[–] 1 point 10 hours ago

Back in like 2016 I got a game of vampire going. I pitched it to two non-ttrpg friends as "what if you're vampires but the head vampire in the city is basically Donald Trump...". 100% player retention.

Game ran for like two years. Lots of blood. We still talk about how the highlights.

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  • [–] 2 points 10 hours ago

    I also want to point out the main reason I stick to using DnD and ttrpgs that are very similar (e.g. pathfinder) as a framework is it lets your group get right into the game instead of spending a lot of time getting used to an unfamiliar system.

    That does have some value, but sunk cost is not always a great justification. Also, a lot of systems are way easier to learn than DND. I think people think it's going to be as hard as memorizing all the DND jank - stat to bonus mappings, attack bonus by level, spell slots, a hundred different unique spells - but many systems aren't like that. (Quick, can you Sacred Flame and object? Smite with a thrown spear?)

    I've been playing Vampire and the guy that's only played DND before has had no trouble picking up the rules. Fate is maybe easier, though more creatively demanding. Lot of tyranny of the blank page potential there.

    It would be something like the player asking the goons to move, the goons saying no, the player asking why, the goons giving some answer, the player rolling insight and then deciding a follow up question, probably ending with a persuasion or intimidation check with a DC dependent on how well the rest of the discussion went, with the possibility for other shenanigans to influence as well (like maybe the party mage used minor illusion to fake a badge to pretend to be cops).

    That's how DND would typically play it out, but some things worth noting.

    One, where armor class, saves, and HP are very codified, the DC for persuasion or intimidation is very loosey-goosey in DND.

    Fate, by contrast, has a stress track (like hit points) for physical and mental harm. So when your character pulls a knife and says "I'm gonna cut your fingers off one at a time and make you eat them", and you roll, there's mechanical oomph to it. You roll +7, and they're either out of the scene of suffering a consequence. DND is just DM whims.

    I honestly don’t think something like “social HP” would be better than RP and shenanigans, but idk, I would be curious to try.

    I like how Fate does it. You're not limited so much by your personal ability to act and the GM's mode. You roll high on Provoke and it mechanically hits.

    Oh, another subsystem from Fate I'd recommend importing: Concede. Solves all those "omg I wiped the party" problems.

    I think the issue with combat oriented spells is you have spells at each level that do “vaguely this level’s worth of damage” for every damage type so you get a nice progression curve.

    This is almost certainly a root cause. I think you could build a neat system where you don't have two dozen variations of "do damage" spells, but you rather have rules for how much damage and other effects can go into a spell slot. Which is kind of how Mage works, actually.

    But then casters would be having all sorts of fun and fighters would be left out again. Which, come to think of it, is a common problem in DND.

    Also I’m not sure what you have against exploration and movement type spells because those are very useful in an intrigue heavy campaign.

    Nothing against them. I just meant the majority of spells are combat.

    Anyway, DnD does have a lot of combat mechanics, but it has plenty of non-combat mechanics too. The combat is more regimented and structured, but I don’t see that as a weakness, just the difference between combat and intrigue.

    And sometimes that's fine. But it's not the only way for a game to be. If your game has little physical conflict and a lot of social conflict, DND is probably the wrong engine. Be like wearing a winter jacket on a summer beach trip.

    Anyway. Like I said this is one of my bugbears so I can go on. Thanks for reading

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  • [–] 4 points 18 hours ago (2 children)

    However, rolling a D20 is a lot of fun, which makes me not want to replace it with something like 3d6.

    Fun is subjective, but I personally really enjoy rolling a big dice pool. 4 fire firearms, 3 for dex, 2 for equipment bonus, 4 for the fate blessing, 4 for the gun being magically perfected, 3 for aiming, that's approximately Get Fucked dice to throw on the table.

    it has a lot of assumptions deeply baked into the rules. You need the adventuring day, to rewrite all the powers, or sharply limit party composition, or it falls apart.

    The adventuring day is a big one. TBH I’ve never seen a ttrpg without it.

