

Sadly it’s a bit too rich for my blood.
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I don’t have about US$1200 to spend on a chess set. :(
My Dearest Sinophobes:
Your knee-jerk downvoting of anything that features any hint of Chinese content doesn’t hurt my feelings. It just makes me point an laugh, Nelson Muntz style as you demonstrate time and again just how weak American snowflake culture really is.
Hugs & Kisses, 张殿李
Sadly it’s a bit too rich for my blood.
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I don’t have about US$1200 to spend on a chess set. :(
The nice round disks of a decent Xiangqi set give me a pleasant feeling just looking at them. This, for example, is a set made of Indian sandalwood with mother-of-pearl inlay:
A modern day police procedural, likely using either CORPS (if I want crunch) or FATE (if I want drama). Think something like Law & Order without the fascist apologia (but WITH Jerry Orbach!) expanded a bit to include peripheral characters including the criminals, the families of both sides, etc.
And then the world ends.
Well, not quite ends, but there’s a rather sudden drop in the standard of living as the half of the world facing the sun gets burned to a crisp, in effect, while the ensuing massive wave of fire and plasma scorches most of what is left. Only very small portions of the world survive (and that only barely). Nobody IC will know how or why it happened (I naturally will—it’s one of the scenarios taken from CORPS Apocalypse) but when it does, the characters will have to face living in a world where most of humanity is dead, the trappings of civilization are gone (most important of those being the supply chains that keep cities alive!) and all that’s left are the buildings and a rapidly-dwindling supply of essentials.
I tried doing this once when some players were saying they wanted a campaign that would surprise them. And surprise them it did, but apparently this was not the kind of surprise they were looking for. I want to try it again with players who will be strongly warned in advance that the campaign will go completely off the rails and change genre after a few sessions of play establishes their characters, their personalities, their relationships, etc.
OK, I’m not understanding a word of this.
OK, so print costs will increase, but print costs will decrease for the US. Clear as mud. Maybe the example will help:
Nope. Gets even more confusing.
Did nobody copy edit this? Or is a nearly 15% drop “slight” in USAnian?
I’m not sure how you could be in the '90s, walk into a game store to get your AD&D books, and not see at the very least the White Wolf books and Call of Cthulhu. And quite possibly a bunch of other smaller-press books. Even comic shops in the early to mid '90s had more variety and selection in RPGs than modern game shops¹ tend to have.
So there’s “not being obsessed” and then there’s “must be wearing some very heavy blinders”. And the people who published those AD&D fixes in the '90s had to have been wearing blinders with pinholes in them.
¹ In my Summer 2024 trip across Canada I made a point of visiting many game shops and they were shockingly almost all board games with a few minor D&D selections; like not even the core rules of D&D. Ottawa and Calgary were the only two places that had respectable RPG selections in some shops; Fandom II in Ottawa and the Sentry Box in Calgary. In the late '80s and early '90s even a cow town like Regina, Sasksatchewan had three game shops with decent RPG selection.
But these games weren’t published by “the general public”. They were published by people in our hobby. Just people in our hobby who had somehow missed out on every game ever made since the publication of AD&D or AD&D2. I mean I know my general level of obsessive “I gotta know” is unusual, but I submit so is their degree of active avoidance of even basic human curiosity.
Yeah, that was the Forge clique’s term for it, but I try not to use their jargon.
But it was so weird that they popped up in the '90s. In the '70s it’s understandable. But with 15-20 years of good solid design to look back on, to come up with a slightly improved AD&D as “the ultimate game” was astonishing.
There was a whole phase in early “game design” where every game was basically D&D with a bit of a facelift here and there. Genuinely new games were few and far between (and are the celebrated games of the era now). Then the '80s happened and game design went all over the place with wildly creative ways of doing things happening (and like every wildly creative phase in any discipline, a lot of it was a really stupid direction to take things, so withered quickly on the vine).
Then this weird phase happened in the early '90s where people nobody had ever heard of or from came out of the woodwork to tout their “grand new RPG” that “solved all the problems of previous games” … and it was always just another variant of D&D. These were people who’d been playing (usually) AD&D for over a decade building up house rules and then deciding that they would publish these house rules as a “new” game system. And it was clear they’d never even once been in a game store, not to mention talking with other designers or playing other games, over their entire span. Because they would “solve” things by proudly proclaiming the number of classes they had so you could play the character you want. (One game had 114 classes!) Or how you could play any race and class in combination. Or, you know, things that hadn’t been an issue at all since the introduction of Runequest in 1978.
