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Cake day: July 13th, 2023

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  • I’m going to quickly summarize what I commented under Matt Colville’s video I think a potential framework is preference of narrative types, and preference for game mechanics. I mentioned a few archetypes that I’ve seen that seem to be pretty common.

    I talk about the Tactician GM, who’s campaigns tend to be tests of skill and understanding of a given ruleset, think more dungeon crawls and mega dungeons. They tap into the wargame simulation roots of the hobby. The mechancial highlight system of this would be D&D or Pathfinder.

    I also mention the Philosopher GM, who tends to focus on character’s beliefs and convictions and how they operate in a messy world, what they’re willing to sacrifice when push comes to shove. Think gamified trolley problems and philosophy 101. The mechanical highlight systems for this would be something akin Mage the Ascension/Awakening or Ars Magica.

    And finally in my writeup, theres the Socialite GM, who specializes in the interpersonal dynamics and conflicts, think court politics, social maneuvering, or interpersonal melodrama. The mechanical highlight for this would be Vampire the Masquerade, especially any campaign focused heavily on Camarilla internal politics.

    I think there may be a sort of parallel between this discussion of what is a GM’s style and the Adam Neely video about what makes musical genres distinct.


  • In my eyes rolls basically need to be Yes Ands or Yes Buts.

    Roll well: Yes And you figure out some extra information/figure it out quickly so you have advantage on your escape/you look impressive in front of the guards who did let you into the room

    Roll poorly: Yes But you take a bit too long figuring it out, now guards are walking into the room/one of the guards escorting you into the room points something out to you making you look a unobservant/you accidentally break something and you’ve now left evidence you were here.



  • I really like WoD’s Resources background, one thing I do tend to append to the rules is separate out recurring income from lump assets.

    Basically Income Resources are used up and refresh each month worth of time provided players maintain their income or have retainers keep watch over the accounts. Lump Resources are like having a big pile of gold, or a big inheritance from an eccentric uncle or just a bunch of money in a savings account. Once they’re used up, they’re used up.


  • Less about specifically hating Roll20, than the blatant engagement in anti-competetive practices and the monopolization of the industry in a push toward a vertically integrated monopoly.

    Sort of like if Hasbro bought out the main book printer used by a bunch of TTRPGs so they have a vertical integration and can basically force all those other games to either deal with a hostile competitor to get books printed at unsustainable prices or completely upend a huge section of their development pipelines, try to find another printer, build that relationship, rework the pipeline and formatting guides so the printer actually can print the books. That’s a process that could take multiple years and millions of dollars to do. Both of which options would kill even large rpg studios.