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Switched to linux before it became mainstream
  • My one thing I feel like I can brag about in tech circles is that I switched to Linux in 1995 (Linux kernel version 1.2.1), and I haven't looked back since. This was even before Windows 95 was released.

  • The richest Dutch pay 28% tax while the rest pay 40% or more
  • Not misleading, no one misunderstands

    Speak for yourself, I misunderstood. I thought that income above a certain point was taxed at 28%.

  • That's all it is.
  • Anti-work is anti-exploitation.

    Well, then why not call it anti-exploitation? That would clear up a whole lot of things.

  • That's all it is.
  • Something like that, yes. I believe that was the cause why /r/WorkReform was started which is much better name - less confrontational, less off-putting for people who might be on the fence on the topic. Because honestly, "anti work" means "against work".

  • Old XKCD, still relevant
  • Yes. However, if you had skipped the -f, it would have been valid. Without the filename argument, it assumes it should extract from the tape drive (TAR = Tape ARchive). The tape device is probably something like /dev/rmt0, but you don't need to specify that. Using the -f is technically an exception which means "instead of extracting from the tape like you'd normally do, pretend that this file is the tape device instead."

  • pathfinder @ttrpg.network Christer Enfors @lemm.ee
    How to design a DnD 5e-style "subclass" for PathFinder 2e? Is this what archetypes are for?

    My friends and I have been playing DnD 5e for a few years now, but now I’ve decided to start GMing PathFinder 2e. We’ve played through most of the Beginner Box, and now I want to continue with my own homebrew content. As part of my world, I want to introduce a fighter “subclass” (probably the wrong terminology for PathFinder). What I want is a tribe of warriors who fight without armor (starting at level 2 or 3), and to compensate for the lower AC they get magical tattoos which increase their AC. It will also be possible (when you advance in levels) to choose to add other tattoos with other magical effects.

    So my question is: Is this what archetypes are for? Because I don’t think “subclasses” are a thing in PathFinder? Or how would I go about this?

    10
    Tesla’s profits sink as the company struggles with cooling demand
  • Oh and their CEO is a rich frat boy and also probably the one with the crayons.

    I'm not so sure, I'm pretty sure that guy ate all his crayons before he could do any kind of drawing.

  • Could Trump Go to Prison? If He Does, the Secret Service Goes, Too
  • Fair point, but the rules are not specifically for Trump, they're for any US ex president.

  • Ohio police release body camera video of officer shooting 15-year-old boy who had toy gun seconds after initial encounter
  • Not trying to discredit or anything but in #4 1 shot is surely good compared to emptying his clip, but shooting or aiming a gun at somebody, the intent can’t be “non-lethal”.

    I'm honestly confused by what you mean here. Cops in my country will intentionally shoot people in the leg as per policy in certain situations, such as when someone threatens them with a knife from certain distances. So it seems to me you can indeed point a gun at someone with non-lethal intent.

  • Colombia's Medellín declares war on sex tourism after US citizen found with two little girls at a hotel
  • Yes. Innocent until proven guilty in a court of law is a fundamental principle for good reason. For example, we don't actually know if anything of what we've read about him is actually true.

  • US Billionaires Have Doubled Their Wealth Since 2017 Trump Tax Overhaul
  • Europe, the Commonwealth, or any of the Nordic Countries

    (Just for clarity, the Nordic countries are part of Europe if anyone thought anything else)

  • Vatican calls gender fluidity and surrogacy threats to human dignity
  • Who the fuck do these Vatican people think they are, to lecture others on morality? The previous pope instructed all of Catholosism that they were not to report pedophile priests to the police on pain of excommunication. And this is apparently fine by the current pope.

    They are a bunch of idiots with no coherent concept of morality. All morality is based on personal responsibility, but most Christians seem to think they can ask their imaginary friend - rather than the one they have wronged - for forgiveness, and be granted it! It is absolutely absurd. I'm not saying that Christians in general are bad people, I'm just saying we shouldn't be looking towards Christianity or any of its leaders for moral guidance.

    Incidentally - do you know which World War 2 nazis were excommunicated for their crimes by the Catholic church? You'd probably be surprised to know that it was only one. One! And who was it? It was Joseph Goebbels. Among all the heinous crimes commited by the nazis, what was it that Goebbels specifically did that caused the Catholic church to say "enough is enough"? I'll tell you what he did: He married a divorced protestant. "That's it," the Catholic church said, "you no longer get to go to heaven with your fellow nazi war criminals. Killing 13 million people in the Holocaust alone we can live with, but marrying a divorced protestant? No, we can't have that, that would be, like, totally immoral dude."