It was always so tragic. These games were amateur in the literal sense: the product of great love. A lot of time, effort, and money had gone into their publication. And they were doomed on impact because while they were, arguably, an improvement over AD&D (the king of the gaming castle at the time) they weren’t sufficiently good to be worth switching to. I had about 20, maybe even 30, of these games on my bookshelf just as a mute testament to what happens if you try to hit a market without even elementary market research.
I had a similar arc, only I was introduced to it with D&D/AD&D in the '70s.
Today I don’t play D&D or any of its derivatives, though.
The first system I played was the 1977 Dungeons & Dragons Basic Set, which I tried with a cousin in 1978, but the first one I owned was Advanced Dungeons & Dragons which I purchased in 1980 or 1981.
You’re conflating two different things:
#1 is not going to stop happening anytime soon. I saw this in a recent trip to Canada where I wanted to get some jigsaw puzzles with native art on them for friends. There were 500-piece sets manufactured in, I think, Seattle that were three times the price of 1000-piece sets manufactured in China. Yet buying one of each and taking a look at the contents there was little difference in the pieces. (The American-made one was a fraction of a millimetre thicker, but for that the cutting looked more accurate in the Chinese one. The pieces just fit better.)
#2 can be stopped, but would take intrusive border checks that most American businesses would absolutely not stand for.
Could do with learning some more card games. I love that you can play so much without having to buy anything new with them.
This, however, is anathema to an industry which is why you get card games that are thinly papered-over traditional playing card games with relabelled cards and slightly-altered rules. (Think Uno: the commercial wrapper around Crazy Eights.)
There are hundreds—or even thousands—of traditional games out there, playable with simple, ubiquitous playing pieces (like poker decks, small coloured stones/markers/whatever, and simply drawn boards on paper). So if the industry collapses you can keep playing new(-to-you) games for the rest of your life without running out.
Way back in prehistory I played Car Wars when it first came out. (You know, before it became an unwieldy, badly-organized mess that rivalled even Star Fleet Battles for being impossible for normal folk to play.)
We missed one very key rule. The “damage” rating for weapons was a number of d6 to roll for damage. We played it as individual points.
Needless to say even the shortest auto duels were horrifically and painfully long to play out.
They bounced three. In one of those links they cited SIXTEEN who openly used Nazi symbolism just in their avatars and whatnot.
Substack is still a Nazi bar.
But of course you didn’t bother to check, did you?
You’ve (collective) got the information. And the solution to it, no less, in the last link. What you (collective) choose to do about it is on your head. But given what I’ve seen in the USA’s so-called “left” you’re going to cheerfully continue using a service that profits from Nazis.
You do you, boo.
Substack is a leftist platform? Since when?
There’s more. Many more. And a list of literal (as in swastika-flaunting) Nazis being hosted on Substack would be far longer. (Oh, and you might want to have a look at the dates on those articles. This is not new information.)
What do you call a bar, again, that lets Nazis openly associate? And what do you call the other patrons also in it?
Maybe the non-Nazis should read this: https://ghost.org/docs/migration/substack/
The irony of using a fasc-friend platform to talk about resisting fascists when Ghost is right over there.
Read George Polti’s The 36 Dramatic Situations. It’s a list of plot elements that have a snappy title, a list of participants in the plot element, a brief discussion of how it works, and then (unfortunately dated) references to dramas that used them.
Using this when building a world, or a campaign, or a local setting, lets you quickly set up a bunch of conflicts (ideally with interlaced participants so that single NPCs (or PCs) can be in different roles in different dramatic situations. Then you just let the events flow logically, and as the dramatic situations get resolved you get a plot. PCs can interfere with these dramatic situations and thus have an impact on resulting plots even if the overall setting is far larger than they are.
For depth in world-building I use a rule I call “Y-cubed”. (I got it from somewhere else but can’t recall the source anymore.)
For every detail you make, you ask the question “Why” three times.
So a village the characters have reached stop all work every 77 days for a festival. Why? It celebrates an ascended local hero who saved the village from a magical blight. Why 77 days? It took 77 days for effort for the blight to be defeated. … And so on.
This is a rapid way to both build depth in your setting quickly, as well as inspire possible mysteries and intrigue for investigation later.
A slight modification works also for giving NPCs depth.
Yeah, Azul has some spiffy pieces indeed!