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Joined 4 months ago
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Cake day: March 5th, 2024

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  • The concept of a well-balanced DnD really bothers me. I do not think balance should be a core design goal. The Wish spell is horribly unbalanced, and should be. I think its representation of endless possibilities and horrifying consequences is emblematic of the spirit of the game itself, rooted in the olden days of DnD, when the DM was really doing his absolute best to TPK his party in a more competitive, adversarial, board-game-esque setup.

    The lack of balance in the older versions of the game had benefits. A player who wished less engagement with the game mechanics could play a fighter, where someone who wanted a larger amount could play a wizard.

    Balance in and of itself is not a problem, but unless done very carefully with a lot of attention paid to how that balance is arrived at, it’s just too easy to make everything feel very samey. Like a video game that becomes so well balanced that the awesome laser rifle is a perfectly balanced option against some other guys bow and arrow, making it all start to feel hollow and soulless. Like a fighting game that does not acknowledge that Green Arrow and Wonder Woman really aren’t actually in the same league, to be able to fairly fight each other in an immersive way.

    Starcraft and Helldivers 2 managed to arrive at a degree of balance that still feels wholesome and maintains distinction, but they’re very much the exceptions to the rule. It’s such a difficult thing that the vast majority of times its attempted, it results in some sort of failure. Personally, I prefer a different route, where devs simply embrace the inherent imbalance, and allow people to do broken-ass things that might be fun, and allow other options to exist that are just plain bad. I see nothing wrong with this outside of competitive, pvp style genres.











  • Makes some sense, but market ownership doesn’t only go up, it goes down too. Services absolutely have downturns as well, and that’s what we’re really relying on. Like, reddits troubles the past year, for instance.

    Also, note, we still have user-facing issues to resolve. This platform in its current form has a limited appeal to non-techy people. That won’t change until the front-end gets more development and features. As it stands, average non-techy user pokes around a little bit and goes “ehhhh”, and it’s not necessarily due to a lack of content. That’s just a singular factor.





  • Making a community and expecting everyone else to do the work for you isn’t how these things usually work, after the first few months of the service anyway. You gotta have the people that want to make the content first, which usually means you need to do the initial posting yourself to get the ball rolling.

    This is why we get so many created communities with a handful of subscribers and no posts. It’s not the idea that makes a community, it’s the posters. The content creators.

    Internet communities generally need to be led from the front, not from the rear. It’d be like starting a new business but not wanting to do any of the tasks yourself.


  • Honestly, I think the Beehaw admin might’ve simply nailed it when they talked about vision. There’s nothing inherently wrong with not wanting to be the lead over a project having hundreds of thousands or millions of people involved. That’s not inherently necessary to always grow.

    I hate to bring political/economic ideology into this, but I’m reminded of Marxist philosophy. In that ideology, properly realized, there are no huge, massively-scaled organizations that lead top-down. Only smaller independent ones that work cooperatively, nothing much bigger than a city-state. The idea of endlessly-growing scale being beneficial is generally a capitalist value.

    The ones making the mistake could be us, if we misunderstood the devs real wishes. We would just be projecting onto them, with our own ambitions and goals. That’s not actually healthy.