    But surely, I hear you say, the Catholic church was against the nazis? No. No, they were not. Hitler's birthday was celebrated in German Catholic churces all throughout the war. Only in 1960's did the Catholic church apologize for its silence during the Holocaust, and revert the hitherto established doctrine that all currently living Jews - including children - are personally responsible for killing Jesus. That's why they didn't oppose the Holocaust - because the Jews (never mind that they weren't the only victims) had it coming, since they were all (some-fucking-how) personally responsible for "killing Jesus".

    So, yeah. I'm not going to let these morons lecture me or anyone else on morality.

  • Zelenskyy straight-up said Ukraine is going to lose if Congress doesn't send more aid
  • Exactly. People need to remember that this is the Internet, not their home country. We don't know where you're from.

  • How to design a DnD 5e-style "subclass" in PathFinder 2e? Is this what archetypes are for?

    My friends and I have been playing DnD 5e for a few years now, but now I've decided to start GMing PathFinder 2e. We've played through most of the Beginner Box, and now I want to continue with my own homebrew content. As part of my world, I want to introduce a fighter "subclass" (probably the wrong terminology for PathFinder). What I want is a tribe of warriors who fight without armor (starting at level 2 or 3), and to compensate for the lower AC they get magical tattoos which increase their AC. It will also be possible (when you advance in levels) to choose to add other tattoos with other magical effects).

    So my question is: Is this what archetypes are for? Because I don't think "subclasses" are a thing in PathFinder? Or how would I go about this?

    0
    Ecuador's youngest mayor Brigitte García shot dead
  • Not sure how legalizing it would "take it away", though? I mean, if it was legalized it would still need to be produced by someone, right? And these people have the experience, the infrastructure, etc...

  • Who is doing the most good in the world, and how?
  • I get your point, but he didn't create Tesla, he bought it (as far as I know). So it could be argued that these things would be happening with or without him. But with him, he's giving electric cars (at least, that brand) a bad name.

  • Have you ever been in an argument where you absolutely objectively proved you were correct?
  • Yes. My company wanted me to get a corporate credit card with Bank of America. I said absolutely not, they have a terrible reputation and I want nothing to do with them. In response, I was told in an email (which was Cc-ed to some VP of Finance) that this wasn't true, and that Bank of America has a great reputation.

    Now, if you're gonna claim I'm wrong and start cc-ing people, you better be able to back it up. This pissed me off, so I googled for lists of the worst banks in America. Of the three first surveys on the topic that I found, two of them had Bank of America as the "top spot" as worst bank, and the third one had it in third place. I emailed this back to the person. I never heard back. I happily continued not using their corporate credit card ever after.

  • Roleplaying Games Design @lemm.ee Christer Enfors @lemm.ee
    How do you feel about games with really simple mechanics, like Four Against Darkness? Even though I prefer more complex mechanics, I find myself being fascinated by this game.

    For those who aren't familiar, Four Against Darkness is a solo pen-and-paper dungeon crawler. You control four characters of various classes at a time. You roll dice, a table shows you which dungeon room or corridor to draw, then you roll again for its contents, etc. In the base game, all combat and all actions are resolved with a simple d6.

    Normally, I would balk at this. A d6 simply doesn't permit sufficient resolution. It leaves little room for depth of mechanics. And to be fair, the base game isn't really all that interesting (to me) because of its lack of depth.

    But - and here's the thing - there's so much extra content you can get for this game. Adventures, new classes, new mechanics (some of which involves other dice than the d6 although the base mechanic of the game is always based on the d6 as far as I'm aware), etc. For example, the excellent Treacheries of the Troublesome Towns supplement (which comes in two books) adds the ability to enter towns where you will meet all sorts of characters. There are even options for romance, having children, buying a house, and becoming the mayor of the town - there's so much that can happen. And that's just one of the (around 50, I think?) supplements that are out there.

    So, in summary, I find myself fascinated by this game despite its lack of complex mechanics, simply because there is so much content for it. If you want, you could think of it as not very deep (read: simple mechanics), but very wide (read: lots of available content).

    What are your thoughts on games like this?

    0
    Removed
    snap bad 😡😡
  • That's not how that works. In Linux, that command would simply create girlfriend out of thin air.

    ... no wonder we like Linux.

