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Joined 3 years ago
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Cake day: July 3rd, 2023

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  • I love mage, but its magic is so involved and powerful I wouldn’t want to use it in a game unless everyone was a mage. You don’t really want one players options to be “I hit him with my club” and the others to be boundless.

    Awakening 2nd edition was really good, imo, but I never actually got to play Ascension


  • I used nWoD for fantasy games. The core dice pool system works pretty well, and few things are tightly coupled to any setting in particular.

    I mostly don’t like d20, so when someone tells me they’re doing a game about secret vampire societies in it, I’m a lot more disappointed than if they ported a system I like or am neutral on. Also 5th edition in particular makes a lot of assumptions about how things work.




  • I feel sorry for you and hope you cna find more fulfilling work that will let you grow, but I dont’t know what the job market is like right now

    Where I work, there’s really no emphasis on code quality or testing. There’s also like no mentorship or senior developers leading the way.

    They hired a guy with 1-2 years of experience and I feel really bad for him. Not only is he learning very little, he’s learning actively bad patterns. No one is teaching him about automated testing. Code reviews are just “you skim it. Don’t spend more than 30 minutes”.

    Management of course loves LLMs and wants more usage.


  • So as a senior, you could abstain. But then your junior colleagues will eventually code circles around you, because they’re wearing bazooka-powered jetpacks and you’re still riding around on a fixie bike

    Lol this works in a way the author probably didn’t intend. They are wearing extremely dangerous tools that were never really a great idea. They’ll code some circles, set their legs on fire, and crash into a wall.



  • “Unilateral” GMing is completely necessary to the style of play and opens up player creativity and engagement in the ways I discussed in other comments.

    I don’t think a unilateral GM and the mother-may-I it implies are the only way to get player creativity and engagement.

    They want to test themselves against an organic, immersive world where their actions have consequences, good or bad. You cannot get that experience from collaborative storytelling games,

    Maybe?

    Imagine a scene where the players are trying to jump from one roof top to another to escape pursuit. It’s a pretty long jump, and there aren’t explicit rules in this game for jumping distances. The GM says to roll the dice. On a good roll, they’ll make it. The dice come up Bad.

    In one mode of play, the GM unilaterally decides what happens. Maybe you fall and get hurt. Maybe you land in a pile of trash. It’s all on them, and you have to accept it to keep playing. The actions have consequences.

    In the mode I prefer, the player has more of a say. Maybe they suggest they succeed at a cost. They can offer “What if I make it across, but lose my backpack?” and the group can accept it, or say that’s not an appropriate cost. They can also fail, and offer up ideas for what that looks like. The group achieves consensus, and the story moves on. The actions have consequences here, too.

    That first mode, where the GM just dictates what happens and you take it? I hate it. I want either clear rules we agreed to before-hand, or a seat at the table for deciding ambiguous outcomes.

    We don’t have to play together. Many people want to immerse in their character and any sort of meta-game mechanics (like succeed-at-a-cost) ruin it for them. Some people love metal and some people love jazz. Neither’s better than the other.

    I probably shouldn’t have posted in an OSR thread knowing I dislike the genre.




  • Hand in hand with this is, as the above commenter mentions, “rulings over rules” which emphasizes the GM making decisions about how player actions play out in the world rather than looking for mechanics in a rulebook.

    It’s kind of funny but I really like how Fate is open ended, but absolutely hate it in OSR games. I think because OSR games often feel unilateral and top down from the GM, and I don’t enjoy that. Reminds me of teenage games where the DM would be like “you’re crippled now because the orc hit your leg” just because they said so, and your only options are deal with it or quit.

    I also never play in the “I am my character!” mode. I’m more of the writer’s room style where we’re writing a story together, so it doesn’t take me out of the scene to be like “what if my succeed-at-a-cost roll means I get the window open, but wake up every dog in the house?”.



  • I’ve never really been into random tables. Like,

    I want to see more wizards and dragons and shit! 2.78% is way too low to see these cool guys on the end of the table,

    So just put more wizards and dragons in. You don’t need the dice’s permission.

    I guess they can be helpful if you’re out of ideas, but then you just need a list.








  • It could maybe be useful information if the questions, answers, and test taking process are all public and non-binding.

    Like, they get a pen and paper and a quiz appropriate for high school seniors. They’re filmed taking it in a classroom, and the results are all public. Different institutions can grade each test.

    If you want to vote for the guy who says “the president writes laws” then that’s on you.

    If conservatives try to make it like old timey literacy tests, it’s non binding so it can’t so much harm. Might even make them look bad, since it’s all public.