    Any whitewolf rpg. Fate. Gurps. Don't rest your head. Unknown armies. Countless indie RPGs. Many games that aren't close relatives of D&D don't have a central model of "you have a limited amount of resources to get through the day".

    I recently started a game of Vampire: The Requiem. One of the guys had only played D&D before, and it kind of blew his mind that he can just do his iconic stuff whenever he wants. He was going to punch a bouncer and we were like "Why don't you just use your mesmerize?", and he was like "I forgot I don't have to save that"

    There are massive amounts of fan content for DnD out there and easy to find, if you don’t want to write your own. There are whole ttrpgs that are practically modded DnD but tweaked for a specific setting.

    You can also use an actual generic system like Fate or GURPS. Both of those have a ton of fan content as well. This is not a unique strength of D&D.

    Hard disagree on social conflict. DnD is full of mechanics for that.

    Please share. From what I recall, the system is limited to something like "Roll persuasion vs a DC, and that determines how big of a favor they'll do for you", or similar for intimidation.

    Imagine a scenario where the players encounter a group of goons blocking the road. If they want to get in a fight, D&D has a ton of rules. Movement, to-hit and damage, armor, saves. If they want to talk through it, the rules are comparably thread-bare. There's no social HP.

    Other systems give you more. I'm pretty sure a lot of PbtA games have social moves. There's also Monster Hearts, which I never played because you need a particular kind of group for that one.

    Side note: because of how D&D's stats work, you end up with a lot of characters are mechanically bad at socializing, or underperform at their prescribed roles. You have to work against the system to get some concepts. The whole idea of "multiple ability dependent" is a D&D-ism that's just not in every system. If you want to play a wise cracking dashing axe-man in Fate, for example, you can just do that. You don't need to worry about how you can get both strength and charisma, nor about if you can just reflavor Hexblade because you don't really want the rest of Warlock.

    Meta game currency is something DMs usually add in from my experience, although DnD does have inspiration points as a kinda weak form. Succeed at a cost is something I usually see DMs add in, but I have seen other ttrpgs with that more baked into the rules.

    Inspiration is kind of store-brand fate points, yes. You can easily add more to it, as well as bring succeed-at-a-cost into D&D. But the argument is more about how D&D provides little.

    You pick from a list. If you want to play a game about creating your own spells, it’s going to provide little guidance. Yeah that’s fair. If you have an example of a game with a good “make your own spells” system I’m curious.

    Mage: The Awakening (2e) is the crunchy one that I know. The book provides a ton of examples, but even those are flexible. You add or lose dice based on adjusting the spell details, and potentially create a pool of fuck-up dice in exchange for more dramatic changes.

    Unknown Armies is an old classic that has "random magick" as a thing any duke can pull off.

    Fate is a generic system, so it really depends on which splatbook you're using, or what your table decides on. One game I ran had a "choose one: slow, dangerous, expensive" model for magic. The player can't picking "dangerous" and things got really exciting.

    Also, most of the spells are about combat, with a handful about movement. Hard, hard disagree there. Off the top of my head: prestidigitation, minor illusion, friends, zone of truth, tiny hut, message, command, good berry, that one that lets you ask god a question…

    I was curious so I'm looking at a spell list on a dnd wiki. A majority of spells are for combat, followed by spells that also have exploration uses (eg: fly, alarm), and then there's everything else. But you can't deny that a large chunk of the spells are explicitly about doing damage, or helping you do damage.

    I spent too long on this post. Hopefully it was worth it! "People should play more RPGs, even if just to steal stuff to port into D&D" is one of my bugbears.

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  • [–] 4 points 20 hours ago (5 children)

    The mechanics aren't especially "nice". It has a lot of legacy jank (15 strength is what bonus?). 1d20+stuff vs target produces a flat probability, which is problematic.

    it has a lot of assumptions deeply baked into the rules. You need the adventuring day, to rewrite all the powers, or sharply limit party composition, or it falls apart.

    It's missing or has anemic offerings for whole subsystems - social conflict, meta game currency, succeed at a cost.

    Character progression is very coarse. level up and a bunch of stuff happens at once. You can't make a character that has a shit load of sneak attack without also getting a bunch of HP and other rogue stuff.

