[–] 2 points 2 days ago

I'm not a big fan of ... I don't know what you'd call it - the franchisification of everything?

I played Baldur's gate. It was fine. I don't really need more. Especially when they're going to introduce new canon that I don't like.

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  • [–] 15 points 2 days ago

    I usually ask the players something like "if it was this easy, why doesn't everyone else do it?". Sometimes they'll dismantle their own ideas given the prompt.

    Or, sometimes I'll say "are you sure you want NPCs to use this tactic?"

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  • [–] 2 points 1 week ago

    I'm not sure I follow what you mean by originality and complexity as opposed concepts.

    It's important for players to be able to engage with the content. If you add too much new stuff up front, they're not likely to retain it. If they can't retain it, they can't engage with it. You can drop them in store brand middle earth and they'll be able to engage. If you drop them in a wholly original setting with winged squid people, eternally young goat poets, and living clothing, that's a lot to try to integrate all at once.

    One of the most disappointing games I ran was Vampire, where the players just didn't do any reading about the game's fiction or factions. They didn't understand what the major NPC players wanted, so they were always lost and confused. After we abandoned that game, I started a new one that was basically Diablo. They did a lot better in that one, in large part because there was no up front details. Yeah yeah fallen kingdom, demon problem, we get it.

    I think the real factor is "how much new stuff do they need to learn to engage?"

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  • [–] 4 points 1 week ago

    Should be careful not to just shut down player ideas. If everything they do slams into an annoying problem, it can quickly stop being fun.

    I sometimes try to sync with the players and be like "hm do you think the 300 year old vampire has had to engage with the city before? What sort of plans and influence do you think he has?". Then it doesn't feel like I'm just screwing them, if they're thinking about it too.

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    Many systems have these or similar rules. I'm sure folks with a broad library of games will find this old hat. But porting them into a rather traditional game has made it so much more fun for the table.

    When you make a check for something, and the dice say No, the players have options.

    Dramatic Failure: Something goes wrong that makes the situation Worse, but you get XP or similar for it. Set off an alarm. The would be pickpocket mark is more than just a little old lady. Whatever you all can come up with, so long as it makes the situation worse and more complicated. You don't get what you actually wanted, and the hazards are real, but at least you get something.

    Succeed at a cost: You get what you want, but something undesirable happens. Set off an alarm when opening the door. Jump the chasm but drop your backpack. Whatever you all can think of, so long as it makes things worse. You get what you were after, but...

    Just Fail: You can't retry. This solution is blocked off. No dithering on "what if I...". You can't pick the lock. You can force the door or find another entrance, but you can't just keep fussing with it. Let's keep moving.

    This has been working great. When the players fail, we usually get something exciting instead of a dead end. It has really sped up the pace of the game, even if sometimes it sends us down wild tangents that rose out of failures.

    I think some players would hate this. Probably in part because it's all pretty zoomed out. These are player choices, not character choices. But that's where I like to sit in RPGs - a writer building a story more than an actor living a role.

    I don't think I would be happy going back to a vanilla dnd-like where the dice just dropped us off at dead ends.

    [–] 2 points 1 week ago (1 child)

    There are of course some weak points, and I’ll gladly expand upon them and any other points it if you’re interested. But I’ve really enjoyed my time in PF2e on both sides of the screen and consider it my TTRPG of choice currently, even as a 3.5 Grognard.

    It's still mostly a spells-per-day game, right? You probably don't lose the first fight of the day because you can go nova

    It's been really interesting playing Vampire with a person who's only ever played DND. We keep telling him "you can use your cool powers". He keeps thinking it's like a special move to save for a big encounter. No, you don't have to come up with an elaborate scheme to get past the bouncer. You can just Dominate him. It's a big shift in mind set!

    Personally I hate the "save your cool powers for later" mode of play. I think Pathfinder 2e is less of that, but not free of it?

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  • [–] 1 point 3 weeks ago

    Increasing Armor Class: Why make attack rolls at all if the game is designed for you to hit at least seven of the ten times you roll the dice? The joy of a success is only satisfying if there’s a realistic chance of missing.

    I would have gone the other way and just removed the two-hit check altogether. Missing isn't fun. Missing makes no progress. Get rid of it.

    I don't think this would seriously solve the problems I have with DND. The adventuring day model is a huge source of problems. The inability to reason about much of the world (I see a knight on the road. How many hit points does he have? 10? 20? 200? This information would inform tactics but is not provided). Many other problems I don't feel like enumerating.