  • What do you *do* online these days? Where do you spend the most time?
  • I've found that Mastodon (for those who don't know what it is, think of it as sort of distributed open source Twitter) has been great for me. There are lots and lots of instances, and you'll probably be able to find one that suits your interests. I'm very much into tabletop roleplaying games, and there were already several instances for that kind of thing, but I still started my own. It's been a lot of fun.

  • Got any suggestions?
  • Well, I haven't pooped since last year, I bet that stuff is pretty damn hard by now if you really must know. 😅

  • Google announces April 2024 shutdown date for Google Podcasts
  • It's the only one that I've found that has Smart Play. I'm not sure why not all podcast players have this, it's such a great feature. Going back to something without it, would feel like going back to the stone age.

  • Hexplore 24 to replace Dungeon23?
    monstersmazes.blogspot.com #hexplore24

    The viral #dungeon23 challenge put forth by Sean McCoy https://seanmccoy.substack.com/p/dungeon23 is coming to an end as of December 31st. F...

    The Monsters & Mazes blog has suggested #Hexplore24 to replace #Dungeon23. The idea is to solo play through a newly generated hex each day for a year.

    0
    Roleplaying Games Design @lemm.ee Christer Enfors @lemm.ee
    How to make foraging (for spell components, etc) interesting

    I'm making a fantasy-based TTRPG, and I'm pondering whether or not I could make foraging interesting.

    I have a hexcrawl system with rules for what happens when the players traverses a hexmap using random tables. One of the things that can happen (besides random encounters, finding locations, etc) is that they can come across "resources", which for now is only different types of food (mushrooms, edible roots, etc). But I wonder if I could extend this system in a meaningful way, to make foraging fun? As in, can I make a system where players think going out to forage for herbs or spell components in the wild is more attractive than simply buying them in a local magic shop?

    The most simple and obvious solution is to extend what I already have in the same way that it already works. That is, one of the things that can happen as players traverse hexes on the map is that they can come across resources in the form of "herbs" or "spell components", etc. When that happens, there could simply be a random table (different for each type of hex terrain) that you roll on, to see what and how much you found. This system would work, but I'm not sure it would be very interesting.

    I mean, sure, as you're walking around in the wilderness, the other things that can happen (possibly hostile random encounters, and finding random locations, etc) will probably help keep the process of wandering in the wilderness as a whole interesting, but I wonder if the "you found resources/herbs" event itself could somehow be turned into a mini-game or something, to make it more interesting.

    Anyone have any suggestions about this?

    0
    Roleplaying Games Design @lemm.ee Christer Enfors @lemm.ee
    Need advice on simple system for abstracting supplies in inventory

    In order to reduce the amount of times you have to update your number of torches (etc), and also to introduce some random uncertainty, some people suggested an alternative method. Instead of putting "10" in the number of torches you have left on your character sheet, you could put "1d8". This means that every time you need a new torch, you roll 1d8.

    If the result is anything other than a 1, then you don't have to update your character sheet at all. But if you do roll a 1, you change it from 1d8 to 1d6. And if you roll a 1 on the d6 in the future, it goes to 1d4. And once you roll a 1 on the 1d4, you're out of torches.

    Again, the point of this is to reduce the amount of times you have to change the number of torches you have on your character sheet. Also, it introduces tension - you're several levels into the dungeon, and you only have 1d4 torches left; will it be enough?

    This is all fine. I like this system. But it does have a small problem, I think.

    Let's say you have 1d4 torches left, and you buy 2 "units" of torches to go from 1d4 through 1d6 up to 1d8. Each "unit" (read: die) you buy costs the same. But, and here's the (slight) problem: going from 1d10 to 1d12 is more valuable than going from 1d4 to 1d6, because the 1d12 only has a 1 in 12 chance of depleting (which is good), but the 1d6 has a 1 in 6 chance of depleting (which is worse).

    In other words, it always makes sense to buy as many torches as you can (if you ignore encumbrance, I guess), because the last "unit" you buy will be more valuable than the first (read: have a smaller chance of being depleted).

    So, one way of changing this would be to flip it around: Having 1d4 torches is the MOST amount of torches, and when you roll a 1, you switch "upwards" to 1d6 instead. Then, when you finally get to 1d12 roll a 1 on that, then you're out of torches.

    This doesn't solve the problem of each "unit" of torches you buy is valued differently, but at least then the least valuable ones you buy are the ones you buy last, instead of the ones you buy first. This introduces diminishing returns on buying loads and loads of torches, which has some positive effects. But the problem with this approach is that it's less intuitive ("What? Having 1d12 torches means I have LESS than 1d4? That makes no sense!").