    The magic system is brittle and poorly defined. There's not really an expectation or system for players to make their own spells. You pick from a list. If you want to play a game about creating your own spells, it's going to provide little guidance. Also, most of the spells are about combat, with a handful about movement.

    You can change rules, but after a certain point you're playing something unrecognizable as DND.

    Most ttrpgs I’ve seen don’t play all that differently from DnD

    Play more games. Even a basic traditional game like Vampire is a mind opener. No adventuring day. No levels. Social conflict. No attrition and resource management. These have a big impact on the experience.

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  • [–] 17 points 21 hours ago

    But it wasn’t only venture capitalists who had started to grow sceptical of cultivated meat. The technology soon became a target of conservatives. The state governments of Florida, Alabama, Mississippi, Indiana, Montana, Nebraska and Texas moved in quick succession to legislate against cultivated meat, passing laws that banned its sale, production, or both. The Florida governor Ron DeSantis made a media event out of signing that state’s law, posing for pictures in front of a blood-stained cutting board piled high with steaks. “Take your fake lab-grown meat elsewhere,” he said.

    It's funny how conservatives have bad positions on everything. And even if they had a good idea, it's probably for bad reasons.

    There is a widespread feeling in the US that everything is a hoax or a Ponzi scheme

    Huh. I don't know if I've seen that stated so directly before.

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  • [–] 2 points 22 hours ago

    The part of capitalism where the owner sits back, the workers do the work, and the owner keeps the profits is not necessary. It is in fact fucked up.

    You can have competition without that. (You can have other bad things too- it's not a magic cure-all for workers to own the business)

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  • [–] 32 points 22 hours ago (1 child)

    Good. I'm sick of this "oh you're not an employee we just treat you like one" nonsense.

    The place I work abuses "contractors" like that. Full time responsibility, but less pay and no benefits.

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  • [–] 5 points 1 day ago

    I wouldn't be interested in going hunting myself.

    I would disapprove of hunting for sport.

    If someone does hunt and it's actually for food or whatever, I don't like it but it's not such a priority that I'm going to die on that hill.

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    LinkedIn is kind of the bad place, but I'm on there a lot looking for work. I happened to see an informal poll asking if people would go back to a world before AI. I fully expected LinkedIn to be gushing over how great AI is, but (with an admittedly tiny sample size) it's not so hot.

    • 59% absolutely want to go back
    • 14% say AI is the future
    • 22% say they're excited but concerned
    • 2% are undecided, somehow.

    This made me feel a little better, somehow.

    An informal poll on LinkedIn showing 59% of respondents would go back to a world before AI
     

    I'm a simple man. I do a lot of rice and beans with random spices for dinner, and oatmeal with peanut butter and sometimes fruit for lunch.

    Sometimes I get fake-burgers, which are tasty and super easy in the air fryer, but aren't nearly as cheap.

    There's lots of other stuff out there. What do you like that's the best intersection of fast, easy, cheap?

     

    As the title says, how often do you admit you're wrong? Is it different when it's a factual dispute versus something more subjective?

    I make an effort to concede early if I'm in error. I think because my mother almost never admits fault. She'll fall back to "that's not what I meant" or similar deflections first, and that's really annoying.

    The last big factual error I made was about the distance of walking, and that's where I learned about Taxicab Geometry ( https://en.wikipedia.org/wiki/Taxicab_geometry ).

    I think some people believe admitting fault is a sign of weakness, but I find it's more of a power move. It takes strength to do it, and people can tell when you're sweating and desperate. Usually it leads to resolving the conflict faster and cheaper, too.

    (I expect some people will feel the urge to reply they're never wrong. I'll file that under never admits fault.)

    AI summary of toilet paper (startrek.website)
     

    This is the bad place.

    It's fucking toilet paper. I don't need a summary.

    Not only are they wasting time, energy, and screen space with this slop, it seems to have come with a bug preventing me from adding anything to my cart. I just get 403s when trying.

    I can only assume management demanded engineering maximize their AI usage at the expense of boring things like testing and stability.

    I hate this.

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