making on the fly. Both have the desired result of the game moving at a quicker pace.

    It also has the benefit of creating an impartial tool for measuring, instead of relying on subjective “You’re taking a long time.” It is harder to argue with a clock. This is an advantage.

    There was a problem, and in trying to fix it, the DM created a second problem.

    What is the second problem?


  • Leaving people to go full Lord of the Flies on their sexual urges leads to violence and fear and resentment.

    I don’t think this is unique to sex. Sex is often special-cased in ways I don’t think it really needs to be. We probably agree more than we disagree here.

    By contrast, if your basic needs are guaranteed, sex as a profession becomes something you can choose as an entrepreneurial passion rather than a lifeline for your survival.

    No argument here. Basic income and the essentials guaranteed would solve a lot of problems for a lot of people. Certain members of the wealthy would be upset, though


  • This is a good post.

    What we’re really getting boxed in by is the very idea of capitalist rent-seeking through the operation of a business. When you’re selling anything else, the rent-seeking is considered a value-generating profit motive of an entrepreneur. But as soon as what you’re selling involves sex worker’s services, we realize what we’re advocating is human trafficking.

    This is a good point in particular. However, it slams into my go to hypothesis for why so many things are kind of bad: People are emotional first and sometimes exclusively so. It happens to all of us. But for most people, sex stuff feels bad in a way that rent-seeking doesn’t. You could make as many points as you want with irrefutable logic, flow charts, and diagrams, and it won’t get through the skittering heartbeat of “BUT IT FEELS BAD”

    I don’t really know how to fix this. Dismantle conservative power structures that are centered around placating fear and disgust maybe? If sex work was normalized, in a couple generations many people would probably feel fine about it.


  • I don’t always run a timer, but it is a tool in my box.

    Mostly it comes out when I feel like the players are spinning their wheels. Like, they know they need to get into the server room on the 10th floor. There’s a front door with security, a back door with an alarm, etc. The players are just going round and round with ideas but not doing anything.

    I’ll say “I’m starting a five minute timer. If it hits zero, something interesting will happen”.

    If it hits zero and they’re still stuck, then as foretold something interesting happens. A rival group rolls up and firebombs the entrance before heading inside. A security drone spots them and is calling the cops. Whatever. Something that forces them to act.

    In combat rounds I sometimes do the same, but only if it feels like they’re not making progress. Maybe it’s a little rude sometimes, but I value keeping the scene moving forward. I don’t want to keep spending three minutes on “should I move? How far can I move again? Is there a range penalty? What if I use a spell first can I still shoot?” stuff. Especially if it’s rules minutia they should already know.

    The amount of times I had to remind an old group’s bard that yes, in DND 5e you can move AND take an action was too high.





  • I don’t think I’ve ever desired to have speech as an interface for a device.

    Yeah, I could yell at it “Open the browser and go to uhh the order of the stick comic index page” and maybe it would get it right. Or I could just… click on the browser, type oot and pick it from the drop down. Faster, no error, no expensive processing.

    I don’t drive (cars are a bad form of transit and I’m lucky enough to not need one) and I’m not hands-full in the kitchen often.



  • I think sometimes people just throw out the accusation of “echo chamber” because their ideas are bad and the community rejects them.

    Someone will be like “I don’t think we should have child labor laws but the eChO cHaMbER won’t even consider it”

    Sometimes this gets said even when the alleged echo chamber responds with facts and history about why their take is a bad one.

    Ultimately, here and in like all other human endeavors, emotions are primary. People feel a thing, and then reach for words to justify it.

    Someone’s ideas being rejected by the group? Feels bad. Is it me? Am I wrong? No, that feels worse and the ego won’t accept this. It must be them. But why? Must be an echo chamber. Cool. Now I don’t have to feel bad about myself. I don’t have to change my beliefs. I can just blame them and move on.

    So someone saying it’s an echo chamber has only very tenuous relationship to reality.

    To your actual point, there’s also the “jaq’ing off” and “for me it’s Tuesday” problems of community management and health. The first being someone asking questions in bad faith. The latter is similar - someone in good faith is asking really basic questions that the community has seen a thousand times before, and people respond with exasperation. From the new person’s perspective the community is unwelcoming. From the community’s view, this is the third guy today that’s stumbled upon the idea that “maybe capitalism is bad” and walking them through that journey is tiresome.

    Community is hard.




  • One of the things I learned from being in a group that rotated DMs: Some DMs really expect more or different things from players tactically.

    Like, when one guy was running you could pretty much just run into a room and fight, and you’d win. You’d have plenty of time to long rest, so you should just blow all your spells.

    The other guy expected like some scouting and planning. Take out the outer patrols first without letting them get a message to the castle, then assault the warlord. Going directly in means you’ll be flanked by those patrols. The total size of what you’ll be dealing with is pretty well known, so you can ration your spells out with pretty good information.

    And then there’s the “This dungeon is inhabited intelligent creatures that have spent years fortifying it against intrusion. You don’t know the layout or what forces you’ll face. Your enemies are advancing their goals, and every day you spend means more of your homeland is consumed by The Dirge”

    I’m between #2 and #3 there. The wizard struggled a little going from “leveled spell every round” to “I should think about my resources.”

    I still tend to run things a little too hard, but the group I ran for full time got into the groove and never wiped.