    So, what do you think? Personally, I feel like I'm overthinking this and that I should just go with 1d4 being the lowest amount which is more intuitive, and the problem with that which I'm describing above is so small as to be insignificant.

    Additionally, I want to abstract this further and say that instead of "torches" in your inventory, it should just say "supplies" which includes torches, arrows, and other similar resources. The point of this would be to reduce clutter on your character sheet.

    0
    Roleplaying Games Design @lemm.ee Christer Enfors @lemm.ee
    UGLI Games: Small but interesting YouTube channel about TTRPG design

    This channel is shaping up to become a really interesting resource in the #TTRPG space. They've already got some good videos from which I've learned a thing or two. I encourage you to check them out.

    0
    Roleplaying Games Design @lemm.ee Christer Enfors @lemm.ee
    Weaving Stories: An interesting mechanic for the GM to stay in control of the plot(s), no matter what the players do
    ttrpgs.com Weaving Stories

    Classic RPG adventures suffer from chronic flaws. When PCs should to go somewhere, they don't. When they should take interest in an item, they ignore it. Any …

    This is an interesting blog post by @malin@dice.camp about how to weave multiple stories/plots together in an interesting way, which makes it possible to organically "catch" the players even if they wander off in an unexpected (read: unprepped) direction.

    This can be used in any #TTRPG, but it can also be turned into a mechanic, built into an #TTRPG. It reminds me of Fronts (I think they're called) in #DungeonWorld.

    0
    Roleplaying Games Design @lemm.ee Christer Enfors @lemm.ee
    Community introduction

    Hello there, fellow RPG designer!

    If you're anything like me, you too love to discuss roleplaying game mechanics, and how they affect gameplay. That is precisely the kind of thing we'll get to do in this community. Personally, I'm currently working on a roleplaying game that I'm so far calling Unified RPG which I sort of think of as a "rules-lite, GURPS-like" TTRPG. So don't be surprised if you see me creating posts about that here in the near future.

    But what about you? What brought you to this community? What kind of game are you working on, or what do you want to make in the future? I'd love to hear all about it!

    0
    Learn How to Run Exploration in Roleplaying Games from Zelda: Breath of the Wild

    Zelda: Breath of the Wild

    Part of what made the 2017 game Zelda: Breath of the Wild so popular was its travel and exploration element. This aspect of the game was exceptionally well designed.

    Climbing

    The game has a climbing mechanic, which means that you can basically go anywhere in the game world; there is nothing to stop you, not even mountains. Once you have reached the summit of a mountain, you are often rewarded with a beautiful view.

    Spotting something interesting in the distance

    Everywhere you go in Zelda: Breath of the Wild, you will see something interesting to do or explore. Once you have climbed a mountain, you typically see several other interesting places you could go. And once you go to them, you will spot other interesting things in the distance.

    Flying

    Once you have altitude, you can fly forwards and slowly downwards by using a glider. This means that it is often easy to get to interesting locations once you've spotted them from your mountaintop vantage point.

    Towers and fast travel

    Dotting the landscape of Zelda: Breath of the Wild are towers. Once you have reached and climbed a tower, you will be rewarded with a map of the area around the tower. Each tower, however, has some sort of challenge associated with climbing it. At any time, you can instantly teleport to any of the towers that you have conquered in this way, which is a reward in itself, and makes it easier to get from A to B without constantly having to traverse the same area. This makes long journeys less repetitive and tedious.

    Shrines and Korok seeds

    Scattered through the landscape are also Shrines (which, when completed, upgrades the player character in various ways). You can also come across Korok seeds which are hidden - either physically under a rock, or sometimes behind a small challenge like "hit ten targets with bow and arrow within this set time limit". The Korok seeds can be used to increase your inventory space, which is sorely needed in this game.

    Analysis

    This is the feedback loop of exploration in Zelda: Breath of the Wild which makes exploration a rewarding experience.

    1. You see something in the distance that looks interesting, and thanks to the climbing and flying mechanic you can be pretty sure you can reach it.
    2. While traveling to that destinations, you are likely to also stumble across things which are also interesting, such as Korok seeds.
    3. When you do reach your destination, you can be certain that it is in fact interesting.
    4. When you complete a tower, which is the central point in each area, you are rewarded with a map and the ability to fast-travel to the top of this tower (from which you can easily glide to other nearby locations), which reduces repetition of already consumed content.
    5. Once you are done at the destination, you likely can see other interesting-looking locations in the distance, and the cycle repeats.

