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2 yr. ago

  • BBC article giving more information https://www.bbc.com/news/world-asia-67920532

    TL:DR "Taiwanese voters have chosen William Lai as their president in a historic election, cementing a path that is increasingly divergent from China."

  • Something that is also helpful in this situation is to ask what their Intent is with their action. The why they want to do it. Often striking up that conversation looses some blocks.

  • I take two to three real world languages that help reinforce the impression of that culture and mush them together. From that I take either similar sounding names or similar meaning names and see what feels right.

    I had a game centered on a culture with a (generic) slavic feel that during the last century or so been heavily influenced by the "fancy" "high class" totally not french. So I took slavic names and then either frenchified them or just added french parts (or whole names). Especially true for aristocrats and cosmopolitan folks. The poorer and the more rural the less the french influence was felt which created a nice social dynamic.

    In that same game there came a need to name characters from the neighbouring fading empire. And what empire is more empire than the english so that became the base. But we wanted a more tonal shift from just english. As we looked at the culture of that empire we wanted it to be a bit in opposition so one of their defining traits became meritocratic. And somehow we felt adding an east asian melody to the english names would fit. So triple- and quadruple- names it became such as Jane-Ellen-Nicole. And no surnames, only titles.

  • Or if they have robust invention rules the player playing the inventor knows exactly everything about them and how to exploit them.

  • Another thing that makes Oracle / Seer / Diviner characters difficult to GM for is that you need to know things in advance, where the adventure leads to etc. As one whose GMing style leans heavily into Play To Find Out that sort of characters is kind of counter to it.

    That said it is highly dependent of what the player want out of such an archetype. If it is a flavour for how the character solves problems I'm all for that. Touching an item to get a vision/impression for something (adventure) related to it go ahead. That is not too different to other ways of investigating. But the player who wants those powers to get "quest markers" or to completely negate obstacles ("hurr durr I have foresight so I've seen the ambush") gets hard noes from me.

    Also agreeing with @dumples@kbin.social, D&D 5e Divination wizards are very well made and the divination spells work well in those kind of worlds.

  • D&D is hard. Sure the core of it is straight forward but then things start to add up. It is a game that wants you to care about minutia. How far travelled, distance between two points, the height of dungeons ceilings, how long passed since that spell was cast, how much you ate yesterday. And it wants you to arbitrate spell interactions, players weird schemes and prepare a lot of stuff. Also it wants you to actually run the narrative. Some love this difficulty, find the intricacies challenging and desire to master it all.

    The good news is that the behemoth of D&D isn't alone out there. Really lots of good stuff can be found. First problem is knowing what one want to find. Second is finding others that have similar taste to you. But it is doable and a good thing to do is ask for help. Because if it is something we like here it is to talk about ttrpgs. Getting us to shut up... better ask santa for a dragon.

  • Wrapped up a Torchbearer campaign about this time last year and now a long term player have taken up the mantle and is GMing some Burning Wheel.

    Did very little GM-ing. Just some sporadic Blades and a few sessions of Swords of the Serpentine. Like the core of Serpentine but they have added on too many auxiliary systems for me to enjoy it. It doesn't really know what it want to be - light or complex.

    Gotten into OSR adventures. Have no liking to the systems but truly love the adventure designs. It is the openness of them that calls to me, an invitation "here is the situation go wild". And they seem so plug-and-playable, and descriptions seldom last longer than a paragraph, and there are tables instead of words, and hooks are listed without fuzz. Am I smitten? Yes!

    As the year draws to a close I'm starting up my first campaign in my native Swedish - Drakar och Demoner. Will sound so incredibly geeky to do roleplaying in Swedish. Corny deluxe.

  • Anything compared to Duskvol is sunny. That city and its atmosphere is so oppresivley dark and dreary. The sun literally doesn't shine and no stars illuminate the night sky.

    I don't find Cthulhu horror that dark. Damp and misty sure. With the cosmic/existential horror being rooted in ones insignificance and the ungraspness of the infinite existence there is little explicit need for darkness. It can be dark yes, just doesn't need to be.

  • The setting of blades is while well crafted utterly dark and dreary. Personally I cannot stand it. So anything that is forged in the dark (what the generic mechanics are called) but with a bit more sun is in my opinion pretty much an upgrade. So if you are interested in the forged family of systems and you find CO's setting/premise go for it.

    Can also recommend you to have a look at the larger FitD ecosystem as there are plenty of goodies.

  • Don't forget about their "Designing the Game" playlist
    https://www.youtube.com/playlist?list=PLTsnSjGlraRNXpks2YP-_aOqIoSMT0m8T

  • If the DM asks you you really want to do something look at their expression and do it anyway.

    If you want to do something really stupid, crazy or narrativly disruptive look towards your fellow players to get their consent. Then do it.

    The time to argue technicalities is outside of sessions to not waste precious gametime. Do it during sessions only if you are into that weird shit.

    The best way to get to use new character options is through DM bribes. In this case a sourcebook is recommended.

    If you help clean up afterwards you may get inspiration.

  • But then do really need the d8? If we toss that in the bin we can go to the universal d60. This one dice will allow us to get
    d2 (even/odd)
    d3 (d60/20)
    d4 (d60/15)
    d5 (d60/12)
    d6 (d60/10)
    d10 (d60/6)
    and d12, d15, d20, d30

    Base 60 is cool yo!

  • D8? D20/5 x d20/10

    Am I missing something here? Can this even generate 5 or 7?

    D20/5 gives [1...4] and D20/10 [1...2], of course assuming whole numbers. Where to get the factors for 5? 5 can be factored only as 5x1 or 1x5 and the 5 cannot be found either in d20/5 or d20/10. Same is true for 7.

    And I don't see it happening either if we allow rational numbers. To get 5 we would get the following expressions
    5= d120/5 x d220/10 = d120 x d220/50
    or 250= d120 x d220
    And two d20 multiplied together cannot give us 250.

    Math baby?

  • Apocalypse World. It is my go to recommendation to GMs but would be pretty much as useful to players as well. Take the GM principle (rule) of Ask questions and Use the answers. Equally important to players. It has its special tone that can be off putting but do give it a shot.

  • This is why I recruit to five and play with three. Sometimes the stars align and three persons are away, but it is seldom. So the show does go on.

  • It is an experience. Sometimes I feel half the point of it is to toss off the expectations of civilized life and just be.

  • Just the sounds from a crackling fire and the wind moving through the treetops. And no specific dancing at all, at least nothing with intent going into it. It becomes what I feel like, connecting my inner state to the now very limited existence around me.