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

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  • 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 dunno man. I’ve had a lot of conversations with players that go like “do you think your character is the first to come up with this hijink? If it works, why doesn’t the entire setting revolve about this infinite damage trick you’re trying to sell me?”

    Like, if it was as easy as casting Charm Person on the king to become the new ruler, other people would already be doing that. Therefore, there must be reasons why it doesn’t 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.






  • No disagreement here.

    I realized when reading one of the other comments that my similarly sized complaint is it creates a lot of potential for problems at the game level as well as narrative when people make their characters in isolation. I kind of assumed that comes packaged with “and you all meet in a tavern”.

    Like, everyone makes a fighter and shows up to session 1. The dm’s going to have a head scratcher thinking about balance, and some players might be annoyed they don’t really have a niche of their own. A weird party like that can work, but it’ll be a happier experience if folks talk about it ahead of time.


  • It can work, as clearly shown by your rather wholesome example and many people’s games. But it’s also leaving a very large surface area for problems. Unlike real life, you can just avoid that by making your characters together.

    Maybe I should have said in my previous thread that while the “you all meet for the first time” is kind of cliché, there are more serious problems at the game level. And like it can work if everyone makes a fighter, but you can also make everyone’s lives easier if you discuss up front.


  • 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.


  • I think the best game I’ve done started as “it’s a DND world and you’re a band on tour”.

    It started with a simple “the bridge is out on the way to your next show”, then there was a battle of the bands, a sketchy record label, and then the players organized a recall of the mayor that was in bed with the capitalists. That game went great places.




  • “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?”.