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  • [–] 1 point 2 months ago

    I had a really bad time once where I wanted to run a dark souls inspired "explore the cursed island" game, and only two of four players were on board. One literally tried to open a BBQ shop. The other was more of a wonder around and pick flowers, not fights, kind

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  • [–] 2 points 2 months ago

    Maybe an unpopular opinion, but DND doesn't do Star Wars well. There's no adventuring day in the source fiction, really. Jedi are hard to model- they either shine too bright or don't live up to the fiction. Force powers don't really map to existing DND systems. Class+Level is very coarse, which makes it hard to model some concepts. DND is almost entirely a combat game, but I guess Star wars is mostly fighting so you won't feel the absence of other systems that much.

    I'm sure it'll be make some people happy. The previous d20 Star wars games had their fans. I just don't think it's something I'd enjoy, and it's a shame this is going to suck the air out of star wars tabletop game options.

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  • [–] 3 points 2 months ago

    A good post.

    I personally find DND unsatisfying for many reasons (little to no degree of success, static magic system that encourages hoarding, the primary defense is all or nothing avoidance, very coarse progression, some character concepts are simply not representable, etc)

    But what is even more annoying than that is when players respond with "but you can just change the rules!". I know! That's true of any pen and paper game! It's not some unique property of DND. But sometimes I don't want to do the work of designing a system, and I almost never want to play some stranger's pre-alpha homebrew.

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  • [–] 1 point 4 months ago

    This supports my hypothesis that most players "playing" DND could easily swap to some other rule system and not even know. Many of them would probably be happier in other systems.

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    Anyone else playing with the new fractal incursion bonus event stuff? I did a bunch of quickplay fractals this afternoon, and it was pretty okay. The rewards look nice, though. Bought the omnipotion right away.

    The wiki as of this writing is still pretty sparse, though: https://wiki.guildwars2.com/wiki/Fractal_Incursion

    Hopefully someone will put up timers for the open world incursion events.

     

    Do you remember your first character death? Was it memorable?

    I usually GM, and NPC deaths don't hit as hard. I don't even remember my first. I lost a warlock in a D&D 5e game, but we were high level so raise dead was just right there. Not very impactful.

    Last night, I had a player's first character death ever in a game I've been running. It's sort of Shadowrun + World of Darkness, using Fate for the rules. The player had learned a kind of magic I stole from Unknown Armies: If you take big risks now, you can do more powerful magic later. Blindly crossing a busy street might be a mild charge, but russian roulette would be a major charge.

    The players were trying to investigate a warehouse for plot reasons. This player ends up by himself in the basement while the ground level is on fire (for player reasons). He finds an armed goon, a guy dressed like a doctor, and several unconscious people wired up to a machine.

    The player goes, "I'm going to russian roulette for a charge."

    I go, "Are you sure? It's all or nothing. No take backs. You get a major charge, or you die. You'd roll 1d6, and on a 6 you lose."

    They go, "Hmm okay." The player tries to threaten the goon, but the dice don't favor them. Now they're in a slightly worse position, mechanically.

    The player goes, "I'm going to roulette" and just rolls the die. No more discussion. It came up 6.

    The rest of us are like, "Wait, what? You just..? Right then? That's so... anti-climactic."

    I wasn't sure what to do. I hadn't expected them to so casually go for the big score! I thought it'd come up in a big climax scene, not a fully escapable conflict with an unarmed goon!

    We talked a little about ways forward that keep the character but don't cheapen the mechanic, but the player was like, "No, I rolled the dice on it and lost. His brains are all over the floor now."

    The player had to go sit on their own for a little while. They're thinking of rejoining as an NPC they'd worked with, but said they absolutely do not want to use magic again.

    This is one I'm going to remember for a while.

    submitted 1 year ago* (last edited 1 year ago) by to c/linux@lemmy.ml
     

    A friend of mine has an old macbook air. It still works, more or less, but the OS isn't getting any updates anymore, and updating to the latest OS seems dicey.

    Has anyone had experience installing linux on an old macbook? From a quick internet search it looks like you can just make a bootable USB and have at it. Thinking mint because it's popular and my friend is a pretty basic user. The laptop will be mostly used for like youtube/netflix and basic web browsing.

    Edit: a little extra context: I am moderately comfortable with Linux. I ran mint for a while on my desktop, and I've done software development for a job. I can install docker and start a python project fine, but I'd use a GUI for like partitioning a hard drive.

     

    I'm looking for players for a weekly game of Fate. I'm thinking something like a mix of Shadowrun and World of Darkness, where the players are vigilantes looking to make the world better. It would start (and maybe stay) at the street level, rather than global or cosmic.

    I've been playing and running games for 20+ years.

    LGBT friendly. New players okay. Unreliable players less so.

    Message me if you're interested. Include a blurb about yourself, your experience with games, with fate specifically, and a joke of your choosing.

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