    How to replicate in tabletop roleplaying games

    The following aspects are important in order to be able to replicate this experience in roleplaying games.

    Location interconnectedness

    Each location should be connected to at least one other location. This can be done in many different ways:

    1. A road sign at a crossroads which point to three different towns in different locations.
    2. At one location, you could find a treasure map which leads to another location.
    3. Letters, notes, or journals found in one location could contain references or even directions to other locations.
    4. Location B could simply be visible from point A, such as a town being visible from a mountaintop or from the top of a tall tree.
    5. Let's not forget simply having an NPC at location A talking about something enticing at location B.

    Random discoverability during travel

    While travelling, it should be possible to randomly stumble across interesting locations or events. This can be accomplished either by having hexes pre-populated, or by using random tables to generate content on the fly - this is harder to do and slower, but it requires less preparation on the part of the game master.

    A middle ground between pre-populated hexes and content generation on the fly at the table is to just pre-generate a small number of locations without pre-placing them in a hex. Instead, once the dice determine that players have discovered something interesting, pull (or select randomly) from your pool of pre-generated but hitherto unused locations, and place them wherever the players are. You might also want to make sure this type of location fits here - optionally, you could have separate pools for "forest locations", "mountain locations", etc. Just make sure to make a note of where you placed the location afterwards for consistency's sake, so that you can keep your world consistent in future sessions. This can also make the sessions more rewarding for the game master, as they are in a sense "discovering" what lies where along with their players during play.

    Locations should be interesting

    As a designer you can do everything else right, but if the locations you reach are uninteresting, then it was all for naught. There are different kinds of rewards that you can provide players with for finding a location:

    1. Combat. Lots of players enjoy finding a bandit camp that they can clear of bandits.
    2. Information. By finding a location, players can learn of the existance of other interesting locations through maps or other means as discussed above, or they can learn of the plots of their enemies.
    3. Lore. Some players straight up enjoy reading lore about your world.
    4. Allies. Coming across a hidden camp of outcasts in the forest gives players a chance to forge new alliances, and can also provide new plot hooks.
    5. Loot. Players always enjoy finding a hidden cache of loot in the form of a chest, or perhaps as the belongings of a dead adventurer.
    6. Experience. You could also simply award players with experience points for finding a new location, to encourage exploration.

    Consider allowing fast travel through already explored locations

    To avoid the tedium of repeatedly travelling through the same areas over and over, consider allowing fast travel through and to areas that have already been explored.

    1. A horse-and-carriage network can allow travel between towns that have already been explored.
    2. Fast travel via gryphons as in World of Warcraft is also a possibility.
    3. Good old teleportation also works. Perhaps you need to have seen the destination first in order to be able to properly visualize it, and that's why you can't teleport to locations you haven't seen before. Perhaps teleportation is only available between specific designated teleportation circles, which prevents players from bypassing problems by teleporting past them.
    0
    Why Play Roleplaying Games Alone?

    It's the obvious question, isn't it? Everybody knows that roleplaying games are a group exercise. The fun comes from the interaction with other participants as well as untangling the plots of the Game Master. That's not something you can do alone - you can't have interpersonal interactions alone, and you can't have both players and a Game Master if it's just you. So why on earth would you even try to engage in an inherently group-oriented activity on your own?

    I'm glad you asked; let me explain.

    What are the most common problems of group roleplaying games?

    • Scheduling issues is THE number one killer of roleplaying campaigns. It's hard to find a regular time slot that everyone can commit to. This is not a problem when you play alone. When you play alone, you don't need a regular time slot - you just play whenever you want.

    • Interpersonal drama in group games is a common complaint. It is not uncommon for people to disagree and become upset around the game table. This is not a problem when you play alone. It's just you - no drama.

    • The other players in the group don't want to play the same game as I. There are so many games to choose from, and not everybody prefers to play the same game. This is not a problem when you play alone. When you're alone, you get to play whatever game you want without compromise or judgement.

    • Even if all players in the group agree on what kind of game they want to play, they still probably won't all want to play the exact same type of campaign. Even if you all agree that, say, Pathfinder is the game you want to play, you still have to agree on what kind of Pathfinder campaign you want. Hack'n'slash? Mystery? Horror? Heist? This is not a problem when you play alone. Just pick whatever strikes your fancy and go.

    • Not everybody can find a group to play with in the first place. As with all hobbies, it can be hard to find others with which to share it. This is not a problem when you play alone. The only person you need is yourself.

    Okay, so it might be a good idea to play alone, but how?

    When you play alone, or solo as it's often called, you will be both the sole player as well as the Game Master. But the role of the Game Master is to prepare an adventure for the players in advance, so if you're both a player and the Game Master, isn't that a bit like reading a book you've written yourself? Where's the suspense, the sense of discovery, and plot twists if you know everything in advance?

    The beauty of it is, you don't need to prepare the campaign in advance. You create the campaign on the fly as you play. There are three types of tools you can use to make this possible:

    1. First, there are solo Game Master tools which provide systems and inspiration for creating sessions and entire campaigns on the fly. The most well-known of these is the Mythic Game Master Emulator which is an entire book on the subject, but there are also simpler (and free) alternatives such as the One Page Solo Engine.

    2. Second, as always in roleplaying games, you need dice to provide the element of randomness.

    3. Third, you need your imagination. Your imagination is the glue which you apply to the prompts you get from using your dice with the solo Game Master tools to construct an interesting adventure.

    I'm having a hard time understanding how this works, can you give me an example?

    Certainly. This won't explain the process in detail, but at least it'll give you some idea - your solo Game Master tool of choice will provide more detail and clear instructions.

    Let's say you've picked your game, your genre, and you've rolled up your character. Now you need something for this character to do - you need a quest to undertake. So you turn to your solo Game Master tool of choice for help. Such tools often provide random tables with "Action" and "Subject" or similar headings. Rolling on the Action table, you get the result "Investigate" and the Subject table gives you "Enemies".

    Okay, "Investigate Enemies". This is where your imagination comes in. As the Game Master, you now have to come up with who these enemies are. If you need further inspiration, lots of solo Game Master tools provide tables for this too. Using such tables to get more information on who these enemies might be, let's say you get the words "Clandestine" and "Alliance". Oh! In other words, your enemies is a clandestine alliance - a secret society, perhaps? A cult? You decide!

    Then you start playing. You make your way towards the first plot point, and you realize this is where you as a player would need to ask the Game Master something. For example, "do I manage to make my way through the dark alley without getting ambushed?" Then you can turn to what's known as a "Yes/No Oracle" in your solo Game Master tool. A simple d6-based one works as follow:

    1. Yes, and it's even better than you think
    2. Yes
    3. Yes, but it's not as good as you think
    4. No, but it's not as bad as you think
    5. No
    6. No, and it's worse than you think

    This is a simple way of rolling a six-sided die and getting a somewhat nuanced yes or no answer - again, use your imagination to interpret the results.

    Other useful tools

    Apart from the solo Game Master tools, there are other tools that are not necessarily only for solo play but are especially useful for solo players.

    • NPC generators can be used to generate interesting NPCs to interact with.

    • Random dungeon generators are also popular.

    • Random settlements generators can be used to generate anything from a hamlet to a full city.

    • Random point of interest generators can generate non-settlement locations.

    • Random wilderness generators are great if you want to make travel interesting or if you're simply playing a hexcrawl.

    Additionally, let me tell you an open secret - making your own generators is fun, and not really that hard.

    Downsides to playing solo

    • When a group works well, it can be incredibly rewarding. That's not something you can really replicate when playing alone.
    • Playing on your own is slower-paced. Since you're not preparing sessions in advance, if your question happens to take you to a dungeon, you'll probably have to generate it on the fly which will slow your game down.
    • Sometimes you just want to be a player and sit down and play without having to generate any content on your own. In that case, a group game is probably best.

    Conclusion

    • Sometimes, playing alone is the best - or the only - choice available.
    • Rolling on random tables in solo Game Master tools can give you inspiration which you use your imagination to interpret on the fly at the table. This makes it possible to be surprised at what comes up at the table without having to involve anyone else.
    • There are lots of tools available to enhance your game, and it's not that complicated to make your own if you want.

    Obviously, both group and solo play have their place. We all have to find the style that best suit our needs.

    0
    Enfors Christer Enfors @lemm.ee

    I started playing Drakar & Demoner (now known as "Dragonbane") in the 80's, but after a long abscence from the world of TTRPGs I started playing D&D 5E in 2020. Now I'm exploring Pathfinder 2E, as well as designing my own GURPS-inspired game. My home in the Fediverse is https://ttrpg-hangout.social.

    Posts 11
    Comments 36